initial room transitioning
This commit is contained in:
+1958
-9018
File diff suppressed because it is too large
Load Diff
@@ -5,137 +5,49 @@
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public class CameraController : MonoBehaviour
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{
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private bool isTracking = false; // don't track when parented
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private bool returningHome = false; // cam is on its way home
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public float baseCamSize = 7; // this is how "zoomed" the ortho cam is
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private float camMovementTime = 0.9f; // how much time to switch cam positions
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private float camTargetRotation = 0;
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private bool isCamRotating = false;
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private float moveSpeed;
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private float zoomSpeed;
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public Transform playerCamHome;
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public Transform playerCamHome; // camera's home base
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public GameObject cameraObj;
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private Camera cameraComponent;
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private Vector3 currentCamPosition;
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private float desiredCamSize;
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private int positionsSet = 0; // this keeps track of how many cam zones we're in
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private float timeReturningHome = 0; // how long has the cam been moving home
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private List<StaticCamRoom> roomsActive;
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public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize)
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private void Update()
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{
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positionsSet++; // we have entered a cam zone
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HandleCamRotation();
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}
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if (currentCamPosition != this.currentCamPosition)
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/// <summary>
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/// Trigger cam rotation
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/// </summary>
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public void RotateCam()
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{
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cameraObj.transform.parent = null;
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float distanceToMove = Vector3.Distance(this.currentCamPosition, currentCamPosition);
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float amountToZoom = Mathf.Abs(this.desiredCamSize - desiredCamSize);
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moveSpeed = distanceToMove / camMovementTime;
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zoomSpeed = amountToZoom / camMovementTime;
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isTracking = true;
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returningHome = false;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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}
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}
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public void ReturnCameraToHome()
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if (!isCamRotating)
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{
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positionsSet--; // we have exited a cam zone
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// if this number is greater than 1, we have left a zone but are still in another
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if (positionsSet <= 0)
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{
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positionsSet = 0;
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float distanceToMove = Vector3.Distance(this.currentCamPosition, playerCamHome.position);
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float amountToZoom = Mathf.Abs(this.desiredCamSize - baseCamSize);
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moveSpeed = distanceToMove / camMovementTime;
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zoomSpeed = amountToZoom / camMovementTime;
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isTracking = false;
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returningHome = true;
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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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}
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else
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{
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positionsSet--;
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SetCurrentPosition(roomsActive[roomsActive.Count - 1].camPosition.position, roomsActive[roomsActive.Count - 1].camZoom);
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float currentY = playerCamHome.transform.rotation.eulerAngles.y;
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camTargetRotation = currentY + 90f;
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isCamRotating = true;
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}
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}
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public void AddToRoomsActive(StaticCamRoom room)
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/// <summary>
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/// Move cam to desired rotation (every frame)
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/// </summary>
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void HandleCamRotation()
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{
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roomsActive.Add(room);
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room.RoomEnter();
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}
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float currentY = playerCamHome.transform.rotation.eulerAngles.y;
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public void RemoveFromRoomsActive(StaticCamRoom room)
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{
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List<Transform> wallsToKeep = new List<Transform>();
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roomsActive.Remove(room);
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float step = 200 * Time.deltaTime;
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foreach (StaticCamRoom staticCamRoom in roomsActive)
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{
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wallsToKeep.AddRange(staticCamRoom.objectsToHide);
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}
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room.RoomExit(wallsToKeep);
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}
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float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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cameraComponent = cameraObj.GetComponent<Camera>();
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roomsActive = new List<StaticCamRoom>();
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ReturnCameraToHome();
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}
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playerCamHome.RotateAround(
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transform.position,
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Vector3.up,
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newY - currentY
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);
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// Update is called once per frame
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void Update()
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if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
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{
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if (isTracking)
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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}
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if (returningHome)
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{
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currentCamPosition = playerCamHome.position;
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// Speed up cam if we've been returning home longer than a certain amount
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if (timeReturningHome > 1.0f)
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed * 1.5f);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed * 1.5f);
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}
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else
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{
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cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
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cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
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}
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if (Vector3.Distance(cameraObj.transform.position, currentCamPosition) < 0.1f)
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{
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cameraObj.transform.parent = playerCamHome;
