add auto-walk from the door
This commit is contained in:
@@ -748,6 +748,7 @@ MonoBehaviour:
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DoorId: 0
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DoorId: 0
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SceneToLoad: TestScene2
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SceneToLoad: TestScene2
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IdOfCorrespondingDoor: 0
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IdOfCorrespondingDoor: 0
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m_LocalPosition: {x: -0.259, y: 34.3, z: 0.029}
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m_LocalScale: {x: 1.1708915, y: 69.57974, z: 1.1708915}
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m_LocalScale: {x: 1.1708915, y: 69.57974, z: 1.1708915}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@@ -1043,6 +1044,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::RoomDoor
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m_EditorClassIdentifier: Assembly-CSharp::RoomDoor
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linkedDoor: {fileID: 299619812}
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linkedDoor: {fileID: 299619812}
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requiresInteraction: 0
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requiresInteraction: 0
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WalkDirection: {fileID: 615859200}
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doorAnimator: {fileID: 0}
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doorAnimator: {fileID: 0}
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openDoor: {fileID: 0}
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openDoor: {fileID: 0}
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closeDoor: {fileID: 0}
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closeDoor: {fileID: 0}
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@@ -1550,6 +1552,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp::RoomDoor
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m_EditorClassIdentifier: Assembly-CSharp::RoomDoor
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linkedDoor: {fileID: 151657446}
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linkedDoor: {fileID: 151657446}
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requiresInteraction: 1
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requiresInteraction: 1
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doorAnimator: {fileID: 1966866173}
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doorAnimator: {fileID: 1966866173}
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openDoor: {fileID: 7400000, guid: 590cc63b33bbdf34cb9f8d8ed097b12d, type: 2}
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closeDoor: {fileID: 7400000, guid: 0651f9c0ca66bb140b1209461bc72ee2, type: 2}
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closeDoor: {fileID: 7400000, guid: 0651f9c0ca66bb140b1209461bc72ee2, type: 2}
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@@ -2192,6 +2195,7 @@ Transform:
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@@ -4426,6 +4495,7 @@ MonoBehaviour:
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DoorId: 1
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DoorId: 1
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SceneToLoad: TestScene2
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SceneToLoad: TestScene2
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IdOfCorrespondingDoor: 1
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IdOfCorrespondingDoor: 1
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m_LocalPosition: {x: -6.424, y: 3.43913, z: -2.9829998}
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m_LocalScale: {x: 1, y: 0.014372, z: 0.7081001}
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--- !u!65 &902781403
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--- !u!65 &902781403
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@@ -3112,6 +3145,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1072227175}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 317.496, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 317.496, z: 0}
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--- !u!65 &1055802464
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--- !u!65 &1055802464
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@@ -3225,6 +3259,7 @@ MonoBehaviour:
|
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DoorId: 1
|
DoorId: 1
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SceneToLoad: SampleScene
|
SceneToLoad: SampleScene
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IdOfCorrespondingDoor: 1
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IdOfCorrespondingDoor: 1
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WalkDirection: {fileID: 1203170782}
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--- !u!65 &1072227174
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--- !u!65 &1072227174
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1072227172}
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m_GameObject: {fileID: 1072227172}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.47499996, y: 34.3, z: 0.00000012626319}
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m_LocalPosition: {x: -0.26100004, y: 34.299995, z: 0.000000057870626}
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m_LocalScale: {x: 1.1708915, y: 69.57974, z: 1.1708915}
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m_LocalScale: {x: 1.1708915, y: 69.57974, z: 1.1708915}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 1055802463}
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m_Father: {fileID: 1055802463}
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m_LocalEulerAnglesHint: {x: 0, y: 180, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1114011169
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GameObject:
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@@ -3714,6 +3749,37 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
|
m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_KeepAnimatorStateOnDisable: 0
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- component: {fileID: 1203170782}
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serializedVersion: 2
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m_LocalPosition: {x: -0.915, y: 0, z: 0}
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m_LocalScale: {x: 1.1537358, y: 69.57974, z: 1.1885651}
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--- !u!1 &1281708046
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--- !u!1 &1281708046
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GameObject:
