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6 Commits
HelmetVers
...
9cf33221ba
Author | SHA1 | Date | |
---|---|---|---|
9cf33221ba | |||
8f5aef3424 | |||
7ad7cd5566 | |||
d37b2ce1b8 | |||
dd7bf6c214 | |||
df50e267f3 |
@ -1,31 +0,0 @@
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using UnityEngine;
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using UnityEngine.Events;
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public class CarBipScript : MonoBehaviour
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{
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[HideInInspector]
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public UnityEvent<HitDetectorScript> PlayerEntered = new UnityEvent<HitDetectorScript>();
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[HideInInspector]
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public UnityEvent<HitDetectorScript> PlayerExited = new UnityEvent<HitDetectorScript>();
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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Debug.Log("Player Enter");
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HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
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PlayerEntered.Invoke(hit);
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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Debug.Log("Player Exit");
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HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
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PlayerExited.Invoke(hit);
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}
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}
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}
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BIN
Assets/Crossy Road VR/Images/FyMYooIoo9g.jpg
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Images/FyMYooIoo9g.jpg
(Stored with Git LFS)
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(Stored with Git LFS)
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(Stored with Git LFS)
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8
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using UnityEngine.Audio;
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||||||
|
using System;
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||||||
|
using UnityEngine;
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||||||
|
|
||||||
|
//Credit to Brackeys youtube tutorial on Audio managers, as the majority of this code and learning how to use it was made by him.
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||||||
|
[System.Serializable]
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|
public class Sound
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|
{
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|
public string name;
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|
public AudioClip clip;
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|
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|
||||||
|
public float volume = 1;
|
||||||
|
[Range(-3,3)]
|
||||||
|
public float pitch = 1;
|
||||||
|
public bool loop = false;
|
||||||
|
public AudioSource source;
|
||||||
|
|
||||||
|
public Sound()
|
||||||
|
{
|
||||||
|
volume = 1;
|
||||||
|
pitch = 1;
|
||||||
|
loop = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class AudioManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Sound[] sounds;
|
||||||
|
|
||||||
|
public static AudioManager instance;
|
||||||
|
//AudioManager
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (instance == null)
|
||||||
|
instance = this;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
|
||||||
|
foreach (Sound s in sounds)
|
||||||
|
{
|
||||||
|
if(!s.source)
|
||||||
|
s.source = gameObject.AddComponent<AudioSource>();
|
||||||
|
|
||||||
|
s.source.clip = s.clip;
|
||||||
|
|
||||||
|
s.source.volume = s.volume;
|
||||||
|
s.source.pitch = s.pitch;
|
||||||
|
s.source.loop = s.loop;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Play(string name)
|
||||||
|
{
|
||||||
|
Sound s = Array.Find(sounds, sound => sound.name == name);
|
||||||
|
if (s == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Sound: " + name + " not found");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
s.source.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Stop(string name)
|
||||||
|
{
|
||||||
|
Sound s = Array.Find(sounds, sound => sound.name == name);
|
||||||
|
|
||||||
|
s.source.Stop();
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3e106b11d8655d74ba0fb2855b2bdcf0
|
guid: 0dc44c5eb69748a45b697397b0740ef1
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
62
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/FadeScreen.cs
Normal file
62
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/FadeScreen.cs
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class FadeScreen : MonoBehaviour
|
||||||
|
{
|
||||||
|
public bool fadeOnStart = true;
|
||||||
|
public float fadeDuration = 2;
|
||||||
|
public Color fadeColor;
|
||||||
|
public AnimationCurve fadeCurve;
|
||||||
|
public string colorPropertyName = "_Color";
|
||||||
|
private Renderer rend;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
rend = GetComponent<Renderer>();
|
||||||
|
rend.enabled = false;
|
||||||
|
|
||||||
|
if (fadeOnStart)
|
||||||
|
FadeIn();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeIn()
|
||||||
|
{
|
||||||
|
Fade(1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void FadeOut()
|
||||||
|
{
|
||||||
|
