Fix some final vr bugs
This commit is contained in:
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commit
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@ -181,7 +181,7 @@ MonoBehaviour:
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@ -688,68 +699,6 @@ MonoBehaviour:
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--- !u!65 &1463107308
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|
BoxCollider:
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|
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m_CorrespondingSourceObject: {fileID: 0}
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m_Material: {fileID: 0}
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m_Size: {x: 6, y: 3, z: 5}
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m_Center: {x: 0, y: 1.5, z: 0}
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--- !u!1 &1467350794
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--- !u!1 &1467350794
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -16881,7 +16943,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!215 &1467350796
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--- !u!215 &1467350796
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ReflectionProbe:
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ReflectionProbe:
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@ -17485,7 +17547,7 @@ Transform:
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m_LocalScale: {x: 50, y: 1, z: 50}
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m_LocalScale: {x: 50, y: 1, z: 50}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 1660514110}
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m_Father: {fileID: 1660514110}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!64 &1519600968
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--- !u!64 &1519600968
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MeshCollider:
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MeshCollider:
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@ -18900,7 +18962,7 @@ PrefabInstance:
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@ -19923,6 +19985,7 @@ Transform:
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@ -20327,7 +20390,7 @@ Transform:
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- {fileID: 1808691935}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &1708470768
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--- !u!1001 &1708470768
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PrefabInstance:
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PrefabInstance:
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@ -22918,7 +22981,7 @@ PrefabInstance:
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@ -24626,7 +24689,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1660514110}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2009628692
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--- !u!114 &2009628692
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MonoBehaviour:
|
MonoBehaviour:
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||||||
@ -25834,7 +25897,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 1660514110}
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m_Father: {fileID: 1660514110}
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m_RootOrder: 18
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m_RootOrder: 19
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2119012272
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--- !u!114 &2119012272
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MonoBehaviour:
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MonoBehaviour:
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@ -26166,7 +26229,7 @@ PrefabInstance:
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@ -26276,7 +26339,7 @@ PrefabInstance:
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@ -26298,6 +26361,11 @@ PrefabInstance:
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value:
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value: 1
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m_SourcePrefab: {fileID: 100100000, guid: aaebb5cafb47fbf408359934bb5b1ae6, type: 3}
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m_SourcePrefab: {fileID: 100100000, guid: aaebb5cafb47fbf408359934bb5b1ae6, type: 3}
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--- !u!1001 &4511427499164458229
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--- !u!1001 &4511427499164458229
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@ -26633,7 +26701,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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@ -27012,7 +27080,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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||||||
type: 3}
|
type: 3}
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||||||
|
@ -31,12 +31,21 @@ public class CampfireSfx : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
bool StartEndClip = Campfire.TimeToEnd <= EndClip.length && AmbientSource.clip != EndClip;
|
bool StartEndClip = Campfire.TimeToEnd <= EndClip.length && AmbientSource.clip != EndClip;
|
||||||
bool StopEndClip = AmbientSource.clip == EndClip && (Campfire.TimeToEnd > EndClip.length || GameState.Current == State.Paused);
|
bool StopEndClip = AmbientSource.clip == EndClip && (Campfire.TimeToEnd > EndClip.length - AmbientSource.time || GameState.Current == State.Paused);
|
||||||
if (StartEndClip) {
|
if (StartEndClip) {
|
||||||
AmbientSource.clip = EndClip;
|
AmbientSource.clip = EndClip;
|
||||||
AmbientSource.time = Mathf.Clamp(EndClip.length - Campfire.TimeToEnd, 0, EndClip.length - 0.01f);
|
AmbientSource.time = Mathf.Clamp(EndClip.length - Campfire.TimeToEnd, 0, EndClip.length - 0.01f);
|
||||||
AmbientSource.Play();
|
AmbientSource.Play();
|
||||||
} else if (StopEndClip || NeedsRefresh(AmbientSource)) {
|
} else if (StopEndClip) {
|
||||||
|
if (Campfire.TimeToEnd <= EndClip.length) {
|
||||||
|
// This will happen if the campfire is near the end, but sticks get thrown in,
|
||||||
|
// so the end clip should "skip back" a little to arrive at the end at the
|
||||||
|
// right time.
|
||||||
|
AmbientSource.time = Mathf.Clamp(EndClip.length - Campfire.TimeToEnd, 0, EndClip.length - 0.01f);
|
||||||
|
} else {
|
||||||
|
Refresh(AmbientSource, AmbientClips);
|
||||||
|
}
|
||||||
|
} else if (NeedsRefresh(AmbientSource)) {
|
||||||
Refresh(AmbientSource, AmbientClips);
|
Refresh(AmbientSource, AmbientClips);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@ public class GameOverVR : MonoBehaviour {
|
|||||||
public GameState GameState;
|
public GameState GameState;
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
DarknessVolume.weight = Mathf.Lerp(DarknessVolume.weight, GameState.Current == State.GameOver ? 1 : 0, 3f * Time.deltaTime);
|
DarknessVolume.weight = Mathf.Lerp(DarknessVolume.weight, GameState.Current == State.GameOver ? 1 : 0, 0.5f * Time.deltaTime);
|
||||||
if (DarknessVolume.weight >= 0.99) {
|
if (DarknessVolume.weight >= 0.99) {
|
||||||
SceneManager.LoadScene("Scenes/VRGameOverScene");
|
SceneManager.LoadScene("Scenes/VRGameOverScene");
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class LoraxCuller : MonoBehaviour {
|
public class LoraxCuller : MonoBehaviour {
|
||||||
public Lorax[] Loraces;
|
public Lorax[] Loraces;
|
||||||
@ -14,8 +15,8 @@ public class LoraxCuller : MonoBehaviour {
|
|||||||
private int LastAngle = int.MaxValue;
|
private int LastAngle = int.MaxValue;
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (Loraces.Length == 0) {
|
if (SceneManager.GetActiveScene().name != "VRScene") {
|
||||||
// Not in the world of the lorax yet.
|
LastX = LastY = LastAngle = int.MaxValue;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user