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72
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17
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15
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private bool atTarget;
|
private bool atTarget;
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private float distanceToPlayer;
|
private float distanceToPlayer;
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private FlareRegister flareRegister;
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private bool inDamageMargin;
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private Vector3 oppositeVector;
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private Vector3 oppositeVector;
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@ -51,12 +52,12 @@ public class SkinlessMonsterComponent : MonoBehaviour
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if (p.isActiveAndEnabled)
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if (p.isActiveAndEnabled)
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player = p;
|
player = p;
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manager = FindObjectOfType<Game.InGameManager>();
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}
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}
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private void Start()
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{
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{
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flareRegister = FindObjectOfType<FlareRegister>();
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flareRegister = FindObjectOfType<Item.FlareRegister>();
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if (targetObject == null)
|
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targetObject = new GameObject();
|
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targetObject.name = "Enemy Target";
|
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|
||||||
@ -106,8 +107,8 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
|||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (other.gameObject.GetComponent<BulletComponent>() != null)
|
if (other.gameObject.GetComponent<Item.BulletComponent>() != null)
|
||||||
health -= other.gameObject.GetComponent<BulletComponent>().DamageMagnitude;
|
health -= other.gameObject.GetComponent<Item.BulletComponent>().DamageMagnitude;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleTargetOperations()
|
private void HandleTargetOperations()
|
||||||
@ -269,7 +270,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
|||||||
//Stop();
|
//Stop();
|
||||||
return;
|
return;
|
||||||
|
|
||||||
BulletComponent closestBullet = null;
|
Item.BulletComponent closestBullet = null;
|
||||||
var closestDistance = Mathf.Infinity;
|
var closestDistance = Mathf.Infinity;
|
||||||
foreach (var bullet in flareRegister.bullets)
|
foreach (var bullet in flareRegister.bullets)
|
||||||
{
|
{
|
||||||
|
@ -19,7 +19,7 @@ namespace Enemy
|
|||||||
|
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.GetComponent<BulletComponent>() != null) anim.Play("DummyFall");
|
if (collision.gameObject.GetComponent<Item.BulletComponent>() != null) anim.Play("DummyFall");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
25
Assets/Scripts/Game/Game_Assembly.asmdef
Normal file
25
Assets/Scripts/Game/Game_Assembly.asmdef
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
{
|
||||||
|
"name": "Game_Assembly",
|
||||||
|
"rootNamespace": "Game",
|
||||||
|
"references": [
|
||||||
|
"GUID:457756d89b35d2941b3e7b37b4ece6f1",
|
||||||
|
"GUID:a075b55b404a34748ac14ea9b6039911",
|
||||||
|
"GUID:78bd2ddd6e276394a9615c203e574844",
|
||||||
|
"GUID:344e024b5bc996043a11da352e2c9150",
|
||||||
|
"GUID:304b399c7a7ca8f45afdcd73cf5552b3",
|
||||||
|
"GUID:5b5e144fbbfa9e24188cdc68fa9a4b3c",
|
||||||
|
"GUID:df380645f10b7bc4b97d4f5eb6303d95",
|
||||||
|
"GUID:6e5480588ffa37d4f82fe96c45e8ce9c",
|
||||||
|
"GUID:bf043f86dbf1bda4398ec83eebe40b8c",
|
||||||
|
"GUID:f0bbd04fc036a3046993adc87bbfb698"
|
||||||
|
],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": true,
|
||||||
|
"defineConstraints": [],
|
||||||
|
"versionDefines": [],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
@ -1,6 +1,6 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 2ad85b0f43f25f1499c27a4dca23ddd8
|
guid: ed2e13dc5752a434aadb5bd0b74dd42a
|
||||||
DefaultImporter:
|
AssemblyDefinitionImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
@ -4,11 +4,14 @@ using UnityEngine;
|
|||||||
using UnityEngine.Rendering;
|
using UnityEngine.Rendering;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
namespace Game
|
namespace Game
|
||||||
{
|
{
|
||||||
public class InGameManager : MonoBehaviour
|
public class InGameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
[SerializeField] private Volume gameVolume;
|
[SerializeField] private Volume gameVolume;
|
||||||
|
|
||||||
|
|
||||||
[SerializeField] private Volume pausedVolume;
|
[SerializeField] private Volume pausedVolume;
|
||||||
|
|
||||||
@ -27,6 +30,7 @@ public class InGameManager : MonoBehaviour
|
|||||||
private bool isTransitioning;
|
private bool isTransitioning;
|
||||||
|
|
||||||
public bool IsPaused => isPaused;
|
public bool IsPaused => isPaused;
|
||||||
|
[SerializeField] private Scriptable.GameState state;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
private void Start()
|
private void Start()
|
||||||
@ -45,6 +49,7 @@ public class InGameManager : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
state.IsPaused = isPaused;
|
||||||
if (Input.GetButtonDown("Pause")) TogglePause();
|
if (Input.GetButtonDown("Pause")) TogglePause();
|
||||||
|
|
||||||
if (isTransitioning || true)
|
if (isTransitioning || true)
|
||||||
|
@ -15,7 +15,7 @@ namespace Game
|
|||||||
|
|
||||||
private InGameManager gameManager;
|
private InGameManager gameManager;
|
||||||
private Animator menuAnimator;
|
private Animator menuAnimator;
|
||||||
private Player.PlayerComponent player;
|
[SerializeField] private Scriptable.GameSettings settings;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
private void Start()
|
private void Start()
|
||||||
@ -23,7 +23,7 @@ namespace Game
|
|||||||
menuAnimator = GetComponent<Animator>();
|
menuAnimator = GetComponent<Animator>();
|
||||||
settingsButton.onClick.AddListener(SettingsClicked);
|
settingsButton.onClick.AddListener(SettingsClicked);
|
||||||
returnToMenuButton.onClick.AddListener(SettingsUnClicked);
|
returnToMenuButton.onClick.AddListener(SettingsUnClicked);
|
||||||
player = FindObjectOfType(typeof(Player.PlayerComponent)) as Player.PlayerComponent;
|
|
||||||
gameManager = FindObjectOfType<InGameManager>();
|
gameManager = FindObjectOfType<InGameManager>();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -44,7 +44,8 @@ namespace Game
|
|||||||
|
|
||||||
public void UpdateSensitivity()
|
public void UpdateSensitivity()
|
||||||
{
|
{
|
||||||
player.SetSensitivity(sensitivitySlider.value * 4f);
|
//player.SetSensitivity(sensitivitySlider.value * 4f);
|
||||||
|
settings.Sensitivity = sensitivitySlider.value * 4f;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateVolume()
|
public void UpdateVolume()
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
namespace Item {
|
||||||
public class Insertable : MonoBehaviour
|
public class Insertable : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
@ -11,4 +11,5 @@ public class Insertable : MonoBehaviour
|
|||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,4 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
namespace Item
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
public class Interactable : MonoBehaviour
|
public class Interactable : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -11,4 +14,5 @@ public class Interactable : MonoBehaviour
|
|||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,44 +1,46 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
namespace Item
|
||||||
public class ItemSelector : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
public static ItemSelector instance;
|
public class ItemSelector : MonoBehaviour
|
||||||
|
|
||||||
[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
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
instance = this;
|
public static ItemSelector instance;
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
[SerializeField] private Camera cam;
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
[SerializeField] private LayerMask mask;
|
||||||
{
|
|
||||||
var ray = cam.ScreenPointToRay(Input.mousePosition);
|
|
||||||
RaycastHit hit;
|
|
||||||
|
|
||||||
if (Physics.Raycast(ray, out hit, range, mask))
|
[SerializeField] private float range = 1;
|
||||||
|
|
||||||
|
public InteractableItem Selected { get; private set; }
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
if (Selected != null || hit.transform.gameObject == null) Selected.Disable();
|
instance = this;
|
||||||
|
|
||||||
Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
|
|
||||||
Selected.Enable();
|
|
||||||
print(Selected);
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
{
|
{
|
||||||
if (Selected != null) Selected.Disable();
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
var ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||||
|
RaycastHit hit;
|
||||||
|
|
||||||
|
if (Physics.Raycast(ray, out hit, range, mask))
|
||||||
|
{
|
||||||
|
if (Selected != null || hit.transform.gameObject == null) Selected.Disable();
|
||||||
|
|
||||||
|
Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
|
||||||
|
Selected.Enable();
|
||||||
|
print(Selected);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (Selected != null) Selected.Disable();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,67 +1,70 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/// <summary>
|
namespace Item
|
||||||
/// Inventory:
|
|
||||||
/// <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">
|
|
||||||
/// 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>
|
|
||||||
public class Inventory : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
[SerializeField] private string inventoryName;
|
|
||||||
|
|
||||||
[SerializeField] private int inventorySize;
|
|
||||||
|
|
||||||
[SerializeField] private List<string> inventoryItems;
|
|
||||||
|
|
||||||
private int inventoryReserved;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Adds item to inventory. Does not disable.
|
/// Inventory:
|
||||||
|
/// <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">
|
||||||
|
/// 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>
|
||||||
/// <param name="item"></param>
|
public class Inventory : MonoBehaviour
|
||||||
/// <returns></returns>
|
|
||||||
public bool AddItem(CarryableItem item)
|
|
||||||
{
|
{
|
||||||
if (item.ItemSize + inventoryReserved > inventorySize) return false;
|
[SerializeField] private string inventoryName;
|
||||||
inventoryItems.Add(item.ItemName);
|
|
||||||
inventoryReserved += item.ItemSize;
|
|
||||||
//item.gameObject.SetActive(false);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool FindItemOfName(string name, out CarryableItem item)
|
[SerializeField] private int inventorySize;
|
||||||
{
|
|
||||||
//NOTE: May not work. May need to move instead of disable objects.
|
|
||||||
var items = Resources.FindObjectsOfTypeAll<CarryableItem>();
|
|
||||||
|
|
||||||
foreach (var item2 in items)
|
[SerializeField] private List<string> inventoryItems;
|
||||||
if (item2.ItemName == name)
|
|
||||||
{
|
|
||||||
item = item2;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
item = null;
|
private int inventoryReserved;
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool RemoveItem(string name)
|
/// <summary>
|
||||||
{
|
/// Adds item to inventory. Does not disable.
