Compare commits
10 Commits
fc0bcf0201
..
trey
| Author | SHA1 | Date | |
|---|---|---|---|
| d8295719b0 | |||
| fc78d599a8 | |||
| 0063735802 | |||
| 25236e29e6 | |||
| 16342f1ff4 | |||
| 2715ba7a86 | |||
| 778653994d | |||
| b8d5a52148 | |||
| e8dac480ec | |||
| 394422c500 |
@@ -0,0 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class BouncePad : MonoBehaviour
|
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{
|
||||
public float bounciness = 1;
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||||
}
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||||
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minBoneWeight: 0.001
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optimizeBones: 1
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generateMeshLods: 0
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
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normalSmoothingSource: 0
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referencedClips: []
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importAnimation: 1
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humanDescription:
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serializedVersion: 3
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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legStretch: 0.05
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rootMotionBoneName:
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lastHumanDescriptionAvatarSource: {instanceID: 0}
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autoGenerateAvatarMappingIfUnspecified: 1
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animationType: 2
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humanoidOversampling: 1
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avatarSetup: 0
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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importBlendShapeDeformPercent: 1
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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+2
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walkSpeed: 2
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sprintMultiplier: 1.5
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gravity: 5
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gravity: 0.03
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rotationSpeed: 40
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jumpHeight: 250
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cameraController: {fileID: 5478143440182735446}
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--- !u!114 &5478143440182735446
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MonoBehaviour:
|
||||
|
||||
@@ -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);
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}
|
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}
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m_EditorClassIdentifier: Assembly-CSharp::Tnt
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explodeParticle: {fileID: 5366483297162523608}
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explosion: {fileID: 7545598716694529264}
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fuseTime: 2
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explosionLengthTime: 0.2
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--- !u!1 &8211024835675607581
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@@ -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);
|
||||
}
|
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f08acec5e7dc5004a9b3427a8e19b5f4
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+10588
-2329
File diff suppressed because it is too large
Load Diff
@@ -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 (!isCamRotating)
|
||||
if (!Input.GetMouseButton(1))
|
||||
{
|
||||
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
|
||||
return;
|
||||
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))
|
||||
{
|
||||
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)
|
||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
||||
else
|
||||
return;
|
||||
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))
|
||||
distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void UpdateCameraPosition()
|
||||
{
|
||||
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))
|
||||
{
|
||||
adjustedDistance =
|
||||
Mathf.Max(
|
||||
hit.distance - collisionOffset,
|
||||
minDistance);
|
||||
correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
|
||||
}
|
||||
|
||||
// Desired Position
|
||||
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
|
||||
Vector3 desiredPosition = target + offset;
|
||||
Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
|
||||
|
||||
if (desiredPosition.y < dougBody.position.y)
|
||||
{
|
||||
desiredPosition.y = dougBody.position.y;
|
||||
}
|
||||
MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
|
||||
|
||||
// Smooth Follow
|
||||
playerCamHome.transform.position = Vector3.Lerp(
|
||||
playerCamHome.transform.position,
|
||||
desiredPosition,
|
||||
followSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
// Look at player
|
||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
||||
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,
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting.Antlr3.Runtime;
|
||||
using UnityEngine;
|
||||
using static UnityEngine.GraphicsBuffer;
|
||||
@@ -10,15 +11,17 @@ public class PlayerController : MonoBehaviour
|
||||
public Tool[] tools;
|
||||
float toolUseTimestamp = 0;
|
||||
|
||||
public float walkSpeed;
|
||||
public float walkSpeed = 2;
|
||||
public float sprintMultiplier = 1.5f;
|
||||
public float gravity = 10;
|
||||
public float rotationSpeed = 15;
|
||||
public float gravity = 0.05f;
|
||||
public float rotationSpeed = 40;
|
||||
public float jumpHeight = 200f;
|
||||
|
||||
Interactable nearestInteractable;
|
||||
public CameraController cameraController;
|
||||
private CharacterController characterController;
|
||||
private Vector3 moveDir;
|
||||
private float verticalVelocity;
|
||||
