Merge branch 'main' of ssh://gitfrieds.nackenbox.xyz:3011/MeigoFried/GameVsJam

This commit is contained in:
klappstuhl24 2024-04-06 18:30:49 +02:00
commit f202aace09
59 changed files with 4962 additions and 97 deletions

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motionNodeName:
rigImportErrors:
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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;
}
}
}

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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;
/// <summary>
/// Der Radius in dem Gottfried Gegenstände aufheben kann.
/// </summary>
public float PickupRadius => _pickupRadius;
[SerializeField]
private CapsuleCollider _pickupCollider;
[SerializeField]
private List<Pickupable> _pickupablesInRange = new();
public IReadOnlyList<Pickupable> 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<Pickupable>();
if (pickupable)
{
HighlightPickupable(pickupable);
}
}
void OnTriggerExit(Collider other)
{
Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
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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//
// 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
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#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;
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output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
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fixed4 frag(v2f input) : SV_Target {
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}
ENDCG
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//
// OutlineMask.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
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//
// 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<Mesh> registeredMeshes = new HashSet<Mesh>();
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<Vector3> 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<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"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<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// 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<MeshFilter>()) {
// 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<Renderer>();
if (renderer != null) {
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
}
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
// 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<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(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;
}
}
}

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value: -0.874
objectReference: {fileID: 0}
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propertyPath: m_Controller
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@ -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<Pickupable>(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>();
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();

View File

@ -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;
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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View File

View File

@ -13,7 +13,7 @@ TagManager:
- UI
- Wall
- Door
-
- Pickups
-
-
-