merge feat/level/create-level-1 : keep the most recent
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@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
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private Vector3 m_buttonPressedPos;
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private bool m_isVisuallyPressed;
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public PlayerHeadController headController;
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private void Reset()
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{
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Collider col = GetComponent<Collider>();
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@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
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private void Update()
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{
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if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
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if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
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{
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TryInteract();
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}
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@@ -5,10 +5,12 @@ public class PlayerHeadController : MonoBehaviour
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public Transform Head;
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public Transform CameraTransform;
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public float ThrowForce = 10f;
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public float PickupDistance = 3f;
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public Transform BodyTransform;
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public bool isHoldingHead = true;
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public float ThrowForce;
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public float PickupDistance;
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public bool isHoldingHead;
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private Rigidbody m_headRigidbody;
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@@ -28,8 +30,13 @@ public class PlayerHeadController : MonoBehaviour
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{
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Cursor.lockState = CursorLockMode.Locked;
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m_headInitialLocalPos = Head.localPosition;
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m_headInitialLocalRot = Head.localRotation;
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Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
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m_headInitialLocalPos = BodyTransform.localPosition + offset;
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m_headInitialLocalRot = BodyTransform.localRotation;
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m_headRigidbody = Head.GetComponent<Rigidbody>();
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Head.SetParent(null);
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}
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void Update()
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@@ -55,6 +62,7 @@ public class PlayerHeadController : MonoBehaviour
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private void DropHead()
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{
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Debug.Log("DropHead");
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animator.SetTrigger("Throw");
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isHoldingHead = false;
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@@ -72,6 +80,7 @@ public class PlayerHeadController : MonoBehaviour
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private void ThrowHead()
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{
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Debug.Log("ThrowHead");
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if (!isHoldingHead)
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return;
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@@ -95,6 +104,7 @@ public class PlayerHeadController : MonoBehaviour
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private void PickupHead()
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{
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Debug.Log("PickupHead");
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isHoldingHead = true;
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if (m_headRigidbody != null)
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@@ -1,19 +0,0 @@
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{
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"lines": [
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{
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"speaker": "SYSTEME",
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"text": "...Ici, quelque chose cloche.",
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"duration": 2.5
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},
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{
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"speaker": "SYSTEME",
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"text": "Reste calme. Observe la piece.",
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"duration": 2.5
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},
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{
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"speaker": "SYSTEME",
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"text": "Trouve une sortie.",
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"duration": 2.2
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}
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]
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}
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29
Assets/Code/Subtitles/Level01_Room1.json
Normal file
29
Assets/Code/Subtitles/Level01_Room1.json
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@@ -0,0 +1,29 @@
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{
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"lines": [
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{
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"speaker": "SYSTEME",
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"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
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"duration": 6.5
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},
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{
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"speaker": "SYSTEME",
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"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
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"duration": 5
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},
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{
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"speaker": "SYSTEME",
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"text": "To move, use ZQSD. To interact with objects, use \"E\".",
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"duration": 5
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},
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{
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"speaker": "SYSTEME",
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"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
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"duration": 3
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},
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{
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"speaker": "SYSTEME",
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"text": "Good luck, UNIT SB-3954.",
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"duration": 3
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}
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]
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: c4b9d13b29337441dbdb06a8a45e32c3
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guid: 1e42d860d90034c58a6600de98c72204
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TextScriptImporter:
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externalObjects: {}
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userData:
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29
Assets/Code/Subtitles/Level01_Room2.json
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29
Assets/Code/Subtitles/Level01_Room2.json
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@@ -0,0 +1,29 @@
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{
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"lines": [
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{
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"speaker": "SYSTEME",
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"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
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"duration": 4.5
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},
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{
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"speaker": "SYSTEME",
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"text": "I see that your module of ejection of your head is still working.",
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"duration": 4
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},
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{
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"speaker": "SYSTEME",
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"text": "Now that you understand you can launch your head, use your head to see at a different angle.",
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"duration": 5
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},
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{
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"speaker": "SYSTEME",
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"text": "You lift your head and look around, for that use \"R\".",
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"duration": 3
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},
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{
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"speaker": "SYSTEME",
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"text": "Use this to find the code for the door.",
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"duration": 4.5
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}
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]
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}
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7
Assets/Code/Subtitles/Level01_Room2.json.meta
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7
Assets/Code/Subtitles/Level01_Room2.json.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 7c5bd5fd82b7a498aa62659593ea5cef
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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