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System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using Utility; + +public class Pickupper : MonoBehaviour +{ + [SerializeField] private Character _character; + + [SerializeField, Tooltip("Der Radius in dem Gottfried Gegenstände aufheben kann."), Min(0.0f)] + private float _pickupRadius = 1.5f; + + /// + /// Der Radius in dem Gottfried Gegenstände aufheben kann. + /// + public float PickupRadius => _pickupRadius; + + [SerializeField] + private CapsuleCollider _pickupCollider; + + [SerializeField] + private List _pickupablesInRange = new(); + + public IReadOnlyList PickupablesInRange => _pickupablesInRange; + + private int _selectedActionIndex = 0; + + public bool CanSelectPrevious => _selectedActionIndex > 0; + public bool CanSelectNext => _selectedActionIndex < PickupablesInRange.Count - 1; + + public Pickupable Selected => PickupablesInRange[_selectedActionIndex]; + + void Update() + { + if (Input.GetKeyDown(KeyCode.LeftArrow)) + { + SelectPreviousAction(); + } + + if (Input.GetKeyDown(KeyCode.RightArrow)) + { + SelectNextAction(); + } + + if (Input.GetKeyDown(KeyCode.E)) + { + PickUp(); + } + } + + private void PickUp() + { + if (PickupablesInRange.Count == 0) + return; + + Pickupable pickupable = Selected; + + UnhighlightPickupable(pickupable); + _character.PickupItem(pickupable); + } + + public void SelectPreviousAction() + { + _selectedActionIndex--; + UpdateSelection(); + } + + public void SelectNextAction() + { + _selectedActionIndex++; + UpdateSelection(); + } + + private void UpdateSelection() + { + if (_pickupablesInRange.Count > 0) + { + _selectedActionIndex = Math.Clamp(_selectedActionIndex, 0, PickupablesInRange.Count - 1); + } + else + { + _selectedActionIndex = 0; + } + + int index = 0; + foreach (Pickupable pickupable in _pickupablesInRange) + { + pickupable.SetSelected(index == _selectedActionIndex); + index++; + } + } + + private void 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All rights reserved. +// + +Shader "Custom/Outline Fill" { + Properties { + [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 + + _OutlineColor("Outline Color", Color) = (1, 1, 1, 1) + _OutlineWidth("Outline Width", Range(0, 10)) = 2 + } + + SubShader { + Tags { + "Queue" = "Transparent+110" + "RenderType" = "Transparent" + "DisableBatching" = "True" + } + + Pass { + Name "Fill" + Cull Off + ZTest [_ZTest] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + + Stencil { + Ref 1 + Comp NotEqual + } + + CGPROGRAM + #include "UnityCG.cginc" + + #pragma vertex vert + #pragma fragment frag + + struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; + float3 smoothNormal : TEXCOORD3; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 position : SV_POSITION; + fixed4 color : COLOR; + UNITY_VERTEX_OUTPUT_STEREO + }; + + uniform fixed4 _OutlineColor; + uniform float _OutlineWidth; + + v2f vert(appdata input) { + v2f output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal; + float3 viewPosition = UnityObjectToViewPos(input.vertex); + float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); + + output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0); + output.color = _OutlineColor; + + return output; + } + + fixed4 frag(v2f input) : SV_Target { + return input.color; + } + ENDCG + } + } +} diff --git a/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta b/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta new file mode 100644 index 00000000..408fa9a7 --- /dev/null +++ b/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4e76d4023d7e0411297c670f878973e2 +timeCreated: 1520575782 +licenseType: Store +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader b/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader new file mode 100644 index 00000000..530d8c05 --- /dev/null +++ b/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader @@ -0,0 +1,33 @@ +// +// OutlineMask.shader +// QuickOutline +// +// Created by Chris Nolet on 2/21/18. +// Copyright © 2018 Chris Nolet. 