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72
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17
Assets/ScriptableObjects/GameSettings.asset
Normal file
17
Assets/ScriptableObjects/GameSettings.asset
Normal file
@ -0,0 +1,17 @@
|
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%YAML 1.1
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m_Calls: []
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8
Assets/ScriptableObjects/GameSettings.asset.meta
Normal file
8
Assets/ScriptableObjects/GameSettings.asset.meta
Normal file
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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15
Assets/ScriptableObjects/GameState.asset
Normal file
15
Assets/ScriptableObjects/GameState.asset
Normal file
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|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Script: {fileID: 11500000, guid: 841ad010eae6d844cb8ed5bf788f9cfa, type: 3}
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m_Name: GameState
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m_EditorClassIdentifier:
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IsPaused: 0
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8
Assets/ScriptableObjects/GameState.asset.meta
Normal file
8
Assets/ScriptableObjects/GameState.asset.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
||||
guid: 11aa6a76246138741ae6aeda5ffa9a94
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleVariant:
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 819986ef173507c4885a6d85049b5bdd
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guid: ffb312c0cba800244824866e8c414e45
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
@ -25,14 +25,15 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
|
||||
private bool atTarget;
|
||||
private float distanceToPlayer;
|
||||
private FlareRegister flareRegister;
|
||||
|
||||
private Item.FlareRegister flareRegister;
|
||||
private bool inDamageMargin;
|
||||
private bool inDamageRange;
|
||||
|
||||
|
||||
private bool isAlive = true;
|
||||
|
||||
private Game.InGameManager manager;
|
||||
|
||||
|
||||
|
||||
private Vector3 oppositeVector;
|
||||
@ -51,12 +52,12 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
if (p.isActiveAndEnabled)
|
||||
player = p;
|
||||
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
flareRegister = FindObjectOfType<FlareRegister>();
|
||||
flareRegister = FindObjectOfType<Item.FlareRegister>();
|
||||
if (targetObject == null)
|
||||
targetObject = new GameObject();
|
||||
targetObject.name = "Enemy Target";
|
||||
@ -106,8 +107,8 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.GetComponent<BulletComponent>() != null)
|
||||
health -= other.gameObject.GetComponent<BulletComponent>().DamageMagnitude;
|
||||
if (other.gameObject.GetComponent<Item.BulletComponent>() != null)
|
||||
health -= other.gameObject.GetComponent<Item.BulletComponent>().DamageMagnitude;
|
||||
}
|
||||
|
||||
private void HandleTargetOperations()
|
||||
@ -269,7 +270,7 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
||||
//Stop();
|
||||
return;
|
||||
|
||||
BulletComponent closestBullet = null;
|
||||
Item.BulletComponent closestBullet = null;
|
||||
var closestDistance = Mathf.Infinity;
|
||||
foreach (var bullet in flareRegister.bullets)
|
||||
{
|
||||
|
@ -19,7 +19,7 @@ namespace Enemy
|
||||
|
||||
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
|
||||
guid: 2ad85b0f43f25f1499c27a4dca23ddd8
|
||||
DefaultImporter:
|
||||
guid: ed2e13dc5752a434aadb5bd0b74dd42a
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
@ -4,11 +4,14 @@ using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class InGameManager : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private Volume gameVolume;
|
||||
|
||||
|
||||
[SerializeField] private Volume pausedVolume;
|
||||
|
||||
@ -27,6 +30,7 @@ public class InGameManager : MonoBehaviour
|
||||
private bool isTransitioning;
|
||||
|
||||
public bool IsPaused => isPaused;
|
||||
[SerializeField] private Scriptable.GameState state;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
@ -45,6 +49,7 @@ public class InGameManager : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
state.IsPaused = isPaused;
|
||||
if (Input.GetButtonDown("Pause")) TogglePause();
|
||||
|
||||
if (isTransitioning || true)
|
||||
|
@ -15,7 +15,7 @@ namespace Game
|
||||
|
||||
private InGameManager gameManager;
|
||||
private Animator menuAnimator;
|
||||
private Player.PlayerComponent player;
|
||||
[SerializeField] private Scriptable.GameSettings settings;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
@ -23,7 +23,7 @@ namespace Game
|
||||
menuAnimator = GetComponent<Animator>();
|
||||
settingsButton.onClick.AddListener(SettingsClicked);
|
||||
returnToMenuButton.onClick.AddListener(SettingsUnClicked);
|
||||
player = FindObjectOfType(typeof(Player.PlayerComponent)) as Player.PlayerComponent;
|
||||
|
||||
gameManager = FindObjectOfType<InGameManager>();
|
||||
}
|
||||
|
||||
@ -44,7 +44,8 @@ namespace Game
|
||||
|
||||
public void UpdateSensitivity()
|
||||
{
|
||||
player.SetSensitivity(sensitivitySlider.value * 4f);
|
||||
//player.SetSensitivity(sensitivitySlider.value * 4f);
|
||||
settings.Sensitivity = sensitivitySlider.value * 4f;
|
||||
}
|
||||
|
||||
public void UpdateVolume()
|
||||
|
@ -1,5 +1,5 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Item {
|
||||
public class Insertable : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
