Steam lobby implemented

This commit is contained in:
Madhav Kapa 2023-06-01 08:03:48 -07:00
parent c7647c8097
commit 49efee80e2
95 changed files with 10258 additions and 6167 deletions

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View File

@ -1,16 +1,16 @@
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View File

@ -1,19 +1,19 @@
{ {
"name": "Unity.FishNet.Codegen", "name": "Unity.FishNet.Codegen",
"references": [ "references": [
"FishNet.Runtime", "FishNet.Runtime",
"FishNet.Codegen.Cecil", "FishNet.Codegen.Cecil",
"FishNet.Generated" "FishNet.Generated"
], ],
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View File

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View File

@ -1,144 +0,0 @@
using FishNet;
using FishNet.Transporting;
using Steamworks;
using System;
using System.Net;
using UnityEngine;
public class SteamManager : MonoBehaviour
{
#region Serialized.
[Header("Steam Settings")]
/// <summary>
/// Steam application Id.
/// </summary>
[Tooltip("Steam application Id.")]
[SerializeField]
private uint _steamAppID = 480;
/// <summary>
/// SSteam Mod Directory.
/// </summary>
[Tooltip("Steam Mod Directory.")]
[SerializeField]
private string _modDir = string.Empty;
/// <summary>
/// Steam Game Description.
/// </summary>
[Tooltip("Steam Game Description.")]
[SerializeField]
private string _gameDesc = string.Empty;
/// <summary>
/// Steam version.
/// </summary>
[Tooltip("Steam version.")]
[SerializeField]
private string _version = string.Empty;
[Header("Server Settings")]
/// <summary>
/// Servername.
/// </summary>
[Tooltip("Server Name")]
[SerializeField]
private string _serverName = string.Empty;
/// <summary>
/// Server Password.
/// </summary>
[Tooltip("Server Password.")]
[SerializeField]
private string _password = string.Empty;
/// <summary>
/// Steam Server Query Port.
/// </summary>
[Tooltip("Server Query Port.")]
[SerializeField]
private ushort _queryPort = 27016;
/// <summary>
/// Server VAC Secure.
/// </summary>
[Tooltip("Server VAC Secure.")]
[SerializeField]
private bool _vac = true;
/// <summary>
/// Server as Dedicated Server.
/// </summary>
[Tooltip("Server as Dedicated Server.")]
[SerializeField]
private bool _ds = true;
#endregion
void Start()
{
#if UNITY_SERVER
InstanceFinder.ServerManager.StartConnection();
InstanceFinder.ServerManager.OnServerConnectionState += OnServerConnectionState;
#endif
}
private void OnServerConnectionState(FishNet.Transporting.ServerConnectionStateArgs state)
{
if (state.ConnectionState == FishNet.Transporting.LocalConnectionState.Started)
{
var serverInit = new SteamServerInit(_modDir, _gameDesc)
{
IpAddress = IPAddress.Parse(InstanceFinder.TransportManager.Transport.GetServerBindAddress(IPAddressType.IPv4)),
GamePort = InstanceFinder.TransportManager.Transport.GetPort(),
QueryPort = _queryPort,
Secure = _vac,
DedicatedServer = _ds,
VersionString = _version,
};
serverInit.WithRandomSteamPort();
try
{
SteamServer.Init(1280590, serverInit, true);
SteamServer.ServerName = _serverName;
SteamServer.MaxPlayers = InstanceFinder.TransportManager.Transport.GetMaximumClients();
SteamServer.Passworded = !string.IsNullOrEmpty(_password);
SteamServer.DedicatedServer = _ds;
SteamServer.AutomaticHeartbeats = true;
SteamServer.LogOnAnonymous();
SteamServer.OnSteamServersConnected += OnSteamServersConnected;
SteamServer.OnSteamServersDisconnected += OnSteamServersDisconnected;
SteamServer.OnSteamServerConnectFailure += OnSteamServerConnectFailure;
if (!SteamServer.IsValid)
{
Debug.LogWarning("Couldn't initialize server");
return;
}
}
catch (Exception ex)
{
Debug.LogError("Couldn't initialize Steam server (" + ex.Message + ")");
Application.Quit();
}
}
}
private void OnSteamServersConnected()
{
Debug.Log("Dedicated Server connected to Steam successfully");
}
private void OnSteamServerConnectFailure(Result result, bool stilltrying)
{
Debug.Log("Dedicated Server failed to connect to Steam");
}
private void OnSteamServersDisconnected(Result result)
{
Debug.Log("Dedicated Server got logged out of Steam");
}
}

View File

@ -1 +1,3 @@
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@ -1,17 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CharacterControllerForce : MonoBehaviour public class CharacterControllerForce : MonoBehaviour
{ {
float mass = 3f; // defines the character mass
Vector3 impact = Vector3.zero;
private CharacterController character; private CharacterController character;
private Vector3 impact = Vector3.zero;
void Start() private readonly float mass = 3f; // defines the character mass
private void Start()
{ {
character = gameObject.GetComponent<CharacterController>();
character = this.gameObject.GetComponent<CharacterController>(); }
private void Update()
{
// apply the impact force:
if (impact.magnitude > 0.2)
character.Move(impact * Time.deltaTime);
// consumes the impact energy each cycle:
impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);
} }
// call this function to add an impact force: // call this function to add an impact force:
@ -21,13 +27,4 @@ public class CharacterControllerForce : MonoBehaviour
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
impact += dir.normalized * force / mass; impact += dir.normalized * force / mass;
} }
}
void Update()
{
// apply the impact force:
if (impact.magnitude > 0.2)
character.Move(impact * Time.deltaTime);
// consumes the impact energy each cycle:
impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);
}
}

View File

@ -1,12 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DGemItem : MonoBehaviour public class DGemItem : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float decSpeed = 5f;
private float decSpeed = 5f;
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
}
private void OnTriggerEnter(Collider collision) private void OnTriggerEnter(Collider collision)
@ -14,20 +20,7 @@ public class DGemItem : MonoBehaviour
if (collision.gameObject.CompareTag("Player")) if (collision.gameObject.CompareTag("Player"))
{ {
collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(decSpeed); collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(decSpeed);
Destroy(this.gameObject); Destroy(gameObject);
} }
} }
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,42 +1,33 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.VFX; using UnityEngine.VFX;
public class VectorFieldHandler : MonoBehaviour public class VectorFieldHandler : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float avoidanceDist;
private float avoidanceDist;
[SerializeField] [SerializeField] private List<Vector3> avoidances;
private List<Vector3> avoidances;
[SerializeField] [SerializeField] private Vector3 size;
private Vector3 size;
[SerializeField] private VisualEffect effect;
private Texture3D vField; private Texture3D vField;
[SerializeField]
private VisualEffect effect;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
vField = new Texture3D((int)size.x, (int)size.y, (int)size.z, TextureFormat.RFloat, 0); vField = new Texture3D((int)size.x, (int)size.y, (int)size.z, TextureFormat.RFloat, 0);
for(int x = 0;x<size.x;x++) for (var x = 0; x < size.x; x++)
{ for (var y = 0; y < size.y; y++)
for(int y = 0; y < size.y; y++) for (var z = 0; z < size.z; z++)
{ vField.SetPixel(x, y, z, new Color(1, 0, 0, 0));
for(int z = 0; z<size.z; z++)
{
vField.SetPixel(x, y, z, new Color(1, 0, 0, 0));
}
}
}
//vField.SetPixel(0, 0, 0, new Color(1, 0, 0, 0)); //vField.SetPixel(0, 0, 0, new Color(1, 0, 0, 0));
effect.SetTexture("VectorField", vField); effect.SetTexture("VectorField", vField);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
} }

View File

@ -1,37 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[ExecuteAlways] [ExecuteAlways]
[RequireComponent(typeof(LineRenderer))] [RequireComponent(typeof(LineRenderer))]
public class DynamicLine : MonoBehaviour public class DynamicLine : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float length = 5f;
private float length = 5f;
[SerializeField] [SerializeField] private int count = 2;
private int count = 2;
private LineRenderer lineRenderer;
private int pCount;
private float pLength; private float pLength;
private int pCount;
private LineRenderer lineRenderer;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
lineRenderer= GetComponent<LineRenderer>(); lineRenderer = GetComponent<LineRenderer>();
} }
// Update is called once per frame // Update is called once per frame
void FixedUpdate() private void FixedUpdate()
{ {
if (pLength != length||pCount!=count) if (pLength != length || pCount != count) lineRenderer.positionCount = count;
{
lineRenderer.positionCount = count;
}
} }
} }

View File

@ -1,152 +1,131 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor.Rendering;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
public class SkinlessMonsterAnimator : MonoBehaviour public class SkinlessMonsterAnimator : MonoBehaviour
{ {
[SerializeField] [SerializeField] private Animator animator;
private Animator animator;
private float speed = 0f;
[SerializeField] [SerializeField] [Tooltip("This is the object with the skin dissolve material")]
[Tooltip("This is the object with the skin dissolve material")]
private GameObject modelObject; private GameObject modelObject;
[SerializeField]
private List<GameObject> objectsThatFallOnDeath= new List<GameObject>(); [SerializeField] private List<GameObject> objectsThatFallOnDeath = new();
[SerializeField] private float deathSpeed = 5f;
[SerializeField] private float fastDeathduration = 1f;
[SerializeField] private float deathDuration = 5f;
private float curDeathSpeed = 5f;
private Material dissolveMaterial; private Material dissolveMaterial;
private bool isAlive = true; private bool isAlive = true;
[SerializeField]
private float deathSpeed = 5f;
private float curDeathSpeed = 5f;
private bool isRunning = false; private float speed;
public bool IsRunning { get { return isRunning; } } public bool IsRunning { get; private set; }
[SerializeField]
private float fastDeathduration = 1f;
[SerializeField]
private float deathDuration = 5f;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
dissolveMaterial = modelObject.GetComponent<SkinnedMeshRenderer>().materials[0]; dissolveMaterial = modelObject.GetComponent<SkinnedMeshRenderer>().materials[0];
curDeathSpeed = deathSpeed; curDeathSpeed = deathSpeed;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (isAlive) if (isAlive)
{ {
animator.SetFloat("Speed", speed); animator.SetFloat("Speed", speed);
} }
else else
{ {
var quantity = dissolveMaterial.GetFloat("_DissolveQuantity");
float quantity = dissolveMaterial.GetFloat("_DissolveQuantity"); quantity = Mathf.Lerp(quantity, -2, Time.deltaTime * curDeathSpeed);
quantity = Mathf.Lerp(quantity, -2, Time.deltaTime *curDeathSpeed);
dissolveMaterial.SetFloat("_DissolveQuantity", quantity); dissolveMaterial.SetFloat("_DissolveQuantity", quantity);
} }
} }
public void StartMoving() public void StartMoving()
{ {
if (isAlive) if (isAlive)
{ {
isRunning = true; IsRunning = true;
speed = 1; speed = 1;
} }
} }
public void StopMoving() public void StopMoving()
{ {
if (isAlive) if (isAlive)
{ {
speed = 0; speed = 0;
isRunning = false; IsRunning = false;
} }
} }
public void Attack() public void Attack()
{ {
if (isAlive) if (isAlive) animator.SetTrigger("Attack");
{
animator.SetTrigger("Attack");
}
} }
/// <summary> /// <summary>
/// 0,1,2,3 /// 0,1,2,3
/// </summary> /// </summary>
/// <param name="attackType"></param> /// <param name="attackType"></param>
public void SetAttackType(int attackType) public void SetAttackType(int attackType)
{ {
animator.SetInteger("AttackIndex", attackType); animator.SetInteger("AttackIndex", attackType);
} }
public void InLight() public void InLight()
{ {
if(isAlive) if (isAlive)
animator.SetBool("InLight", true); animator.SetBool("InLight", true);
} }
public void NotInLight() public void NotInLight()
{ {
if(isAlive) if (isAlive)
animator.SetBool("InLight", false); animator.SetBool("InLight", false);
} }
public void AttackScream() public void AttackScream()
{ {
if(isAlive) if (isAlive)
animator.SetTrigger("AttackScream"); animator.SetTrigger("AttackScream");
} }
public void Kill(bool fast = false) public void Kill(bool fast = false)
{ {
//animator.speed = 0; //animator.speed = 0;
InLight(); InLight();
isAlive = false; isAlive = false;
foreach(GameObject obj in this.objectsThatFallOnDeath) foreach (var obj in objectsThatFallOnDeath)
{ {
obj.AddComponent<Rigidbody>(); obj.AddComponent<Rigidbody>();
if (obj.GetComponent<Collider>() != null) if (obj.GetComponent<Collider>() != null) obj.GetComponent<Collider>().enabled = false;
{
obj.GetComponent<Collider>().enabled = false;
}
} }
float dur = this.deathDuration;
var dur = deathDuration;
if (fast) if (fast)
{ {
dur = this.fastDeathduration; dur = fastDeathduration;
curDeathSpeed = deathSpeed * (this.deathDuration / this.fastDeathduration); curDeathSpeed = deathSpeed * (deathDuration / fastDeathduration);
} }
StartCoroutine(destroyAfterSeconds(dur)); StartCoroutine(destroyAfterSeconds(dur));
} }
private IEnumerator destroyAfterSeconds(float duration) private IEnumerator destroyAfterSeconds(float duration)
{ {
yield return new WaitForSeconds(duration); yield return new WaitForSeconds(duration);
Destroy(this.gameObject); Destroy(gameObject);
} }
}
}

