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19 changed files with 746 additions and 284 deletions
+13
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+13 -4
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@@ -35,18 +35,26 @@ private void Update()
}
}
// we'll set this up to only try to add one item to the inventory at a time for now
// there won't be stacked items in the wild for right now
public bool AddItem(Item item, int quantity)
{
int curQuantity = quantity;
// first try to stack
for (int i = 0; i < itemSlots.Length; i++)
{
if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
if (itemSlots[i].item == item.id && itemSlots[i].quantity + quantity < item.maxStack)
{
itemSlots[i].quantity += 1;
return true;
}
else if (itemSlots[i].item == item.id)
{
curQuantity = quantity - (item.maxStack - itemSlots[i].quantity);
itemSlots[i].quantity = item.maxStack;
if (curQuantity <= 0)
return true;
}
}
// no stack to add to, try to find an empty slot
@@ -56,7 +64,7 @@ public bool AddItem(Item item, int quantity)
{
itemSlots[i] = new ItemSlot();
itemSlots[i].quantity = 1;
itemSlots[i].quantity = curQuantity;
itemSlots[i].item = item.id;
return true;
}
@@ -88,6 +96,7 @@ public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
// we have exactly enough in the current slot, so nullify it and
// exit
itemSlots[i].item = ItemIdEnum.NONE;
itemSlots[i].quantity = 0;
break;
}
else
+105 -216
View File
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.UIElements;
using static Unity.Cinemachine.CinemachineTargetGroup;
@@ -8,38 +9,35 @@
public class CameraController : MonoBehaviour
{
public float camTargetRotation { get; private set; } = 0;
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate;
[Header("Target")]
[SerializeField] private Transform target;
[SerializeField] private Vector3 targetOffset = new Vector3(0f, 1.5f, 0f);
public Camera MainCamera;
public Transform playerCamHome;
private bool isCamRotating = false;
[Header("Rotation")]
public float mouseSensitivity = 200f;
public float minPitch = -30f;
public float maxPitch = 60f;
public float distance = 5f;
private float yaw;
private float pitch;
[Header("Orbit")]
[SerializeField] private float distance = 5f;
[SerializeField] private float minDistance = 1f;
[SerializeField] private float maxDistance = 8f;
[SerializeField] private float rotationSpeed = 180f;
[SerializeField] private float rotationOffset = 270f;
[SerializeField] private float minPitch = -30f;
[SerializeField] private float maxPitch = 75f;
[Header("Zoom")]
public float followSpeed = 10f;
public float maxDistance = 6f;
public float minDistance = 1f;
public float zoomSpeed = 5f;
public float heightOffset = -0.5f;
private float currentDistance;
private float distanceVelocity;
[SerializeField] private float zoomSpeed = 2f;
[SerializeField] private float zoomSmoothness = 10f;
[Header("Collision")]
public float collisionRadius = 0.3f;
public float collisionOffset = 0.2f;
public LayerMask collisionMask;
[Header("Camera Collision")]
[SerializeField] private LayerMask collisionLayers;
[SerializeField] private float collisionRadius = 0.25f;
[SerializeField] private float collisionOffset = 0.1f;
[SerializeField] private float positionSmoothness = 15f;
[Header("Occlusion Settings")]
public LayerMask obstructionMask;
public float fadedAlpha = 0.25f;
public float fadeSpeed = 5f;
[SerializeField] private LayerMask obstructionMask;
[SerializeField] private float fadedAlpha = 0.25f;
[SerializeField] private float fadeSpeed = 5f;
private Dictionary<Renderer, float> currentAlpha =
new Dictionary<Renderer, float>();
@@ -47,228 +45,119 @@ public class CameraController : MonoBehaviour
private Dictionary<Renderer, float> targetAlpha =
new Dictionary<Renderer, float>();
public Transform playerCamHome;
Transform dougBody;
private float yaw;
private float pitch = 20f;
private float targetDistance;
private Vector3 currentVelocity;
private void Update()
public Vector3 Forward
{
get
{
Vector3 forward = MainCamera.transform.forward;
forward.y = 0f;
return forward.normalized;
}
}
public Vector3 Right
{
get
{
Vector3 right = MainCamera.transform.right;
right.y = 0f;
return right.normalized;
}
}
private void Start()
{
targetDistance = distance;
Vector3 startingAngles = MainCamera.transform.eulerAngles;
yaw = startingAngles.y + rotationOffset;