Fade(0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Fade(float alphaIn, float alphaOut)
|
||||||
|
{
|
||||||
|
StartCoroutine(FadeRoutine(alphaIn,alphaOut));
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerator FadeRoutine(float alphaIn,float alphaOut)
|
||||||
|
{
|
||||||
|
rend.enabled = true;
|
||||||
|
|
||||||
|
float timer = 0;
|
||||||
|
while(timer <= fadeDuration)
|
||||||
|
{
|
||||||
|
Color newColor = fadeColor;
|
||||||
|
newColor.a = Mathf.Lerp(alphaIn, alphaOut, fadeCurve.Evaluate(timer / fadeDuration));
|
||||||
|
|
||||||
|
rend.material.SetColor(colorPropertyName, newColor);
|
||||||
|
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Color newColor2 = fadeColor;
|
||||||
|
newColor2.a = alphaOut;
|
||||||
|
rend.material.SetColor(colorPropertyName, newColor2);
|
||||||
|
|
||||||
|
if(alphaOut == 0)
|
||||||
|
rend.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 15be69886c7741546999ba12a0c5187d
|
guid: 7c2d507c3ae9dc744a28e79d568b5806
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -0,0 +1,58 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class GameStartMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("UI Pages")]
|
||||||
|
public GameObject mainMenu;
|
||||||
|
|
||||||
|
[Header("Main Menu Buttons")]
|
||||||
|
public Button startButton;
|
||||||
|
public Button quitButton;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
EnableMainMenu();
|
||||||
|
|
||||||
|
//Hook events
|
||||||
|
startButton.onClick.AddListener(StartGame);
|
||||||
|
quitButton.onClick.AddListener(QuitGame);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QuitGame()
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
HideAll();
|
||||||
|
SceneTransitionManager.singleton.GoToSceneAsync(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HideAll()
|
||||||
|
{
|
||||||
|
mainMenu.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnableMainMenu()
|
||||||
|
{
|
||||||
|
mainMenu.SetActive(true);
|
||||||
|
|
||||||
|
}
|
||||||
|
public void EnableOption()
|
||||||
|
{
|
||||||
|
mainMenu.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
public void EnableAbout()
|
||||||
|
{
|
||||||
|
mainMenu.SetActive(false);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3fbbdb851e716ac4bbe51ce3ff1899a3
|
guid: af07645f3014a1347a5b1232afc24251
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -0,0 +1,64 @@
|
|||||||
|
Shader "Custom/GradientSkybox" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_Color2 ("Top Color", Color) = (0.97, 0.67, 0.51, 0)
|
||||||
|
_Color1 ("Bottom Color", Color) = (0, 0.7, 0.74, 0)
|
||||||
|
|
||||||
|
[Space]
|
||||||
|
_Intensity ("Intensity", Range (0, 2)) = 1.0
|
||||||
|
_Exponent ("Exponent", Range (0, 3)) = 1.0
|
||||||
|
|
||||||
|
[HideInInspector]
|
||||||
|
_Direction ("Direction", Vector) = (0, 1, 0, 0)
|
||||||
|
}
|
||||||
|
|
||||||
|
CGINCLUDE
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata {
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 texcoord : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float3 texcoord : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
half4 _Color1;
|
||||||
|
half4 _Color2;
|
||||||
|
half3 _Direction;
|
||||||
|
half _Intensity;
|
||||||
|
half _Exponent;
|
||||||
|
|
||||||
|
v2f vert (appdata v) {
|
||||||
|
v2f o;
|
||||||
|
o.position = UnityObjectToClipPos(v.position);
|
||||||
|
o.texcoord = v.texcoord;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : COLOR {
|
||||||
|
half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
|
||||||
|
return lerp (_Color1, _Color2, pow(d, _Exponent)) * _Intensity;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags { "RenderType"="Background" "Queue"="Background" }
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
ZClip False
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f870c618efe6c2d499bb28b864be41a9
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,54 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class SceneTransitionManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public FadeScreen fadeScreen;
|
||||||
|
public static SceneTransitionManager singleton;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (singleton && singleton != this)
|
||||||
|
Destroy(singleton);
|
||||||
|
|
||||||
|
singleton = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GoToScene(int sceneIndex)
|
||||||
|
{
|
||||||
|
StartCoroutine(GoToSceneRoutine(sceneIndex));
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator GoToSceneRoutine(int sceneIndex)
|
||||||
|
{
|
||||||
|
fadeScreen.FadeOut();
|
||||||
|
yield return new WaitForSeconds(fadeScreen.fadeDuration);
|
||||||
|
|
||||||
|
//Launch the new scene
|
||||||
|
SceneManager.LoadScene(sceneIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GoToSceneAsync(int sceneIndex)
|
||||||
|
{
|
||||||
|
StartCoroutine(GoToSceneAsyncRoutine(sceneIndex));
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator GoToSceneAsyncRoutine(int sceneIndex)
|
||||||
|
{
|
||||||
|
fadeScreen.FadeOut();
|
||||||
|
//Launch the new scene
|
||||||
|
AsyncOperation operation = SceneManager.LoadSceneAsync(0);
|
||||||
|
operation.allowSceneActivation = false;
|
||||||
|
|
||||||
|
float timer = 0;
|
||||||
|
while(timer <= fadeScreen.fadeDuration && !operation.isDone)
|
||||||
|
{
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
operation.allowSceneActivation = true;
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 26b0535106e8eb44eb01489621492bb6
|
guid: 7b29c9ee5eccc9a42a33231645d21941