View File

@ -1,321 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
public class SkinlessMonsterComponent : MonoBehaviour public class SkinlessMonsterComponent : MonoBehaviour
{ {
[SerializeField] [SerializeField] private NavMeshAgent agent;
private NavMeshAgent agent;
[SerializeField]
private SkinlessMonsterAnimator animator;
private bool inDamageRange = false;
private bool inDamageMargin = false;
private bool atTarget = false;
[SerializeField]
private float atTargetDistance = 2;
private TargetInformation target;
[SerializeField] [SerializeField] private SkinlessMonsterAnimator animator;
private float health = 2f;
[SerializeField] private float atTargetDistance = 2;
[SerializeField] private float health = 2f;
[SerializeField] [Tooltip("This is the angle of visibility the enemy has")]
private float visibilityConeLimit = 90f;
[SerializeField] private float bulletSoundRange = 15f;
[SerializeField] private float newTargetCooldown = 5f;
//private bool prePauseStoppedState = false;
[SerializeField] private BoxCollider leftHandDamage;
[SerializeField] private BoxCollider rightHandDamage;
private bool atTarget;
private float distanceToPlayer;
private FlareRegister flareRegister;
private bool inDamageMargin;
private bool inDamageRange;
private bool isAlive = true; private bool isAlive = true;
private InGameManager manager;
private Vector3 oppositeVector; private Vector3 oppositeVector;
private PlayerComponent player; private PlayerComponent player;
private float distanceToPlayer; private TargetInformation target;
private FlareRegister flareRegister;
[SerializeField]
[Tooltip("This is the angle of visibility the enemy has")]
private float visibilityConeLimit = 90f;
[SerializeField]
private float bulletSoundRange = 15f;
private GameObject targetObject; private GameObject targetObject;
[SerializeField] private float timeSinceTarget;
private float newTargetCooldown = 5f;
private float timeSinceTarget = 0f;
private InGameManager manager;
//private bool prePauseStoppedState = false;
[SerializeField]
private BoxCollider leftHandDamage;
[SerializeField]
private BoxCollider rightHandDamage;
private void Awake() private void Awake()
{ {
//Find active player rn. //Find active player rn.
PlayerComponent[] players = GameObject.FindObjectsOfType<PlayerComponent>(); var players = FindObjectsOfType<PlayerComponent>();
foreach (PlayerComponent p in players) foreach (var p in players)
{
if (p.isActiveAndEnabled) if (p.isActiveAndEnabled)
{
player = p; player = p;
}
} manager = FindObjectOfType<InGameManager>();
manager = GameObject.FindObjectOfType<InGameManager>();
} }
private void Start() private void Start()
{ {
flareRegister = GameObject.FindObjectOfType<FlareRegister>(); flareRegister = FindObjectOfType<FlareRegister>();
if (targetObject == null) if (targetObject == null)
targetObject = new GameObject(); targetObject = new GameObject();
targetObject.name = "Enemy Target"; targetObject.name = "Enemy Target";
if(player == null)
{
player = GameObject.FindObjectOfType<PlayerComponent>();
}
}
void HandleTargetOperations()
{
//Update booleans for movement
float distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
atTarget = atTargetDistance >= distToTarget;
if (target.hasDamageRange)
{
inDamageRange = target.damageRange <= distToTarget;
inDamageMargin = target.damageMargin + target.damageRange <= distToTarget;
}
else
{
inDamageRange = false;
inDamageMargin = false;
}
//Perform actions.
if (target.runTowards)
{
if (inDamageRange)
{
//Damage is being dealt
animator.InLight();
//Deal Damage
health -= Time.deltaTime;
if (health < 0 && this.isAlive)
{
this.Kill();
}
} if (player == null) player = FindObjectOfType<PlayerComponent>();
else if (inDamageMargin)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
}
else
{
if (atTarget)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
if (target.isHostile)
{
animator.Attack();
animator.SetAttackType(Random.Range(0, 0));
}
}
else
{
agent.SetDestination(target.target.transform.position);
animator.StartMoving();
animator.NotInLight();
}
}
}
else
{
//Run away logic
if (atTarget || distToTarget < 3)
{
animator.StopMoving();
}
else
{
Ray r = new Ray();
r.origin = transform.position;
r.direction = oppositeVector;
RaycastHit hit;
if (Physics.Raycast(r, out hit))
{
animator.StartMoving();
agent.SetDestination(hit.point);
}
else
{
agent.SetDestination(transform.position + oppositeVector * 100);
agent.isStopped = false;
}
}
}
if (atTarget&&target.isHostile)
{
SlowLookAt(target.target.transform.position-transform.position);
}
}
void SlowLookAt(Vector3 targetVector,float animatedRotationSpeed=1f)
{
Vector3 relativePos = targetVector;
Quaternion toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
void CheckForAOERanges()
{
foreach(BulletComponent bullet in flareRegister.bullets)
{
float dist = Vector3.Distance(bullet.transform.position, transform.position);
if (dist <= bullet.DamageRange)
{
this.health = 0;
this.Kill(true);
}
}
foreach(FlareBeacon beacon in flareRegister.beacons)
{
float dist = Vector3.Distance(beacon.transform.position, transform.position);
if (dist <= beacon.Range)
{
this.health = 0f;
}
}
if (this.health <= 0)
{
this.Kill();
}
}
public bool isPlayerVisible(bool withAngle)
{
Ray r = new Ray();
r.origin = transform.position;
r.direction = player.transform.position - transform.position;
Vector3 toPosition = (player.transform.position - transform.position).normalized;
float angleToPosition = Vector3.Angle(transform.forward, toPosition);
RaycastHit hit;
if(Physics.Raycast(r, out hit))
{
GameObject hitObject = hit.transform.gameObject;
if (hitObject.GetComponent<PlayerComponent>() != null)
{
//hit player
return angleToPosition <= this.visibilityConeLimit||!withAngle;
}else if (hitObject.GetComponentInParent<PlayerComponent>() != null)
{
//also hit player
return angleToPosition <= this.visibilityConeLimit||!withAngle;
}
}
return false;
}
void SetLiveTargeting()
{
if (!isAlive)
{
//this.targetObject.transform.position = transform.position;
this.Stop();
}
distanceToPlayer = Vector3.Distance(this.transform.position, player.transform.position);
//print("Dist Comparison "+distanceToPlayer.ToString()+" Noise:"+player.NoiseManager.NoiseDistance);
bool isPlayerVisible = this.isPlayerVisible(true);
//check if player is heard or player line of sight
if (distanceToPlayer <= player.NoiseManager.NoiseDistance||isPlayerVisible)
{
//check that nothing in between
if (this.isPlayerVisible(false))
{
this.Target(player.gameObject, true);
}
}
else
{
if (this.timeSinceTarget < this.newTargetCooldown)
{
//no further targeting
//Stop();
return;
}
BulletComponent closestBullet = null;
float closestDistance = Mathf.Infinity;
foreach(BulletComponent bullet in this.flareRegister.bullets)
{
float bDist = Vector3.Distance(bullet.transform.position, transform.position);
if (closestBullet==null||(bDist< bulletSoundRange&&bDist<closestDistance))
{
closestBullet = bullet;
closestDistance = bDist;
}
}
if (closestBullet != null&&closestBullet.DamageRange==0)
{
targetObject.transform.position= closestBullet.transform.position;
this.Target(targetObject,false);
}
else
{
targetObject.transform.position = transform.position;
this.Target(targetObject,false);
this.Stop();
}
}
} }
private void Update() private void Update()
{ {
if (!player.IsAlive) if (!player.IsAlive) Stop();
{
Stop(); if (target != null) HandleTargetOperations();
}
if (target != null)
{
HandleTargetOperations();
}
CheckForAOERanges(); CheckForAOERanges();
if(isAlive&&player.IsAlive) if (isAlive && player.IsAlive)
SetLiveTargeting(); SetLiveTargeting();
timeSinceTarget += Time.deltaTime; timeSinceTarget += Time.deltaTime;
if (this.isAlive) if (isAlive)
{ {
leftHandDamage.enabled = true; leftHandDamage.enabled = true;
rightHandDamage.enabled = true; rightHandDamage.enabled = true;
@ -325,7 +83,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
leftHandDamage.enabled = false; leftHandDamage.enabled = false;
rightHandDamage.enabled = false; rightHandDamage.enabled = false;
} }
/* /*
AI Behavior: AI Behavior:
@ -345,6 +103,197 @@ public class SkinlessMonsterComponent : MonoBehaviour
- stop() and wait for player to leave AOE (enforced by navigation). - stop() and wait for player to leave AOE (enforced by navigation).
*/ */
} }
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<BulletComponent>() != null)
health -= other.gameObject.GetComponent<BulletComponent>().DamageMagnitude;
}
private void HandleTargetOperations()
{
//Update booleans for movement
var distToTarget = Vector3.Distance(target.target.transform.position, agent.transform.position);
atTarget = atTargetDistance >= distToTarget;
if (target.hasDamageRange)
{
inDamageRange = target.damageRange <= distToTarget;
inDamageMargin = target.damageMargin + target.damageRange <= distToTarget;
}
else
{
inDamageRange = false;
inDamageMargin = false;
}
//Perform actions.
if (target.runTowards)
{
if (inDamageRange)
{
//Damage is being dealt
animator.InLight();
//Deal Damage
health -= Time.deltaTime;
if (health < 0 && isAlive) Kill();
}
else if (inDamageMargin)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
}
else
{
if (atTarget)
{
//Effective stop
agent.SetDestination(transform.position);
animator.StopMoving();
if (target.isHostile)
{
animator.Attack();
animator.SetAttackType(Random.Range(0, 0));
}
}
else
{
agent.SetDestination(target.target.transform.position);
animator.StartMoving();
animator.NotInLight();
}
}
}
else
{
//Run away logic
if (atTarget || distToTarget < 3)
{
animator.StopMoving();
}
else
{
var r = new Ray();
r.origin = transform.position;
r.direction = oppositeVector;
RaycastHit hit;
if (Physics.Raycast(r, out hit))
{
animator.StartMoving();
agent.SetDestination(hit.point);
}
else
{
agent.SetDestination(transform.position + oppositeVector * 100);
agent.isStopped = false;
}
}
}
if (atTarget && target.isHostile) SlowLookAt(target.target.transform.position - transform.position);
}
private void SlowLookAt(Vector3 targetVector, float animatedRotationSpeed = 1f)
{
var relativePos = targetVector;
var toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
}
private void CheckForAOERanges()
{
foreach (var bullet in flareRegister.bullets)
{
var dist = Vector3.Distance(bullet.transform.position, transform.position);
if (dist <= bullet.DamageRange)
{
health = 0;
Kill(true);
}
}
foreach (var beacon in flareRegister.beacons)
{
var dist = Vector3.Distance(beacon.transform.position, transform.position);
if (dist <= beacon.Range) health = 0f;
}
if (health <= 0) Kill();
}
public bool isPlayerVisible(bool withAngle)
{
var r = new Ray();
r.origin = transform.position;
r.direction = player.transform.position - transform.position;
var toPosition = (player.transform.position - transform.position).normalized;
var angleToPosition = Vector3.Angle(transform.forward, toPosition);
RaycastHit hit;
if (Physics.Raycast(r, out hit))
{
var hitObject = hit.transform.gameObject;
if (hitObject.GetComponent<PlayerComponent>() != null)
//hit player
return angleToPosition <= visibilityConeLimit || !withAngle;
if (hitObject.GetComponentInParent<PlayerComponent>() != null)
//also hit player
return angleToPosition <= visibilityConeLimit || !withAngle;
}
return false;
}
private void SetLiveTargeting()
{
if (!isAlive)
//this.targetObject.transform.position = transform.position;
Stop();
distanceToPlayer = Vector3.Distance(transform.position, player.transform.position);
//print("Dist Comparison "+distanceToPlayer.ToString()+" Noise:"+player.NoiseManager.NoiseDistance);
var isPlayerVisible = this.isPlayerVisible(true);
//check if player is heard or player line of sight
if (distanceToPlayer <= player.NoiseManager.NoiseDistance || isPlayerVisible)
{
//check that nothing in between
if (this.isPlayerVisible(false)) Target(player.gameObject, true);
}
else
{
if (timeSinceTarget < newTargetCooldown)
//no further targeting
//Stop();
return;
BulletComponent closestBullet = null;
var closestDistance = Mathf.Infinity;
foreach (var bullet in flareRegister.bullets)
{
var bDist = Vector3.Distance(bullet.transform.position, transform.position);
if (closestBullet == null || (bDist < bulletSoundRange && bDist < closestDistance))
{
closestBullet = bullet;
closestDistance = bDist;
}
}
if (closestBullet != null && closestBullet.DamageRange == 0)
{
targetObject.transform.position = closestBullet.transform.position;
Target(targetObject);
}
else
{
targetObject.transform.position = transform.position;
Target(targetObject);
Stop();
}
}
}
/* /*
STANDARD BEHAVIOR: STANDARD BEHAVIOR:
- OnSeeing/Hearing Player: - OnSeeing/Hearing Player:
@ -360,9 +309,9 @@ public class SkinlessMonsterComponent : MonoBehaviour
*/ */
//Runs towards target. If its meant to be hostile, it will melee attack once in range. //Runs towards target. If its meant to be hostile, it will melee attack once in range.
public void Target(GameObject obj,bool hostile=false) public void Target(GameObject obj, bool hostile = false)
{ {
if(target == null || target.target!= obj) if (target == null || target.target != obj)
{ {
//target = new TargetInformation(obj,hostile,false,runTowards:true); //target = new TargetInformation(obj,hostile,false,runTowards:true);
target = new TargetInformation(); target = new TargetInformation();
@ -371,13 +320,13 @@ public class SkinlessMonsterComponent : MonoBehaviour
target.hasDamageRange = false; target.hasDamageRange = false;
target.runTowards = true; target.runTowards = true;
timeSinceTarget = 0; timeSinceTarget = 0;
} }
} }
//Runs towards flare such that it stops randomly within margin before range. //Runs towards flare such that it stops randomly within margin before range.
public void TargetFlare(GameObject obj,float range,float margin) public void TargetFlare(GameObject obj, float range, float margin)
{ {
if(target == null || target.target != obj) if (target == null || target.target != obj)
{ {
//target = new TargetInformation(obj, false, true, range, margin,runTowards:true); //target = new TargetInformation(obj, false, true, range, margin,runTowards:true);
target = new TargetInformation(); target = new TargetInformation();
@ -390,15 +339,17 @@ public class SkinlessMonsterComponent : MonoBehaviour
timeSinceTarget = 0; timeSinceTarget = 0;
} }
} }
/// <summary> /// <summary>
/// Runs away from object. A minimum range is specified where it no longer takes damage, and a minimum margin is /// Runs away from object. A minimum range is specified where it no longer takes damage, and a minimum margin is
/// speicifed where it can stop running. /// speicifed where it can stop running.
/// </summary> /// </summary>
/// <param name="obj"></param> /// <param name="obj"></param>
/// <param name="minRange"></param> /// <param name="minRange"></param>
/// <param name="minMargin"></param> /// <param name="minMargin"></param>
public void RunAwayFrom(GameObject obj,float minRange,float minMargin) { public void RunAwayFrom(GameObject obj, float minRange, float minMargin)
if(target== null ||target.target != obj) {
if (target == null || target.target != obj)
{ {
//target = new TargetInformation(obj, false, true, minRange, minMargin, false); //target = new TargetInformation(obj, false, true, minRange, minMargin, false);
target = new TargetInformation(); target = new TargetInformation();
@ -416,44 +367,30 @@ public class SkinlessMonsterComponent : MonoBehaviour
public void Stop() public void Stop()
{ {
target = new TargetInformation(); target = new TargetInformation();
target.target = this.gameObject; target.target = gameObject;
target.isHostile = false; target.isHostile = false;
target.hasDamageRange = false; target.hasDamageRange = false;
target.runTowards = true; target.runTowards = true;
} }
public void Kill(bool fast=false) public void Kill(bool fast = false)
{ {
if (this.isAlive) if (isAlive)
{ {
this.animator.Kill(fast); animator.Kill(fast);
this.isAlive = false; isAlive = false;
agent.isStopped = true; agent.isStopped = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<BulletComponent>() != null)
{
this.health -= other.gameObject.GetComponent<BulletComponent>().DamageMagnitude;
} }
} }
} }
class TargetInformation
{
public GameObject target; internal class TargetInformation
public bool isHostile; {
public bool hasDamageRange;
public float damageRange;
public float damageMargin; public float damageMargin;
public float damageRange;
public bool hasDamageRange;
public bool isHostile;
public bool runTowards; public bool runTowards;
public GameObject target;
} }

View File

@ -1,38 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class TestSkinnlessMonster : MonoBehaviour public class TestSkinnlessMonster : MonoBehaviour
{ {
[SerializeField] [SerializeField] private SkinlessMonsterComponent monster;
private SkinlessMonsterComponent monster;
[SerializeField] [SerializeField] private Camera cam;
private Camera cam;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (Input.GetKeyDown(KeyCode.Alpha1)) if (Input.GetKeyDown(KeyCode.Alpha1)) monster.Target(cam.gameObject, true);
{ if (Input.GetKeyDown(KeyCode.Alpha2)) monster.TargetFlare(cam.gameObject, 1, 1);
monster.Target(cam.gameObject, true); if (Input.GetKeyDown(KeyCode.Alpha3)) monster.RunAwayFrom(cam.gameObject, 1, 1);
} if (Input.GetKeyDown(KeyCode.Alpha0)) monster.Stop();
if (Input.GetKeyDown(KeyCode.Alpha2))
{
monster.TargetFlare(cam.gameObject, 1, 1);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
monster.RunAwayFrom(cam.gameObject, 1, 1);
}
if (Input.GetKeyDown(KeyCode.Alpha0))
{
monster.Stop();
}
} }
} }

View File

@ -1,27 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DummyComponent : MonoBehaviour public class DummyComponent : MonoBehaviour
{ {
private Animator anim; private Animator anim;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
anim = this.GetComponentInParent<Animator>(); anim = GetComponentInParent<Animator>();
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
private void OnCollisionEnter(Collision collision) private void OnCollisionEnter(Collision collision)
{ {
if(collision.gameObject.GetComponent<BulletComponent>() != null) if (collision.gameObject.GetComponent<BulletComponent>() != null) anim.Play("DummyFall");
{
anim.Play("DummyFall");
}
} }
} }

View File

@ -1,26 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class MonsterComponent : MonoBehaviour public class MonsterComponent : MonoBehaviour
{ {
[SerializeField] private float attackDamage = 1f;
[SerializeField] [SerializeField] private bool shakeCameraOnHit = true;
private float attackDamage = 1f;
public float AttackDamage { get { return this.attackDamage; } } public float AttackDamage => attackDamage;
public bool ShakeCameraOnHit => shakeCameraOnHit;
[SerializeField]
private bool shakeCameraOnHit = true;
public bool ShakeCameraOnHit { get { return this.shakeCameraOnHit; } }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
} }

View File

@ -1,38 +1,32 @@
using UnityEngine; using UnityEngine;
using System;
using System.Collections;
[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Animator))]
public class IKControl_Robot : MonoBehaviour public class IKControl_Robot : MonoBehaviour
{ {
public bool ikActive;
public Transform rightHandObj;
public Transform leftHandObj;
public Transform lookObj;
public Transform stepOnObj;
public Transform stepOffObj;
protected Animator animator; protected Animator animator;
public bool ikActive = false;
public Transform rightHandObj = null;
public Transform leftHandObj = null;
public Transform lookObj = null;
public Transform stepOnObj = null;
public Transform stepOffObj = null;
void Start() private void Start()
{ {
animator = GetComponent<Animator>(); animator = GetComponent<Animator>();
transform.Rotate(0, 90, 0); transform.Rotate(0, 90, 0);
} }
//a callback for calculating IK //a callback for calculating IK
void OnAnimatorIK() private void OnAnimatorIK()
{ {
if (animator) if (animator)
{ {
//if the IK is active, set the position and rotation directly to the goal. //if the IK is active, set the position and rotation directly to the goal.
if (ikActive) if (ikActive)
{ {
// Set the look target position, if one has been assigned // Set the look target position, if one has been assigned
if (lookObj != null) if (lookObj != null)
{ {
@ -48,6 +42,7 @@ public class IKControl_Robot : MonoBehaviour
animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandObj.position); animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandObj.position);
animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandObj.rotation); animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandObj.rotation);
} }
if (leftHandObj != null) if (leftHandObj != null)
{ {
animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1); animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
@ -55,22 +50,22 @@ public class IKControl_Robot : MonoBehaviour
animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandObj.position); animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandObj.position);
animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandObj.rotation); animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandObj.rotation);
} }
if(stepOnObj != null)
if (stepOnObj != null)
{ {
animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1); animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1); animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1);
animator.SetIKPosition(AvatarIKGoal.LeftFoot,stepOnObj.position); animator.SetIKPosition(AvatarIKGoal.LeftFoot, stepOnObj.position);
animator.SetIKRotation(AvatarIKGoal.LeftFoot,stepOnObj.rotation); animator.SetIKRotation(AvatarIKGoal.LeftFoot, stepOnObj.rotation);
} }
if(stepOffObj!= null) {
if (stepOffObj != null)
{
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1); animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1); animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1);
animator.SetIKPosition(AvatarIKGoal.RightFoot, stepOffObj.position); animator.SetIKPosition(AvatarIKGoal.RightFoot, stepOffObj.position);
animator.SetIKRotation(AvatarIKGoal.RightFoot, stepOffObj.rotation); animator.SetIKRotation(AvatarIKGoal.RightFoot, stepOffObj.rotation);
} }
} }
//if the IK is not active, set the position and rotation of the hand and head back to the original position //if the IK is not active, set the position and rotation of the hand and head back to the original position
@ -87,8 +82,6 @@ public class IKControl_Robot : MonoBehaviour
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 0); animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 0);
animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 0); animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 0);
} }
} }
} }

View File

@ -1,24 +1,24 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.VFX; using UnityEngine.VFX;
public class RobotMouthAnimator : MonoBehaviour public class RobotMouthAnimator : MonoBehaviour
{ {
[SerializeField] private VisualEffect fireEffect;
[SerializeField] private Light fireLight;
private Animator anim; private Animator anim;
[SerializeField]
private VisualEffect fireEffect;
[SerializeField]
private Light fireLight;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
fireLight.gameObject.SetActive(false); fireLight.gameObject.SetActive(false);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (Input.GetKeyDown(KeyCode.Return)) if (Input.GetKeyDown(KeyCode.Return))
{ {
@ -26,21 +26,19 @@ public class RobotMouthAnimator : MonoBehaviour
if (anim.GetBool("FlapsOpen")) if (anim.GetBool("FlapsOpen"))
{ {
StartCoroutine(WaitToFire()); StartCoroutine(WaitToFire());
} }
else else
{ {
fireEffect.Stop(); fireEffect.Stop();
fireLight.gameObject.SetActive(false); fireLight.gameObject.SetActive(false);
} }
} }
} }
private IEnumerator WaitToFire() private IEnumerator WaitToFire()
{ {
yield return new WaitForSeconds(1.5f); yield return new WaitForSeconds(1.5f);
fireEffect.Play(); fireEffect.Play();
fireLight.gameObject.SetActive(true); fireLight.gameObject.SetActive(true);
} }
} }

View File

@ -1,74 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.VFX; using UnityEngine.VFX;
[ExecuteAlways] [ExecuteAlways]
public class SwarmAnimator : MonoBehaviour public class SwarmAnimator : MonoBehaviour
{ {
[SerializeField] [SerializeField] private VisualEffect vfx;
private VisualEffect vfx;
private Vector3 currentPosition; [SerializeField] private Rigidbody rb;
private Vector3 previousPosition;
[SerializeField]
private Rigidbody rb;
//[SerializeField] //[SerializeField]
//private string parameterName = "DeltaVector"; //private string parameterName = "DeltaVector";
[SerializeField] [SerializeField] private Vector3 avoidancePosDefault;
private Vector3 avoidancePosDefault;
[SerializeField] [SerializeField] private float explodeDuration = 1.0f;
private float explodeDuration = 1.0f;
private float dur = 0f; private Vector3 currentPosition;
private bool isExploding = false; private float dur;
private bool isExploding;
private Vector3 previousPosition;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
previousPosition = currentPosition; previousPosition = currentPosition;
currentPosition = transform.position; currentPosition = transform.position;
Vector3 velocity = (currentPosition - previousPosition) ; var velocity = currentPosition - previousPosition;
vfx.SetVector3("DeltaVector", velocity); vfx.SetVector3("DeltaVector", velocity);
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space)) Explode();
{
Explode();
}
if (isExploding) if (isExploding)
{ {
if(dur> explodeDuration) if (dur > explodeDuration) StopExplode();
{
StopExplode();
}
dur += Time.deltaTime; dur += Time.deltaTime;
} }
} }
void Explode() private void FixedUpdate()
{
}
private void Explode()
{ {
vfx.SetVector3("Avoid", transform.position); vfx.SetVector3("Avoid", transform.position);
this.isExploding = true; isExploding = true;
dur = 0; dur = 0;
//Wait a sec then stop. //Wait a sec then stop.
} }
void StopExplode()
private void StopExplode()
{ {
vfx.SetVector3("Avoid", avoidancePosDefault); vfx.SetVector3("Avoid", avoidancePosDefault);
this.isExploding = false; isExploding = false;
vfx.Stop(); vfx.Stop();
} }
private void FixedUpdate() }
{
}
}

