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2 Commits
12b856e6e1
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21f344277e
Author | SHA1 | Date |
---|---|---|
Simon Lübeß | 21f344277e | |
Simon Lübeß | ba09d4fff1 |
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Pickupable : MonoBehaviour
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{
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[SerializeField]
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[SerializeField]
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[SerializeField]
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public GameObject Model => _model;
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public string Name => _name;
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public void Highlight(bool hightlight)
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{
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_outline.enabled = hightlight;
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_outline.OutlineColor = _highlightColor;
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_outline.OutlineWidth = 2;
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}
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public void SetSelected(bool isSelected)
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{
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Highlight(true);
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if (isSelected)
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{
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_outline.OutlineColor = _selectedColor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
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using UnityEngine.Serialization;
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using Utility;
|
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public class Pickupper : MonoBehaviour
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{
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[SerializeField] private Character _character;
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[SerializeField, Tooltip("Der Radius in dem Gottfried Gegenstände aufheben kann."), Min(0.0f)]
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private float _pickupRadius = 1.5f;
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|
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/// <summary>
|
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/// Der Radius in dem Gottfried Gegenstände aufheben kann.
|
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/// </summary>
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public float PickupRadius => _pickupRadius;
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[SerializeField]
|
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private CapsuleCollider _pickupCollider;
|
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|
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[SerializeField]
|
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private List<Pickupable> _pickupablesInRange = new();
|
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|
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public IReadOnlyList<Pickupable> PickupablesInRange => _pickupablesInRange;
|
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|
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private int _selectedActionIndex = 0;
|
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|
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public bool CanSelectPrevious => _selectedActionIndex > 0;
|
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public bool CanSelectNext => _selectedActionIndex < PickupablesInRange.Count - 1;
|
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|
||||
public Pickupable Selected => PickupablesInRange[_selectedActionIndex];
|
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|
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void Update()
|
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{
|
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if (Input.GetKeyDown(KeyCode.LeftArrow))
|
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{
|
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SelectPreviousAction();
|
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}
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if (Input.GetKeyDown(KeyCode.RightArrow))
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{
|
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SelectNextAction();
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}
|
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if (Input.GetKeyDown(KeyCode.E))
|
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{
|
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PickUp();
|
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}
|
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}
|
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|
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private void PickUp()
|
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{
|
||||
if (PickupablesInRange.Count == 0)
|
||||
return;
|
||||
|
||||
Pickupable pickupable = Selected;
|
||||
|
||||
UnhighlightPickupable(pickupable);
|
||||
_character.PickupItem(pickupable);
|
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}
|
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public void SelectPreviousAction()
|
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{
|
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_selectedActionIndex--;
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UpdateSelection();
|
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}
|
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|
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public void SelectNextAction()
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{
|
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_selectedActionIndex++;
|
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UpdateSelection();
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}
|
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|
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private void UpdateSelection()
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{
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if (_pickupablesInRange.Count > 0)
|
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{
|
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_selectedActionIndex = Math.Clamp(_selectedActionIndex, 0, PickupablesInRange.Count - 1);
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}
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else
|
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{
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_selectedActionIndex = 0;
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}
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int index = 0;
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foreach (Pickupable pickupable in _pickupablesInRange)
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{
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pickupable.SetSelected(index == _selectedActionIndex);
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index++;
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
|
||||
|
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if (pickupable)
|
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{
|
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HighlightPickupable(pickupable);
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}
|
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}
|
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|
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void OnTriggerExit(Collider other)
|
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{
|
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Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
|
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|
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if (pickupable)
|
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{
|
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UnhighlightPickupable(pickupable);
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}
|
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}
|
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|
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private void HighlightPickupable(Pickupable pickupable)
|
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{
|
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if (!_pickupablesInRange.Contains(pickupable))
|
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_pickupablesInRange.Add(pickupable);
|
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|
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pickupable.Highlight(true);
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|
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UpdateSelection();
|
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}
|
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|
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private void UnhighlightPickupable(Pickupable pickupable)
|
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{
|
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pickupable.Highlight(false);
|
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_pickupablesInRange.Remove(pickupable);
|
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UpdateSelection();
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|
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// Wird aufgerufen, wenn ein Wert im Editor geändert wird
|
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void OnValidate()
|
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{
|
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if (_pickupCollider)
|
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{
|
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_pickupCollider.radius = _pickupRadius;
|
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@ -0,0 +1,309 @@
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//
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// Outline.cs
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// QuickOutline
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//
|
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// Created by Chris Nolet on 3/30/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
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//
|
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|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
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|
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public class Outline : MonoBehaviour {
|
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private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
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|
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public enum Mode {
|
||||
OutlineAll,
|
||||
OutlineVisible,
|
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OutlineHidden,
|
||||
OutlineAndSilhouette,
|
||||
SilhouetteOnly
|
||||
}
|
||||
|
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public Mode OutlineMode {
|
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get { return outlineMode; }
|
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set {
|
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outlineMode = value;
|
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needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
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public Color OutlineColor {
|
||||
get { return outlineColor; }
|
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set {
|
||||
outlineColor = value;
|
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needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
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public float OutlineWidth {
|
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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")]
|
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|
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[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;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,13 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.18028331, g: 0.2257133, b: 0.3069217, a: 1}
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m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
|
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m_UseRadianceAmbientProbe: 0
|
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--- !u!157 &3
|
||||
LightmapSettings:
|
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|
@ -326,7 +326,7 @@ CapsuleCollider:
|
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m_Radius: 0.5
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m_Height: 1.7
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m_Direction: 1
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0.86, z: 0}
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--- !u!54 &671506197
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|
||||
- 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
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -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();
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 06a2565e89388db4b965e2bd25be1ee5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -13,7 +13,7 @@ TagManager:
|
|||
- UI
|
||||
- Wall
|
||||
- Door
|
||||
-
|
||||
- Pickups
|
||||
-
|
||||
-
|
||||
-
|
||||
|
|
Loading…
Reference in New Issue