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -0,0 +1,33 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.XR.CoreUtils;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.XR.Interaction.Toolkit;
|
||||||
|
|
||||||
|
public class SetOptionFromUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Scrollbar volumeSlider;
|
||||||
|
public TMPro.TMP_Dropdown turnDropdown;
|
||||||
|
public SetTurnTypeFromPlayerPref turnTypeFromPlayerPref;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
volumeSlider.onValueChanged.AddListener(SetGlobalVolume);
|
||||||
|
turnDropdown.onValueChanged.AddListener(SetTurnPlayerPref);
|
||||||
|
|
||||||
|
if (PlayerPrefs.HasKey("turn"))
|
||||||
|
turnDropdown.SetValueWithoutNotify(PlayerPrefs.GetInt("turn"));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetGlobalVolume(float value)
|
||||||
|
{
|
||||||
|
AudioListener.volume = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetTurnPlayerPref(int value)
|
||||||
|
{
|
||||||
|
PlayerPrefs.SetInt("turn", value);
|
||||||
|
turnTypeFromPlayerPref.ApplyPlayerPref();
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8897d0c3fbd45634fb65a3a92dee951d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,38 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.XR.Interaction.Toolkit;
|
||||||
|
|
||||||
|
public class SetTurnTypeFromPlayerPref : MonoBehaviour
|
||||||
|
{
|
||||||
|
public ActionBasedSnapTurnProvider snapTurn;
|
||||||
|
public ActionBasedContinuousTurnProvider continuousTurn;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
ApplyPlayerPref();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ApplyPlayerPref()
|
||||||
|
{
|
||||||
|
if(PlayerPrefs.HasKey("turn"))
|
||||||
|
{
|
||||||
|
int value = PlayerPrefs.GetInt("turn");
|
||||||
|
if(value == 0)
|
||||||
|
{
|
||||||
|
snapTurn.leftHandSnapTurnAction.action.Enable();
|
||||||
|
snapTurn.rightHandSnapTurnAction.action.Enable();
|
||||||
|
continuousTurn.leftHandTurnAction.action.Disable();
|
||||||
|
continuousTurn.rightHandTurnAction.action.Disable();
|
||||||
|
}
|
||||||
|
else if(value == 1)
|
||||||
|
{
|
||||||
|
snapTurn.leftHandSnapTurnAction.action.Disable();
|
||||||
|
snapTurn.rightHandSnapTurnAction.action.Disable();
|
||||||
|
continuousTurn.leftHandTurnAction.action.Enable();
|
||||||
|
continuousTurn.rightHandTurnAction.action.Enable();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a5fc6632ed707ab4698ecc7d2baf862f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
35
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/UIAudio.cs
Normal file
35
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/UIAudio.cs
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
using System.Collections;
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||||||
|
using System.Collections.Generic;
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||||||
|
using UnityEngine;
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|
using UnityEngine.EventSystems;
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|
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|
public class UIAudio : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
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|
{
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|
public string clickAudioName;
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|
public string hoverEnterAudioName;
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|
public string hoverExitAudioName;
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|
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|
public void OnPointerClick(PointerEventData eventData)
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|
{
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|
if(clickAudioName != "")
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|
{
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|
AudioManager.instance.Play(clickAudioName);
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|
}
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|
}
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|
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|
public void OnPointerEnter(PointerEventData eventData)
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|
{
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|
if (hoverEnterAudioName != "")
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|
{
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|
AudioManager.instance.Play(hoverEnterAudioName);
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|
}
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|
}
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|
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|
public void OnPointerExit(PointerEventData eventData)
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||||||
|
{
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|
if (hoverExitAudioName != "")
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|
{
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|
AudioManager.instance.Play(hoverExitAudioName);
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}
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}
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}
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|
@ -1,33 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.XR.Interaction.Toolkit;
|
|
||||||
using UnityEngine.XR.Interaction.Toolkit.Filtering;
|
|
||||||
|
|
||||||
public class ActivateUILineScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Start is called before the first frame update
|
|
||||||
|
|
||||||