|
||||||
CarryableItem itemFound;
|
/// </summary>
|
||||||
if (FindItemOfName(name, out itemFound))
|
/// <param name="item"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public bool AddItem(Item.CarryableItem item)
|
||||||
{
|
{
|
||||||
itemFound.gameObject.SetActive(true);
|
if (item.ItemSize + inventoryReserved > inventorySize) return false;
|
||||||
inventoryItems.Remove(itemFound.ItemName);
|
inventoryItems.Add(item.ItemName);
|
||||||
inventoryReserved -= itemFound.ItemSize;
|
inventoryReserved += item.ItemSize;
|
||||||
|
//item.gameObject.SetActive(false);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool FindItemOfName(string name, out Item.CarryableItem item)
|
||||||
|
{
|
||||||
|
//NOTE: May not work. May need to move instead of disable objects.
|
||||||
|
var items = Resources.FindObjectsOfTypeAll<Item.CarryableItem>();
|
||||||
|
|
||||||
return false;
|
foreach (var item2 in items)
|
||||||
|
if (item2.ItemName == name)
|
||||||
|
{
|
||||||
|
item = item2;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
item = null;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool RemoveItem(string name)
|
||||||
|
{
|
||||||
|
Item.CarryableItem itemFound;
|
||||||
|
if (FindItemOfName(name, out itemFound))
|
||||||
|
{
|
||||||
|
itemFound.gameObject.SetActive(true);
|
||||||
|
inventoryItems.Remove(itemFound.ItemName);
|
||||||
|
inventoryReserved -= itemFound.ItemSize;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -2,53 +2,56 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[Serializable]
|
namespace Item
|
||||||
public class TempInventoryBuilderItem
|
|
||||||
{
|
{
|
||||||
public string name;
|
[Serializable]
|
||||||
public int quantity;
|
public class TempInventoryBuilderItem
|
||||||
}
|
|
||||||
|
|
||||||
public class TempInventory : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private List<TempInventoryBuilderItem> initialInvent = new();
|
|
||||||
|
|
||||||
private readonly Dictionary<string, int> inventory = new();
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
foreach (var item in initialInvent) inventory[item.name] = item.quantity;
|
public string name;
|
||||||
|
public int quantity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
public class TempInventory : MonoBehaviour
|
||||||
private void Update()
|
|
||||||
{
|
{
|
||||||
}
|
[SerializeField] private List<TempInventoryBuilderItem> initialInvent = new();
|
||||||
|
|
||||||
public int GetQuantityOf(string name)
|
private readonly Dictionary<string, int> inventory = new();
|
||||||
{
|
|
||||||
if (inventory.ContainsKey(name)) return inventory[name];
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Add(string name, int quantity = 1)
|
// Start is called before the first frame update
|
||||||
{
|
private void Start()
|
||||||
if (inventory.ContainsKey(name))
|
|
||||||
inventory[name] += quantity;
|
|
||||||
else
|
|
||||||
inventory.Add(name, quantity);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Remove(string name, int quantity = 1)
|
|
||||||
{
|
|
||||||
if (inventory.ContainsKey(name))
|
|
||||||
{
|
{
|
||||||
inventory[name] = Mathf.Max(inventory[name] - quantity, 0);
|
foreach (var item in initialInvent) inventory[item.name] = item.quantity;
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetQuantityOf(string name)
|
||||||
|
{
|
||||||
|
if (inventory.ContainsKey(name)) return inventory[name];
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Add(string name, int quantity = 1)
|
||||||
|
{
|
||||||
|
if (inventory.ContainsKey(name))
|
||||||
|
inventory[name] += quantity;
|
||||||
|
else
|
||||||
|
inventory.Add(name, quantity);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Remove(string name, int quantity = 1)
|
||||||
|
{
|
||||||
|
if (inventory.ContainsKey(name))
|
||||||
|
{
|
||||||
|
inventory[name] = Mathf.Max(inventory[name] - quantity, 0);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,13 +1,16 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[RequireComponent(typeof(Collider))]
|
namespace Item
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
|
||||||
public abstract class CarryableItem : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
[SerializeField] private string itemName;
|
[RequireComponent(typeof(Collider))]
|
||||||
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
|
public abstract class CarryableItem : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private string itemName;
|
||||||
|
|
||||||
[SerializeField] private int itemSize = 1;
|
[SerializeField] private int itemSize = 1;
|
||||||
|
|
||||||
public string ItemName => itemName;
|
public string ItemName => itemName;
|
||||||
public int ItemSize => itemSize;
|
public int ItemSize => itemSize;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
@ -1,96 +1,98 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
namespace Item
|
||||||
public class DoorInteractable : HeavyItemReceiver
|
|
||||||
{
|
{
|
||||||
[SerializeField] private Transform powerCoreCenter;
|
public class DoorInteractable : HeavyItemReceiver
|
||||||
|
|
||||||
[SerializeField] private float minAttractDist = 5;
|
|
||||||
|
|
||||||
[SerializeField] private string nameSearched = "Power Core";
|
|
||||||
|
|
||||||
[SerializeField] private Animator[] anims;
|
|
||||||
|
|
||||||
private HeavyInteractableItem insertedCore;
|
|
||||||
private Vector3 priorLocalPos;
|
|
||||||
private Vector3 priorLocalRot;
|
|
||||||
private Vector3 priorScale;
|
|
||||||
|
|
||||||
public bool Powered => insertedCore != null;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
}
|
[SerializeField] private Transform powerCoreCenter;
|
||||||
|
|
||||||
// Update is called once per frame
|
[SerializeField] private float minAttractDist = 5;
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
foreach (var anim in anims) anim.SetBool("IsPowered", Powered);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Interact()
|
[SerializeField] private string nameSearched = "Power Core";
|
||||||
{
|
|
||||||
//print("INTERACTED!");
|
[SerializeField] private Animator[] anims;
|
||||||
if (insertedCore == null)
|
|
||||||
|
private HeavyInteractableItem insertedCore;
|
||||||
|
private Vector3 priorLocalPos;
|
||||||
|
private Vector3 priorLocalRot;
|
||||||
|
private Vector3 priorScale;
|
||||||
|
|
||||||
|
public bool Powered => insertedCore != null;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
var worldHeavyItems = FindObjectsOfType<HeavyInteractableItem>();
|
}
|
||||||
//print("Found:" + worldHeavyItems.Length);
|
|
||||||
for (var i = 0; i < worldHeavyItems.Length; i++)
|
|
||||||
{
|
|
||||||
var item = worldHeavyItems[i];
|
|
||||||
|
|
||||||
if (!item.ItemName.Contains(nameSearched)) continue;
|
// Update is called once per frame
|
||||||
var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
|
private void Update()
|
||||||
//print("DIST:" + dist);
|
{
|
||||||
if (dist <= minAttractDist)
|
foreach (var anim in anims) anim.SetBool("IsPowered", Powered);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Interact()
|
||||||
|
{
|
||||||
|
//print("INTERACTED!");
|
||||||
|
if (insertedCore == null)
|
||||||
|
{
|
||||||
|
var worldHeavyItems = FindObjectsOfType<HeavyInteractableItem>();
|
||||||
|
//print("Found:" + worldHeavyItems.Length);
|
||||||
|
for (var i = 0; i < worldHeavyItems.Length; i++)
|
||||||
{
|
{
|
||||||
var _i = Player.PlayerInteractionHandler.instance.Inventory;
|
var item = worldHeavyItems[i];
|
||||||
Interact(ref _i, ref item);
|
|
||||||
return true;
|
if (!item.ItemName.Contains(nameSearched)) continue;
|
||||||
|
var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
|
||||||
|
//print("DIST:" + dist);
|
||||||
|
if (dist <= minAttractDist)
|
||||||
|
{
|
||||||
|
var _i = Player.PlayerInteractionHandler.instance.Inventory;
|
||||||
|
Interact(ref _i, ref item);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
|
||||||
{
|
|
||||||
//print("INTERACTED 2");
|
|
||||||
// print(heavyInvent);
|
|
||||||
|
|
||||||
if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
|
|
||||||
{
|
{
|
||||||
//print("DOOR OPEN!");
|
//print("INTERACTED 2");
|
||||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
|
// print(heavyInvent);
|
||||||
|
|
||||||
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
|
if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
|
||||||
priorLocalPos = heavyInvent.transform.localPosition;
|
{
|
||||||
priorLocalRot = heavyInvent.transform.localEulerAngles;
|
//print("DOOR OPEN!");
|
||||||
priorScale = heavyInvent.transform.localScale;
|
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
|
||||||
|
|
||||||
heavyInvent.transform.parent = powerCoreCenter;
|
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
|
||||||
|
priorLocalPos = heavyInvent.transform.localPosition;
|
||||||
|
priorLocalRot = heavyInvent.transform.localEulerAngles;
|
||||||
|
priorScale = heavyInvent.transform.localScale;
|
||||||
|
|
||||||
heavyInvent.gameObject.transform.localPosition = Vector3.zero;
|
heavyInvent.transform.parent = powerCoreCenter;
|
||||||
heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero;
|
|
||||||
heavyInvent.transform.parent = null;
|
|
||||||
heavyInvent.gameObject.transform.localScale = priorScale;
|
|
||||||
|
|
||||||
insertedCore = heavyInvent;
|
heavyInvent.gameObject.transform.localPosition = Vector3.zero;
|
||||||
|
heavyInvent.gameObject.transform.localEulerAngles = Vector3.zero;
|
||||||
|
heavyInvent.transform.parent = null;
|
||||||
|
heavyInvent.gameObject.transform.localScale = priorScale;
|
||||||
|
|
||||||
return true;
|
insertedCore = heavyInvent;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (insertedCore != null && heavyInvent == null)
|
||||||
|
{
|
||||||
|
heavyInvent = insertedCore;
|
||||||
|
|
||||||
|
insertedCore = null;
|
||||||
|
//get ref of player perhaps
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (insertedCore != null && heavyInvent == null)
|
|
||||||
{
|
|
||||||
heavyInvent = insertedCore;
|
|
||||||
|
|
||||||
insertedCore = null;
|
|
||||||
//get ref of player perhaps
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -2,68 +2,71 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
|
|
||||||
public class FlareBeacon : MonoBehaviour
|
namespace Item
|
||||||
