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