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feat/root-
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f0baf1b4d4
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f0baf1b4d4 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -62,5 +62,3 @@ Thumbs.db.meta
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# VS Code
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# VS Code
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*.vscode
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*.vscode
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.vsconfig
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.vsconfig
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Assets/Level/Scenes/DevRoom/Perso/
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@@ -1,8 +0,0 @@
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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- Unity version: Unity 6000.3.10f1
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- Active game object:
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- Name: Player
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- Tag: Player
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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using UnityEngine;
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public class RootCrawler : MonoBehaviour
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{
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public Transform target;
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void Start()
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{
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void Update()
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{
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if (target == null)
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return;
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float t = (float)i / (currentResolution - 1);
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|
||||||
float r = Mathf.Lerp(radius, radius * 0.5f, t);
|
|
||||||
|
|
||||||
float noiseX = (Mathf.PerlinNoise(noiseOffset + h * noiseFrequency, 0f) - 0.5f) * noiseStrength;
|
|
||||||
float noiseZ = (Mathf.PerlinNoise(0f, noiseOffset + h * noiseFrequency) - 0.5f) * noiseStrength;
|
|
||||||
|
|
||||||
float x = Mathf.Cos(angle) * r + noiseX;
|
|
||||||
float z = Mathf.Sin(angle) * r + noiseZ;
|
|
||||||
|
|
||||||
line.SetPosition(i, target.position + new Vector3(x, h - 0.8f, z));
|
|
||||||
}
|
|
||||||
float rotationMultiplier = 1f - (currentHeight / maxHeight);
|
|
||||||
angleOffset += Time.deltaTime * 2f * (rotationMultiplier + 0.1f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 32b713897b19bfd9fbc1d58800761b20
|
|
||||||
@@ -1,63 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class SlowdownArea : MonoBehaviour
|
|
||||||
{
|
|
||||||
|
|
||||||
[Header("References")]
|
|
||||||
public float maxSlow;
|
|
||||||
public float slowSpeed;
|
|
||||||
public float timer;
|
|
||||||
public GameObject playerBody;
|
|
||||||
|
|
||||||
[Header("Root Crawler")]
|
|
||||||
public GameObject rootCrawlerPrefab;
|
|
||||||
|
|
||||||
private float baseJump;
|
|
||||||
private bool isInZone = false;
|
|
||||||
private PlayerMovement player;
|
|
||||||
private PlayerJump jump;
|
|
||||||
private GameObject currentCrawler;
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider area)
|
|
||||||
{
|
|
||||||
if (area.CompareTag("Player")){
|
|
||||||
player = area.GetComponent<PlayerMovement>();
|
|
||||||
jump = area.GetComponent<PlayerJump>();
|
|
||||||
baseJump = 5.0f;
|
|
||||||
jump.JumpForce = 1.5f;
|
|
||||||
isInZone = true;
|
|
||||||
if (currentCrawler == null) {
|
|
||||||
currentCrawler = Instantiate(rootCrawlerPrefab, player.transform);
|
|
||||||
RootCrawler crawler = currentCrawler.GetComponent<RootCrawler>();
|
|
||||||
crawler.target = playerBody.transform;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerExit(Collider area)
|
|
||||||
{
|
|
||||||
if (area.CompareTag("Player")) {
|
|
||||||
isInZone = false;
|
|
||||||
timer = 0f;
|
|
||||||
player.ApplySlow(1f);
|
|
||||||
player.ApplyAnimationSlow(1f);
|
|
||||||
jump.JumpForce = baseJump;
|
|
||||||
if (currentCrawler != null) {
|
|
||||||
Destroy(currentCrawler);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if (!isInZone || player == null)
|
|
||||||
return;
|
|
||||||
timer += Time.deltaTime;
|
|
||||||
float t = Mathf.Clamp(timer * slowSpeed, 0f, 1f);
|
|
||||||
float multiplicator = Mathf.Lerp(1f, maxSlow, t);
|
|
||||||
player.ApplySlow(multiplicator);
|
|
||||||
player.ApplyAnimationSlow(multiplicator);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dbfa6ebdeb68bf2f6a5c4d25311b5811
|
|
||||||
@@ -1,189 +0,0 @@
|
|||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Events;
|
|
||||||
|
|
||||||
public class ButtonSequenceDoorPuzzle : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("References")]
|
|
||||||
[Tooltip("All available buttons for this puzzle.")]
|
|
||||||
[SerializeField] private WallInteractButton[] buttons;
|
|
||||||
|
|
||||||
[Tooltip("Door to open when the sequence is correct.")]
|
|
||||||
[SerializeField] private SlidingDoor targetDoor;
|
|
||||||
|
|
||||||
[Tooltip("Optional blocks controlled by this puzzle (reset with SetOff on start/wrong input).")]
|
|
||||||
[SerializeField] private TestBlock[] puzzleBlocks;
|
|
||||||
|
|
||||||
[Header("Sequence")]
|
|
||||||
[Tooltip("Button indices (from the buttons array) that must be pressed in order. Example: 2,0,3")]
|
|
||||||
[SerializeField] private int[] requiredSequence = { 0, 1, 2 };
|
|
||||||
|
|
||||||
[Tooltip("If true, wrong input resets progress back to 0.")]
|
|
||||||
[SerializeField] private bool resetOnWrongPress = true;
|
|
||||||
|
|
||||||
[Tooltip("If true, puzzle can only be solved once.")]
|
|
||||||
[SerializeField] private bool lockAfterSolved = true;
|
|
||||||
|
|
||||||
[Header("Debug")]
|
|
||||||
[SerializeField] private bool enableDebugLogs = true;
|
|
||||||
|
|
||||||
private int m_progress;
|
|
||||||
private bool m_isSolved;
|
|
||||||
private UnityAction[] m_cachedListeners;
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
SetAllBlocksOff();
|
|
||||||
RegisterAllButtons();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
UnregisterAllButtons();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RegisterAllButtons()
|
|
||||||
{
|
|
||||||
if (buttons == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
m_cachedListeners = new UnityAction[buttons.Length];
|
|
||||||
|
|
||||||
for (int i = 0; i < buttons.Length; i++)
|
|
||||||
{
|
|
||||||
WallInteractButton button = buttons[i];
|
|
||||||
if (button == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
int buttonIndex = i;
|
|
||||||
UnityAction action = () => OnButtonPressed(buttonIndex);
|
|
||||||
m_cachedListeners[i] = action;
|
|
||||||
button.OnInteract.AddListener(action);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UnregisterAllButtons()
|
|
||||||
{
|
|
||||||
if (buttons == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (int i = 0; i < buttons.Length; i++)
|
|
||||||
{
|
|
||||||
WallInteractButton button = buttons[i];
|
|
||||||
if (button == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
|
|
||||||
button.OnInteract.RemoveListener(m_cachedListeners[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
m_cachedListeners = null;
|
|
||||||
m_progress = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnButtonPressed(int buttonIndex)
|
|
||||||
{
|
|
||||||
Log($"Button pressed: index {buttonIndex}");
|
|
||||||
|
|
||||||
if (m_isSolved && lockAfterSolved)
|
|
||||||
{
|
|
||||||
Log("Puzzle already solved and locked.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!IsSequenceValid())
|
|
||||||
{
|
|
||||||
Log("Invalid sequence configuration.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int expectedIndex = requiredSequence[m_progress];
|
|
||||||
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
|
|
||||||
|
|
||||||
if (buttonIndex == expectedIndex)
|
|
||||||
{
|
|
||||||
m_progress++;
|
|
||||||
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
|
|
||||||
|
|
||||||
if (m_progress >= requiredSequence.Length)
|
|
||||||
{
|
|
||||||
SolvePuzzle();
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (resetOnWrongPress)
|
|
||||||
{
|
|
||||||
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
|
|
||||||
m_progress = 0;
|
|
||||||
SetAllBlocksOff();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Log("Wrong input, but resetOnWrongPress is disabled.");
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsSequenceValid()
|
|
||||||
{
|
|
||||||
if (requiredSequence == null || requiredSequence.Length == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (buttons == null || buttons.Length == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
for (int i = 0; i < requiredSequence.Length; i++)
|
|
||||||
{
|
|
||||||
int index = requiredSequence[i];
|
|
||||||
if (index < 0 || index >= buttons.Length)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SolvePuzzle()
|
|
||||||
{
|
|
||||||
m_isSolved = true;
|
|
||||||
m_progress = 0;
|
|
||||||
Log("Sequence completed. Opening door.");
|
|
||||||
|
|
||||||
if (targetDoor != null)
|
|
||||||
targetDoor.Open();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetAllBlocksOff()
|
|
||||||
{
|
|
||||||
if (puzzleBlocks == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (int i = 0; i < puzzleBlocks.Length; i++)
|
|
||||||
{
|
|
||||||
if (puzzleBlocks[i] == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
puzzleBlocks[i].SetOff();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Log(string message)
|
|
||||||
{
|
|
||||||
if (!enableDebugLogs)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Debug.Log($"[{nameof(ButtonSequenceDoorPuzzle)}] {message}", this);
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
if (requiredSequence == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (int i = 0; i < requiredSequence.Length; i++)
|
|
||||||
{
|
|
||||||
requiredSequence[i] = Math.Max(0, requiredSequence[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 920802292ba9a49d2bee3519a905717d
|
|
||||||
@@ -1,72 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a36af2e55a3732eb2abc110ae2365702
|
|
||||||
@@ -32,8 +32,6 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
private Vector3 m_buttonPressedPos;
|
private Vector3 m_buttonPressedPos;
|
||||||
