Merge branch 'master' of git.teascade.net:Saltosion/campfire

This commit is contained in:
Sofia 2020-04-19 02:40:28 +03:00
commit 1a70bcc3d5
39 changed files with 1660 additions and 1771 deletions

8
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serializedVersion: 2
m_Bits: 1024
Distance: 2
ThrowVelocity: 6
GrabbedItem: {fileID: 0}

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@ -12,7 +12,7 @@ GameObject:
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- component: {fileID: 5400695019851472735} - component: {fileID: 5400695019851472735}
m_Layer: 5 m_Layer: 5
m_Name: Text m_Name: Pause Text
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0

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- serializedVersion: 3
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@ -73,7 +73,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c1cb7e9e120078f43bce4f0b1be547a7, type: 3} m_Script: {fileID: 11500000, guid: c1cb7e9e120078f43bce4f0b1be547a7, type: 3}
m_Name: AmbientOcclusion m_Name: AmbientOcclusion
m_EditorClassIdentifier: m_EditorClassIdentifier:
active: 1 active: 0
enabled: enabled:
overrideState: 1 overrideState: 1
value: 1 value: 1
@ -180,8 +180,8 @@ MonoBehaviour:
overrideState: 0 overrideState: 0
value: 0 value: 0
postExposure: postExposure:
overrideState: 1 overrideState: 0
value: -1 value: 0
contrast: contrast:
overrideState: 0 overrideState: 0
value: 0 value: 0

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@ -0,0 +1,26 @@
using UnityEngine;
using UnityEngine.Audio;
public class AudioMaster : MonoBehaviour {
public GameState GameState;
public AudioMixer Mixer;
public AudioMixerSnapshot PlayingSnapshot;
public AudioMixerSnapshot PausedSnapshot;
public AudioMixerSnapshot GameoverSnapshot;
public float TransitionDuration;
void Update() {
float[] Weights = {
GameState.Current == State.Playing ? 1 : 0,
GameState.Current == State.Paused ? 1 : 0,
GameState.Current == State.GameOver ? 1 : 0,
};
AudioMixerSnapshot[] Snapshots = {
PlayingSnapshot,
PausedSnapshot,
GameoverSnapshot,
};
Mixer.TransitionToSnapshots(Snapshots, Weights, TransitionDuration);
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Unnamed Burn Quality", menuName = "Campfire/Burn Quality")]
public class BurnQuality : ScriptableObject {
public float FuelValue;
public AudioClip BurningSound;
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Burnable : MonoBehaviour {
public BurnQuality Quality;
}

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@ -0,0 +1,11 @@
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@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CameraController : MonoBehaviour { public class CameraController : MonoBehaviour {
public GameState GameState;
public Transform BodyTransform; public Transform BodyTransform;
public Transform HeadTransform; public Transform HeadTransform;
@ -13,10 +14,7 @@ public class CameraController : MonoBehaviour {
} }
private void Update() { private void Update() {
if (Menu.Paused) { if (GameState.Current == State.Playing) {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
} else {
Cursor.visible = false; Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
@ -33,6 +31,9 @@ public class CameraController : MonoBehaviour {
Eulers.x = 270; Eulers.x = 270;
} }
HeadTransform.localEulerAngles = Eulers; HeadTransform.localEulerAngles = Eulers;
} else {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
} }
} }
} }