View File

@ -1,40 +1,36 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class EmissiveLightMatching : MonoBehaviour public class EmissiveLightMatching : MonoBehaviour
{ {
[SerializeField] [SerializeField] private List<int> indexes;
private List<int> indexes;
private List<Color> colors= new List<Color>(); [SerializeField] private Light reference;
[SerializeField]
private Light reference; private readonly List<Color> colors = new();
private float initIntensity; private float initIntensity;
private void Awake() private void Awake()
{ {
initIntensity = reference.intensity; initIntensity = reference.intensity;
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
foreach (var index in indexes)
foreach(int index in indexes) { colors.Add(gameObject.GetComponent<MeshRenderer>().materials[index].GetColor("_EmissiveColor"));
colors.Add(this.gameObject.GetComponent<MeshRenderer>().materials[index].GetColor("_EmissiveColor"));
}
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
int x = 0; var x = 0;
foreach(int i in indexes) foreach (var i in indexes)
{ {
gameObject.GetComponent<MeshRenderer>().materials[i].SetColor("_EmissiveColor",
this.gameObject.GetComponent<MeshRenderer>().materials[i].SetColor("_EmissiveColor", colors[x] * ((10*reference.intensity / initIntensity))); colors[x] * (10 * reference.intensity / initIntensity));
x++; x++;
} }
} }
} }

View File

@ -1,39 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class TestAnimationParameters : MonoBehaviour public class TestAnimationParameters : MonoBehaviour
{ {
[SerializeField] private float speed;
[SerializeField] private int attackIndex;
[SerializeField] private int attack;
[SerializeField] private bool inlight;
[SerializeField] private int attackScream;
private Animator animator; private Animator animator;
[SerializeField]
private float speed = 0;
[SerializeField]
private int attackIndex = 0;
[SerializeField]
private int attack = 0;
private int pattack = -1; private int pattack = -1;
[SerializeField]
private bool inlight = false;
[SerializeField]
private int attackScream = 0;
private int pAttackScream = -1; private int pAttackScream = -1;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
animator= GetComponent<Animator>(); animator = GetComponent<Animator>();
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
animator.SetFloat("Speed", speed); animator.SetFloat("Speed", speed);
animator.SetInteger("AttackIndex", attackIndex); animator.SetInteger("AttackIndex", attackIndex);
if (Input.GetKeyDown(KeyCode.Tab)){ if (Input.GetKeyDown(KeyCode.Tab))
{
animator.SetTrigger("Attack"); animator.SetTrigger("Attack");
pattack = attack; pattack = attack;
}; }
;
animator.SetBool("InLight", inlight); animator.SetBool("InLight", inlight);
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space))
{ {
@ -41,4 +42,4 @@ public class TestAnimationParameters : MonoBehaviour
pAttackScream = attackScream; pAttackScream = attackScream;
} }
} }
} }

View File

@ -2,115 +2,32 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using UnityEngine.UI;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public class InGameManager : MonoBehaviour public class InGameManager : MonoBehaviour
{ {
[SerializeField] private Volume gameVolume;
[SerializeField] [SerializeField] private Volume pausedVolume;
private Volume gameVolume;
[SerializeField]
private Volume pausedVolume;
[SerializeField] [SerializeField] private bool isPaused;
private bool isPaused = false;
private bool isTransitioning = false;
// [SerializeField] // [SerializeField]
//private float pauseTransitionDuration = 1f; //private float pauseTransitionDuration = 1f;
[SerializeField] [SerializeField] private Canvas gameCanvas;
private Canvas gameCanvas;
[SerializeField]
private Canvas pausedCanvas;
[SerializeField]
private List<AudioSource> sounds = new List<AudioSource>();
private List<float> initSoundVolumes = new List<float>();
public bool IsPaused { get { return this.isPaused; } } [SerializeField] private Canvas pausedCanvas;
public void TogglePause() [SerializeField] private List<AudioSource> sounds = new();
{
if (!isTransitioning)
{
isPaused = !isPaused;
Cursor.visible = isPaused;
if (!isPaused)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
StartCoroutine(pauseTransition());
} private readonly List<float> initSoundVolumes = new();
private bool isTransitioning;
} public bool IsPaused => isPaused;
public void UnPause()
{
if (!isTransitioning)
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
public void Pause()
{
if (!isTransitioning)
{
isPaused = true;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
IEnumerator pauseTransition()
{
if (pausedCanvas.gameObject.activeInHierarchy && !isPaused)
{
pausedCanvas.gameObject.SetActive(false);
}
if (gameCanvas.gameObject.activeInHierarchy && isPaused)
{
gameCanvas.gameObject.SetActive(false);
}
this.isTransitioning = true;
yield return new WaitForSeconds(0);
this.isTransitioning = false;
print("Unpause canvas?" + isPaused+","+pausedCanvas.gameObject.activeInHierarchy);
if (!pausedCanvas.gameObject.activeInHierarchy && isPaused)
{
pausedCanvas.gameObject.SetActive(true);
}
if (!gameCanvas.gameObject.activeInHierarchy && !isPaused)
{
gameCanvas.gameObject.SetActive(true);
}
}
public void SetVolume(float volume)
{
for (int i = 0;i<sounds.Count;i++)
{
sounds[i].volume = initSoundVolumes[i]*volume;
}
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
isPaused = false; isPaused = false;
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
@ -120,23 +37,15 @@ public class InGameManager : MonoBehaviour
gameCanvas.gameObject.SetActive(true); gameCanvas.gameObject.SetActive(true);
pausedCanvas.gameObject.SetActive(false); pausedCanvas.gameObject.SetActive(false);
foreach (AudioSource source in sounds) foreach (var source in sounds) initSoundVolumes.Add(source.volume);
{
initSoundVolumes.Add(source.volume);
}
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (Input.GetButtonDown("Pause")) if (Input.GetButtonDown("Pause")) TogglePause();
{
this.TogglePause();
}
if (isTransitioning||true) if (isTransitioning || true)
{ {
if (isPaused) if (isPaused)
{ {
@ -149,20 +58,74 @@ public class InGameManager : MonoBehaviour
//pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight; //pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight;
gameVolume.weight = 0; gameVolume.weight = 0;
pausedVolume.weight = 1; pausedVolume.weight = 1;
} }
else else
{ {
//transition out of pause //transition out of pause
gameVolume.weight = 1; gameVolume.weight = 1;
pausedVolume.weight = 0; pausedVolume.weight = 0;
} }
} }
} }
public void TogglePause()
{
if (!isTransitioning)
{
isPaused = !isPaused;
Cursor.visible = isPaused;
if (!isPaused)
Cursor.lockState = CursorLockMode.Locked;
else
Cursor.lockState = CursorLockMode.None;
StartCoroutine(pauseTransition());
}
}
public void UnPause()
{
if (!isTransitioning)
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
public void Pause()
{
if (!isTransitioning)
{
isPaused = true;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
private IEnumerator pauseTransition()
{
if (pausedCanvas.gameObject.activeInHierarchy && !isPaused) pausedCanvas.gameObject.SetActive(false);
if (gameCanvas.gameObject.activeInHierarchy && isPaused) gameCanvas.gameObject.SetActive(false);
isTransitioning = true;
yield return new WaitForSeconds(0);
isTransitioning = false;
print("Unpause canvas?" + isPaused + "," + pausedCanvas.gameObject.activeInHierarchy);
if (!pausedCanvas.gameObject.activeInHierarchy && isPaused) pausedCanvas.gameObject.SetActive(true);
if (!gameCanvas.gameObject.activeInHierarchy && !isPaused) gameCanvas.gameObject.SetActive(true);
}
public void SetVolume(float volume)
{
for (var i = 0; i < sounds.Count; i++) sounds[i].volume = initSoundVolumes[i] * volume;
}
public void ExitToMenu() public void ExitToMenu()
{ {
SceneManager.LoadScene(0); SceneManager.LoadScene(0);
} }
} }

View File

@ -1,52 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class InGameMenuManager : MonoBehaviour public class InGameMenuManager : MonoBehaviour
{ {
[SerializeField] [SerializeField] private Button settingsButton;
private Button settingsButton;
[SerializeField] [SerializeField] private Button returnToMenuButton;
private Button returnToMenuButton;
private Animator menuAnimator; [SerializeField] private Scrollbar sensitivitySlider;
[SerializeField]
private Scrollbar sensitivitySlider; [SerializeField] private Scrollbar volumeSlider;
[SerializeField]
private Scrollbar volumeSlider;
private PlayerComponent player;
private InGameManager gameManager; private InGameManager gameManager;
private Animator menuAnimator;
private PlayerComponent player;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
menuAnimator= GetComponent<Animator>(); menuAnimator = GetComponent<Animator>();
settingsButton.onClick.AddListener(SettingsClicked); settingsButton.onClick.AddListener(SettingsClicked);
returnToMenuButton.onClick.AddListener(SettingsUnClicked); returnToMenuButton.onClick.AddListener(SettingsUnClicked);
player = GameObject.FindObjectOfType(typeof(PlayerComponent)) as PlayerComponent; player = FindObjectOfType(typeof(PlayerComponent)) as PlayerComponent;
gameManager = GameObject.FindObjectOfType<InGameManager>(); gameManager = FindObjectOfType<InGameManager>();
}
void SettingsClicked()
{
menuAnimator.SetBool("SettingsOpen", true);
}
void SettingsUnClicked()
{
menuAnimator.SetBool("SettingsOpen", false);
}
public void UpdateSensitivity()
{
this.player.SetSensitivity(sensitivitySlider.value*4f);
}
public void UpdateVolume()
{
gameManager.SetVolume(volumeSlider.value*2);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
}
private void SettingsClicked()
{
menuAnimator.SetBool("SettingsOpen", true);
}
private void SettingsUnClicked()
{
menuAnimator.SetBool("SettingsOpen", false);
}
public void UpdateSensitivity()
{
player.SetSensitivity(sensitivitySlider.value * 4f);
}
public void UpdateVolume()
{
gameManager.SetVolume(volumeSlider.value * 2);
}
}

View File

@ -1,54 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
/// <summary> /// <summary>
/// Attach this behavior to a master room collider. Enables everything in this room OnTriggerEnter of [tag] /// Attach this behavior to a master room collider. Enables everything in this room OnTriggerEnter of [tag]
/// disables everything in this room OnTriggerExit of [tag] /// disables everything in this room OnTriggerExit of [tag]
/// </summary> /// </summary>
public class Optimizer : MonoBehaviour public class Optimizer : MonoBehaviour
{ {
[SerializeField] [SerializeField] public string Tag;
public string Tag;
[SerializeField] [SerializeField] private GameObject[] references;
private GameObject[] references;
[SerializeField] [SerializeField] private bool beginDisabled = true;
private bool beginDisabled = true;
private void Start() private void Start()
{ {
if (beginDisabled) if (beginDisabled) Disable();
{
Disable();
}
}
public void Enable()
{
foreach (GameObject go in references)
{
go.SetActive(true);
}
}
public void Disable()
{
foreach (GameObject go in references)
{
go.SetActive(false);
}
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.CompareTag(Tag)) if (other.CompareTag(Tag)) Enable();
{
Enable();
}
} }
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
{ {
if (other.CompareTag(Tag)) if (other.CompareTag(Tag)) Disable();
{
Disable();
}
} }
}
public void Enable()
{
foreach (var go in references) go.SetActive(true);
}
public void Disable()
{
foreach (var go in references) go.SetActive(false);
}
}

View File

@ -1,33 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class GemItem : MonoBehaviour public class GemItem : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float instantSpeed = 98f;
private float instantSpeed = 98f;
// Start is called before the first frame update
private void Start()
{
}
// Update is called once per frame
private void Update()
{
}
private void OnTriggerEnter(Collider collision) private void OnTriggerEnter(Collider collision)
{ {
if (collision.gameObject.CompareTag("Player")) if (collision.gameObject.CompareTag("Player"))
{ {
collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(instantSpeed); collision.gameObject.GetComponent<PlayerMovementController>().SetSpeed(instantSpeed);
Destroy(this.gameObject); Destroy(gameObject);
} }
} }
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,24 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class RotatingHologram : MonoBehaviour public class RotatingHologram : MonoBehaviour
{ {
[SerializeField] [SerializeField] private Vector3 globalRotation = Vector3.zero;
private Vector3 globalRotation= Vector3.zero;
[SerializeField] [SerializeField] private Vector3 localRotation = Vector3.zero;
private Vector3 localRotation = Vector3.zero;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
this.transform.eulerAngles += globalRotation * Time.deltaTime; transform.eulerAngles += globalRotation * Time.deltaTime;
this.transform.Rotate(localRotation* Time.deltaTime); transform.Rotate(localRotation * Time.deltaTime);
} }
} }

View File

@ -1,18 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Insertable : MonoBehaviour public class Insertable : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
} }

View File

@ -1,20 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class Interactable : MonoBehaviour public class Interactable : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
} }

View File

@ -1,57 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class ItemSelector : MonoBehaviour public class ItemSelector : MonoBehaviour
{ {
[SerializeField]
private Camera cam;
private InteractableItem selected;
[SerializeField]
private LayerMask mask;
public static ItemSelector instance; public static ItemSelector instance;
[SerializeField]
private float range = 1;
public InteractableItem Selected { get { return selected; } } [SerializeField] private Camera cam;
[SerializeField] private LayerMask mask;
[SerializeField] private float range = 1;
public InteractableItem Selected { get; private set; }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
instance = this; instance = this;
} }
void FixedUpdate() // Update is called once per frame
private void Update()
{ {
Ray ray = cam.ScreenPointToRay(Input.mousePosition); }
private void FixedUpdate()
{
var ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit; RaycastHit hit;
if (Physics.Raycast(ray, out hit,range,layerMask:mask)) if (Physics.Raycast(ray, out hit, range, mask))
{ {
if(selected!= null||hit.transform.gameObject==null) if (Selected != null || hit.transform.gameObject == null) Selected.Disable();
{
selected.Disable();
}
selected = hit.transform.gameObject.GetComponent<InteractableItem>(); Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
selected.Enable(); Selected.Enable();
print(selected); print(Selected);
} }
else else
{ {
if (selected != null) if (Selected != null) Selected.Disable();
{
selected.Disable();
}
} }
} }
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,74 +1,67 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
/// <summary> /// <summary>
/// Inventory: /// Inventory:
/// <list type="bullet">Inventory Name: The name of the inventory.</list> /// <list type="bullet">Inventory Name: The name of the inventory.</list>
/// <list type="bullet">Inventory Size: The amount of size the inventory has.</list> /// <list type="bullet">Inventory Size: The amount of size the inventory has.</list>
/// <list type="bullet">Invetory Items: List of all items in the inventory. No items in the world are "destroyed" /// <list type="bullet">
/// instead all items in inventory are disabled, but can be looked up by their item name.</list> /// Invetory Items: List of all items in the inventory. No items in the world are "destroyed"
/// instead all items in inventory are disabled, but can be looked up by their item name.
/// </list>
/// </summary> /// </summary>
public class Inventory : MonoBehaviour public class Inventory : MonoBehaviour
{ {
[SerializeField] [SerializeField] private string inventoryName;
private string inventoryName;
[SerializeField] [SerializeField] private int inventorySize;
private int inventorySize;
[SerializeField] [SerializeField] private List<string> inventoryItems;
private List<string> inventoryItems;
private int inventoryReserved; private int inventoryReserved;
/// <summary> /// <summary>
/// Adds item to inventory. Does not disable. /// Adds item to inventory. Does not disable.
/// </summary> /// </summary>
/// <param name="item"></param> /// <param name="item"></param>
/// <returns></returns> /// <returns></returns>
public bool AddItem(CarryableItem item) public bool AddItem(CarryableItem item)
{ {
if(item.ItemSize+inventoryReserved > inventorySize) if (item.ItemSize + inventoryReserved > inventorySize) return false;
{
return false;
}
inventoryItems.Add(item.ItemName); inventoryItems.Add(item.ItemName);
inventoryReserved += item.ItemSize; inventoryReserved += item.ItemSize;
//item.gameObject.SetActive(false); //item.gameObject.SetActive(false);
return true; return true;
} }
private bool FindItemOfName(string name, out CarryableItem item) private bool FindItemOfName(string name, out CarryableItem item)
{ {
//NOTE: May not work. May need to move instead of disable objects. //NOTE: May not work. May need to move instead of disable objects.
CarryableItem[] items = Resources.FindObjectsOfTypeAll<CarryableItem>(); var items = Resources.FindObjectsOfTypeAll<CarryableItem>();
foreach (CarryableItem item2 in items) foreach (var item2 in items)
{
if (item2.ItemName == name) if (item2.ItemName == name)
{ {
item = item2; item = item2;
return true; return true;
} }
}
item = null; item = null;
return false; return false;
} }
public bool RemoveItem(string name) public bool RemoveItem(string name)
{ {
CarryableItem itemFound; CarryableItem itemFound;
if (FindItemOfName(name,out itemFound)) if (FindItemOfName(name, out itemFound))
{ {
itemFound.gameObject.SetActive(true); itemFound.gameObject.SetActive(true);
inventoryItems.Remove(itemFound.ItemName); inventoryItems.Remove(itemFound.ItemName);
inventoryReserved -= itemFound.ItemSize; inventoryReserved -= itemFound.ItemSize;
return true; return true;
} }
return false; return false;
} }
}
}

View File

@ -1,8 +1,8 @@
using System.Collections; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[System.Serializable] [Serializable]
public class TempInventoryBuilderItem public class TempInventoryBuilderItem
{ {
public string name; public string name;
@ -11,57 +11,44 @@ public class TempInventoryBuilderItem
public class TempInventory : MonoBehaviour public class TempInventory : MonoBehaviour
{ {
[SerializeField] private List<TempInventoryBuilderItem> initialInvent = new();
private Dictionary<string,int> inventory = new Dictionary<string,int>();
[SerializeField] private readonly Dictionary<string, int> inventory = new();
private List<TempInventoryBuilderItem> initialInvent = new List<TempInventoryBuilderItem>();
// Start is called before the first frame update
private void Start()
{
foreach (var item in initialInvent) inventory[item.name] = item.quantity;
}
// Update is called once per frame
private void Update()
{
}
public int GetQuantityOf(string name) public int GetQuantityOf(string name)
{ {
if (inventory.ContainsKey(name)) if (inventory.ContainsKey(name)) return inventory[name];
{
return inventory[name];
}
return 0; return 0;
} }
public bool Add(string name,int quantity=1)
public bool Add(string name, int quantity = 1)
{ {
if (inventory.ContainsKey(name)) if (inventory.ContainsKey(name))
{
inventory[name] += quantity; inventory[name] += quantity;
}
else else
{
inventory.Add(name, quantity); inventory.Add(name, quantity);
}
return true; return true;
} }
public bool Remove(string name,int quantity=1) public bool Remove(string name, int quantity = 1)
{ {
if (inventory.ContainsKey(name)) if (inventory.ContainsKey(name))
{ {
inventory[name] = Mathf.Max(inventory[name] - quantity, 0); inventory[name] = Mathf.Max(inventory[name] - quantity, 0);
return false; return false;
} }
else
{
return false;
}
}
// Start is called before the first frame update return false;
void Start()
{
foreach(TempInventoryBuilderItem item in initialInvent)
{
inventory[item.name] = item.quantity;
}
} }
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,16 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Collider))] [RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
public abstract class CarryableItem : MonoBehaviour public abstract class CarryableItem : MonoBehaviour
{ {
[SerializeField] [SerializeField] private string itemName;
private string itemName;
public string ItemName { get { return this.itemName; } }
[SerializeField]
private int itemSize = 1;
public int ItemSize { get { return this.itemSize; } }
} [SerializeField] private int itemSize = 1;
public string ItemName => itemName;
public int ItemSize => itemSize;
}

