Compare commits

...

10 Commits

Author SHA1 Message Date
trey d8295719b0 add dithering back, only zoom when right clicking 2026-07-21 21:31:56 -05:00
trey fc78d599a8 better cam controls 2026-07-21 21:13:43 -05:00
Dylon 0063735802 Add explodable sphere 2026-07-16 19:54:01 -05:00
Dylon 25236e29e6 added new highpolt testing map 2026-07-16 19:05:57 -05:00
trey 16342f1ff4 add explodable script 2026-07-15 21:23:59 -05:00
trey 2715ba7a86 save canvas prefab 2026-07-08 21:13:59 -05:00
trey 778653994d add world map and fast travel 2026-07-08 21:06:57 -05:00
trey b8d5a52148 bounce pad 2026-07-01 07:40:57 -05:00
trey e8dac480ec bounce pad 2026-07-01 07:40:37 -05:00
trey 394422c500 add jump and start bounce ability 2026-06-30 21:40:11 -05:00
25 changed files with 12803 additions and 2701 deletions
+6
View File
@@ -0,0 +1,6 @@
using UnityEngine;
public class BouncePad : MonoBehaviour
{
public float bounciness = 1;
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4fa1a488b56d8274fbeadd3c4fa613c5
+1349 -1
View File
File diff suppressed because it is too large Load Diff
Binary file not shown.
+110
View File
@@ -0,0 +1,110 @@
fileFormatVersion: 2
guid: 6c111ce829d1706468fa324e2283ab11
ModelImporter:
serializedVersion: 24200
internalIDToNameTable: []
externalObjects: {}
materials:
materialImportMode: 2
materialName: 0
materialSearch: 1
materialLocation: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importPhysicalCameras: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
weldVertices: 1
bakeAxisConversion: 0
preserveHierarchy: 0
skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
optimizeBones: 1
generateMeshLods: 0
meshLodGenerationFlags: 0
maximumMeshLod: -1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
strictVertexDataChecks: 0
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 2
humanoidOversampling: 1
avatarSetup: 0
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
importBlendShapeDeformPercent: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:
+2 -1
View File
@@ -3224,8 +3224,9 @@ MonoBehaviour:
- {fileID: 6038027350876930962} - {fileID: 6038027350876930962}
walkSpeed: 2 walkSpeed: 2
sprintMultiplier: 1.5 sprintMultiplier: 1.5
gravity: 5 gravity: 0.03
rotationSpeed: 40 rotationSpeed: 40
jumpHeight: 250
cameraController: {fileID: 5478143440182735446} cameraController: {fileID: 5478143440182735446}
--- !u!114 &5478143440182735446 --- !u!114 &5478143440182735446
MonoBehaviour: MonoBehaviour:
+17
View File
@@ -0,0 +1,17 @@
using UnityEngine;
public class FastTravelIcon : MonoBehaviour
{
public Transform TravelLocation;
TeleportHandler TeleportHandler;
private void Start()
{
TeleportHandler = GameObject.FindWithTag("Player").GetComponent<TeleportHandler>();
}
public void GoToLocation()
{
TeleportHandler.FastTravel(TravelLocation, true);
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c3711c2e3d35fde4c8fd02cebc72979d
+96
View File
@@ -4926,6 +4926,100 @@ ParticleSystemRenderer:
m_MeshWeighting1: 1 m_MeshWeighting1: 1
m_MeshWeighting2: 1 m_MeshWeighting2: 1
m_MeshWeighting3: 1 m_MeshWeighting3: 1
--- !u!1 &6363008927783646894
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3726223533882090415}
- component: {fileID: 3526635589839092049}
- component: {fileID: 7545598716694529264}
- component: {fileID: 7668621773188834713}
m_Layer: 0
m_Name: ExplodeRadius
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &3726223533882090415
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6363008927783646894}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 18.43488, y: 18.43488, z: 18.43488}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 6754763150105653226}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!135 &3526635589839092049
SphereCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6363008927783646894}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 1
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Radius: 0.5
m_Center: {x: 0, y: 0, z: 0}
--- !u!114 &7545598716694529264