@ -11,4 +11,5 @@ public class Insertable : MonoBehaviour
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -1,4 +1,7 @@
|
||||
using UnityEngine;
|
||||
namespace Item
|
||||
{
|
||||
|
||||
|
||||
public class Interactable : MonoBehaviour
|
||||
{
|
||||
@ -11,4 +14,5 @@ public class Interactable : MonoBehaviour
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@ -1,44 +1,46 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ItemSelector : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
public static ItemSelector instance;
|
||||
|
||||
[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()
|
||||
public class ItemSelector : MonoBehaviour
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
public static ItemSelector instance;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
[SerializeField] private Camera cam;
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
var ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
[SerializeField] private LayerMask mask;
|
||||
|
||||
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();
|
||||
|
||||
Selected = hit.transform.gameObject.GetComponent<InteractableItem>();
|
||||
Selected.Enable();
|
||||
print(Selected);
|
||||
instance = this;
|
||||
}
|
||||
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 UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private string inventoryName;
|
||||
|
||||
[SerializeField] private int inventorySize;
|
||||
|
||||
[SerializeField] private List<string> inventoryItems;
|
||||
|
||||
private int inventoryReserved;
|
||||
|
||||
/// <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>
|
||||
/// <param name="item"></param>
|
||||
/// <returns></returns>
|
||||
public bool AddItem(CarryableItem item)
|
||||
public class Inventory : MonoBehaviour
|
||||
{
|
||||
if (item.ItemSize + inventoryReserved > inventorySize) return false;
|
||||
inventoryItems.Add(item.ItemName);
|
||||
inventoryReserved += item.ItemSize;
|
||||
//item.gameObject.SetActive(false);
|
||||
return true;
|
||||
}
|
||||
[SerializeField] private string inventoryName;
|
||||
|
||||
private bool FindItemOfName(string name, out CarryableItem item)
|
||||
{
|
||||
//NOTE: May not work. May need to move instead of disable objects.
|
||||
var items = Resources.FindObjectsOfTypeAll<CarryableItem>();
|
||||
[SerializeField] private int inventorySize;
|
||||
|
||||
foreach (var item2 in items)
|
||||
if (item2.ItemName == name)
|
||||
{
|
||||
item = item2;
|
||||
return true;
|
||||
}
|
||||
[SerializeField] private List<string> inventoryItems;
|
||||
|
||||
item = null;
|
||||
return false;
|
||||
}
|
||||
private int inventoryReserved;
|
||||
|
||||
public bool RemoveItem(string name)
|
||||
{
|
||||
CarryableItem itemFound;
|
||||
if (FindItemOfName(name, out itemFound))
|
||||
/// <summary>
|
||||
/// Adds item to inventory. Does not disable.
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <returns></returns>
|
||||
public bool AddItem(Item.CarryableItem item)
|
||||
{
|
||||
itemFound.gameObject.SetActive(true);
|
||||
inventoryItems.Remove(itemFound.ItemName);
|
||||
inventoryReserved -= itemFound.ItemSize;
|
||||
if (item.ItemSize + inventoryReserved > inventorySize) return false;
|
||||
inventoryItems.Add(item.ItemName);
|
||||
inventoryReserved += item.ItemSize;
|
||||
//item.gameObject.SetActive(false);
|
||||
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 UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class TempInventoryBuilderItem
|
||||
namespace Item
|
||||
{
|
||||
public string name;
|
||||
public int quantity;
|
||||
}
|
||||
|
||||
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()
|
||||
[Serializable]
|
||||
public class TempInventoryBuilderItem
|
||||
{
|
||||
foreach (var item in initialInvent) inventory[item.name] = item.quantity;
|
||||
public string name;
|
||||
public int quantity;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
public class TempInventory : MonoBehaviour
|
||||
{
|
||||
}
|
||||
[SerializeField] private List<TempInventoryBuilderItem> initialInvent = new();
|
||||
|
||||
public int GetQuantityOf(string name)
|
||||
{
|
||||
if (inventory.ContainsKey(name)) return inventory[name];
|
||||
return 0;
|
||||
}
|
||||
private readonly Dictionary<string, int> inventory = new();
|
||||
|
||||
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))
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
inventory[name] = Mathf.Max(inventory[name] - quantity, 0);
|
||||
return false;
|
||||
foreach (var item in initialInvent) inventory[item.name] = item.quantity;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public abstract class CarryableItem : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
[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 int ItemSize => itemSize;
|
||||
}
|
||||
public string ItemName => itemName;
|
||||
public int ItemSize => itemSize;
|
||||
}
|
||||
}
|
||||
|
@ -1,96 +1,98 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class DoorInteractable : HeavyItemReceiver
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private Transform powerCoreCenter;
|
||||
|
||||
[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()
|
||||
public class DoorInteractable : HeavyItemReceiver
|
||||
{
|
||||
}
|
||||
[SerializeField] private Transform powerCoreCenter;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
foreach (var anim in anims) anim.SetBool("IsPowered", Powered);
|
||||
}
|
||||
[SerializeField] private float minAttractDist = 5;
|
||||
|