pitch = startingAngles.x;
if (pitch > 180f)
{
pitch -= 360f;
}
}
private void LateUpdate()
{
if (target == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
target = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
UpdateOcclusion();
UpdateFade();
if (Input.GetMouseButton(1))
{
HandleFreeCamRotation();
}
else
{
CamAvoidCollisions();
}
HandleRotation();
HandleZoom();
UpdateCameraPosition();
}
void Start()
private void HandleRotation()
{
Vector3 angles = playerCamHome.transform.eulerAngles;
yaw = angles.y;
pitch = angles.x;
currentDistance = distance;
}
/// <summary>
/// Trigger cam rotation
/// </summary>
public void RotateCam()
if (!Input.GetMouseButton(1))
{
if (!isCamRotating)
{
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
camTargetRotation = currentY + 90f;
isCamRotating = true;
}
}
/// <summary>
/// Set cam rotation immediately
/// </summary>
void SnapToRotation(float rotation)
{
if (CamControlMode == CameraControlMode.SnapRotate)
{
playerCamHome.RotateAround(
transform.position,
Vector3.up,
rotation
);
camTargetRotation = rotation;
}
}
/// <summary>
/// Move cam to desired rotation (every frame)
/// </summary>
void HandleSnapCamRotation()
{
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
float step = 200 * Time.deltaTime;
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
playerCamHome.RotateAround(
transform.position,
Vector3.up,
newY - currentY
);
if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
{
isCamRotating = false;
}
}
/// <summary>
/// Move cam to desired free rotation (every frame)
/// </summary>
void HandleFreeCamRotation()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
UnityEngine.Cursor.visible = true;
UnityEngine.Cursor.lockState = CursorLockMode.None;
return;
}
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
// Mouse Input
float mouseX = Input.GetAxis("Mouse X");
float mouseY = Input.GetAxis("Mouse Y");
yaw += mouseX * mouseSensitivity * Time.deltaTime;
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
// Zoom
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.0001f)
{
distance -= scroll * zoomSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
currentDistance = Mathf.SmoothDamp(
currentDistance,
distance,
ref distanceVelocity,
0.05f);
float adjustedDistance = currentDistance;
Vector3 desiredDirection =
rotation * Vector3.back;
// Camera obstruction handling
if (Physics.SphereCast(
target,
collisionRadius,
desiredDirection,
out RaycastHit hit,
currentDistance,
collisionMask,
QueryTriggerInteraction.Ignore))
private void HandleZoom()
{
adjustedDistance =
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
}
// Desired Position
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y)
if (!Input.GetMouseButton(1))
{
desiredPosition.y = dougBody.position.y;
}
// Smooth Follow
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
}
void CamAvoidCollisions()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 desiredDirection = rotation * Vector3.back;
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
float adjustedDistance = currentDistance;
targetDistance -= scrollInput * zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if (Physics.SphereCast(
target,
collisionRadius,
desiredDirection,
out RaycastHit hit,
currentDistance,
collisionMask,
QueryTriggerInteraction.Ignore))
{
adjustedDistance =
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
}
// Desired Position
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y)
private void UpdateCameraPosition()
{
desiredPosition.y = dougBody.position.y;
Vector3 targetPosition = target.position + targetOffset;
Quaternion orbitRotation = Quaternion.Euler(pitch, yaw, 0f);
Vector3 desiredDirection = orbitRotation * Vector3.back;
Vector3 desiredPosition = targetPosition + desiredDirection * distance;
float correctedDistance = distance;
if (Physics.SphereCast(targetPosition, collisionRadius, desiredDirection, out RaycastHit hit, distance, collisionLayers, QueryTriggerInteraction.Ignore))
{
correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
}
// Smooth Follow
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
}
void UpdateOcclusion()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
// Reset all renderers to visible
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
{
