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21 Commits

Author SHA1 Message Date
Jens Pitkänen fdaaee2a2a Add vr version itch cover and screenshots 2020-06-13 04:05:15 +03:00
Jens Pitkänen 7893187b8a Shorten game over text popup, make rope a little darker 2020-06-13 02:18:04 +03:00
Jens Pitkänen eb56148c8f Fix some final vr bugs 2020-06-13 02:12:10 +03:00
Jens Pitkänen 489fe6f3ee Add vr game over state 2020-06-12 22:28:40 +03:00
Jens Pitkänen bbb5be0a9e Add fadeout and game over scene [not tested] 2020-06-12 00:10:30 +03:00
Jens Pitkänen 7ded1447c6 Add options menu (for volumes) and fix campfire sound bug at the end 2020-06-11 22:49:16 +03:00
Jens Pitkänen dec154a5f0 Fix paper holding 2020-05-14 18:35:55 +03:00
Jens Pitkänen be6ad6cb9b Tweak tutorial note holding animation 2020-05-14 18:03:45 +03:00
Jens Pitkänen 189b934653 Fix colliders 2020-05-04 01:28:23 +03:00
Jens Pitkänen ccd5e968aa Implement all todos 2020-05-04 00:09:44 +03:00
Jens Pitkänen bb9069da8c Add collision sounds 2020-05-03 00:47:34 +03:00
Jens Pitkänen 0b1d4b0541 Add VR-specific build settings 2020-05-02 19:43:11 +03:00
Jens Pitkänen acc9f59a30 Fix many small bugs re: vr 2020-05-02 19:28:42 +03:00
Jens Pitkänen 93cabd0435 Implement backpack 2020-05-02 19:00:50 +03:00
Jens Pitkänen 7b3faac7a7 Improve VR playmode 2020-05-01 05:37:20 +03:00
Jens Pitkänen fe95c02721 Tweak teleport sounds 2020-05-01 03:21:05 +03:00
Jens Pitkänen f7cbfd9442 Add lighting other torches with torches 2020-04-30 03:50:47 +03:00
Jens Pitkänen 726c670522 Re-split Burnable and Item, make vr sticks burn 2020-04-30 03:33:27 +03:00
Jens Pitkänen d5d905a1f1 Implement vr torches 2020-04-30 03:26:18 +03:00
Jens Pitkänen b5550ada73 Add teleport system and misc vr stuff 2020-04-30 01:31:36 +03:00
Jens Pitkänen 50b9e29197 Add SteamVR 2020-04-29 20:40:05 +03:00
927 changed files with 178712 additions and 174 deletions

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@ -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

@ -29,6 +29,7 @@ public class AudioMaster : MonoBehaviour {
Mixer.SetFloat("Ambient Volume", ConvertRatioToDecibel(Options.AmbientVolume));
Mixer.SetFloat("Footstep Volume", ConvertRatioToDecibel(Options.FootstepVolume));
Mixer.SetFloat("Diary Volume", ConvertRatioToDecibel(Options.DiaryVolume));
Mixer.SetFloat("Teleport Volume", ConvertRatioToDecibel(Options.TeleportVolume));
}
private float ConvertRatioToDecibel(float x) {

