Merge branch 'devVlad' into HelmetVersion
This commit is contained in:
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7
Assets/Crossy Road VR/Scenes/Test/Test.unity.meta
Normal file
7
Assets/Crossy Road VR/Scenes/Test/Test.unity.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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@ -1,23 +1,17 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CarManagerScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private int _MaxSpeed;
|
||||
[SerializeField] private int _MaxSpeed;
|
||||
|
||||
private int _Speed;
|
||||
|
||||
[SerializeField]
|
||||
private List<GameObject> _CarPrefs;
|
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[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()
|
||||
{
|
||||
@ -34,7 +28,7 @@ public class CarManagerScript : MonoBehaviour
|
||||
|
||||
//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 });
|
||||
|
||||
@ -62,7 +56,7 @@ public class CarManagerScript : MonoBehaviour
|
||||
{
|
||||
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();
|
||||
}
|
||||
@ -103,7 +97,7 @@ public class CarManagerScript : MonoBehaviour
|
||||
|
||||
public void DeleteCar()
|
||||
{
|
||||
Destroy( _Car );
|
||||
Destroy(_Car);
|
||||
StartMove();
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
public class HitDetectorScript : MonoBehaviour
|
||||
@ -12,6 +9,13 @@ public class HitDetectorScript : MonoBehaviour
|
||||
[SerializeField] private GameObject _ForwardSource;
|
||||
[SerializeField] private ActionBasedContinuousMoveProvider move;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float _Intensity;
|
||||
[SerializeField] private float _Duration;
|
||||
|
||||
[SerializeField] XRBaseController _LeftController;
|
||||
[SerializeField] XRBaseController _RightController;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
//Debug.Log(other.gameObject.name);
|
||||
@ -36,11 +40,21 @@ public class HitDetectorScript : MonoBehaviour
|
||||
// Создание объекта
|
||||
Instantiate(_Menu, newPos, newRot);
|
||||
|
||||
TriggerHaptic(_LeftController);
|
||||
TriggerHaptic (_RightController);
|
||||
|
||||
Debug.Log("Player was hitted car");
|
||||
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerHaptic(XRBaseController controller)
|
||||
{
|
||||
if (_Intensity > 0)
|
||||
{
|
||||
controller.SendHapticImpulse(_Intensity, _Duration);
|
||||
}
|
||||
}
|
||||
//private void OnCollisionEnter(Collision collision)
|
||||
//{
|
||||
// Debug.Log(collision.gameObject.name);
|
||||
|
38
Assets/Crossy Road VR/Scripts/StaminaBarScript.cs
Normal file
38
Assets/Crossy Road VR/Scripts/StaminaBarScript.cs
Normal file
@ -0,0 +1,38 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Crossy Road VR/Scripts/StaminaBarScript.cs.meta
Normal file
11
Assets/Crossy Road VR/Scripts/StaminaBarScript.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c3091a8ba7f355f49b3bd4256fa40501
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MonoImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -24,9 +24,22 @@ public class SwingingArmMotionScript : MonoBehaviour
|
||||
private float CurrentSpeed; // Текущая скорость
|
||||
[SerializeField] private float HandSpeed;
|
||||
|
||||
// Stamina (выносливость)
|
||||
[SerializeField] private float MaxStamina; // Максимальная выносливость
|
||||
[SerializeField] private float Stamina; // Текущая выносливость
|
||||
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
|
||||
@ -34,7 +47,12 @@ public class SwingingArmMotionScript : MonoBehaviour
|
||||
|
||||
[SerializeField] private bool IsRecovering = false; // Флаг для ожидания восстановления
|
||||
[SerializeField] private float RecoveryTimer; // Таймер восстановления
|
||||
[SerializeField] private bool IsPreRecovery = false;
|
||||
|
||||
[SerializeField] private bool _IsPreRecovery = false;
|
||||
public bool IsPreRecovery
|
||||
{
|
||||
get { return _IsPreRecovery; }
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -43,9 +61,9 @@ public class SwingingArmMotionScript : MonoBehaviour
|
||||
PositionPreviousFrameLeftHand = LeftHand.transform.position; // Set previous positions
|
||||
PositionPreviousFrameRightHand = RightHand.transform.position;
|
||||
CurrentSpeed = BaseSpeed; // Initialize to base speed
|
||||
SmoothedSpeed = BaseSpeed;
|
||||
|
||||
Stamina = MaxStamina; // Инициализация выносливости
|
||||
|
||||
_Stamina = _MaxStamina; // Инициализация выносливости
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -82,26 +100,26 @@ public class SwingingArmMotionScript : MonoBehaviour
|
||||
}
|
||||
if (!IsRecovering)
|
||||
{
|
||||
Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
|
||||
Stamina = Mathf.Clamp(Stamina, 0, MaxStamina);
|
||||
_Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
|
||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
||||
|
||||
if (IsPreRecovery)
|
||||
if (_IsPreRecovery)
|
||||
{
|
||||
if (Stamina >= 0.5*MaxStamina)
|
||||
if (_Stamina >= 0.5 * _MaxStamina)
|
||||
{
|
||||
IsPreRecovery = false;
|
||||
_IsPreRecovery = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (HandSpeed > HandSpeedThreshold)
|
||||
{
|
||||
Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
|
||||
Stamina = Mathf.Clamp(Stamina, 0, MaxStamina);
|
||||
if (!IsPreRecovery)
|
||||
_Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
|
||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
||||
if (!_IsPreRecovery)
|
||||
{
|
||||
CurrentSpeed = BaseSpeed * SprintSpeedMultiplier; // Замедляем, если стамина истощена
|
||||
}
|
||||
else if (IsPreRecovery)
|
||||
else if (_IsPreRecovery)
|
||||
{
|
||||
CurrentSpeed = BaseSpeed;
|
||||
}
|
||||
@ -111,12 +129,15 @@ public class SwingingArmMotionScript : MonoBehaviour
|
||||
CurrentSpeed = BaseSpeed;
|
||||
}
|
||||
}
|
||||
if (Stamina <= 0)
|
||||
if (_Stamina <= 0)
|
||||
{
|
||||
IsRecovering = true;
|
||||
IsPreRecovery = true;
|
||||
_IsPreRecovery = true;
|
||||
}
|
||||
_MoveProvider.moveSpeed = CurrentSpeed;
|
||||
|
||||