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All rights reserved. +// + +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +[DisallowMultipleComponent] + +public class Outline : MonoBehaviour { + private static HashSet registeredMeshes = new HashSet(); + + public enum Mode { + OutlineAll, + OutlineVisible, + OutlineHidden, + OutlineAndSilhouette, + SilhouetteOnly + } + + public Mode OutlineMode { + get { return outlineMode; } + set { + outlineMode = value; + needsUpdate = true; + } + } + + public Color OutlineColor { + get { return outlineColor; } + set { + outlineColor = value; + needsUpdate = true; + } + } + + public float OutlineWidth { + get { return outlineWidth; } + set { + outlineWidth = value; + needsUpdate = true; + } + } + + [Serializable] + private class ListVector3 { + public List data; + } + + [SerializeField] + private Mode outlineMode; + + [SerializeField] + private Color outlineColor = Color.white; + + [SerializeField, Range(0f, 10f)] + private float outlineWidth = 2f; + + [Header("Optional")] + + [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. " + + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")] + private bool precomputeOutline; + + [SerializeField, HideInInspector] + private List bakeKeys = new List(); + + [SerializeField, HideInInspector] + private List bakeValues = new List(); + + private Renderer[] renderers; + private Material outlineMaskMaterial; + private Material outlineFillMaterial; + + private bool needsUpdate; + + void Awake() { + + // Cache renderers + renderers = GetComponentsInChildren(); + + // Instantiate outline materials + outlineMaskMaterial = Instantiate(Resources.Load(@"Materials/OutlineMask")); + outlineFillMaterial = Instantiate(Resources.Load(@"Materials/OutlineFill")); + + outlineMaskMaterial.name = "OutlineMask (Instance)"; + outlineFillMaterial.name = "OutlineFill (Instance)"; + + // Retrieve or generate smooth normals + LoadSmoothNormals(); + + // Apply material properties immediately + needsUpdate = true; + } + + void OnEnable() { + foreach (var renderer in renderers) { + + // Append outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Add(outlineMaskMaterial); + materials.Add(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnValidate() { + + // Update material properties + needsUpdate = true; + + // Clear cache when baking is disabled or corrupted + if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) { + bakeKeys.Clear(); + bakeValues.Clear(); + } + + // Generate smooth normals when baking is enabled + if (precomputeOutline && bakeKeys.Count == 0) { + Bake(); + } + } + + void Update() { + if (needsUpdate) { + needsUpdate = false; + + UpdateMaterialProperties(); + } + } + + void OnDisable() { + foreach (var renderer in renderers) { + + // Remove outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Remove(outlineMaskMaterial); + materials.Remove(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnDestroy() { + + // Destroy material instances + Destroy(outlineMaskMaterial); + Destroy(outlineFillMaterial); + } + + void Bake() { + + // Generate smooth normals for each mesh + var bakedMeshes = new HashSet(); + + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip duplicates + if (!bakedMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Serialize smooth normals + var smoothNormals = SmoothNormals(meshFilter.sharedMesh); + + bakeKeys.Add(meshFilter.sharedMesh); + bakeValues.Add(new ListVector3() { data = smoothNormals }); + } + } + + void LoadSmoothNormals() { + + // Retrieve or generate smooth normals + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip if smooth normals have already been adopted + if (!registeredMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Retrieve or generate smooth normals + var index = bakeKeys.IndexOf(meshFilter.sharedMesh); + var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh); + + // Store smooth normals in UV3 + meshFilter.sharedMesh.SetUVs(3, smoothNormals); + + // Combine submeshes + var renderer = meshFilter.GetComponent(); + + if (renderer != null) { + CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials); + } + } + + // Clear UV3 on skinned mesh renderers + foreach (var skinnedMeshRenderer in GetComponentsInChildren()) { + + // Skip if UV3 has already been reset + if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) { + continue; + } + + // Clear UV3 + skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount]; + + // Combine submeshes + CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials); + } + } + + List