||||
public override bool Interact()
|
||||
{
|
||||
//print("INTERACTED!");
|
||||
if (insertedCore == null)
|
||||
[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()
|
||||
{
|
||||
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;
|
||||
var dist = Vector3.Distance(item.transform.position, powerCoreCenter.transform.position);
|
||||
//print("DIST:" + dist);
|
||||
if (dist <= minAttractDist)
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
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;
|
||||
Interact(ref _i, ref item);
|
||||
return true;
|
||||
var item = worldHeavyItems[i];
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
//print("INTERACTED 2");
|
||||
// print(heavyInvent);
|
||||
|
||||
if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
//print("DOOR OPEN!");
|
||||
heavyInvent.GetComponent<Rigidbody>().isKinematic = true;
|
||||
//print("INTERACTED 2");
|
||||
// print(heavyInvent);
|
||||
|
||||
heavyInvent.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
|
||||
priorLocalPos = heavyInvent.transform.localPosition;
|
||||
priorLocalRot = heavyInvent.transform.localEulerAngles;
|
||||
priorScale = heavyInvent.transform.localScale;
|
||||
if (heavyInvent != null && heavyInvent.ItemName.Contains(nameSearched))
|
||||
{
|
||||
//print("DOOR OPEN!");
|
||||
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.gameObject.transform.localEulerAngles = Vector3.zero;
|
||||
heavyInvent.transform.parent = null;
|
||||
heavyInvent.gameObject.transform.localScale = priorScale;
|
||||
heavyInvent.transform.parent = powerCoreCenter;
|
||||
|
||||
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.AI;
|
||||
|
||||
public class FlareBeacon : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private float range = 1;
|
||||
|
||||
[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()
|
||||
public class FlareBeacon : MonoBehaviour
|
||||
{
|
||||
register = FlareRegister.instance;
|
||||
register.beacons.Add(this);
|
||||
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)
|
||||
[SerializeField] private float range = 1;
|
||||
|
||||
[SerializeField] private float duration = 5f;
|
||||
|
||||
[SerializeField] private NavMeshObstacle obstacle;
|
||||
|
||||
private readonly List<GameObject> inRange = new();
|
||||
|
||||
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;
|
||||
transform.position = _hit.point;
|
||||
break;
|
||||
register = Item.FlareRegister.instance;
|
||||
register.beacons.Add(this);
|
||||
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)
|
||||
obstacle.radius = range / 10;
|
||||
}
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// Draw a yellow sphere at the transform's position
|
||||
Gizmos.color = Color.yellow;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// Draw a yellow sphere at the transform's position
|
||||
Gizmos.color = Color.yellow;
|
||||
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
}
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
}
|
||||
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
inRange.Add(other.gameObject);
|
||||
}
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
inRange.Add(other.gameObject);
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
inRange.Remove(other.gameObject);
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
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()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
public override bool Interact()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
return Interact();
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
return Interact();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,46 +1,49 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class HeavyInteractableItem : InteractableItem
|
||||
namespace Item
|
||||
{
|
||||
private Vector3 init_rot;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
public class HeavyInteractableItem : InteractableItem
|
||||
{
|
||||
init_rot = transform.eulerAngles;
|
||||
}
|
||||
private Vector3 init_rot;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
init_rot = transform.eulerAngles;
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
BaseFixedUpdate();
|
||||
//print("Alpha Target:"+ base.target_alpha);
|
||||
}
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
|
||||
public void DisableAll()
|
||||
{
|
||||
GetComponent<Collider>().enabled = false;
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
BaseFixedUpdate();
|
||||
//print("Alpha Target:"+ base.target_alpha);
|
||||
}
|
||||
|
||||
public override bool Interact()
|
||||
{
|
||||
//Todo
|
||||
return false;
|
||||
}
|
||||
public void DisableAll()
|
||||
{
|
||||
GetComponent<Collider>().enabled = false;
|
||||
}
|
||||
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
public override bool Interact()
|
||||
{
|
||||
//Todo
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
public void EnableAll()
|
||||
{
|
||||
GetComponent<Collider>().enabled = true;
|
||||
transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z);
|
||||
public void EnableAll()
|
||||
{
|
||||
GetComponent<Collider>().enabled = true;
|
||||
transform.eulerAngles = new Vector3(init_rot.x, transform.eulerAngles.y, init_rot.z);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,9 +1,13 @@
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class HeavyItemReceiver : InteractableItem
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] [Tooltip("Specify the keyword search in the name of the item!")]