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@ -0,0 +1,95 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR.InteractionSystem;
[RequireComponent(typeof(Collider))]
public class Backpack : MonoBehaviour {
private class HapticPulse {
public Hand Hand;
public ushort Duration;
public HapticPulse(Hand hand, ushort duration = 2000) {
Hand = hand;
Duration = duration;
}
}
public Hand.AttachmentFlags GrabFlags;
public Hand[] Hands;
public List<Throwable> Contents = new List<Throwable>();
private Collider Collider;
private List<HapticPulse> PulseQueue = new List<HapticPulse>(4);
private float NextHapticTime = 0;
private bool[] HandReminded = new bool[] { false, false };
private void Awake() {
Collider = GetComponent<Collider>();
if (Hands.Length > HandReminded.Length) {
Debug.LogError($"Backpack has >{HandReminded.Length} hands assigned, please update HandReminded accordingly.");
}
}
private void Update() {
for (int I = 0; I < Hands.Length; I++) {
bool HandInBag = IsHandInBag(Hands[I]);
if (!HandReminded[I] && HandInBag) {
HandReminded[I] = true;
if (PulseQueue.Count == 0) {
PulseQueue.Add(new HapticPulse(Hands[I], 1000));
}
} else if (HandReminded[I] && !HandInBag) {
HandReminded[I] = false;
if (PulseQueue.Count == 0) {
PulseQueue.Add(new HapticPulse(Hands[I], 500));
}
}
}
if (Time.time >= NextHapticTime && PulseQueue.Count > 0) {
HapticPulse NextPulse = PulseQueue[0];
// Note: using the microsecond-based haptic pulses to avoid Vive wands getting stuck vibrating.
// Don't know why it happens, and didn't find much info by googling.
NextPulse.Hand.TriggerHapticPulse(NextPulse.Duration);
NextHapticTime = Time.time + Time.deltaTime;
PulseQueue.RemoveAt(0);
}
}
private bool IsHandInBag(Hand hand) {
Vector3 DeltaFromBag = hand.transform.position - Collider.ClosestPoint(hand.transform.position);
return DeltaFromBag.magnitude < hand.hoverSphereRadius;
}
public void Grab(Hand hand) {
if (IsHandInBag(hand) && Contents.Count > 0) {
int Index = Contents.Count - 1;
Throwable Item = Contents[Index];
Item.gameObject.SetActive(true);
hand.AttachObject(Item.gameObject, hand.IsGrabbingWithType(GrabTypes.Pinch) ? GrabTypes.Pinch : GrabTypes.Grip, GrabFlags);
Contents.RemoveAt(Index);
PulseQueue.Clear();
PulseQueue.Add(new HapticPulse(hand, 2_000));
PulseQueue.Add(new HapticPulse(hand, 4_000));
PulseQueue.Add(new HapticPulse(hand, 8_000));
}
}
public void Store(Hand hand) {
if (hand.currentAttachedObject != null) {
Throwable Item = hand.currentAttachedObject.GetComponent<Throwable>();
ItemVR Torch = hand.currentAttachedObject.GetComponent<ItemVR>();
bool IsBurningTorch = Torch != null && (Torch.Ignited && !Torch.Extinguished);
if (IsHandInBag(hand) && Item != null && !IsBurningTorch) {
Contents.Add(Item);
hand.DetachObject(Item.gameObject);
Item.gameObject.SetActive(false);
PulseQueue.Clear();
PulseQueue.Add(new HapticPulse(hand, 15_000));
}
}
}
}

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@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
public class BackpackAccessor : MonoBehaviour {
public Backpack Backpack;
[Header("Actions")]
public SteamVR_Action_Boolean[] GrabActions;
[Tooltip("Should GrabAction become true or false when grabbing?")]
public bool GrabOnBoolean = false;
public SteamVR_Action_Boolean[] StoreActions;
[Tooltip("Should StoreAction become true or false when dropping an item in the backpack?")]
public bool StoreOnBoolean = false;
private Hand Hand;
private void OnEnable() {
Hand = GetComponent<Hand>();
foreach (SteamVR_Action_Boolean GrabAction in GrabActions) {
GrabAction.AddOnChangeListener(OnGrabActionChange, Hand.handType);
}
foreach (SteamVR_Action_Boolean StoreAction in StoreActions) {
StoreAction.AddOnChangeListener(OnStoreActionChange, Hand.handType);
}
}
private void OnDisable() {
foreach (SteamVR_Action_Boolean GrabAction in GrabActions) {
GrabAction.RemoveOnChangeListener(OnGrabActionChange, Hand.handType);
}
foreach (SteamVR_Action_Boolean StoreAction in StoreActions) {
StoreAction.RemoveOnChangeListener(OnStoreActionChange, Hand.handType);
}
}
private void OnGrabActionChange(SteamVR_Action_Boolean actionIn, SteamVR_Input_Sources inputSources, bool newValue) {
if (newValue == GrabOnBoolean) {
Backpack.Grab(Hand);
}
}
private void OnStoreActionChange(SteamVR_Action_Boolean actionIn, SteamVR_Input_Sources inputSources, bool newValue) {
if (newValue == StoreOnBoolean) {
Backpack.Store(Hand);
}
}
}