{
|
{
|
||||||
[SerializeField] private float range = 1;
|
public class FlareBeacon : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField] private float duration = 5f;
|
|
||||||
|
|
||||||
[SerializeField] private NavMeshObstacle obstacle;
|
|
||||||
|
|
||||||
private readonly List<GameObject> inRange = new();
|
|
||||||
|
|
||||||
private FlareRegister register;
|
|
||||||
|
|
||||||
public float Range => range;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
register = FlareRegister.instance;
|
[SerializeField] private float range = 1;
|
||||||
register.beacons.Add(this);
|
|
||||||
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
|
[SerializeField] private float duration = 5f;
|
||||||
var r = new Ray();
|
|
||||||
r.direction = -transform.forward;
|
[SerializeField] private NavMeshObstacle obstacle;
|
||||||
r.origin = transform.position;
|
|
||||||
RaycastHit hit;
|
private readonly List<GameObject> inRange = new();
|
||||||
var rays = Physics.RaycastAll(r);
|
|
||||||
foreach (var _hit in rays)
|
private Item.FlareRegister register;
|
||||||
|
|
||||||
|
public float Range => range;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
|
register = Item.FlareRegister.instance;
|
||||||
transform.position = _hit.point;
|
register.beacons.Add(this);
|
||||||
break;
|
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
|
||||||
|
var r = new Ray();
|
||||||
|
r.direction = -transform.forward;
|
||||||
|
r.origin = transform.position;
|
||||||
|
RaycastHit hit;
|
||||||
|
var rays = Physics.RaycastAll(r);
|
||||||
|
foreach (var _hit in rays)
|
||||||
|
{
|
||||||
|
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
|
||||||
|
transform.position = _hit.point;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Physics.Raycast(r, out hit))
|
||||||
|
{
|
||||||
|
// transform.position = hit.point;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obstacle != null)
|
||||||
|
obstacle.radius = range / 10;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Physics.Raycast(r, out hit))
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
{
|
{
|
||||||
// transform.position = hit.point;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (obstacle != null)
|
private void OnDrawGizmosSelected()
|
||||||
obstacle.radius = range / 10;
|
{
|
||||||
}
|
// Draw a yellow sphere at the transform's position
|
||||||
|
Gizmos.color = Color.yellow;
|
||||||
|
|
||||||
// Update is called once per frame
|
Gizmos.DrawWireSphere(transform.position, range);
|
||||||
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,21 +1,24 @@
|
|||||||
public class GenericInteractable : InteractableItem
|
namespace Item
|
||||||
{
|
{
|
||||||
private void Awake()
|
public class GenericInteractable : InteractableItem
|
||||||
{
|
{
|
||||||
BaseAwake();
|
private void Awake()
|
||||||
}
|
{
|
||||||
|
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 Interact();
|
return Interact();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,46 +1,49 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class HeavyInteractableItem : InteractableItem
|
namespace Item
|
||||||
{
|
{
|
||||||
private Vector3 init_rot;
|
public class HeavyInteractableItem : InteractableItem
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
init_rot = transform.eulerAngles;
|
private Vector3 init_rot;
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
// Start is called before the first frame update
|
||||||
private void Update()
|
private void Start()
|
||||||
{
|
{
|
||||||
}
|
init_rot = transform.eulerAngles;
|
||||||
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
// Update is called once per frame
|
||||||
{
|
private void Update()
|
||||||
BaseFixedUpdate();
|
{
|
||||||
//print("Alpha Target:"+ base.target_alpha);
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public void DisableAll()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
GetComponent<Collider>().enabled = false;
|
BaseFixedUpdate();
|
||||||
}
|
//print("Alpha Target:"+ base.target_alpha);
|
||||||
|
}
|
||||||
|
|
||||||
public override bool Interact()
|
public void DisableAll()
|
||||||
{
|
{
|
||||||
//Todo
|
GetComponent<Collider>().enabled = false;
|
||||||
return false;
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
public override bool Interact()
|
||||||
{
|
{
|
||||||
return false;
|
//Todo
|
||||||
}
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public void EnableAll()
|
public void EnableAll()
|
||||||
{
|
{
|
||||||
GetComponent<Collider>().enabled = true;
|
GetComponent<Collider>().enabled = true;
|
||||||
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,9 +1,13 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public abstract class HeavyItemReceiver : InteractableItem
|
namespace Item
|
||||||
{
|
{
|
||||||
[SerializeField] [Tooltip("Specify the keyword search in the name of the item!")]
|
public abstract class HeavyItemReceiver : InteractableItem
|
||||||
protected string searchString;
|
{
|
||||||
|
[SerializeField]
|
||||||
|
[Tooltip("Specify the keyword search in the name of the item!")]
|
||||||
|
protected string searchString;
|
||||||
|
|
||||||
protected HeavyInteractableItem item;
|
protected HeavyInteractableItem item;
|
||||||
|
}
|
||||||
}
|
}
|
@ -2,67 +2,70 @@ using TMPro;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
[RequireComponent(typeof(Collider))]
|
namespace Item
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
|
||||||
public abstract class InteractableItem : CarryableItem
|
|
||||||
{
|
{
|
||||||
[SerializeField] private Canvas interactionCanvas;
|
[RequireComponent(typeof(Collider))]
|
||||||
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
[SerializeField] protected bool canPickup;
|
public abstract class InteractableItem : CarryableItem
|
||||||
|
|
||||||
private Image[] interaction_images;
|
|
||||||
private TMP_Text[] interaction_texts;
|
|
||||||
protected bool isEnabled;
|
|
||||||
protected float target_alpha;
|
|
||||||
|
|
||||||
public bool CanPickup => canPickup;
|
|
||||||
public bool IsEnabled => isEnabled;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
{
|
||||||
BaseAwake();
|
[SerializeField] private Canvas interactionCanvas;
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
[SerializeField] protected bool canPickup;
|
||||||
{
|
|
||||||
BaseFixedUpdate();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Enable()
|
private Image[] interaction_images;
|
||||||
{
|
private TMP_Text[] interaction_texts;
|
||||||
//print("Enabled!");
|
protected bool isEnabled;
|
||||||
interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
|
protected float target_alpha;
|
||||||
interactionCanvas.transform.Rotate(0, 180, 0);
|
|
||||||
target_alpha = 1;
|
|
||||||
isEnabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disable()
|
public bool CanPickup => canPickup;
|
||||||
{
|
public bool IsEnabled => isEnabled;
|
||||||
//print("Disabled!");
|
|
||||||
target_alpha = 0;
|
|
||||||
isEnabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public abstract bool Interact();
|
private void Awake()
|
||||||
public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
|
{
|
||||||
|
BaseAwake();
|
||||||
|
}
|
||||||
|
|
||||||
protected void BaseAwake()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
interaction_texts = interactionCanvas.GetComponentsInChildren<TMP_Text>();
|
BaseFixedUpdate();
|
||||||
interaction_images = interactionCanvas.GetComponentsInChildren<Image>();
|
}
|
||||||
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)
|
|
||||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void BaseFixedUpdate()
|
public void Enable()
|
||||||
{
|
{
|
||||||
foreach (var text in interaction_texts)
|
//print("Enabled!");
|
||||||
text.color = Color.Lerp(new Color(text.color.r, text.color.g, text.color.b, text.color.a),
|
interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
|
||||||
new Color(text.color.r, text.color.g, text.color.b, target_alpha), 10 * Time.deltaTime);
|
interactionCanvas.transform.Rotate(0, 180, 0);
|
||||||
foreach (var image in interaction_images)
|
target_alpha = 1;
|
||||||
image.color = Color.Lerp(new Color(image.color.r, image.color.g, image.color.b, image.color.a),
|
isEnabled = true;
|
||||||
new Color(image.color.r, image.color.g, image.color.b, target_alpha), 10 * Time.deltaTime);
|
}
|
||||||
|
|
||||||
|
public void Disable()
|
||||||
|
{
|
||||||
|
//print("Disabled!");
|
||||||
|
target_alpha = 0;
|
||||||
|
isEnabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public abstract bool Interact();
|
||||||
|
public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
|
||||||
|
|
||||||
|
protected void BaseAwake()
|
||||||
|
{
|
||||||
|
interaction_texts = interactionCanvas.GetComponentsInChildren<TMP_Text>();
|
||||||
|
interaction_images = interactionCanvas.GetComponentsInChildren<Image>();
|
||||||
|
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)
|
||||||
|
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void BaseFixedUpdate()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,29 +1,31 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
namespace Item
|
||||||
public class KeyItem : InteractableItem
|
|
||||||
{
|
{
|
||||||
[SerializeField] private string keyName;
|
public class KeyItem : InteractableItem
|
||||||
|
|
||||||
public string KeyName => keyName;
|
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
{
|
||||||
BaseAwake();
|
[SerializeField] private string keyName;
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
public string KeyName => keyName;
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Interact()
|
|
||||||
{
|
|
||||||
throw new NotImplementedException();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
private void Awake()
|
||||||
{
|
{
|
||||||
return Interact();
|
BaseAwake();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Interact()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||||
|
{
|
||||||
|
return Interact();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,40 +1,43 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class BulletComponent : MonoBehaviour
|
namespace Item
|
||||||
{
|
{
|
||||||
[SerializeField] private float duration = 5f;
|
public class BulletComponent : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField] private string type = "flare";