private XRInteractorLineVisual line;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
line = GetComponent<XRInteractorLineVisual>();
|
|
||||||
if (line == null )
|
|
||||||
{
|
|
||||||
Debug.Log("XRInteractorLineVisual is empty");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnPointerEnter()
|
|
||||||
{
|
|
||||||
line.enabled = true;
|
|
||||||
|
|
||||||
//Debug.Log("Point enter");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnPointerExit()
|
|
||||||
{
|
|
||||||
line.enabled = false;
|
|
||||||
//Debug.Log("Point exit");
|
|
||||||
// Например, убрать подсветку
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,28 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
public class AnimateHandOnInputScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
public InputActionProperty PinchAnimationAction;
|
|
||||||
public InputActionProperty GripAnimationAction;
|
|
||||||
|
|
||||||
public Animator HandAnimator;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
float tiggerValue = PinchAnimationAction.action.ReadValue<float>();
|
|
||||||
HandAnimator.SetFloat("Trigger", tiggerValue);
|
|
||||||
|
|
||||||
float gripValue = GripAnimationAction.action.ReadValue<float>();
|
|
||||||
HandAnimator.SetFloat("Grip", gripValue);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,4 +1,5 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -24,57 +25,15 @@ public class CarControllerScript : MonoBehaviour
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float _High;
|
private float _High;
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
private CarBipScript _PlayerDetect;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
private AudioSource _CarBip;
|
|
||||||
|
|
||||||
HitDetectorScript _HitDetector;
|
|
||||||
|
|
||||||
public float High
|
public float High
|
||||||
{
|
{
|
||||||
get => _High;
|
get => _High;
|
||||||
set => _High = value;
|
set => _High = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool _IsBeep = false;
|
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
_High = gameObject.transform.position.y;
|
_High = gameObject.transform.position.y;
|
||||||
_PlayerDetect.PlayerEntered.AddListener(StartBeep);
|
|
||||||
_PlayerDetect.PlayerExited.AddListener(StopBeep);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StartBeep(HitDetectorScript hit)
|
|
||||||
{
|
|
||||||
_HitDetector = hit;
|
|
||||||
_HitDetector.Dead.AddListener(StopBeep);
|
|
||||||
if (!_IsBeep && !_HitDetector.IsDead)
|
|
||||||
{
|
|
||||||
_CarBip.Play();
|
|
||||||
_IsBeep = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StopBeep()
|
|
||||||
{
|
|
||||||
if (_IsBeep)
|
|
||||||
{
|
|
||||||
_CarBip.Stop();
|
|
||||||
_IsBeep = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StopBeep(HitDetectorScript hit)
|
|
||||||
{
|
|
||||||
_HitDetector = hit;
|
|
||||||
if (_IsBeep)
|
|
||||||
{
|
|
||||||
_CarBip.Stop();
|
|
||||||
_IsBeep= false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
@ -85,4 +44,5 @@ public class CarControllerScript : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1,17 +1,23 @@
|
|||||||
using System.Collections.Generic;
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class CarManagerScript : MonoBehaviour
|
public class CarManagerScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private int _MaxSpeed;
|
[SerializeField]
|
||||||
|
private int _MaxSpeed;
|
||||||
|
|
||||||
private int _Speed;
|
private int _Speed;
|
||||||
|
|
||||||
[SerializeField] private List<GameObject> _CarPrefs;
|
[SerializeField]
|
||||||
|
private List<GameObject> _CarPrefs;
|
||||||
|
|
||||||
[SerializeField] private GameObject[] _Points = new GameObject[2];
|
[SerializeField]
|
||||||
|
private GameObject[] _Points = new GameObject[2];
|
||||||
|
|
||||||
[SerializeField] bool _LeftToRight;
|
[SerializeField]
|
||||||
|
bool _LeftToRight;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
@ -28,7 +34,7 @@ public class CarManagerScript : MonoBehaviour
|
|||||||
|
|
||||||
//Debug.Log($"Speed - {_Speed}");
|
//Debug.Log($"Speed - {_Speed}");
|
||||||
|
|
||||||
//_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
|
_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
|
||||||
|
|
||||||
float time = GetRandomObject<float>(new List<float> { 0f, 1f, 2f, 3f, 4f, 5f });
|
float time = GetRandomObject<float>(new List<float> { 0f, 1f, 2f, 3f, 4f, 5f });
|
||||||
|
|
||||||
@ -56,7 +62,7 @@ public class CarManagerScript : MonoBehaviour
|
|||||||
{
|
{
|
||||||
DeleteCar();
|
DeleteCar();
|
||||||
}
|
}
|
||||||
else if (_Car.transform.position.x <= _Points[0].transform.position.x && !_LeftToRight)
|
else if (_Car.transform.position.x <= _Points[0].transform.position.x && !_LeftToRight)
|
||||||
{
|
{
|
||||||
DeleteCar();
|
DeleteCar();
|
||||||
}
|
}
|
||||||
@ -97,7 +103,7 @@ public class CarManagerScript : MonoBehaviour
|
|||||||
|
|
||||||
public void DeleteCar()
|
public void DeleteCar()
|
||||||
{
|
{
|
||||||
Destroy(_Car);
|
Destroy( _Car );
|
||||||
StartMove();
|
StartMove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,94 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Events;
|
|
||||||
using UnityEngine.XR.Interaction.Toolkit;
|
|
||||||
|
|
||||||
public class HitDetectorScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
private bool _IsDead = false;
|
|
||||||
public bool IsDead
|
|
||||||
{
|
|
||||||
get { return _IsDead; }
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField] private GameObject _Menu;
|
|
||||||
[SerializeField] private GameObject _ForwardSource;
|
|
||||||
[SerializeField] private ActionBasedContinuousMoveProvider move;
|
|
