fixed camera system and brightened recipticles

This commit is contained in:
2023-05-10 23:59:58 -04:00
parent d90419f579
commit aafb240391
181 changed files with 35174 additions and 2991 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
[ExecuteAlways]
public class ObjectiveText : MonoBehaviour
{
[SerializeField]
public List<VisualObjectiveItemGUI> visualObjects;
[SerializeField]
private Color inCompleteColor = Color.white;
[SerializeField]
private Color completeColor = Color.yellow;
[SerializeField]
private float speed;
[SerializeField]
private Animator animator;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
foreach(VisualObjectiveItemGUI item in visualObjects)
{
if (item.isComplete){
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime*speed);
}
else
{
item.icon.color = Color.Lerp(item.icon.color,inCompleteColor, Time.deltaTime*speed);
}
}
}
public void FadeOut()
{
animator.Play("FadeOut");
}
public void FadeIn()
{
animator.Play("FadeIn");
}
}
[System.Serializable]
public class VisualObjectiveItemGUI
{
public TMP_Text text;
public Image icon;
public bool isComplete = false;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WaypointMarker : MonoBehaviour
{
public Image pointer;
public Transform target;
public TMP_Text distanceMarker;
private Vector2 offset;
// Start is called before the first frame update
void Start()
{
offset = distanceMarker.transform.position - pointer.transform.position;
}
// Update is called once per frame
void Update()
{
float minX = pointer.GetPixelAdjustedRect().width / 2;
float maxX = Screen.width - minX;
float minY = pointer.GetPixelAdjustedRect().height / 2;
float maxY = Screen.height - minY;
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
{
//target is behind player
if(pos.x < Screen.width / 2)
{
pos.x = maxX;
}
else
{
pos.x = minX;
}
}
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
pointer.transform.position = pos;
distanceMarker.text = Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)).ToString() + " meters";
if (pos.x < Screen.width / 2)
{
distanceMarker.transform.position = pos + offset;
}
else
{
distanceMarker.transform.position = pos - offset;
}
}
}

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