|
|
||||||
|
|
||||||
[SerializeField] private float damageRange = 20f;
|
|
||||||
|
|
||||||
[SerializeField] private float damageMagnitude = 1f;
|
|
||||||
|
|
||||||
private float existed;
|
|
||||||
private FlareRegister register;
|
|
||||||
public float DamageMagnitude => damageMagnitude;
|
|
||||||
public float DamageRange => damageRange;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
register = FlareRegister.instance;
|
[SerializeField] private float duration = 5f;
|
||||||
register.bullets.Add(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
[SerializeField] private string type = "flare";
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
[SerializeField] private float damageRange = 20f;
|
||||||
{
|
|
||||||
if (existed >= duration)
|
[SerializeField] private float damageMagnitude = 1f;
|
||||||
|
|
||||||
|
private float existed;
|
||||||
|
private Item.FlareRegister register;
|
||||||
|
public float DamageMagnitude => damageMagnitude;
|
||||||
|
public float DamageRange => damageRange;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
register.bullets.Remove(this);
|
register = Item.FlareRegister.instance;
|
||||||
Destroy(gameObject);
|
register.bullets.Add(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
existed += Time.fixedDeltaTime;
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (existed >= duration)
|
||||||
|
{
|
||||||
|
register.bullets.Remove(this);
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
existed += Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,45 +1,48 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class PistolAnimationAimAssist : MonoBehaviour
|
namespace Item
|
||||||
{
|
{
|
||||||
public Transform leftShoulder;
|
public class PistolAnimationAimAssist : MonoBehaviour
|
||||||
public Transform rightShoulder;
|
|
||||||
|
|
||||||
[SerializeField] private bool isEnabled;
|
|
||||||
|
|
||||||
private Animator anim;
|
|
||||||
|
|
||||||
private Vector3 lTarget;
|
|
||||||
private Vector3 rTarget;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
|
public Transform leftShoulder;
|
||||||
rTarget = new Vector3(82f, 11f, -88f);
|
public Transform rightShoulder;
|
||||||
anim = GetComponent<Animator>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
[SerializeField] private bool isEnabled;
|
||||||
private void Update()
|
|
||||||
{
|
private Animator anim;
|
||||||
if (isEnabled)
|
|
||||||
|
private Vector3 lTarget;
|
||||||
|
private Vector3 rTarget;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
anim.StopPlayback();
|
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
|
||||||
leftShoulder.transform.eulerAngles = lTarget;
|
rTarget = new Vector3(82f, 11f, -88f);
|
||||||
rightShoulder.transform.eulerAngles = rTarget;
|
anim = GetComponent<Animator>();
|
||||||
print("Applying!");
|
}
|
||||||
anim.StartPlayback();
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (isEnabled)
|
||||||
|
{
|
||||||
|
anim.StopPlayback();
|
||||||
|
leftShoulder.transform.eulerAngles = lTarget;
|
||||||
|
rightShoulder.transform.eulerAngles = rTarget;
|
||||||
|
print("Applying!");
|
||||||
|
anim.StartPlayback();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Enable()
|
||||||
|
{
|
||||||
|
isEnabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Disable()
|
||||||
|
{
|
||||||
|
isEnabled = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Enable()
|
|
||||||
{
|
|
||||||
isEnabled = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disable()
|
|
||||||
{
|
|
||||||
isEnabled = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -1,189 +1,192 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.VFX;
|
using UnityEngine.VFX;
|
||||||
|
|
||||||
public class PistolComponent : MonoBehaviour
|
namespace Item
|
||||||
{
|
{
|
||||||
public enum AimMode
|
public class PistolComponent : MonoBehaviour
|
||||||
{
|
{
|
||||||
GUN,
|
public enum AimMode
|
||||||
MODIFIED,
|
|
||||||
CAMERA
|
|
||||||
}
|
|
||||||
|
|
||||||
public AimMode aimMode = AimMode.CAMERA;
|
|
||||||
|
|
||||||
[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;
|
|
||||||
|
|
||||||
private GameObject targetObject;
|
|
||||||
private float timeSinceLightDuration;
|
|
||||||
public bool IsLightOn => targetingLight.gameObject.activeSelf;
|
|
||||||
|
|
||||||
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
timeSinceLightDuration += Time.deltaTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
|
|
||||||
shootLight.gameObject.SetActive(false);
|
|
||||||
if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
|
|
||||||
if (IsEnabled && aimMode != AimMode.CAMERA)
|
|
||||||
{
|
{
|
||||||
var ray = new Ray(transform.position, transform.up);
|
GUN,
|
||||||
RaycastHit hit;
|
MODIFIED,
|
||||||
if (Physics.Raycast(ray, out hit, 50, ignoreLayers))
|
CAMERA
|
||||||
{
|
}
|
||||||
var hitDist = Vector3.Distance(hit.point, transform.position);
|
|
||||||
if (hitDist < maxTargetObjDistance)
|
|
||||||
{
|
|
||||||
targetObject.gameObject.transform.position = hit.point;
|
|
||||||
|
|
||||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
public AimMode aimMode = AimMode.CAMERA;
|
||||||
.SetColor("_EmissiveColor", new Color(255, 0, 0));
|
|
||||||
//Track if we have a close target
|
[SerializeField] private Light targetingLight;
|
||||||
hasCloseTarget = true;
|
|
||||||
|
[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;
|
||||||
|
|
||||||
|
private GameObject targetObject;
|
||||||
|
private float timeSinceLightDuration;
|
||||||
|
public bool IsLightOn => targetingLight.gameObject.activeSelf;
|
||||||
|
|
||||||
|
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
timeSinceLightDuration += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
|
||||||
|
shootLight.gameObject.SetActive(false);
|
||||||
|
if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
|
||||||
|
if (IsEnabled && aimMode != AimMode.CAMERA)
|
||||||
|
{
|
||||||
|
var ray = new Ray(transform.position, transform.up);
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(ray, out hit, 50, ignoreLayers))
|
||||||
|
{
|
||||||
|
var hitDist = Vector3.Distance(hit.point, transform.position);
|
||||||
|
if (hitDist < maxTargetObjDistance)
|
||||||
|
{
|
||||||
|
targetObject.gameObject.transform.position = hit.point;
|
||||||
|
|
||||||
|
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
||||||
|
.SetColor("_EmissiveColor", new Color(255, 0, 0));
|
||||||
|
//Track if we have a close target
|
||||||
|
hasCloseTarget = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
targetObject.gameObject.transform.position =
|
||||||
|
transform.position + ray.direction * maxTargetObjDistance;
|
||||||
|
|
||||||
|
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
||||||
|
.SetColor("_EmissiveColor", new Color(255, 255, 255));
|
||||||
|
//Track if we have a close target
|
||||||
|
hasCloseTarget = false;
|
||||||
|
}
|
||||||
|
//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
|
||||||
|
//print(drop);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
targetObject.gameObject.transform.position =
|
targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance;
|
||||||
transform.position + ray.direction * maxTargetObjDistance;
|
|
||||||
|
|
||||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
||||||
.SetColor("_EmissiveColor", new Color(255, 255, 255));
|
.SetColor("_EmissiveColor", new Color(255, 255, 255));
|
||||||
//Track if we have a close target
|
|
||||||
hasCloseTarget = false;
|
hasCloseTarget = false;
|
||||||
}
|
}
|
||||||
//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
|
|
||||||
//print(drop);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance;
|
|
||||||
|
|
||||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
|
||||||
.SetColor("_EmissiveColor", new Color(255, 255, 255));
|
|
||||||
hasCloseTarget = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force)
|
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()
|
|
||||||
{
|
|
||||||
Fire(!hasCloseTarget);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Fire(bool offsetWithTargetBall)
|
|
||||||
{
|
|
||||||
shootLightDuration = 0;
|
|
||||||
shootLight.gameObject.SetActive(true);
|
|
||||||
var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
|
|
||||||
projectile.transform.localPosition = Vector3.zero;
|
|
||||||
projectile.transform.localEulerAngles = Vector3.zero;
|
|
||||||
projectile.transform.localScale = Vector3.one;
|
|
||||||
var pRigid = projectile.GetComponent<Rigidbody>();
|
|
||||||
|
|
||||||
/*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,
|
|
||||||
then set target distance to ~50.
|
|
||||||
2. Modify launch vector apply modified force
|
|
||||||
*/
|
|
||||||
var launchVector = pRigid.transform.up * firePower;
|
|
||||||
|
|
||||||
if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
|
|
||||||
{
|
{
|
||||||
var ballCamVector = targetObject.transform.position -
|
// Calculate the initial velocity required to reach the destination.
|
||||||
GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
|
var displacement = destination - origin;
|
||||||
var r = new Ray();
|
var time = Mathf.Sqrt(2f * displacement.magnitude / Physics.gravity.magnitude);
|
||||||
r.origin = targetObject.transform.position;
|
var velocity = (displacement - 0.5f * Physics.gravity * time * time) / time + force;
|
||||||
r.direction = ballCamVector.normalized;
|
|
||||||
RaycastHit hit;
|
// Calculate the height the object will reach during its flight.
|
||||||
if (Physics.Raycast(r, out hit, ignoreLayers))
|
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()
|
||||||
|
{
|
||||||
|
Fire(!hasCloseTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Fire(bool offsetWithTargetBall)
|
||||||
|
{
|
||||||
|
shootLightDuration = 0;
|
||||||
|
shootLight.gameObject.SetActive(true);
|
||||||
|
var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
|
||||||
|
projectile.transform.localPosition = Vector3.zero;
|
||||||
|
projectile.transform.localEulerAngles = Vector3.zero;
|
||||||
|
projectile.transform.localScale = Vector3.one;
|
||||||
|
var pRigid = projectile.GetComponent<Rigidbody>();
|
||||||
|
|
||||||
|
/*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,
|
||||||
|
then set target distance to ~50.