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cameraObj.transform.localPosition = Vector3.zero;
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cameraComponent.orthographicSize = baseCamSize;
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returningHome = false;
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}
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timeReturningHome += Time.deltaTime;
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}
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else
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{
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timeReturningHome = 0;
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isCamRotating = false;
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}
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}
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}
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@@ -20,7 +20,7 @@ AnimationClip:
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: {x: 0, y: -250, z: 0}
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value: {x: 0, y: -478, z: 0}
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inSlope: {x: 0, y: 0, z: 0}
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outSlope: {x: 0, y: 0, z: 0}
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tangentMode: 0
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@@ -99,7 +99,7 @@ AnimationClip:
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: -250
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value: -478
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inSlope: 0
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outSlope: 0
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tangentMode: 136
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@@ -7,6 +7,7 @@ public class PlayerController : MonoBehaviour
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public GameObject DougBody;
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public Shovel Shovel;
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public float walkSpeed;
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public float gravity = 10;
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float digTime = 0.9f;
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float digTimestamp = 0;
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@@ -16,10 +17,7 @@ public class PlayerController : MonoBehaviour
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private CharacterController characterController;
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private CameraController cameraController;
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private Vector3 moveDir;
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private float gravity = 10;
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private float camTargetRotation = 0;
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private bool isCamRotating = false;
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private bool hasControl = true; // set this to false if we want to stop reading player inputs
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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@@ -30,6 +28,8 @@ void Start()
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// Update is called once per frame
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void Update()
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{
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if (hasControl)
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{
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if (!isDigging)
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{
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@@ -43,12 +43,14 @@ void Update()
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// TODO: This is just for testing, remove or clean up if used
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if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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RotateCam();
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}
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HandleCamRotation();
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cameraController.RotateCam();
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}
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}
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}
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/// <summary>
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/// Handle movement
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/// </summary>
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void Walk()
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{
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float verticalMovement = 0;
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@@ -81,6 +83,9 @@ void Walk()
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characterController.Move(moveDir * Time.deltaTime);
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}
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/// <summary>
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/// Detect input for digging (will eventually be tool agnostic)
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/// </summary>
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void DigDetector()
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{
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if (!isDigging)
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@@ -101,6 +106,9 @@ void DigDetector()
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}
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}
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/// <summary>
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/// Face character graphic toward mouse
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/// </summary>
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void RotatePlayerTowardMouse()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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@@ -118,6 +126,9 @@ void RotatePlayerTowardMouse()
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}
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}
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/// <summary>
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/// Try to interact by detecting nearest interactable
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/// </summary>
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void TryInteract()
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{
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if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
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@@ -151,33 +162,19 @@ private void OnTriggerExit(Collider other)
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}
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}
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void RotateCam()
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/// <summary>
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/// Sets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public void SetCharacterControl(bool hasControl)
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{
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if (!isCamRotating)
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this.hasControl = hasControl;
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}
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/// <summary>
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/// Gets the character's "hasControl" bool. All input is ignored when false
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/// </summary>
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public bool GetCharacterHasControl()
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{
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float currentY = cameraController.playerCamHome.transform.rotation.eulerAngles.y;
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camTargetRotation = currentY + 90f;
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isCamRotating = true;
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}
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}
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void HandleCamRotation()
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{
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float currentY = cameraController.playerCamHome.transform.rotation.eulerAngles.y;
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float step = 200 * Time.deltaTime;
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float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
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cameraController.playerCamHome.RotateAround(
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transform.position,
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Vector3.up,
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newY - currentY
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);
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if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
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{
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isCamRotating = false;
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}
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return hasControl;
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}
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}
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@@ -0,0 +1,53 @@
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using UnityEngine;
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public class RoomDoor : Interactable
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{
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public RoomDoor linkedDoor;
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public bool requiresInteraction; // Do we need to press a button to enter?