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6363008927783646894}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fcf160d0f430fff438a4e57b70f778b2, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Explosion
--- !u!54 &7668621773188834713
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6363008927783646894}
serializedVersion: 5
m_Mass: 1
m_LinearDamping: 0
m_AngularDamping: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_ImplicitCom: 1
m_ImplicitTensor: 1
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
m_CollisionDetection: 0
--- !u!1 &7529463216777598777 --- !u!1 &7529463216777598777
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -4964,6 +5058,7 @@ Transform:
- {fileID: 2953567605728542920} - {fileID: 2953567605728542920}
- {fileID: 6184526720724378978} - {fileID: 6184526720724378978}
- {fileID: 4002096401500763546} - {fileID: 4002096401500763546}
- {fileID: 3726223533882090415}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &8008322410806594511 --- !u!33 &8008322410806594511
@@ -5087,6 +5182,7 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::Tnt m_EditorClassIdentifier: Assembly-CSharp::Tnt
explodeLight: {fileID: 5338768621936571555} explodeLight: {fileID: 5338768621936571555}
explodeParticle: {fileID: 5366483297162523608} explodeParticle: {fileID: 5366483297162523608}
explosion: {fileID: 7545598716694529264}
fuseTime: 2 fuseTime: 2
explosionLengthTime: 0.2 explosionLengthTime: 0.2
--- !u!1 &8211024835675607581 --- !u!1 &8211024835675607581
+34
View File
@@ -0,0 +1,34 @@
using UnityEngine;
public class MapPlayerIcon : MonoBehaviour
{
public Vector3 RealMapBottomRight;
public Vector3 RealMapTopLeft;
RectTransform MapTransform;
RectTransform PlayerIconTransform;
void Start()
{
PlayerIconTransform = GetComponent<RectTransform>();
MapTransform = PlayerIconTransform.parent.GetComponent<RectTransform>();
}
// Update is called once per frame
void Update()
{
Vector3 playerPos = GameManager.Instance.PlayerController.transform.position;
float worldMinX = RealMapTopLeft.x;
float worldMaxX = RealMapBottomRight.x;
float worldMinZ = RealMapBottomRight.z;
float worldMaxZ = RealMapTopLeft.z;
// translate player position to percentage of map for x and y
float normalizedX = Mathf.InverseLerp(worldMinX, worldMaxX, playerPos.x);
float normalizedY = Mathf.InverseLerp(worldMinZ, worldMaxZ, playerPos.z);
// anchor is 0, subtract 0.5 for accurate coords
PlayerIconTransform.anchoredPosition = new Vector2((normalizedX - 0.5f) * MapTransform.rect.width, (normalizedY -0.5f) * MapTransform.rect.height);
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f08acec5e7dc5004a9b3427a8e19b5f4
File diff suppressed because it is too large Load Diff
+108 -219
View File
@@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEditor.Rendering;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using static Unity.Cinemachine.CinemachineTargetGroup; using static Unity.Cinemachine.CinemachineTargetGroup;
@@ -8,38 +9,35 @@
public class CameraController : MonoBehaviour public class CameraController : MonoBehaviour
{ {
public float camTargetRotation { get; private set; } = 0; [Header("Target")]
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate; [SerializeField] private Transform target;
[SerializeField] private Vector3 targetOffset = new Vector3(0f, 1.5f, 0f);
public Camera MainCamera; public Camera MainCamera;
public Transform playerCamHome;
private bool isCamRotating = false; [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("Rotation")]
public float mouseSensitivity = 200f;
public float minPitch = -30f;
public float maxPitch = 60f;
public float distance = 5f;
private float yaw;
private float pitch;
[Header("Zoom")] [Header("Zoom")]
public float followSpeed = 10f; [SerializeField] private float zoomSpeed = 2f;
public float maxDistance = 6f; [SerializeField] private float zoomSmoothness = 10f;
public float minDistance = 1f;
public float zoomSpeed = 5f;
public float heightOffset = -0.5f;
private float currentDistance;
private float distanceVelocity;
[Header("Collision")] [Header("Camera Collision")]
