Reworked camera logic
Added robot arm camera Added robot arm idle animation
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@@ -1,3 +1,4 @@
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using Cinemachine;
|
||||
using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@@ -7,9 +8,11 @@ public class GameManager : MonoBehaviour
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{
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public GameObject player;
|
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public Camera[] cameras;
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public GameObject networkCamera;
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public CinemachineVirtualCamera activeCamera;
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public CinemachineVirtualCamera networkCamera;
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public GameObject activeNode;
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public Node previousNode;
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public bool networkView = false;
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// Start is called before the first frame update
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void Start()
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@@ -17,16 +20,14 @@ public class GameManager : MonoBehaviour
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}
|
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public void SetActiveCamera(int cam)
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{
|
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for (int i = 0; i < cameras.Length; i++)
|
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{
|
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if (i == cam)
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public void SetActiveCamera(CinemachineVirtualCamera vCam)
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{
|
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vCam.Priority = 20;
|
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activeCamera.Priority = 0;
|
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activeCamera = vCam;
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if(!activeCamera == networkCamera) { networkView = false; }
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}
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cameras[i].enabled = (i == cam);
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}
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}
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// Update is called once per frame
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@@ -38,9 +39,10 @@ public class GameManager : MonoBehaviour
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private void FixedUpdate()
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{
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if (Keyboard.current.xKey.wasPressedThisFrame)
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//Leave network view with x
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if (Keyboard.current.xKey.wasPressedThisFrame && networkView)
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{
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SetActiveCamera(0);
|
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SetActiveCamera(networkCamera);
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activeNode.GetComponent<Node>().DisableNode();
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activeNode = null;
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}
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@@ -28,6 +28,7 @@ public class Node : MonoBehaviour
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if (isActive) { return; }
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Debug.Log(string.Format("{0} became active node", gameObject.name));
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UI.SetActive(true);
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gameManager.previousNode = gameManager.activeNode.GetComponent<Node>();
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gameManager.activeNode = this.gameObject;
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gameManager.networkCamera.GetComponent<NetworkCamera>().targetPosition = new Vector3(transform.position.x, gameManager.networkCamera.transform.position.y, transform.position.z);
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isActive = true;
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@@ -48,7 +49,8 @@ public class Node : MonoBehaviour
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DisableNode();
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} else
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{
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connections[(int)dir].SendMessage("InteractNode");
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connections[(int)dir].SendMessage("InteractNode", this);
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gameManager.previousNode = this;
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}
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@@ -32,7 +32,9 @@ public class Switch : MonoBehaviour
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//Debug.Log("Switch is visible and in range");
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if (Keyboard.current.eKey.wasPressedThisFrame && !gameManager.activeNode)
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{
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gameManager.SetActiveCamera(1);
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gameManager.previousNode = debugNode;
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gameManager.activeNode = debugNode.gameObject;
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gameManager.SetActiveCamera(gameManager.networkCamera);
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debugNode.SendMessage("SetActiveNode", debugNode.GetComponent<Node>());
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}
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}
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@@ -1,3 +1,4 @@
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using Cinemachine;
|
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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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@@ -6,6 +7,10 @@ using UnityEngine.InputSystem;
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public class RobotArmController : MonoBehaviour
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{
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public bool isInUse = false;
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public GameManager gameManager;
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public CinemachineVirtualCamera localCamera;
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public GameObject target;
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public float armSpeed = 1;
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public float armRotationSpeed = 10;
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@@ -16,7 +21,7 @@ public class RobotArmController : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
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}
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private void Update()
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@@ -24,9 +29,26 @@ public class RobotArmController : MonoBehaviour
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targetMarker.transform.position = new Vector3(target.transform.position.x, transform.position.y + .5f, target.transform.position.z);
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}
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public void InteractNode(Node pre)
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{
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gameManager.SetActiveCamera(localCamera);
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isInUse = true;
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target.GetComponent<Animator>().enabled = false;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (!isInUse) { return; }
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//return to network view with x
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if (Keyboard.current.xKey.wasPressedThisFrame)
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{
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gameManager.SetActiveCamera(gameManager.networkCamera);
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target.GetComponent<Animator>().enabled = true;
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isInUse = false;
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gameManager.previousNode.SetActiveNode();
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}
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//Hoch/Runter
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if (Keyboard.current.ctrlKey.isPressed && target.transform.position.y > transform.position.y)
|
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Reference in New Issue
Block a user