private bool m_isVisuallyPressed;
|
private bool m_isVisuallyPressed;
|
||||||
|
|
||||||
public PlayerHeadController headController;
|
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
{
|
{
|
||||||
Collider col = GetComponent<Collider>();
|
Collider col = GetComponent<Collider>();
|
||||||
@@ -51,7 +49,7 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||||
{
|
{
|
||||||
TryInteract();
|
TryInteract();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -25,7 +25,7 @@
|
|||||||
"initialStateCheck": true
|
"initialStateCheck": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "HeadInteract",
|
"name": "Pickup",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||||
"expectedControlType": "",
|
"expectedControlType": "",
|
||||||
@@ -100,16 +100,7 @@
|
|||||||
"name": "Sprint",
|
"name": "Sprint",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
||||||
"expectedControlType": "",
|
"expectedControlType": "Button",
|
||||||
"processors": "",
|
|
||||||
"interactions": "",
|
|
||||||
"initialStateCheck": false
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "Shift",
|
|
||||||
"type": "Button",
|
|
||||||
"id": "082f2b53-d4e1-4cc7-b174-c2975cd57d3f",
|
|
||||||
"expectedControlType": "",
|
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
@@ -504,7 +495,7 @@
|
|||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||||
"path": "<Mouse>/leftButton",
|
"path": "<Mouse>/rightButton",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
@@ -519,18 +510,7 @@
|
|||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
"action": "HeadInteract",
|
"action": "Pickup",
|
||||||
"isComposite": false,
|
|
||||||
"isPartOfComposite": false
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "",
|
|
||||||
"id": "768d31fb-914a-42c1-900b-45ff3725e46c",
|
|
||||||
"path": "<Keyboard>/shift",
|
|
||||||
"interactions": "",
|
|
||||||
"processors": "",
|
|
||||||
"groups": ";Touch;Keyboard&Mouse",
|
|
||||||
"action": "Shift",
|
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,155 +0,0 @@
|
|||||||
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;
|
|
||||||
|
|
||||||
[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;
|
|
||||||
|
|
||||||
private Animator animator;
|
|
||||||
private PlayerInputController input;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
animator = GetComponent<Animator>();
|
|
||||||
input = GetComponent<PlayerInputController>();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
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>();
|
|
||||||
|
|
||||||
Head.SetParent(null);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
if (input.HeadInteractionPressed)
|
|
||||||
InteractHead();
|
|
||||||
|
|
||||||
if (input.ThrowPressed && isHoldingHead)
|
|
||||||
ThrowHead();
|
|
||||||
|
|
||||||
if (input.InteractPressed)
|
|
||||||
{
|
|
||||||
if (!isHoldingItem)
|
|
||||||
TryPickupItem();
|
|
||||||
else
|
|
||||||
DropItem();
|
|
||||||
}
|
|
||||||
if (input.ThrowPressed && isHoldingItem)
|
|
||||||
ThrowItem();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void InteractHead()
|
|
||||||
{
|
|
||||||
if (!isHoldingHead)
|
|
||||||
TryPickupHead();
|
|
||||||
else
|
|
||||||
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()
|
|
||||||
{
|
|
||||||
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()
|
|
||||||
{
|
|
||||||
DropHead();
|
|
||||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
private void TryPickupItem()
|
|
||||||
{
|
|
||||||
if (isHoldingHead || isHoldingItem)
|
|
||||||
return;
|
|
||||||
int grabbableLayer = LayerMask.GetMask("Grabbable");
|
|
||||||
Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
|
|
||||||
|
|
||||||
foreach (Collider hit in hits)
|
|
||||||
{
|
|
||||||
m_currentItem = hit.transform;
|
|
||||||
m_itemRigidbody = hit.GetComponent<Rigidbody>();
|
|
||||||
m_itemCollider = hit.GetComponent<Collider>();
|
|
||||||
PickupItem();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PickupItem()
|
|
||||||
{
|
|
||||||
isHoldingItem = true;
|
|
||||||
m_itemRigidbody.isKinematic = true;
|
|
||||||
m_itemCollider.enabled = false;
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2da51dfecccc45b469912e3bb3f1953b
|
|
||||||
@@ -1,80 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
public class PlayerInputController : MonoBehaviour
|
|
||||||
{
|
|
||||||
public InputActionAsset InputActions;
|
|
||||||
public bool InputEnabled { get; private set; } = true;
|
|
||||||
|
|
||||||
private InputAction m_moveAction;
|
|
||||||
private InputAction m_lookAction;
|
|
||||||
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; }
|
|
||||||
|
|
||||||
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()
|
|
||||||
{
|
|
||||||
var map = InputActions.FindActionMap("Player");
|
|
||||||
|
|
||||||
m_moveAction = map.FindAction("Move");
|
|
||||||
m_lookAction = map.FindAction("Look");
|
|
||||||
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()
|
|
||||||
{
|
|
||||||
InputActions.FindActionMap("Player").Enable();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
InputActions.FindActionMap("Player").Disable();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (!InputEnabled)
|
|
||||||
{
|
|
||||||
MoveAmount = Vector2.zero;
|
|
||||||
LookAmount = Vector2.zero;
|
|
||||||
ShiftPressed = false;
|
|
||||||
JumpPressed = false;
|
|
||||||
ThrowPressed = false;
|
|
||||||
InteractPressed = false;
|
|
||||||
HeadInteractionPressed = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
|
||||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
|
||||||
|
|
||||||
ShiftPressed = m_shiftAction.IsPressed();
|
|
||||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
|
||||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
|
||||||
InteractPressed = m_interactAction.WasPressedThisFrame();
|
|
||||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetInputEnabled(bool enabled)
|
|
||||||
{
|
|
||||||
InputEnabled = enabled;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class PlayerJump : MonoBehaviour
|
|
||||||
{
|
|
||||||
public float JumpForce = 5;
|
|
||||||
|
|
||||||
public Transform GroundCheck;
|
|
||||||
public float GroundCheckRadius = 0.2f;
|
|
||||||
|
|
||||||
private Rigidbody m_rigidbody;
|
|
||||||
private PlayerInputController input;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
m_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
input = GetComponent<PlayerInputController>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (input.JumpPressed)
|
|
||||||
{
|
|
||||||
Jump();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Jump()
|
|
||||||
{
|
|
||||||
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
|
||||||
{
|
|
||||||
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9c524d12bc1668e42a00cbd8050107f6
|
|
||||||
@@ -1,57 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class PlayerLook : MonoBehaviour
|
|
||||||
{
|
|
||||||
public Transform CameraTransform;
|
|
||||||
public Transform Head;
|
|
||||||
|
|
||||||
public float RotateSpeed = 5;
|
|
||||||
public float MaxLookAngle = 90f;
|
|
||||||
|
|
||||||
private float m_verticalRotation = 0f;
|
|
||||||
|
|
||||||
private Rigidbody m_rigidbody;
|
|
||||||
private PlayerInputController input;
|
|
||||||
private PlayerHeadController headController;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
m_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
input = GetComponent<PlayerInputController>();
|
|
||||||
headController = GetComponent<PlayerHeadController>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
Vector2 m_lookAmt = input.LookAmount;
|
|
||||||
|
|
||||||
if (m_lookAmt.magnitude <= 0.01f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (!headController.isHoldingHead || input.ShiftPressed && headController.isHoldingHead)
|
|
||||||
{
|
|
||||||
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
Head.Rotate(0, headRotation, 0);
|
|
||||||
|
|
||||||
if (CameraTransform != null)
|
|
||||||
{
|
|
||||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
|
||||||
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
|
||||||
|
|
||||||
if (CameraTransform != null)
|
|
||||||
{
|
|
||||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6c1ddada0161b8c4783806ef6775348a
|
|
||||||
@@ -1,92 +1,216 @@
|
|||||||
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
public class PlayerMovement : MonoBehaviour
|
public class PlayerMovement : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float WalkSpeed = 10;
|
public InputActionAsset InputActions;
|
||||||
public float rotationSpeed = 10f;
|
|
||||||
|
|
||||||
public Animator animator;
|
private InputAction m_moveAction;
|
||||||
public Transform cameraTransform;
|
private InputAction m_lookAction;
|
||||||
|
private InputAction m_jumpAction;
|
||||||
|
private InputAction m_throwAction;
|
||||||
|
private InputAction m_pickupAction;
|
||||||
|
|
||||||
|
private Vector2 m_moveAmt;
|
||||||
|
private Vector2 m_lookAmt;
|
||||||
|
|
||||||
private Rigidbody m_rigidbody;
|
private Rigidbody m_rigidbody;
|
||||||
private PlayerInputController input;
|
|
||||||
private PlayerHeadController headController;
|
|
||||||
|
|
||||||
private Vector3 moveDirection;
|
[Header("Camera/Head")]
|
||||||
|
public Transform CameraTransform;
|
||||||
|
public float MaxLookAngle = 90f;
|
||||||
|
|
||||||
// used by root enemies (area tell -> player do)
|
private float m_verticalRotation = 0f;
|
||||||
private float baseWalkSpeed;
|
|
||||||
private float slowMultiplier = 1.0f;
|
public float WalkSpeed = 10;
|
||||||
private float animMultiplier = 1.0f;
|
public float RotateSpeed = 5;
|
||||||
|
public float JumpForce = 5;
|
||||||
|
|
||||||
|
public Transform GroundCheck;
|
||||||
|
public float GroundCheckRadius = 0.2f;
|
||||||
|
|
||||||
|
public Animator animator;
|
||||||
|
|
||||||
|
[Header("Head Settings")]
|
||||||
|
public Transform Head;
|
||||||
|
public float ThrowForce = 10f;
|
||||||
|
public float PickupDistance = 3f;
|
||||||
|
|
||||||
|
private bool m_isHeadThrown = false;
|
||||||
|
private Rigidbody m_headRigidbody;
|
||||||
|
|
||||||
|
private Vector3 m_headInitialLocalPos;
|
||||||
|
private Quaternion m_headInitialLocalRot;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
var map = InputActions.FindActionMap("Player");
|
||||||
|
|
||||||
|
m_moveAction = map.FindAction("Move");
|
||||||
|
m_lookAction = map.FindAction("Look");
|
||||||
|
m_jumpAction = map.FindAction("Jump");
|
||||||
|
// Support both old and new action names without breaking the scene setup.