||||||
[SerializeField] private CharacterController _CharacterController;
|
|
||||||
|
|
||||||
[Range(0f, 1f)]
|
|
||||||
[SerializeField] private float _Intensity;
|
|
||||||
[SerializeField] private float _Duration;
|
|
||||||
|
|
||||||
[SerializeField] XRBaseController _LeftController;
|
|
||||||
[SerializeField] XRBaseController _RightController;
|
|
||||||
|
|
||||||
[HideInInspector]
|
|
||||||
public UnityEvent Dead = new UnityEvent();
|
|
||||||
|
|
||||||
[SerializeField] private ScoreManagerScript _ScoreManager;
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
//Debug.Log(other.gameObject.name);
|
|
||||||
if (other.gameObject.CompareTag("Car") && !_IsDead)
|
|
||||||
{
|
|
||||||
if (PlayerPrefs.GetInt("Best score") < _ScoreManager.CurrentScore)
|
|
||||||
{
|
|
||||||
PlayerPrefs.SetInt("Best score", _ScoreManager.CurrentScore);
|
|
||||||
}
|
|
||||||
_IsDead = true;
|
|
||||||
|
|
||||||
Dead.Invoke();
|
|
||||||
|
|
||||||
move.enabled = false;
|
|
||||||
_CharacterController.enabled = false;
|
|
||||||
|
|
||||||
UISpawn();
|
|
||||||
|
|
||||||
TriggerHaptic(_LeftController);
|
|
||||||
TriggerHaptic(_RightController);
|
|
||||||
|
|
||||||
Debug.Log("Player was hitted car");
|
|
||||||
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UISpawn()
|
|
||||||
{
|
|
||||||
Vector3 pos = _ForwardSource.transform.position;
|
|
||||||
Vector3 forward = _ForwardSource.transform.forward;
|
|
||||||
|
|
||||||
// Определите расстояние перед объектом
|
|
||||||
float distance = 1.0f;
|
|
||||||
|
|
||||||
// Вычислите новую позицию с учетом расстояния
|
|
||||||
Vector3 newPos = pos + forward.normalized * distance;
|
|
||||||
|
|
||||||
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
|
|
||||||
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
|
|
||||||
|
|
||||||
// Создание объекта
|
|
||||||
Instantiate(_Menu, newPos, newRot);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TriggerHaptic(XRBaseController controller)
|
|
||||||
{
|
|
||||||
if (_Intensity > 0)
|
|
||||||
{
|
|
||||||
controller.SendHapticImpulse(_Intensity, _Duration);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//private void OnCollisionEnter(Collision collision)
|
|
||||||
//{
|
|
||||||
// Debug.Log(collision.gameObject.name);
|
|
||||||
//}
|
|
||||||
|
|
||||||
//private void OnControllerColliderHit(ControllerColliderHit hit)
|
|
||||||
//{
|
|
||||||
// Debug.Log(hit.gameObject.name);
|
|
||||||
// if (hit.gameObject.CompareTag("Car"))
|
|
||||||
// {
|
|
||||||
// Debug.Log("Car hitted");
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
}
|
|
@ -1,26 +0,0 @@
|
|||||||
using TMPro;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
public class MenuScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private int _BestScore;
|
|
||||||
[SerializeField] private TextMeshProUGUI _TextScore;
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
_BestScore = PlayerPrefs.GetInt("Best score");
|
|
||||||
_TextScore.text = "Лучший счёт - " + _BestScore;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
public void RestartGame()
|
|
||||||
{
|
|
||||||
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ExitGame()
|
|
||||||
{
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,73 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
public class PlayerJumpScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private InputActionProperty _JumpButton;
|
|
||||||
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
|
|
||||||
[SerializeField] private CharacterController _CharacterController;
|
|
||||||
[SerializeField] private LayerMask _GroundLayers;
|
|
||||||
[SerializeField] private float rad = 0;
|
|
||||||
|
|
||||||
private float _verticalVelocity = 0f; // Вертикальная скорость
|
|
||||||
private float _gravity = Physics.gravity.y; // Гравитация
|
|
||||||
private bool _isGrounded;
|
|
||||||
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
_isGrounded = IsGrounded();
|
|
||||||
|
|
||||||
//if (_JumpButton.action.WasPressedThisFrame())
|
|
||||||
//{
|
|
||||||
// if (_isGrounded)
|
|
||||||
// {
|
|
||||||
// Debug.Log("Will Jump from gruond");
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// Debug.Log("Not Jump");
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
|
|
||||||
if (_isGrounded)
|
|
||||||
{
|
|
||||||
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
|
|
||||||
|
|
||||||
// Если кнопка прыжка нажата
|
|
||||||
if (_JumpButton.action.WasPressedThisFrame())
|
|
||||||
{
|
|
||||||
Jump();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Применяем гравитацию, если персонаж не на земле
|
|
||||||
_verticalVelocity += _gravity * Time.deltaTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Перемещение персонажа с учетом вертикальной скорости
|
|
||||||
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
|
|
||||||
if (_CharacterController.enabled == true)
|
|
||||||
{
|
|
||||||
_CharacterController.Move(movement * Time.deltaTime);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsGrounded()
|
|
||||||
{
|
|
||||||
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Jump()
|
|
||||||
{
|
|
||||||
if (_isGrounded)
|
|
||||||
{
|
|
||||||
// Применяем силу прыжка
|
|
||||||
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 53004812adcae72458f6ee795a7354df
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,32 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[RequireComponent(typeof(AudioSource))]
|
|
||||||
public class RandomMusicSelectScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] List<AudioClip> _MusicClipList;
|
|
||||||
|
|
||||||
