add basic inventory, fading walls
This commit is contained in:
@@ -1,12 +1,16 @@
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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 CameraController : MonoBehaviour
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{
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private float moveSpeed = 50.0f;
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private float zoomSpeed = 20.0f;
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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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private float baseCamSize = 5; // this is how "zoomed" the ortho cam is
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private 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 moveSpeed;
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private float zoomSpeed;
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public Transform playerCamHome; // camera's home base
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public GameObject cameraObj;
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@@ -14,29 +18,72 @@ public class CameraController : MonoBehaviour
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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 List<StaticCamRoom> roomsActive;
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public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize)
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{
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positionsSet++; // we have entered a cam zone
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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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cameraObj.transform.parent = null;
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this.currentCamPosition = currentCamPosition;
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this.desiredCamSize = desiredCamSize;
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}
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public void ReturnCameraToHome()
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{
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isTracking = false;
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returningHome = true;
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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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currentCamPosition = playerCamHome.position;
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desiredCamSize = baseCamSize;
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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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}
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public void AddToRoomsActive(StaticCamRoom room)
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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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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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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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// 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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@@ -19,13 +19,14 @@ private void Awake()
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else
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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DialogueManager = GetComponent<DialogueManager>();
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Inventory = GetComponent<Inventory>();
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SaveSystem.Load();
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}
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DontDestroyOnLoad(gameObject);
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DialogueManager = GetComponent<DialogueManager>();
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Inventory = GetComponent<Inventory>();
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SaveSystem.Load();
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SaveSystem.Save(); // save off any corruption fixes
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}
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#region Storybool Save/Load
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c43e00cda947506459d64184fe41f882
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,220 @@
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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 Inventory : MonoBehaviour
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{
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public ItemSlot[] itemSlots;
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public BackPackType ownedBackpackType;
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InventorySlotUI inventoryDisplay;
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private bool showingInventory = false;
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private void Update()
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{
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if (inventoryDisplay == null)
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{
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inventoryDisplay = GameObject.FindWithTag("InventorySlots").GetComponent<InventorySlotUI>();
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inventoryDisplay.gameObject.SetActive(false);
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}
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if (Input.GetKeyDown(KeyCode.Tab))
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{
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if (showingInventory)
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{
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inventoryDisplay.HideSlots();
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Time.timeScale = 1;
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}
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else
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{
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inventoryDisplay.ShowSlots();
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Time.timeScale = 0;
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}
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showingInventory = !showingInventory;
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}
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}
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// we'll set this up to only try to add one item to the inventory at a time for now
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// there won't be stacked items in the wild for right now
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public bool AddItem(Item item, int quantity)
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{
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// first try to stack
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
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{
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itemSlots[i].quantity += 1;
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return true;
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}
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}
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// no stack to add to, try to find an empty slot
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i].item == ItemIdEnum.NONE)
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{
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itemSlots[i] = new ItemSlot();
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itemSlots[i].quantity = 1;
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itemSlots[i].item = item.id;
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return true;
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}
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}
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// no open slots, no open stacks, we can't add the item
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return false;
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}
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public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
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{
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if (GetItemQuantity(itemId) >= quantity)
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{
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int currentQuantity = quantity;
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i].item == itemId)
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{
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// we are trying to remove less items than what exists in the current
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// stack, so just subtract from the stack
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if (currentQuantity < itemSlots[i].quantity)
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{
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itemSlots[i].quantity -= currentQuantity;
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break;
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}
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else if (currentQuantity == itemSlots[i].quantity)
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{
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// we have exactly enough in the current slot, so nullify it and
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// exit
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itemSlots[i].item = ItemIdEnum.NONE;
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break;
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}
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else
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{
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// we don't have enough in the stack, but we DO have enough in our
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// inventory. nullify the stack, subtract that number from the current
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// count, and move to the next item
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currentQuantity -= itemSlots[i].quantity;
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itemSlots[i].item = ItemIdEnum.NONE;
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}
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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public int GetItemQuantity(ItemIdEnum itemId)
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{
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int itemCount = 0;
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foreach (ItemSlot slot in itemSlots)
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{
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if (slot.item == itemId)
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{
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itemCount += slot.quantity;
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}
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}
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return itemCount;
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}
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private int GetItemSlotNum()
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{
