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+ parentName: Spine2
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+ parentName: LeftShoulder
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+ parentName: LeftArm
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+ scale: {x: 1, y: 1, z: 1}
+ - name: LeftHand
+ parentName: LeftForeArm
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+ parentName: LeftHand
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+ scale: {x: 0.99999976, y: 0.9999997, z: 0.99999994}
+ - name: LeftHand_Dummy_end
+ parentName: LeftHand_Dummy
+ position: {x: -0, y: 0.0013342731, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: Neck
+ parentName: Spine2
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+ parentName: RightArm
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+ parentName: RightForeArm
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+ scale: {x: 0.99999994, y: 1.0000002, z: 1}
+ - name: RightHand_Dummy
+ parentName: RightHand
+ position: {x: -1.4551915e-13, y: 0.0013342662, z: -4.3810813e-10}
+ rotation: {x: 0.006673378, y: 0.011294872, z: 0.010047406, w: 0.9998635}
+ scale: {x: 1.0000001, y: 1, z: 1.0000001}
+ - name: RightHand_Dummy_end
+ parentName: RightHand_Dummy
+ position: {x: -0, y: 0.0013342665, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: Spine2_Dummy
+ parentName: Spine2
+ position: {x: 3.0663675e-16, y: 0.00081902643, z: 2.3283066e-12}
+ rotation: {x: -0.7007833, y: 0.000000014280993, z: -0.000000012780044, w: 0.7133742}
+ scale: {x: 1, y: 0.9999998, z: 0.9999999}
+ - name: Spine2_Dummy_end
+ parentName: Spine2_Dummy
+ position: {x: -0, y: 0.0009864272, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: pants_01
+ parentName: Gottfried new(Clone)
+ position: {x: 0.0000000012259989, y: -1.1448163e-10, z: 0.0000000084775165}
+ rotation: {x: 0.0000017503904, y: -1.7208489e-15, z: 4.6563514e-10, w: 1}
+ scale: {x: 100, y: 100, z: 100}
+ - name: shirt_01
+ parentName: Gottfried new(Clone)
+ position: {x: 1.0018682, y: -1.1448163e-10, z: 0.0000000084775165}
+ rotation: {x: 0.0000017503904, y: -1.7208489e-15, z: 4.6563514e-10, w: 1}
+ scale: {x: 100, y: 100, z: 100}
+ - name: shirt_02
+ parentName: Gottfried new(Clone)
+ position: {x: 0.0000000012259989, y: -1.1448163e-10, z: 0.0000000084775165}
+ rotation: {x: 0.0000017503904, y: -1.7208489e-15, z: 4.6563514e-10, w: 1}
+ scale: {x: 100, y: 100, z: 100}
+ - name: shoes_01
+ parentName: Gottfried new(Clone)
+ position: {x: 0.0000000012259989, y: -1.1448163e-10, z: 0.0000000084775165}
+ rotation: {x: 0.0000017503904, y: -1.7208489e-15, z: 4.6563514e-10, w: 1}
+ scale: {x: 100, y: 100, z: 100}
+ - name: shorts_01
+ parentName: Gottfried new(Clone)
+ position: {x: 0.0000000012259989, y: -1.1448163e-10, z: 0.0000000084775165}
+ rotation: {x: 0.0000017503904, y: -1.7208489e-15, z: 4.6563514e-10, w: 1}
+ scale: {x: 100, y: 100, z: 100}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
@@ -93,13 +537,13 @@ ModelImporter:
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+ avatarSetup: 1
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importBlendShapeDeformPercent: 1
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diff --git a/3d Prototyp/Assets/Pickupable.cs b/3d Prototyp/Assets/Pickupable.cs
new file mode 100644
index 00000000..4d8d2733
--- /dev/null
+++ b/3d Prototyp/Assets/Pickupable.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Pickupable : MonoBehaviour
+{
+ [SerializeField]
+ private Outline _outline;
+
+ [SerializeField]
+ private Color _selectedColor = Color.white;
+ [SerializeField]
+ private Color _highlightColor = Color.yellow;
+
+ [SerializeField]
+ private GameObject _model;
+
+ [SerializeField]
+ private string _name;
+
+ public GameObject Model => _model;
+
+ public string Name => _name;
+
+ public void Highlight(bool hightlight)
+ {
+ _outline.enabled = hightlight;
+ _outline.OutlineColor = _highlightColor;
+ _outline.OutlineWidth = 2;
+ }
+
+ public void SetSelected(bool isSelected)
+ {
+ Highlight(true);
+ if (isSelected)
+ {
+ _outline.OutlineColor = _selectedColor;
+ _outline.OutlineWidth = 4;
+ }
+ }
+}
diff --git a/3d Prototyp/Assets/Pickupable.cs.meta b/3d Prototyp/Assets/Pickupable.cs.meta
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index 00000000..d693ecc7
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diff --git a/3d Prototyp/Assets/Pickupper.cs b/3d Prototyp/Assets/Pickupper.cs
new file mode 100644
index 00000000..fce15b9f
--- /dev/null
+++ b/3d Prototyp/Assets/Pickupper.cs
@@ -0,0 +1,140 @@
+using System;
+using 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 OnTriggerEnter(Collider other)
+ {
+ Pickupable pickupable = other.gameObject.GetComponent();
+
+ if (pickupable)
+ {
+ HighlightPickupable(pickupable);
+ }
+ }
+
+ void OnTriggerExit(Collider other)
+ {
+ Pickupable pickupable = other.gameObject.GetComponent();
+
+ if (pickupable)
+ {
+ UnhighlightPickupable(pickupable);
+ }
+ }
+
+ private void HighlightPickupable(Pickupable pickupable)
+ {
+ if (!_pickupablesInRange.Contains(pickupable))
+ _pickupablesInRange.Add(pickupable);
+
+ pickupable.Highlight(true);
+
+ UpdateSelection();
+ }
+
+ private void UnhighlightPickupable(Pickupable pickupable)
+ {
+ pickupable.Highlight(false);
+ _pickupablesInRange.Remove(pickupable);
+ UpdateSelection();
+ }
+
+ // Wird aufgerufen, wenn ein Wert im Editor geändert wird
+ void OnValidate()
+ {
+ if (_pickupCollider)
+ {
+ _pickupCollider.radius = _pickupRadius;
+ }
+ }
+}
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diff --git a/3d Prototyp/Assets/Prefabs/Consumables/Pizza_Model.prefab b/3d Prototyp/Assets/Prefabs/Consumables/Pizza_Model.prefab
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index 00000000..f546473e
--- /dev/null
+++ b/3d Prototyp/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader
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+//
+// OutlineFill.shader
+// QuickOutline
+//
+// Created by Chris Nolet on 2/21/18.
