21 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
Pierre Ryssen
cac96fd09f feat: add throwable boxs and set it as prefab 2026-03-30 23:49:36 +02:00
Pierre Ryssen
bf59f9b2da assets: mobile_RPAsset 2026-03-30 16:41:02 +02:00
Pierre Ryssen
9183a4e687 recovery: set the recovery 2026-03-30 16:40:04 +02:00
47 changed files with 7845 additions and 787 deletions

View File

@@ -0,0 +1,72 @@
using UnityEngine;
public class BoxPickup : MonoBehaviour
{
public Transform PlayerTransform;
public Transform CameraTransform;
public Transform HandTransform;
public float ThrowForce = 10f;
public float PickupDistance = 5f;
private bool isHeld;
private Rigidbody m_rigidbody;
private PlayerInputController input;
void Start()
{
m_rigidbody = GetComponent<Rigidbody>();
input = PlayerTransform.GetComponent<PlayerInputController>();
}
void Update()
{
if (input.InteractPressed)
{
if (!isHeld)
TryPickup();
else
Drop();
}
if (input.ThrowPressed)
Throw();
}
private void TryPickup()
{
Collider[] hits = Physics.OverlapSphere(PlayerTransform.position, PickupDistance);
foreach (Collider hit in hits)
{
if (hit.transform == transform) {
Pickup();
return;
}
}
}
private void Pickup()
{
isHeld = true;
m_rigidbody.isKinematic = true;
transform.SetParent(HandTransform);
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
}
private void Drop()
{
isHeld = false;
transform.SetParent(null);
m_rigidbody.isKinematic = false;
}
private void Throw()
{
if (!isHeld)
return;
Drop();
m_rigidbody.AddForce(PlayerTransform.forward * ThrowForce, ForceMode.Impulse);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a36af2e55a3732eb2abc110ae2365702

View File

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

View File

@@ -11,7 +11,9 @@ public class PlayerInputController : MonoBehaviour
private InputAction m_jumpAction; private InputAction m_jumpAction;
private InputAction m_throwAction; private InputAction m_throwAction;
private InputAction m_shiftAction; private InputAction m_shiftAction;
private InputAction m_interactAction;
private InputAction m_headInteractAction; private InputAction m_headInteractAction;
public Vector2 MoveAmount { get; private set; } public Vector2 MoveAmount { get; private set; }
public Vector2 LookAmount { get; private set; } public Vector2 LookAmount { get; private set; }
@@ -19,7 +21,9 @@ public class PlayerInputController : MonoBehaviour
public bool JumpPressed { get; private set; } public bool JumpPressed { get; private set; }
public bool ShiftPressed { get; private set; } public bool ShiftPressed { get; private set; }
public bool ThrowPressed { get; private set; } public bool ThrowPressed { get; private set; }
public bool InteractPressed { get; private set; }
public bool HeadInteractionPressed { get; private set; } public bool HeadInteractionPressed { get; private set; }
private void Awake() private void Awake()
{ {
@@ -30,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
m_jumpAction = map.FindAction("Jump"); m_jumpAction = map.FindAction("Jump");
m_shiftAction = map.FindAction("Shift"); m_shiftAction = map.FindAction("Shift");
m_throwAction = map.FindAction("Throw"); m_throwAction = map.FindAction("Throw");
m_interactAction = map.FindAction("Interact");
m_headInteractAction = map.FindAction("HeadInteract"); m_headInteractAction = map.FindAction("HeadInteract");
} }
private void OnEnable() private void OnEnable()
@@ -52,6 +58,7 @@ public class PlayerInputController : MonoBehaviour
ShiftPressed = false; ShiftPressed = false;
JumpPressed = false; JumpPressed = false;
ThrowPressed = false; ThrowPressed = false;
InteractPressed = false;
HeadInteractionPressed = false; HeadInteractionPressed = false;
return; return;
} }
@@ -62,6 +69,7 @@ public class PlayerInputController : MonoBehaviour
ShiftPressed = m_shiftAction.IsPressed(); ShiftPressed = m_shiftAction.IsPressed();
JumpPressed = m_jumpAction.WasPressedThisFrame(); JumpPressed = m_jumpAction.WasPressedThisFrame();
ThrowPressed = m_throwAction.WasPressedThisFrame(); ThrowPressed = m_throwAction.WasPressedThisFrame();
InteractPressed = m_interactAction.WasPressedThisFrame();
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame(); HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
} }

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