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switch (ownedBackpackType)
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{
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case BackPackType.Pockets:
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return 8;
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case BackPackType.SmallBag:
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return 16;
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case BackPackType.LargeBag:
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return 32;
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}
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return 0;
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}
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#region Inventory Save/Load
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public void SaveInventory(ref InventorySaveData data)
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{
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data.itemSlots = itemSlots;
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data.ownedBackpack = ownedBackpackType;
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}
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public void LoadInventory(InventorySaveData data)
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{
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ownedBackpackType = data.ownedBackpack;
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if (data.itemSlots != null && data.itemSlots.Length > 0)
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{
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itemSlots = data.itemSlots;
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// list is somehow corrupted, fill in the rest of the slots
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if (itemSlots.Length < GetItemSlotNum())
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{
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ItemSlot[] newSlots = new ItemSlot[GetItemSlotNum()];
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i] != null)
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newSlots[i] = itemSlots[i];
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else
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newSlots[i] = new ItemSlot();
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}
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itemSlots = newSlots;
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}
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}
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else if (data.itemSlots != null && data.itemSlots.Length > GetItemSlotNum())
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{
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// list is bigger than it should be, generate new slots of the proper size
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// and save just the items in the slots we SHOULD have. (shouldn't ever happen)
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ItemSlot[] newSlots = new ItemSlot[GetItemSlotNum()];
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for (int i = 0; i < newSlots.Length; i++)
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{
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if (itemSlots[i] != null)
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newSlots[i] = itemSlots[i];
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else
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newSlots[i] = new ItemSlot();
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}
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itemSlots = newSlots;
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}
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else
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{
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itemSlots = new ItemSlot[GetItemSlotNum()];
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for (int i = 0; i < itemSlots.Length; i++)
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{
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itemSlots[i] = new ItemSlot();
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}
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}
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}
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#endregion
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}
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public enum BackPackType
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{
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Pockets = 0,
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SmallBag = 1,
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LargeBag = 2
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}
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[System.Serializable]
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public class ItemSlot
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{
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public int quantity;
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public ItemIdEnum item;
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}
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[System.Serializable]
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public struct InventorySaveData
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{
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public ItemSlot[] itemSlots;
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public BackPackType ownedBackpack;
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 40e5d5183cb59cf4d8603dca70c1a9b5
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@@ -0,0 +1,42 @@
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using UnityEngine;
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using UnityEngine.UI;
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// This is the container for the inventory UI slots
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public class InventorySlotUI : MonoBehaviour
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{
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public ItemSlotUI[] slots;
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ItemNameUI itemNameUI;
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ItemDescriptionUI itemDescriptionUI;
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private void Start()
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{
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slots = GetComponentsInChildren<ItemSlotUI>();
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itemNameUI = GetComponentInChildren<ItemNameUI>();
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itemDescriptionUI = GetComponentInChildren<ItemDescriptionUI>();
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}
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public void ShowSlots()
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{
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gameObject.SetActive(true);
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for (int i = 0; i < slots.Length; i++)
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{
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if (GameManager.Instance.Inventory.itemSlots[i] != null)
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{
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slots[i].SetItem(GameManager.Instance.Inventory.itemSlots[i]);
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}
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}
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foreach (ItemSlotUI slot in slots)
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{
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slot.LoadImage(itemNameUI, itemDescriptionUI);
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}
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}
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public void HideSlots()
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{
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itemNameUI.nameText = "";
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itemDescriptionUI.descriptionText = "";
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gameObject.SetActive(false);
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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: 6035a8fed1049624f8d8077553b85847
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@@ -0,0 +1,20 @@
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using TMPro;
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using UnityEngine;
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public class ItemDescriptionUI : MonoBehaviour
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{
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public string descriptionText = "";
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TextMeshProUGUI text;
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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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text = GetComponent<TextMeshProUGUI>();
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}
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// Update is called once per frame
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void Update()
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{
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text.text = descriptionText;
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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: bd581500fc7211347bbe165c6ea8d780
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@@ -0,0 +1,20 @@
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using TMPro;
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using UnityEngine;
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public class ItemNameUI : MonoBehaviour
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{
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public string nameText = "";
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TextMeshProUGUI text;
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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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text = GetComponent<TextMeshProUGUI>();
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}
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// Update is called once per frame
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void Update()
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{
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text.text = nameText;
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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: 798c4437c91e97b43893dcdfeb918617
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@@ -0,0 +1,53 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class ItemSlotUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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{
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// Kind of confusing here... ItemSlot refers to the class that is the DATA for a
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// "slot". It is used for serialization and keeping track of the inventory in data.
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// ItemSlot simply has an item ID and a quantity. ItemSlotUI is the visual represenation of this.