View File

@ -1,77 +1,66 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class DoorInteractable : HeavyItemReceiver public class DoorInteractable : HeavyItemReceiver
{ {
[SerializeField] [SerializeField] private Transform powerCoreCenter;
private Transform powerCoreCenter;
[SerializeField] private float minAttractDist = 5;
[SerializeField] private string nameSearched = "Power Core";
[SerializeField] private Animator[] anims;
private HeavyInteractableItem insertedCore; private HeavyInteractableItem insertedCore;
private Vector3 priorLocalPos; private Vector3 priorLocalPos;
private Vector3 priorLocalRot; private Vector3 priorLocalRot;
private Vector3 priorScale; private Vector3 priorScale;
[SerializeField] public bool Powered => insertedCore != null;
private float minAttractDist = 5;
[SerializeField]
private string nameSearched = "Power Core";
public bool Powered { get { return this.insertedCore!= null; } }
[SerializeField]
private Animator[] anims;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
foreach(Animator anim in anims) foreach (var anim in anims) anim.SetBool("IsPowered", Powered);
{
anim.SetBool("IsPowered", Powered);
}
} }
public override bool Interact() public override bool Interact()
{ {
//print("INTERACTED!"); //print("INTERACTED!");
if(this.insertedCore== null) if (insertedCore == null)
{ {
HeavyInteractableItem[] worldHeavyItems = GameObject.FindObjectsOfType<HeavyInteractableItem>(); var worldHeavyItems = FindObjectsOfType<HeavyInteractableItem>();
//print("Found:" + worldHeavyItems.Length); //print("Found:" + worldHeavyItems.Length);
for(int i = 0; i < worldHeavyItems.Length; i++) for (var i = 0; i < worldHeavyItems.Length; i++)
{ {
HeavyInteractableItem item = worldHeavyItems[i]; var item = worldHeavyItems[i];
if (!item.ItemName.Contains(nameSearched)) if (!item.ItemName.Contains(nameSearched)) continue;
{ var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
continue;
}
float dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
//print("DIST:" + dist); //print("DIST:" + dist);
if (dist <= minAttractDist) if (dist <= minAttractDist)
{ {
Inventory _i = PlayerInteractionHandler.instance.Inventory; var _i = PlayerInteractionHandler.instance.Inventory;
this.Interact(ref _i, ref item); Interact(ref _i, ref item);
return true; return true;
} }
} }
} }
return false; return false;
} }
public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent)
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{ {
//print("INTERACTED 2"); //print("INTERACTED 2");
// print(heavyInvent); // print(heavyInvent);
if (heavyInvent!=null&&heavyInvent.ItemName.Contains(nameSearched)) if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
{ {
//print("DOOR OPEN!"); //print("DOOR OPEN!");
heavyInvent.GetComponent<Rigidbody>().isKinematic = true; heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
@ -82,27 +71,26 @@ public class DoorInteractable : HeavyItemReceiver
priorScale = heavyInvent.transform.localScale; priorScale = heavyInvent.transform.localScale;
heavyInvent.transform.parent = powerCoreCenter; heavyInvent.transform.parent = powerCoreCenter;
heavyInvent.gameObject.transform.localPosition = Vector3.zero; heavyInvent.gameObject.transform.localPosition = Vector3.zero;
heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero; heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero;
heavyInvent.transform.parent = null; heavyInvent.transform.parent = null;
heavyInvent.gameObject.transform.localScale = priorScale; heavyInvent.gameObject.transform.localScale = priorScale;
insertedCore = heavyInvent; insertedCore = heavyInvent;
return true; return true;
} }
else if(insertedCore!=null&&heavyInvent==null)
if (insertedCore != null && heavyInvent == null)
{ {
heavyInvent = insertedCore; heavyInvent = insertedCore;
insertedCore = null; insertedCore = null;
//get ref of player perhaps //get ref of player perhaps
return true; return true;
} }
else
{ return false;
return false;
}
} }
} }

View File

@ -1,70 +1,69 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
public class FlareBeacon : MonoBehaviour public class FlareBeacon : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float range = 1;
private float range = 1;
public float Range { get { return range; }}
[SerializeField]
private float duration = 5f;
private List<GameObject> inRange= new List<GameObject>(); [SerializeField] private float duration = 5f;
[SerializeField]
private NavMeshObstacle obstacle; [SerializeField] private NavMeshObstacle obstacle;
private readonly List<GameObject> inRange = new();
private FlareRegister register; private FlareRegister register;
void OnDrawGizmosSelected()
{ public float Range => range;
// Draw a yellow sphere at the transform's position
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, range);
}
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
register = FlareRegister.instance; register = FlareRegister.instance;
register.beacons.Add(this); register.beacons.Add(this);
transform.localEulerAngles = new Vector3(-89.98f, 0, 0); transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
Ray r = new Ray(); var r = new Ray();
r.direction = -transform.forward; r.direction = -transform.forward;
r.origin = transform.position; r.origin = transform.position;
RaycastHit hit; RaycastHit hit;
RaycastHit[] rays = Physics.RaycastAll(r); var rays = Physics.RaycastAll(r);
foreach(RaycastHit _hit in rays) foreach (var _hit in rays)
{ {
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
{
continue;
}
transform.position = _hit.point; transform.position = _hit.point;
break; break;
} }
if(Physics.Raycast(r,out hit)){
// transform.position = hit.point; if (Physics.Raycast(r, out hit))
{
// transform.position = hit.point;
} }
if(obstacle!=null) if (obstacle != null)
obstacle.radius = this.range / 10; obstacle.radius = range / 10;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
private void OnDrawGizmosSelected()
{
// Draw a yellow sphere at the transform's position
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, range);
}
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
inRange.Add(other.gameObject); inRange.Add(other.gameObject);
} }
private void OnTriggerExit(Collider other) private void OnTriggerExit(Collider other)
{ {
inRange.Remove(other.gameObject); inRange.Remove(other.gameObject);
} }
}
}

View File

@ -1,27 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GenericInteractable : InteractableItem public class GenericInteractable : InteractableItem
{ {
private void Awake() private void Awake()
{ {
BaseAwake(); BaseAwake();
} }
private void Start() private void Start()
{ {
} }
public override bool Interact() public override bool Interact()
{ {
return false; return false;
} }
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent) public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{ {
return this.Interact(); return Interact();
} }
}
}

View File

@ -1,32 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class HeavyInteractableItem : InteractableItem public class HeavyInteractableItem : InteractableItem
{ {
private Vector3 init_rot; private Vector3 init_rot;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
init_rot = transform.eulerAngles; init_rot = transform.eulerAngles;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
private void FixedUpdate()
{
BaseFixedUpdate();
//print("Alpha Target:"+ base.target_alpha);
}
public void DisableAll() public void DisableAll()
{ {
this.GetComponent<Collider>().enabled = false; GetComponent<Collider>().enabled = false;
} }
public override bool Interact() public override bool Interact()
{ {
//Todo //Todo
return false; return false;
} }
public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent)
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{ {
return false; return false;
} }
@ -34,14 +40,7 @@ public class HeavyInteractableItem : InteractableItem
public void EnableAll() public void EnableAll()
{ {
this.GetComponent<Collider>().enabled = true; GetComponent<Collider>().enabled = true;
this.transform.eulerAngles = new Vector3(init_rot.x,transform.eulerAngles.y,init_rot.z); transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z);
} }
}
private void FixedUpdate()
{
BaseFixedUpdate();
//print("Alpha Target:"+ base.target_alpha);
}
}

View File

@ -1,13 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public abstract class HeavyItemReceiver : InteractableItem public abstract class HeavyItemReceiver : InteractableItem
{ {
protected HeavyInteractableItem item; [SerializeField] [Tooltip("Specify the keyword search in the name of the item!")]
[SerializeField]
[Tooltip("Specify the keyword search in the name of the item!")]
protected string searchString; protected string searchString;
protected HeavyInteractableItem item;
} }

View File

@ -1,77 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro; using TMPro;
using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
[RequireComponent(typeof(Collider))] [RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
public abstract class InteractableItem : CarryableItem public abstract class InteractableItem : CarryableItem
{ {
[SerializeField] private Canvas interactionCanvas;
[SerializeField] protected bool canPickup;
[SerializeField]
private Canvas interactionCanvas;
private TMP_Text[] interaction_texts;
private Image[] interaction_images; private Image[] interaction_images;
protected float target_alpha = 0; private TMP_Text[] interaction_texts;
[SerializeField] protected bool isEnabled;
protected bool canPickup = false; protected float target_alpha;
protected bool isEnabled = false;
public bool CanPickup { get { return canPickup; } } public bool CanPickup => canPickup;
public bool IsEnabled { get { return isEnabled; } } public bool IsEnabled => isEnabled;
private void Awake()
{
BaseAwake();
}
private void FixedUpdate()
{
BaseFixedUpdate();
}
public void Enable() public void Enable()
{ {
//print("Enabled!"); //print("Enabled!");
interactionCanvas.transform.LookAt((GameObject.FindGameObjectWithTag("MainCamera").transform.position)); interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
interactionCanvas.transform.Rotate(0, 180, 0); interactionCanvas.transform.Rotate(0, 180, 0);
target_alpha = 1; target_alpha = 1;
isEnabled = true; isEnabled = true;
} }
public void Disable() public void Disable()
{ {
//print("Disabled!"); //print("Disabled!");
target_alpha = 0; target_alpha = 0;
isEnabled = true; isEnabled = true;
} }
public abstract bool Interact(); public abstract bool Interact();
public abstract bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent); public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
protected void BaseAwake() protected void BaseAwake()
{ {
interaction_texts = interactionCanvas.GetComponentsInChildren<TMP_Text>(); interaction_texts = interactionCanvas.GetComponentsInChildren<TMP_Text>();
interaction_images = interactionCanvas.GetComponentsInChildren<Image>(); interaction_images = interactionCanvas.GetComponentsInChildren<Image>();
foreach (TMP_Text text in interaction_texts) foreach (var text in interaction_texts) text.color = new Color(text.color.r, text.color.g, text.color.b, 0);
{ foreach (var image in interaction_images)
text.color = new Color(text.color.r, text.color.g, text.color.b, 0);
}
foreach (Image image in interaction_images)
{
image.color = new Color(image.color.r, image.color.g, image.color.b, 0); image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
}
}
protected void BaseFixedUpdate()
{
foreach (TMP_Text text in interaction_texts)
{
text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a), new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime);
}
foreach (Image image in interaction_images)
{
image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a), new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime);
}
} }
private void Awake() protected void BaseFixedUpdate()
{ {
BaseAwake(); foreach (var text in interaction_texts)
text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a),
new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime);
foreach (var image in interaction_images)
image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a),
new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime);
} }
private void FixedUpdate() }
{
BaseFixedUpdate();
}
}

View File

@ -1,29 +1,29 @@
using System.Collections; using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class KeyItem : InteractableItem public class KeyItem : InteractableItem
{ {
[SerializeField] [SerializeField] private string keyName;
private string keyName;
public string KeyName { get { return keyName; } } public string KeyName => keyName;
private void Awake() private void Awake()
{ {
BaseAwake(); BaseAwake();
} }
private void Start() private void Start()
{ {
}
public override bool Interact()
{
throw new System.NotImplementedException();
}
public override bool Interact(ref Inventory inventory,ref HeavyInteractableItem heavyInvent)
{
return this.Interact();
} }
} public override bool Interact()
{
throw new NotImplementedException();
}
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
{
return Interact();
}
}

View File

@ -1,42 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class BulletComponent : MonoBehaviour public class BulletComponent : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float duration = 5f;
private float duration = 5f;
private float existed = 0f; [SerializeField] private string type = "flare";
[SerializeField]
private string type = "flare"; [SerializeField] private float damageRange = 20f;
[SerializeField] private float damageMagnitude = 1f;
private float existed;
private FlareRegister register; private FlareRegister register;
[SerializeField] public float DamageMagnitude => damageMagnitude;
private float damageRange = 20f; public float DamageRange => damageRange;
[SerializeField]
private float damageMagnitude = 1f;
public float DamageMagnitude { get { return this.damageMagnitude; } }
public float DamageRange { get { return damageRange; } }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
register = FlareRegister.instance; register = FlareRegister.instance;
register.bullets.Add(this); register.bullets.Add(this);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
private void FixedUpdate() private void FixedUpdate()
{ {
if(existed >= duration) if (existed >= duration)
{ {
register.bullets.Remove(this); register.bullets.Remove(this);
Destroy(this.gameObject); Destroy(gameObject);
} }
existed += Time.fixedDeltaTime; existed += Time.fixedDeltaTime;
} }
} }

View File

@ -1,28 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PistolAnimationAimAssist : MonoBehaviour public class PistolAnimationAimAssist : MonoBehaviour
{ {
public Transform leftShoulder; public Transform leftShoulder;
public Transform rightShoulder; public Transform rightShoulder;
[SerializeField]
private bool isEnabled = false;
Vector3 lTarget; [SerializeField] private bool isEnabled;
Vector3 rTarget;
private Animator anim; private Animator anim;
private Vector3 lTarget;
private Vector3 rTarget;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
lTarget = new Vector3(72.9f, 122.2f, -129.9f); lTarget = new Vector3(72.9f, 122.2f, -129.9f);
rTarget = new Vector3(82f, 11f, -88f); rTarget = new Vector3(82f, 11f, -88f);
anim =GetComponent<Animator>(); anim = GetComponent<Animator>();
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (isEnabled) if (isEnabled)
{ {
@ -33,12 +32,14 @@ public class PistolAnimationAimAssist : MonoBehaviour
anim.StartPlayback(); anim.StartPlayback();
} }
} }
public void Enable() public void Enable()
{ {
isEnabled = true; isEnabled = true;
} }
public void Disable() public void Disable()
{ {
isEnabled = false; isEnabled = false;
} }
} }

View File

@ -1,127 +1,124 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Burst.CompilerServices;
using UnityEngine; using UnityEngine;
using UnityEngine.VFX; using UnityEngine.VFX;
public class PistolComponent : MonoBehaviour public class PistolComponent : MonoBehaviour
{ {
public enum AimMode
{
GUN,
MODIFIED,
CAMERA
}
public enum AimMode {GUN,MODIFIED,CAMERA};
public AimMode aimMode = AimMode.CAMERA; public AimMode aimMode = AimMode.CAMERA;
[SerializeField]
private Light targetingLight; [SerializeField] private Light targetingLight;
[SerializeField] private GameObject targetObjectPrefab;
[SerializeField] public GameObject projectilePrefab;
[SerializeField] public string projectileName;
[SerializeField] private Transform bulletSpawnPoint;
[SerializeField] private float firePower = 20f;
[SerializeField] private float maxProjectileDuration = 5f;
[SerializeField] private float maxTargetObjDistance = 15f;
[SerializeField] private VisualEffect shootEffect;
[SerializeField] private Light shootLight;
[SerializeField] private float shootLightDuration = 0.1f;
[SerializeField] private LayerMask ignoreLayers;
private bool hasCloseTarget;
private bool IsEnabled = false; private bool IsEnabled;
GameObject targetObject;
[SerializeField]
GameObject targetObjectPrefab;
[SerializeField]
public GameObject projectilePrefab;
[SerializeField]
public string projectileName;
[SerializeField]
private Transform bulletSpawnPoint;
[SerializeField]
private float firePower = 20f;
[SerializeField]
private float maxProjectileDuration = 5f;
[SerializeField]
private float maxTargetObjDistance = 15f;
[SerializeField]
private VisualEffect shootEffect;
[SerializeField]
private Light shootLight;
[SerializeField]
private float shootLightDuration = 0.1f;
private float timeSinceLightDuration = 0f;
private bool hasCloseTarget = false; private GameObject targetObject;
[SerializeField] private float timeSinceLightDuration;
private LayerMask ignoreLayers; public bool IsLightOn => targetingLight.gameObject.activeSelf;
//private Dictionary<int,float> projectiles = new Dictionary<int, float>(); //private Dictionary<int,float> projectiles = new Dictionary<int, float>();
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
timeSinceLightDuration += Time.deltaTime; timeSinceLightDuration += Time.deltaTime;
} }
private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
{
// Calculate the initial velocity required to reach the destination.
Vector3 displacement = destination - origin;
float time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
Vector3 velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force;
// Calculate the height the object will reach during its flight.
float maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time;
// Calculate the distance the object will drop during its flight.
float dropDistance = maxHeight - destination.y;
return dropDistance;
}
private void FixedUpdate() private void FixedUpdate()
{ {
if (shootLight.gameObject.activeSelf&&timeSinceLightDuration>shootLightDuration) if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
{
shootLight.gameObject.SetActive(false); shootLight.gameObject.SetActive(false);
} if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = PlayerAim.active.targetPosition;
if (aimMode==AimMode.CAMERA) if (IsEnabled && aimMode != AimMode.CAMERA)
{ {
targetObject.gameObject.transform.position = PlayerAim.active.targetPosition; var ray = new Ray(transform.position, transform.up);
}
if (this.IsEnabled&&aimMode!=AimMode.CAMERA)
{
Ray ray = new Ray(transform.position, transform.up);
RaycastHit hit; RaycastHit hit;
if (Physics.Raycast(ray, out hit, 50,ignoreLayers)) if (Physics.Raycast(ray, out hit, 50, ignoreLayers))
{ {
var hitDist = Vector3.Distance(hit.point, transform.position);
float hitDist = Vector3.Distance(hit.point, transform.position);
if (hitDist < maxTargetObjDistance) if (hitDist < maxTargetObjDistance)
{ {
targetObject.gameObject.transform.position = hit.point; targetObject.gameObject.transform.position = hit.point;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 0,0)); targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 0, 0));
//Track if we have a close target //Track if we have a close target
hasCloseTarget = true; hasCloseTarget = true;
} }
else else
{ {
targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance); targetObject.gameObject.transform.position =
transform.position + ray.direction * maxTargetObjDistance;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 255,255));
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 255, 255));
//Track if we have a close target //Track if we have a close target
hasCloseTarget = false; hasCloseTarget = false;
} }
//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower); //float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
//print(drop); //print(drop);
} }
else else
{ {
targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance); targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance;
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255,255,255)); targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
.SetColor("_EmissiveColor", new Color(255, 255, 255));
hasCloseTarget = false; hasCloseTarget = false;
} }
} }
} }
private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force)
{
// Calculate the initial velocity required to reach the destination.
var displacement = destination - origin;
var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
var velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force;
// Calculate the height the object will reach during its flight.
var maxHeight = origin.y + velocity.y * time - 0.5f * Physics.gravity.y * time * time;
// Calculate the distance the object will drop during its flight.
var dropDistance = maxHeight - destination.y;
return dropDistance;
}
public void Fire() public void Fire()
{ {
Fire(!hasCloseTarget); Fire(!hasCloseTarget);
@ -131,71 +128,62 @@ public class PistolComponent : MonoBehaviour
{ {
shootLightDuration = 0; shootLightDuration = 0;
shootLight.gameObject.SetActive(true); shootLight.gameObject.SetActive(true);
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint); var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
projectile.transform.localPosition = Vector3.zero; projectile.transform.localPosition = Vector3.zero;
projectile.transform.localEulerAngles = Vector3.zero; projectile.transform.localEulerAngles = Vector3.zero;
projectile.transform.localScale = Vector3.one; projectile.transform.localScale = Vector3.one;
Rigidbody pRigid = projectile.GetComponent<Rigidbody>(); var pRigid = projectile.GetComponent<Rigidbody>();
/*Modified targeting system /*Modified targeting system
1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit, 1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit,
then set target distance to ~50. then set target distance to ~50.
2. Modify launch vector apply modified force 2. Modify launch vector apply modified force
*/ */
Vector3 launchVector = pRigid.transform.up * this.firePower; var launchVector = pRigid.transform.up * firePower;
if(offsetWithTargetBall||aimMode==AimMode.MODIFIED) if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
{ {
Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position; var ballCamVector = targetObject.transform.position -
Ray r = new Ray(); GetComponentInParent<PlayerMovementController>().cam.transform.position;
var r = new Ray();
r.origin = targetObject.transform.position; r.origin = targetObject.transform.position;
r.direction = ballCamVector.normalized; r.direction = ballCamVector.normalized;
RaycastHit hit; RaycastHit hit;
if (Physics.Raycast(r,out hit,ignoreLayers)) if (Physics.Raycast(r, out hit, ignoreLayers))
{ {
launchVector = (hit.point - pRigid.transform.position).normalized; launchVector = (hit.point - pRigid.transform.position).normalized;
launchVector *= this.firePower; launchVector *= firePower;
} }
} }
else if(aimMode==AimMode.CAMERA) else if (aimMode == AimMode.CAMERA)
{ {
Vector3 target = PlayerAim.active.targetPosition; var target = PlayerAim.active.targetPosition;
Vector3 lv = target - pRigid.transform.position; var lv = target - pRigid.transform.position;
launchVector = lv.normalized; launchVector = lv.normalized;
launchVector*= this.firePower; launchVector *= firePower;
} }
pRigid.AddForce(launchVector, ForceMode.Impulse); pRigid.AddForce(launchVector, ForceMode.Impulse);
projectile.transform.parent = null; projectile.transform.parent = null;
shootEffect.Play(); shootEffect.Play();
} }
public void Enable() public void Enable()
{ {
IsEnabled = true; IsEnabled = true;
if (targetObject == null) if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
{
targetObject = Instantiate(targetObjectPrefab);
}
} }
public void Disable() public void Disable()
{ {
IsEnabled = false; IsEnabled = false;
if (targetObject != null) if (targetObject != null) Destroy(targetObject);
{
Destroy(targetObject);
}
} }
public void LightToggle() {
this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf); public void LightToggle()
{
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
} }
public bool IsLightOn { get { return this.targetingLight.gameObject.activeSelf; } } }
}