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@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class Burnable : MonoBehaviour {
public BurnQuality Quality;
public bool BurningInCampfire = false;
}

View File

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[System.Serializable]
public enum StepType {
@ -17,7 +15,6 @@ public class CameraBobber : MonoBehaviour {
public bool Moving = false;
public bool InAir = false;
public AudioSource FootstepSource;
// TODO: Vary by ground material
public AudioClip[] LandingFootstepClips;
public AudioClip[] RightFootstepClips;
public AudioClip[] LeftFootstepClips;

View File

@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
public class Campfire : MonoBehaviour {
@ -7,6 +6,9 @@ public class Campfire : MonoBehaviour {
public Light DynamicLight;
public Flame Flame;
public CampfireSfx Sfx;
public bool DebugDisableFuelMechanic;
[Tooltip("The speed at which fuel goes down. For example, 0.5 will cause the campfire to last twice as long.")]
public float FuelTickingMultiplier = 1;
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;
@ -14,7 +16,6 @@ public class Campfire : MonoBehaviour {
public float RandomVarianceMagnitude;
[Tooltip("How long of a break the campfire takes between eating logs, if multiple are placed on it.")]
public float LogBurningCooldown;
[Header("Out-of-camp mechanic")]
public float CampRadius;
[Tooltip("Fuel won't go below this threshold if the player is outside of the camp.")]
@ -26,7 +27,7 @@ public class Campfire : MonoBehaviour {
public bool OutOfCamp = false;
public float TimeToEnd {
get {
return Fuel - 0.7f;
return Fuel / FuelTickingMultiplier - 0.7f;
}
}
@ -37,7 +38,7 @@ public class Campfire : MonoBehaviour {
private float NextRandomVariance = 0;
private float LastRandomVarianceChange = 0;
private List<Item> LogQueue = new List<Item>();
private List<Burnable> LogQueue = new List<Burnable>();
private float NextLogTime = 0;
private Transform Player;
@ -76,19 +77,28 @@ public class Campfire : MonoBehaviour {
}
private void TickFuel() {
float TickAmount = Time.deltaTime * FuelTickingMultiplier;
if (DebugDisableFuelMechanic) {
TickAmount = 0;
}
OutOfCamp = true;
if ((Player.position - transform.position).magnitude < CampRadius) {
// Player is inside of the camp, tick fuel at normal rate
Fuel -= Time.deltaTime;
// In camp, tick at normal rate
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;
TickAmount *= OutOfCampFuelRateMultiplier;
} else {
// Player is outside of the camp, and the campfire is below the threshold, stop ticking fuel
// ( So they'll come back "just in time" ;) )
TickAmount = 0;
}
Fuel = Mathf.Max(0, Fuel);
Fuel = Mathf.Max(0, Fuel - TickAmount);
}
private bool BurnLog(Item burnable) {
private bool BurnLog(Burnable burnable) {
if (Fuel >= GoodFuelAmount * 2) {
return false;
} else {
@ -100,7 +110,7 @@ public class Campfire : MonoBehaviour {
private void OnCollisionEnter(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
if (Burnable != null && !LogQueue.Contains(Burnable)) {
Flame.AddFuelEffect += Burnable.Quality.FlameEffect;
Sfx.ActiveBurn += Burnable.Quality.SoundEffect;
@ -108,15 +118,17 @@ public class Campfire : MonoBehaviour {
NextLogTime = Time.time + Burnable.Quality.BurnTime;
}
LogQueue.Add(Burnable);
Burnable.BurningInCampfire = true;
}
}
}
private void OnCollisionExit(Collision c) {
if (c.collider.attachedRigidbody != null && c.collider.attachedRigidbody) {
Item Burnable = c.collider.attachedRigidbody.GetComponent<Item>();
if (Burnable != null) {
Burnable Burnable = c.collider.attachedRigidbody.GetComponent<Burnable>();
if (Burnable != null && LogQueue.Contains(Burnable)) {
LogQueue.Remove(Burnable);
Burnable.BurningInCampfire = false;
}
}
}

View File

@ -31,12 +31,21 @@ public class CampfireSfx : MonoBehaviour {
}
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) {
AmbientSource.clip = EndClip;
AmbientSource.time = Mathf.Clamp(EndClip.length - Campfire.TimeToEnd, 0, EndClip.length - 0.01f);
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);
}

