Add teleport system and misc vr stuff

This commit is contained in:
Jens Pitkänen 2020-04-30 00:31:45 +03:00
parent 50b9e29197
commit b5550ada73
41 changed files with 5351 additions and 1772 deletions

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@ -7,6 +7,7 @@ public class Campfire : MonoBehaviour {
public Light DynamicLight;
public Flame Flame;
public CampfireSfx Sfx;
public bool DebugDisableFuelMechanic;
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;
@ -79,11 +80,11 @@ public class Campfire : MonoBehaviour {
OutOfCamp = true;
if ((Player.position - transform.position).magnitude < CampRadius) {
// Player is inside of the camp, tick fuel at normal rate
Fuel -= Time.deltaTime;
Fuel -= DebugDisableFuelMechanic ? 0 : Time.deltaTime;
OutOfCamp = false;
} else if (Fuel > OutOfCampFuelThreshold) {
// Player is outside of the camp, and the campfire is within safe levels, tick fuel at a slow rate
Fuel -= Time.deltaTime * OutOfCampFuelRateMultiplier;
Fuel -= DebugDisableFuelMechanic ? 0 : Time.deltaTime * OutOfCampFuelRateMultiplier;
}
Fuel = Mathf.Max(0, Fuel);
}

View File

@ -20,7 +20,7 @@ public class CasetteProgress : MonoBehaviour {
}
private void Update() {
if (CurrentlyPlaying != null) {
if (CurrentlyPlaying != null && Display != null) {
Display.text = CurrentlyPlaying.isPlaying ? "Playing diary..." : "";
}
}

View File

@ -6,6 +6,7 @@ public class LoraxCuller : MonoBehaviour {
public Lorax[] Loraces;
public int[] Radius;
public bool[] Omnidirectional;
public bool CullingStatusChanged = false;
private HashSet<GameObject> OldChunks = new HashSet<GameObject>();
private int LastX = int.MaxValue;
@ -46,11 +47,16 @@ public class LoraxCuller : MonoBehaviour {
}
}
CullingStatusChanged = false;
foreach (GameObject OldChunk in OldChunks) {
if (!EnabledChunks.Contains(OldChunk)) {
OldChunk.SetActive(false);
CullingStatusChanged = true;
}
}
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CullingStatusChanged = true;
}
OldChunks = EnabledChunks;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR.InteractionSystem;
public class TeleportTerrain : TeleportMarkerBase {
public override void UpdateVisuals() {
}
public override void Highlight(bool highlight) {
}
public override void SetAlpha(float tintAlpha, float alphaPercent) {
}
public override bool ShouldActivate(Vector3 playerPosition) {
return true;
}
public override bool ShouldMovePlayer() {
return true;
}
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Shader "Unlit/TeleportTerrain"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_TeleportRange ("Teleport range", Float) = 20.0
_FalloffPow ("Teleport falloff power", Float) = 2.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 world_pos : TEXCOORD1;
};
fixed4 _Color;
float _TeleportRange;
float _FalloffPow;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.world_pos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
// Fade out at TeleportRange
float distanceZ = max(0.0, min(1.0, length(i.world_pos.xyz - _WorldSpaceCameraPos.xyz) / _TeleportRange));
col.a *= 1 - pow(distanceZ, _FalloffPow);
return col;
}
ENDCG
}
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