View File

@ -1,24 +1,21 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class FlareRegister : MonoBehaviour public class FlareRegister : MonoBehaviour
{ {
public List<BulletComponent> bullets= new List<BulletComponent>();
public List<FlareBeacon> beacons= new List<FlareBeacon>();
public static FlareRegister instance; public static FlareRegister instance;
public List<BulletComponent> bullets = new();
public List<FlareBeacon> beacons = new();
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
instance = this; instance = this;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
} }
} }

View File

@ -1,10 +1,10 @@
using System.Collections; using System;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using TMPro;
[System.Serializable] [Serializable]
public class ItemImageRef public class ItemImageRef
{ {
public string name; public string name;
@ -14,116 +14,100 @@ public class ItemImageRef
public class SpecialItemCycler : MonoBehaviour public class SpecialItemCycler : MonoBehaviour
{ {
[SerializeField] [SerializeField] private List<ItemImageRef> spawnableItems = new();
private List<ItemImageRef> spawnableItems =new List<ItemImageRef>();
[SerializeField] [SerializeField] private List<ItemImageRef> shootableItems = new();
private List<ItemImageRef> shootableItems = new List<ItemImageRef>();
[SerializeField] private PlayerInteractionHandler interactionHandler;
[SerializeField] private PistolComponent pistol;
[SerializeField]
private PlayerInteractionHandler interactionHandler;
[SerializeField]
private PistolComponent pistol;
private int spawnableIndex = 0;
private int shootableIndex = 0;
[SerializeField] [SerializeField]
//private Inventory invent; //private Inventory invent;
private TempInventory invent; private TempInventory invent;
[SerializeField]
private Image selectedImage; [SerializeField] private Image selectedImage;
[SerializeField]
private TMP_Text selectedQuantityText; [SerializeField] private TMP_Text selectedQuantityText;
private int shootableIndex;
private int spawnableIndex;
private Color sqtInitColor; private Color sqtInitColor;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
sqtInitColor = selectedQuantityText.color; sqtInitColor = selectedQuantityText.color;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (interactionHandler.GunEnabled) if (interactionHandler.GunEnabled)
{ {
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item; pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name; pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
} }
SetImage(); SetImage();
if (Input.GetButtonDown("CycleItems")) if (Input.GetButtonDown("CycleItems"))
{ {
if (interactionHandler.GunEnabled) if (interactionHandler.GunEnabled)
{ {
this.shootableIndex = (shootableIndex + 1) % shootableItems.Count; shootableIndex = (shootableIndex + 1) % shootableItems.Count;
selectedImage.sprite = shootableItems[this.shootableIndex].icon; selectedImage.sprite = shootableItems[shootableIndex].icon;
} }
else else
{ {
this.spawnableIndex = (spawnableIndex+1)%spawnableItems.Count; spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
selectedImage.sprite = spawnableItems[this.spawnableIndex].icon; selectedImage.sprite = spawnableItems[spawnableIndex].icon;
} }
if (selectedImage.sprite == null) if (selectedImage.sprite == null)
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0); selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
}
else else
{
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1); selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
}
} }
if (Input.GetButtonDown("TempPlace")) if (Input.GetButtonDown("TempPlace"))
{ if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name)>0) if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item!= null)
{ {
GameObject prefab = spawnableItems[spawnableIndex].item; var prefab = spawnableItems[spawnableIndex].item;
GameObject instance = Instantiate(prefab,interactionHandler.CarryingPos); var instance = Instantiate(prefab, interactionHandler.CarryingPos);
instance.transform.localPosition = Vector3.zero; instance.transform.localPosition = Vector3.zero;
instance.transform.parent = null; instance.transform.parent = null;
invent.Remove(spawnableItems[spawnableIndex].name); invent.Remove(spawnableItems[spawnableIndex].name);
} }
}
} }
void SetImage() private void SetImage()
{ {
if (interactionHandler.GunEnabled) if (interactionHandler.GunEnabled)
{ {
selectedImage.sprite = shootableItems[shootableIndex].icon;
selectedImage.sprite = shootableItems[this.shootableIndex].icon; selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[this.shootableIndex].name).ToString();
} }
else else
{ {
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
selectedImage.sprite = spawnableItems[this.spawnableIndex].icon; selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[spawnableIndex].name).ToString();
selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[this.spawnableIndex].name).ToString();
} }
if (selectedImage.sprite == null) if (selectedImage.sprite == null)
{ {
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0); selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
selectedQuantityText.gameObject.SetActive(false); selectedQuantityText.gameObject.SetActive(false);
} }
else else
{ {
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1); selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
selectedQuantityText.gameObject.SetActive(true); selectedQuantityText.gameObject.SetActive(true);
if (selectedQuantityText.text == "0") if (selectedQuantityText.text == "0")
{
selectedQuantityText.color = Color.red; selectedQuantityText.color = Color.red;
}
else else
{
selectedQuantityText.color = sqtInitColor; selectedQuantityText.color = sqtInitColor;
}
} }
} }
} }

View File

@ -1,233 +1,195 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class BasicLevelProgressionSystem : MonoBehaviour public class BasicLevelProgressionSystem : MonoBehaviour
{ {
[SerializeField]
private ObjectiveText objectiveGui;
[SerializeField]
private WaypointMarker marker;
[SerializeField]
private PlayerComponent player;
//[SerializeField]
//private float minDist = 3;
[SerializeField]
private List<ProgressionSection> sections;
public List<ProgressionSection> Sections { get { return sections; } }
//Fire1 is click or A //Fire1 is click or A
//Place is F or "Y" button //Place is F or "Y" button
//Cycle is Tab or RB //Cycle is Tab or RB
//Siwtch is Shift or "X" //Siwtch is Shift or "X"
public enum InputType { FIRE1, PLACE, CYCLE, SWITCH, COLLISION, LOCATION,AIM,EXTERNAL}; public enum InputType
private int progress = 0; {
private bool transitioning = false; FIRE1,
PLACE,
// Start is called before the first frame update CYCLE,
void Start() SWITCH,
COLLISION,
LOCATION,
AIM,
EXTERNAL
}
[SerializeField] private ObjectiveText objectiveGui;
[SerializeField] private WaypointMarker marker;
[SerializeField] private PlayerComponent player;
//[SerializeField]
//private float minDist = 3;
[SerializeField] private List<ProgressionSection> sections;
private int progress;
private bool transitioning;
public List<ProgressionSection> Sections => sections;
// Start is called before the first frame update
private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
var cur = getCurrent().getActive();
Transform cur = this.getCurrent().getActive(); if (cur != null)
if(cur != null)
{ {
if (!this.getCurrent().objectiveOneMet) if (!getCurrent().objectiveOneMet)
{ {
marker.target = cur; marker.target = cur;
objectiveGui.visualObjects[0].text.text = this.getCurrent().instruction1; objectiveGui.visualObjects[0].text.text = getCurrent().instruction1;
objectiveGui.visualObjects[1].text.text = this.getCurrent().istruction2; objectiveGui.visualObjects[1].text.text = getCurrent().istruction2;
} }
else if(!this.getCurrent().objectiveTwoMet) else if (!getCurrent().objectiveTwoMet)
{ {
marker.target = cur; marker.target = cur;
} }
} }
if(Input.GetButtonDown("Fire1")||Input.GetAxis("Fire1")>0.5f&&!transitioning) if (Input.GetButtonDown("Fire1") || (Input.GetAxis("Fire1") > 0.5f && !transitioning))
{
ProgressCurrentIfInput(InputType.FIRE1); ProgressCurrentIfInput(InputType.FIRE1);
} if (Input.GetButtonDown("TempPlace")) ProgressCurrentIfInput(InputType.PLACE);
if (Input.GetButtonDown("TempPlace")) if (Input.GetButtonDown("CycleItems")) ProgressCurrentIfInput(InputType.CYCLE);
{ if (Input.GetButtonDown("Fire3")) ProgressCurrentIfInput(InputType.SWITCH);
ProgressCurrentIfInput(InputType.PLACE); if (Input.GetAxis("Aim") > .5f || Input.GetButtonDown("Aim"))
} if (!transitioning)
if (Input.GetButtonDown("CycleItems")) ProgressCurrentIfInput(InputType.AIM);
{
ProgressCurrentIfInput(InputType.CYCLE);
}
if(Input.GetButtonDown("Fire3"))
{
ProgressCurrentIfInput(InputType.SWITCH);
}
if(Input.GetAxis("Aim")>.5f || Input.GetButtonDown("Aim"))
{
if(!transitioning)
ProgressCurrentIfInput(InputType.AIM);
}
if (Vector3.Distance(player.transform.position, this.getCurrent().getActive().position) < 3) if (Vector3.Distance(player.transform.position, getCurrent().getActive().position) < 3)
{ {
bool canIterate= this.getCurrent().Iterate(); var canIterate = getCurrent().Iterate();
if (!canIterate) if (!canIterate)
{ {
if (!this.getCurrent().objectiveOneMet && this.getCurrent().conditionalOne == InputType.LOCATION) if (!getCurrent().objectiveOneMet && getCurrent().conditionalOne == InputType.LOCATION)
{
OnePassed(); OnePassed();
}else if (this.getCurrent().objectiveOneMet && this.getCurrent().conditionalTwo == InputType.LOCATION && !this.getCurrent().objectiveTwoMet) else if (getCurrent().objectiveOneMet && getCurrent().conditionalTwo == InputType.LOCATION &&
{ !getCurrent().objectiveTwoMet) TwoPassed();
TwoPassed();
}
} }
} }
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
{ {
if (other.gameObject.GetComponentInParent<PlayerComponent>() != null) if (other.gameObject.GetComponentInParent<PlayerComponent>() != null) ProgressCurrentIfCollide();
{
ProgressCurrentIfCollide();
}
} }
void ProgressCurrentIfCollide() private void ProgressCurrentIfCollide()
{ {
} }
private void OnePassed() private void OnePassed()
{ {
this.getCurrent().objectiveOneMet = true; getCurrent().objectiveOneMet = true;
this.getCurrent().Progress(); getCurrent().Progress();
this.objectiveGui.visualObjects[0].isComplete = true; objectiveGui.visualObjects[0].isComplete = true;
} }
public void TwoPassed() public void TwoPassed()
{ {
if (transitioning) if (transitioning) return;
{ getCurrent().objectiveTwoMet = true;
return; objectiveGui.visualObjects[1].isComplete = true;
} objectiveGui.FadeOut();
this.getCurrent().objectiveTwoMet = true;
this.objectiveGui.visualObjects[1].isComplete = true;
this.objectiveGui.FadeOut();
transitioning = true; transitioning = true;
StartCoroutine(waitForFadeIn()); StartCoroutine(waitForFadeIn());
} }
public void ProgressCurrentIfInput(InputType type) public void ProgressCurrentIfInput(InputType type)
{ {
if (getCurrent().AtEnd() && getCurrent().conditionalOne == type && !getCurrent().objectiveOneMet)
if (this.getCurrent().AtEnd() && this.getCurrent().conditionalOne == type&&!this.getCurrent().objectiveOneMet)
{
OnePassed(); OnePassed();
}else if(this.getCurrent().AtEnd() && this.getCurrent().conditionalTwo == type) else if (getCurrent().AtEnd() && getCurrent().conditionalTwo == type) TwoPassed();
{
TwoPassed();
}
} }
public ProgressionSection getCurrent() public ProgressionSection getCurrent()
{ {
return sections[progress];
return this.sections[progress];
} }
private IEnumerator waitForFadeIn() private IEnumerator waitForFadeIn()
{ {
yield return new WaitForSeconds(3); yield return new WaitForSeconds(3);
if (this.sections.Count > this.progress+1) if (sections.Count > progress + 1)
{ {
this.progress++; progress++;
this.objectiveGui.FadeIn(); objectiveGui.FadeIn();
this.objectiveGui.visualObjects[0].isComplete = false; objectiveGui.visualObjects[0].isComplete = false;
this.objectiveGui.visualObjects[1].isComplete = false; objectiveGui.visualObjects[1].isComplete = false;
} }
else
{
}
transitioning = false; transitioning = false;
} }
} }
[Serializable]
[System.Serializable]
public class ProgressionSection public class ProgressionSection
{ {
[SerializeField] [SerializeField] public string instruction1;
public string instruction1;
[SerializeField] [SerializeField] public string istruction2;
public string istruction2;
[SerializeField] [SerializeField] public bool objectiveOneMet;
public bool objectiveOneMet = false;
[SerializeField] [SerializeField] public BasicLevelProgressionSystem.InputType conditionalOne;
public BasicLevelProgressionSystem.InputType conditionalOne;
[SerializeField] [SerializeField] public bool objectiveTwoMet;
public bool objectiveTwoMet = false;
[SerializeField] [SerializeField] public BasicLevelProgressionSystem.InputType conditionalTwo;
public BasicLevelProgressionSystem.InputType conditionalTwo;
[SerializeField] public List<Transform> positionsOne = new();
[SerializeField] public List<Transform> positionsTwo = new();
[HideInInspector] public int activePosition;
[SerializeField]
public List<Transform> positionsOne= new List<Transform>();
[SerializeField]
public List<Transform> positionsTwo = new List<Transform>();
[HideInInspector]
public int activePosition = 0;
public Transform getActive() public Transform getActive()
{ {
if (!objectiveOneMet) if (!objectiveOneMet)
{
return positionsOne[activePosition]; return positionsOne[activePosition];
} return positionsTwo[activePosition];
else
{
return positionsTwo[activePosition];
}
} }
public bool Iterate() public bool Iterate()
{ {
if (!objectiveOneMet && this.activePosition + 1 < positionsOne.Count) if (!objectiveOneMet && activePosition + 1 < positionsOne.Count)
{ {
this.activePosition += 1; activePosition += 1;
return true;
}else if (objectiveOneMet && !objectiveTwoMet && this.activePosition + 1 < positionsTwo.Count)
{
this.activePosition += 1;
return true; return true;
} }
if (objectiveOneMet && !objectiveTwoMet && activePosition + 1 < positionsTwo.Count)
{
activePosition += 1;
return true;
}
return false; return false;
} }
public bool AtEnd() public bool AtEnd()
{ {
if (!objectiveOneMet && this.activePosition + 1 < positionsOne.Count) if (!objectiveOneMet && activePosition + 1 < positionsOne.Count)
{
return false; return false;
} if (objectiveOneMet && !objectiveTwoMet && activePosition + 1 < positionsTwo.Count) return false;
else if (objectiveOneMet && !objectiveTwoMet && this.activePosition + 1 < positionsTwo.Count)
{
return false;
}
return true; return true;
} }
public void Progress() public void Progress()
{ {
this.activePosition = 0; activePosition = 0;
} }
} }