|
||||
protected string searchString;
|
||||
public abstract class HeavyItemReceiver : InteractableItem
|
||||
{
|
||||
[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.UI;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public abstract class InteractableItem : CarryableItem
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private Canvas interactionCanvas;
|
||||
|
||||
[SerializeField] protected bool canPickup;
|
||||
|
||||
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()
|
||||
[RequireComponent(typeof(Collider))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public abstract class InteractableItem : CarryableItem
|
||||
{
|
||||
BaseAwake();
|
||||
}
|
||||
[SerializeField] private Canvas interactionCanvas;
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
BaseFixedUpdate();
|
||||
}
|
||||
[SerializeField] protected bool canPickup;
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
//print("Enabled!");
|
||||
interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
|
||||
interactionCanvas.transform.Rotate(0, 180, 0);
|
||||
target_alpha = 1;
|
||||
isEnabled = true;
|
||||
}
|
||||
private Image[] interaction_images;
|
||||
private TMP_Text[] interaction_texts;
|
||||
protected bool isEnabled;
|
||||
protected float target_alpha;
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
//print("Disabled!");
|
||||
target_alpha = 0;
|
||||
isEnabled = true;
|
||||
}
|
||||
public bool CanPickup => canPickup;
|
||||
public bool IsEnabled => isEnabled;
|
||||
|
||||
public abstract bool Interact();
|
||||
public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
|
||||
private void Awake()
|
||||
{
|
||||
BaseAwake();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
BaseFixedUpdate();
|
||||
}
|
||||
|
||||
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);
|
||||
public void Enable()
|
||||
{
|
||||
//print("Enabled!");
|
||||
interactionCanvas.transform.LookAt(GameObject.FindGameObjectWithTag("MainCamera").transform.position);
|
||||
interactionCanvas.transform.Rotate(0, 180, 0);
|
||||
target_alpha = 1;
|
||||
isEnabled = true;
|
||||
}
|
||||
|
||||
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 UnityEngine;
|
||||
|
||||
public class KeyItem : InteractableItem
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private string keyName;
|
||||
|
||||
public string KeyName => keyName;
|
||||
|
||||
|
||||
private void Awake()
|
||||
public class KeyItem : InteractableItem
|
||||
{
|
||||
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)
|
||||
{
|
||||
return Interact();
|
||||
private void Awake()
|
||||
{
|
||||
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;
|
||||
|
||||
public class BulletComponent : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
[SerializeField] private float duration = 5f;
|
||||
|
||||
[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()
|
||||
public class BulletComponent : MonoBehaviour
|
||||
{
|
||||
register = FlareRegister.instance;
|
||||
register.bullets.Add(this);
|
||||
}
|
||||
[SerializeField] private float duration = 5f;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
}
|
||||
[SerializeField] private string type = "flare";
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (existed >= duration)
|
||||
[SerializeField] private float damageRange = 20f;
|
||||
|
||||
[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);
|
||||
Destroy(gameObject);
|
||||
register = Item.FlareRegister.instance;
|
||||
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;
|
||||
|
||||
public class PistolAnimationAimAssist : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
public Transform leftShoulder;
|
||||
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()
|
||||
public class PistolAnimationAimAssist : MonoBehaviour
|
||||
{
|
||||
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
|
||||
rTarget = new Vector3(82f, 11f, -88f);
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
public Transform leftShoulder;
|
||||
public Transform rightShoulder;
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
if (isEnabled)
|
||||
[SerializeField] private bool isEnabled;
|
||||
|
||||
private Animator anim;
|
||||
|
||||
private Vector3 lTarget;
|
||||
private Vector3 rTarget;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
anim.StopPlayback();
|
||||
leftShoulder.transform.eulerAngles = lTarget;
|
||||
rightShoulder.transform.eulerAngles = rTarget;
|
||||
print("Applying!");
|
||||
anim.StartPlayback();
|
||||
lTarget = new Vector3(72.9f, 122.2f, -129.9f);
|
||||
rTarget = new Vector3(82f, 11f, -88f);
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// 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.VFX;
|
||||
|
||||
public class PistolComponent : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
public enum AimMode
|
||||
public class PistolComponent : MonoBehaviour
|
||||
{
|
||||
GUN,
|
||||
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)
|
||||
public enum AimMode
|
||||
{
|
||||
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;
|
||||
GUN,
|
||||
MODIFIED,
|
||||
CAMERA
|
||||
}
|
||||
|
||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
||||
.SetColor("_EmissiveColor", new Color(255, 0, 0));