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@ -0,0 +1,84 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Campfire : MonoBehaviour {
public GameState GameState;
public Light DynamicLight;
[Tooltip("This audiosource will play the clips to indicate that an object has been thrown in the fire.")]
public AudioSource BurnEffectSource;
public float GoodFuelAmount;
[Tooltip("The light turns this color when Fuel < GoodFuelAmount. Otherwise it'll be as it is in the editor.")]
public Color TooLowFuelColor;
public float RandomVarianceDuration;
public float RandomVarianceMagnitude;
[Tooltip("How long of a break the campfire takes between eating logs, if multiple are placed on it.")]
public float LogBurningCooldown;
[Header("Runtime values")]
public float Fuel;
private Color EnoughFuelColor;
private float FullRange;
private float RandomVariance = 0;
private float NextRandomVariance = 0;
private float LastRandomVarianceChange = 0;
private List<Burnable> LogQueue = new List<Burnable>();
private float LastLogBurned = 0;
private void Awake() {
EnoughFuelColor = DynamicLight.color;
FullRange = DynamicLight.range;
}
private void Update() {
if (LogQueue.Count > 0 && Time.time - LastLogBurned > LogBurningCooldown) {
LastLogBurned = Time.time;
BurnLog(LogQueue[0]);
LogQueue.RemoveAt(0);
}
if (Time.time - LastRandomVarianceChange > RandomVarianceDuration) {
NextRandomVariance = (Random.value - 0.5f) * 2f * RandomVarianceMagnitude;
LastRandomVarianceChange = Time.time;
}
RandomVariance = Mathf.Lerp(RandomVariance, NextRandomVariance, (Time.time - LastRandomVarianceChange) / RandomVarianceDuration);
Fuel -= Time.deltaTime;
DynamicLight.range = Mathf.Log(Fuel + 1f, 10) / 2f * FullRange + RandomVariance;
DynamicLight.color = Color.Lerp(DynamicLight.color, Fuel < GoodFuelAmount ? TooLowFuelColor : EnoughFuelColor, 10f * Time.deltaTime);
if (Fuel <= 0) {
GameState.Current = State.GameOver;
}
}
private void BurnLog(Burnable burnable) {
Fuel += burnable.Quality.FuelValue;
if (Fuel < GoodFuelAmount) {
Fuel += 2;
}
BurnEffectSource.PlayOneShot(burnable.Quality.BurningSound);
Destroy(burnable.gameObject);
}
private void OnCollisionEnter(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
if (Burnable != null) {
LogQueue.Add(Burnable);
}
}
}
private void OnCollisionExit(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
if (Burnable != null) {
LogQueue.Remove(Burnable);
}
}
}
}

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@ -0,0 +1,27 @@
using UnityEngine;
[System.Serializable]
public enum State {
Playing,
Paused,
GameOver
}
public class GameState : MonoBehaviour {
public State Current = State.Playing;
private void Update() {
if (Input.GetKeyDown(KeyCode.Escape)) {
switch (Current) {
case State.Playing:
Current = State.Paused;
break;
case State.Paused:
Current = State.Playing;
break;
}
}
Time.timeScale = Mathf.Lerp(Time.timeScale, Current == State.Paused ? 0 : 1, 10f * Time.unscaledDeltaTime);
}
}

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49
Assets/Scripts/Item.cs Normal file
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@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Item : MonoBehaviour {
[Header("Runtime values")]
public bool Grabbed = false;
private Rigidbody Body;
private Transform World;
private bool BeingPlaced = false;
private Vector3 TargetPosition;
private void Awake() {
Body = GetComponent<Rigidbody>();
World = GameObject.FindGameObjectWithTag("World").transform;
}
private void Update() {
if (Grabbed) {
transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, 10f * Time.deltaTime);
} else if (BeingPlaced) {
// Lerp to TargetPosition, then continue simulation
Vector3 Delta = TargetPosition - transform.position;
float Diff = Delta.magnitude;
if (Diff < 0.1f) {
transform.position = TargetPosition;
Body.isKinematic = false;
BeingPlaced = false;
} else {
transform.position = Vector3.Lerp(transform.position, TargetPosition, 20f * Time.deltaTime);
}
}
}
public void PickUp(Transform handTransform) {
transform.parent = handTransform;
Body.isKinematic = true;
Grabbed = true;
}
public void Drop(Vector3 where) {
transform.parent = World;
TargetPosition = where;
BeingPlaced = true;
Grabbed = false;
}
}