|
||||||
|
2. Modify launch vector apply modified force
|
||||||
|
*/
|
||||||
|
var launchVector = pRigid.transform.up * firePower;
|
||||||
|
|
||||||
|
if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
|
||||||
{
|
{
|
||||||
launchVector = (hit.point - pRigid.transform.position).normalized;
|
var ballCamVector = targetObject.transform.position -
|
||||||
|
GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
|
||||||
|
var r = new Ray();
|
||||||
|
r.origin = targetObject.transform.position;
|
||||||
|
r.direction = ballCamVector.normalized;
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(r, out hit, ignoreLayers))
|
||||||
|
{
|
||||||
|
launchVector = (hit.point - pRigid.transform.position).normalized;
|
||||||
|
launchVector *= firePower;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (aimMode == AimMode.CAMERA)
|
||||||
|
{
|
||||||
|
var target = Player.PlayerAim.active.targetPosition;
|
||||||
|
|
||||||
|
var lv = target - pRigid.transform.position;
|
||||||
|
launchVector = lv.normalized;
|
||||||
launchVector *= firePower;
|
launchVector *= firePower;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
||||||
|
projectile.transform.parent = null;
|
||||||
|
shootEffect.Play();
|
||||||
}
|
}
|
||||||
else if (aimMode == AimMode.CAMERA)
|
|
||||||
|
public void Enable()
|
||||||
{
|
{
|
||||||
var target = Player.PlayerAim.active.targetPosition;
|
IsEnabled = true;
|
||||||
|
if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
|
||||||
var lv = target - pRigid.transform.position;
|
|
||||||
launchVector = lv.normalized;
|
|
||||||
launchVector *= firePower;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
public void Disable()
|
||||||
projectile.transform.parent = null;
|
{
|
||||||
shootEffect.Play();
|
IsEnabled = false;
|
||||||
}
|
if (targetObject != null) Destroy(targetObject);
|
||||||
|
}
|
||||||
public void Enable()
|
|
||||||
{
|
|
||||||
IsEnabled = true;
|
|
||||||
if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disable()
|
|
||||||
{
|
|
||||||
IsEnabled = false;
|
|
||||||
if (targetObject != null) Destroy(targetObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void LightToggle()
|
public void LightToggle()
|
||||||
{
|
{
|
||||||
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
|
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,21 +1,24 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class FlareRegister : MonoBehaviour
|
namespace Item
|
||||||
{
|
{
|
||||||
public static FlareRegister instance;
|
public class FlareRegister : MonoBehaviour
|
||||||
public List<BulletComponent> bullets = new();
|
|
||||||
|
|
||||||
public List<FlareBeacon> beacons = new();
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
instance = this;
|
public static FlareRegister instance;
|
||||||
}
|
public List<BulletComponent> bullets = new();
|
||||||
|
|
||||||
// Update is called once per frame
|
public List<FlareBeacon> beacons = new();
|
||||||
private void Update()
|
|
||||||
{
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -4,110 +4,113 @@ using TMPro;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
[Serializable]
|
namespace Item
|
||||||
public class ItemImageRef
|
|
||||||
{
|
{
|
||||||
public string name;
|
[Serializable]
|
||||||
public GameObject item;
|
public class ItemImageRef
|
||||||
public Sprite icon;
|
|
||||||
}
|
|
||||||
|
|
||||||
public class SpecialItemCycler : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private List<ItemImageRef> spawnableItems = new();
|
|
||||||
|
|
||||||
[SerializeField] private List<ItemImageRef> shootableItems = new();
|
|
||||||
|
|
||||||
[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
|
|
||||||
|
|
||||||
[SerializeField] private PistolComponent pistol;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
//private Inventory invent;
|
|
||||||
private TempInventory invent;
|
|
||||||
|
|
||||||
[SerializeField] private Image selectedImage;
|
|
||||||
|
|
||||||
[SerializeField] private TMP_Text selectedQuantityText;
|
|
||||||
|
|
||||||
private int shootableIndex;
|
|
||||||
private int spawnableIndex;
|
|
||||||
private Color sqtInitColor;
|
|
||||||
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
sqtInitColor = selectedQuantityText.color;
|
public string name;
|
||||||
|
public GameObject item;
|
||||||
|
public Sprite icon;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
public class SpecialItemCycler : MonoBehaviour
|
||||||
private void Update()
|
|
||||||
{
|
{
|
||||||
if (interactionHandler.GunEnabled)
|
[SerializeField] private List<ItemImageRef> spawnableItems = new();
|
||||||
|
|
||||||
|
[SerializeField] private List<ItemImageRef> shootableItems = new();
|
||||||
|
|
||||||
|
[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
|
||||||
|
|
||||||
|
[SerializeField] private Item.PistolComponent pistol;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
//private Inventory invent;
|
||||||
|
private TempInventory invent;
|
||||||
|
|
||||||
|
[SerializeField] private Image selectedImage;
|
||||||
|
|
||||||
|
[SerializeField] private TMP_Text selectedQuantityText;
|
||||||
|
|
||||||
|
private int shootableIndex;
|
||||||
|
private int spawnableIndex;
|
||||||
|
private Color sqtInitColor;
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
|
sqtInitColor = selectedQuantityText.color;
|
||||||
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SetImage();
|
// Update is called once per frame
|
||||||
if (Input.GetButtonDown("CycleItems"))
|
private void Update()
|
||||||
|
{
|
||||||
|
if (interactionHandler.GunEnabled)
|
||||||
|
{
|
||||||
|
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
|
||||||
|
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetImage();
|
||||||
|
if (Input.GetButtonDown("CycleItems"))
|
||||||
|
{
|
||||||
|
if (interactionHandler.GunEnabled)
|
||||||
|
{
|
||||||
|
shootableIndex = (shootableIndex + 1) % shootableItems.Count;
|
||||||
|
selectedImage.sprite = shootableItems[shootableIndex].icon;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
|
||||||
|
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (selectedImage.sprite == null)
|
||||||
|
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
|
||||||
|
else
|
||||||
|
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetButtonDown("TempPlace"))
|
||||||
|
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
|
||||||
|
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
|
||||||
|
{
|
||||||
|
var prefab = spawnableItems[spawnableIndex].item;
|
||||||
|
var instance = Instantiate(prefab, interactionHandler.CarryingPos);
|
||||||
|
instance.transform.localPosition = Vector3.zero;
|
||||||
|
instance.transform.parent = null;
|
||||||
|
invent.Remove(spawnableItems[spawnableIndex].name);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetImage()
|
||||||
{
|
{
|
||||||
if (interactionHandler.GunEnabled)
|
if (interactionHandler.GunEnabled)
|
||||||
{
|
{
|
||||||
shootableIndex = (shootableIndex + 1) % shootableItems.Count;
|
|
||||||
selectedImage.sprite = shootableItems[shootableIndex].icon;
|
selectedImage.sprite = shootableItems[shootableIndex].icon;
|
||||||
|
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
|
|
||||||
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
|
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
|
||||||
|
selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[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);
|
||||||
|
}
|
||||||
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);
|
||||||
|
if (selectedQuantityText.text == "0")
|
||||||
if (Input.GetButtonDown("TempPlace"))
|
selectedQuantityText.color = Color.red;
|
||||||
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
|
else
|
||||||
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
|
selectedQuantityText.color = sqtInitColor;
|
||||||
{
|
}
|
||||||
var prefab = spawnableItems[spawnableIndex].item;
|
|
||||||
var instance = Instantiate(prefab, interactionHandler.CarryingPos);
|
|
||||||
instance.transform.localPosition = Vector3.zero;
|
|
||||||
instance.transform.parent = null;
|
|
||||||
invent.Remove(spawnableItems[spawnableIndex].name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetImage()
|
|
||||||
{
|
|
||||||
if (interactionHandler.GunEnabled)
|
|
||||||
{
|
|
||||||
selectedImage.sprite = shootableItems[shootableIndex].icon;
|
|
||||||
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
|
|
||||||
selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[spawnableIndex].name).ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (selectedImage.sprite == null)
|
|
||||||
{
|
|
||||||
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
|
|
||||||
selectedQuantityText.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
|
|
||||||
selectedQuantityText.gameObject.SetActive(true);
|
|
||||||
if (selectedQuantityText.text == "0")
|
|
||||||
selectedQuantityText.color = Color.red;
|
|
||||||
else
|
|
||||||
selectedQuantityText.color = sqtInitColor;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -21,9 +21,9 @@ public class BasicLevelProgressionSystem : MonoBehaviour
|
|||||||
EXTERNAL
|
EXTERNAL
|
||||||
}
|
}
|
||||||
|
|
||||||
[SerializeField] private ObjectiveText objectiveGui;
|
[SerializeField] private UI.ObjectiveText objectiveGui;
|
||||||
|
|
||||||
[SerializeField] private WaypointMarker marker;
|
[SerializeField] private UI.WaypointMarker marker;
|
||||||
|
|
||||||
[SerializeField] private Player.PlayerComponent player;
|
[SerializeField] private Player.PlayerComponent player;
|
||||||
//[SerializeField]
|
//[SerializeField]
|
||||||
|
@ -7,17 +7,17 @@ public class LevelZeroSpecial : MonoBehaviour
|
|||||||
{
|
{
|
||||||
//[SerializeField]
|
//[SerializeField]
|
||||||
//private int initalPlaceIndex = 0;
|
//private int initalPlaceIndex = 0;
|
||||||
[SerializeField] private DoorInteractable recepticleOne;
|
[SerializeField] private Item.DoorInteractable recepticleOne;
|
||||||
|
|
||||||
[SerializeField] private BasicLevelProgressionSystem progression;
|
[SerializeField] private BasicLevelProgressionSystem progression;
|
||||||
|
|
||||||
[SerializeField] private int enabledOn = 4;
|
[SerializeField] private int enabledOn = 4;
|
||||||
|
|
||||||
[SerializeField] private List<HeavyInteractableItem> powercores;
|
[SerializeField] private List<Item.HeavyInteractableItem> powercores;
|
||||||
|
|
||||||
[SerializeField] private List<DoorInteractable> recepticals;
|
[SerializeField] private List<Item.DoorInteractable> recepticals;
|
||||||
|
|
||||||
[SerializeField] private WaypointMarker marker;
|
[SerializeField] private UI.WaypointMarker marker;
|
||||||
|
|
||||||
[SerializeField] private Animator cover;
|
[SerializeField] private Animator cover;
|
||||||
|
|