SmoothNormals(Mesh mesh) { + + // Group vertices by location + var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair(vertex, index)).GroupBy(pair => pair.Key); + + // Copy normals to a new list + var smoothNormals = new List(mesh.normals); + + // Average normals for grouped vertices + foreach (var group in groups) { + + // Skip single vertices + if (group.Count() == 1) { + continue; + } + + // Calculate the average normal + var smoothNormal = Vector3.zero; + + foreach (var pair in group) { + smoothNormal += smoothNormals[pair.Value]; + } + + smoothNormal.Normalize(); + + // Assign smooth normal to each vertex + foreach (var pair in group) { + smoothNormals[pair.Value] = smoothNormal; + } + } + + return smoothNormals; + } + + void CombineSubmeshes(Mesh mesh, Material[] materials) { + + // Skip meshes with a single submesh + if (mesh.subMeshCount == 1) { + return; + } + + // Skip if submesh count exceeds material count + if (mesh.subMeshCount > materials.Length) { + return; + } + + // Append combined submesh + mesh.subMeshCount++; + mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1); + } + + void UpdateMaterialProperties() { + + // Apply properties according to mode + outlineFillMaterial.SetColor("_OutlineColor", outlineColor); + + 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b/3d Prototyp/Assets/Scripts/Character.cs @@ -31,6 +31,10 @@ public class Character : MonoBehaviour public LayerMask whatIsGround; public bool grounded; + [Header("Hold item")] + [SerializeField] private Transform _hand; + [SerializeField] private GameObject _carriedItem; + // Start is called before the first frame update void Start() { @@ -58,6 +62,38 @@ public class Character : MonoBehaviour } + public void PickupItem(Pickupable itemToPickup) + { + if (_carriedItem) + { + Pickupable pickupable = _carriedItem.GetComponentInChildren(true); + + pickupable.gameObject.SetActive(true); + pickupable.transform.parent = null; + + pickupable.transform.position = _carriedItem.transform.position; + pickupable.transform.rotation = _carriedItem.transform.rotation; + + Rigidbody rigidbody = pickupable.GetComponent(); + + rigidbody.AddForce(Random.insideUnitSphere * 2.0f, ForceMode.Impulse); + + Destroy(_carriedItem); + + _carriedItem = null; + } + + if (itemToPickup) + { + GameObject model = Instantiate(itemToPickup.Model, _hand); + + itemToPickup.transform.parent = model.transform; + itemToPickup.gameObject.SetActive(false); + + _carriedItem = model; + } + } + private void FixedUpdate() { MovePlayer(); diff --git a/3d Prototyp/Assets/Scripts/UiController.cs b/3d Prototyp/Assets/Scripts/UiController.cs new file mode 100644 index 00000000..a08ab2e8 --- /dev/null +++ b/3d Prototyp/Assets/Scripts/UiController.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class UiController : MonoBehaviour +{ + [Header("Objects")] + [SerializeField] + private Pickupper _pickupper; + + [Header("UI Elements")] + [SerializeField] + private GameObject _actionDisplay; + [SerializeField] + private TextMeshProUGUI _actionText; + [SerializeField] + private Button _prevActionButton; + [SerializeField] + private Button _nextActionButton; + + void Update() + { + UpdateActionDisplay(); + } + + private void UpdateActionDisplay() + { + bool show = _pickupper.PickupablesInRange.Count > 0; + + _actionDisplay.SetActive(show); + + if (!show) + return; + + _actionText.text = $"{_pickupper.Selected.Name}"; + + _prevActionButton.interactable = _pickupper.CanSelectPrevious; + _nextActionButton.interactable = _pickupper.CanSelectNext; + } +} diff --git a/3d Prototyp/Assets/Scripts/UiController.cs.meta b/3d Prototyp/Assets/Scripts/UiController.cs.meta new file mode 100644 index 00000000..9321374a --- /dev/null +++ b/3d Prototyp/Assets/Scripts/UiController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06a2565e89388db4b965e2bd25be1ee5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3d Prototyp/License.txt b/3d Prototyp/License.txt new file mode 100644 index 00000000..e69de29b diff --git a/3d Prototyp/ProjectSettings/TagManager.asset b/3d Prototyp/ProjectSettings/TagManager.asset index a23d07ce..894665ce 100644 --- a/3d Prototyp/ProjectSettings/TagManager.asset +++ b/3d Prototyp/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - UI - Wall - Door - - + - Pickups - - -