tnt graphics, bug fixes, folder organization
This commit is contained in:
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Load Diff
@@ -268,6 +268,14 @@ public bool GetCharacterHasControl()
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return hasControl;
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}
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/// <summary>
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/// Expose the character controller's velocity
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/// </summary>
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public Vector3 GetVelocity()
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{
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return characterController.velocity;
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}
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/// <summary>
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/// Switches the tools in hand by taking an index
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///
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@@ -0,0 +1,30 @@
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using UnityEngine;
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// Very simple script, just takes a light on start and slowly fades it to 0
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// over the duration specified.
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[RequireComponent(typeof(Light))]
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public class FadingLight : MonoBehaviour
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{
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Light lightObj;
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public float duration;
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public bool isFading;
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float timer;
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float startIntensity;
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void Start()
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{
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lightObj = GetComponent<Light>();
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startIntensity = lightObj.intensity;
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}
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void Update()
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{
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timer += Time.deltaTime;
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float t = timer / duration;
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t = Mathf.Clamp01(t);
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lightObj.intensity = Mathf.Lerp(startIntensity, 0, t);
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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: 2742aa9b9a50a9d458a4daef485a3956
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@@ -6,12 +6,10 @@
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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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Image blackScreenObject;
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PlayerController playerController;
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private void Start()
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{
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blackScreenObject = GameManager.Instance.GetBlackScreen();
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playerController = GetComponent<PlayerController>();
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}
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@@ -43,7 +41,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
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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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GameManager.Instance.GetBlackScreen().color = blackScreenColor;
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fadeTime += Time.deltaTime;
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yield return null;
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}
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@@ -55,7 +53,7 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
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while (fadeTime < fadeDuration)
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{
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blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
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blackScreenObject.color = blackScreenColor;
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GameManager.Instance.GetBlackScreen().color = blackScreenColor;
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playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
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fadeTime += Time.deltaTime;
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@@ -0,0 +1,33 @@
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using UnityEngine;
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public class Tnt : MonoBehaviour
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{
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public Light explodeLight;
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public ParticleSystem explodeParticle;
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public float fuseTime;
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public float explosionLengthTime;
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float timer = 0;
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private bool exploded = false;
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void Update()
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{
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timer += Time.deltaTime;
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if (!exploded && timer > fuseTime)
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{
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exploded = true;
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explodeLight.gameObject.SetActive(true);
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explodeLight.transform.parent = null;
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explodeParticle.gameObject.SetActive(true);
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explodeParticle.transform.parent = null;
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explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
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explodeParticle.Play();
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Destroy(explodeLight.gameObject, explosionLengthTime);
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Destroy(explodeParticle.gameObject, explosionLengthTime);
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Destroy(gameObject);
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}
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}
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}
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@@ -73,6 +73,7 @@ public override void Use()
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newBomb.transform.position = transform.position;
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Vector3 direction = transform.forward * throwForce * forceModifier;
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direction += GameManager.Instance.GetPlayerController().GetVelocity();
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direction.y = loft;
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newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
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Reference in New Issue
Block a user