|
||||||
|
m_throwAction = map.FindAction("Throw") ?? map.FindAction("Attack");
|
||||||
|
m_pickupAction = map.FindAction("Pickup") ?? map.FindAction("Interact");
|
||||||
|
|
||||||
m_rigidbody = GetComponent<Rigidbody>();
|
m_rigidbody = GetComponent<Rigidbody>();
|
||||||
input = GetComponent<PlayerInputController>();
|
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
headController = GetComponent<PlayerHeadController>();
|
}
|
||||||
baseWalkSpeed = WalkSpeed;
|
|
||||||
animator.speed = 1.0f;
|
|
||||||
|
|
||||||
if (m_rigidbody != null)
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
InputActions.FindActionMap("Player").Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
InputActions.FindActionMap("Player").Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
m_headInitialLocalPos = Head.localPosition;
|
||||||
|
m_headInitialLocalRot = Head.localRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
m_moveAmt = m_moveAction != null ? m_moveAction.ReadValue<Vector2>() : Vector2.zero;
|
||||||
|
m_lookAmt = m_lookAction != null ? m_lookAction.ReadValue<Vector2>() : Vector2.zero;
|
||||||
|
|
||||||
|
if (m_jumpAction != null && m_jumpAction.WasPressedThisFrame())
|
||||||
{
|
{
|
||||||
m_rigidbody.freezeRotation = true;
|
Jump();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplySlow(float multiplier)
|
if (m_throwAction != null && m_throwAction.WasPressedThisFrame())
|
||||||
{
|
{
|
||||||
slowMultiplier = multiplier;
|
ThrowHead();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_pickupAction != null && (m_pickupAction.WasPressedThisFrame() || m_pickupAction.WasPerformedThisFrame()))
|
||||||
|
{
|
||||||
|
TryPickupHead();
|
||||||
|
}
|
||||||
|
|
||||||
public void ApplyAnimationSlow(float multiplier)
|
|
||||||
{
|
|
||||||
animMultiplier = multiplier;
|
|
||||||
animator.speed = animMultiplier;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
Vector2 m_moveAmt = input.MoveAmount;
|
Walking();
|
||||||
|
Rotating();
|
||||||
|
}
|
||||||
|
|
||||||
float horizontal = m_moveAmt.x;
|
private void Walking()
|
||||||
float vertical = m_moveAmt.y;
|
{
|
||||||
|
Vector3 move =
|
||||||
|
transform.forward * m_moveAmt.y +
|
||||||
|
transform.right * m_moveAmt.x;
|
||||||
|
|
||||||
Vector3 cameraForward = cameraTransform.forward;
|
m_rigidbody.MovePosition(
|
||||||
Vector3 cameraRight = cameraTransform.right;
|
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
cameraForward.y = 0f;
|
|
||||||
cameraRight.y = 0f;
|
|
||||||
|
|
||||||
cameraForward.Normalize();
|
|
||||||
cameraRight.Normalize();
|
|
||||||
|
|
||||||
moveDirection = (cameraForward * vertical + cameraRight * horizontal).normalized;
|
|
||||||
|
|
||||||
if (headController.isHoldingHead)
|
|
||||||
{
|
|
||||||
m_rigidbody.MovePosition(
|
|
||||||
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
|
|
||||||
);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (moveDirection.magnitude >= 0.1f)
|
|
||||||
{
|
|
||||||
m_rigidbody.MovePosition(
|
|
||||||
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
|
|
||||||
);
|
|
||||||
|
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
|
|
||||||
transform.rotation = Quaternion.Slerp(
|
|
||||||
transform.rotation,
|
|
||||||
targetRotation,
|
|
||||||
rotationSpeed * Time.deltaTime
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||||
animator.SetBool("isWalking", isMoving);
|
animator.SetBool("isWalking", isMoving);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void Rotating()
|
||||||
|
{
|
||||||
|
if (m_lookAmt.magnitude <= 0.01f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!m_isHeadThrown)
|
||||||
|
{
|
||||||
|
// NORMAL BODY ROTATION
|
||||||
|
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||||
|
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||||
|
|
||||||
|
if (CameraTransform != null)
|
||||||
|
{
|
||||||
|
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// HEAD ROTATION ON GROUND
|
||||||
|
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
Head.Rotate(0, headRotation, 0);
|
||||||
|
|
||||||
|
// Add vertical camera rotation when head is on ground
|
||||||
|
if (CameraTransform != null)
|
||||||
|
{
|
||||||
|
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Jump()
|
||||||
|
{
|
||||||
|
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground"))) {
|
||||||
|
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ThrowHead()
|
||||||
|
{
|
||||||
|
if (m_isHeadThrown)
|
||||||
|
return;
|
||||||
|
|
||||||
|
animator.SetTrigger("Throw");
|
||||||
|
|
||||||
|
m_isHeadThrown = true;
|
||||||
|
|
||||||
|
Head.SetParent(null);
|
||||||
|
|
||||||
|
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||||
|
m_headRigidbody.mass = 1f;
|
||||||
|
|
||||||
|
m_headRigidbody.constraints =
|
||||||
|
RigidbodyConstraints.FreezeRotationX |
|
||||||
|
RigidbodyConstraints.FreezeRotationZ;
|
||||||
|
|
||||||
|
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TryPickupHead()
|
||||||
|
{
|
||||||
|
if (!m_isHeadThrown)
|
||||||
|
return;
|
||||||
|
|
||||||
|
float distance = Vector3.Distance(transform.position, Head.position);
|
||||||
|
|
||||||
|
if (distance <= PickupDistance)
|
||||||
|
{
|
||||||
|
PickupHead();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PickupHead()
|
||||||
|
{
|
||||||
|
m_isHeadThrown = false;
|
||||||
|
|
||||||
|
// Remove Rigidbody
|
||||||
|
if (m_headRigidbody != null)
|
||||||
|
{
|
||||||
|
Destroy(m_headRigidbody);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reattach to player
|
||||||
|
Head.SetParent(transform);
|
||||||
|
|
||||||
|
// Reset position & rotation
|
||||||
|
Head.localPosition = m_headInitialLocalPos;
|
||||||
|
Head.localRotation = m_headInitialLocalRot;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,2 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 7f91586e8c2742341aa8f6925e597bf1
|
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
||||||
@@ -1,264 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using TMPro;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class RobotBootSequence : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("References")]
|
|
||||||
public PlayerInputController InputController;
|
|
||||||
public Transform CameraTransform;
|
|
||||||
|
|
||||||
[Header("Timing")]
|
|
||||||
public bool PlayOnStart = true;
|
|
||||||
[Min(0.1f)] public float BootDuration = 2.4f;
|
|
||||||
[Min(0.1f)] public float CharacterPerSecond = 40f;
|
|
||||||
[Min(0f)] public float LinePause = 0.35f;
|
|
||||||
[Min(0f)] public float DelayBeforeReveal = 0.4f;
|
|
||||||
|
|
||||||
[Header("Motion")]
|
|
||||||
public Vector2 StartYawPitch = new Vector2(-30f, -20f);
|
|
||||||
public float RollWobble = 2.5f;
|
|
||||||
public float WobbleFrequency = 16f;
|
|
||||||
public AnimationCurve EaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
|
||||||
|
|
||||||
[Header("Boot Text")]
|
|
||||||
public Color BootTextColor = new Color(0.62f, 1f, 0.7f, 1f);
|
|
||||||
public string[] BootLines =
|
|
||||||
{
|
|
||||||
"UNIT SB-3954 | preparing startup . . .",
|
|
||||||
"verification of OS-5 . . . 4 . . . 3 . . . 2 . . . 1",
|
|
||||||
"system integrity: OK",
|
|
||||||
"motor bus: OK",
|
|
||||||
"vision pipeline: ONLINE",
|
|
||||||
"SYSTEM OK"
|
|
||||||
};
|
|
||||||
|
|
||||||
[Header("Optional Audio")]
|
|
||||||
public AudioSource BootAudioSource;
|
|
||||||
|
|
||||||
private bool m_IsPlaying;
|
|
||||||
|
|
||||||
private struct BootUI
|
|
||||||
{
|
|
||||||
public Canvas Canvas;
|
|
||||||
public RectTransform LeftPanel;
|
|
||||||
public RectTransform RightPanel;
|
|
||||||
public TextMeshProUGUI Text;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
if (InputController == null)
|
|
||||||
{
|
|
||||||
InputController = GetComponent<PlayerInputController>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
if (PlayOnStart)
|
|
||||||
{
|
|
||||||
StartCoroutine(PlayBootSequence());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[ContextMenu("Play Boot Sequence")]
|
|
||||||
public void PlayBootSequenceFromMenu()
|
|
||||||
{
|
|
||||||
if (!Application.isPlaying || m_IsPlaying)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
StartCoroutine(PlayBootSequence());
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerator PlayBootSequence()
|
|