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 isSprinting = false;
|
||||
@@ -40,23 +43,7 @@ void Update()
|
||||
// TODO: Move input detection somewhere else
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
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;
|
||||
TogglePause();
|
||||
}
|
||||
|
||||
if (hasControl)
|
||||
@@ -69,6 +56,7 @@ void Update()
|
||||
|
||||
CheckWeaponChange();
|
||||
ApplyWalk();
|
||||
TryJump();
|
||||
}
|
||||
|
||||
if (canUseTools)
|
||||
@@ -77,10 +65,44 @@ void Update()
|
||||
}
|
||||
|
||||
CheckSprint();
|
||||
ApplySpeed();
|
||||
ApplyGravity();
|
||||
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>
|
||||
/// Checks if shift is being held, isSprinting is true if it is
|
||||
/// </summary>
|
||||
@@ -127,61 +149,34 @@ 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>
|
||||
/// Apply gravity and speed to moveDir
|
||||
/// Apply speed to moveDir
|
||||
/// </summary>
|
||||
void ApplyGravity()
|
||||
void ApplySpeed()
|
||||
{
|
||||
if (isSprinting)
|
||||
moveDir *= (walkSpeed * sprintMultiplier);
|
||||
else
|
||||
moveDir *= walkSpeed;
|
||||
|
||||
moveDir.y += -gravity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move character with moveDir
|
||||
/// Apply gravity to moveDir
|
||||
/// </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>
|
||||
/// 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);
|
||||
verticalVelocity += -gravity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -241,44 +236,58 @@ void RotatePlayerTowardMouse()
|
||||
}
|
||||
}*/
|
||||
|
||||
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))
|
||||
// When rotating the cam with right mouse, look forward
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
targetPoint = hit.point;
|
||||
Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
|
||||
|
||||
DougBody.transform.rotation = Quaternion.Slerp(
|
||||
DougBody.transform.rotation,
|
||||
targetRotation,
|
||||
rotationSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2. Fallback to plane at player height
|
||||
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
|
||||
Camera cam = cameraController.MainCamera;
|
||||
|
||||
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;
|
||||
|
||||
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>
|
||||
@@ -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>
|
||||
/// Sets the character's "hasControl" bool. All input is ignored when false
|
||||
/// Move character with moveDir
|
||||
/// </summary>
|
||||
public void SetCharacterControl(bool hasControl)
|
||||
void DoMovement()
|
||||
{
|
||||
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;
|
||||
moveDir.y = verticalVelocity;
|
||||
characterController.Move(moveDir * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -358,7 +319,7 @@ public Vector3 GetVelocity()
|
||||
/// try the previous tool if the tool at toolIndex is not unlocked.
|
||||
/// </param>
|
||||
/// </summary>
|
||||
private void SwitchTools(int toolIndex, bool defaultToUp=true)
|
||||
private void SwitchTools(int toolIndex, bool defaultToUp = true)
|
||||
{
|
||||
if (toolIndex < 0 || toolIndex >= tools.Length)
|
||||
{
|
||||
@@ -422,5 +383,122 @@ private void SwitchTools(bool up)
|
||||
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>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers the fast travel coroutine
|
||||
/// </summary>
|
||||
public void FastTravel(Transform position, bool isPaused)
|
||||
{
|
||||
if (isPaused)
|
||||
{
|
||||
GameManager.Instance.PlayerController.TogglePause();
|
||||
}
|
||||
|
||||
StartCoroutine(FastTravelCoroutine(position));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
|
||||
/// </summary>
|
||||
@@ -74,4 +87,41 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -2,12 +2,23 @@
|
||||
|
||||
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 GameObject ItemToSpawn;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -15,7 +15,11 @@ public class Talkable : Interactable
|
||||
public void Start()
|
||||
{
|
||||
voice = GetComponent<DialogueVoice>();
|
||||
talkIndicator.SetActive(false);
|
||||
|
||||
if (talkIndicator != null)
|
||||
{
|
||||
talkIndicator.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
void DetermineDialogue()
|
||||
@@ -90,17 +94,27 @@ public override void Interact()
|
||||
else
|
||||
GameManager.Instance.DialogueManager.DisplayNextSentence();
|
||||
|
||||
talkIndicator.SetActive(false);
|
||||
if (talkIndicator != null)
|
||||
{
|
||||
talkIndicator.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public override void MoveInsideRange()
|
||||
{
|
||||
talkIndicator.SetActive(true);
|
||||
if (talkIndicator != null)
|
||||
{
|
||||
talkIndicator.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public override void MoveOutsideRange()
|
||||
{
|
||||
GameManager.Instance.DialogueManager.EndDialogue();
|
||||
talkIndicator.SetActive(false);
|
||||
|
||||
if (talkIndicator != null)
|
||||
{
|
||||
talkIndicator.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ public class Tnt : MonoBehaviour
|
||||
{
|
||||
public Light explodeLight;
|
||||
public ParticleSystem explodeParticle;
|
||||
public Explosion explosion;
|
||||
|
||||
public float fuseTime;
|
||||
public float explosionLengthTime;
|
||||
@@ -17,6 +18,8 @@ void Update()
|
||||
if (!exploded && timer > fuseTime)
|
||||
{
|
||||
exploded = true;
|
||||
explosion.gameObject.SetActive(true);
|
||||
explosion.transform.parent = null;
|
||||
explodeLight.gameObject.SetActive(true);
|
||||
explodeLight.transform.parent = null;
|
||||
explodeParticle.gameObject.SetActive(true);
|
||||
@@ -26,6 +29,7 @@ void Update()
|
||||
|
||||
Destroy(explodeLight.gameObject, explosionLengthTime);
|
||||
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
||||
Destroy(explosion.gameObject, 0.1f);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
LFS
BIN
Binary file not shown.
@@ -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:
|
||||
@@ -24,7 +24,7 @@ TagManager:
|
||||
- CameraObstructions
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- Dither
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
Reference in New Issue
Block a user