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(PickupStatus))]
public class CasettePickup : MonoBehaviour {
public AudioClip[] Clips;
public string DisplayPrompt {
@ -15,17 +16,18 @@ public class CasettePickup : MonoBehaviour {
return Source.isPlaying;
}
}
public bool PickedUp = false;
private AudioSource Source;
private PickupStatus Pickup;
private void Awake() {
Source = GetComponent<AudioSource>();
Pickup = GetComponent<PickupStatus>();
CasetteProgress.CasetteCount = Clips.Length;
}
private void Update() {
if (PickedUp) {
if (Pickup.Grabbed) {
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.zero, 10f * Time.deltaTime);
}
@ -35,7 +37,7 @@ public class CasettePickup : MonoBehaviour {
}
public void Play(CasettePickup previous) {
PickedUp = true;
Pickup.Grab();
int Index = CasetteProgress.PlayNext();
if (Index != -1) {
if (previous != null) {
@ -45,4 +47,10 @@ public class CasettePickup : MonoBehaviour {
CasetteProgress.CurrentlyPlaying = Source;
}
}
private static CasettePickup PreviousPickup = null;
public void PickupVR() {
Play(PreviousPickup);
PreviousPickup = this;
}
}

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

@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class CollisionSfx : MonoBehaviour {
public LayerMask Mask;
public AudioClip[] Clips;
public AudioSource Source;
public float EffectCooldown;
[Tooltip("When the game starts, a lot of sticks drop (because they spawn). This is the amount of time that the stick should stay silent after spawning.")]
public float WaitUntilSfxAtGameStart;
private Rigidbody Body;
private float LastTimePlayed = 0;
private static float LastTimeGloballyPlayed = 0;
private static readonly float GlobalCooldown = 0.05f;
private void Awake() {
Body = GetComponent<Rigidbody>();
}
private void Start() {
LastTimePlayed = Time.time + WaitUntilSfxAtGameStart;
}
private bool PlaySound() {
if (Time.time - LastTimePlayed >= EffectCooldown && Time.time - LastTimeGloballyPlayed >= GlobalCooldown) {
LastTimePlayed = Time.time;
LastTimeGloballyPlayed = Time.time;
if (Clips.Length > 0) {
Source.PlayOneShot(Clips[Random.Range(0, Clips.Length)], Mathf.Sqrt(Body.velocity.magnitude));
return true;
}
}
return false;
}
private void OnCollisionEnter(Collision collision) {
if (((1 << collision.gameObject.layer) & Mask.value) != 0) {
PlaySound();
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,27 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using Valve.VR.InteractionSystem;
public class GameOverTextVR : MonoBehaviour {
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

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View File

@ -0,0 +1,15 @@
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.SceneManagement;
public class GameOverVR : MonoBehaviour {
public PostProcessVolume DarknessVolume;
public GameState GameState;
private void Update() {
DarknessVolume.weight = Mathf.Lerp(DarknessVolume.weight, GameState.Current == State.GameOver ? 1 : 0, 0.5f * Time.deltaTime);
if (DarknessVolume.weight >= 0.9) {
SceneManager.LoadScene("Scenes/VRGameOverScene");
}
}
}