public float collisionRadius = 0.3f; [SerializeField] private LayerMask collisionLayers;
public float collisionOffset = 0.2f; [SerializeField] private float collisionRadius = 0.25f;
public LayerMask collisionMask; [SerializeField] private float collisionOffset = 0.1f;
[SerializeField] private float positionSmoothness = 15f;
[Header("Occlusion Settings")] [Header("Occlusion Settings")]
public LayerMask obstructionMask; [SerializeField] private LayerMask obstructionMask;
public float fadedAlpha = 0.25f; [SerializeField] private float fadedAlpha = 0.25f;
public float fadeSpeed = 5f; [SerializeField] private float fadeSpeed = 5f;
private Dictionary<Renderer, float> currentAlpha = private Dictionary<Renderer, float> currentAlpha =
new Dictionary<Renderer, float>(); new Dictionary<Renderer, float>();
@@ -47,228 +45,119 @@ public class CameraController : MonoBehaviour
private Dictionary<Renderer, float> targetAlpha = private Dictionary<Renderer, float> targetAlpha =
new Dictionary<Renderer, float>(); new Dictionary<Renderer, float>();
public Transform playerCamHome; private float yaw;
Transform dougBody; 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(); UpdateOcclusion();
UpdateFade(); UpdateFade();
HandleRotation();
if (Input.GetMouseButton(1)) HandleZoom();
{ UpdateCameraPosition();
HandleFreeCamRotation();
}
else
{
CamAvoidCollisions();
}
} }
void Start() private void HandleRotation()
{ {
Vector3 angles = playerCamHome.transform.eulerAngles; if (!Input.GetMouseButton(1))
yaw = angles.y;
pitch = angles.x;
currentDistance = distance;
}
/// <summary>
/// Trigger cam rotation
/// </summary>
public void RotateCam()
{
if (!isCamRotating)
{ {
float currentY = playerCamHome.transform.rotation.eulerAngles.y; UnityEngine.Cursor.visible = true;
camTargetRotation = currentY + 90f; UnityEngine.Cursor.lockState = CursorLockMode.None;
isCamRotating = true; return;
}
}
/// <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
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 yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
float mouseX = Input.GetAxis("Mouse X"); pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y");
yaw += mouseX * mouseSensitivity * Time.deltaTime;
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch); 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))
{
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)
{
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() private void HandleZoom()
{ {
if (dougBody == null) if (!Input.GetMouseButton(1))
{ {
if (GameManager.Instance.PlayerController.DougBody != null) return;
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
} }
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z); float scrollInput = Input.GetAxis("Mouse ScrollWheel");
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 desiredDirection = rotation * Vector3.back;
float adjustedDistance = currentDistance; targetDistance -= scrollInput * zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if (Physics.SphereCast( distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
target, }
collisionRadius,
desiredDirection, private void UpdateCameraPosition()
out RaycastHit hit, {
currentDistance, Vector3 targetPosition = target.position + targetOffset;
collisionMask,
QueryTriggerInteraction.Ignore)) 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))
{ {
adjustedDistance = correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
} }
// Desired Position Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y) MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
{
desiredPosition.y = dougBody.position.y;
}
// Smooth Follow MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
} }
void UpdateOcclusion() void UpdateOcclusion()
{ {
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
// Reset all renderers to visible // Reset all renderers to visible
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys)) foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
{ {
@@ -276,12 +165,12 @@ void UpdateOcclusion()
} }
Vector3 dir = Vector3 dir =