View File

@ -5,126 +5,108 @@ using UnityEngine.SceneManagement;
public class LevelZeroSpecial : MonoBehaviour public class LevelZeroSpecial : MonoBehaviour
{ {
//[SerializeField] //[SerializeField]
//private int initalPlaceIndex = 0; //private int initalPlaceIndex = 0;
[SerializeField] [SerializeField] private DoorInteractable recepticleOne;
private DoorInteractable recepticleOne;
[SerializeField] [SerializeField] private BasicLevelProgressionSystem progression;
private BasicLevelProgressionSystem progression;
[SerializeField]
private int enabledOn = 4;
private bool isEnabled = false;
[SerializeField] [SerializeField] private int enabledOn = 4;
private List<HeavyInteractableItem> powercores;
[SerializeField] [SerializeField] private List<HeavyInteractableItem> powercores;
private List<DoorInteractable> recepticals;
[SerializeField] [SerializeField] private List<DoorInteractable> recepticals;
private WaypointMarker marker;
[SerializeField] private WaypointMarker marker;
[SerializeField] private Animator cover;
[SerializeField] private Animator gate;
[SerializeField] private GameObject exitCollider;
[SerializeField] private PlayerComponent player;
[SerializeField] private WaypointMarker marker2Ref;
[SerializeField] private WaypointMarker marker3Ref;
[SerializeField] private Optimizer finalRoomOptimizer;
private int countPowered;
private bool isEnabled;
private readonly List<WaypointMarker> markers = new();
private bool transitioningOut;
private List<WaypointMarker> markers=new List<WaypointMarker>();
private int countPowered = 0;
[SerializeField]
private Animator cover;
[SerializeField]
private Animator gate;
private bool transitioningOut = false;
[SerializeField]
private GameObject exitCollider;
[SerializeField]
private PlayerComponent player;
[SerializeField]
WaypointMarker marker2Ref;
[SerializeField]
WaypointMarker marker3Ref;
[SerializeField]
private Optimizer finalRoomOptimizer;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
marker2Ref.gameObject.SetActive(false); marker2Ref.gameObject.SetActive(false);
marker3Ref.gameObject.SetActive(false); marker3Ref.gameObject.SetActive(false);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (progression.Sections[0] == progression.getCurrent()) if (progression.Sections[0] == progression.getCurrent())
{
if (recepticleOne.Powered) if (recepticleOne.Powered)
{
progression.TwoPassed(); progression.TwoPassed();
//progression.ProgressCurrentIfInput(BasicLevelProgressionSystem.InputType.EXTERNAL); //progression.ProgressCurrentIfInput(BasicLevelProgressionSystem.InputType.EXTERNAL);
}
}
countPowered = 0; countPowered = 0;
if (progression.Sections[enabledOn] == progression.getCurrent() && !isEnabled) if (progression.Sections[enabledOn] == progression.getCurrent() && !isEnabled)
{ {
isEnabled = true; isEnabled = true;
marker2Ref.gameObject.SetActive(true); marker2Ref.gameObject.SetActive(true);
marker3Ref.gameObject.SetActive(true); marker3Ref.gameObject.SetActive(true);
marker2Ref.target = recepticals[1].transform; marker2Ref.target = recepticals[1].transform;
marker3Ref.target = recepticals[2].transform; marker3Ref.target = recepticals[2].transform;
markers.Add(marker2Ref); markers.Add(marker2Ref);
markers.Add(marker3Ref); markers.Add(marker3Ref);
} }
if (isEnabled)
{
foreach (DoorInteractable recepitcal in recepticals) if (isEnabled)
{ foreach (var recepitcal in recepticals)
if (recepitcal.Powered) if (recepitcal.Powered)
{ {
countPowered++; countPowered++;
for(int i = 0; i < markers.Count; i++) for (var i = 0; i < markers.Count; i++)
{ {
WaypointMarker marker = markers[i]; var marker = markers[i];
if (marker.gameObject.activeInHierarchy) if (marker.gameObject.activeInHierarchy)
{
if (marker.target == recepitcal.transform) if (marker.target == recepitcal.transform)
{ {
marker.gameObject.SetActive(false); marker.gameObject.SetActive(false);
markers.Remove(marker); markers.Remove(marker);
} }
}
} }
} }
}
}
if (countPowered == 3 && !transitioningOut) if (countPowered == 3 && !transitioningOut)
{ {
//transition to cutscene //transition to cutscene
transitioningOut = true; transitioningOut = true;
gate.Play("Open"); gate.Play("Open");
finalRoomOptimizer.Enable(); finalRoomOptimizer.Enable();
} }
if (transitioningOut) if (transitioningOut)
{
if (player.transform.position.z > exitCollider.transform.position.z) if (player.transform.position.z > exitCollider.transform.position.z)
{
StartCoroutine(transitionOut()); StartCoroutine(transitionOut());
}
}
} }
IEnumerator transitionOut()
private IEnumerator transitionOut()
{ {
cover.Play("Cover_load_out"); cover.Play("Cover_load_out");
yield return new WaitForSeconds(1); yield return new WaitForSeconds(1);
SceneManager.LoadScene(0); SceneManager.LoadScene(0);
} }
} }

View File

@ -1,47 +1,59 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MainMenuManager : MonoBehaviour public class MainMenuManager : MonoBehaviour
{ {
private string component = "_FaceDilate"; [SerializeField] private TMP_Text title;
[SerializeField]
private TMP_Text title; [SerializeField] private List<TMP_Text> textList = new();
[SerializeField]
private List<TMP_Text> textList= new List<TMP_Text>(); [SerializeField] private float dilateSpeed = 0.1f;
private List<float> initDilates= new List<float>();
private List<float> dilates= new List<float>(); [SerializeField] private Animator cover;
private readonly string component = "_FaceDilate";
private float dilate = -1; private float dilate = -1;
private readonly List<float> dilates = new();
private float initDilate; private float initDilate;
[SerializeField] private readonly List<float> initDilates = new();
float dilateSpeed = 0.1f; private bool transitioning;
[SerializeField]
private Animator cover;
private bool transitioning = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
//initDilate = title.fontSharedMaterials[0].GetFloat(component); //initDilate = title.fontSharedMaterials[0].GetFloat(component);
initDilate = title.fontMaterials[0].GetFloat(component); initDilate = title.fontMaterials[0].GetFloat(component);
foreach(TMP_Text text in this.textList)
foreach (var text in textList)
{ {
this.initDilates.Add(text.fontMaterials[0].GetFloat(component)); initDilates.Add(text.fontMaterials[0].GetFloat(component));
this.dilates.Add(-1f); dilates.Add(-1f);
} }
this.textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
this.textList[2].GetComponent<Button>().onClick.AddListener(ExitApp); textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
textList[2].GetComponent<Button>().onClick.AddListener(ExitApp);
} }
void LoadFirstLevel()
// Update is called once per frame
private void Update()
{
//dilate = Mathf.Min(initDilate, dilate += Time.deltaTime);
dilate = Mathf.Lerp(dilate, initDilate, Time.deltaTime * dilateSpeed);
title.fontMaterials[0].SetFloat(component, dilate);
for (var i = 0; i < textList.Count; i++)
{
dilates[i] = Mathf.Lerp(dilates[i], initDilates[i], Time.deltaTime * dilateSpeed);
textList[i].fontMaterials[0].SetFloat(component, dilates[i]);
}
}
private void LoadFirstLevel()
{ {
if (!transitioning) if (!transitioning)
{ {
@ -49,32 +61,16 @@ public class MainMenuManager : MonoBehaviour
transitioning = true; transitioning = true;
StartCoroutine(_LoadFirstLevel()); StartCoroutine(_LoadFirstLevel());
} }
} }
private IEnumerator _LoadFirstLevel() private IEnumerator _LoadFirstLevel()
{ {
yield return new WaitForSeconds(4); yield return new WaitForSeconds(4);
SceneManager.LoadScene(1); SceneManager.LoadScene(1);
} }
void ExitApp() private void ExitApp()
{ {
Application.Quit(); Application.Quit();
} }
}
// Update is called once per frame
void Update()
{
//dilate = Mathf.Min(initDilate, dilate += Time.deltaTime);
dilate = Mathf.Lerp(dilate, initDilate, Time.deltaTime*dilateSpeed);
title.fontMaterials[0].SetFloat(component, dilate);
for(int i =0;i<this.textList.Count;i++)
{
dilates[i] = Mathf.Lerp(dilates[i], initDilates[i],Time.deltaTime*dilateSpeed);
textList[i].fontMaterials[0].SetFloat(component, dilates[i]);
}
}
}

View File

@ -1,64 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
using UnityEngine; using UnityEngine;
public class CameraController : MonoBehaviour public class CameraController : MonoBehaviour
{ {
//private float mouseX = 0; //private float mouseX = 0;
//private float mouseY; //private float mouseY;
[SerializeField] [SerializeField] private Camera cam;
private Camera cam;
[SerializeField] private Transform target;
[SerializeField]
private Transform target;
private Vector3 offset; private Vector3 offset;
public Vector3 Forward { get; private set; } = Vector3.zero;
private Vector3 forward= Vector3.zero; public Vector3 Right { get; private set; } = Vector3.zero;
private Vector3 right = Vector3.zero;
public Vector3 Forward { get { return this.forward; } }
public Vector3 Right { get { return this.right; } }
//private float originalDist = 0; //private float originalDist = 0;
//private float newDist = 0; //private float newDist = 0;
//[SerializeField] //[SerializeField]
// private bool isChild = false; // private bool isChild = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
GetMouseLook(); GetMouseLook();
//if(target!=null&&!isChild) //if(target!=null&&!isChild)
//transform.position = target.transform.position+offset; //transform.position = target.transform.position+offset;
forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z); Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z);
right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z); Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z);
} }
private void GetMouseLook() private void GetMouseLook()
{ {
//mouseX = Input.GetAxis("Mouse X"); //mouseX = Input.GetAxis("Mouse X");
//mouseY = Input.GetAxis("Mouse Y"); //mouseY = Input.GetAxis("Mouse Y");
//transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0); //transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0);
//cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0); //cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0);
//Cursor.visible = false; //Cursor.visible = false;
//Cursor.lockState = CursorLockMode.Locked; //Cursor.lockState = CursorLockMode.Locked;
} }
}
}

View File

@ -1,61 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine; using Cinemachine;
using UnityEngine;
public class CameraShift : MonoBehaviour public class CameraShift : MonoBehaviour
{ {
public static CameraShift active; public static CameraShift active;
[SerializeField]
private Camera childCam; [SerializeField] private Camera childCam;
[SerializeField]
private Transform offset; [SerializeField] private Transform offset;
[SerializeField] private float cameraSpeed = 5f;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private float initRadius = 3f;
[SerializeField] private float aimingRadius = 2f;
private bool isCenter = true; private bool isCenter = true;
private Vector3 targetOffset; private Vector3 targetOffset;
[SerializeField]
private float cameraSpeed = 5f; // Start is called before the first frame update
[SerializeField] private void Start()
private CinemachineFreeLook freelook; {
[SerializeField] targetOffset = Vector3.zero;
private float initRadius = 3f; }
[SerializeField]
private float aimingRadius = 2f; // Update is called once per frame
private void Update()
{
active = this;
if (isCenter)
{
targetOffset = Vector3.zero;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed);
}
else
{
targetOffset = offset.localPosition;
freelook.m_Orbits[1].m_Radius =
Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime * cameraSpeed);
}
childCam.transform.localPosition =
Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime * cameraSpeed);
}
//[SerializeField] //[SerializeField]
//private PlayerMovementController movementController; //private PlayerMovementController movementController;
public void ToggleCenter() public void ToggleCenter()
{ {
isCenter = !isCenter; isCenter = !isCenter;
} }
public void SetCenter(bool isCenter) public void SetCenter(bool isCenter)
{ {
this.isCenter = isCenter; this.isCenter = isCenter;
} }
}
// Start is called before the first frame update
void Start()
{
targetOffset = Vector3.zero;
}
// Update is called once per frame
void Update()
{
active = this;
if (isCenter)
{
targetOffset= Vector3.zero;
freelook.m_Orbits[1].m_Radius = Mathf.Lerp(freelook.m_Orbits[1].m_Radius, initRadius, Time.deltaTime * cameraSpeed);
}
else
{
targetOffset = offset.localPosition;
freelook.m_Orbits[1].m_Radius = Mathf.Lerp(freelook.m_Orbits[1].m_Radius, aimingRadius, Time.deltaTime*cameraSpeed);
}
childCam.transform.localPosition= Vector3.Lerp(childCam.transform.localPosition, targetOffset, Time.deltaTime*cameraSpeed);
}
}

View File

@ -1,72 +1,62 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering;
public class NoiseVisibilitySettingsManager : MonoBehaviour public class NoiseVisibilitySettingsManager : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float sneakNoiseDistance = 5f;
private float sneakNoiseDistance = 5f;
[SerializeField]
private float runNoiseDistance = 10f;
[SerializeField]
private float shootNoiseDistance = 30f;
[SerializeField]
private float standNoiseDistance = 0f;
private float noiseDistance = 0f;
public float SneakNoiseDistance { get { return sneakNoiseDistance; } }
public float RunNoiseDistance { get { return runNoiseDistance; } }
public float ShootNoiseDistance { get { return shootNoiseDistance; } }
public float StandNoiseDistance { get { return standNoiseDistance; } }
public float NoiseDistance { get { return this.noiseDistance; } } [SerializeField] private float runNoiseDistance = 10f;
private float timeSinceLastShot = 0f; [SerializeField] private float shootNoiseDistance = 30f;
[SerializeField]
private float shootNoiseDuration = 2f; [SerializeField] private float standNoiseDistance;
private bool isSneaking = false;
private bool isRunning = false; [SerializeField] private float shootNoiseDuration = 2f;
private bool isRunning;
private bool isSneaking;
private float timeSinceLastShot;
public float SneakNoiseDistance => sneakNoiseDistance;
public float RunNoiseDistance => runNoiseDistance;
public float ShootNoiseDistance => shootNoiseDistance;
public float StandNoiseDistance => standNoiseDistance;
public float NoiseDistance { get; private set; }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
if (timeSinceLastShot>0) if (timeSinceLastShot > 0)
{ NoiseDistance = shootNoiseDistance;
this.noiseDistance = this.shootNoiseDistance;
}
else if (isRunning) else if (isRunning)
{ NoiseDistance = runNoiseDistance;
this.noiseDistance = this.runNoiseDistance; else if (isSneaking)
}else if (isSneaking) NoiseDistance = sneakNoiseDistance;
{
this.noiseDistance = this.sneakNoiseDistance;
}
else else
{ NoiseDistance = standNoiseDistance;
this.noiseDistance = standNoiseDistance;
}
timeSinceLastShot -= Time.deltaTime; timeSinceLastShot -= Time.deltaTime;
} }
public void ShotFired() public void ShotFired()
{ {
this.timeSinceLastShot = this.shootNoiseDuration; timeSinceLastShot = shootNoiseDuration;
} }
public void SetRunning(bool isRunning) public void SetRunning(bool isRunning)
{ {
this.isRunning = isRunning; this.isRunning = isRunning;
} }
public void SetSneaking(bool isSneaking) public void SetSneaking(bool isSneaking)
{ {
this.isSneaking= isSneaking; this.isSneaking = isSneaking;
} }
} }

View File

@ -1,28 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerAim : MonoBehaviour public class PlayerAim : MonoBehaviour
{ {
public static PlayerAim active; public static PlayerAim active;
public Vector3 targetPosition; public Vector3 targetPosition;
private Camera cam; private Camera cam;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
active = this; active = this;
cam = GetComponent<Camera>(); cam = GetComponent<Camera>();
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
Ray r = new Ray(cam.transform.position,cam.transform.forward); var r = new Ray(cam.transform.position, cam.transform.forward);
RaycastHit hit; RaycastHit hit;
if(Physics.Raycast(r,out hit)) if (Physics.Raycast(r, out hit)) targetPosition = hit.point;
{
targetPosition = hit.point;
}
} }
} }

View File

@ -1,63 +1,91 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerAnimationController : MonoBehaviour public class PlayerAnimationController : MonoBehaviour
{ {
[SerializeField] [SerializeField] private Animator animController;
private Animator animController;
[SerializeField] [SerializeField] private string runningParameter;
private string runningParameter;
[SerializeField] [SerializeField] private string runningSpeedParameter;
private string runningSpeedParameter;
[SerializeField] [SerializeField] private string sideStepSpeedParameter;
private string sideStepSpeedParameter;
//private bool movementInterrupt = false;
[SerializeField] private PlayerInteractionHandler interactionHandler;
[SerializeField] private PlayerMovementController movement;
//private float verticalAiming = 0;
[SerializeField] private Camera hiddenCam;
private bool isRunning;
private float runningSpeed; private float runningSpeed;
private float sideStepSpeed; private float sideStepSpeed;
private bool isRunning; // Start is called before the first frame update
//private bool movementInterrupt = false; private void Start()
[SerializeField] {
private PlayerInteractionHandler interactionHandler; }
[SerializeField]
private PlayerMovementController movement;
//private float verticalAiming = 0; // Update is called once per frame
[SerializeField] private void Update()
private Camera hiddenCam; {
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun", interactionHandler.GunEnabled);
public void Animate(Vector2 movement,bool jump,bool isMoving) if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation)
{
if (hiddenCam.transform.localEulerAngles.x < 90)
{
//DOWN
var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,
Time.deltaTime * 10f);
animController.SetLayerWeight(3, target);
animController.SetLayerWeight(2, 0);
}
else
{
//UP
animController.SetLayerWeight(3, 0);
var target = Mathf.Lerp(animController.GetLayerWeight(2),
(360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10);
animController.SetLayerWeight(2, target);
}
}
else
{
animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10));
animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10));
}
//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
}
public void Animate(Vector2 movement, bool jump, bool isMoving)
{ {
animController.SetFloat(runningSpeedParameter, movement.magnitude); animController.SetFloat(runningSpeedParameter, movement.magnitude);
animController.SetBool(runningParameter,isMoving); animController.SetBool(runningParameter, isMoving);
if (this.movement.IsAiming) if (this.movement.IsAiming)
{ {
animController.SetFloat("StrafingSpeed", movement.x); animController.SetFloat("StrafingSpeed", movement.x);
float dir = 0; float dir = 0;
if (movement.x > 0) if (movement.x > 0)
{
dir = 1; dir = 1;
}else if (movement.x < 0) else if (movement.x < 0) dir = -1;
{
dir = -1;
}
animController.SetFloat("StrafingDirection", dir); animController.SetFloat("StrafingDirection", dir);
} }
else else
{ {
animController.SetFloat("StrafingSpeed", 0); animController.SetFloat("StrafingSpeed", 0);
animController.SetFloat("StrafingDirection", 1); animController.SetFloat("StrafingDirection", 1);
} }
} }
public void Animate(PlayerQuickAnimationType animation) public void Animate(PlayerQuickAnimationType animation)
{ {
switch(animation) switch (animation)
{ {
case PlayerQuickAnimationType.Grab: case PlayerQuickAnimationType.Grab:
print("grabbing..."); print("grabbing...");
@ -67,57 +95,22 @@ public class PlayerAnimationController : MonoBehaviour
break; break;
} }
} }
public void Hit(bool isDead) public void Hit(bool isDead)
{ {
animController.SetTrigger("WasHit"); animController.SetTrigger("WasHit");
animController.SetBool("IsDead", isDead); animController.SetBool("IsDead", isDead);
} }
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun",interactionHandler.GunEnabled);
if (interactionHandler.GunEnabled&&!interactionHandler.isDead&&movement.AllowRotation)
{
if (hiddenCam.transform.localEulerAngles.x < 90)
{
//DOWN
float target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,Time.deltaTime*10f);
animController.SetLayerWeight(3, target);
animController.SetLayerWeight(2, 0);
}
else
{
//UP
animController.SetLayerWeight(3, 0);
float target = Mathf.Lerp(animController.GetLayerWeight(2), (360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f),Time.deltaTime*10);
animController.SetLayerWeight(2, target);
}
}
else
{
animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2),0,Time.deltaTime*10));
animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime*10));
}
//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
}
} }
public enum PlayerAnimationType {Movement,Action} public enum PlayerAnimationType
public enum PlayerQuickAnimationType { Grab,Shoot} {
Movement,
Action
}
public enum PlayerQuickAnimationType
{
Grab,
Shoot
}