View File

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@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR.InteractionSystem;
/**
* <summary>Enables the Throwable and Interactible components once the player comes close enough.</summary>
*/
public class InteractibleEnabler : MonoBehaviour {
public float Distance;
[Tooltip("True after the player has picked this thing up. Used to avoid glitches related to disabled Interactables when they're in use.")]
public bool PickedUp;
private Transform Player;
private Interactable Interactable;
private Throwable Throwable;
private float SqrDistance;
private void Awake() {
Player = GameObject.FindGameObjectWithTag("Player").transform;
Throwable = GetComponent<Throwable>();
Interactable = GetComponent<Interactable>();
Update();
}
private void Update() {
if (PickedUp) {
Throwable.enabled = true;
Interactable.enabled = true;
} else {
bool InRange = (Player.position - transform.position).magnitude < Distance;
Throwable.enabled = InRange;
Interactable.enabled = InRange;
}
}
public void Pickup() {
PickedUp = true;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -3,13 +3,18 @@ using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Burnable))]
[RequireComponent(typeof(PickupStatus))]
public class Item : MonoBehaviour {
public BurnQuality Quality;
public Transform IgnitePoint;
public BurnQuality Quality {
get {
return Burnable.Quality;
}
}
[Header("Runtime values")]
public bool Grabbed = false;
private PickupStatus Pickup;
private Burnable Burnable;
private Rigidbody Body;
private Transform World;
private bool BeingPlaced = false;
@ -18,12 +23,14 @@ public class Item : MonoBehaviour {
private Quaternion GrabRotation;
private void Awake() {
Burnable = GetComponent<Burnable>();
Body = GetComponent<Rigidbody>();
Pickup = GetComponent<PickupStatus>();
World = GameObject.FindGameObjectWithTag("World").transform;
}
private void Update() {
if (Grabbed) {
if (Pickup.Grabbed) {
transform.localPosition = Vector3.Lerp(transform.localPosition, GrabOffset, 10f * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, GrabRotation, 10f * Time.deltaTime);
} else if (BeingPlaced) {
@ -46,13 +53,12 @@ public class Item : MonoBehaviour {
Vector3 DirectionOffset = new Vector3(Random.value - 0.5f, Random.value - 0.5f, 0) * 0.8f;
GrabRotation = Quaternion.LookRotation(Vector3.down, (Vector3.forward + DirectionOffset).normalized);
Body.isKinematic = true;
Grabbed = true;
Pickup.Grab();
}
public void Drop(Vector3 where) {
transform.parent = World;
TargetPosition = where;
BeingPlaced = true;
Grabbed = false;
}
}

119
Assets/Scripts/ItemVR.cs Normal file
View File

@ -0,0 +1,119 @@
using UnityEngine;
/*
* <summary>A replacement for the Item class in VR contexts.</summary>
*/
[RequireComponent(typeof(Burnable))]
public class ItemVR : MonoBehaviour {
public BurnQuality IgnitedQuality;
public float IgniteDuration;
public bool Ignited = false;
public bool Extinguished = false;
public float TorchDuration;
public float TorchWarnDuration;
public float MinDistanceFromTerrain;
public float FuelTickingMultiplierOnGround;
[Header("Burning indicators")]
public GameObject StickObject;
public GameObject DestroyedOnExtinguish;
public GameObject TorchObject;
public ParticleSystem FireParticles;
public Light TorchLight;
public Color WarnColor;
public GameObject FireVolume;
public AudioSource TorchSound;
public AudioClip[] FireClips;
[Header("Runtime values")]
public float TorchFuel;
private Burnable Burnable;
private int BurningSourceCount = 0;
private float IgnitionStartTime = -1;
private Color NormalColor;
private Terrain Terrain;
private Vector3 TorchLightBasePosition;
private void Start() {
Burnable = GetComponent<Burnable>();
NormalColor = TorchLight.color;
TorchObject.SetActive(Ignited);
StickObject.SetActive(!Ignited);
Terrain = GameObject.FindGameObjectWithTag("Main Terrain").GetComponent<Terrain>();
TorchLightBasePosition = TorchLight.transform.localPosition;
}
private void Update() {
if (Extinguished) {
return;
}
if (Ignited) {
float FuelTickAmount = Time.deltaTime;
TorchLight.transform.localPosition = TorchLightBasePosition;
Vector3 LightPosition = TorchLight.transform.position;
float MinHeight = (Terrain.SampleHeight(LightPosition) + Terrain.transform.position.y) + MinDistanceFromTerrain;
if (LightPosition.y < MinHeight) {
// The light is on ground, clamp it above round (so the light doesn't look weird)
// and start ticking fuel at a higher rate
LightPosition.y = MinHeight;
FuelTickAmount *= FuelTickingMultiplierOnGround;
}
TorchLight.transform.position = LightPosition;
TorchFuel -= FuelTickAmount;
if (TorchFuel < TorchWarnDuration) {
TorchLight.color = Color.Lerp(TorchLight.color, WarnColor, 5f * Time.deltaTime);
} else {
TorchLight.color = Color.Lerp(TorchLight.color, NormalColor, 5f * Time.deltaTime);
}
if ((TorchSound.clip.length - TorchSound.time) <= Time.deltaTime || !TorchSound.isPlaying) {
TorchSound.clip = FireClips[Random.Range(0, FireClips.Length)];
TorchSound.time = 0;
TorchSound.Play();
}
float FuelFactor = 1f / (Mathf.Max(0, TorchDuration + 0.5f - TorchFuel) * 4f + 1);
TorchSound.volume = 0.5f + 0.5f * FuelFactor - (TorchFuel < TorchWarnDuration ? 0.1f : 0);
if (TorchFuel <= 0) {
FireParticles.Stop();
FireVolume.layer = gameObject.layer;
TorchLight.range = Mathf.Lerp(TorchLight.range, 0, 10f * Time.deltaTime);
if (TorchLight.range < 0.01f) {
Destroy(DestroyedOnExtinguish);
Extinguished = true;
}
}
} else if (!Ignited && !Burnable.BurningInCampfire && IgnitionStartTime != -1 && Time.time - IgnitionStartTime >= IgniteDuration) {
Ignited = true;
TorchFuel = TorchDuration;
TorchObject.SetActive(true);
FireParticles.Play();
StickObject.SetActive(false);
Burnable.Quality = IgnitedQuality;
}
}
private void OnTriggerEnter(Collider collider) {
if (!Ignited && collider.gameObject.layer == LayerMask.NameToLayer("Fire")) {
if (BurningSourceCount == 0) {
IgnitionStartTime = Time.time;
}
BurningSourceCount++;
}
}
private void OnTriggerExit(Collider collider) {
if (!Ignited && collider.gameObject.layer == LayerMask.NameToLayer("Fire")) {
BurningSourceCount--;
if (BurningSourceCount == 0) {
IgnitionStartTime = -1;
}
}
}
}

