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25 Commits
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Please ensure the quality of our HexaTorus
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Dispose
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We''re
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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assetBundleName:
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assetBundleVariant:
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@ -292,7 +292,7 @@ namespace Nothke.Interaction
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}
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else
|
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{
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Cursor.lockState = CursorLockMode.Locked;
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//Cursor.lockState = CursorLockMode.Locked;
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//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
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}
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#endif
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|
@ -19,7 +19,7 @@ namespace KinematicCharacterController.Examples
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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//Cursor.lockState = CursorLockMode.Locked;
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// Tell camera to follow transform
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CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
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@ -31,10 +31,10 @@ namespace KinematicCharacterController.Examples
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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//if (Input.GetMouseButtonDown(0))
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//{
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// Cursor.lockState = CursorLockMode.Locked;
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//}
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HandleCharacterInput();
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}
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||||
propertyPath: m_LocalPosition.x
|
||||
value: 5
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8361960510235702639, guid: cdb590802e3f6bd4db6d5eddce994501, type: 3}
|
||||
propertyPath: m_LocalPosition.x
|
||||
value: -0.25
|
||||
|
@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using KinematicCharacterController.Examples;
|
||||
using TMPro;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
@ -8,8 +8,20 @@ using UnityEngine;
|
||||
public class Scoreboard: MonoBehaviour
|
||||
{
|
||||
public static Scoreboard Instance;
|
||||
|
||||
public ExampleCharacterController Controller;
|
||||
public ExamplePlayer Player;
|
||||
public ExampleCharacterCamera Camera;
|
||||
public Transform StartPosition;
|
||||
public Transform StartLook;
|
||||
|
||||
public StagingManager.StageEnum CurrentStage;
|
||||
public LevelObjective CurrentObjective;
|
||||
|
||||
public LevelObjective Stage1Objective;
|
||||
public LevelObjective Stage2Objective;
|
||||
public LevelObjective Stage3Objective;
|
||||
|
||||
public Dictionary<ProductType, Vector2Int> ProductCounts = new ();
|
||||
|
||||
public float _timeLeft;
|
||||
@ -23,18 +35,39 @@ public class Scoreboard: MonoBehaviour
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
foreach (var stageProp in FindObjectsOfType<StageProp>(true))
|
||||
{
|
||||
stageProp.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void Start()
|
||||
public void StartStage(StagingManager.StageEnum stage)
|
||||
{
|
||||
SetObjective(CurrentObjective);
|
||||
CurrentStage = stage;
|
||||
|
||||
switch (stage)
|
||||
{
|
||||
case StagingManager.StageEnum.Level1:
|
||||
SetObjective(Stage1Objective);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level2:
|
||||
SetObjective(Stage2Objective);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level3:
|
||||
SetObjective(Stage3Objective);
|
||||
break;
|
||||
}
|
||||
|
||||
RestartCurrentStage();
|
||||
|
||||
UpdateText();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[MenuItem("Tools/Restart Level")]
|
||||
#endif
|
||||
public static void RestartLevel()
|
||||
public static void RestartCurrentStage()
|
||||
{
|
||||
foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
|
||||
{
|
||||
@ -49,6 +82,12 @@ public class Scoreboard: MonoBehaviour
|
||||
|
||||
Instance.SetObjective(Instance.CurrentObjective);
|
||||
Instance.UpdateText();
|
||||
|
||||
Instance.Controller.Motor.SetPosition(Instance.StartPosition.position);
|
||||
Instance.Controller.Motor.SetRotation(Instance.StartPosition.rotation);
|
||||
Instance.Player.enabled = false;
|
||||
Instance.Camera.transform.rotation = Instance.StartLook.rotation;
|
||||
Instance.Player.enabled = true;
|
||||
}
|
||||
|
||||
public void SetObjective(LevelObjective objective)
|
||||
@ -121,9 +160,32 @@ public class Scoreboard: MonoBehaviour
|
||||
{
|
||||
StringBuilder sb = new();
|
||||
|
||||
int totalSeconds = (int) _timeLeft;
|
||||
|
||||
int minutes = (int) _timeLeft / 60;
|
||||
int seconds = (int) _timeLeft % 60;
|
||||
sb.Append($"Time left: {minutes}:{seconds}\n");
|
||||
|
||||
sb.Append("Time left: ");
|
||||
|
||||
if (totalSeconds < 30)
|
||||
{
|
||||
sb.Append("<color=red>");
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append("<color=green>");
|
||||
}
|
||||
|
||||
if (seconds < 10)