MainCamera.transform.position - dougBody.position; MainCamera.transform.position - target.position;
float dist = dir.magnitude; float dist = dir.magnitude;
RaycastHit[] hits = Physics.RaycastAll( RaycastHit[] hits = Physics.RaycastAll(
dougBody.position, target.position,
dir.normalized, dir.normalized,
dist, dist,
obstructionMask, obstructionMask,
+222 -144
View File
@@ -1,4 +1,5 @@
using System.Collections; using System.Collections;
using TMPro;
using Unity.VisualScripting.Antlr3.Runtime; using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine; using UnityEngine;
using static UnityEngine.GraphicsBuffer; using static UnityEngine.GraphicsBuffer;
@@ -10,15 +11,17 @@ public class PlayerController : MonoBehaviour
public Tool[] tools; public Tool[] tools;
float toolUseTimestamp = 0; float toolUseTimestamp = 0;
public float walkSpeed; public float walkSpeed = 2;
public float sprintMultiplier = 1.5f; public float sprintMultiplier = 1.5f;
public float gravity = 10; public float gravity = 0.05f;
public float rotationSpeed = 15; public float rotationSpeed = 40;
public float jumpHeight = 200f;
Interactable nearestInteractable; Interactable nearestInteractable;
public CameraController cameraController; public CameraController cameraController;
private CharacterController characterController; private CharacterController characterController;
private Vector3 moveDir; private Vector3 moveDir;
private float verticalVelocity;
private bool hasControl = true; // set this to false if we want to stop reading player inputs private bool hasControl = true; // set this to false if we want to stop reading player inputs
private bool canUseTools = true; // set this to false if we want to stop reading player tool use private bool canUseTools = true; // set this to false if we want to stop reading player tool use
private bool isSprinting = false; private bool isSprinting = false;
@@ -40,23 +43,7 @@ void Update()
// TODO: Move input detection somewhere else // TODO: Move input detection somewhere else
if (Input.GetKeyDown(KeyCode.Escape)) if (Input.GetKeyDown(KeyCode.Escape))
{ {
if (!paused) TogglePause();
{
Cursor.lockState = CursorLockMode.None;
Time.timeScale = 0;
canUseTools = false;
hasControl = false;
GameManager.Instance.MenuController.ShowScreen("Pause");
}
else
{
Time.timeScale = 1;
canUseTools = true;
hasControl = true;
GameManager.Instance.MenuController.HideAllScreens();
}
paused = !paused;
} }
if (hasControl) if (hasControl)
@@ -69,6 +56,7 @@ void Update()
CheckWeaponChange(); CheckWeaponChange();
ApplyWalk(); ApplyWalk();
TryJump();
} }
if (canUseTools) if (canUseTools)
@@ -77,10 +65,44 @@ void Update()
} }
CheckSprint(); CheckSprint();
ApplySpeed();
ApplyGravity(); ApplyGravity();
DoMovement(); DoMovement();
} }
public void TogglePause()
{
if (!paused)
{
Cursor.lockState = CursorLockMode.None;
Time.timeScale = 0;
canUseTools = false;
hasControl = false;
GameManager.Instance.MenuController.ShowScreen("Pause");
}
else
{
Time.timeScale = 1;
canUseTools = true;
hasControl = true;
GameManager.Instance.MenuController.HideAllScreens();
}
paused = !paused;
}
#region Movement Calculation/Input Processing
/// <summary>
/// If player presses space, jump
/// </summary>
private void TryJump()
{
if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space))
{
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * -gravity);
}
}
/// <summary> /// <summary>
/// Checks if shift is being held, isSprinting is true if it is /// Checks if shift is being held, isSprinting is true if it is
/// </summary> /// </summary>
@@ -111,7 +133,7 @@ private void CheckWeaponChange()
{ {
SwitchTools(false); SwitchTools(false);
} }
} }
} }
/// <summary> /// <summary>
@@ -127,61 +149,34 @@ void ApplyWalk()
verticalMovement = Input.GetAxisRaw("Vertical"); verticalMovement = Input.GetAxisRaw("Vertical");
horizontalMovement = Input.GetAxisRaw("Horizontal"); horizontalMovement = Input.GetAxisRaw("Horizontal");
} }
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized; moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
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);