@@ -276,12 +165,12 @@ void UpdateOcclusion()
}
Vector3 dir =
MainCamera.transform.position - dougBody.position;
MainCamera.transform.position - target.position;
float dist = dir.magnitude;
RaycastHit[] hits = Physics.RaycastAll(
dougBody.position,
target.position,
dir.normalized,
dist,
obstructionMask,
+2
View File
@@ -17,6 +17,7 @@ public class GameManager : MonoBehaviour
public MenuController MenuController { get; private set; }
public SoundSettingManager SoundSettingManager { get; private set; }
public PlayerController PlayerController { get; private set; }
public ItemInstantiationManager ItemInstantiationManager { get; private set; }
public Image BlackScreen { get; private set; }
// Are we currently in a scene transition?
@@ -59,6 +60,7 @@ private void ReloadReferences()
Instance.Inventory = GetComponent<Inventory>();
Instance.TimeManager = GetComponent<TimeManager>();
Instance.PlayerManager = GetComponent<PlayerManager>();
Instance.ItemInstantiationManager = GetComponent<ItemInstantiationManager>();
Instance.SoundSettingManager = GetComponent<SoundSettingManager>();
Instance.SoundSettingManager.ReloadReferences();
@@ -0,0 +1,35 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class ItemInstantiationManager : MonoBehaviour
{
private Dictionary<ItemIdEnum, GameObject> spawnablePrefabs = new Dictionary<ItemIdEnum, GameObject>();
private void Awake()
{
LoadSpawnablePrefabs();
}
private void LoadSpawnablePrefabs()
{
foreach (ItemIdEnum itemId in Enum.GetValues(typeof(ItemIdEnum)))
{
Item item = ItemUtilities.GetItemFromId(itemId);
if (item.throwable)
{
GameObject prefab = Resources.Load<GameObject>($"SpawnablePrefabs/ID_{itemId.ToString()}");
if (prefab != null)
{
spawnablePrefabs.Add(itemId, prefab);
}
}
}
}
public GameObject GetThrowablePrefab(ItemIdEnum itemId)
{
return spawnablePrefabs[itemId];
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f2dcea982e135f3448df561481c5fea7
+19 -13
View File
@@ -149,17 +149,9 @@ void ApplyWalk()
verticalMovement = Input.GetAxisRaw("Vertical");
horizontalMovement = Input.GetAxisRaw("Horizontal");
}
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized;
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));
moveDir = matrix.MultiplyPoint3x4(moveDir);
}
moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
}
/// <summary>
@@ -244,20 +236,33 @@ void RotatePlayerTowardMouse()
}
}*/
// When rotating the cam with right mouse, look forward
if (Input.GetMouseButton(1))
{
Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
}
else
{
Camera cam = cameraController.MainCamera;
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
// Try real world hit first (most stable), ignoring Dither layer
if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~LayerMask.GetMask("Dither")))
{
targetPoint = hit.point;
}
else
{
// 2. Fallback to plane at player height
// Fallback to plane at player height
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter))
@@ -283,6 +288,7 @@ void RotatePlayerTowardMouse()
rotationSpeed * Time.deltaTime
);
}
}
/// <summary>
/// Try to interact by detecting nearest interactable
+50 -5
View File
@@ -8,7 +8,8 @@ public class ThrowableHand : Tool
public float range;
public float forceModifier;
public float loft;
public GameObject testBomb;
public ItemIdEnum activeThrowable;
private int activeThrowableIndex;
// Mathematical plane used to catch the raycast from camera to get direction for
// looking at the mouse
@@ -89,20 +90,64 @@ private void DrawTargetProjection()
targetProjection.transform.position = finalPosition;
}
private ItemIdEnum GetNextThrowable()
{
// Use active throwable index to let us continue to search for throwables
if (activeThrowableIndex >= GameManager.Instance.Inventory.itemSlots.Length)
activeThrowableIndex = 0;
// Search starting at throwable index
for (int i = activeThrowableIndex; i < GameManager.Instance.Inventory.itemSlots.Length; i++)
{
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
{
activeThrowableIndex = i;
return GameManager.Instance.Inventory.itemSlots[i].item;
}
}
// Wrap back around to 0 if we didn't find anything
for (int i = 0; i < activeThrowableIndex; i++)
{
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
{
activeThrowableIndex = i;
return GameManager.Instance.Inventory.itemSlots[i].item;
}
}
// We have no throwable items...