private AudioSource _Audio;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
_Audio = GetComponent<AudioSource>();
|
|
||||||
_Audio.clip = GetRandomObject<AudioClip>(_MusicClipList);
|
|
||||||
_Audio.Play();
|
|
||||||
}
|
|
||||||
|
|
||||||
T GetRandomObject<T>(List<T> list)
|
|
||||||
{
|
|
||||||
// проверка на пустоту списка
|
|
||||||
if (list == null || list.Count == 0)
|
|
||||||
{
|
|
||||||
return default;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Генерация случайного индекса
|
|
||||||
int randomIndex = UnityEngine.Random.Range(0, list.Count);
|
|
||||||
return list[randomIndex];
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 57b6a86afb37be341a1589bb98bdeb60
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -8,39 +8,26 @@ public class ScoreManagerScript : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// to do
|
// to do
|
||||||
// добавить коментарии ко всему
|
// добавить коментарии ко всему
|
||||||
private TileManagerScript _TileManagerScript;
|
private TileManagerScript _tileManagerScript;
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
private Transform _PlayerTransform;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
private float _Distance = 0f;
|
|
||||||
|
|
||||||
private int _CurrentScore = 0;
|
private int _CurrentScore = 0;
|
||||||
|
|
||||||
public int CurrentScore
|
|
||||||
{
|
|
||||||
get { return _CurrentScore; }
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private TextMeshPro _ScoreText;
|
private TextMeshPro _ScoreText;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
|
_tileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
|
||||||
|
|
||||||
if (_TileManagerScript != null)
|
if (_tileManagerScript != null)
|
||||||
{
|
{
|
||||||
_TileManagerScript.scoreManager = this;
|
_tileManagerScript.scoreManager = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Start()
|
||||||
{
|
{
|
||||||
UpdatePos();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Increase()
|
public void Increase()
|
||||||
@ -54,15 +41,9 @@ public class ScoreManagerScript : MonoBehaviour
|
|||||||
text.text = $"Счёт - {_CurrentScore}";
|
text.text = $"Счёт - {_CurrentScore}";
|
||||||
}
|
}
|
||||||
|
|
||||||
//public void UpdatePos()
|
|
||||||
//{
|
|
||||||
// Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _TileManagerScript.DistanceTiles);
|
|
||||||
// _ScoreText.gameObject.transform.position = newVector;
|
|
||||||
//}
|
|
||||||
|
|
||||||
public void UpdatePos()
|
public void UpdatePos()
|
||||||
{
|
{
|
||||||
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _PlayerTransform.position.z + _Distance);
|
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _tileManagerScript.DistanceTiles);
|
||||||
_ScoreText.gameObject.transform.position = newVector;
|
_ScoreText.gameObject.transform.position = newVector;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,127 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class SpawnRandomObjectsScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private List<GameObject> _Prefabs = new List<GameObject>();
|
|
||||||
[SerializeField] private Vector3 _SpawnArea;
|
|
||||||
|
|
||||||
[SerializeField] private float fixedDistance = 1f; // фиксированное расстояние между точками
|
|
||||||
private float MinX; // минимальная координата X
|
|
||||||
private float MaxX; // максимальная координата X
|
|
||||||
private float MinZ; // минимальная координата Z
|
|
||||||
private float MaxZ; // максимальная координата Z
|
|
||||||
|
|
||||||
private float Y;
|
|
||||||
|
|
||||||
// кол-во повторных проходов
|
|
||||||
[SerializeField] private int NumOfRep = 1;
|
|
||||||
|
|
||||||
// Структура Point теперь на плоскости X-Z
|
|
||||||
// Структура Point теперь на плоскости X-Z
|
|
||||||
public struct Point
|
|
||||||
{
|
|
||||||
public Vector3 Position; // позиция точки
|
|
||||||
|
|
||||||
public Point(float x, float y, float z)
|
|
||||||
{
|
|
||||||
Position = new Vector3(x, y, z); // плоскость 2D, Y-координата всегда 0
|
|
||||||
}
|
|
||||||
|
|
||||||
public float DistanceTo(Point other)
|
|
||||||
{
|
|
||||||
return Vector3.Distance(Position, other.Position); // возвращаем расстояние между точками
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private List<Point> points = new List<Point>();
|
|
||||||
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
MinX = -_SpawnArea.x / 2 + transform.position.x;
|
|
||||||
MaxX = _SpawnArea.x / 2 + transform.position.x;
|
|
||||||
MinZ = -_SpawnArea.z / 2 + transform.position.z;
|
|
||||||
MaxZ = _SpawnArea.z / 2 + transform.position.z;
|
|
||||||
|
|
||||||
Y = -_SpawnArea.y / 2 + transform.position.y;
|
|
||||||
|
|
||||||
GeneratePoints();
|
|
||||||
foreach (var point in points)
|
|
||||||
{
|
|
||||||
GameObject prefab = GetRandomObject<GameObject>(_Prefabs);
|
|
||||||
|
|
||||||
|
|
||||||
// Случайный поворот только по оси Y
|
|
||||||
Quaternion randomRotation = Quaternion.Euler(
|
|
||||||
0f, // угол по оси X
|
|
||||||
Random.Range(0f, 360f), // случайный угол по оси Y
|
|
||||||
0f // угол по оси Z
|
|
||||||
);
|
|
||||||
|
|
||||||
// Инстанцируем объект с случайным поворотом
|
|
||||||
Transform child = Instantiate(prefab, point.Position, randomRotation).transform;
|
|
||||||
child.SetParent(transform);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void GeneratePoints()
|
|
||||||
{
|
|
||||||
// Размещение первой точки случайным образом в указанном диапазоне
|
|
||||||
points.Add(new Point(Random.Range(MinX, MaxX), Y, Random.Range(MinZ, MaxZ)));
|
|
||||||
|
|
||||||
for (int i = 0; i < NumOfRep; i++)
|
|
||||||
{
|
|