}
} }
/// <summary> /// <summary>
/// Apply gravity and speed to moveDir /// Apply speed to moveDir
/// </summary> /// </summary>
void ApplyGravity() void ApplySpeed()
{ {
if (isSprinting) if (isSprinting)
moveDir *= (walkSpeed * sprintMultiplier); moveDir *= (walkSpeed * sprintMultiplier);
else else
moveDir *= walkSpeed; moveDir *= walkSpeed;
moveDir.y += -gravity;
} }
/// <summary> /// <summary>
/// Move character with moveDir /// Apply gravity to moveDir
/// </summary> /// </summary>
void DoMovement() void ApplyGravity()
{ {
characterController.Move(moveDir * Time.deltaTime); // Makes sure we're grounded (built-in character controller is wonky)
} if (characterController.isGrounded && verticalVelocity < 0)
{
verticalVelocity = -2f;
}
/// <summary> verticalVelocity += -gravity;
/// Pass movement into character controller, lets us expose function without exposing
/// whole char controller
/// </summary>
public void CharacterControllerMove(Vector3 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
forwardDir *= walkSpeed;
characterController.Move(forwardDir * Time.deltaTime);
} }
/// <summary> /// <summary>
@@ -241,44 +236,58 @@ void RotatePlayerTowardMouse()
} }
}*/ }*/
Camera cam = cameraController.MainCamera; // When rotating the cam with right mouse, look forward
if (Input.GetMouseButton(1))
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
{ {
targetPoint = hit.point; Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
else else
{ {
// 2. Fallback to plane at player height Camera cam = cameraController.MainCamera;
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter)) Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
{
targetPoint = hit.point;
}
else
{
// 2. Fallback to plane at player height
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter))
return;
targetPoint = ray.GetPoint(enter);
}
// 3. Flatten direction so we only rotate on Y axis
Vector3 direction = targetPoint - DougBody.transform.position;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f)
return; return;
targetPoint = ray.GetPoint(enter); // 4. Convert to rotation
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
// 5. Smooth rotation
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
// 3. Flatten direction so we only rotate on Y axis
Vector3 direction = targetPoint - DougBody.transform.position;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f)
return;
// 4. Convert to rotation
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
// 5. Smooth rotation
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
/// <summary> /// <summary>
@@ -292,61 +301,13 @@ void TryInteract()
} }
} }
private void OnTriggerEnter(Collider other)
{
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null)
{
nearestInteractable = interactable;
interactable.MoveInsideRange();
}
}
private void OnTriggerExit(Collider other)
{
// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null && nearestInteractable != null)
{
nearestInteractable.MoveOutsideRange();
nearestInteractable = null;
}
}
/// <summary> /// <summary>
/// Sets the character's "hasControl" bool. All input is ignored when false /// Move character with moveDir
/// </summary> /// </summary>
public void SetCharacterControl(bool hasControl) void DoMovement()
{ {
this.hasControl = hasControl; moveDir.y = verticalVelocity;
} characterController.Move(moveDir * Time.deltaTime);
/// <summary>
/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
/// </summary>
public void SetCharacterCanUseTools(bool canUseTools)
{
this.canUseTools = canUseTools;
}
/// <summary>
/// Gets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public bool GetCharacterHasControl()
{
return hasControl;
}
/// <summary>
/// Expose the character controller's velocity
/// </summary>
public Vector3 GetVelocity()
{
return characterController.velocity;
} }
/// <summary> /// <summary>
@@ -358,7 +319,7 @@ public Vector3 GetVelocity()
/// try the previous tool if the tool at toolIndex is not unlocked. /// try the previous tool if the tool at toolIndex is not unlocked.