|
||||
//Track if we have a close target
|
||||
hasCloseTarget = true;
|
||||
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);
|
||||
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
|
||||
{
|
||||
targetObject.gameObject.transform.position =
|
||||
transform.position + ray.direction * maxTargetObjDistance;
|
||||
targetObject.gameObject.transform.position = transform.position + ray.direction * maxTargetObjDistance;
|
||||
|
||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0]
|
||||
.SetColor("_EmissiveColor", new Color(255, 255, 255));
|
||||
//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
|
||||
{
|
||||
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)
|
||||
{
|
||||
// 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)
|
||||
private float CalculateDrop(Vector3 origin, Vector3 destination, Vector3 force)
|
||||
{
|
||||
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))
|
||||
// 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)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
var lv = target - pRigid.transform.position;
|
||||
launchVector = lv.normalized;
|
||||
launchVector *= firePower;
|
||||
IsEnabled = true;
|
||||
if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
|
||||
}
|
||||
|
||||
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
||||
projectile.transform.parent = null;
|
||||
shootEffect.Play();
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
IsEnabled = true;
|
||||
if (targetObject == null) targetObject = Instantiate(targetObjectPrefab);
|
||||
}
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
IsEnabled = false;
|
||||
if (targetObject != null) Destroy(targetObject);
|
||||
}
|
||||
public void Disable()
|
||||
{
|
||||
IsEnabled = false;
|
||||
if (targetObject != null) Destroy(targetObject);
|
||||
}
|
||||
|
||||
|
||||
public void LightToggle()
|
||||
{
|
||||
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
|
||||
public void LightToggle()
|
||||
{
|
||||
targetingLight.gameObject.SetActive(!targetingLight.gameObject.activeSelf);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,21 +1,24 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class FlareRegister : MonoBehaviour
|
||||
namespace Item
|
||||
{
|
||||
public static FlareRegister instance;
|
||||
public List<BulletComponent> bullets = new();
|
||||
|
||||
public List<FlareBeacon> beacons = new();
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
public class FlareRegister : MonoBehaviour
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
public static FlareRegister instance;
|
||||
public List<BulletComponent> bullets = new();
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
public List<FlareBeacon> beacons = new();
|
||||
|
||||
// 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.UI;
|
||||
|
||||
[Serializable]
|
||||
public class ItemImageRef
|
||||
namespace Item
|
||||
{
|
||||
public string name;
|
||||
public GameObject item;
|
||||
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()
|
||||
[Serializable]
|
||||
public class ItemImageRef
|
||||
{
|
||||
sqtInitColor = selectedQuantityText.color;
|
||||
public string name;
|
||||
public GameObject item;
|
||||
public Sprite icon;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
public class SpecialItemCycler : MonoBehaviour
|
||||
{
|
||||
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;
|
||||
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
|
||||
sqtInitColor = selectedQuantityText.color;
|
||||
}
|
||||
|
||||
SetImage();
|
||||
if (Input.GetButtonDown("CycleItems"))
|
||||
// Update is called once per frame
|
||||
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)
|
||||
{
|
||||
shootableIndex = (shootableIndex + 1) % shootableItems.Count;
|
||||
selectedImage.sprite = shootableItems[shootableIndex].icon;
|
||||
selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
|
||||
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);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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;
|
||||
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
|
||||
}
|
||||
|
||||
[SerializeField] private ObjectiveText objectiveGui;
|
||||
[SerializeField] private UI.ObjectiveText objectiveGui;
|
||||
|
||||
[SerializeField] private WaypointMarker marker;
|
||||
[SerializeField] private UI.WaypointMarker marker;
|
||||
|
||||
[SerializeField] private Player.PlayerComponent player;
|
||||
//[SerializeField]
|
||||
|
@ -7,17 +7,17 @@ public class LevelZeroSpecial : MonoBehaviour
|
||||
{
|
||||
//[SerializeField]
|
||||
//private int initalPlaceIndex = 0;
|
||||
[SerializeField] private DoorInteractable recepticleOne;
|
||||
[SerializeField] private Item.DoorInteractable recepticleOne;
|
||||
|
||||
[SerializeField] private BasicLevelProgressionSystem progression;
|
||||
|
||||
[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;
|
||||
|
||||
@ -27,16 +27,16 @@ public class LevelZeroSpecial : MonoBehaviour
|
||||
|
||||
[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;
|
||||
|
||||
private int countPowered;
|
||||
private bool isEnabled;
|
||||
|
||||
private readonly List<WaypointMarker> markers = new();