View File

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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

@ -0,0 +1,11 @@
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View File

@ -1,11 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
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;
@ -13,6 +15,11 @@ public class LoraxCuller : MonoBehaviour {
private int LastAngle = int.MaxValue;
private void Update() {
if (SceneManager.GetActiveScene().name != "VRScene") {
LastX = LastY = LastAngle = int.MaxValue;
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;
@ -46,11 +53,16 @@ public class LoraxCuller : MonoBehaviour {
}
}
CullingStatusChanged = false;
foreach (GameObject OldChunk in OldChunks) {
if (!EnabledChunks.Contains(OldChunk)) {
OldChunk.SetActive(false);
CullingStatusChanged = true;
}
}
if (EnabledChunks.Count > OldChunks.Count) {
CullingStatusChanged = true;
}
OldChunks = EnabledChunks;
}
}

View File

@ -4,7 +4,7 @@ MonoImporter:
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View File

@ -10,16 +10,18 @@ public class Options : MonoBehaviour {
public float AmbientVolume { get; set; }
public float FootstepVolume { get; set; }
public float DiaryVolume { get; set; }
public float TeleportVolume { get; set; }
private void Awake() {
InvertMouseX = false;
InvertMouseY = false;
CameraBobbing = true;
MouseSensitivity = 2f;
MasterVolume = 0.3f;
MasterVolume = 1f;
CampfireVolume = 1f;
AmbientVolume = 1f;
FootstepVolume = 1f;
DiaryVolume = 1f;
TeleportVolume = 0.1f;
}
}

View File

@ -0,0 +1,46 @@
using Boo.Lang.Runtime.DynamicDispatching;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
public class OptionsVR : MonoBehaviour {
public Options Options;
public Transform Display;
public SteamVR_Action_Boolean MenuInput;
public bool MenuOpen = false;
[Header("Sliders")]
public LinearMapping MasterSlider;
public LinearMapping FireSlider;
public LinearMapping AmbientSlider;
public LinearMapping FootstepsSlider;
public LinearMapping DiarySlider;
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) {
MenuOpen = !MenuOpen;
} else if (MenuOpen && (Display.position - Anchor.position).magnitude > 2) {
MenuOpen = false;
}
if (MenuOpen && !WasMenuOpen) {
transform.position = Anchor.position;
transform.rotation = Anchor.rotation;
}
Display.localScale = Vector3.Lerp(Display.localScale, MenuOpen ? new Vector3(1, 1, 1) : Vector3.zero, 10f * Time.deltaTime);
WasMenuOpen = MenuOpen;
Options.MasterVolume = MasterSlider.value;
Options.CampfireVolume = FireSlider.value;
Options.AmbientVolume = AmbientSlider.value;
Options.FootstepVolume = FootstepsSlider.value;
Options.DiaryVolume = DiarySlider.value;
Options.TeleportVolume = TeleportSlider.value;
}
}

