18 Commits

Author SHA1 Message Date
Thibault Pouch
9d8f3e46bd feat: add Wall_20x60 prefab with initial properties and settings 2026-04-10 17:42:24 +02:00
Thibault Pouch
d934fa4fe2 feat: add Floor_30x60 prefab with initial properties and settings 2026-04-10 17:42:21 +02:00
Thibault Pouch
9236841637 feat: add Celing_30x60 prefab with initial properties and settings 2026-04-10 17:42:16 +02:00
Thibault Pouch
140e306301 chore : make ROOM-1 longer 2026-04-10 17:42:08 +02:00
Thibault Pouch
7be5b58ccb fix : put layer ground for all floor prefab 2026-04-10 17:32:29 +02:00
Thibault Pouch
74c63a1500 feat: add Door shape properties to ShapeBuilder settings 2026-04-10 17:28:14 +02:00
Thibault Pouch
94a899e066 feat: add Celing_30x30 prefab with updated properties and adjustments 2026-04-10 17:28:08 +02:00
Thibault Pouch
33f1e9037f refactor : replace meshColider to boxColider 2026-04-10 17:27:48 +02:00
Thibault Pouch
98ebbeda41 feat: add meta files for Celings, Floors, and Walls prefabs 2026-04-10 17:02:29 +02:00
Thibault Pouch
a9be0f924c Add new wall prefabs: Wall_10x10, Wall_10x30, and Wall_20x20
- Created Wall_10x10 prefab with associated metadata.
- Created Wall_10x30 prefab with detailed mesh and components.
- Created Wall_20x20 prefab with detailed mesh and components.
- Added metadata files for all new prefabs to ensure proper asset management.
2026-04-10 17:02:19 +02:00
Thibault Pouch
beeb0830b8 feat: add Floor_30x10 and Floor_30x30 prefabs 2026-04-10 17:02:08 +02:00
Thibault Pouch
325304fd74 feat: add Celing_30x30 prefab 2026-04-10 17:02:02 +02:00
Thibault Pouch
66d901588b feat : modeling room 1 2026-04-10 17:01:43 +02:00
Thibault Pouch
f4ae6fe47b chore : rename old level 1 sncen to level proto 2026-04-10 16:37:35 +02:00
3a758bb245 Merge pull request 'feat/add-throwable-items' (#9) from feat/add-throwable-items into Prototype
Reviewed-on: #9
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
2026-04-06 21:50:27 +02:00
Pierre Ryssen
0554662c32 fix: change the typo 'teh' into 'the' in the throw script 2026-03-31 22:03:32 +02:00
Pierre Ryssen
e42114602a test: add throwable items in the dev room 2026-03-31 22:01:29 +02:00
Pierre Ryssen
f593bc2e20 perf: add a grabbable layer and set all things that can be grab in one file 2026-03-31 20:54:44 +02:00
41 changed files with 7518 additions and 382 deletions

View File

@@ -2,18 +2,25 @@ using UnityEngine;
public class PlayerHeadController : MonoBehaviour
{
[Header("Head")]
public Transform Head;
public Transform CameraTransform;
public Transform BodyTransform;
public float ThrowForce;
public float PickupDistance;
public bool isHoldingHead;
private Rigidbody m_headRigidbody;
[Header("Grabbable")]
public Transform HandTransform; // in the future hand maybe grab items but for now its an empty object
public float ItemThrowForce = 10f;
public float ItemPickupDistance = 5f;
private bool isHoldingItem;
private Rigidbody m_itemRigidbody;
private Collider m_itemCollider;
private Transform m_currentItem;
private Rigidbody m_headRigidbody;
private Vector3 m_headInitialLocalPos;
private Quaternion m_headInitialLocalRot;
@@ -31,7 +38,6 @@ public class PlayerHeadController : MonoBehaviour
Cursor.lockState = CursorLockMode.Locked;
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
m_headInitialLocalPos = BodyTransform.localPosition + offset;
m_headInitialLocalRot = BodyTransform.localRotation;
m_headRigidbody = Head.GetComponent<Rigidbody>();
@@ -42,14 +48,20 @@ public class PlayerHeadController : MonoBehaviour
void Update()
{
if (input.HeadInteractionPressed)
{
InteractHead();
}
if (input.ThrowPressed)
{
if (input.ThrowPressed && isHoldingHead)
ThrowHead();
if (input.InteractPressed)
{
if (!isHoldingItem)
TryPickupItem();
else
DropItem();
}
if (input.ThrowPressed && isHoldingItem)
ThrowItem();
}
private void InteractHead()
@@ -60,61 +72,84 @@ public class PlayerHeadController : MonoBehaviour
DropHead();
}
private void TryPickupHead()
{
if (isHoldingHead || isHoldingItem)
return;
if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
PickupHead();
}
private void PickupHead()
{
isHoldingHead = true;
if (m_headRigidbody != null)
Destroy(m_headRigidbody);
Head.SetParent(transform);
Head.localPosition = m_headInitialLocalPos;
Head.localRotation = m_headInitialLocalRot;
}
private void DropHead()
{
Debug.Log("DropHead");
animator.SetTrigger("Throw");
isHoldingHead = false;
Head.SetParent(null);
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
m_headRigidbody.mass = 1f;
m_headRigidbody.constraints =
RigidbodyConstraints.FreezeRotationX |
RigidbodyConstraints.FreezeRotationZ |
RigidbodyConstraints.FreezeRotationY;
}
private void ThrowHead()
{
Debug.Log("ThrowHead");
if (!isHoldingHead)
return;
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupHead()
private void TryPickupItem()
{
if (isHoldingHead)
if (isHoldingHead || isHoldingItem)
return;
int grabbableLayer = LayerMask.GetMask("Grabbable");
Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
float distance = Vector3.Distance(transform.position, Head.position);
if (distance <= PickupDistance)
foreach (Collider hit in hits)
{
PickupHead();
m_currentItem = hit.transform;
m_itemRigidbody = hit.GetComponent<Rigidbody>();
m_itemCollider = hit.GetComponent<Collider>();
PickupItem();
return;
}
}
private void PickupHead()
private void PickupItem()
{
Debug.Log("PickupHead");
isHoldingHead = true;
isHoldingItem = true;
m_itemRigidbody.isKinematic = true;
m_itemCollider.enabled = false;
if (m_headRigidbody != null)
{
Destroy(m_headRigidbody);
m_currentItem.SetParent(HandTransform);
m_currentItem.localPosition = Vector3.zero;
m_currentItem.localRotation = Quaternion.identity;
}
Head.SetParent(transform);
private void DropItem()
{
isHoldingItem = false;
m_currentItem.SetParent(null);
m_itemRigidbody.isKinematic = false;
m_itemCollider.enabled = true;
m_currentItem = null;
}
Head.localPosition = m_headInitialLocalPos;
Head.localRotation = m_headInitialLocalRot;
private void ThrowItem()
{
DropItem();
m_itemRigidbody.AddForce(BodyTransform.forward * ItemThrowForce, ForceMode.Impulse);
}
}

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