activeThrowableIndex = 0;
return ItemIdEnum.NONE;
}
public override void Use()
{
GameObject newBomb = Instantiate(testBomb);
newBomb.transform.position = transform.position;
if (activeThrowable == ItemIdEnum.NONE)
{
activeThrowable = GetNextThrowable();
}
if (activeThrowable != ItemIdEnum.NONE && GameManager.Instance.Inventory.GetItemQuantity(activeThrowable) > 0)
{
GameObject throwable = Instantiate(GameManager.Instance.ItemInstantiationManager.GetThrowablePrefab(activeThrowable));
if (throwable != null)
{
throwable.transform.position = transform.position;
Vector3 direction = transform.forward * throwForce * forceModifier;
direction += GameManager.Instance.PlayerController.GetVelocity();
direction.y = loft;
newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
throwable.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
GameManager.Instance.Inventory.RemoveItemQuantity(activeThrowable, 1);
}
}
}
public override void UseAlt()
{
throw new System.NotImplementedException();
activeThrowable = GetNextThrowable();
}
}
+19 -4
View File
@@ -9,14 +9,16 @@ public class Item
public int maxStack = 10;
public string description = "";
public string itemImagePath = "";
public bool throwable = false;
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath)
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath, bool throwable = false)
{
this.itemName = itemName;
this.id = id;
this.maxStack = maxStack;
this.description = description;
this.itemImagePath = itemImagePath;
this.throwable = throwable;
}
public Item(ItemIdEnum id)
@@ -28,15 +30,18 @@ public Item(ItemIdEnum id)
this.maxStack = newItem.maxStack;
this.description = newItem.description;
this.itemImagePath= newItem.itemImagePath;
this.throwable = newItem.throwable;
}
}
public enum ItemIdEnum
{
NONE = 0,
STAR_SHARD = 1
STAR_SHARD = 1,
DYNAMITE = 2
}
[System.Serializable]
public static class ItemUtilities
{
// THIS IS WHERE ALL THE ITEMS ARE DEFINED
@@ -50,9 +55,19 @@ public static Item GetItemFromId(ItemIdEnum itemId)
id: itemId,
maxStack: 10,
description: "A rare material that can only be found here in the valley.",
itemImagePath: "ItemSprites/starShard");
itemImagePath: "ItemSprites/starShard",
false);
case ItemIdEnum.DYNAMITE:
return new Item(
itemName: "Dynamite",
id: itemId,
maxStack: 10,
description: "A throwable red stick that goes BOOM (after a short time).",
itemImagePath: "ItemSprites/dynamite",
true);
}
return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ;
return new Item("", itemId, 0, "", "ItemSprites/noneItem");
}
}
+2 -2
View File
@@ -116,8 +116,8 @@ Material:
- _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
+137
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@@ -24,7 +24,7 @@ TagManager:
- CameraObstructions
- Water
- UI
-
- Dither
-
-
-