View File

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View File

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickupStatus : MonoBehaviour {
public bool Grabbed = false;
public void Grab() {
Grabbed = true;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SfxPlayer : MonoBehaviour {
public AudioSource Source;
public AudioClip[] Clips;
private void Update() {
}
public void Play() {
if (enabled && Clips.Length > 0) {
Source.PlayOneShot(Clips[Random.Range(0, Clips.Length)]);
}
}
}

View File

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@ -0,0 +1,29 @@
using UnityEngine;
using Valve.VR.InteractionSystem;
using Valve.VR;
public class StartsInHand : MonoBehaviour {
public Hand Hand;
public Hand.AttachmentFlags Flags;
public bool StillInitiallyAttached = true;
public MonoBehaviour[] EnableOnDeattach;
private void Update() {
if (StillInitiallyAttached) {
GrabTypes GrabType = GrabTypes.Grip;
if (Hand.grabGripAction.state) {
StillInitiallyAttached = false;
GrabType = GrabTypes.Grip;
} else if (Hand.grabPinchAction.state) {
StillInitiallyAttached = false;
GrabType = GrabTypes.Pinch;
}
if (!StillInitiallyAttached) {
foreach (MonoBehaviour Component in EnableOnDeattach) {
Component.enabled = true;
}
}
Hand.AttachObject(gameObject, GrabType, Flags);
}
}
}

View File

@ -0,0 +1,11 @@
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@ -9,6 +9,8 @@ public class StickSpawner : MonoBehaviour {
public float StickSpawnChance = 0.5f;
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 StickSpawnTimer = 2f;
@ -18,18 +20,16 @@ public class StickSpawner : MonoBehaviour {
private float LastSpawn;
private bool CanSpawnNew = true;
private bool LastSpawnedWasCasette = false;
private Item SpawnedStick = null;
private CasettePickup SpawnedCasette = null;
private PickupStatus SpawnedPickup;
void Awake() {
Player = GameObject.FindGameObjectWithTag("Player");
Player = GameObject.FindGameObjectWithTag("MainCamera");
LastSpawn = Time.time + StickSpawnTimer * Random.value;
}
void Update() {
if (!CanSpawnNew) {
if ((LastSpawnedWasCasette && (SpawnedCasette == null || SpawnedCasette.PickedUp)) || (!LastSpawnedWasCasette && SpawnedStick.Grabbed)) {
if (SpawnedPickup == null || SpawnedPickup.Grabbed) {
CanSpawnNew = true;
} else {
return;
@ -43,22 +43,15 @@ public class StickSpawner : MonoBehaviour {
}
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;
if (Random.value <= CasetteChance) {
SpawnedThing = CasettePrefab;
LastSpawnedWasCasette = true;
} else {
LastSpawnedWasCasette = false;
}
CanSpawnNew = false;
var Spawned = GameObject.Instantiate(SpawnedThing, transform.position + Vector3.up * 2, Random.rotation);
if (LastSpawnedWasCasette) {
SpawnedCasette = Spawned.GetComponent<CasettePickup>();
} else {
SpawnedStick = Spawned.GetComponent<Item>();
}
SpawnedPickup = Spawned.GetComponent<PickupStatus>();
}
}
}

View File

@ -0,0 +1,23 @@
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;
}
}

View File

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@ -7,7 +7,7 @@ public class TerrainModelPlacer : MonoBehaviour {
private void Update() {
if (!Application.isPlaying) {
// Update is called in editor when values change
Terrain Terrain = GameObject.FindObjectOfType<Terrain>();
Terrain Terrain = GameObject.FindGameObjectWithTag("Main Terrain").GetComponent<Terrain>();
Vector3 Pos = transform.position;
Pos.y = Terrain.transform.position.y + Terrain.SampleHeight(Pos);
transform.position = Pos;

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;
}
}

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