59 Commits

Author SHA1 Message Date
Antoine2507
22da6f75e1 feat: adding personel devroom 2026-05-04 20:40:11 +02:00
Antoine Papillon
79dad388a1 refactor: resize scale player from 4 to 1 2026-05-01 22:12:29 +02:00
Pierre Ryssen
7a4f79ac6b feat (architecture): create an 'Enemies' directory and 'LivingRoot' directory in Script 2026-04-26 18:34:11 +02:00
Pierre Ryssen
14310f742f feat: add the personnal devroom directory 2026-04-26 18:22:56 +02:00
Pierre Ryssen
4a3f0ec740 feat (.gitignore): add the DevRoom/Perso/ in the .gitignore 2026-04-26 16:20:34 +02:00
Marouette
2a5d8a0944 Merge pull request #3 from CrowMate/Prototype
Prototype
2026-04-26 15:35:35 +02:00
cceee1df1b Merge pull request 'fix: remove merge confilct from PC_Renderer.asset' (#10) from fix-compilation-issue into Prototype
Reviewed-on: #10
Reviewed-by: Pierre1901 <pierre.ryssen@crowmate.fr>
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
2026-04-23 16:45:51 +02:00
timote koenig
9926d6c24f fix: remove merge confilct from PC_Renderer.asset 2026-04-23 13:51:06 +02:00
3a758bb245 Merge pull request 'feat/add-throwable-items' (#9) from feat/add-throwable-items into Prototype
Reviewed-on: #9
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
2026-04-06 21:50:27 +02:00
Pierre Ryssen
0554662c32 fix: change the typo 'teh' into 'the' in the throw script 2026-03-31 22:03:32 +02:00
Pierre Ryssen
e42114602a test: add throwable items in the dev room 2026-03-31 22:01:29 +02:00
Pierre Ryssen
f593bc2e20 perf: add a grabbable layer and set all things that can be grab in one file 2026-03-31 20:54:44 +02:00
Pierre Ryssen
cac96fd09f feat: add throwable boxs and set it as prefab 2026-03-30 23:49:36 +02:00
Pierre Ryssen
fcb0f813dd fix: sync the prototype 2026-03-30 18:01:33 +02:00
Pierre Ryssen
175162fccf Merge branch 'feat/add-juices' into Prototype 2026-03-30 17:55:17 +02:00
Pierre Ryssen
cc82294cd9 feat: add packages 2026-03-30 17:26:36 +02:00
Pierre Ryssen
280626bf6b merge feat/level/create-level-1 : keep the most recent 2026-03-30 17:23:31 +02:00
Pierre Ryssen
bf59f9b2da assets: mobile_RPAsset 2026-03-30 16:41:02 +02:00
Pierre Ryssen
9183a4e687 recovery: set the recovery 2026-03-30 16:40:04 +02:00
Pierre Ryssen
d0d5fccc37 feat (vision): remove the crt 2026-03-30 16:16:30 +02:00
66b8ea1c3f git: Merge pull request 'fix/dev-room' (#5) from fix/dev-room into Prototype
Reviewed-on: #5
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
Reviewed-by: clement <clement.augustinowick@crowmate.fr>
2026-03-17 10:49:58 +01:00
Antoine Papillon
187c4fbf61 fix: debug cube for sliding door 2026-03-15 20:52:01 +01:00
Thibault Pouch
faf2f92521 feat: add editor-specific quit functionality to RetroMainMenuUI 2026-03-13 21:25:34 +01:00
Thibault Pouch
ffa489db0d fix : error in the menu and rename files 2026-03-13 21:23:42 +01:00
Thibault Pouch
53fd617abe feat: add RetroMainMenuUI script and associated meta file for main menu functionality 2026-03-13 19:28:19 +01:00
Thibault Pouch
64b2d63799 refactor: update text wrapping mode in RobotBootSequence and clean up CRTRendererFeature 2026-03-13 19:28:03 +01:00
Thibault Pouch
f42463176f feat: add robot boot sequence with input control management 2026-03-13 18:58:15 +01:00
Thibault Pouch
ab434be65f feat : add a cathodic efect on the player cam 2026-03-13 18:38:48 +01:00
Thibault Pouch
935b4c089a refactor : modify the box colider for invisible wall 2026-03-13 13:48:15 +01:00
timote koenig
bf80659d7b fix: center head / player 2026-03-13 13:19:35 +01:00
timote koenig
4f19d135df fix: can't interact with head and roof 2026-03-13 13:11:23 +01:00
Thibault Pouch
7d7b288b4f chore : remove arrow 2026-03-13 10:25:23 +01:00
Thibault Pouch
e1d520e9fb build : remove the build files 2026-03-13 10:17:13 +01:00
Thibault Pouch
efea27a503 build : add build file 2026-03-13 09:56:41 +01:00
Thibault Pouch
4c9436ae74 refactor : add no_frixtion for bottom shelf 2026-03-13 09:54:56 +01:00
Thibault Pouch
0892ac9de3 refactor : add wall for door 2026-03-13 09:36:36 +01:00
Thibault Pouch
18a12a11a5 refactor : modify the wall 2026-03-13 09:33:46 +01:00
Thibault Pouch
7daba4cb56 Refactor : remake the prefab 2026-03-13 09:31:27 +01:00
timote koenig
46c1094b7f feat: clement image and smaller pedestal 2026-03-13 09:12:53 +01:00
timote koenig
43792c347e feat: Antoine Image 2026-03-12 18:56:22 +01:00
timote koenig
ee621dfc24 feat: end room with Crowmate 2026-03-12 18:46:17 +01:00
timote koenig
09acac00c7 fix: save the scene 2026-03-12 16:57:48 +01:00
timote koenig
e506bce879 fix: strange raction with head, and bigger pressure plate 2026-03-12 16:55:03 +01:00
Thibault Pouch
08b051de1c feat : create prefab of each room 2026-03-12 15:14:48 +01:00
Thibault Pouch
8ed3a97669 chore : remove final scene and rename work scene 2026-03-12 15:04:14 +01:00
Thibault Pouch
4d5af9b60f refactor : modify startup game 2026-03-12 14:51:42 +01:00
Thibault Pouch
66a8ca6e49 refactor : make the player slitly bigger 2026-03-12 14:04:56 +01:00
Thibault Pouch
fb76786cf9 feat : add new player 2026-03-12 13:34:48 +01:00
Thibault Pouch
a28f6287be git : Merge branch 'Prototype' into feat/level/create-level-1 2026-03-12 13:27:55 +01:00
Thibault Pouch
c3c487999d refactor : move room 3 2026-03-12 13:20:56 +01:00
Thibault Pouch
eee022fa5f refactor : modify the shelf 2026-03-12 10:09:56 +01:00
Thibault Pouch
bf59556985 feat : add text for the code order of button 2026-03-12 09:40:49 +01:00
Thibault Pouch
4593b3714c refactor : add number of each button 2026-03-12 09:36:26 +01:00
Thibault Pouch
530e9e0bd2 feat : add TextMeshPro 2026-03-12 09:36:02 +01:00
Thibault Pouch
47dc0b3886 feat : add subtilte for the room 1 and 2 2026-03-12 09:21:02 +01:00
Thibault Pouch
e92cbe1f4b refactor : update scene 2026-03-11 14:59:28 +01:00
Thibault Pouch
421df26822 feat : add a pedestal 2026-03-11 14:57:54 +01:00
Thibault Pouch
467dabc2f6 feat : add button and puzzle logic 2026-03-11 14:48:16 +01:00
Thibault Pouch
f4137c8b04 feat: add BigDoor prefab and update references in Level01_Work scene 2026-03-11 14:10:03 +01:00
89 changed files with 333573 additions and 30148 deletions