||||||
{
|
|
||||||
if (m_IsPlaying)
|
|
||||||
{
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_IsPlaying = true;
|
|
||||||
|
|
||||||
if (InputController != null)
|
|
||||||
{
|
|
||||||
InputController.SetInputEnabled(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (BootAudioSource != null)
|
|
||||||
{
|
|
||||||
BootAudioSource.Play();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (CameraTransform == null)
|
|
||||||
{
|
|
||||||
m_IsPlaying = false;
|
|
||||||
if (InputController != null)
|
|
||||||
{
|
|
||||||
InputController.SetInputEnabled(true);
|
|
||||||
}
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Quaternion gameplayRotation = CameraTransform.localRotation;
|
|
||||||
Quaternion fromRotation = Quaternion.Euler(StartYawPitch.y, StartYawPitch.x, 0f) * gameplayRotation;
|
|
||||||
CameraTransform.localRotation = fromRotation;
|
|
||||||
|
|
||||||
BootUI bootUI = CreateBootUI();
|
|
||||||
|
|
||||||
yield return StartCoroutine(PlayBootText(bootUI.Text));
|
|
||||||
|
|
||||||
if (DelayBeforeReveal > 0f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(DelayBeforeReveal);
|
|
||||||
}
|
|
||||||
|
|
||||||
float elapsed = 0f;
|
|
||||||
while (elapsed < BootDuration)
|
|
||||||
{
|
|
||||||
elapsed += Time.deltaTime;
|
|
||||||
float t = Mathf.Clamp01(elapsed / BootDuration);
|
|
||||||
float eased = EaseCurve.Evaluate(t);
|
|
||||||
|
|
||||||
float wobbleFade = 1f - eased;
|
|
||||||
float roll = Mathf.Sin(Time.time * WobbleFrequency) * RollWobble * wobbleFade;
|
|
||||||
Quaternion wobbleRotation = Quaternion.Euler(0f, 0f, roll);
|
|
||||||
|
|
||||||
CameraTransform.localRotation = Quaternion.Slerp(fromRotation, gameplayRotation, eased) * wobbleRotation;
|
|
||||||
|
|
||||||
RectTransform rootRect = bootUI.Canvas.GetComponent<RectTransform>();
|
|
||||||
float halfWidth = rootRect.rect.width * 0.5f;
|
|
||||||
float leftTarget = -(halfWidth + 24f);
|
|
||||||
float rightTarget = halfWidth + 24f;
|
|
||||||
bootUI.LeftPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, leftTarget, eased), 0f);
|
|
||||||
bootUI.RightPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, rightTarget, eased), 0f);
|
|
||||||
|
|
||||||
Color textColor = bootUI.Text.color;
|
|
||||||
textColor.a = 1f - eased;
|
|
||||||
bootUI.Text.color = textColor;
|
|
||||||
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
CameraTransform.localRotation = gameplayRotation;
|
|
||||||
|
|
||||||
if (bootUI.Canvas != null)
|
|
||||||
{
|
|
||||||
Destroy(bootUI.Canvas.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (InputController != null)
|
|
||||||
{
|
|
||||||
InputController.SetInputEnabled(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
m_IsPlaying = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator PlayBootText(TextMeshProUGUI label)
|
|
||||||
{
|
|
||||||
if (label == null || BootLines == null || BootLines.Length == 0)
|
|
||||||
{
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
label.text = string.Empty;
|
|
||||||
float charDelay = CharacterPerSecond <= 0f ? 0f : 1f / CharacterPerSecond;
|
|
||||||
|
|
||||||
for (int i = 0; i < BootLines.Length; i++)
|
|
||||||
{
|
|
||||||
string line = BootLines[i];
|
|
||||||
for (int c = 0; c < line.Length; c++)
|
|
||||||
{
|
|
||||||
label.text += line[c];
|
|
||||||
if (charDelay > 0f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(charDelay);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (i < BootLines.Length - 1)
|
|
||||||
{
|
|
||||||
label.text += "\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
if (LinePause > 0f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(LinePause);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private BootUI CreateBootUI()
|
|
||||||
{
|
|
||||||
BootUI ui = new BootUI();
|
|
||||||
|
|
||||||
GameObject canvasGO = new GameObject("RobotBootCanvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
|
||||||
Canvas canvas = canvasGO.GetComponent<Canvas>();
|
|
||||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
||||||
canvas.sortingOrder = 5000;
|
|
||||||
|
|
||||||
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
|
|
||||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
||||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
|
||||||
scaler.matchWidthOrHeight = 0.5f;
|
|
||||||
|
|
||||||
RectTransform root = canvasGO.GetComponent<RectTransform>();
|
|
||||||
root.anchorMin = Vector2.zero;
|
|
||||||
root.anchorMax = Vector2.one;
|
|
||||||
root.offsetMin = Vector2.zero;
|
|
||||||
root.offsetMax = Vector2.zero;
|
|
||||||
|
|
||||||
RectTransform leftPanel = CreatePanel("LeftPanel", root, true);
|
|
||||||
RectTransform rightPanel = CreatePanel("RightPanel", root, false);
|
|
||||||
TextMeshProUGUI label = CreateBootLabel(root);
|
|
||||||
|
|
||||||
ui.Canvas = canvas;
|
|
||||||
ui.LeftPanel = leftPanel;
|
|
||||||
ui.RightPanel = rightPanel;
|
|
||||||
ui.Text = label;
|
|
||||||
|
|
||||||
return ui;
|
|
||||||
}
|
|
||||||
|
|
||||||
private RectTransform CreatePanel(string panelName, RectTransform parent, bool isLeft)
|
|
||||||
{
|
|
||||||
GameObject panelGO = new GameObject(panelName, typeof(RectTransform), typeof(Image));
|
|
||||||
RectTransform rect = panelGO.GetComponent<RectTransform>();
|
|
||||||
rect.SetParent(parent, false);
|
|
||||||
rect.anchorMin = isLeft ? new Vector2(0f, 0f) : new Vector2(0.5f, 0f);
|
|
||||||
rect.anchorMax = isLeft ? new Vector2(0.5f, 1f) : new Vector2(1f, 1f);
|
|
||||||
rect.pivot = new Vector2(0.5f, 0.5f);
|
|
||||||
rect.offsetMin = Vector2.zero;
|
|
||||||
rect.offsetMax = Vector2.zero;
|
|
||||||
rect.anchoredPosition = Vector2.zero;
|
|
||||||
|
|
||||||
Image image = panelGO.GetComponent<Image>();
|
|
||||||
image.color = Color.black;
|
|
||||||
|
|
||||||
return rect;
|
|
||||||
}
|
|
||||||
|
|
||||||
private TextMeshProUGUI CreateBootLabel(RectTransform parent)
|
|
||||||
{
|
|
||||||
GameObject textGO = new GameObject("BootText", typeof(RectTransform), typeof(TextMeshProUGUI));
|
|
||||||
RectTransform rect = textGO.GetComponent<RectTransform>();
|
|
||||||
rect.SetParent(parent, false);
|
|
||||||
rect.anchorMin = new Vector2(0.13f, 0.5f);
|
|
||||||
rect.anchorMax = new Vector2(0.13f, 0.5f);
|
|
||||||
rect.pivot = new Vector2(0f, 0.5f);
|
|
||||||
rect.sizeDelta = new Vector2(980f, 380f);
|
|
||||||
|
|
||||||
TextMeshProUGUI text = textGO.GetComponent<TextMeshProUGUI>();
|
|
||||||
text.text = string.Empty;
|
|
||||||
text.fontSize = 40f;
|
|
||||||
text.alignment = TextAlignmentOptions.Left;
|
|
||||||
text.color = BootTextColor;
|
|
||||||
text.textWrappingMode = TextWrappingModes.Normal;
|
|
||||||
|
|
||||||
return text;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6ef6855cd57b4f94b47f410d47e89ff1
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,216 +0,0 @@
|
|||||||
//using TMPro;
|
|
||||||
//using UnityEngine;
|
|
||||||
//using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
//public class PlayerMovement : MonoBehaviour
|
|
||||||
//{
|
|
||||||
// public InputActionAsset InputActions;
|
|
||||||
|
|
||||||
// private InputAction m_moveAction;
|
|
||||||
// private InputAction m_lookAction;
|
|
||||||
// private InputAction m_jumpAction;
|
|
||||||
// private InputAction m_throwAction;
|
|
||||||
// private InputAction m_pickupAction;
|
|
||||||
|
|
||||||
// private Vector2 m_moveAmt;
|
|
||||||
// private Vector2 m_lookAmt;
|
|
||||||
|
|
||||||
// private Rigidbody m_rigidbody;
|
|
||||||
|
|
||||||
// [Header("Camera/Head")]
|
|
||||||
// public Transform CameraTransform;
|
|
||||||
// public float MaxLookAngle = 90f;
|
|
||||||
|
|
||||||
// private float m_verticalRotation = 0f;
|
|
||||||
|
|
||||||
// public float WalkSpeed = 10;
|
|
||||||
// public float RotateSpeed = 5;
|
|
||||||
// public float JumpForce = 5;
|
|
||||||
|
|
||||||
// public Transform GroundCheck;
|
|
||||||
// public float GroundCheckRadius = 0.2f;
|
|
||||||
|
|
||||||
// public Animator animator;
|
|
||||||
|
|
||||||
// [Header("Head Settings")]
|
|
||||||
// public Transform Head;
|
|
||||||
// public float ThrowForce = 10f;
|
|
||||||
// public float PickupDistance = 3f;
|
|
||||||
|
|
||||||
// private bool m_isHeadThrown = false;
|
|
||||||
// private Rigidbody m_headRigidbody;
|
|
||||||
|
|
||||||
// private Vector3 m_headInitialLocalPos;
