Added Node camera transitions
Fixed Conveyor speedup issue
This commit is contained in:
26
Assets/Meta/MainCamera Blends.asset
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26
Assets/Meta/MainCamera Blends.asset
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class GameManager : MonoBehaviour
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public class GameManager : MonoBehaviour
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{
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{
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@@ -8,6 +9,7 @@ public class GameManager : MonoBehaviour
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public GameObject player;
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public GameObject player;
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public Camera[] cameras;
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public Camera[] cameras;
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public GameObject networkCamera;
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public GameObject networkCamera;
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public GameObject activeNode;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@@ -19,7 +21,8 @@ public class GameManager : MonoBehaviour
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{
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{
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for (int i = 0; i < cameras.Length; i++)
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for (int i = 0; i < cameras.Length; i++)
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{
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{
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if (i==cam) {
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if (i == cam)
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{
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}
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}
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cameras[i].enabled = (i == cam);
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cameras[i].enabled = (i == cam);
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@@ -31,4 +34,15 @@ public class GameManager : MonoBehaviour
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{
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{
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}
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}
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private void FixedUpdate()
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{
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if (Keyboard.current.xKey.wasPressedThisFrame)
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{
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SetActiveCamera(0);
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activeNode.GetComponent<Node>().DisableNode();
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activeNode = null;
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}
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}
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}
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}
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@@ -19,7 +19,11 @@ public class Conveyer : MonoBehaviour
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foreach (ContactPoint contact in collision.contacts)
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foreach (ContactPoint contact in collision.contacts)
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{
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{
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//Debug.Log(string.Format("Current Collider: {0} Position {1}", contact.otherCollider.name, contact.otherCollider.transform.position.magnitude));
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//Debug.Log(string.Format("Current Collider: {0} Position {1}", contact.otherCollider.name, contact.otherCollider.transform.position.magnitude));
|
||||||
contact.otherCollider.GetComponent<Rigidbody>().AddForce(transform.forward * (conveyerSpeed * direction), ForceMode.Acceleration);
|
if(contact.otherCollider.GetComponent<Rigidbody>().velocity.magnitude < conveyerSpeed)
|
||||||
|
{
|
||||||
|
contact.otherCollider.GetComponent<Rigidbody>().AddForce(transform.forward * (conveyerSpeed * direction), ForceMode.Acceleration);
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
21
Assets/Scripts/Network/NetworkCamera.cs
Normal file
21
Assets/Scripts/Network/NetworkCamera.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class NetworkCamera : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public Vector3 targetPosition;
|
||||||
|
public float lerpSpeed = 2;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
targetPosition = transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * lerpSpeed);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Network/NetworkCamera.cs.meta
Normal file
11
Assets/Scripts/Network/NetworkCamera.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 364c461b2fc6fda47a92951a29c3ffa6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -27,9 +27,16 @@ public class Node : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (isActive) { return; }
|
if (isActive) { return; }
|
||||||
Debug.Log(string.Format("{0} became active node", gameObject.name));
|
Debug.Log(string.Format("{0} became active node", gameObject.name));
|
||||||
isActive = true;
|
|
||||||
UI.SetActive(true);
|
UI.SetActive(true);
|
||||||
gameManager.networkCamera.transform.position = new Vector3(transform.position.x, gameManager.networkCamera.transform.position.y, transform.position.z);
|
gameManager.activeNode = this.gameObject;
|
||||||
|
gameManager.networkCamera.GetComponent<NetworkCamera>().targetPosition = new Vector3(transform.position.x, gameManager.networkCamera.transform.position.y, transform.position.z);
|
||||||
|
isActive = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DisableNode()
|
||||||
|
{
|
||||||
|
UI.SetActive(false);
|
||||||
|
isActive = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MoveToDirection(Direction dir)
|
public void MoveToDirection(Direction dir)
|
||||||
@@ -38,8 +45,7 @@ public class Node : MonoBehaviour
|
|||||||
if (nodeComp)
|
if (nodeComp)
|
||||||
{
|
{
|
||||||
nodeComp.SetActiveNode();
|
nodeComp.SetActiveNode();
|
||||||
UI.SetActive(false);
|
DisableNode();
|
||||||
isActive = false;
|
|
||||||
} else
|
} else
|
||||||
{
|
{
|
||||||
connections[(int)dir].SendMessage("InteractNode");
|
connections[(int)dir].SendMessage("InteractNode");
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ public class Switch : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (Vector3.Distance(transform.position, gameManager.player.transform.position) < interactionDistance) {
|
if (Vector3.Distance(transform.position, gameManager.player.transform.position) < interactionDistance) {
|
||||||
//Debug.Log("Switch is visible and in range");
|
//Debug.Log("Switch is visible and in range");
|
||||||
if (Keyboard.current.eKey.wasPressedThisFrame)
|
if (Keyboard.current.eKey.wasPressedThisFrame && !gameManager.activeNode)
|
||||||
{
|
{
|
||||||
gameManager.SetActiveCamera(1);
|
gameManager.SetActiveCamera(1);
|
||||||
debugNode.SendMessage("SetActiveNode", debugNode.GetComponent<Node>());
|
debugNode.SendMessage("SetActiveNode", debugNode.GetComponent<Node>());
|
||||||
|
|||||||
Reference in New Issue
Block a user