2
.gitignore vendored
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@@ -62,3 +62,5 @@ Thumbs.db.meta
# VS Code
*.vscode
.vsconfig
Assets/Level/Scenes/DevRoom/Perso/

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- Project name: HeadlessHazard
- Unity version: Unity 6000.3.10f1
- Active game object:
- Name: Head
- Name: Player
- Tag: Player
- Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->

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spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d82ed499bde37d2bca7590ba5952894f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 91ac6bdb3a3fc30fa9e96966372092e3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dbfa6ebdeb68bf2f6a5c4d25311b5811

View File

@@ -55,7 +55,8 @@ public class ButtonSequenceDoorPuzzle : MonoBehaviour
if (button == null)
continue;
UnityAction action = () => OnButtonPressed(i);
int buttonIndex = i;
UnityAction action = () => OnButtonPressed(buttonIndex);
m_cachedListeners[i] = action;
button.OnInteract.AddListener(action);
}

View File

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

View File

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

View File

@@ -20,7 +20,6 @@ public class PressurePlateButton : MonoBehaviour
public UnityEvent OnReleased;
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
private readonly HashSet<Collider> m_stayedThisPhysicsFrame = new HashSet<Collider>();
private bool m_isPressed;
private void Reset()
@@ -43,16 +42,8 @@ public class PressurePlateButton : MonoBehaviour
}
}
private void OnTriggerStay(Collider other)
{
if (IsValidActivator(other))
m_stayedThisPhysicsFrame.Add(other);
}
private void OnTriggerExit(Collider other)
{
m_stayedThisPhysicsFrame.Remove(other);
if (!m_validCollidersOnPlate.Remove(other))
return;
@@ -63,26 +54,6 @@ public class PressurePlateButton : MonoBehaviour
}
}
private void FixedUpdate()
{
if (m_validCollidersOnPlate.Count == 0)
{
m_stayedThisPhysicsFrame.Clear();
return;
}
m_validCollidersOnPlate.RemoveWhere(c => c == null || !c.enabled || !c.gameObject.activeInHierarchy);
m_validCollidersOnPlate.IntersectWith(m_stayedThisPhysicsFrame);
m_stayedThisPhysicsFrame.Clear();
if (m_validCollidersOnPlate.Count == 0 && m_isPressed)
{
m_isPressed = false;
OnReleased?.Invoke();
}
}
private bool IsValidActivator(Collider other)
{
if (((1 << other.gameObject.layer) & detectionMask) == 0)

