Assemblies Made and Refactored Code Folders

Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
This commit is contained in:
MarcoHampel
2023-09-11 19:39:27 -04:00
parent 84b455b473
commit f8590432ba
209 changed files with 729 additions and 0 deletions

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using UnityEngine;
[RequireComponent(typeof(Animator))]
public class IKControl_Robot : MonoBehaviour
{
public bool ikActive;
public Transform rightHandObj;
public Transform leftHandObj;
public Transform lookObj;
public Transform stepOnObj;
public Transform stepOffObj;
protected Animator animator;
private void Start()
{
animator = GetComponent<Animator>();
transform.Rotate(0, 90, 0);
}
//a callback for calculating IK
private void OnAnimatorIK()
{
if (animator)
{
//if the IK is active, set the position and rotation directly to the goal.
if (ikActive)
{
// Set the look target position, if one has been assigned
if (lookObj != null)
{
animator.SetLookAtWeight(1);
animator.SetLookAtPosition(lookObj.position);
}
// Set the right hand target position and rotation, if one has been assigned
if (rightHandObj != null)
{
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1);
animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1);
animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandObj.position);
animator.SetIKRotation(AvatarIKGoal.RightHand, rightHandObj.rotation);
}
if (leftHandObj != null)
{
animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1);
animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1);
animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandObj.position);
animator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandObj.rotation);
}
if (stepOnObj != null)
{
animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1);
animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1);
animator.SetIKPosition(AvatarIKGoal.LeftFoot, stepOnObj.position);
animator.SetIKRotation(AvatarIKGoal.LeftFoot, stepOnObj.rotation);
}
if (stepOffObj != null)
{
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1);
animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1);
animator.SetIKPosition(AvatarIKGoal.RightFoot, stepOffObj.position);
animator.SetIKRotation(AvatarIKGoal.RightFoot, stepOffObj.rotation);
}
}
//if the IK is not active, set the position and rotation of the hand and head back to the original position
else
{
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 0);
animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 0);
animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 0);
animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 0);
animator.SetLookAtWeight(0);
animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 0);
animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 0);
animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 0);
animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 0);
}
}
}
}

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

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