|
||||
private readonly List<UI.WaypointMarker> markers = new();
|
||||
|
||||
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.Generic;
|
||||
using TMPro;
|
||||
@ -5,72 +6,75 @@ using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MainMenuManager : MonoBehaviour
|
||||
namespace UI
|
||||
{
|
||||
[SerializeField] private TMP_Text title;
|
||||
|
||||
[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()
|
||||
public class MainMenuManager : MonoBehaviour
|
||||
{
|
||||
//initDilate = title.fontSharedMaterials[0].GetFloat(component);
|
||||
initDilate = title.fontMaterials[0].GetFloat(component);
|
||||
[SerializeField] private TMP_Text title;
|
||||
|
||||
[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));
|
||||
dilates.Add(-1f);
|
||||
//initDilate = title.fontSharedMaterials[0].GetFloat(component);
|
||||
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
|
||||
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++)
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
dilates[i] = Mathf.Lerp(dilates[i], initDilates[i], Time.deltaTime * dilateSpeed);
|
||||
textList[i].fontMaterials[0].SetFloat(component, dilates[i]);
|
||||
//dilate = Mathf.Min(initDilate, dilate += Time.deltaTime);
|
||||
dilate = Mathf.Lerp(dilate, initDilate, Time.deltaTime * dilateSpeed);
|
||||
title.fontMaterials[0].SetFloat(component, dilate);
|
||||
for (var i = 0; i < textList.Count; i++)
|
||||
{
|
||||
dilates[i] = Mathf.Lerp(dilates[i], initDilates[i], Time.deltaTime * dilateSpeed);
|
||||
textList[i].fontMaterials[0].SetFloat(component, dilates[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadFirstLevel()
|
||||
{
|
||||
if (!transitioning)
|
||||
{
|
||||
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
|
||||
guid: 34c77687aa03d4942b6e31ed8cd1461e
|
||||
guid: 9b6514adc0f89c7449476a228cc73b3f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
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;
|
||||
|
||||
[HideInInspector] public FlareRegister flareRegister;
|
||||
[HideInInspector] public Item.FlareRegister flareRegister;
|
||||
|
||||
[SerializeField] private CinemachineFreeLook cameraFreeLook;
|
||||
|
||||
@ -33,18 +33,21 @@ namespace Player
|
||||
|
||||
public NoiseVisibilitySettingsManager NoiseManager => noiseManager;
|
||||
public PlayerMovementController MovementController => movementController;
|
||||
[SerializeField]
|
||||
private Scriptable.GameSettings settings;
|
||||
|
||||
[HideInInspector] public bool IsAlive => health > 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
flareRegister = FindObjectOfType<FlareRegister>();
|
||||
flareRegister = FindObjectOfType<Item.FlareRegister>();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
perlin = cameraFreeLook.GetRig(1).GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
settings.OnValueChange.AddListener(OnSettingChange);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -92,7 +95,13 @@ namespace Player
|
||||
perlin.m_AmplitudeGain = intensity;
|
||||
shakeTimer = time;
|
||||
}
|
||||
|
||||
public void OnSettingChange(Scriptable.GameSettings.SettingModification mod, float value)
|
||||
{
|
||||
if(mod == Scriptable.GameSettings.SettingModification.Sensitivity)
|
||||
{
|
||||
SetSensitivity(value);
|
||||
}
|
||||
}
|
||||
public void SetSensitivity(float magnitude)
|
||||
{
|
||||
movementController.SetSensitivity(magnitude);
|
||||
|
@ -4,7 +4,6 @@ using UnityEngine;
|
||||
namespace Player
|
||||
{
|
||||
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PlayerInteractionHandler : MonoBehaviour
|
||||
{
|
||||
@ -20,7 +19,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
|
||||
[SerializeField] private bool useItemSelector = true;
|
||||
|
||||
[SerializeField] private PistolComponent pistol;
|
||||
[SerializeField] private Item.PistolComponent pistol;
|
||||
|
||||
[SerializeField] private NoiseVisibilitySettingsManager noiseManager;
|
||||
|
||||
@ -32,18 +31,18 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
private readonly AxisIsDown fireDown = new("Fire1");
|
||||
private bool flashlightEnabled = true;
|
||||
|
||||
private HeavyInteractableItem heavyInvent;
|
||||
private readonly List<HeavyInteractableItem> heavyItemsInRange = new();
|
||||
private Item.HeavyInteractableItem heavyInvent;
|
||||
private readonly List<Item.HeavyInteractableItem> heavyItemsInRange = new();
|
||||
private Color initColor;
|
||||
private Inventory invent;
|
||||
private Item.Inventory invent;
|
||||
|
||||
private ItemSelector itemSelector;
|
||||
private readonly List<InteractableItem> itemsInRange = new();
|
||||
|
||||
private Game.InGameManager manager;
|
||||
private Item.ItemSelector itemSelector;
|
||||
private readonly List<Item.InteractableItem> itemsInRange = new();
|
||||
[SerializeField]
|
||||
private Scriptable.GameState manager;
|
||||
private Material selMaterial;
|
||||
private TempInventory tempInvent;
|
||||
public Inventory Inventory => invent;
|
||||
private Item.TempInventory tempInvent;
|
||||
public Item.Inventory Inventory => invent;
|
||||
public bool IsCarrying => heavyInvent != null;
|
||||
public bool GunEnabled { get; private set; }
|
||||
|
||||
@ -53,16 +52,16 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