|
|
||||||
// private Quaternion m_headInitialLocalRot;
|
|
||||||
|
|
||||||
// private void Awake()
|
|
||||||
// {
|
|
||||||
// var map = InputActions.FindActionMap("Player");
|
|
||||||
|
|
||||||
// m_moveAction = map.FindAction("Move");
|
|
||||||
// m_lookAction = map.FindAction("Look");
|
|
||||||
// m_jumpAction = map.FindAction("Jump");
|
|
||||||
// m_throwAction = map.FindAction("Throw");
|
|
||||||
// m_pickupAction = map.FindAction("Pickup");
|
|
||||||
|
|
||||||
// m_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
// animator = GetComponent<Animator>();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void OnEnable()
|
|
||||||
// {
|
|
||||||
// InputActions.FindActionMap("Player").Enable();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void OnDisable()
|
|
||||||
// {
|
|
||||||
// InputActions.FindActionMap("Player").Disable();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// void Start()
|
|
||||||
// {
|
|
||||||
// Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
// m_headInitialLocalPos = Head.localPosition;
|
|
||||||
// m_headInitialLocalRot = Head.localRotation;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void Update()
|
|
||||||
// {
|
|
||||||
// m_moveAmt = m_moveAction.ReadValue<Vector2>();
|
|
||||||
// m_lookAmt = m_lookAction.ReadValue<Vector2>();
|
|
||||||
|
|
||||||
// if (m_jumpAction.WasPressedThisFrame())
|
|
||||||
// {
|
|
||||||
// Jump();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (m_throwAction.WasPressedThisFrame())
|
|
||||||
// {
|
|
||||||
// ThrowHead();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (m_pickupAction.WasPressedThisFrame())
|
|
||||||
// {
|
|
||||||
// TryPickupHead();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void FixedUpdate()
|
|
||||||
// {
|
|
||||||
// Walking();
|
|
||||||
// Rotating();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void Walking()
|
|
||||||
// {
|
|
||||||
// Vector3 move =
|
|
||||||
// transform.forward * m_moveAmt.y +
|
|
||||||
// transform.right * m_moveAmt.x;
|
|
||||||
|
|
||||||
// m_rigidbody.MovePosition(
|
|
||||||
// m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
|
||||||
// );
|
|
||||||
|
|
||||||
// bool isMoving = m_moveAmt.magnitude > 0.1f;
|
|
||||||
// animator.SetBool("isWalking", isMoving);
|
|
||||||
// }
|
|
||||||
|
|
||||||
|
|
||||||
// private void Rotating()
|
|
||||||
// {
|
|
||||||
// if (m_lookAmt.magnitude <= 0.01f)
|
|
||||||
// return;
|
|
||||||
|
|
||||||
// if (!m_isHeadThrown)
|
|
||||||
// {
|
|
||||||
// NORMAL BODY ROTATION
|
|
||||||
// float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
// Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
|
||||||
// m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
|
||||||
|
|
||||||
// if (CameraTransform != null)
|
|
||||||
// {
|
|
||||||
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// HEAD ROTATION ON GROUND
|
|
||||||
// float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
// Head.Rotate(0, headRotation, 0);
|
|
||||||
|
|
||||||
// Add vertical camera rotation when head is on ground
|
|
||||||
// if (CameraTransform != null)
|
|
||||||
// {
|
|
||||||
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public void Jump()
|
|
||||||
// {
|
|
||||||
// if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
|
||||||
// {
|
|
||||||
// m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void ThrowHead()
|
|
||||||
// {
|
|
||||||
// if (m_isHeadThrown)
|
|
||||||
// return;
|
|
||||||
|
|
||||||
// animator.SetTrigger("Throw");
|
|
||||||
|
|
||||||
// m_isHeadThrown = true;
|
|
||||||
|
|
||||||
// Head.SetParent(null);
|
|
||||||
|
|
||||||
// m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
|
||||||
// m_headRigidbody.mass = 1f;
|
|
||||||
|
|
||||||
// m_headRigidbody.constraints =
|
|
||||||
// RigidbodyConstraints.FreezeRotationX |
|
|
||||||
// RigidbodyConstraints.FreezeRotationZ;
|
|
||||||
|
|
||||||
// m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void TryPickupHead()
|
|
||||||
// {
|
|
||||||
// if (!m_isHeadThrown)
|
|
||||||
// return;
|
|
||||||
|
|
||||||
// float distance = Vector3.Distance(transform.position, Head.position);
|
|
||||||
|
|
||||||
// if (distance <= PickupDistance)
|
|
||||||
// {
|
|
||||||
// PickupHead();
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// private void PickupHead()
|
|
||||||
// {
|
|
||||||
// m_isHeadThrown = false;
|
|
||||||
|
|
||||||
// Remove Rigidbody
|
|
||||||
// if (m_headRigidbody != null)
|
|
||||||
// {
|
|
||||||
// Destroy(m_headRigidbody);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// Reattach to player
|
|
||||||
// Head.SetParent(transform);
|
|
||||||
|
|
||||||
// Reset position & rotation
|
|
||||||
// Head.localPosition = m_headInitialLocalPos;
|
|
||||||
// Head.localRotation = m_headInitialLocalRot;
|
|
||||||
// }
|
|
||||||
|
|
||||||
|
|
||||||
//}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 85fce5e45a2682243a133de9ba0a4324
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 97a4ae8015df4732ac9524441048a765
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,123 +0,0 @@
|
|||||||
// using UnityEngine;
|
|
||||||
// using UnityEngine.Rendering;
|
|
||||||
// using UnityEngine.Rendering.RenderGraphModule;
|
|
||||||
// using UnityEngine.Rendering.RenderGraphModule.Util;
|
|
||||||
// using UnityEngine.Rendering.Universal;
|
|
||||||
|
|
||||||
// public class CRTRendererFeature : ScriptableRendererFeature
|
|
||||||
// {
|
|
||||||
// [System.Serializable]
|
|
||||||
// public class CRTSettings
|
|
||||||
// {
|
|
||||||
// public bool EffectEnabled = true;
|
|
||||||
// public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
|
||||||
// public Shader CRTShader;
|
|
||||||
|
|
||||||
// [Range(0f, 1f)] public float Intensity = 0.65f;
|
|
||||||
// [Range(0f, 2f)] public float ScanlineDensity = 1.2f;
|
|
||||||
// [Range(0f, 1f)] public float ScanlineStrength = 0.18f;
|
|
||||||
// [Range(0f, 0.2f)] public float Curvature = 0.04f;
|
|
||||||
// [Range(0f, 1f)] public float VignetteStrength = 0.28f;
|
|
||||||
// [Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
|
|
||||||
// [Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
|
|
||||||
// [Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// class CRTPass : ScriptableRenderPass
|
|
||||||
// {
|
|
||||||
// private Material m_Material;
|
|
||||||
// private CRTSettings m_Settings;
|
|
||||||
|
|
||||||
// public void Setup(Material material, CRTSettings settings)
|
|
||||||
// {
|
|
||||||
// m_Material = material;
|
|
||||||
// m_Settings = settings;
|
|
||||||
// renderPassEvent = settings.PassEvent;
|
|
||||||
// requiresIntermediateTexture = true;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
|
||||||
// {
|
|
||||||
// if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
|
|
||||||
// {
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
|
||||||
// if (resourceData.isActiveTargetBackBuffer)
|
|
||||||
// {
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// m_Material.SetFloat("_Intensity", m_Settings.Intensity);
|
|
||||||
// m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
|
|
||||||
// m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
|
|
||||||
// m_Material.SetFloat("_Curvature", m_Settings.Curvature);
|
|
||||||
// m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
|
|
||||||
// m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
|
|
||||||
// m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
|
|
||||||
// m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
|
|
||||||
|
|
||||||
// TextureHandle source = resourceData.activeColorTexture;
|
|
||||||
// TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
|
|
||||||
// destinationDesc.name = "CameraColor-CRT";
|
|
||||||
// destinationDesc.clearBuffer = false;
|
|
||||||
|
|
||||||
// TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
|
|
||||||
// RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
|
|
||||||
// renderGraph.AddBlitPass(blitParams, "CRT Effect");
|
|
||||||
|
|
||||||
// resourceData.cameraColor = destination;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public void Dispose()
|
|
||||||
// {
|
|
||||||
// // RenderGraph path does not allocate persistent RTHandles in this pass.