View File

@@ -7,7 +7,7 @@ public class SlidingDoor : MonoBehaviour
public enum SlideDirection { Positive = 1, Negative = -1 }
[Header("Slide Settings")]
[Tooltip("Axis in parent space (or world space if no parent) the door slides along.")]
[Tooltip("Local axis the door slides along.")]
[SerializeField] private SlideAxis axis = SlideAxis.X;
[Tooltip("Which way along the axis the door opens.")]
@@ -36,7 +36,7 @@ public class SlidingDoor : MonoBehaviour
private void Awake()
{
m_closedPos = transform.localPosition;
m_openPos = m_closedPos + GetParentSpaceSlideVector() * slideDistance;
m_openPos = m_closedPos + GetSlideVector() * slideDistance;
if (startOpen)
{
@@ -86,7 +86,7 @@ public class SlidingDoor : MonoBehaviour
Open();
}
private Vector3 GetParentSpaceSlideVector()
private Vector3 GetSlideVector()
{
float sign = (float)direction;
return axis switch
@@ -98,19 +98,14 @@ public class SlidingDoor : MonoBehaviour
};
}
private Vector3 GetWorldSpaceSlideVector()
{
return transform.parent != null
? transform.parent.TransformDirection(GetParentSpaceSlideVector()).normalized
: GetParentSpaceSlideVector().normalized;
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
Vector3 worldClosed = transform.position;
Vector3 worldClosed = transform.parent != null
? transform.parent.TransformPoint(transform.localPosition)
: transform.position;
Vector3 slideVec = GetWorldSpaceSlideVector() * slideDistance;
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance;
Gizmos.color = Color.cyan;
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);

View File

@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
private Vector3 m_buttonPressedPos;
private bool m_isVisuallyPressed;
public PlayerHeadController headController;
private void Reset()
{
Collider col = GetComponent<Collider>();
@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
private void Update()
{
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
{
TryInteract();
}

View File

@@ -144,13 +144,12 @@ public class SubtitleSequencePlayer : MonoBehaviour
float typeTime = 0f;
int totalChars = line.text.Length;
int visibleChars = 0;
if (typewriterCharsPerSecond > 0f)
{
while (m_currentText.Length < totalChars)
{
typeTime += Time.deltaTime;
visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
int visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
m_currentText = line.text.Substring(0, visibleChars);
yield return null;
}

View File

@@ -2,16 +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;
public float ThrowForce = 10f;
public float PickupDistance = 3f;
[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;
public bool isHoldingHead = true;
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;
@@ -28,21 +37,31 @@ public class PlayerHeadController : MonoBehaviour
{
Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition;
m_headInitialLocalRot = Head.localRotation;
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)
{
if (input.ThrowPressed && isHoldingHead)
ThrowHead();
if (input.InteractPressed)
{
if (!isHoldingItem)
TryPickupItem();
else
DropItem();
}
if (input.ThrowPressed && isHoldingItem)
ThrowItem();
}
private void InteractHead()
@@ -53,44 +72,12 @@ public class PlayerHeadController : MonoBehaviour
DropHead();
}
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()
{
if (!isHoldingHead)
return;
DropHead();
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
}
private void TryPickupHead()
{
if (isHoldingHead)
if (isHoldingHead || isHoldingItem)
return;
float distance = Vector3.Distance(transform.position, Head.position);
if (distance <= PickupDistance)
{
if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
PickupHead();
}
}
private void PickupHead()
@@ -98,13 +85,71 @@ public class PlayerHeadController : MonoBehaviour
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);
}
}

View File

@@ -4,22 +4,27 @@ 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");
@@ -29,7 +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()
@@ -44,12 +51,30 @@ public class PlayerInputController : MonoBehaviour
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;
}
}

View File

@@ -16,9 +16,9 @@ public class PlayerLook : MonoBehaviour
private void Awake()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
headController = GetComponent<PlayerHeadController>();
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
headController = GetComponent<PlayerHeadController>();
}
private void FixedUpdate()

View File

@@ -0,0 +1,264 @@
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;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6ef6855cd57b4f94b47f410d47e89ff1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 97a4ae8015df4732ac9524441048a765
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,123 @@
// 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;
// }
// }

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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
}
}

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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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{
"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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{
"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
}
]
}

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{
"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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