||||||
bool canAddPoint = true;
|
|
||||||
|
|
||||||
while (canAddPoint)
|
|
||||||
{
|
|
||||||
canAddPoint = false;
|
|
||||||
// Пробуем случайно разместить следующую точку в пределах нового диапазона
|
|
||||||
float newX = Random.Range(MinX, MaxX);
|
|
||||||
float newZ = Random.Range(MinZ, MaxZ);
|
|
||||||
Point newPoint = new Point(newX, Y, newZ);
|
|
||||||
|
|
||||||
bool valid = true;
|
|
||||||
|
|
||||||
foreach (var point in points)
|
|
||||||
{
|
|
||||||
if (newPoint.DistanceTo(point) < fixedDistance) // фиксированное расстояние
|
|
||||||
{
|
|
||||||
valid = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если точка валидна (удовлетворяет условиям), добавляем её
|
|
||||||
if (valid)
|
|
||||||
{
|
|
||||||
points.Add(newPoint);
|
|
||||||
canAddPoint = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnDrawGizmos()
|
|
||||||
{
|
|
||||||
// Устанавливаем цвет Gizmos
|
|
||||||
Gizmos.color = Color.red;
|
|
||||||
|
|
||||||
// Рисуем сферу
|
|
||||||
Gizmos.DrawWireCube(transform.position, _SpawnArea);
|
|
||||||
}
|
|
||||||
T GetRandomObject<T>(List<T> list)
|
|
||||||
{
|
|
||||||
// проверка на пустоту списка
|
|
||||||
if (list == null || list.Count == 0)
|
|
||||||
{
|
|
||||||
return default;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Генерация случайного индекса
|
|
||||||
int randomIndex = UnityEngine.Random.Range(0, list.Count);
|
|
||||||
return list[randomIndex];
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6961f6e142293184b9a12fe3db1fdede
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,38 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class StaminaBarScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] private Image StaminaBar;
|
|
||||||
[SerializeField] private Image PreRecoveryStaminaBar;
|
|
||||||
|
|
||||||
[SerializeField] private SwingingArmMotionScript SwingingArmMotionScript;
|
|
||||||
private float MaxStamina;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
MaxStamina = SwingingArmMotionScript.MaxStamina;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
float Stamina = SwingingArmMotionScript.Stamina;
|
|
||||||
|
|
||||||
float percent = Stamina / MaxStamina;
|
|
||||||
|
|
||||||
StaminaBar.fillAmount = percent;
|
|
||||||
PreRecoveryStaminaBar.fillAmount = percent;
|
|
||||||
|
|
||||||
if (!SwingingArmMotionScript.IsPreRecovery)
|
|
||||||
{
|
|
||||||
StaminaBar.enabled = true;
|
|
||||||
PreRecoveryStaminaBar.enabled = false;
|
|
||||||
}
|
|
||||||
else if (SwingingArmMotionScript)
|
|
||||||
{
|
|
||||||
StaminaBar.enabled = false;
|
|
||||||
PreRecoveryStaminaBar.enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c3091a8ba7f355f49b3bd4256fa40501
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,148 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.XR.Interaction.Toolkit;
|
|
||||||
|
|
||||||
public class SwingingArmMotionScript : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Game Objects
|
|
||||||
[SerializeField] private GameObject LeftHand;
|
|
||||||
[SerializeField] private GameObject RightHand;
|
|
||||||
[SerializeField] private GameObject MainCamera;
|
|
||||||
[SerializeField] private ActionBasedContinuousMoveProvider _MoveProvider;
|
|
||||||
|
|
||||||
// Vector3 Positions
|
|
||||||
[SerializeField] private Vector3 PositionPreviousFrameLeftHand;
|
|
||||||
[SerializeField] private Vector3 PositionPreviousFrameRightHand;
|
|
||||||
[SerializeField] private Vector3 PlayerPositionPreviousFrame;
|
|
||||||
[SerializeField] private Vector3 PlayerPositionCurrentFrame;
|
|
||||||
[SerializeField] private Vector3 PositionCurrentFrameLeftHand;
|
|
||||||
[SerializeField] private Vector3 PositionCurrentFrameRightHand;
|
|
||||||
|
|
||||||
// Speed
|
|
||||||
[SerializeField] private float BaseSpeed; // Базовая скорость
|
|
||||||
[SerializeField] private float SprintSpeedMultiplier; // Множитель для бега
|
|
||||||
[SerializeField] private float HandSpeedThreshold; // Порог скорости рук для бега
|
|
||||||
private float CurrentSpeed; // Текущая скорость
|
|
||||||
[SerializeField] private float HandSpeed;
|
|
||||||
|
|
||||||
private float SmoothedSpeed;
|
|
||||||
[SerializeField] private float SpeedSmoothingFactor;
|
|
||||||
|
|
||||||
// _Stamina (выносливость)
|
|
||||||
[SerializeField] private float _MaxStamina; // Максимальная выносливость
|
|
||||||
public float MaxStamina
|
|
||||||
{
|
|
||||||
get { return _MaxStamina; }
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField] private float _Stamina; // Текущая выносливость
|
|
||||||
public float Stamina
|
|
||||||
{
|
|
||||||
get { return _Stamina; }
|
|
||||||
set { _Stamina = value; }
|
|
||||||
}
|
|
||||||
[SerializeField] private float StaminaDrainRate; // Скорость расхода выносливости (единиц/сек)
|
|
||||||
[SerializeField] private float StaminaRecoveryRate; // Скорость восстановления (единиц/сек)
|
|
||||||
[SerializeField] private float LowStaminaMultiplier; // Снижение скорости при низкой выносливости
|
|
||||||
[SerializeField] private float StaminaRecoveryDelay; // Задержка перед восстановлением после израсходования
|
|
||||||
|
|
||||||
[SerializeField] private bool IsRecovering = false; // Флаг для ожидания восстановления
|
|
||||||
[SerializeField] private float RecoveryTimer; // Таймер восстановления
|
|
||||||
|
|
||||||
[SerializeField] private bool _IsPreRecovery = false;
|
|
||||||
public bool IsPreRecovery
|
|
||||||
{
|
|
||||||
get { return _IsPreRecovery; }
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
BaseSpeed = _MoveProvider.moveSpeed;
|
|
||||||
PlayerPositionPreviousFrame = transform.position; // Set current positions