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public CRTSettings Settings = new();
|
|
||||||
|
|
||||||
// private CRTPass m_Pass;
|
|
||||||
// private Material m_Material;
|
|
||||||
|
|
||||||
// public override void Create()
|
|
||||||
// {
|
|
||||||
// if (Settings.CRTShader == null)
|
|
||||||
// {
|
|
||||||
// Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (Settings.CRTShader != null)
|
|
||||||
// {
|
|
||||||
// m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// m_Pass ??= new CRTPass();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
|
||||||
// {
|
|
||||||
// if (m_Material == null || !Settings.EffectEnabled)
|
|
||||||
// {
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (renderingData.cameraData.cameraType != CameraType.Game)
|
|
||||||
// {
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// m_Pass.Setup(m_Material, Settings);
|
|
||||||
// renderer.EnqueuePass(m_Pass);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// protected override void Dispose(bool disposing)
|
|
||||||
// {
|
|
||||||
// m_Pass?.Dispose();
|
|
||||||
// m_Pass = null;
|
|
||||||
|
|
||||||
// CoreUtils.Destroy(m_Material);
|
|
||||||
// m_Material = null;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4f2de7a6cfbd47c8bc740d43bb991205
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e88664529cd503644b2b92f055895969
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,379 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.EventSystems;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using TMPro;
|
|
||||||
#if ENABLE_INPUT_SYSTEM
|
|
||||||
using UnityEngine.InputSystem.UI;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
public class RetroMainMenuUI : MonoBehaviour
|
|
||||||
{
|
|
||||||
private Canvas m_MenuCanvas;
|
|
||||||
private bool m_MenuActive;
|
|
||||||
|
|
||||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
|
||||||
private static void Bootstrap()
|
|
||||||
{
|
|
||||||
if (Object.FindFirstObjectByType<RetroMainMenuUI>() != null)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject root = new("RetroMainMenuUI");
|
|
||||||
root.AddComponent<RetroMainMenuUI>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
m_MenuActive = true;
|
|
||||||
Time.timeScale = 0f;
|
|
||||||
ApplyMenuCursorState();
|
|
||||||
|
|
||||||
BuildMenu();
|
|
||||||
EnsureEventSystem();
|
|
||||||
|
|
||||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDestroy()
|
|
||||||
{
|
|
||||||
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
|
|
||||||
{
|
|
||||||
// Check again when the scene finishes loading to remove any baked-in duplicate EventSystems
|
|
||||||
EnsureEventSystem();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LateUpdate()
|
|
||||||
{
|
|
||||||
if (!m_MenuActive)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Some gameplay scripts lock the cursor during Start/Update.
|
|
||||||
// Force menu cursor state while the menu is active.
|
|
||||||
ApplyMenuCursorState();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void BuildMenu()
|
|
||||||
{
|
|
||||||
Color bgColor = HexToColor("001e26");
|
|
||||||
Color panelColor = HexToColor("517567");
|
|
||||||
Color titleColor = HexToColor("f3d58d");
|
|
||||||
Color TextNormalColor = HexToColor("eb9843");
|
|
||||||
Color textWarningColor = HexToColor("c12204");
|
|
||||||
Color shadowColor = HexToColor("520805");
|
|
||||||
|
|
||||||
GameObject canvasObject = new("MainMenuCanvas");
|
|
||||||
Canvas canvas = canvasObject.AddComponent<Canvas>();
|
|
||||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
|
||||||
canvas.sortingOrder = 10000;
|
|
||||||
m_MenuCanvas = canvas;
|
|
||||||
|
|
||||||
CanvasScaler scaler = canvasObject.AddComponent<CanvasScaler>();
|
|
||||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
|
||||||
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
|
||||||
scaler.matchWidthOrHeight = 0.5f;
|
|
||||||
|
|
||||||
canvasObject.AddComponent<GraphicRaycaster>();
|
|
||||||
|
|
||||||
// Background
|
|
||||||
GameObject background = CreateImage("Background", canvasObject.transform, bgColor);
|
|
||||||
StretchToFull(background.GetComponent<RectTransform>());
|
|
||||||
|
|
||||||
// Decorative horizontal lines (scanline aesthetic)
|
|
||||||
CreateLine("TopLine", background.transform, new Rect(0, -60, 0, 4), panelColor, AnchorPreset.TopStretch);
|
|
||||||
CreateLine("BotLine", background.transform, new Rect(0, 60, 0, 4), panelColor, AnchorPreset.BottomStretch);
|
|
||||||
|
|
||||||
// --- LEFT PANEL ---
|
|
||||||
GameObject leftPanel = new GameObject("LeftPanel", typeof(RectTransform));
|
|
||||||
leftPanel.transform.SetParent(canvasObject.transform, false);
|
|
||||||
RectTransform leftRect = leftPanel.GetComponent<RectTransform>();
|
|
||||||
leftRect.anchorMin = new Vector2(0.08f, 0.1f);
|
|
||||||
leftRect.anchorMax = new Vector2(0.45f, 0.9f);
|
|
||||||
leftRect.offsetMin = Vector2.zero;
|
|
||||||
leftRect.offsetMax = Vector2.zero;
|
|
||||||
|
|
||||||
// Title
|
|
||||||
TextMeshProUGUI titleText = CreateTMP("Title", leftPanel.transform, "HEADLESS HAZARD", titleColor, 72, TextAlignmentOptions.BottomLeft);
|
|
||||||
RectTransform titleRect = titleText.GetComponent<RectTransform>();
|
|
||||||
titleRect.anchorMin = new Vector2(0f, 0.85f);
|
|
||||||
titleRect.anchorMax = new Vector2(1f, 1f);
|
|
||||||
titleRect.offsetMin = Vector2.zero;
|
|
||||||
titleRect.offsetMax = Vector2.zero;
|
|
||||||
titleText.fontStyle = FontStyles.Bold;
|
|
||||||
|
|
||||||
// Title Shadow
|
|
||||||
TextMeshProUGUI titleShadow = CreateTMP("TitleShadow", leftPanel.transform, "HEADLESS HAZARD", shadowColor, 72, TextAlignmentOptions.BottomLeft);
|
|
||||||
RectTransform shadowRect = titleShadow.GetComponent<RectTransform>();
|
|
||||||
shadowRect.anchorMin = new Vector2(0f, 0.85f);
|
|
||||||
shadowRect.anchorMax = new Vector2(1f, 1f);
|
|
||||||
shadowRect.offsetMin = new Vector2(4f, -4f); // apply drop shadow offset
|
|
||||||
shadowRect.offsetMax = new Vector2(4f, -4f);
|
|
||||||
titleShadow.fontStyle = FontStyles.Bold;
|
|
||||||
titleShadow.transform.SetSiblingIndex(0); // push behind title
|
|
||||||
|
|
||||||
// Subtitle / Decorative Status
|
|
||||||
TextMeshProUGUI subText = CreateTMP("Subtitle", leftPanel.transform, "SYSTEM_BOOT // OS.ACTIVE_ ", panelColor, 20, TextAlignmentOptions.TopLeft);
|
|
||||||
RectTransform subRect = subText.GetComponent<RectTransform>();
|
|
||||||
subRect.anchorMin = new Vector2(0f, 0.80f);
|
|
||||||
subRect.anchorMax = new Vector2(1f, 0.85f);
|
|
||||||
subRect.offsetMin = Vector2.zero;
|
|
||||||
subRect.offsetMax = Vector2.zero;
|
|
||||||
|
|
||||||
// Button Group
|
|
||||||
GameObject buttonGroup = new("ButtonGroup", typeof(RectTransform), typeof(VerticalLayoutGroup));
|
|
||||||
buttonGroup.transform.SetParent(leftPanel.transform, false);
|
|
||||||
RectTransform groupRect = buttonGroup.GetComponent<RectTransform>();
|
|
||||||
groupRect.anchorMin = new Vector2(0f, 0f);
|
|
||||||
groupRect.anchorMax = new Vector2(1f, 0.65f);
|
|
||||||
groupRect.offsetMin = Vector2.zero;
|
|
||||||
groupRect.offsetMax = Vector2.zero;
|
|
||||||
|
|
||||||
VerticalLayoutGroup layout = buttonGroup.GetComponent<VerticalLayoutGroup>();
|
|
||||||
layout.childAlignment = TextAnchor.UpperLeft;
|
|
||||||
layout.spacing = 16f;
|
|
||||||
layout.childControlWidth = true;
|
|
||||||
layout.childControlHeight = false;
|
|
||||||
|
|
||||||
CreateTextButton(buttonGroup.transform, "> INITIALIZE_PLAY", TextNormalColor, titleColor, () =>
|
|
||||||
{
|
|
||||||
Debug.Log("Play clicked.");
|
|
||||||
OnPlayClicked();
|
|
||||||
});
|
|
||||||
|
|
||||||
CreateTextButton(buttonGroup.transform, "> CONFIGURE_PARAMS", TextNormalColor, titleColor, () =>