||||||
@ -27,16 +27,16 @@ public class LevelZeroSpecial : MonoBehaviour
|
|||||||
|
|
||||||
[SerializeField] private Player.PlayerComponent player;
|
[SerializeField] private Player.PlayerComponent player;
|
||||||
|
|
||||||
[SerializeField] private WaypointMarker marker2Ref;
|
[SerializeField] private UI.WaypointMarker marker2Ref;
|
||||||
|
|
||||||
[SerializeField] private WaypointMarker marker3Ref;
|
[SerializeField] private UI.WaypointMarker marker3Ref;
|
||||||
|
|
||||||
[SerializeField] private Game.Optimizer finalRoomOptimizer;
|
[SerializeField] private Game.Optimizer finalRoomOptimizer;
|
||||||
|
|
||||||
private int countPowered;
|
private int countPowered;
|
||||||
private bool isEnabled;
|
private bool isEnabled;
|
||||||
|
|
||||||
private readonly List<WaypointMarker> markers = new();
|
private readonly List<UI.WaypointMarker> markers = new();
|
||||||
|
|
||||||
private bool transitioningOut;
|
private bool transitioningOut;
|
||||||
|
|
||||||
|
27
Assets/Scripts/MainMenu/CryopodSpawnComponent.cs
Normal file
27
Assets/Scripts/MainMenu/CryopodSpawnComponent.cs
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CryopodSpawnComponent : MonoBehaviour
|
||||||
|
{
|
||||||
|
public string playerName;
|
||||||
|
[SerializeField]
|
||||||
|
private TMPro.TMP_Text text;
|
||||||
|
[SerializeField]
|
||||||
|
private Transform spawn;
|
||||||
|
private bool isOccupied = false;
|
||||||
|
public bool IsOccupied { get { return isOccupied; } }
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
text.text = playerName;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/MainMenu/CryopodSpawnComponent.cs.meta
Normal file
11
Assets/Scripts/MainMenu/CryopodSpawnComponent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c7086bfdc301caf4a98920a939f3de3e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
55
Assets/Scripts/MainMenu/LobbyManager.cs
Normal file
55
Assets/Scripts/MainMenu/LobbyManager.cs
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace UI
|
||||||
|
{
|
||||||
|
public class LobbyManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Animator[] lights;
|
||||||
|
[SerializeField]
|
||||||
|
private int playersInSession = 0;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public bool AddPlayer()
|
||||||
|
{
|
||||||
|
if (playersInSession>= lights.Length)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
lights[playersInSession].SetBool("IsPowered", true);
|
||||||
|
playersInSession++;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
public bool RemovePlayer()
|
||||||
|
{
|
||||||
|
if (playersInSession <=0)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
playersInSession--;
|
||||||
|
lights[playersInSession].SetBool("IsPowered", false);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyUp(KeyCode.LeftShift))
|
||||||
|
{
|
||||||
|
AddPlayer();
|
||||||
|
}else if(Input.GetKeyUp(KeyCode.RightShift))
|
||||||
|
{
|
||||||
|
RemovePlayer();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/MainMenu/LobbyManager.cs.meta
Normal file
11
Assets/Scripts/MainMenu/LobbyManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 52ac200e0a2b1f243be15a82558aa6e7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,3 +1,4 @@
|
|||||||
|
using Mono.CompilerServices.SymbolWriter;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
@ -5,72 +6,75 @@ using UnityEngine;
|
|||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class MainMenuManager : MonoBehaviour
|
namespace UI
|
||||||
{
|
{
|
||||||
[SerializeField] private TMP_Text title;
|
public class MainMenuManager : MonoBehaviour
|
||||||
|
|
||||||
[SerializeField] private List<TMP_Text> textList = new();
|
|
||||||
|
|
||||||
[SerializeField] private float dilateSpeed = 0.1f;
|
|
||||||
|
|
||||||
[SerializeField] private Animator cover;
|
|
||||||
|
|
||||||
private readonly string component = "_FaceDilate";
|
|
||||||
private float dilate = -1;
|
|
||||||
private readonly List<float> dilates = new();
|
|
||||||
private float initDilate;
|
|
||||||
private readonly List<float> initDilates = new();
|
|
||||||
private bool transitioning;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
//initDilate = title.fontSharedMaterials[0].GetFloat(component);
|
[SerializeField] private TMP_Text title;
|
||||||
initDilate = title.fontMaterials[0].GetFloat(component);
|
|
||||||
|
|
||||||
|
[SerializeField] private List<TMP_Text> textList = new();
|
||||||
|
|
||||||
foreach (var text in textList)
|
[SerializeField] private float dilateSpeed = 0.1f;
|
||||||
|
|
||||||
|
[SerializeField] private Animator cover;
|
||||||
|
|
||||||
|
private readonly string component = "_FaceDilate";
|
||||||
|
private float dilate = -1;
|
||||||
|
private readonly List<float> dilates = new();
|
||||||
|
private float initDilate;
|
||||||
|
private readonly List<float> initDilates = new();
|
||||||
|
private bool transitioning;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
{
|
{
|
||||||
initDilates.Add(text.fontMaterials[0].GetFloat(component));
|
//initDilate = title.fontSharedMaterials[0].GetFloat(component);
|
||||||
dilates.Add(-1f);
|
initDilate = title.fontMaterials[0].GetFloat(component);
|
||||||
|
|
||||||
|
|
||||||
|
foreach (var text in textList)
|
||||||
|
{
|
||||||
|
initDilates.Add(text.fontMaterials[0].GetFloat(component));
|
||||||
|
dilates.Add(-1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
|
||||||
|
textList[2].GetComponent<Button>().onClick.AddListener(ExitApp);
|
||||||
}
|
}
|
||||||
|
|
||||||
textList[0].GetComponent<Button>().onClick.AddListener(LoadFirstLevel);
|
|
||||||
textList[2].GetComponent<Button>().onClick.AddListener(ExitApp);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
// Update is called once per frame
|
private void Update()
|
||||||
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);
|
//dilate = Mathf.Min(initDilate, dilate += Time.deltaTime);
|
||||||
textList[i].fontMaterials[0].SetFloat(component, dilates[i]);
|
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)
|
||||||
|
{
|
||||||
|
cover.Play("Cover_load_out");
|
||||||
|
transitioning = true;
|
||||||
|
StartCoroutine(_LoadFirstLevel());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator _LoadFirstLevel()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(4);
|
||||||
|
SceneManager.LoadScene(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ExitApp()
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
private void LoadFirstLevel()
|
|
||||||
{
|
|
||||||
if (!transitioning)
|
|
||||||
{
|
|
||||||
cover.Play("Cover_load_out");
|
|
||||||
transitioning = true;
|
|
||||||
StartCoroutine(_LoadFirstLevel());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator _LoadFirstLevel()
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(4);
|
|
||||||
SceneManager.LoadScene(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ExitApp()
|
|
||||||
{
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 34c77687aa03d4942b6e31ed8cd1461e
|
guid: 9b6514adc0f89c7449476a228cc73b3f
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
25
Assets/Scripts/Player/LobbyPlayer/LobbyPlayerComponent.cs
Normal file
25
Assets/Scripts/Player/LobbyPlayer/LobbyPlayerComponent.cs
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
namespace Player
|
||||||
|
{
|
||||||
|
public class LobbyPlayerComponent : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Animator anim;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
anim.SetBool("IsRunning", false);
|
||||||
|
anim.SetFloat("RunningSpeed", 0);
|
||||||
|
anim.Play("CryopodIdle");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f67362ec8cfc5994da72072fd900eeba
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -18,7 +18,7 @@ namespace Player
|
|||||||
|
|
||||||
[SerializeField] private PlayerAnimationController animationController;
|
[SerializeField] private PlayerAnimationController animationController;
|
||||||
|
|
||||||
[HideInInspector] public FlareRegister flareRegister;
|
[HideInInspector] public Item.FlareRegister flareRegister;
|
||||||
|
|
||||||
[SerializeField] private CinemachineFreeLook cameraFreeLook;
|
[SerializeField] private CinemachineFreeLook cameraFreeLook;
|
||||||
|
|
||||||
@ -33,18 +33,21 @@ namespace Player
|
|||||||
|
|
||||||
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
|
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
|
||||||
public PlayerMovementController MovementController => movementController;
|
public PlayerMovementController MovementController => movementController;
|
||||||
|
[SerializeField]
|
||||||
|
private Scriptable.GameSettings settings;
|
||||||
|
|
||||||
[HideInInspector] public bool IsAlive => health > 0;
|
[HideInInspector] public bool IsAlive => health > 0;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
flareRegister = FindObjectOfType<FlareRegister>();
|
flareRegister = FindObjectOfType<Item.FlareRegister>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||||
|
settings.OnValueChange.AddListener(OnSettingChange);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -92,7 +95,13 @@ namespace Player
|
|||||||
perlin.m_AmplitudeGain = intensity;
|
perlin.m_AmplitudeGain = intensity;
|
||||||
shakeTimer = time;
|
shakeTimer = time;
|
||||||
}
|
}
|
||||||
|
public void OnSettingChange(Scriptable.GameSettings.SettingModification mod, float value)
|
||||||
|
{
|
||||||
|
if(mod == Scriptable.GameSettings.SettingModification.Sensitivity)
|
||||||
|
{
|
||||||
|
SetSensitivity(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
public void SetSensitivity(float magnitude)
|
public void SetSensitivity(float magnitude)
|
||||||
{
|
{
|
||||||
movementController.SetSensitivity(magnitude);
|
movementController.SetSensitivity(magnitude);
|
||||||
|
@ -4,7 +4,6 @@ using UnityEngine;
|
|||||||
namespace Player
|
namespace Player
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
[RequireComponent(typeof(Collider))]
|
[RequireComponent(typeof(Collider))]
|
||||||
public class PlayerInteractionHandler : MonoBehaviour
|
public class PlayerInteractionHandler : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -20,7 +19,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
|
|
||||||
[SerializeField] private bool useItemSelector = true;
|
[SerializeField] private bool useItemSelector = true;
|
||||||
|
|
||||||
[SerializeField] private PistolComponent pistol;
|
[SerializeField] private Item.PistolComponent pistol;
|
||||||
|
|
||||||
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
|
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
|
||||||
|
|
||||||
@ -32,18 +31,18 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
private readonly AxisIsDown fireDown = new("Fire1");
|
private readonly AxisIsDown fireDown = new("Fire1");
|
||||||
private bool flashlightEnabled = true;