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private ItemSlot slotData;
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private int quantity;
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private Image image;
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private Item itemObj;
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// (I hate this approach) passed in from InventorySlotUI
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private ItemNameUI itemNameUI;
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private ItemDescriptionUI itemDescriptionUI;
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private void Start()
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{
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image = GetComponentsInChildren<Image>()[1]; //ignore parent
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}
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public void LoadImage(ItemNameUI itemNameUI, ItemDescriptionUI itemDescriptionUI)
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{
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if (this.itemNameUI == null) this.itemNameUI = itemNameUI;
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if (this.itemDescriptionUI == null) this.itemDescriptionUI = itemDescriptionUI;
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itemObj = new Item(slotData.item);
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image.sprite = Resources.Load<Sprite>(itemObj.itemImagePath);
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}
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public void SetItem(ItemSlot itemSlot)
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{
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this.slotData = itemSlot;
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}
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public void OnPointerEnter(PointerEventData pointerEventData)
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{
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if (itemObj != null && itemObj.id != ItemIdEnum.NONE)
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{
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itemNameUI.nameText = itemObj.itemName;
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itemDescriptionUI.descriptionText = itemObj.description;
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}
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}
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public void OnPointerExit(PointerEventData pointerEventData)
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{
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itemNameUI.nameText = "";
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itemDescriptionUI.descriptionText = "";
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}
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||||
}
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||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26900fa2242c1514fb991ab59cf5f883
|
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+45
-1
@@ -1,14 +1,58 @@
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using System.Runtime.InteropServices.WindowsRuntime;
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using UnityEngine;
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// This is the actual ITEM data structure for keeping track of inventory/item actions
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public class Item : MonoBehaviour
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public class Item
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{
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public string itemName;
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public ItemIdEnum id;
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public int maxStack = 10;
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public string description = "";
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public string itemImagePath = "";
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||||
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||||
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath)
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||||
{
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this.itemName = itemName;
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this.id = id;
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this.maxStack = maxStack;
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this.description = description;
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this.itemImagePath = itemImagePath;
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}
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||||
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public Item(ItemIdEnum id)
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||||
{
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||||
Item newItem = ItemUtilities.GetItemFromId(id);
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||||
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||||
this.itemName = newItem.itemName;
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||||
this.id = newItem.id;
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this.maxStack = newItem.maxStack;
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||||
this.description = newItem.description;
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||||
this.itemImagePath= newItem.itemImagePath;
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||||
}
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||||
}
|
||||
|
||||
public enum ItemIdEnum
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||||
{
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||||