|
|
||||||
{
|
|
||||||
Debug.Log("Options clicked.");
|
|
||||||
});
|
|
||||||
|
|
||||||
CreateTextButton(buttonGroup.transform, "> TERMINATE_PROCESS", TextNormalColor, textWarningColor, () =>
|
|
||||||
{
|
|
||||||
Debug.Log("Quit clicked.");
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
UnityEditor.EditorApplication.isPlaying = false;
|
|
||||||
#else
|
|
||||||
Application.Quit();
|
|
||||||
#endif
|
|
||||||
});
|
|
||||||
|
|
||||||
|
|
||||||
// --- RIGHT PANEL (Level Info) ---
|
|
||||||
GameObject rightPanel = new GameObject("RightPanel", typeof(RectTransform));
|
|
||||||
rightPanel.transform.SetParent(canvasObject.transform, false);
|
|
||||||
RectTransform rightRect = rightPanel.GetComponent<RectTransform>();
|
|
||||||
rightRect.anchorMin = new Vector2(0.55f, 0.4f);
|
|
||||||
rightRect.anchorMax = new Vector2(0.92f, 0.82f);
|
|
||||||
rightRect.offsetMin = Vector2.zero;
|
|
||||||
rightRect.offsetMax = Vector2.zero;
|
|
||||||
|
|
||||||
// Right side Border lines
|
|
||||||
CreateLine("R_Top", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.TopStretch);
|
|
||||||
CreateLine("R_Bot", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.BottomStretch);
|
|
||||||
CreateLine("R_Left", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.LeftStretch);
|
|
||||||
CreateLine("R_Right", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.RightStretch);
|
|
||||||
|
|
||||||
// Right Panel Headers
|
|
||||||
TextMeshProUGUI headerText = CreateTMP("LevelHeader", rightPanel.transform, "CURRENT_SECTOR", panelColor, 24, TextAlignmentOptions.TopLeft);
|
|
||||||
headerText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 1f);
|
|
||||||
headerText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 1f);
|
|
||||||
headerText.GetComponent<RectTransform>().anchoredPosition = new Vector2(20f, -20f);
|
|
||||||
|
|
||||||
// Big Level Text
|
|
||||||
TextMeshProUGUI levelText = CreateTMP("LevelNumber", rightPanel.transform, "LEVEL 01", textWarningColor, 140, TextAlignmentOptions.Center);
|
|
||||||
StretchToFull(levelText.GetComponent<RectTransform>());
|
|
||||||
levelText.fontStyle = FontStyles.Bold;
|
|
||||||
|
|
||||||
// Decorative status
|
|
||||||
TextMeshProUGUI statusText = CreateTMP("LevelStatus", rightPanel.transform, "[ STATUS: OPTIMAL ]", panelColor, 24, TextAlignmentOptions.BottomRight);
|
|
||||||
statusText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 0f);
|
|
||||||
statusText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 0f);
|
|
||||||
statusText.GetComponent<RectTransform>().anchoredPosition = new Vector2(-20f, 20f);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnPlayClicked()
|
|
||||||
{
|
|
||||||
m_MenuActive = false;
|
|
||||||
Time.timeScale = 1f;
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
Cursor.visible = false;
|
|
||||||
|
|
||||||
if (m_MenuCanvas != null)
|
|
||||||
{
|
|
||||||
Destroy(m_MenuCanvas.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static GameObject CreateTextButton(
|
|
||||||
Transform parent,
|
|
||||||
string label,
|
|
||||||
Color normalColor,
|
|
||||||
Color highlightColor,
|
|
||||||
UnityEngine.Events.UnityAction clickAction)
|
|
||||||
{
|
|
||||||
GameObject buttonObject = new(label, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(Button));
|
|
||||||
buttonObject.transform.SetParent(parent, false);
|
|
||||||
|
|
||||||
RectTransform rect = buttonObject.GetComponent<RectTransform>();
|
|
||||||
rect.sizeDelta = new Vector2(0f, 60f); // Height 60, width auto-controlled by LayoutGroup
|
|
||||||
|
|
||||||
TextMeshProUGUI text = buttonObject.GetComponent<TextMeshProUGUI>();
|
|
||||||
text.text = label;
|
|
||||||
text.fontSize = 38;
|
|
||||||
text.alignment = TextAlignmentOptions.Left;
|
|
||||||
text.color = Color.white; // Button tint applies on top of white
|
|
||||||
text.textWrappingMode = TextWrappingModes.NoWrap;
|
|
||||||
|
|
||||||
Button button = buttonObject.GetComponent<Button>();
|
|
||||||
button.targetGraphic = text;
|
|
||||||
button.transition = Selectable.Transition.ColorTint;
|
|
||||||
|
|
||||||
ColorBlock colors = button.colors;
|
|
||||||
colors.normalColor = normalColor;
|
|
||||||
colors.highlightedColor = highlightColor;
|
|
||||||
colors.pressedColor = highlightColor;
|
|
||||||
colors.selectedColor = highlightColor;
|
|
||||||
colors.disabledColor = Color.gray;
|
|
||||||
colors.colorMultiplier = 1f;
|
|
||||||
colors.fadeDuration = 0.1f;
|
|
||||||
button.colors = colors;
|
|
||||||
|
|
||||||
button.onClick.AddListener(clickAction);
|
|
||||||
|
|
||||||
return buttonObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static TextMeshProUGUI CreateTMP(string name, Transform parent, string textStr, Color color, float size, TextAlignmentOptions align)
|
|
||||||
{
|
|
||||||
GameObject go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
|
|
||||||
go.transform.SetParent(parent, false);
|
|
||||||
TextMeshProUGUI tmp = go.GetComponent<TextMeshProUGUI>();
|
|
||||||
tmp.text = textStr;
|
|
||||||
tmp.color = color;
|
|
||||||
tmp.fontSize = size;
|
|
||||||
tmp.alignment = align;
|
|
||||||
tmp.textWrappingMode = TextWrappingModes.NoWrap;
|
|
||||||
return tmp;
|
|
||||||
}
|
|
||||||
|
|
||||||
enum AnchorPreset { TopStretch, BottomStretch, LeftStretch, RightStretch }
|
|
||||||
private static GameObject CreateLine(string name, Transform parent, Rect details, Color color, AnchorPreset preset)
|
|
||||||
{
|
|
||||||
GameObject line = CreateImage(name, parent, color);
|
|
||||||
RectTransform rect = line.GetComponent<RectTransform>();
|
|
||||||
|
|
||||||
switch (preset)
|
|
||||||
{
|
|
||||||
case AnchorPreset.TopStretch:
|
|
||||||
rect.anchorMin = new Vector2(0, 1);
|
|
||||||
rect.anchorMax = new Vector2(1, 1);
|
|
||||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
|
||||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
|
||||||
break;
|
|
||||||
case AnchorPreset.BottomStretch:
|
|
||||||
rect.anchorMin = new Vector2(0, 0);
|
|
||||||
rect.anchorMax = new Vector2(1, 0);
|
|
||||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
|
||||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
|
||||||
break;
|
|
||||||
case AnchorPreset.LeftStretch:
|
|
||||||
rect.anchorMin = new Vector2(0, 0);
|
|
||||||
rect.anchorMax = new Vector2(0, 1);
|
|
||||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
|
||||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
|
||||||
break;
|
|
||||||
case AnchorPreset.RightStretch:
|
|
||||||
rect.anchorMin = new Vector2(1, 0);
|
|
||||||
rect.anchorMax = new Vector2(1, 1);
|
|
||||||
rect.sizeDelta = new Vector2(details.width, details.height);
|
|
||||||
rect.anchoredPosition = new Vector2(details.x, details.y);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
return line;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static GameObject CreateImage(string name, Transform parent, Color color)
|
|
||||||
{
|
|
||||||
GameObject imageObject = new(name, typeof(RectTransform), typeof(Image));
|
|
||||||
imageObject.transform.SetParent(parent, false);
|
|
||||||
Image image = imageObject.GetComponent<Image>();
|
|
||||||
image.color = color;
|
|
||||||
return imageObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void StretchToFull(RectTransform rect)
|
|
||||||
{
|
|
||||||
rect.anchorMin = Vector2.zero;
|
|
||||||
rect.anchorMax = Vector2.one;
|
|
||||||
rect.offsetMin = Vector2.zero;
|
|
||||||
rect.offsetMax = Vector2.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Color HexToColor(string hex)
|
|
||||||
{
|
|
||||||
if (ColorUtility.TryParseHtmlString("#" + hex, out Color color))
|
|
||||||
{