private void Start()
|
||||
{
|
||||
instance = this;
|
||||
invent = transform.parent.GetComponent<Inventory>();
|
||||
invent = transform.parent.GetComponent<Item.Inventory>();
|
||||
//TEMP FIELD
|
||||
tempInvent = transform.parent.GetComponent<TempInventory>();
|
||||
tempInvent = transform.parent.GetComponent<Item.TempInventory>();
|
||||
|
||||
initColor = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex].GetColor("_BaseColor");
|
||||
selMaterial = flashlight3D.GetComponent<MeshRenderer>().materials[materialIndex];
|
||||
itemSelector = ItemSelector.instance;
|
||||
itemSelector = Item.ItemSelector.instance;
|
||||
pistol.gameObject.SetActive(GunEnabled);
|
||||
flashlightEnabled = flashlight.gameObject.activeSelf;
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -126,7 +125,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
{
|
||||
if (!item.Interact(ref invent, ref heavyInvent))
|
||||
item.Interact();
|
||||
else if (item is HeavyItemReceiver)
|
||||
else if (item is Item.HeavyItemReceiver)
|
||||
if (heavyInvent != null)
|
||||
{
|
||||
heavyInvent.transform.parent = carryingPos;
|
||||
@ -146,7 +145,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
int 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;
|
||||
}
|
||||
else
|
||||
@ -191,9 +190,9 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
var aimAxis = Input.GetAxis("Aim");
|
||||
|
||||
if (aimAxis > 0.5f)
|
||||
pistol.aimMode = PistolComponent.AimMode.CAMERA;
|
||||
pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
|
||||
else
|
||||
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
|
||||
pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
|
||||
}
|
||||
|
||||
shift.SetCenter(!GunEnabled);
|
||||
@ -202,37 +201,37 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.GetComponent<InteractableItem>() != null)
|
||||
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
|
||||
{
|
||||
var item = other.gameObject.GetComponent<InteractableItem>();
|
||||
if (item is InteractableItem && item is not HeavyInteractableItem)
|
||||
var item = other.gameObject.GetComponent<Item.InteractableItem>();
|
||||
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
|
||||
{
|
||||
item.Enable();
|
||||
itemsInRange.Add(item);
|
||||
}
|
||||
else if (item is HeavyInteractableItem)
|
||||
else if (item is Item.HeavyInteractableItem)
|
||||
{
|
||||
((HeavyInteractableItem)item).Enable();
|
||||
heavyItemsInRange.Add((HeavyInteractableItem)item);
|
||||
((Item.HeavyInteractableItem)item).Enable();
|
||||
heavyItemsInRange.Add((Item.HeavyInteractableItem)item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.gameObject.GetComponent<InteractableItem>() != null)
|
||||
if (other.gameObject.GetComponent<Item.InteractableItem>() != null)
|
||||
{
|
||||
var item = other.gameObject.GetComponent<InteractableItem>();
|
||||
if (item is InteractableItem && item is not HeavyInteractableItem)
|
||||
var item = other.gameObject.GetComponent<Item.InteractableItem>();
|
||||
if (item is Item.InteractableItem && item is not Item.HeavyInteractableItem)
|
||||
{
|
||||
item.Disable();
|
||||
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));
|
||||
heavyItemsInRange.Remove((HeavyInteractableItem)item);
|
||||
heavyItemsInRange.Remove((Item.HeavyInteractableItem)item);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -242,7 +241,7 @@ public class PlayerInteractionHandler : MonoBehaviour
|
||||
var i = 0;
|
||||
foreach (var item in itemsInRange)
|
||||
{
|
||||
if (item is HeavyItemReceiver)
|
||||
if (item is Item.HeavyItemReceiver)
|
||||
{
|
||||
index = i;
|
||||
return true;
|
||||
|
@ -44,8 +44,9 @@ namespace Player
|
||||
|
||||
|
||||
private Vector3 lookingDirectionVector;
|
||||
|
||||
private Game.InGameManager manager;
|
||||
[SerializeField]
|
||||
private Scriptable.GameState manager;
|
||||
|
||||
|
||||
private bool movementLocked;
|
||||
|
||||
@ -61,9 +62,10 @@ namespace Player
|
||||
private void Start()
|
||||
{
|
||||
ccForceAddon = ccontroller.gameObject.GetComponent<CharacterControllerForce>();
|
||||
manager = FindObjectOfType<Game.InGameManager>();
|
||||
|
||||
initXSensitivity = freelook.m_XAxis.m_MaxSpeed;
|
||||
initYSensitivity = freelook.m_YAxis.m_MaxSpeed;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -103,6 +105,10 @@ namespace Player
|
||||
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)
|
||||
{
|
||||
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
|
||||
guid: 246f31a0e00fea74a93125fec6d80da8
|
||||
DefaultImporter:
|
||||
guid: f0bbd04fc036a3046993adc87bbfb698
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
@ -3,50 +3,52 @@ using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class ObjectiveText : MonoBehaviour
|
||||
namespace UI
|
||||
{
|
||||
[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()
|
||||
[ExecuteAlways]
|
||||
public class ObjectiveText : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public List<VisualObjectiveItemGUI> visualObjects;
|
||||
|
||||
[SerializeField] private Color inCompleteColor = Color.white;
|
||||
|
||||
[SerializeField] private Color completeColor = Color.yellow;
|
||||
|
||||