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
|
||||
|
||||
_MoveProvider.moveSpeed = SmoothedSpeed;
|
||||
|
||||
// Set previous position of hands for next frame
|
||||
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
|
@ -68,10 +68,10 @@ public class TileManagerScript : MonoBehaviour
|
||||
|
||||
if (z < 0)
|
||||
{
|
||||
SetCloseZone(tile);
|
||||
//SetCloseZone(tile);
|
||||
SetTrigZone(tile);
|
||||
}
|
||||
if(z == 0)
|
||||
if (z == 0)
|
||||
{
|
||||
SetTrigZone(tile);
|
||||
}
|
||||
@ -294,6 +294,7 @@ public class TileManagerScript : MonoBehaviour
|
||||
// проверка на наличие предыдущего тайла
|
||||
if (pervTile != null)
|
||||
{
|
||||
/*
|
||||
// поиск зоны закрытия по тегу
|
||||
foreach (Transform child in pervTile.transform)
|
||||
{
|
||||
@ -307,6 +308,7 @@ public class TileManagerScript : MonoBehaviour
|
||||
break;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
|
||||
if (closeZone != null)
|
||||
|
@ -328,6 +328,7 @@ GameObject:
|
||||
m_Component:
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- component: {fileID: 109434732395451517}
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m_TagString: Untagged
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@ -373,6 +374,43 @@ Animator:
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m_ExpectedControlType:
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||||
m_Id: ecf053a8-ae0c-457c-abc4-e3d5b6b35167
|
||||
m_Processors:
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||||
m_Interactions:
|
||||
m_SingletonActionBindings: []
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||||
m_Flags: 0
|
||||
m_Reference: {fileID: -4289430672226363583, guid: c348712bda248c246b8c49b3db54643f, type: 3}
|
||||
GripAnimationAction:
|
||||
m_UseReference: 1
|
||||
m_Action:
|
||||
m_Name: Grip Animation
|
||||
m_Type: 0
|
||||
m_ExpectedControlType:
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||||
m_Id: 69255baa-51eb-459d-9808-2aa11e844205
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||||
m_Processors:
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m_Interactions:
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m_SingletonActionBindings: []
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m_Flags: 0
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m_Reference: {fileID: 6558622148059887818, guid: c348712bda248c246b8c49b3db54643f, type: 3}
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||||
HandAnimator: {fileID: 109434732388006827}
|
||||
--- !u!1 &109434732395284511
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
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||||
|
@ -887,6 +887,7 @@ GameObject:
|
||||
m_Component:
|
||||
- component: {fileID: 5686134208185136530}
|
||||
- component: {fileID: 5686134208192617028}
|
||||
- component: {fileID: 8832723049949120546}
|
||||
m_Layer: 0
|
||||
m_Name: Right Hand Model
|
||||
m_TagString: Untagged
|
||||
@ -932,6 +933,43 @@ Animator:
|
||||
m_AllowConstantClipSamplingOptimization: 1
|
||||
m_KeepAnimatorStateOnDisable: 0
|
||||
m_WriteDefaultValuesOnDisable: 0
|
||||
--- !u!114 &8832723049949120546
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||||
MonoBehaviour:
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||||
m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5686134208185362930}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 3fbbdb851e716ac4bbe51ce3ff1899a3, type: 3}
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m_Name:
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||||
m_EditorClassIdentifier:
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PinchAnimationAction:
|
||||
m_UseReference: 1
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||||
m_Action:
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m_Name: Pinch Animation
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m_Type: 0
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m_ExpectedControlType:
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m_Id: bb4688d6-af0f-4099-8120-d8c84c2e32bd
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m_Processors:
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m_Interactions:
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m_SingletonActionBindings: []
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m_Flags: 0
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m_Reference: {fileID: 7904272356298805229, guid: c348712bda248c246b8c49b3db54643f, type: 3}
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GripAnimationAction:
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m_UseReference: 1
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m_Action:
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m_Name: Grip Animation
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m_Type: 0
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m_ExpectedControlType:
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m_Id: 3355a9bc-117a-4b74-a5b9-ec60eb52d0c1
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m_Processors:
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m_Interactions:
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m_SingletonActionBindings: []
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m_Flags: 0
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m_Reference: {fileID: -1758520528963094988, guid: c348712bda248c246b8c49b3db54643f, type: 3}
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HandAnimator: {fileID: 5686134208192617028}
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--- !u!1 &5686134208185362932
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||||
GameObject:
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m_ObjectHideFlags: 0
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|
8
Assets/Sounds.meta
Normal file
8
Assets/Sounds.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb77386140404bb41abbad7a8dd174f9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user