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@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ItemGrabber : MonoBehaviour {
public Transform CameraTransform;
public Transform HandTransform;
public CanvasGroup GrabHint;
public Text GrabText;
public LayerMask ItemLayer;
public float Distance;
public float ThrowVelocity;
[Header("Runtime values")]
public Item GrabbedItem;
private void Awake() {
if (GrabHint == null) {
Debug.LogWarning("Player's GrabHint is not set, and pick ups will not be indicated.");
}
if (GrabText == null) {
Debug.LogWarning("Player's GrabText is not set, and pick up texts will not necessarily match the object.");
}
}
private void Update() {
Item Item = null;
RaycastHit Hit;
Vector3 From = CameraTransform.position;
Vector3 Direction = CameraTransform.forward;
if (GrabbedItem == null) {
Debug.DrawLine(From, From + Direction * Distance, Color.red);
if (Physics.Raycast(From, Direction, out Hit, Distance, ItemLayer) &&
Hit.collider.attachedRigidbody != null) {
Item = Hit.collider.attachedRigidbody.GetComponent<Item>();
}
if (Item != null && Input.GetButtonDown("Grab")) {
Item.PickUp(HandTransform);
GrabbedItem = Item;
}
} else if (Input.GetButtonDown("Grab")) {
Vector3 DropPosition;
if (Physics.Raycast(From, Direction, out Hit, Distance * 2f)) {
DropPosition = Hit.point + Hit.normal * 0.1f;
} else {
DropPosition = From + Direction * Distance;
}
GrabbedItem.Drop(DropPosition);
GrabbedItem = null;
}
if (GrabHint != null) {
GrabHint.alpha = Mathf.Lerp(GrabHint.alpha, Item != null ? 1 : 0, 10f * Time.deltaTime);
}
if (Item != null && GrabText != null) {
GrabText.text = $"Take {Item.name}";
}
}
}

View File

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@ -2,20 +2,21 @@
[RequireComponent(typeof(CanvasGroup))] [RequireComponent(typeof(CanvasGroup))]
public class PauseMenu : MonoBehaviour { public class PauseMenu : MonoBehaviour {
public bool Paused = false; public GameState GameState;
private CanvasGroup Canvas; private CanvasGroup Canvas;
private bool Paused {
get {
return GameState.Current == State.Paused;
}
}
private void Awake() { private void Awake() {
Canvas = GetComponent<CanvasGroup>(); Canvas = GetComponent<CanvasGroup>();
Canvas.alpha = Paused ? 1 : 0;
} }
private void Update() { private void Update() {
if (Input.GetKeyDown(KeyCode.Escape)) {
Paused = !Paused;
}
Time.timeScale = Mathf.Lerp(Time.timeScale, Paused ? 0 : 1, 10f * Time.unscaledDeltaTime);
Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, 10f * Time.unscaledDeltaTime); Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, 10f * Time.unscaledDeltaTime);
} }
} }