View File

@ -1,103 +1,72 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine; using Cinemachine;
using TMPro; using UnityEngine;
public class PlayerComponent : MonoBehaviour public class PlayerComponent : MonoBehaviour
{ {
[SerializeField] [SerializeField] private float health = 5f;
private float health = 5f;
[SerializeField] [SerializeField] private float maxHealth = 5f;
private float maxHealth = 5f;
[SerializeField] [SerializeField] private float stamina = 20f;
private float stamina = 20f;
[SerializeField] [SerializeField] private float maxStamina = 20f;
private float maxStamina = 20f;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager; [SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private PlayerMovementController movementController; [SerializeField] private PlayerMovementController movementController;
public NoiseVisibilitySettingsManager NoiseManager { get { return this.noiseManager; } } [SerializeField] private PlayerAnimationController animationController;
public PlayerMovementController MovementController { get { return movementController; } }
[SerializeField]
private PlayerAnimationController animationController;
[HideInInspector] [HideInInspector] public FlareRegister flareRegister;
public FlareRegister flareRegister;
[SerializeField] [SerializeField] private CinemachineFreeLook cameraFreeLook;
private CinemachineFreeLook cameraFreeLook;
private float shakeTimer = 0; [SerializeField] private float knockbackDuration = 1f;
CinemachineBasicMultiChannelPerlin perlin;
[SerializeField] [SerializeField] private float knockbackDistance = 5f;
private float knockbackDuration = 1f;
[SerializeField] [SerializeField] private StatsOutputScreen statsOutput;
private float knockbackDistance = 5f;
[SerializeField] private CinemachineBasicMultiChannelPerlin perlin;
private StatsOutputScreen statsOutput; private float shakeTimer;
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
public PlayerMovementController MovementController => movementController;
[HideInInspector] public bool IsAlive => health > 0;
[HideInInspector]
public bool IsAlive { get { return this.health > 0; } }
private void Awake() private void Awake()
{ {
flareRegister = GameObject.FindObjectOfType<FlareRegister>(); flareRegister = FindObjectOfType<FlareRegister>();
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>(); perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
NoiseManager.SetRunning(MovementController.IsRunning); NoiseManager.SetRunning(MovementController.IsRunning);
statsOutput.health = this.health; statsOutput.health = health;
statsOutput.stamina = 20f; statsOutput.stamina = 20f;
statsOutput.oxygen = 100f; statsOutput.oxygen = 100f;
if (shakeTimer > 0) if (shakeTimer > 0)
{ {
shakeTimer -= Time.deltaTime; shakeTimer -= Time.deltaTime;
// perlin.m_AmplitudeGain = 0; // perlin.m_AmplitudeGain = 0;
perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f); perlin.m_AmplitudeGain = Mathf.Lerp(perlin.m_AmplitudeGain, 0, .1f);
if (shakeTimer <= 0f) if (shakeTimer <= 0f) perlin.m_AmplitudeGain = 0;
{
perlin.m_AmplitudeGain = 0;
}
} }
if (!IsAlive) if (!IsAlive)
{ {
PlayerInteractionHandler.instance.isDead = true; PlayerInteractionHandler.instance.isDead = true;
movementController.isDead = true; movementController.isDead = true;
} }
}
public void ShakeCamera(float intensity, float time)
{
CinemachineBasicMultiChannelPerlin perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
perlin.m_AmplitudeGain= intensity;
shakeTimer = time;
}
public void SetSensitivity(float magnitude)
{
movementController.SetSensitivity(magnitude);
}
public void Damage(float damage,bool applyShake=false)
{
this.health-=damage;
if (applyShake)
{
ShakeCamera(15, 5);
}
} }
private void OnTriggerEnter(Collider other) private void OnTriggerEnter(Collider other)
@ -105,12 +74,31 @@ public class PlayerComponent : MonoBehaviour
if (other.CompareTag("Damaging")) if (other.CompareTag("Damaging"))
{ {
print("HIT!"); print("HIT!");
MonsterComponent monster = other.GetComponentInParent<MonsterComponent>(); var monster = other.GetComponentInParent<MonsterComponent>();
this.Damage(monster.AttackDamage, monster.ShakeCameraOnHit); Damage(monster.AttackDamage, monster.ShakeCameraOnHit);
animationController.Hit(this.health<=0); animationController.Hit(health <= 0);
this.movementController.PhysicalForceMove((transform.position - monster.transform.position)*knockbackDistance); movementController.PhysicalForceMove((transform.position - monster.transform.position) * knockbackDistance);
this.movementController.LockMovement(this.knockbackDuration); movementController.LockMovement(knockbackDuration);
} }
} }
}
public void ShakeCamera(float intensity, float time)
{
var perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
perlin.m_AmplitudeGain = intensity;
shakeTimer = time;
}
public void SetSensitivity(float magnitude)
{
movementController.SetSensitivity(magnitude);
}
public void Damage(float damage, bool applyShake = false)
{
health -= damage;
if (applyShake) ShakeCamera(15, 5);
}
}

View File

@ -1,83 +1,252 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Xml;
using Unity.VisualScripting;
using Unity.VisualScripting.FullSerializer;
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(Collider))] [RequireComponent(typeof(Collider))]
public class PlayerInteractionHandler : MonoBehaviour public class PlayerInteractionHandler : MonoBehaviour
{ {
private List<InteractableItem> itemsInRange= new List<InteractableItem>();
private List<HeavyInteractableItem> heavyItemsInRange = new List<HeavyInteractableItem>();
private Inventory invent;
private TempInventory tempInvent;
public Inventory Inventory { get { return invent; } }
public static PlayerInteractionHandler instance; public static PlayerInteractionHandler instance;
[SerializeField]
private Light flashlight; [SerializeField] private Light flashlight;
[SerializeField]
private GameObject flashlight3D; [SerializeField] private GameObject flashlight3D;
[SerializeField] private int materialIndex = 1;
[SerializeField] private Transform carryingPos;
[SerializeField] private bool useItemSelector = true;
[SerializeField] private PistolComponent pistol;
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
[SerializeField] private CameraShift shift;
public bool isDead;
//Check if button down
private readonly AxisIsDown fireDown = new("Fire1");
private bool flashlightEnabled = true; private bool flashlightEnabled = true;
[SerializeField]
private int materialIndex = 1;
private Material selMaterial;
private Color initColor;
private HeavyInteractableItem heavyInvent; private HeavyInteractableItem heavyInvent;
public bool IsCarrying { get { return heavyInvent !=null; } } private readonly List<HeavyInteractableItem> heavyItemsInRange = new();
public bool GunEnabled { get { return this.gunEnabled; } } private Color initColor;
private bool gunEnabled = false; private Inventory invent;
[SerializeField]
private Transform carryingPos;
public Transform CarryingPos { get { return this.carryingPos; } }
private ItemSelector itemSelector; private ItemSelector itemSelector;
[SerializeField] private readonly List<InteractableItem> itemsInRange = new();
private bool useItemSelector = true;
[SerializeField]
private PistolComponent pistol;
[SerializeField]
private NoiseVisibilitySettingsManager noiseManager;
private InGameManager manager; private InGameManager manager;
[SerializeField] private Material selMaterial;
private CameraShift shift; private TempInventory tempInvent;
public Inventory Inventory => invent;
public bool IsCarrying => heavyInvent != null;
public bool GunEnabled { get; private set; }
public Transform CarryingPos => carryingPos;
public bool isDead = false;
//Check if button down
private AxisIsDown fireDown = new AxisIsDown("Fire1");
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
instance = this; instance = this;
invent = this.transform.parent.GetComponent<Inventory>(); invent = transform.parent.GetComponent<Inventory>();
//TEMP FIELD //TEMP FIELD
tempInvent = this.transform.parent.GetComponent<TempInventory>(); tempInvent = transform.parent.GetComponent<TempInventory>();
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor"); initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex]; selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
itemSelector = ItemSelector.instance; itemSelector = ItemSelector.instance;
pistol.gameObject.SetActive(this.gunEnabled); pistol.gameObject.SetActive(GunEnabled);
flashlightEnabled = this.flashlight.gameObject.activeSelf; flashlightEnabled = flashlight.gameObject.activeSelf;
manager = GameObject.FindObjectOfType<InGameManager>(); manager = FindObjectOfType<InGameManager>();
}
// Update is called once per frame
private void Update()
{
fireDown.Check();
if (isDead)
{
DropHeavy();
return;
}
if (manager.IsPaused || isDead) return;
if (Input.GetButtonDown("Fire1") || fireDown.IsDown())
{
if (GunEnabled)
{
if (tempInvent.GetQuantityOf(pistol.projectileName) > 0)
{
pistol.Fire();
noiseManager.ShotFired();
tempInvent.Remove(pistol.projectileName);
}
}
else
{
if (!IsCarrying)
{
var t_index = 0;
var pickupFound = false;
if (itemsInRange.Count > 0)
{
while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup) t_index++;
if (t_index != itemsInRange.Count)
{
pickupFound = true;
invent.AddItem(itemsInRange[t_index]);
itemsInRange[0].transform.gameObject.SetActive(false);
itemsInRange.Remove(itemsInRange[t_index]);
}
}
else if (heavyItemsInRange.Count > 0)
{
pickupFound = true;
heavyInvent = heavyItemsInRange[0];
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyItemsInRange.Remove(heavyItemsInRange[0]);
heavyInvent.Disable();
heavyInvent.DisableAll();
}
if (!pickupFound)
foreach (var item in itemsInRange)
if (!item.CanPickup)
{
if (!item.Interact(ref invent, ref heavyInvent))
item.Interact();
else if (item is HeavyItemReceiver)
if (heavyInvent != null)
{
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.transform.localEulerAngles = Vector3.zero;
heavyItemsInRange.Remove(heavyInvent);
heavyInvent.GetComponent<Rigidbody>().constraints =
RigidbodyConstraints.FreezeRotation;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyInvent.Disable();
heavyInvent.DisableAll();
}
}
}
else
{
int refIndex;
if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
{
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
heavyInvent = null;
}
else
{
DropHeavy();
}
}
}
}
if (Input.GetButtonDown("Fire2"))
{
//print(this.GunEnabled);
if (!GunEnabled)
{
if (!flashlight.gameObject.activeSelf)
EnableFlashlight();
else
DisableFlashlight();
}
else
{
pistol.LightToggle();
}
}
if (Input.GetButtonDown("Fire3"))
if (!IsCarrying)
{
GunEnabled = !GunEnabled;
if (!GunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(GunEnabled);
if (GunEnabled)
pistol.Enable();
}
if (GunEnabled)
{
DisableFlashlight();
var aimAxis = Input.GetAxis("Aim");
if (aimAxis > 0.5f)
pistol.aimMode = PistolComponent.AimMode.CAMERA;
else
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
}
shift.SetCenter(!GunEnabled);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
{
item.Enable();
itemsInRange.Add(item);
}
else if (item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((HeavyInteractableItem)item);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
{
var item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
{
item.Disable();
itemsInRange.Remove(item);
}
else if (item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Disable();
//itemsInRange.Remove((HeavyInteractableItem)(item));
heavyItemsInRange.Remove((HeavyInteractableItem)item);
}
}
} }
private bool receiverInRange(out int index) private bool receiverInRange(out int index)
{ {
int i = 0; var i = 0;
foreach(InteractableItem item in this.itemsInRange) foreach (var item in itemsInRange)
{ {
if(item is HeavyItemReceiver) if (item is HeavyItemReceiver)
{ {
index = i; index = i;
return true; return true;
} }
i++; i++;
} }
index = -1; index = -1;
return false; return false;
} }
@ -91,276 +260,57 @@ public class PlayerInteractionHandler : MonoBehaviour
heavyInvent.EnableAll(); heavyInvent.EnableAll();
heavyInvent = null; heavyInvent = null;
} }
} }
// Update is called once per frame
void Update()
{
fireDown.Check();
if (this.isDead)
{
DropHeavy();
return;
}
if (manager.IsPaused||isDead)
{
return;
}
if(Input.GetButtonDown("Fire1")||fireDown.IsDown())
{
if (this.GunEnabled)
{
if (tempInvent.GetQuantityOf(this.pistol.projectileName) > 0)
{
this.pistol.Fire();
this.noiseManager.ShotFired();
tempInvent.Remove(this.pistol.projectileName);
}
}
else
{
if (!IsCarrying)
{
int t_index = 0;
bool pickupFound = false;
if (itemsInRange.Count > 0)
{
while (t_index < itemsInRange.Count && !itemsInRange[t_index].CanPickup)
{
t_index++;
}
if (t_index != itemsInRange.Count)
{
pickupFound = true;
invent.AddItem(itemsInRange[t_index]);
itemsInRange[0].transform.gameObject.SetActive(false);
itemsInRange.Remove(itemsInRange[t_index]);
}
}
else if (heavyItemsInRange.Count > 0)
{
pickupFound = true;
heavyInvent = heavyItemsInRange[0];
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyItemsInRange.Remove(heavyItemsInRange[0]);
heavyInvent.Disable();
heavyInvent.DisableAll();
}
if (!pickupFound)
{
foreach (InteractableItem item in itemsInRange)
{
if (!item.CanPickup)
{
if (!item.Interact(ref invent, ref heavyInvent))
{
item.Interact();
}else if(item is HeavyItemReceiver)
{
if(heavyInvent != null)
{
heavyInvent.transform.parent = carryingPos;
heavyInvent.transform.localPosition = Vector3.zero;
heavyInvent.transform.localEulerAngles = Vector3.zero;
heavyItemsInRange.Remove(heavyInvent);
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
heavyInvent.Disable();
heavyInvent.DisableAll();
}
}
}
}
}
}
else
{
int refIndex;
if (itemsInRange.Count > 0&&receiverInRange(out refIndex)) {
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref this.invent, ref heavyInvent);
heavyInvent = null;
}
else
{
this.DropHeavy();
}
}
}
}
if (Input.GetButtonDown("Fire2"))
{
//print(this.GunEnabled);
if (!this.GunEnabled)
{
if (!flashlight.gameObject.activeSelf)
{
EnableFlashlight();
}
else
{
DisableFlashlight();
}
}
else
{
this.pistol.LightToggle();
}
}
if (Input.GetButtonDown("Fire3"))
{
if (!this.IsCarrying)
{
this.gunEnabled = !this.gunEnabled;
if(!this.gunEnabled)
pistol.Disable();
pistol.gameObject.SetActive(this.gunEnabled);
if (this.gunEnabled)
pistol.Enable();
}
}
if (this.GunEnabled)
{
this.DisableFlashlight();
float aimAxis = Input.GetAxis("Aim");
if (aimAxis > 0.5f)
{
pistol.aimMode = PistolComponent.AimMode.CAMERA;
}
else
{
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
}
}
else
{
}
shift.SetCenter(!this.GunEnabled);
}
public void EnableFlashlight() public void EnableFlashlight()
{ {
flashlight.gameObject.SetActive(true); flashlight.gameObject.SetActive(true);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor); flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", initColor);
selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255)); selMaterial.SetColor("_EmissionColor", new Color(255, 255, 255, 255));
flashlight3D.gameObject.SetActive(true); flashlight3D.gameObject.SetActive(true);
this.flashlightEnabled = true; flashlightEnabled = true;
} }
public void DisableFlashlight() public void DisableFlashlight()
{ {
flashlight.gameObject.SetActive(false); flashlight.gameObject.SetActive(false);
flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0)); flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].SetColor("_BaseColor", new Color(0, 0, 0));
selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0)); selMaterial.SetColor("_EmissionColor", new Color(0, 0, 0, 0));
flashlight3D.gameObject.SetActive(false); flashlight3D.gameObject.SetActive(false);
this.flashlightEnabled = false; flashlightEnabled = false;
}
private void OnTriggerEnter(Collider other)
{
if(other.gameObject.GetComponent<InteractableItem>() != null)
{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if(item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Enable();
itemsInRange.Add(item);
}else if(item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Enable();
heavyItemsInRange.Add((HeavyInteractableItem)item);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.GetComponent<InteractableItem>() != null)
{
InteractableItem item = other.gameObject.GetComponent<InteractableItem>();
if (item is InteractableItem && item is not HeavyInteractableItem)
{
((InteractableItem)item).Disable();
itemsInRange.Remove(item);
}
else if (item is HeavyInteractableItem)
{
((HeavyInteractableItem)item).Disable();
//itemsInRange.Remove((HeavyInteractableItem)(item));
heavyItemsInRange.Remove((HeavyInteractableItem)item);
}
}
} }
} }
class AxisIsDown internal class AxisIsDown
{ {
private string axisName;
private bool isDown = false;
private bool pIsDown = false;
private float axis; private float axis;
private bool down = false;
public void Check() private readonly string axisName;
{
axis = Input.GetAxis(axisName); private bool down;
isDown = axis > 0.5f; private bool isDown;
if (isDown != pIsDown&&isDown) private bool pIsDown;
{
down = true;
}
else
{
down = false;
}
pIsDown = isDown;
}
public bool IsDown()
{
return this.down;
}
public AxisIsDown(string axisName) public AxisIsDown(string axisName)
{ {
this.axisName = axisName; this.axisName = axisName;
} }
public void Check()
{
axis = Input.GetAxis(axisName);
isDown = axis > 0.5f;
if (isDown != pIsDown && isDown)
down = true;
else
down = false;
pIsDown = isDown;
}
public bool IsDown()
{
return down;
}
} }

