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21f344277e
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12b856e6e1
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@ -1,41 +0,0 @@
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using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Pickupable : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Outline _outline;
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|
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[SerializeField]
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[SerializeField]
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[SerializeField]
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[SerializeField]
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private string _name;
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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)
|
|
||||||
{
|
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||||||
_outline.OutlineColor = _selectedColor;
|
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||||||
_outline.OutlineWidth = 4;
|
|
||||||
}
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}
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}
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@ -1,140 +0,0 @@
|
||||||
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();
|
|
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}
|
|
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|
|
||||||
if (Input.GetKeyDown(KeyCode.RightArrow))
|
|
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{
|
|
||||||
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++;
|
|
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}
|
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}
|
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||||||
|
|
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private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
Pickupable pickupable = other.gameObject.GetComponent<Pickupable>();
|
|
||||||
|
|
||||||
if (pickupable)
|
|
||||||
{
|
|
||||||
HighlightPickupable(pickupable);
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|
||||||
}
|
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}
|
|
||||||
|
|
||||||
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
|
|
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void OnValidate()
|
|
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{
|
|
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if (_pickupCollider)
|
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{
|
|
||||||
_pickupCollider.radius = _pickupRadius;
|
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v2f output;
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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;
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|
||||||
|
|
||||||
[DisallowMultipleComponent]
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public class Outline : MonoBehaviour {
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private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
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public enum Mode {
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OutlineAll,
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OutlineVisible,
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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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,13 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 5fea29bb7c508c244a1f805a5fd3fc4d
|
|
||||||
timeCreated: 1522369084
|
|
||||||
licenseType: Store
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -38,7 +38,7 @@ RenderSettings:
|
||||||
m_ReflectionIntensity: 1
|
m_ReflectionIntensity: 1
|
||||||
m_CustomReflection: {fileID: 0}
|
m_CustomReflection: {fileID: 0}
|
||||||
m_Sun: {fileID: 0}
|
m_Sun: {fileID: 0}
|
||||||
m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
|
m_IndirectSpecularColor: {r: 0.18028331, g: 0.2257133, b: 0.3069217, a: 1}
|
||||||
m_UseRadianceAmbientProbe: 0
|
m_UseRadianceAmbientProbe: 0
|
||||||
--- !u!157 &3
|
--- !u!157 &3
|
||||||
LightmapSettings:
|
LightmapSettings:
|
||||||
|
@ -326,7 +326,7 @@ CapsuleCollider:
|
||||||
m_Radius: 0.5
|
m_Radius: 0.5
|
||||||
m_Height: 1.7
|
m_Height: 1.7
|
||||||
m_Direction: 1
|
m_Direction: 1
|
||||||
m_Center: {x: 0, y: 0.86, z: 0}
|
m_Center: {x: 0, y: 0, z: 0}
|
||||||
--- !u!54 &671506197
|
--- !u!54 &671506197
|
||||||
Rigidbody:
|
Rigidbody:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -563,14 +563,6 @@ PrefabInstance:
|
||||||
propertyPath: m_LocalPosition.y
|
propertyPath: m_LocalPosition.y
|
||||||
value: -0.874
|
value: -0.874
|
||||||
objectReference: {fileID: 0}
|
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}
|
- target: {fileID: 3754973126395592608, guid: 7c7f0805c6bdc4f41bd65ec128f6b658, type: 3}
|
||||||
propertyPath: m_LocalPosition.y
|
propertyPath: m_LocalPosition.y
|
||||||
value: -0.874
|
value: -0.874
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -31,10 +31,6 @@ public class Character : MonoBehaviour
|
||||||
public LayerMask whatIsGround;
|
public LayerMask whatIsGround;
|
||||||
public bool grounded;
|
public bool grounded;
|
||||||
|
|
||||||
[Header("Hold item")]
|
|
||||||
[SerializeField] private Transform _hand;
|
|
||||||
[SerializeField] private GameObject _carriedItem;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
@ -62,38 +58,6 @@ 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()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
MovePlayer();
|
MovePlayer();
|
||||||
|
|
|
@ -1,43 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 06a2565e89388db4b965e2bd25be1ee5
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -13,7 +13,7 @@ TagManager:
|
||||||
- UI
|
- UI
|
||||||
- Wall
|
- Wall
|
||||||
- Door
|
- Door
|
||||||
- Pickups
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
Loading…
Reference in New Issue