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TeleportHandler teleportHandler;
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// not required and only plays if interaction is required
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public Animation doorAnimator;
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public AnimationClip openDoor;
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public AnimationClip closeDoor;
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private void Start()
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{
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teleportHandler = GameObject.FindWithTag("Player").GetComponent<TeleportHandler>();
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}
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public override void Interact()
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{
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if (requiresInteraction)
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{
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if (doorAnimator && openDoor)
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{
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doorAnimator.clip = openDoor;
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doorAnimator.Play();
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}
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teleportHandler.EnterRoom(this);
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}
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}
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public void CloseDoor()
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{
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if (doorAnimator && closeDoor)
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{
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doorAnimator.clip = closeDoor;
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doorAnimator.Play();
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}
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}
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public override void MoveInsideRange()
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{
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if (!requiresInteraction)
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{
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teleportHandler.EnterRoom(this);
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}
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}
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public override void MoveOutsideRange()
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{
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// Do nothing
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f99c228d7f83ab54fb3a97a8f13fb239
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@@ -1,83 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class StaticCamRoom : MonoBehaviour
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{
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// these will be hidden when room is entered
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public Transform camPosition;
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public Transform[] objectsToHide;
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public float camZoom = 5f;
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public void RoomEnter()
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{
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StopAllCoroutines();
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foreach (var obj in objectsToHide)
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{
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StartCoroutine(FadeOutMaterial(0.5f, obj.gameObject));
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}
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}
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public void RoomExit(List<Transform> wallsToKeep)
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{
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StopAllCoroutines();
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foreach (var obj in objectsToHide)
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{
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if (!wallsToKeep.Contains(obj))
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StartCoroutine(FadeInMaterial(0.5f, obj.gameObject));
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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CameraController controller = other.gameObject.GetComponent<CameraController>();
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if (controller != null)
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{
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controller.AddToRoomsActive(this);
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controller.SetCurrentPosition(camPosition.position, camZoom);
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}
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}
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private void OnTriggerExit(Collider other)
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{
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CameraController controller = other.gameObject.GetComponent<CameraController>();
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if (controller != null)
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{
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controller.RemoveFromRoomsActive(this);
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controller.ReturnCameraToHome();
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}
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}
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private IEnumerator FadeOutMaterial(float fadeSpeed, GameObject wallObj)
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{
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Renderer rend = wallObj.GetComponent<Renderer>();
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Color matColor = rend.material.color;
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if (matColor.a > 1f)
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matColor = new Color(matColor.r, matColor.g, matColor.b, 1f);
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while (rend.material.color.a > 0f)
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{
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matColor.a -= Time.deltaTime / fadeSpeed;
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rend.material.color = matColor;
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yield return null;
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}
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rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 0f);
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}
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private IEnumerator FadeInMaterial(float fadeSpeed, GameObject wallObj)
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{
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Renderer rend = wallObj.GetComponent<Renderer>();
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Color matColor = rend.material.color;
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while (rend.material.color.a < 1f)
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{
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matColor.a += Time.deltaTime / fadeSpeed;
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rend.material.color = matColor;
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yield return null;
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}
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rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 1f);
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}
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}
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@@ -1,2 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: 35d74944899dd8b4c9659da46cd64278
|
||||
@@ -0,0 +1,70 @@
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||||
using System.Collections;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.UI;
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// Handle room and scene transitions
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public class TeleportHandler : MonoBehaviour
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{
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||||
public Image blackScreenObject;
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PlayerController playerController;
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||||
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private void Start()
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||||
{
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playerController = GetComponent<PlayerController>();
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||||
}
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||||
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||||
/// <summary>
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/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
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||||
/// </summary>
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||||
public void EnterRoom(RoomDoor door)
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{
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if (playerController.GetCharacterHasControl())
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StartCoroutine(EnterRoomCoroutine(door));
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}
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||||
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||||
/// <summary>
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/// Handle teleportation and timing for entering rooms within a scene
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||||
/// </summary>
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IEnumerator EnterRoomCoroutine(RoomDoor door)
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||||
{
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float fadeDuration = 0.2f;
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float fadeTime = 0;
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Color blackScreenColor = Color.black;
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playerController.SetCharacterControl(false);
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// Play enter room animation (wait seconds during animation)
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if (door.requiresInteraction)
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yield return new WaitForSeconds(0.2f);
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blackScreenObject.gameObject.SetActive(true);
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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blackScreenObject.color = blackScreenColor;
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fadeTime += Time.deltaTime;
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yield return null;
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}
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fadeTime = 0;
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||||
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||||
transform.position = door.linkedDoor.transform.position;
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||||
playerController.DougBody.transform.rotation = door.linkedDoor.transform.rotation;
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||||
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||||
while (fadeTime < fadeDuration)
|
||||
{
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||||
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
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||||
blackScreenObject.color = blackScreenColor;
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||||
fadeTime += Time.deltaTime;
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||||
yield return null;
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||||
}
|
||||
fadeTime = 0;
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||||
|
||||
blackScreenObject.gameObject.SetActive(false);
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||||
|
||||
// Play exit animation for linked door (if it exists)
|
||||
door.linkedDoor.CloseDoor();
|
||||
yield return new WaitForSeconds(0.2f);
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||||
playerController.SetCharacterControl(true);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e4075a1c9b67af429062d6dffd07682
|
||||
@@ -1,8 +0,0 @@
|
||||
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Reference in New Issue
Block a user