View File

@ -1,85 +1,116 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine; using Cinemachine;
using UnityEngine;
public class PlayerMovementController : MonoBehaviour public class PlayerMovementController : MonoBehaviour
{ {
[SerializeField] [SerializeField] private PlayerAnimationController animcontroller;
private PlayerAnimationController animcontroller;
private float x = 0; [SerializeField] private CharacterController ccontroller;
private float y = 0;
[SerializeField] private CameraController cameraController;
[SerializeField] private float speed = 1f;
[SerializeField] private float sideSpeed = 0.5f;
[SerializeField] private float animatedRotationSpeed = 5f;
[SerializeField] public Camera cam;
[HideInInspector] public bool AllowRotation;
[HideInInspector] public bool IsAiming;
[SerializeField] private NoiseVisibilitySettingsManager noiseSettings;
[SerializeField] private CinemachineFreeLook freelook;
[SerializeField] private string mouseXAxis = "Mouse X";
[SerializeField] private string mouseYAxis = "Mouse Y";
public bool isDead;
private CharacterControllerForce ccForceAddon;
private float initXSensitivity = 250f;
private float initYSensitivity = 10f;
//private float mouseX = 0; //private float mouseX = 0;
private bool isRunning = false;
private bool isSneaking = false; private bool isSneaking = false;
public bool IsRunning { get { return isRunning; } }
[SerializeField]
private CharacterController ccontroller;
private CharacterControllerForce ccForceAddon;
[SerializeField]
private CameraController cameraController;
[SerializeField]
private float speed = 1f;
[SerializeField]
private float sideSpeed = 0.5f;
[SerializeField]
private float animatedRotationSpeed = 5f;
[SerializeField]
public Camera cam;
[HideInInspector]
public bool AllowRotation = false;
[HideInInspector]
public bool IsAiming = false;
[SerializeField]
private NoiseVisibilitySettingsManager noiseSettings;
private InGameManager manager;
public float NoiseDistance { get { return this.noiseSettings.NoiseDistance; } }
private Vector3 lookingDirectionVector; private Vector3 lookingDirectionVector;
private bool movementLocked = false; private InGameManager manager;
[SerializeField]
private CinemachineFreeLook freelook; private bool movementLocked;
private float initXSensitivity = 250f;
private float initYSensitivity = 10f; private float x;
[SerializeField] private float y;
private string mouseXAxis = "Mouse X"; public bool IsRunning { get; private set; }
[SerializeField]
private string mouseYAxis = "Mouse Y";
public float NoiseDistance => noiseSettings.NoiseDistance;
// Start is called before the first frame update
private void Start()
{
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
manager = FindObjectOfType<InGameManager>();
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
}
// Update is called once per frame
private void Update()
{
if (isDead) return;
AllowRotation = IsAiming || IsRunning;
IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f;
GetMovementOld();
MovePlayer();
animcontroller.Animate(new Vector2(x, y), false, IsRunning);
lookingDirectionVector = (cameraController.Forward * y + cameraController.Right * x).normalized;
if ((IsRunning && !Input.GetMouseButtonDown(1)) || AllowRotation)
{
if ((AllowRotation && x == 0 && y == 0) || (IsAiming && PlayerInteractionHandler.instance.GunEnabled))
lookingDirectionVector = cameraController.Forward.normalized;
SlowLookAt(lookingDirectionVector);
}
freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? mouseXAxis : "";
freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? mouseYAxis : "";
}
public bool isDead = false;
private void GetMovementOld() private void GetMovementOld()
{ {
x = Input.GetAxis("Horizontal"); x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical"); y = Input.GetAxis("Vertical");
if (movementLocked||manager.IsPaused) if (movementLocked || manager.IsPaused)
{ {
x = 0; x = 0;
y = 0; y = 0;
} }
isRunning = (Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f);
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
} }
public void SetSensitivity(float sensitivity) public void SetSensitivity(float sensitivity)
{ {
this.freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity; freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
this.freelook.m_YAxis.m_MaxSpeed= initYSensitivity * sensitivity; freelook.m_YAxis.m_MaxSpeed = initYSensitivity * sensitivity;
} }
private void MovePlayer() private void MovePlayer()
{ {
Vector3 movement = Vector3.zero; var movement = Vector3.zero;
//movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed); //movement += transform.forward * Mathf.Abs(y) * Time.deltaTime * speed;//+(transform.right*x*Time.deltaTime*speed);
movement += cam.transform.forward *y * Time.deltaTime * speed; movement += cam.transform.forward * y * Time.deltaTime * speed;
//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed; //movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
@ -88,9 +119,8 @@ public class PlayerMovementController : MonoBehaviour
else else
movement += cam.transform.right * x * Time.deltaTime * sideSpeed; movement += cam.transform.right * x * Time.deltaTime * sideSpeed;
movement += Vector3.down*Time.deltaTime*9.8f; movement += Vector3.down * Time.deltaTime * 9.8f;
ccontroller.Move(movement); ccontroller.Move(movement);
} }
@ -101,77 +131,33 @@ public class PlayerMovementController : MonoBehaviour
private void GetJumpOld() private void GetJumpOld()
{ {
} }
// Start is called before the first frame update private void SlowLookAt(Vector3 targetVector)
void Start()
{ {
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>(); var relativePos = targetVector;
manager = GameObject.FindObjectOfType<InGameManager>(); var toRotation = Quaternion.LookRotation(relativePos);
initXSensitivity =freelook.m_XAxis.m_MaxSpeed;
initYSensitivity= freelook.m_YAxis.m_MaxSpeed;
}
// Update is called once per frame
void Update()
{
if(isDead) return;
AllowRotation = IsAiming||IsRunning;
IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f;
GetMovementOld();
MovePlayer();
animcontroller.Animate(new Vector2(x, y), false,isRunning);
this.lookingDirectionVector = ((cameraController.Forward * y) + cameraController.Right * x).normalized;
if (isRunning && !Input.GetMouseButtonDown(1) || AllowRotation)
{
if (AllowRotation && x == 0 && y == 0 || IsAiming && PlayerInteractionHandler.instance.GunEnabled)
{
this.lookingDirectionVector = cameraController.Forward.normalized;
}
SlowLookAt(this.lookingDirectionVector);
}
freelook.m_XAxis.m_InputAxisName = !manager.IsPaused ? this.mouseXAxis : "";
freelook.m_YAxis.m_InputAxisName = !manager.IsPaused ? this.mouseYAxis : "";
}
void SlowLookAt(Vector3 targetVector)
{
Vector3 relativePos = targetVector;
Quaternion toRotation = Quaternion.LookRotation(relativePos);
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime); transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
} }
public void PhysicalForceMove(Vector3 vector) public void PhysicalForceMove(Vector3 vector)
{ {
this.ccontroller.Move(vector); ccontroller.Move(vector);
ccForceAddon.AddImpact(vector, vector.magnitude); ccForceAddon.AddImpact(vector, vector.magnitude);
} }
public void LockMovement(float duration) public void LockMovement(float duration)
{ {
StartCoroutine(lockMovement(duration)); StartCoroutine(lockMovement(duration));
} }
private IEnumerator lockMovement(float duration) private IEnumerator lockMovement(float duration)
{ {
movementLocked = true; movementLocked = true;
yield return new WaitForSeconds(duration); yield return new WaitForSeconds(duration);
movementLocked = false; movementLocked = false;
} }
} }

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@ -1,60 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro; using TMPro;
using UnityEngine;
public class StatsOutputScreen : MonoBehaviour public class StatsOutputScreen : MonoBehaviour
{ {
[SerializeField] [SerializeField] private TMP_Text healthText;
private TMP_Text healthText;
[SerializeField] [SerializeField] private TMP_Text staminaText;
private TMP_Text staminaText;
[SerializeField] [SerializeField] private TMP_Text oxygenText;
private TMP_Text oxygenText;
[HideInInspector] [HideInInspector] public float health;
public float health = 0;
[HideInInspector] [HideInInspector] public float stamina;
public float stamina = 0;
[HideInInspector] [HideInInspector] public float oxygen;
public float oxygen = 0;
private Color initColor; private Color initColor;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
initColor = healthText.color; initColor = healthText.color;
InvokeRepeating("ToggleColor", 0.5f, 0.5f); InvokeRepeating("ToggleColor", 0.5f, 0.5f);
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
healthText.text = "Health:" + health.ToString(); healthText.text = "Health:" + health;
if (health <= 1) if (health <= 1)
{
//Dark Red //Dark Red
healthText.color = new Color(50,0,0); healthText.color = new Color(50, 0, 0);
} else if (health <= 3)
else if (health <=3)
{
healthText.color = Color.red; healthText.color = Color.red;
}
else else
{
healthText.color = initColor; healthText.color = initColor;
}
staminaText.text = "Stamina:" + stamina;
staminaText.text = "Stamina:" + stamina.ToString(); oxygenText.text = "Oxygen:" + oxygen;
oxygenText.text = "Oxygen:"+oxygen.ToString();
} }
private void ToggleColor() private void ToggleColor()
{ {
if(health<=1) if (health <= 1)
healthText.gameObject.SetActive(!healthText.gameObject.activeSelf); healthText.gameObject.SetActive(!healthText.gameObject.activeSelf);
} }
}
}

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@ -1,5 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 2ad85b0f43f25f1499c27a4dca23ddd8 guid: 6e954a9a26b1f7447a8a8a8aeafa34bb
folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Steamworks;
public class FriendObject : MonoBehaviour
{
public SteamId steamid;
public async void Invite()
{
if (SteamLobbyManager.UserInLobby)
{
SteamLobbyManager.CurrentLobby.InviteFriend(steamid);
Debug.Log("Invited " + steamid);
}
else
{
bool result = await SteamLobbyManager.CreateLobby();
if (result)
{
SteamLobbyManager.CurrentLobby.InviteFriend(steamid);
Debug.Log("Invited " + steamid + " Created a new lobby");
}
}
}
}

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using Steamworks;
using UnityEngine;
using UnityEngine.UI;
public class SteamFriendsManager : MonoBehaviour
{
public RawImage playerprofile;
public Text playername;
public Transform friendsContent;
public GameObject friendObj;
async void Start()
{
if (!SteamClient.IsValid) return;
playername.text = SteamClient.Name;
InitFriendsAsync();
var img = await SteamFriends.GetLargeAvatarAsync(SteamClient.SteamId);
playerprofile.texture = GetTextureFromImage(img.Value);
}
public static Texture2D GetTextureFromImage(Steamworks.Data.Image image)
{
Texture2D texture = new Texture2D((int)image.Width, (int)image.Height);
for (int x = 0; x < image.Width; x++)
{
for (int y = 0; y < image.Height; y++)
{
var p = image.GetPixel(x, y);
texture.SetPixel(x, (int)image.Height - y, new Color(p.r / 255.0f, p.g / 255.0f, p.b / 255.0f, p.a / 255.0f));
}
}
texture.Apply();
return texture;
}
public void InitFriendsAsync()
{
foreach (var friend in SteamFriends.GetFriends())
{
GameObject f = Instantiate(friendObj, friendsContent);
f.GetComponentInChildren<Text>().text = friend.Name;
f.GetComponent<FriendObject>().steamid = friend.Id;
AssingFriendImage(f, friend.Id);
}
}
public async void AssingFriendImage(GameObject f, SteamId id)
{
var img = await SteamFriends.GetLargeAvatarAsync(id);
f.GetComponentInChildren<RawImage>().texture = GetTextureFromImage(img.Value);
}
public static async System.Threading.Tasks.Task<Texture2D> GetTextureFromSteamIdAsync(SteamId id)
{
var img = await SteamFriends.GetLargeAvatarAsync(SteamClient.SteamId);
Steamworks.Data.Image image = img.Value;
Texture2D texture = new Texture2D((int)image.Width, (int)image.Height);
for (int x = 0; x < image.Width; x++)
{
for (int y = 0; y < image.Height; y++)
{
var p = image.GetPixel(x, y);
texture.SetPixel(x, (int)image.Height - y, new Color(p.r / 255.0f, p.g / 255.0f, p.b / 255.0f, p.a / 255.0f));
}
}
texture.Apply();
return texture;
}
}

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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Steamworks;
using Steamworks.Data;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class SteamLobbyManager : MonoBehaviour
{
public static Lobby CurrentLobby;
public static bool UserInLobby;
public UnityEvent onLobbyCreated;
public UnityEvent onLobbyJoined;
public UnityEvent onLobbyLeave;
public GameObject inLobbyFriend;
public Transform content;
public Dictionary<SteamId, GameObject> inLobby = new();
private void Start()
{
DontDestroyOnLoad(this);
SteamMatchmaking.OnLobbyCreated += OnLobbyCreatedCallBack;
SteamMatchmaking.OnLobbyEntered += OnLobbyEntered;
SteamMatchmaking.OnLobbyMemberJoined += OnLobbyMemberJoined;
SteamMatchmaking.OnChatMessage += OnChatMessage;
SteamMatchmaking.OnLobbyMemberDisconnected += OnLobbyMemberDisconnected;
SteamMatchmaking.OnLobbyMemberLeave += OnLobbyMemberDisconnected;
SteamMatchmaking.OnLobbyGameCreated += OnLobbyGameCreated;
SteamFriends.OnGameLobbyJoinRequested += OnGameLobbyJoinRequest;
SteamMatchmaking.OnLobbyInvite += OnLobbyInvite;
}
private void OnLobbyInvite(Friend friend, Lobby lobby)
{
Debug.Log($"{friend.Name} invited you to his lobby.");
}
private void OnLobbyGameCreated(Lobby lobby, uint ip, ushort port, SteamId id)
{
}
private async void OnLobbyMemberJoined(Lobby lobby, Friend friend)
{
Debug.Log($"{friend.Name} joined the lobby");
var obj = Instantiate(inLobbyFriend, content);
obj.GetComponentInChildren<Text>().text = friend.Name;
obj.GetComponentInChildren<RawImage>().texture =
await SteamFriendsManager.GetTextureFromSteamIdAsync(friend.Id);
inLobby.Add(friend.Id, obj);
}
private void OnLobbyMemberDisconnected(Lobby lobby, Friend friend)
{
Debug.Log($"{friend.Name} left the lobby");
Debug.Log($"New lobby owner is {CurrentLobby.Owner}");
if (inLobby.ContainsKey(friend.Id))
{
Destroy(inLobby[friend.Id]);
inLobby.Remove(friend.Id);
}
}
private void OnChatMessage(Lobby lobby, Friend friend, string message)
{
Debug.Log($"incoming chat message from {friend.Name} : {message}");
}
private async void OnGameLobbyJoinRequest(Lobby joinedLobby, SteamId id)
{
var joinedLobbySuccess = await joinedLobby.Join();
if (joinedLobbySuccess != RoomEnter.Success)
Debug.Log("failed to join lobby : " + joinedLobbySuccess);
else
CurrentLobby = joinedLobby;
}
private void OnLobbyCreatedCallBack(Result result, Lobby lobby)
{
if (result != Result.OK)
{
Debug.Log("lobby creation result not ok : " + result);
}
else
{
onLobbyCreated.Invoke();
Debug.Log("lobby creation result ok");
}
}
private async void OnLobbyEntered(Lobby lobby)
{
Debug.Log("Client joined the lobby");
UserInLobby = true;
foreach (var user in inLobby.Values) Destroy(user);
inLobby.Clear();
var obj = Instantiate(inLobbyFriend, content);
obj.GetComponentInChildren<Text>().text = SteamClient.Name;
obj.GetComponentInChildren<RawImage>().texture =
await SteamFriendsManager.GetTextureFromSteamIdAsync(SteamClient.SteamId);
inLobby.Add(SteamClient.SteamId, obj);
foreach (var friend in CurrentLobby.Members)
if (friend.Id != SteamClient.SteamId)
{
var obj2 = Instantiate(inLobbyFriend, content);
obj2.GetComponentInChildren<Text>().text = friend.Name;
obj2.GetComponentInChildren<RawImage>().texture =
await SteamFriendsManager.GetTextureFromSteamIdAsync(friend.Id);
inLobby.Add(friend.Id, obj2);
}
onLobbyJoined.Invoke();
}
public async void CreateLobbyAsync()
{
var result = await CreateLobby();
if (!result)
{
//Invoke a error message.
}
}
public static async Task<bool> CreateLobby()
{
try
{
var createLobbyOutput = await SteamMatchmaking.CreateLobbyAsync();
if (!createLobbyOutput.HasValue)
{
Debug.Log("Lobby created but not correctly instantiated.");
return false;
}
CurrentLobby = createLobbyOutput.Value;
CurrentLobby.SetPublic();
//currentLobby.SetPrivate();
CurrentLobby.SetJoinable(true);
return true;
}
catch (Exception exception)
{
Debug.Log("Failed to create multiplayer lobby : " + exception);
return false;
}
}
public void LeaveLobby()
{
try
{
UserInLobby = false;
CurrentLobby.Leave();
onLobbyLeave.Invoke();
foreach (var user in inLobby.Values) Destroy(user);
inLobby.Clear();
}
catch
{
}
}
}

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using System;
using Steamworks;
using UnityEngine;
using UnityEngine.Events;
public class SteamManager : MonoBehaviour
{
public uint appId;
public UnityEvent onSteamFailed;
private void Awake()
{
DontDestroyOnLoad(this);
try
{
SteamClient.Init(appId);
Debug.Log("Steam is up and running!");
}
catch (Exception e)
{
Debug.Log(e.Message);
onSteamFailed.Invoke();
}
}
private void OnApplicationQuit()
{
try
{
Debug.Log("Steam is shutting down!");
SteamClient.Shutdown();
}
catch
{
Debug.Log("Steam is not running!");
}
}
}

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@ -1,60 +1,52 @@
using System.Collections; using System;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using TMPro;
[ExecuteAlways] [ExecuteAlways]
public class ObjectiveText : MonoBehaviour public class ObjectiveText : MonoBehaviour
{ {
[SerializeField] public List<VisualObjectiveItemGUI> visualObjects;
[SerializeField]
public List<VisualObjectiveItemGUI> visualObjects; [SerializeField] private Color inCompleteColor = Color.white;
[SerializeField] [SerializeField] private Color completeColor = Color.yellow;
private Color inCompleteColor = Color.white;
[SerializeField] [SerializeField] private float speed;
private Color completeColor = Color.yellow;
[SerializeField] [SerializeField] private Animator animator;
private float speed;
[SerializeField]
private Animator animator;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
foreach(VisualObjectiveItemGUI item in visualObjects) foreach (var item in visualObjects)
{ if (item.isComplete)
if (item.isComplete){ item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime * speed);
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime*speed);
}
else else
{ item.icon.color = Color.Lerp(item.icon.color, inCompleteColor, Time.deltaTime * speed);
item.icon.color = Color.Lerp(item.icon.color,inCompleteColor, Time.deltaTime*speed);
}
}
} }
public void FadeOut() public void FadeOut()
{ {
animator.Play("FadeOut"); animator.Play("FadeOut");
} }
public void FadeIn() public void FadeIn()
{ {
animator.Play("FadeIn"); animator.Play("FadeIn");
} }
} }
[System.Serializable] [Serializable]
public class VisualObjectiveItemGUI public class VisualObjectiveItemGUI
{ {
public TMP_Text text; public TMP_Text text;
public Image icon; public Image icon;
public bool isComplete = false; public bool isComplete;
} }

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@ -1,60 +1,49 @@
using System.Collections; using TMPro;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using TMPro;
public class WaypointMarker : MonoBehaviour public class WaypointMarker : MonoBehaviour
{ {
public Image pointer; public Image pointer;
public Transform target; public Transform target;
public TMP_Text distanceMarker; public TMP_Text distanceMarker;
private Vector2 offset; private Vector2 offset;
// Start is called before the first frame update // Start is called before the first frame update
void Start() private void Start()
{ {
offset = distanceMarker.transform.position - pointer.transform.position; offset = distanceMarker.transform.position - pointer.transform.position;
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
float minX = pointer.GetPixelAdjustedRect().width / 2; var minX = pointer.GetPixelAdjustedRect().width / 2;
float maxX = Screen.width - minX; var maxX = Screen.width - minX;
float minY = pointer.GetPixelAdjustedRect().height / 2; var minY = pointer.GetPixelAdjustedRect().height / 2;
float maxY = Screen.height - minY; var maxY = Screen.height - minY;
Vector2 pos = Camera.main.WorldToScreenPoint(target.position); Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0) if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
{ {
//target is behind player //target is behind player
if(pos.x < Screen.width / 2) if (pos.x < Screen.width / 2)
{
pos.x = maxX; pos.x = maxX;
}
else else
{
pos.x = minX; pos.x = minX;
}
} }
pos.x = Mathf.Clamp(pos.x, minX, maxX); pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY); pos.y = Mathf.Clamp(pos.y, minY, maxY);
pointer.transform.position = pos; pointer.transform.position = pos;
distanceMarker.text = Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)).ToString() + " meters"; distanceMarker.text =
Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)) + " meters";
if (pos.x < Screen.width / 2) if (pos.x < Screen.width / 2)
{
distanceMarker.transform.position = pos + offset; distanceMarker.transform.position = pos + offset;
}
else else
{
distanceMarker.transform.position = pos - offset; distanceMarker.transform.position = pos - offset;
}
} }
} }

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