[SerializeField] private float speed;
|
||||
|
||||
[SerializeField] private Animator animator;
|
||||
|
||||
// Start is called before the first frame update
|
||||
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
|
||||
private void Update()
|
||||
[Serializable]
|
||||
public class VisualObjectiveItemGUI
|
||||
{
|
||||
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");
|
||||
public TMP_Text text;
|
||||
public Image icon;
|
||||
public bool isComplete;
|
||||
}
|
||||
}
|
||||
|
||||
[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 UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class WaypointMarker : MonoBehaviour
|
||||
namespace UI
|
||||
{
|
||||
public Image pointer;
|
||||
public Transform target;
|
||||
public TMP_Text distanceMarker;
|
||||
|
||||
private Vector2 offset;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
public class WaypointMarker : MonoBehaviour
|
||||
{
|
||||
offset = distanceMarker.transform.position - pointer.transform.position;
|
||||
}
|
||||
public Image pointer;
|
||||
public Transform target;
|
||||
public TMP_Text distanceMarker;
|
||||
|
||||
// Update is called once per frame
|
||||
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;
|
||||
private Vector2 offset;
|
||||
|
||||
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
|
||||
|
||||
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
//target is behind player
|
||||
if (pos.x < Screen.width / 2)
|
||||
pos.x = maxX;
|
||||
else
|
||||
pos.x = minX;
|
||||
offset = distanceMarker.transform.position - pointer.transform.position;
|
||||
}
|
||||
|
||||
pos.x = Mathf.Clamp(pos.x, minX, maxX);
|
||||
pos.y = Mathf.Clamp(pos.y, minY, maxY);
|
||||
// Update is called once per frame
|
||||
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;
|
||||
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;
|
||||
Vector2 pos = Camera.main.WorldToScreenPoint(target.position);
|
||||
|
||||
if (Vector3.Dot(target.position - Camera.main.transform.position, Camera.main.transform.forward) < 0)
|
||||
{
|
||||
//target is behind player
|
||||
if (pos.x < Screen.width / 2)
|
||||
pos.x = maxX;
|
||||
else
|
||||
pos.x = minX;
|
||||
}
|
||||
|
||||
pos.x = Mathf.Clamp(pos.x, minX, maxX);
|
||||
pos.y = Mathf.Clamp(pos.y, minY, maxY);
|
||||
|
||||
pointer.transform.position = pos;
|
||||
distanceMarker.text =
|
||||
Mathf.RoundToInt(Vector3.Distance(Camera.main.transform.position, target.transform.position)) + " 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 @@
|
||||
fileFormatVersion: 2
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guid: c195329559c73c3468a698f0ef005558
|
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
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nonModifiableTextures: []
|
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preprocessorOverride: 0
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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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fileFormatVersion: 2
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guid: e53e31a671b39044f94f8ec5552b36fe
|
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ScriptedImporter:
|
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internalIDToNameTable: []
|
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externalObjects: {}
|
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serializedVersion: 2
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
File diff suppressed because one or more lines are too long
BIN
Assets/Textures/effects/glitchy.png
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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fileFormatVersion: 2
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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streamingMipmapsPriority: 0
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vTOnly: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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seamlessCubemap: 0
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maxTextureSize: 2048
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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textureFormatSet: 0
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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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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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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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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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Server
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maxTextureSize: 2048
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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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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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nameFileIdTable: {}
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pSDRemoveMatte: 0
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Reference in New Issue
Block a user