View File

@ -6,6 +6,7 @@ using UnityEngine;
public class PlayerController : MonoBehaviour { public class PlayerController : MonoBehaviour {
public float MovementSpeed; public float MovementSpeed;
public float JumpVelocity; public float JumpVelocity;
public float SlideVelocity;
[Tooltip("How long after falling off a ledge can the player still jump?")] [Tooltip("How long after falling off a ledge can the player still jump?")]
public float JumpGracePeriod; public float JumpGracePeriod;
[Tooltip("Lower values make the movement feel floatier.")] [Tooltip("Lower values make the movement feel floatier.")]
@ -15,12 +16,14 @@ public class PlayerController : MonoBehaviour {
[Header("Runtime values")] [Header("Runtime values")]
public bool Grounded; public bool Grounded;
public Vector3 GroundNormal;
private CharacterController Character; private CharacterController Character;
private Vector3 GroundVelocity = new Vector3(); private Vector3 GroundVelocity = new Vector3();
private float FallingVelocity; private float FallingVelocity;
private float LastGroundedTime; private float LastGroundedTime;
private float SlideStartTime;
private void Awake() { private void Awake() {
Character = GetComponent<CharacterController>(); Character = GetComponent<CharacterController>();
@ -32,8 +35,14 @@ public class PlayerController : MonoBehaviour {
} }
private void Update() { private void Update() {
Vector3 CurrentVelocity = new Vector3();
GroundNormal = RaycastGroundNormal();
// Sliding
bool Sliding = Grounded && Vector3.Angle(GroundNormal, Vector3.up) > Character.slopeLimit;
// Groundedness stuff and gravity // Groundedness stuff and gravity
if (Character.isGrounded) { if (Character.isGrounded && !Sliding) {
FallingVelocity = Mathf.Max(0, FallingVelocity); FallingVelocity = Mathf.Max(0, FallingVelocity);
LastGroundedTime = Time.time; LastGroundedTime = Time.time;
} else { } else {
@ -46,6 +55,7 @@ public class PlayerController : MonoBehaviour {
FallingVelocity = JumpVelocity; FallingVelocity = JumpVelocity;
Grounded = false; Grounded = false;
} }
CurrentVelocity += FallingVelocity * Vector3.up;
float SlippyFactor = Grounded ? Antislipperiness : AntislipperinessInAir; float SlippyFactor = Grounded ? Antislipperiness : AntislipperinessInAir;
@ -57,13 +67,40 @@ public class PlayerController : MonoBehaviour {
// Add player input momentum // Add player input momentum
float TargetSpeed = MovementSpeed; // Tweak this to enable running or stuff float TargetSpeed = MovementSpeed; // Tweak this to enable running or stuff
Vector3 Move = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal"); Vector3 Move = transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal");
// If Move magnitude is < 0, it's probably an analog stick, so scale target speed accordingly.
TargetSpeed *= Mathf.Min(1, Move.magnitude);
if (Move.magnitude > 0) { if (Move.magnitude > 0) {
Move.Normalize();
if (Grounded) {
// Slow down when moving on slopes
TargetSpeed *= Vector3.Dot(Vector3.up, GroundNormal);
}
float CurrentSpeed = Vector3.Dot(Move, GroundVelocity); float CurrentSpeed = Vector3.Dot(Move, GroundVelocity);
float SpeedDiff = TargetSpeed - CurrentSpeed; float SpeedDiff = TargetSpeed - CurrentSpeed;
float Acceleration = Mathf.Min(SpeedDiff, TargetSpeed * SlippyFactor * Time.deltaTime); float Acceleration = Mathf.Min(SpeedDiff, TargetSpeed * SlippyFactor * Time.deltaTime);
GroundVelocity += Move * Acceleration; GroundVelocity += Move * Acceleration;
} }
CurrentVelocity += GroundVelocity;
Character.Move((GroundVelocity + FallingVelocity * Vector3.up) * Time.deltaTime); // Sliiide
if (Sliding) {
CurrentVelocity = Vector3.ProjectOnPlane(CurrentVelocity, GroundNormal);
CurrentVelocity += Vector3.ProjectOnPlane(-Vector3.up, GroundNormal) * SlideVelocity;
}
Character.Move(CurrentVelocity * Time.deltaTime);
}
private Vector3 RaycastGroundNormal() {
RaycastHit Hit;
if (Physics.CapsuleCast(
transform.position + Vector3.up * Character.radius,
transform.position + Vector3.up * (Character.height - Character.radius),
Character.radius, -Vector3.up, out Hit, Character.skinWidth * 2)) {
return Hit.normal;
} else {
return Vector3.up;
}
} }
} }

View File

@ -84,7 +84,7 @@ Material:
- _Cutoff: 0.5 - _Cutoff: 0.5
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _Exposure: 0.6 - _Exposure: 0.5
- _GlossMapScale: 1 - _GlossMapScale: 1
- _Glossiness: 0.5 - _Glossiness: 0.5
- _GlossyReflections: 1 - _GlossyReflections: 1

View File

@ -3,7 +3,7 @@
--- !u!55 &1 --- !u!55 &1
PhysicsManager: PhysicsManager:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 11 serializedVersion: 13
m_Gravity: {x: 0, y: -9.81, z: 0} m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0} m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2 m_BounceThreshold: 2
@ -17,11 +17,12 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0 m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0 m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1 m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff7fffffffbffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1 m_AutoSimulation: 1
m_AutoSyncTransforms: 0 m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1 m_ReuseCollisionCallbacks: 1
m_ClothInterCollisionSettingsToggle: 0 m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0 m_ContactPairsMode: 0
m_BroadphaseType: 0 m_BroadphaseType: 0
m_WorldBounds: m_WorldBounds:
@ -31,4 +32,5 @@ PhysicsManager:
m_FrictionType: 0 m_FrictionType: 0
m_EnableEnhancedDeterminism: 0 m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1 m_EnableUnifiedHeightmaps: 1
m_DefaultMaxAngluarSpeed: 7 m_SolverType: 0
m_DefaultMaxAngularSpeed: 7

View File

@ -38,7 +38,7 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Grab
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
@ -182,7 +182,7 @@ InputManager:
axis: 1 axis: 1
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Grab
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:

View File

@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Pause Menu - Pause Menu
- World
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
@ -16,8 +17,8 @@ TagManager:
- -
- Post-Processing - Post-Processing
- Campfire - Campfire
- - Item
- - Player
- -
- -
- -