/// </param> /// </param>
/// </summary> /// </summary>
private void SwitchTools(int toolIndex, bool defaultToUp=true) private void SwitchTools(int toolIndex, bool defaultToUp = true)
{ {
if (toolIndex < 0 || toolIndex >= tools.Length) if (toolIndex < 0 || toolIndex >= tools.Length)
{ {
@@ -370,7 +331,7 @@ private void SwitchTools(int toolIndex, bool defaultToUp=true)
{ {
tool.gameObject.SetActive(false); tool.gameObject.SetActive(false);
} }
if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[toolIndex].ToolType)) if (GameManager.Instance.PlayerManager.IsToolUnlocked(tools[toolIndex].ToolType))
{ {
// load new tool // load new tool
@@ -422,5 +383,122 @@ private void SwitchTools(bool up)
else SwitchTools(newIndex - 1, false); else SwitchTools(newIndex - 1, false);
} }
} }
#endregion
#region External Controls
/// <summary>
/// Pass movement into character controller, lets us expose function without exposing
/// whole char controller
/// </summary>
public void CharacterControllerMove(Vector3 movement)
{
characterController.Move(movement);
}
/// <summary>
/// Set the character controller's position
/// </summary>
public void CharacterControllerSetPosition(Vector3 pos)
{
characterController.enabled = false;
transform.position = pos;
characterController.enabled = true;
}
/// <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
forwardDir *= walkSpeed;
characterController.Move(forwardDir * Time.deltaTime);
}
/// <summary>
/// Sets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public void SetCharacterControl(bool hasControl)
{
this.hasControl = hasControl;
}
/// <summary>
/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
/// </summary>
public void SetCharacterCanUseTools(bool canUseTools)
{
this.canUseTools = canUseTools;
}
/// <summary>
/// Gets the character's "hasControl" bool. All input is ignored when false
/// </summary>
public bool GetCharacterHasControl()
{
return hasControl;
}
/// <summary>
/// Expose the character controller's velocity
/// </summary>
public Vector3 GetVelocity()
{
return characterController.velocity;
}
/// <summary>
/// Bounce off of object (upward), reverses downward velocity and multiplies it by
/// the bounciness
/// <param name="bounciness">How bouncy the surface is</param>
/// </summary>
public void Bounce(float bounciness)
{
if (verticalVelocity < -3f)
{
float bounceForce = -verticalVelocity * bounciness;
verticalVelocity = bounceForce;
moveDir.y = bounceForce;
}
}
#endregion
private void OnTriggerEnter(Collider other)
{
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null)
{
nearestInteractable = interactable;
interactable.MoveInsideRange();
}
}
private void OnTriggerExit(Collider other)
{
// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null && nearestInteractable != null)
{
nearestInteractable.MoveOutsideRange();
nearestInteractable = null;
}
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
BouncePad bouncePad = hit.gameObject.GetComponent<BouncePad>();
if (bouncePad != null)
{
Bounce(bouncePad.bounciness);
}
}
} }
@@ -13,6 +13,19 @@ private void Start()
playerController = GetComponent<PlayerController>(); playerController = GetComponent<PlayerController>();
} }
/// <summary>
/// Triggers the fast travel coroutine
/// </summary>
public void FastTravel(Transform position, bool isPaused)
{
if (isPaused)
{
GameManager.Instance.PlayerController.TogglePause();
}
StartCoroutine(FastTravelCoroutine(position));
}
/// <summary> /// <summary>
/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning) /// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
/// </summary> /// </summary>
@@ -74,4 +87,41 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
playerController.SetCharacterControl(true); playerController.SetCharacterControl(true);
} }
/// <summary>
/// Handle teleportation and timing for fast travel
/// </summary>
IEnumerator FastTravelCoroutine(Transform location)
{
float fadeDuration = 0.2f; // how long to fade to/from black
float fadeTime = 0;
Color blackScreenColor = Color.black;
playerController.SetCharacterControl(false);
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
GameManager.Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
playerController.CharacterControllerSetPosition(location.position);
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
GameManager.Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
yield return new WaitForSeconds(0.2f);
playerController.SetCharacterControl(true);
}
} }
+13 -2
View File
@@ -2,12 +2,23 @@
public class BurriedItem : Diggable public class BurriedItem : Diggable
