Compare commits
33 Commits
feat/add-j
...
feat/depla
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4
.gitignore
vendored
4
.gitignore
vendored
@@ -61,4 +61,6 @@ Thumbs.db.meta
|
||||
|
||||
# VS Code
|
||||
*.vscode
|
||||
.vsconfig
|
||||
.vsconfig
|
||||
|
||||
Assets/Level/Scenes/DevRoom/Perso/
|
||||
@@ -2,7 +2,7 @@
|
||||
- Project name: HeadlessHazard
|
||||
- Unity version: Unity 6000.3.10f1
|
||||
- Active game object:
|
||||
- Name: Button_3
|
||||
- Tag: Untagged
|
||||
- Name: Player
|
||||
- Tag: Player
|
||||
- Layer: Default
|
||||
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
|
||||
8
Assets/Code/Scripts/Enemies.meta
Normal file
8
Assets/Code/Scripts/Enemies.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d82ed499bde37d2bca7590ba5952894f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Code/Scripts/Enemies/LivingRoot.meta
Normal file
8
Assets/Code/Scripts/Enemies/LivingRoot.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91ac6bdb3a3fc30fa9e96966372092e3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
16
Assets/Code/Scripts/Enemies/LivingRoot/SlowdownArea.cs
Normal file
16
Assets/Code/Scripts/Enemies/LivingRoot/SlowdownArea.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class SlowdownArea : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dbfa6ebdeb68bf2f6a5c4d25311b5811
|
||||
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a36af2e55a3732eb2abc110ae2365702
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
Head.SetParent(transform);
|
||||
|
||||
Head.localPosition = m_headInitialLocalPos;
|
||||
Head.localRotation = m_headInitialLocalRot;
|
||||
m_currentItem.SetParent(HandTransform);
|
||||
m_currentItem.localPosition = Vector3.zero;
|
||||
m_currentItem.localRotation = Quaternion.identity;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
private InputAction m_jumpAction;
|
||||
private InputAction m_throwAction;
|
||||
private InputAction m_shiftAction;
|
||||
private InputAction m_interactAction;
|
||||
private InputAction m_headInteractAction;
|
||||
|
||||
|
||||
public Vector2 MoveAmount { 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 ShiftPressed { get; private set; }
|
||||
public bool ThrowPressed { get; private set; }
|
||||
public bool InteractPressed { get; private set; }
|
||||
public bool HeadInteractionPressed { get; private set; }
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -30,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
|
||||
m_jumpAction = map.FindAction("Jump");
|
||||
m_shiftAction = map.FindAction("Shift");
|
||||
m_throwAction = map.FindAction("Throw");
|
||||
m_interactAction = map.FindAction("Interact");
|
||||
m_headInteractAction = map.FindAction("HeadInteract");
|
||||
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -52,6 +58,7 @@ public class PlayerInputController : MonoBehaviour
|
||||
ShiftPressed = false;
|
||||
JumpPressed = false;
|
||||
ThrowPressed = false;
|
||||
InteractPressed = false;
|
||||
HeadInteractionPressed = false;
|
||||
return;
|
||||
}
|
||||
@@ -62,6 +69,7 @@ public class PlayerInputController : MonoBehaviour
|
||||
ShiftPressed = m_shiftAction.IsPressed();
|
||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||
InteractPressed = m_interactAction.WasPressedThisFrame();
|
||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||
}
|
||||
|
||||
|
||||
354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
Normal file
@@ -0,0 +1,354 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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|
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||||
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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-----------------------------------------------------------
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||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
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||||
The goals of the Open Font License (OFL) are to stimulate worldwide
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||||
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|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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- unity_ShadowMasks:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _Ambient: 0.094
|
||||
- _Bevel: 0.461
|
||||
- _BevelAmount: 0.385
|
||||
- _BevelClamp: 0
|
||||
- _BevelOffset: -0.271
|
||||
- _BevelRoundness: 0.825
|
||||
- _BevelType: 0
|
||||
- _BevelWidth: 0.287
|
||||
- _BumpFace: 0
|
||||
- _BumpOutline: 0
|
||||
- _CullMode: 0
|
||||
- _Diffuse: 0.5
|
||||
- _FaceDilate: 0.2
|
||||
- _FaceShininess: 1
|
||||
- _FaceUVSpeedX: 0
|
||||
- _FaceUVSpeedY: 0
|
||||
- _GlowInner: 0.076
|
||||
- _GlowOffset: 0.354
|
||||
- _GlowOuter: 0.336
|
||||
- _GlowPower: 0.75
|
||||
- _GradientScale: 11
|
||||
- _LightAngle: 2.83
|
||||
- _MaskID: 0
|
||||
- _MaskSoftnessX: 0
|
||||
- _MaskSoftnessY: 0
|
||||
- _OutlineMode: 0
|
||||
- _OutlineShininess: 1
|
||||
- _OutlineSoftness: 0
|
||||
- _OutlineUVSpeedX: 0
|
||||
- _OutlineUVSpeedY: 0
|
||||
- _OutlineWidth: 0.4
|
||||
- _PerspectiveFilter: 0.875
|
||||
- _QueueControl: -1
|
||||
- _QueueOffset: 0
|
||||
- _Reflectivity: 6.94
|
||||
- _ScaleRatioA: 0.90909094
|
||||
- _ScaleRatioB: 0.5568182
|
||||
- _ScaleRatioC: 0.90909094
|
||||
- _ScaleX: 1
|
||||
- _ScaleY: 1
|
||||
- _ShaderFlags: 0
|
||||
- _Sharpness: 0
|
||||
- _SpecularPower: 2
|
||||
- _TextureHeight: 1024
|
||||
- _TextureWidth: 1024
|
||||
- _UnderlayDilate: 0
|
||||
- _UnderlayOffsetX: 0
|
||||
- _UnderlayOffsetY: 0
|
||||
- _UnderlaySoftness: 0
|
||||
- _VertexOffsetX: 0
|
||||
- _VertexOffsetY: 0
|
||||
- _WeightBold: 0.75
|
||||
- _WeightNormal: 0
|
||||
m_Colors:
|
||||
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FaceUVSpeed: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _GlowColor: {r: 1, g: 0.6344826, b: 0, a: 0.5019608}
|
||||
- _IsoPerimeter: {r: -0.6, g: 0, b: 0.428, a: 0}
|
||||
- _MaskCoord: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _OutlineColor1: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _OutlineColor2: {r: 0.95979345, g: 1, b: 0.007843137, a: 1}
|
||||
- _OutlineColor3: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _OutlineOffset1: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OutlineOffset2: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OutlineOffset3: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _OutlineUVSpeed: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Softness: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
||||
- _UnderlayOffset: {r: 0, g: 0, b: 0, a: 0}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user