|
|
||||||
PositionPreviousFrameLeftHand = LeftHand.transform.position; // Set previous positions
|
|
||||||
PositionPreviousFrameRightHand = RightHand.transform.position;
|
|
||||||
CurrentSpeed = BaseSpeed; // Initialize to base speed
|
|
||||||
SmoothedSpeed = BaseSpeed;
|
|
||||||
|
|
||||||
_Stamina = _MaxStamina; // Инициализация выносливости
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
// Get positions of hands
|
|
||||||
PositionCurrentFrameLeftHand = LeftHand.transform.position;
|
|
||||||
PositionCurrentFrameRightHand = RightHand.transform.position;
|
|
||||||
|
|
||||||
// Position of player
|
|
||||||
PlayerPositionCurrentFrame = transform.position;
|
|
||||||
|
|
||||||
// Get distance the hands and player has moved from last frame
|
|
||||||
var playerDistanceMoved = Vector3.Distance(PlayerPositionCurrentFrame, PlayerPositionPreviousFrame);
|
|
||||||
var leftHandDistanceMoved = Vector3.Distance(PositionPreviousFrameLeftHand, PositionCurrentFrameLeftHand);
|
|
||||||
var rightHandDistanceMoved = Vector3.Distance(PositionPreviousFrameRightHand, PositionCurrentFrameRightHand);
|
|
||||||
|
|
||||||
// Aggregate to get hand speed
|
|
||||||
HandSpeed = ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
|
|
||||||
|
|
||||||
if (IsRecovering)
|
|
||||||
{
|
|
||||||
RecoveryTimer += Time.deltaTime;
|
|
||||||
if (RecoveryTimer >= StaminaRecoveryDelay)
|
|
||||||
{
|
|
||||||
IsRecovering = false;
|
|
||||||
RecoveryTimer = 0;
|
|
||||||
}
|
|
||||||
if (HandSpeed > HandSpeedThreshold)
|
|
||||||
{
|
|
||||||
CurrentSpeed = BaseSpeed; // Замедляем, если стамина истощена
|
|
||||||
RecoveryTimer = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!IsRecovering)
|
|
||||||
{
|
|
||||||
_Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
|
|
||||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
|
||||||
|
|
||||||
if (_IsPreRecovery)
|
|
||||||
{
|
|
||||||
if (_Stamina >= 0.5 * _MaxStamina)
|
|
||||||
{
|
|
||||||
_IsPreRecovery = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (HandSpeed > HandSpeedThreshold)
|
|
||||||
{
|
|
||||||
_Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
|
|
||||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
|
||||||
if (!_IsPreRecovery)
|
|
||||||
{
|
|
||||||
CurrentSpeed = BaseSpeed * SprintSpeedMultiplier; // Замедляем, если стамина истощена
|
|
||||||
}
|
|
||||||
else if (_IsPreRecovery)
|
|
||||||
{
|
|
||||||
CurrentSpeed = BaseSpeed;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
CurrentSpeed = BaseSpeed;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (_Stamina <= 0)
|
|
||||||
{
|
|
||||||
IsRecovering = true;
|
|
||||||
_IsPreRecovery = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
|
|
||||||
|
|
||||||
_MoveProvider.moveSpeed = SmoothedSpeed;
|
|
||||||
|
|
||||||
// Set previous position of hands for next frame
|
|
||||||
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
|
|
||||||
PositionPreviousFrameRightHand = PositionCurrentFrameRightHand;
|
|
||||||
// Set player position previous frame
|
|
||||||
PlayerPositionPreviousFrame = PlayerPositionCurrentFrame;
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2d54964b90d6903429f3430ea2ab1f61
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -14,12 +14,6 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public ScoreManagerScript scoreManager;
|
public ScoreManagerScript scoreManager;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// to do
|
|
||||||
/// </summary>
|
|
||||||
[HideInInspector]
|
|
||||||
public MoveWithTileScript MoveWithTile;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// число тайлов, которые будут созданы
|
/// число тайлов, которые будут созданы
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -74,10 +68,10 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
|
|
||||||
if (z < 0)
|
if (z < 0)
|
||||||
{
|
{
|
||||||
//SetCloseZone(tile);
|
SetCloseZone(tile);
|
||||||
SetTrigZone(tile);
|
SetTrigZone(tile);
|
||||||
}
|
}
|
||||||
if (z == 0)
|
if(z == 0)
|
||||||
{
|
{
|
||||||
SetTrigZone(tile);
|
SetTrigZone(tile);
|
||||||
}
|
}
|
||||||
@ -88,7 +82,7 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
_PlayerSetup.SetActive(true);
|
//_PlayerSetup.SetActive(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -259,9 +253,7 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
|
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
|
||||||
|
|
||||||
// в подпись передаётся функция перемещения счёта
|
// в подпись передаётся функция перемещения счёта
|
||||||
//child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
|
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
|
||||||
|
|
||||||
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(MoveWithTile.UpdatePos);
|
|
||||||
|
|
||||||
// выход из цикла
|
// выход из цикла
|
||||||
break;
|
break;
|
||||||
@ -302,7 +294,6 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
// проверка на наличие предыдущего тайла
|
// проверка на наличие предыдущего тайла
|
||||||
if (pervTile != null)
|
if (pervTile != null)
|
||||||
{
|
{
|
||||||
/*
|
|
||||||
// поиск зоны закрытия по тегу
|
// поиск зоны закрытия по тегу
|
||||||
foreach (Transform child in pervTile.transform)
|
foreach (Transform child in pervTile.transform)
|
||||||
{
|
{
|
||||||
@ -316,7 +307,6 @@ public class TileManagerScript : MonoBehaviour
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
|
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
|
||||||
if (closeZone != null)
|
if (closeZone != null)
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user