Add vr game over state

This commit is contained in:
Jens Pitkänen 2020-06-12 22:28:40 +03:00
parent bbb5be0a9e
commit 489fe6f3ee
18 changed files with 1650 additions and 2530 deletions

File diff suppressed because one or more lines are too long

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in the tent.
Sorry.'
Sorry.
(Yank the rope to restart)'
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View File

@ -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;

View File

@ -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");
}
}
}

View 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;
}
}
}

View File

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View File

@ -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;

View File

@ -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) {

View 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;
}
}

View File

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View 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");
}
}

View File

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@ -5,6 +5,9 @@ EditorBuildSettings:
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serializedVersion: 2
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path: Assets/Scenes/VREntryPoint.unity
guid: 0d7a5ea2ac43c504aaa533629dcfe005
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guid: 877a6f99ade23364d85fbe5788f58091

View File

@ -9,6 +9,7 @@ TagManager:
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- Main Terrain
- Front Of Player Anchor
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- TransparentFX