|
private bool flashlightEnabled = true;
|
||||||
|
|
||||||
private HeavyInteractableItem heavyInvent;
|
private Item.HeavyInteractableItem heavyInvent;
|
||||||
private readonly List<HeavyInteractableItem> heavyItemsInRange = new();
|
private readonly List<Item.HeavyInteractableItem> heavyItemsInRange = new();
|
||||||
private Color initColor;
|
private Color initColor;
|
||||||
private Inventory invent;
|
private Item.Inventory invent;
|
||||||
|
|
||||||
private ItemSelector itemSelector;
|
private Item.ItemSelector itemSelector;
|
||||||
private readonly List<InteractableItem> itemsInRange = new();
|
private readonly List<Item.InteractableItem> itemsInRange = new();
|
||||||
|
[SerializeField]
|
||||||
private Game.InGameManager manager;
|
private Scriptable.GameState manager;
|
||||||
private Material selMaterial;
|
private Material selMaterial;
|
||||||
private TempInventory tempInvent;
|
private Item.TempInventory tempInvent;
|
||||||
public Inventory Inventory => invent;
|
public Item.Inventory Inventory => invent;
|
||||||
public bool IsCarrying => heavyInvent != null;
|
public bool IsCarrying => heavyInvent != null;
|
||||||
public bool GunEnabled { get; private set; }
|
public bool GunEnabled { get; private set; }
|
||||||
|
|
||||||
@ -53,16 +52,16 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
instance = this;
|
instance = this;
|
||||||
invent = transform.parent.GetComponent<Inventory>();
|
invent = transform.parent.GetComponent<Item.Inventory>();
|
||||||
//TEMP FIELD
|
//TEMP FIELD
|
||||||
tempInvent = transform.parent.GetComponent<TempInventory>();
|
tempInvent = transform.parent.GetComponent<Item.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 = Item.ItemSelector.instance;
|
||||||
pistol.gameObject.SetActive(GunEnabled);
|
pistol.gameObject.SetActive(GunEnabled);
|
||||||
flashlightEnabled = flashlight.gameObject.activeSelf;
|
flashlightEnabled = flashlight.gameObject.activeSelf;
|
||||||
manager = FindObjectOfType<Game.InGameManager>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -126,7 +125,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (!item.Interact(ref invent, ref heavyInvent))
|
if (!item.Interact(ref invent, ref heavyInvent))
|
||||||
item.Interact();
|
item.Interact();
|
||||||
else if (item is HeavyItemReceiver)
|
else if (item is Item.HeavyItemReceiver)
|
||||||
if (heavyInvent != null)
|
if (heavyInvent != null)
|
||||||
{
|
{
|
||||||
heavyInvent.transform.parent = carryingPos;
|
heavyInvent.transform.parent = carryingPos;
|
||||||
@ -146,7 +145,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
int refIndex;
|
int refIndex;
|
||||||
if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
|
if (itemsInRange.Count > 0 && receiverInRange(out refIndex))
|
||||||
{
|
{
|
||||||
((HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
|
((Item.HeavyItemReceiver)itemsInRange[refIndex]).Interact(ref invent, ref heavyInvent);
|
||||||
heavyInvent = null;
|
heavyInvent = null;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@ -191,9 +190,9 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
var aimAxis = Input.GetAxis("Aim");
|
var aimAxis = Input.GetAxis("Aim");
|
||||||
|
|
||||||
if (aimAxis > 0.5f)
|
if (aimAxis > 0.5f)
|
||||||
pistol.aimMode = PistolComponent.AimMode.CAMERA;
|
pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
|
||||||
else
|
else
|
||||||
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
|
pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
|
||||||
}
|
}
|
||||||
|
|
||||||
shift.SetCenter(!GunEnabled);
|
shift.SetCenter(!GunEnabled);
|
||||||
@ -202,37 +201,37 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (other.gameObject.GetComponent<InteractableItem>() != null)
|
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
|
||||||
{
|
{
|
||||||
var item = other.gameObject.GetComponent<InteractableItem>();
|
var item = other.gameObject.GetComponent<Item.InteractableItem>();
|
||||||
if (item is InteractableItem && item is not HeavyInteractableItem)
|
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
|
||||||
{
|
{
|
||||||
item.Enable();
|
item.Enable();
|
||||||
itemsInRange.Add(item);
|
itemsInRange.Add(item);
|
||||||
}
|
}
|
||||||
else if (item is HeavyInteractableItem)
|
else if (item is Item.HeavyInteractableItem)
|
||||||
{
|
{
|
||||||
((HeavyInteractableItem)item).Enable();
|
((Item.HeavyInteractableItem)item).Enable();
|
||||||
heavyItemsInRange.Add((HeavyInteractableItem)item);
|
heavyItemsInRange.Add((Item.HeavyInteractableItem)item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
private void OnTriggerExit(Collider other)
|
||||||
{
|
{
|
||||||
if (other.gameObject.GetComponent<InteractableItem>() != null)
|
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
|
||||||
{
|
{
|
||||||
var item = other.gameObject.GetComponent<InteractableItem>();
|
var item = other.gameObject.GetComponent<Item.InteractableItem>();
|
||||||
if (item is InteractableItem && item is not HeavyInteractableItem)
|
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
|
||||||
{
|
{
|
||||||
item.Disable();
|
item.Disable();
|
||||||
itemsInRange.Remove(item);
|
itemsInRange.Remove(item);
|
||||||
}
|
}
|
||||||
else if (item is HeavyInteractableItem)
|
else if (item is Item.HeavyInteractableItem)
|
||||||
{
|
{
|
||||||
((HeavyInteractableItem)item).Disable();
|
((Item.HeavyInteractableItem)item).Disable();
|
||||||
//itemsInRange.Remove((HeavyInteractableItem)(item));
|
//itemsInRange.Remove((HeavyInteractableItem)(item));
|
||||||
heavyItemsInRange.Remove((HeavyInteractableItem)item);
|
heavyItemsInRange.Remove((Item.HeavyInteractableItem)item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -242,7 +241,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
var i = 0;
|
var i = 0;
|
||||||
foreach (var item in itemsInRange)
|
foreach (var item in itemsInRange)
|
||||||
{
|
{
|
||||||
if (item is HeavyItemReceiver)
|
if (item is Item.HeavyItemReceiver)
|
||||||
{
|
{
|
||||||
index = i;
|
index = i;
|
||||||
return true;
|
return true;
|
||||||
|
@ -44,8 +44,9 @@ namespace Player
|
|||||||
|
|
||||||
|
|
||||||
private Vector3 lookingDirectionVector;
|
private Vector3 lookingDirectionVector;
|
||||||
|
[SerializeField]
|
||||||
private Game.InGameManager manager;
|
private Scriptable.GameState manager;
|
||||||
|
|
||||||
|
|
||||||
private bool movementLocked;
|
private bool movementLocked;
|
||||||
|
|
||||||
@ -61,9 +62,10 @@ namespace Player
|
|||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
|
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
|
||||||
manager = FindObjectOfType<Game.InGameManager>();
|
|
||||||
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
|
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
|
||||||
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
|
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@ -103,6 +105,10 @@ namespace Player
|
|||||||
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
|
IsRunning = Mathf.Abs(y) > 0.1f || Mathf.Abs(x) > 0.1f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets called by PlayerComponent to change sensitivity.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sensitivity"></param>
|
||||||
public void SetSensitivity(float sensitivity)
|
public void SetSensitivity(float sensitivity)
|
||||||
{
|
{
|
||||||
freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
|
freelook.m_XAxis.m_MaxSpeed = initXSensitivity * sensitivity;
|
||||||
|
8
Assets/Scripts/SerializedObjects.meta
Normal file
8
Assets/Scripts/SerializedObjects.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3f48441fbbbc3fc40be68e97edc7e3f1
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
25
Assets/Scripts/SerializedObjects/GameSettings.cs
Normal file
25
Assets/Scripts/SerializedObjects/GameSettings.cs
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
namespace Scriptable
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "GameSettings", menuName = "ScriptableObjects/GameSetting", order = 1)]
|
||||||
|
public class GameSettings : ScriptableObject
|
||||||
|
{
|
||||||
|
private float sensitivity;
|
||||||
|
private float volume;
|
||||||
|
public float Sensitivity { get { return this.sensitivity; } set {
|
||||||
|
OnValueChange.Invoke(SettingModification.Sensitivity,sensitivity);
|
||||||
|
} }
|
||||||
|
|
||||||
|
public float Volume { get { return this.volume; } set
|
||||||
|
{
|
||||||
|
OnValueChange.Invoke(SettingModification.Volume,volume);
|
||||||
|
} }
|
||||||
|
|
||||||
|
public enum SettingModification { Sensitivity, Volume};
|
||||||
|
public UnityEvent<SettingModification,float> OnValueChange;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/SerializedObjects/GameSettings.cs.meta
Normal file
11
Assets/Scripts/SerializedObjects/GameSettings.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7c0595ce0cd1f544184de27d0d35b666
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
14
Assets/Scripts/SerializedObjects/GameState.cs
Normal file
14
Assets/Scripts/SerializedObjects/GameState.cs
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Scriptable
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "GameState", menuName = "ScriptableObjects/GameStateManager", order = 1)]
|
||||||
|
public class GameState : ScriptableObject
|
||||||
|
{
|
||||||
|
[HideInInspector]
|
||||||
|
public bool IsPaused = false;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/SerializedObjects/GameState.cs.meta
Normal file
11
Assets/Scripts/SerializedObjects/GameState.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 841ad010eae6d844cb8ed5bf788f9cfa
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
14
Assets/Scripts/SerializedObjects/Scriptable_Assembly.asmdef
Normal file
14
Assets/Scripts/SerializedObjects/Scriptable_Assembly.asmdef
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
{
|
||||||
|
"name": "Scriptable_Assembly",
|
||||||
|
"rootNamespace": "Scriptable",
|
||||||
|
"references": [],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": true,
|
||||||
|
"defineConstraints": [],
|
||||||
|
"versionDefines": [],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
@ -1,6 +1,6 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 246f31a0e00fea74a93125fec6d80da8
|
guid: f0bbd04fc036a3046993adc87bbfb698
|
||||||
DefaultImporter:
|
AssemblyDefinitionImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
@ -3,50 +3,52 @@ using System.Collections.Generic;
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
namespace UI
|
||||||
[ExecuteAlways]
|
|
||||||
public class ObjectiveText : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
[SerializeField] public List<VisualObjectiveItemGUI> visualObjects;
|
[ExecuteAlways]
|
||||||
|
public class ObjectiveText : MonoBehaviour
|