+// Copyright © 2018 Chris Nolet. 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
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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. All rights reserved.
+//
+
+Shader "Custom/Outline Mask" {
+ Properties {
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diff --git a/3d Prototyp/Assets/QuickOutline/Samples/Scenes/QuickOutline.unity.meta b/3d Prototyp/Assets/QuickOutline/Samples/Scenes/QuickOutline.unity.meta
new file mode 100644
index 00000000..2e6c9c30
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diff --git a/3d Prototyp/Assets/QuickOutline/Scripts.meta b/3d Prototyp/Assets/QuickOutline/Scripts.meta
new file mode 100644
index 00000000..2f7793d8
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+++ b/3d Prototyp/Assets/QuickOutline/Scripts.meta
@@ -0,0 +1,10 @@
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diff --git a/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs b/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs
new file mode 100644
index 00000000..26d87882
--- /dev/null
+++ b/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs
@@ -0,0 +1,309 @@
+//
+// Outline.cs
+// QuickOutline
+//
+// Created by Chris Nolet on 3/30/18.
+// Copyright © 2018 Chris Nolet. 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);
+
+ switch (outlineMode) {
+ case Mode.OutlineAll:
+ outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
+ outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
+ outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
+ break;
+
+ case Mode.OutlineVisible:
+ outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
+ outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
+ outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
+ break;
+
+ case Mode.OutlineHidden:
+ outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
+ outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
+ outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
+ break;
+
+ case Mode.OutlineAndSilhouette:
+ outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
+ outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
+ outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
+ break;
+
+ case Mode.SilhouetteOnly:
+ outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
+ outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
+ outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
+ break;
+ }
+ }
+}
diff --git a/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs.meta b/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs.meta
new file mode 100644
index 00000000..ffa272d8
--- /dev/null
+++ b/3d Prototyp/Assets/QuickOutline/Scripts/Outline.cs.meta
@@ -0,0 +1,13 @@
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+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/3d Prototyp/Assets/Scenes/Character Test.unity b/3d Prototyp/Assets/Scenes/Character Test.unity
index 60d11b62..8c53fdf8 100644
--- a/3d Prototyp/Assets/Scenes/Character Test.unity
+++ b/3d Prototyp/Assets/Scenes/Character Test.unity
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
- m_IndirectSpecularColor: {r: 0.18028331, g: 0.2257133, b: 0.3069217, a: 1}
+ m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
@@ -326,7 +326,7 @@ CapsuleCollider:
m_Radius: 0.5
m_Height: 1.7
m_Direction: 1
- m_Center: {x: 0, y: 0, z: 0}
+ m_Center: {x: 0, y: 0.86, z: 0}
--- !u!54 &671506197
Rigidbody:
m_ObjectHideFlags: 0
@@ -563,6 +563,14 @@ PrefabInstance:
propertyPath: m_LocalPosition.y
value: -0.874
objectReference: {fileID: 0}
+ - target: {fileID: 3172532130436993162, guid: 7c7f0805c6bdc4f41bd65ec128f6b658, type: 3}
+ propertyPath: m_Controller
+ value:
+ objectReference: {fileID: 9100000, guid: bf7c27ab323bb9a479c6c5e57b4baf6e, type: 2}
+ - target: {fileID: 3172532130436993162, guid: 7c7f0805c6bdc4f41bd65ec128f6b658, type: 3}
+ propertyPath: m_ApplyRootMotion
+ value: 0
+ objectReference: {fileID: 0}
- target: {fileID: 3754973126395592608, guid: 7c7f0805c6bdc4f41bd65ec128f6b658, type: 3}
propertyPath: m_LocalPosition.y
value: -0.874
diff --git a/3d Prototyp/Assets/Scenes/GameJamScene.unity b/3d Prototyp/Assets/Scenes/GameJamScene.unity
index 391620e6..1c7da8fd 100644
--- a/3d Prototyp/Assets/Scenes/GameJamScene.unity
+++ b/3d Prototyp/Assets/Scenes/GameJamScene.unity
@@ -1048,7 +1048,10 @@ PrefabInstance:
m_RemovedGameObjects:
- {fileID: 1758792642346635149, guid: d77999c19b7f3294599d4029e5b08ace, type: 3}
m_AddedGameObjects: []
- m_AddedComponents: []
+ m_AddedComponents:
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diff --git a/3d Prototyp/Assets/Scripts/Character.cs b/3d Prototyp/Assets/Scripts/Character.cs
index e3997cf1..c722baa6 100644
--- a/3d Prototyp/Assets/Scripts/Character.cs
+++ 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:
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+ serializedVersion: 2
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+ executionOrder: 0
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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
-
-
-