NONE = 0,
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||||
STAR_SHARD = 1
|
||||
}
|
||||
|
||||
public static class ItemUtilities
|
||||
{
|
||||
// THIS IS WHERE ALL THE ITEMS ARE DEFINED
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||||
public static Item GetItemFromId(ItemIdEnum itemId)
|
||||
{
|
||||
switch (itemId)
|
||||
{
|
||||
case ItemIdEnum.STAR_SHARD:
|
||||
return new Item(
|
||||
itemName: "Star Shard",
|
||||
id: itemId,
|
||||
maxStack: 10,
|
||||
description: "A rare material that can only be found here in the valley.",
|
||||
itemImagePath: "ItemSprites/starShard");
|
||||
}
|
||||
|
||||
return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ;
|
||||
}
|
||||
}
|
||||
@@ -3,13 +3,21 @@
|
||||
// this class is specifically referring to items in the world that can be picked up
|
||||
public class PickupableItem : Interactable
|
||||
{
|
||||
public Item item;
|
||||
public ItemIdEnum itemId;
|
||||
public int quantity;
|
||||
|
||||
private Item itemObj;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
itemObj = new Item(itemId);
|
||||
Debug.Log(itemObj.itemName);
|
||||
}
|
||||
|
||||
public override void Interact()
|
||||
{
|
||||
if (GameManager.Instance.Inventory.AddItem(item))
|
||||
if (GameManager.Instance.Inventory.AddItem(itemObj, quantity))
|
||||
{
|
||||
Debug.Log("Picked up " + item.itemName + "!");
|
||||
MoveOutsideRange(); // I don't love this but if we destroy the object we probably need to do this first
|
||||
Destroy(gameObject);
|
||||
}
|
||||
@@ -17,7 +25,7 @@ public override void Interact()
|
||||
|
||||
public override void MoveInsideRange()
|
||||
{
|
||||
GameManager.Instance.DialogueManager.ShowItemText(item.itemName);
|
||||
GameManager.Instance.DialogueManager.ShowItemText(itemObj.itemName);
|
||||
}
|
||||
|
||||
public override void MoveOutsideRange()
|
||||
|
||||
@@ -11,11 +11,14 @@ public class PlayerController : MonoBehaviour
|
||||
bool isDigging = false;
|
||||
|
||||
Interactable nearestInteractable;
|
||||
private CharacterController characterController;
|
||||
private Vector3 moveDir;
|
||||
private float gravity = 10;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@@ -24,17 +27,30 @@ void Update()
|
||||
if (!isDigging)
|
||||
{
|
||||
RotatePlayerTowardMouse();
|
||||
Walk();
|
||||
TryInteract();
|
||||
}
|
||||
|
||||
|
||||
Walk();
|
||||
DigDetector();
|
||||
}
|
||||
|
||||
void Walk()
|
||||
{
|
||||
transform.position += DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime;
|
||||
transform.position += DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime;
|
||||
moveDir = Vector3.zero;
|
||||
|
||||
if (!characterController.isGrounded)
|
||||
{
|
||||
moveDir.y -= gravity * Time.deltaTime;
|
||||
}
|
||||
|
||||
if (!isDigging)
|
||||
{
|
||||
Vector3 verticalMovement = DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime;
|
||||
Vector3 horizontalMovement = DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime;
|
||||
moveDir += verticalMovement + horizontalMovement;
|
||||
}
|
||||
|
||||
characterController.Move(moveDir);
|
||||
}
|
||||
|
||||
void DigDetector()
|
||||
@@ -93,7 +109,7 @@ private void OnTriggerExit(Collider other)
|
||||
Interactable interactable = other.GetComponent<Interactable>();
|
||||
|
||||
// store nearest interactable if it exists
|
||||
if (interactable != null)
|
||||
if (interactable != null && nearestInteractable != null)
|
||||
{
|
||||
nearestInteractable.MoveOutsideRange();
|
||||
nearestInteractable = null;
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class StaticCamRoom : MonoBehaviour
|
||||
@@ -7,19 +10,22 @@ public class StaticCamRoom : MonoBehaviour
|
||||
public Transform[] objectsToHide;
|
||||
public float camZoom = 5f;
|
||||
|
||||
private void RoomEnter()
|
||||
public void RoomEnter()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
foreach (var obj in objectsToHide)
|
||||
{
|
||||
obj.gameObject.SetActive(false);
|
||||
StartCoroutine(FadeOutMaterial(0.5f, obj.gameObject));
|
||||
}
|
||||
}
|
||||
|
||||
private void RoomExit()
|
||||
public void RoomExit(List<Transform> wallsToKeep)
|
||||
{
|
||||
StopAllCoroutines();
|
||||
foreach (var obj in objectsToHide)
|
||||
{
|
||||
obj.gameObject.SetActive(true);
|
||||
if (!wallsToKeep.Contains(obj))
|
||||
StartCoroutine(FadeInMaterial(0.5f, obj.gameObject));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +36,7 @@ private void OnTriggerEnter(Collider other)
|
||||
if (controller != null)
|
||||
{
|
||||
controller.SetCurrentPosition(camPosition.position, camZoom);
|
||||
RoomEnter();
|
||||
controller.AddToRoomsActive(this);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,7 +47,37 @@ private void OnTriggerExit(Collider other)
|
||||
if (controller != null)
|
||||
{
|
||||
controller.ReturnCameraToHome();
|
||||
RoomExit();
|
||||
controller.RemoveFromRoomsActive(this);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator FadeOutMaterial(float fadeSpeed, GameObject wallObj)
|
||||
{
|
||||
Renderer rend = wallObj.GetComponent<Renderer>();
|
||||
Color matColor = rend.material.color;
|
||||
if (matColor.a > 1f)
|
||||
matColor = new Color(matColor.r, matColor.g, matColor.b, 1f);
|
||||
|
||||
while (rend.material.color.a > 0f)
|
||||
{
|
||||
matColor.a -= Time.deltaTime / fadeSpeed;
|
||||
rend.material.color = matColor;
|
||||
yield return null;
|
||||
}
|
||||
rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 0f);
|
||||
}
|
||||
|
||||
private IEnumerator FadeInMaterial(float fadeSpeed, GameObject wallObj)
|
||||
{
|
||||
Renderer rend = wallObj.GetComponent<Renderer>();
|
||||
Color matColor = rend.material.color;
|
||||
|
||||
while (rend.material.color.a < 1f)
|
||||
{
|
||||
matColor.a += Time.deltaTime / fadeSpeed;
|
||||
rend.material.color = matColor;
|
||||
yield return null;
|
||||
}
|
||||
rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user