Add vr game over state
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in the tent.
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Sorry.'
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Sorry.
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(Yank the rope to restart)'
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@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
public class AmbientSoundGenerator : MonoBehaviour {
|
||||
public GameObject AmbientSfxPrefab;
|
||||
@ -17,18 +18,26 @@ public class AmbientSoundGenerator : MonoBehaviour {
|
||||
private float TotalCumulativeChance;
|
||||
private int[] RollsSince;
|
||||
|
||||
private void Awake() {
|
||||
World = GameObject.FindGameObjectWithTag("World").transform;
|
||||
CumulativeChances = new float[Effects.Length];
|
||||
TotalCumulativeChance = 0;
|
||||
for (int I = 0; I < Effects.Length; I++) {
|
||||
CumulativeChances[I] = TotalCumulativeChance;
|
||||
TotalCumulativeChance += Effects[I].Chance;
|
||||
}
|
||||
RollsSince = new int[Effects.Length];
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
// Initialize in Update, since in VR, we don't actually start in the right scene,
|
||||
// because the player needs to be initialized in another scene,
|
||||
// because the player persists over scene loads. Go figure.
|
||||
if (World == null) {
|
||||
GameObject WorldObject = GameObject.FindGameObjectWithTag("World");
|
||||
if (WorldObject == null) {
|
||||
// Not in the game scene.
|
||||
return;
|
||||
}
|
||||
World = WorldObject.transform;
|
||||
CumulativeChances = new float[Effects.Length];
|
||||
TotalCumulativeChance = 0;
|
||||
for (int I = 0; I < Effects.Length; I++) {
|
||||
CumulativeChances[I] = TotalCumulativeChance;
|
||||
TotalCumulativeChance += Effects[I].Chance;
|
||||
}
|
||||
RollsSince = new int[Effects.Length];
|
||||
}
|
||||
|
||||
AmbientNoiseCooldown -= Time.deltaTime;
|
||||
if (AmbientNoiseCooldown <= 0) {
|
||||
AmbientNoiseCooldown += Cooldown;
|
||||
|
@ -1,12 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Valve.VR.InteractionSystem;
|
||||
|
||||
public class GameOverTextVR : MonoBehaviour {
|
||||
public Transform Anchor;
|
||||
public LinearMapping RestartSwitch;
|
||||
|
||||
private void Start() {
|
||||
Transform Anchor = GameObject.FindGameObjectWithTag("Front Of Player Anchor").transform;
|
||||
transform.position = Anchor.position;
|
||||
transform.rotation = Anchor.rotation;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (RestartSwitch.value >= 0.99f) {
|
||||
Interactable SwitchInteractable = RestartSwitch.GetComponent<Interactable>();
|
||||
if (SwitchInteractable != null) {
|
||||
Hand Hand = SwitchInteractable.attachedToHand;
|
||||
if (Hand != null) {
|
||||
Hand.TriggerHapticPulse(1000);
|
||||
}
|
||||
Hand.DetachObject(SwitchInteractable.gameObject);
|
||||
}
|
||||
SceneManager.LoadScene("Scenes/VRScene");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
16
Assets/Scripts/LinearDriveSpring.cs
Normal file
16
Assets/Scripts/LinearDriveSpring.cs
Normal file
@ -0,0 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Valve.VR.InteractionSystem;
|
||||
|
||||
public class LinearDriveSpring : MonoBehaviour {
|
||||
public LinearDrive LinearDrive;
|
||||
public Interactable Interactable;
|
||||
|
||||
private void Update() {
|
||||
if (!Interactable.attachedToHand) {
|
||||
transform.position += (LinearDrive.startPosition.position - transform.position) * 10f * Time.deltaTime;
|
||||
LinearDrive.linearMapping.value = (transform.position - LinearDrive.startPosition.position).magnitude / (LinearDrive.endPosition.position - LinearDrive.startPosition.position).magnitude;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/LinearDriveSpring.cs.meta
Normal file
11
Assets/Scripts/LinearDriveSpring.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: c0d69630c2c36e343a088f2475f391f3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -14,6 +14,11 @@ public class LoraxCuller : MonoBehaviour {
|
||||
private int LastAngle = int.MaxValue;
|
||||
|
||||
private void Update() {
|
||||
if (Loraces.Length == 0) {
|
||||
// Not in the world of the lorax yet.
|
||||
return;
|
||||
}
|
||||
|
||||
int BaseX = Mathf.FloorToInt(transform.position.x / 20) * 20 + 10;
|
||||
int BaseY = Mathf.FloorToInt(transform.position.z / 20) * 20 + 10;
|
||||
int Angle = Mathf.FloorToInt(transform.localEulerAngles.y / 5) * 5;
|
||||
|
@ -6,7 +6,6 @@ using Valve.VR.InteractionSystem;
|
||||
public class OptionsVR : MonoBehaviour {
|
||||
public Options Options;
|
||||
public Transform Display;
|
||||
public Transform Anchor;
|
||||
public SteamVR_Action_Boolean MenuInput;
|
||||
public bool MenuOpen = false;
|
||||
[Header("Sliders")]
|
||||
@ -18,6 +17,11 @@ public class OptionsVR : MonoBehaviour {
|
||||
public LinearMapping TeleportSlider;
|
||||
|
||||
private bool WasMenuOpen = false;
|
||||
private Transform Anchor;
|
||||
|
||||
private void Start() {
|
||||
Anchor = GameObject.FindGameObjectWithTag("Front Of Player Anchor").transform;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (MenuInput.stateDown) {
|
||||
|
14
Assets/Scripts/VRPlayerSetup.cs
Normal file
14
Assets/Scripts/VRPlayerSetup.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// In VR, the player object persists over scene loads. This setups the player for the game.
|
||||
public class VRPlayerSetup : MonoBehaviour {
|
||||
public Lorax[] Loraces;
|
||||
|
||||
private void Start() {
|
||||
GameObject Player = GameObject.FindGameObjectWithTag("Player");
|
||||
LoraxCuller Culler = Player.GetComponent<LoraxCuller>();
|
||||
Culler.Loraces = Loraces;
|
||||
}
|
||||
}
|
11
Assets/Scripts/VRPlayerSetup.cs.meta
Normal file
11
Assets/Scripts/VRPlayerSetup.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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9
Assets/Scripts/VRSceneOpener.cs
Normal file
9
Assets/Scripts/VRSceneOpener.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
// Only used in the VR Entry Point scene, for loading in the main scene.
|
||||
public class VRSceneOpener : MonoBehaviour {
|
||||
private void Start() {
|
||||
SceneManager.LoadScene("Scenes/VRScene");
|
||||
}
|
||||
}
|
11
Assets/Scripts/VRSceneOpener.cs.meta
Normal file
11
Assets/Scripts/VRSceneOpener.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff08d52802c65a14bb074e305e8a1a59
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -5,6 +5,9 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/VREntryPoint.unity
|
||||
guid: 0d7a5ea2ac43c504aaa533629dcfe005
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/VRScene.unity
|
||||
guid: 877a6f99ade23364d85fbe5788f58091
|
||||
|
@ -9,6 +9,7 @@ TagManager:
|
||||
- Generator
|
||||
- Campfire
|
||||
- Main Terrain
|
||||
- Front Of Player Anchor
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
Loading…
Reference in New Issue
Block a user