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
|
|
||||||
return Color.magenta;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void ApplyMenuCursorState()
|
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
Cursor.visible = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void EnsureEventSystem()
|
|
||||||
{
|
|
||||||
EventSystem[] allEventSystems = Object.FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
|
||||||
EventSystem eventSystem;
|
|
||||||
if (allEventSystems.Length == 0)
|
|
||||||
{
|
|
||||||
GameObject eventSystemObject = new("EventSystem", typeof(EventSystem));
|
|
||||||
eventSystem = eventSystemObject.GetComponent<EventSystem>();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
eventSystem = allEventSystems[0];
|
|
||||||
|
|
||||||
for (int i = 1; i < allEventSystems.Length; i++)
|
|
||||||
{
|
|
||||||
if (allEventSystems[i] != null)
|
|
||||||
{
|
|
||||||
Destroy(allEventSystems[i].gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
EnsureCompatibleInputModule(eventSystem.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void EnsureCompatibleInputModule(GameObject eventSystemObject)
|
|
||||||
{
|
|
||||||
#if ENABLE_INPUT_SYSTEM
|
|
||||||
StandaloneInputModule standaloneModule = eventSystemObject.GetComponent<StandaloneInputModule>();
|
|
||||||
if (standaloneModule != null)
|
|
||||||
{
|
|
||||||
Destroy(standaloneModule);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (eventSystemObject.GetComponent<InputSystemUIInputModule>() == null)
|
|
||||||
{
|
|
||||||
eventSystemObject.AddComponent<InputSystemUIInputModule>();
|
|
||||||
}
|
|
||||||
#else
|
|
||||||
if (eventSystemObject.GetComponent<StandaloneInputModule>() == null)
|
|
||||||
{
|
|
||||||
eventSystemObject.AddComponent<StandaloneInputModule>();
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
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fileFormatVersion: 2
|
|
||||||
guid: 297533e46238b814989fcd5d46cf8927
|
|
||||||
@@ -1,97 +0,0 @@
|
|||||||
Shader "Hidden/HeadlessHazard/CRT"
|
|
||||||
{
|
|
||||||
Properties
|
|
||||||
{
|
|
||||||
_Intensity ("Intensity", Range(0,1)) = 0.65
|
|
||||||
_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
|
|
||||||
_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
|
|
||||||
_Curvature ("Curvature", Range(0,0.2)) = 0.04
|
|
||||||
_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
|
|
||||||
_ChromaticAberration ("Chromatic Aberration", Range(0,0.05)) = 0.004
|
|
||||||
_NoiseStrength ("Noise Strength", Range(0,0.2)) = 0.03
|
|
||||||
_FlickerStrength ("Flicker Strength", Range(0,0.1)) = 0.015
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader
|
|
||||||
{
|
|
||||||
Tags { "RenderPipeline" = "UniversalPipeline" }
|
|
||||||
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
Name "CRT"
|
|
||||||
ZWrite Off
|
|
||||||
ZTest Always
|
|
||||||
Cull Off
|
|
||||||
Blend One Zero
|
|
||||||
|
|
||||||
HLSLPROGRAM
|
|
||||||
#pragma vertex Vert
|
|
||||||
#pragma fragment Frag
|
|
||||||
#pragma target 3.5
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
||||||
|
|
||||||
float _Intensity;
|
|
||||||
float _ScanlineDensity;
|
|
||||||
float _ScanlineStrength;
|
|
||||||
float _Curvature;
|
|
||||||
float _VignetteStrength;
|
|
||||||
float _ChromaticAberration;
|
|
||||||
float _NoiseStrength;
|
|
||||||
float _FlickerStrength;
|
|
||||||
|
|
||||||
float Random01(float2 seed)
|
|
||||||
{
|
|
||||||
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
|
|
||||||
}
|
|
||||||
|
|
||||||
float2 DistortUV(float2 uv, float curvature)
|
|
||||||
{
|
|
||||||
float2 center = uv * 2.0 - 1.0;
|
|
||||||
float radius2 = dot(center, center);
|
|
||||||
center *= 1.0 + (radius2 * curvature);
|
|
||||||
return center * 0.5 + 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
half4 Frag(Varyings input) : SV_Target
|
|
||||||
{
|
|
||||||
float2 uv = input.texcoord;
|
|
||||||
float2 curvedUV = DistortUV(uv, _Curvature);
|
|
||||||
|
|
||||||
if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
|
|
||||||
{
|
|
||||||
return half4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
float2 fromCenter = curvedUV - 0.5;
|
|
||||||
float2 aberrationOffset = fromCenter * _ChromaticAberration;
|
|
||||||
|
|
||||||
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
|
|
||||||
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
|
|
||||||
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
|
|
||||||
half3 color = half3(red, green, blue);
|
|
||||||
|
|
||||||
float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
|
|
||||||
float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
|
|
||||||
color *= scanlineMask;
|
|
||||||
|
|
||||||
float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
|
|
||||||
color += noise * _NoiseStrength;
|
|
||||||
|
|
||||||
float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
|
|
||||||
color *= flicker;
|
|
||||||
|
|
||||||
float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
|
|
||||||
float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
|
|
||||||
color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
|
|
||||||
|
|
||||||
half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
|
|
||||||
half3 finalColor = lerp(baseColor, color, _Intensity);
|
|
||||||
|
|
||||||
return half4(finalColor, 1.0);
|
|
||||||
}
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
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}
|
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@@ -1,10 +0,0 @@
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19
Assets/Code/Subtitles/Level01IntroSubtitles.json
Normal file
19
Assets/Code/Subtitles/Level01IntroSubtitles.json
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
{
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "...Ici, quelque chose cloche.",
|
||||||
|
"duration": 2.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Reste calme. Observe la piece.",
|
||||||
|
"duration": 2.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Trouve une sortie.",
|
||||||
|
"duration": 2.2
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
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@@ -1,5 +1,5 @@
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userData:
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@@ -1,29 +0,0 @@
|
|||||||
{
|
|
||||||
"lines": [
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
|
|
||||||
"duration": 6.5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "To move, use ZQSD. To interact with objects, use \"E\".",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
|
|
||||||
"duration": 3
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Good luck, UNIT SB-3954.",
|
|
||||||
"duration": 3
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
{
|
|
||||||
"lines": [
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
|
|
||||||
"duration": 4.5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "I see that your module of ejection of your head is still working.",
|
|
||||||
"duration": 4
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Now that you understand you can launch your head, use your head to see at a different angle.",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "You lift your head and look around, for that use \"R\".",
|
|
||||||
"duration": 3
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Use this to find the code for the door.",
|
|
||||||
"duration": 4.5
|
|
||||||
}
|
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]
|
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30469
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30469
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user