{ {
public GameObject ItemToSpawn; // Spawnpoint is optional, will spawn at location of dig spot, translated up
// on y-axis
public Transform Spawnpoint; public Transform Spawnpoint;
public GameObject ItemToSpawn;
public override void Dig() public override void Dig()
{ {
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null); if (Spawnpoint == null)
{
Vector3 newPos = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z);
Instantiate(ItemToSpawn, newPos, transform.rotation, null);
}
else
{
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
}
Destroy(gameObject); Destroy(gameObject);
} }
} }
@@ -0,0 +1,34 @@
using UnityEngine;
// Put this on things that will explode when they enter the collision trigger
// an Explosion script
public class Explodable : MonoBehaviour
{
// Light is optional (only if you want the exploded object to create light)
public Light explodeLight;
public ParticleSystem explodeParticle;
public float explosionLengthTime;
public void Explode()
{
if (explodeLight != null)
{
explodeLight.gameObject.SetActive(true);
explodeLight.transform.parent = null;
Destroy(explodeLight.gameObject, explosionLengthTime);
}
if (explodeParticle != null)
{
explodeParticle.gameObject.SetActive(true);
explodeParticle.transform.parent = null;
//explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
explodeParticle.Play();
Destroy(explodeParticle.gameObject, explosionLengthTime);
}
Destroy(gameObject);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0c0bbb84f48543046b86f073995c09b1
@@ -0,0 +1,18 @@
using UnityEngine;
// Put this on an empty game object with a trigger collider. Anything inside of this
// trigger collider with an Explodable script will explode
public class Explosion : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other != null)
{
Explodable explodable = other.GetComponent<Explodable>();
if (explodable != null)
{
explodable.Explode();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fcf160d0f430fff438a4e57b70f778b2
+18 -4
View File
@@ -15,7 +15,11 @@ public class Talkable : Interactable
public void Start() public void Start()
{ {
voice = GetComponent<DialogueVoice>(); voice = GetComponent<DialogueVoice>();
talkIndicator.SetActive(false);
if (talkIndicator != null)
{
talkIndicator.SetActive(false);
}
} }
void DetermineDialogue() void DetermineDialogue()
@@ -90,17 +94,27 @@ public override void Interact()
else else
GameManager.Instance.DialogueManager.DisplayNextSentence(); GameManager.Instance.DialogueManager.DisplayNextSentence();
talkIndicator.SetActive(false); if (talkIndicator != null)
{
talkIndicator.SetActive(false);
}
} }
public override void MoveInsideRange() public override void MoveInsideRange()
{ {
talkIndicator.SetActive(true); if (talkIndicator != null)
{
talkIndicator.SetActive(true);
}
} }
public override void MoveOutsideRange() public override void MoveOutsideRange()
{ {
GameManager.Instance.DialogueManager.EndDialogue(); GameManager.Instance.DialogueManager.EndDialogue();
talkIndicator.SetActive(false);
if (talkIndicator != null)
{
talkIndicator.SetActive(false);
}
} }
} }
+4
View File
@@ -4,6 +4,7 @@ public class Tnt : MonoBehaviour
{ {
public Light explodeLight; public Light explodeLight;
public ParticleSystem explodeParticle; public ParticleSystem explodeParticle;
public Explosion explosion;
public float fuseTime; public float fuseTime;
public float explosionLengthTime; public float explosionLengthTime;
@@ -17,6 +18,8 @@ void Update()
if (!exploded && timer > fuseTime) if (!exploded && timer > fuseTime)
{ {
exploded = true; exploded = true;
explosion.gameObject.SetActive(true);
explosion.transform.parent = null;
explodeLight.gameObject.SetActive(true); explodeLight.gameObject.SetActive(true);
explodeLight.transform.parent = null; explodeLight.transform.parent = null;
explodeParticle.gameObject.SetActive(true); explodeParticle.gameObject.SetActive(true);
@@ -26,6 +29,7 @@ void Update()
Destroy(explodeLight.gameObject, explosionLengthTime); Destroy(explodeLight.gameObject, explosionLengthTime);
Destroy(explodeParticle.gameObject, explosionLengthTime); Destroy(explodeParticle.gameObject, explosionLengthTime);
Destroy(explosion.gameObject, 0.1f);
Destroy(gameObject); Destroy(gameObject);
} }
BIN
View File
Binary file not shown.
+117
View File
@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: ff5af43c5cbc5064d90c8078a8b2e90a
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:
+1 -1
View File
@@ -24,7 +24,7 @@ TagManager:
- CameraObstructions - CameraObstructions
- Water - Water
- UI - UI
- - Dither
- -
- -
- -