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|||||||
@@ -67,9 +67,11 @@ public void EnterSceneDoor(string scene, int door)
|
|||||||
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
|
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
|
||||||
{
|
{
|
||||||
isTransitioningScenes = true;
|
isTransitioningScenes = true;
|
||||||
|
playerController.SetCharacterControl(false);
|
||||||
|
|
||||||
// Fade to black
|
// Fade to black
|
||||||
float fadeDuration = 0.2f;
|
float fadeDuration = 0.2f; // how long to fade to/from black
|
||||||
|
float moveDuration = 0.4f; // how long to auto walk into room from the door
|
||||||
float fadeTime = 0;
|
float fadeTime = 0;
|
||||||
Color blackScreenColor = Color.black;
|
Color blackScreenColor = Color.black;
|
||||||
|
|
||||||
@@ -95,10 +97,10 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
|
|||||||
// Make sure screen is black in new scene
|
// Make sure screen is black in new scene
|
||||||
blackScreen.color = blackScreenColor;
|
blackScreen.color = blackScreenColor;
|
||||||
|
|
||||||
|
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
|
||||||
|
|
||||||
if (playerController != null && GameSceneManager.Instance != null)
|
if (playerController != null && GameSceneManager.Instance != null)
|
||||||
{
|
{
|
||||||
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
|
|
||||||
|
|
||||||
if (door != null)
|
if (door != null)
|
||||||
{
|
{
|
||||||
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
|
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
|
||||||
@@ -112,11 +114,23 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
|
|||||||
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
|
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
|
||||||
blackScreen.color = blackScreenColor;
|
blackScreen.color = blackScreenColor;
|
||||||
fadeTime += Time.deltaTime;
|
fadeTime += Time.deltaTime;
|
||||||
|
|
||||||
|
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// move character a little more
|
||||||
|
while (fadeTime < moveDuration)
|
||||||
|
{
|
||||||
|
playerController.WalkInDirection((door.WalkDirection.position - playerController.transform.position).normalized);
|
||||||
|
fadeTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
fadeTime = 0;
|
fadeTime = 0;
|
||||||
|
|
||||||
isTransitioningScenes = false;
|
isTransitioningScenes = false;
|
||||||
|
playerController.SetCharacterControl(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -109,6 +109,29 @@ public void CharacterControllerMove(Vector3 movement)
|
|||||||
characterController.Move(movement);
|
characterController.Move(movement);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Auto-walk the character in the specified direction. Uses character's walk
|
||||||
|
/// speed and camera rotation (per-frame)
|
||||||
|
/// </summary>
|
||||||
|
public void WalkInDirection(Vector3 direction)
|
||||||
|
{
|
||||||
|
Vector3 forwardDir = direction;
|
||||||
|
forwardDir.y = 0; // don't move on the y axis
|
||||||
|
|
||||||
|
if (cameraController != null)
|
||||||
|
{
|
||||||
|
// re-matrix the rotation direction so movement is consistent no matter what
|
||||||
|
// the camera rotation is
|
||||||
|
|
||||||
|
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
|
||||||
|
forwardDir = matrix.MultiplyPoint3x4(forwardDir);
|
||||||
|
}
|
||||||
|
|
||||||
|
forwardDir *= walkSpeed;
|
||||||
|
|
||||||
|
characterController.Move(forwardDir * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Detect input for digging (will eventually be tool agnostic)
|
/// Detect input for digging (will eventually be tool agnostic)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -4,6 +4,10 @@ public class RoomDoor : Interactable
|
|||||||
{
|
{
|
||||||
public RoomDoor linkedDoor;
|
public RoomDoor linkedDoor;
|
||||||
public bool requiresInteraction; // Do we need to press a button to enter?
|
public bool requiresInteraction; // Do we need to press a button to enter?
|
||||||
|
|
||||||
|
// transform that the character should walk towards when entering the room
|
||||||
|
// through this door
|
||||||
|
public Transform WalkDirection;
|
||||||
TeleportHandler teleportHandler;
|
TeleportHandler teleportHandler;
|
||||||
|
|
||||||
// not required and only plays if interaction is required
|
// not required and only plays if interaction is required
|
||||||
|
|||||||
@@ -11,6 +11,10 @@ public class SceneDoor : Interactable
|
|||||||
// Which door does this lead to in the scene this door takes us to?
|
// Which door does this lead to in the scene this door takes us to?
|
||||||
public int IdOfCorrespondingDoor = 0;
|
public int IdOfCorrespondingDoor = 0;
|
||||||
|
|
||||||
|
// transform that the character should walk towards when entering the room
|
||||||
|
// through this door
|
||||||
|
public Transform WalkDirection;
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
// Do nothing
|
// Do nothing
|
||||||
|
|||||||
@@ -28,14 +28,12 @@ public void EnterRoom(RoomDoor door)
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
IEnumerator EnterRoomCoroutine(RoomDoor door)
|
IEnumerator EnterRoomCoroutine(RoomDoor door)
|
||||||
{
|
{
|
||||||
float fadeDuration = 0.2f;
|
float fadeDuration = 0.2f; // how long to fade to/from black
|
||||||
|
float moveDuration = 0.4f; // how long to auto walk into room from the door
|
||||||
float fadeTime = 0;
|
float fadeTime = 0;
|
||||||
Color blackScreenColor = Color.black;
|
Color blackScreenColor = Color.black;
|
||||||
|
|
||||||
playerController.SetCharacterControl(false);
|
playerController.SetCharacterControl(false);
|
||||||
// Don't use the Y axis to look at the door
|
|
||||||
Vector3 positionToLookAt = new Vector3(door.transform.position.x, playerController.DougBody.transform.position.y, door.transform.position.z);
|
|
||||||
playerController.DougBody.transform.LookAt(positionToLookAt);
|
|
||||||
|
|
||||||
// Play door open animation
|
// Play door open animation
|
||||||
if (door.requiresInteraction)
|
if (door.requiresInteraction)
|
||||||
@@ -57,6 +55,15 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
|
|||||||
{
|
{
|
||||||
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
|
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
|
||||||
blackScreenObject.color = blackScreenColor;
|
blackScreenObject.color = blackScreenColor;
|
||||||
|
playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
|
||||||
|
|
||||||
|
fadeTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
// move character a little more
|
||||||
|
while (fadeTime < moveDuration)
|
||||||
|
{
|
||||||
|
playerController.WalkInDirection((door.linkedDoor.WalkDirection.position - playerController.transform.position).normalized);
|
||||||
fadeTime += Time.deltaTime;
|
fadeTime += Time.deltaTime;
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user