Fix many small bugs re: vr
This commit is contained in:
parent
93cabd0435
commit
acc9f59a30
@ -74,6 +74,16 @@ PrefabInstance:
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@ -10,11 +10,13 @@ public class ItemVR : MonoBehaviour {
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public BurnQuality IgnitedQuality;
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public float IgniteDuration;
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public bool Ignited = false;
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public bool Extinguished = false;
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public float TorchDuration;
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public float TorchWarnDuration;
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[Header("Burning indicators")]
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public GameObject StickObject;
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public GameObject DestroyedOnExtinguish;
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public GameObject TorchObject;
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public ParticleSystem FireParticles;
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public Light TorchLight;
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@ -31,19 +33,17 @@ public class ItemVR : MonoBehaviour {
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private float IgnitionStartTime = -1;
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private Color NormalColor;
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private Vector3 LastPosition;
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private void Start() {
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Burnable = GetComponent<Burnable>();
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NormalColor = TorchLight.color;
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TorchObject.SetActive(Ignited);
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StickObject.SetActive(!Ignited);
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LastPosition = transform.position;
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}
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private void Update() {
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Vector3 Velocity = transform.position - LastPosition;
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LastPosition = transform.position;
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if (Extinguished) {
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return;
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}
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if (Ignited && TorchLight.enabled) {
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TorchFuel -= Time.deltaTime;
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@ -66,7 +66,8 @@ public class ItemVR : MonoBehaviour {
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FireVolume.layer = gameObject.layer;
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TorchLight.range = Mathf.Lerp(TorchLight.range, 0, 10f * Time.deltaTime);
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if (TorchLight.range < 0.01f) {
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TorchLight.enabled = false;
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Destroy(DestroyedOnExtinguish);
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Extinguished = true;
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}
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}
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} else if (!Ignited && !Burnable.BurningInCampfire && IgnitionStartTime != -1 && Time.time - IgnitionStartTime >= IgniteDuration) {
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@ -9,6 +9,8 @@ public class StickSpawner : MonoBehaviour {
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public float StickSpawnChance = 0.5f;
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public float StickSpawnMinDistance = 5f;
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[Tooltip("Stick spawning minimum distance when spawning a stick behind the player. These can be noticeable in VR because of erratic head movements.")]
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public float StickSpawnMinDistanceBehind = 0f;
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public float StickSpawnAngle = 70f;
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public float StickSpawnTimer = 2f;
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@ -21,7 +23,7 @@ public class StickSpawner : MonoBehaviour {
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private PickupStatus SpawnedPickup;
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void Awake() {
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Player = GameObject.FindGameObjectWithTag("Player");
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Player = GameObject.FindGameObjectWithTag("MainCamera");
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LastSpawn = Time.time + StickSpawnTimer * Random.value;
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}
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@ -41,7 +43,8 @@ public class StickSpawner : MonoBehaviour {
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}
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var dir = transform.position - Player.transform.position;
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if ((Vector3.Angle(Player.transform.forward, dir) > StickSpawnAngle) || dir.magnitude > StickSpawnMinDistance && Random.value <= StickSpawnChance) {
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if ((Vector3.Angle(Player.transform.forward, dir) > StickSpawnAngle && dir.magnitude > StickSpawnMinDistanceBehind) ||
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dir.magnitude > StickSpawnMinDistance && Random.value <= StickSpawnChance) {
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var SpawnedThing = StickPrefab;
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if (Random.value <= CasetteChance) {
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SpawnedThing = CasettePrefab;
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@ -1,5 +1,6 @@
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Shader "Unlit/TeleportTerrain"
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{
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// Note: this shader isn't actually used in the game currently.
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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@ -27,7 +27,7 @@ TagManager:
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- Ground
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- Teleport
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- Fire
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-
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- Shadow Faking Objects
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-
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-
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-
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Loading…
Reference in New Issue
Block a user