||||||
[SerializeField] private Color inCompleteColor = Color.white;
|
|
||||||
|
|
||||||
[SerializeField] private Color completeColor = Color.yellow;
|
|
||||||
|
|
||||||
[SerializeField] private float speed;
|
|
||||||
|
|
||||||
[SerializeField] private Animator animator;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
|
[SerializeField] public List<VisualObjectiveItemGUI> visualObjects;
|
||||||
|
|
||||||
|
[SerializeField] private Color inCompleteColor = Color.white;
|
||||||
|
|
||||||
|
[SerializeField] private Color completeColor = Color.yellow;
|
||||||
|
|
||||||
|
[SerializeField] private float speed;
|
||||||
|
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
foreach (var item in visualObjects)
|
||||||
|
if (item.isComplete)
|
||||||
|
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime * speed);
|
||||||
|
else
|
||||||
|
item.icon.color = Color.Lerp(item.icon.color, inCompleteColor, Time.deltaTime * speed);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeOut()
|
||||||
|
{
|
||||||
|
animator.Play("FadeOut");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeIn()
|
||||||
|
{
|
||||||
|
animator.Play("FadeIn");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
[Serializable]
|
||||||
private void Update()
|
public class VisualObjectiveItemGUI
|
||||||
{
|
{
|
||||||
foreach (var item in visualObjects)
|
public TMP_Text text;
|
||||||
if (item.isComplete)
|
public Image icon;
|
||||||
item.icon.color = Color.Lerp(item.icon.color, completeColor, Time.deltaTime * speed);
|
public bool isComplete;
|
||||||
else
|
|
||||||
item.icon.color = Color.Lerp(item.icon.color, inCompleteColor, Time.deltaTime * speed);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void FadeOut()
|
|
||||||
{
|
|
||||||
animator.Play("FadeOut");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void FadeIn()
|
|
||||||
{
|
|
||||||
animator.Play("FadeIn");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Serializable]
|
|
||||||
public class VisualObjectiveItemGUI
|
|
||||||
{
|
|
||||||
public TMP_Text text;
|
|
||||||
public Image icon;
|
|
||||||
public bool isComplete;
|
|
||||||
}
|
|
16
Assets/Scripts/UI/UI_Definition.asmdef
Normal file
16
Assets/Scripts/UI/UI_Definition.asmdef
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
{
|
||||||
|
"name": "UI_Definition",
|
||||||
|
"rootNamespace": "UI",
|
||||||
|
"references": [
|
||||||
|
"GUID:6055be8ebefd69e48b49212b09b47b2f"
|
||||||
|
],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": true,
|
||||||
|
"defineConstraints": [],
|
||||||
|
"versionDefines": [],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
7
Assets/Scripts/UI/UI_Definition.asmdef.meta
Normal file
7
Assets/Scripts/UI/UI_Definition.asmdef.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3d3648da7fb990349a7d848d55c40947
|
||||||
|
AssemblyDefinitionImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,49 +1,51 @@
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
namespace UI
|
||||||
public class WaypointMarker : MonoBehaviour
|
|
||||||
{
|
{
|
||||||
public Image pointer;
|
public class WaypointMarker : MonoBehaviour
|
||||||
public Transform target;
|
|
||||||
public TMP_Text distanceMarker;
|
|
||||||
|
|
||||||
private Vector2 offset;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
private void Start()
|
|
||||||
{
|
{
|
||||||
offset = distanceMarker.transform.position - pointer.transform.position;
|
public Image pointer;
|
||||||
}
|
public Transform target;
|
||||||
|
public TMP_Text distanceMarker;
|
||||||
|
|
||||||
// Update is called once per frame
|
private Vector2 offset;
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
var minX = pointer.GetPixelAdjustedRect().width / 2;
|
|
||||||
var maxX = Screen.width - minX;
|
|
||||||
var minY = pointer.GetPixelAdjustedRect().height / 2;
|
|
||||||
var maxY = Screen.height - minY;
|
|
||||||
|
|
||||||
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
|
|
||||||
{
|
{
|
||||||
//target is behind player
|
offset = distanceMarker.transform.position - pointer.transform.position;
|
||||||
if (pos.x < Screen.width / 2)
|
|
||||||
pos.x = maxX;
|
|
||||||
else
|
|
||||||
pos.x = minX;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pos.x = Mathf.Clamp(pos.x, minX, maxX);
|
// Update is called once per frame
|
||||||
pos.y = Mathf.Clamp(pos.y, minY, maxY);
|
private void Update()
|
||||||
|
{
|
||||||
|
var minX = pointer.GetPixelAdjustedRect().width / 2;
|
||||||
|
var maxX = Screen.width - minX;
|
||||||
|
var minY = pointer.GetPixelAdjustedRect().height / 2;
|
||||||
|
var maxY = Screen.height - minY;
|
||||||
|
|
||||||
pointer.transform.position = pos;
|
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
|
||||||
distanceMarker.text =
|
|
||||||
Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)) + " meters";
|
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
|
||||||
if (pos.x < Screen.width / 2)
|
{
|
||||||
distanceMarker.transform.position = pos + offset;
|
//target is behind player
|
||||||
else
|
if (pos.x < Screen.width / 2)
|
||||||
distanceMarker.transform.position = pos - offset;
|
pos.x = maxX;
|
||||||
|
else
|
||||||
|
pos.x = minX;
|
||||||
|
}
|
||||||
|
|
||||||
|
pos.x = Mathf.Clamp(pos.x, minX, maxX);
|
||||||
|
pos.y = Mathf.Clamp(pos.y, minY, maxY);
|
||||||
|
|
||||||
|
pointer.transform.position = pos;
|
||||||
|
distanceMarker.text =
|
||||||
|
Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)) + " meters";
|
||||||
|
if (pos.x < Screen.width / 2)
|
||||||
|
distanceMarker.transform.position = pos + offset;
|
||||||
|
else
|
||||||
|
distanceMarker.transform.position = pos - offset;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
106
Assets/Shaders/TVStatic.shader
Normal file
106
Assets/Shaders/TVStatic.shader
Normal file
@ -0,0 +1,106 @@
|
|||||||
|
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
|
||||||
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||||
|
|
||||||
|
Shader "Custom/TVStatic"
|
||||||
|
{
|
||||||
|
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_ColorA("Color A", Color) = (1,1,1,1)
|
||||||
|
_ColorB("Color B", Color) = (0,0,0,0)
|
||||||
|
|
||||||
|
_ResX("X Resolution", Float) = 100
|
||||||
|
_ResY("Y Resolution", Float) = 200
|
||||||
|
|
||||||
|
_ScaleWithZoom("Scale With Cam Distance", Range(0,1)) = 1.0
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma target 3.0
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
//This produces random values between 0 and 1
|
||||||
|
float rand(float2 co)
|
||||||
|
{
|
||||||
|
return frac((sin(dot(co.xy , float2(12.345 * _Time.w, 67.890 * _Time.w))) * 12345.67890 + _Time.w));
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 _ColorA;
|
||||||
|
fixed4 _ColorB;
|
||||||
|
|
||||||
|
float _ResX;
|
||||||
|
float _ResY;
|
||||||
|
float _ScaleWithZoom;
|
||||||
|
|
||||||
|
struct vertexInput
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float4 texcoord2 : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct fragmentInput
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;//SV_POSITION
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float4 camDist : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
fragmentInput vert(vertexInput i)
|
||||||
|
{
|
||||||
|
|
||||||
|
fragmentInput o;
|
||||||
|
UNITY_INITIALIZE_OUTPUT(fragmentInput, o); //5-28-2016 added to fix d3d11 errors
|
||||||
|
|
||||||
|
o.position = UnityObjectToClipPos(i.vertex);
|
||||||
|
o.texcoord0 = i.texcoord0;
|
||||||
|
|
||||||
|
//get the model's origin, so we can calculate the distance to camera (and scale the noise accordingly)
|
||||||
|
float4 modelOrigin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
|
||||||
|
|
||||||
|
o.camDist.x = distance(_WorldSpaceCameraPos.xyz, modelOrigin.xyz);
|
||||||
|
|
||||||
|
o.camDist.x = lerp(1.0, o.camDist.x, _ScaleWithZoom);
|
||||||
|
|
||||||
|
return o;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//5-28-2016 changed VPOS to SV_POSITION to get rid of duplicate semantic error
|
||||||
|
fixed4 frag(float4 screenPos : SV_POSITION, fragmentInput i, out float depth : SV_Depth) : SV_Target
|
||||||
|
{
|
||||||
|
|
||||||
|
fixed4 sc = fixed4((screenPos.xy), 0.0, 1.0);
|
||||||
|
sc *= 0.001;
|
||||||
|
|
||||||
|
sc.xy -= 0.5;
|
||||||
|
sc.xy *= i.camDist.xx;
|
||||||
|
sc.xy += 0.5;
|
||||||
|
|
||||||
|
//round the screen coordinates to give it a blocky appearance
|
||||||
|
sc.x = round(sc.x * _ResX) / _ResX;
|
||||||
|
sc.y = round(sc.y * _ResY) / _ResY;
|
||||||
|
|
||||||
|
depth = 1;
|
||||||
|
|
||||||
|
float noise = rand(sc.xy);
|
||||||
|
|
||||||
|
float4 stat = lerp(_ColorA, _ColorB, noise.x);
|
||||||
|
|
||||||
|
|
||||||
|
return fixed4(stat.xyz, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
10
Assets/Shaders/TVStatic.shader.meta
Normal file
10
Assets/Shaders/TVStatic.shader.meta
Normal file
@ -0,0 +1,10 @@
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|
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preprocessorOverride: 0
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userData:
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|
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assetBundleVariant:
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1638
Assets/Shaders/TransparentColor.shadergraph
Normal file
1638
Assets/Shaders/TransparentColor.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/Shaders/TransparentColor.shadergraph.meta
Normal file
10
Assets/Shaders/TransparentColor.shadergraph.meta
Normal file
@ -0,0 +1,10 @@
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|
File diff suppressed because one or more lines are too long
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Normal file
BIN
Assets/Textures/effects/glitchy.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
123
Assets/Textures/effects/glitchy.png.meta
Normal file
123
Assets/Textures/effects/glitchy.png.meta
Normal file
@ -0,0 +1,123 @@
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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|
alphaTestReferenceValue: 0.5
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|
resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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Normal file
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Normal file
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Normal file
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Normal file
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After Width: | Height: | Size: 295 KiB |
123
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123
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Normal file
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Reference in New Issue
Block a user