|
||||
{
|
||||
sb.Append($"{minutes}:0{seconds}");
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append($"{minutes}:{seconds}");
|
||||
}
|
||||
|
||||
sb.Append("</color>\n");
|
||||
|
||||
sb.Append("\n");
|
||||
|
||||
@ -150,35 +212,39 @@ public class Scoreboard: MonoBehaviour
|
||||
public void CountScores()
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
|
||||
StringBuilder sb = new();
|
||||
|
||||
foreach (var quota in CurrentObjective.Quotas)
|
||||
{
|
||||
if (!ProductCounts.ContainsKey(quota.Type))
|
||||
{
|
||||
success = false;
|
||||
Debug.LogError($"Not enough {quota.Type.name}");
|
||||
sb.Append($"Not a single product of type {quota.Type.name} was produced!\n");
|
||||
break;
|
||||
}
|
||||
|
||||
if (quota.Quantity > TotalCount(quota.Type))
|
||||
{
|
||||
success = false;
|
||||
Debug.LogError($"Not enough {quota.Type.name}");
|
||||
sb.Append($"Not enough {quota.Type.name} were produced.\n");
|
||||
break;
|
||||
}
|
||||
|
||||
Debug.Log($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}");
|
||||
sb.Append($"{quota.Type.name}: {TotalCount(quota.Type)}/{quota.Quantity}\n");
|
||||
|
||||
if (quota.MaxDefectivePercentage < DefectPercentage(quota.Type))
|
||||
{
|
||||
success = false;
|
||||
Debug.LogError($"Too many broken {quota.Type.name}");
|
||||
sb.Append($"Too many of {quota.Type.name} were defective!\n");
|
||||
break;
|
||||
}
|
||||
|
||||
Debug.Log($"{quota.Type.name}: Quality level: {DefectPercentage(quota.Type)}%");
|
||||
sb.Append($"Overall {quota.Type.name} defect percentage: {DefectPercentage(quota.Type)}%\n");
|
||||
}
|
||||
|
||||
Debug.Log(success? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
|
||||
sb.Append(success ? CurrentObjective.SuccessMessage : CurrentObjective.FailureMessage);
|
||||
|
||||
UIManager.Instance.PushStageComplete(success, sb.ToString());
|
||||
}
|
||||
}
|
@ -32,6 +32,14 @@ public class SlidingCrane : MonoBehaviour
|
||||
public Transform cradleTransform;
|
||||
public Rigidbody cradleRb;
|
||||
|
||||
public AudioSource longMotionAudio;
|
||||
public AudioSource longMotionAudio2;
|
||||
public float longMotionPitchMult = 1;
|
||||
public AudioSource sideMotionAudio;
|
||||
public float sideMotionPitchMult = 1;
|
||||
public AudioSource heightMotionAudio;
|
||||
public float heightMotionPitchMult = 1;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
targetPoint = transform.position;
|
||||
@ -47,6 +55,11 @@ public class SlidingCrane : MonoBehaviour
|
||||
heightMotion.AccelerateTo(0);
|
||||
if (Input.GetKeyDown(KeyCode.F))
|
||||
heightMotion.AccelerateTo(1);
|
||||
|
||||
longMotionAudio.pitch = yMotion.velocity * longMotionPitchMult;
|
||||
longMotionAudio2.pitch = yMotion.velocity * (longMotionPitchMult + 0.05f);
|
||||
sideMotionAudio.pitch = xMotion.velocity * sideMotionPitchMult;
|
||||
heightMotionAudio.pitch = heightMotion.velocity * heightMotionPitchMult;
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
|
3
Assets/Scripts/UI.meta
Normal file
3
Assets/Scripts/UI.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8929854d39c43b68703c565297a73f1
|
||||
timeCreated: 1724110207
|
298
Assets/Scripts/UI/UIManager.cs
Normal file
298
Assets/Scripts/UI/UIManager.cs
Normal file
@ -0,0 +1,298 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class UIManager: MonoBehaviour
|
||||
{
|
||||
public static UIManager Instance;
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
}
|
||||
|
||||
public enum UIState
|
||||
{
|
||||
MainMenu = 0,
|
||||
Game = 1,
|
||||
Pause = 2,
|
||||
HowToPlay = 3,
|
||||
StageSelect = 4,
|
||||
ConfirmQuit = 5,
|
||||
StageComplete = 6,
|
||||
}
|
||||
|
||||
public List<UIState> StateStack = new List<UIState>() {UIState.MainMenu};
|
||||
|
||||
public GameObject MainMenu;
|
||||
public GameObject Reticle;
|
||||
public GameObject HowToPlay;
|
||||
public GameObject StageSelect;
|
||||
public GameObject Pause;
|
||||
public GameObject ConfirmQuit;
|
||||
|
||||
public GameObject StageComplete;
|
||||
public GameObject RetryButton;
|
||||
public GameObject NextStageButton;
|
||||
public TextMeshProUGUI StageCompleteText;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
MainMenu.SetActive(false);
|
||||
Reticle.SetActive(false);
|
||||
HowToPlay.SetActive(false);
|
||||
StageSelect.SetActive(false);
|
||||
ConfirmQuit.SetActive(false);
|
||||
Pause.SetActive(false);
|
||||
StageComplete.SetActive(false);
|
||||
|
||||
PushState(UIState.MainMenu);
|
||||
}
|
||||
|
||||
public void PushState(UIState state)
|
||||
{
|
||||
if (StateStack.Count > 0)
|
||||
{
|
||||
if (StateStack[0] == state)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
OnExitState(StateStack[0]);
|
||||
}
|
||||
|
||||
PopState();
|
||||
StateStack.Add(state);
|
||||
OnEnterState(state);
|
||||
}
|
||||
|
||||
public void PushMainMenu()
|
||||
{
|
||||
PushState(UIState.MainMenu);
|
||||
}
|
||||
|
||||
public void PushHowToPlay()
|
||||
{
|
||||
PushState(UIState.HowToPlay);
|
||||
}
|
||||
|
||||
public void PushStageSelect()
|
||||
{
|
||||
PushState(UIState.StageSelect);
|
||||
}
|
||||
|
||||
public void PushConfirmQuit()
|
||||
{
|
||||
PushState(UIState.ConfirmQuit);
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
TryTogglePause();
|
||||
}
|
||||
|
||||
public void TryTogglePause()
|
||||
{
|
||||
switch (StateStack[0])
|
||||
{
|
||||
case UIState.Game:
|
||||
PushState(UIState.Pause);
|
||||
break;
|
||||
case UIState.Pause:
|
||||
PushState(UIState.Game);
|
||||
break;
|
||||
case UIState.MainMenu:
|
||||
PushState(UIState.ConfirmQuit);
|
||||
break;
|
||||
case UIState.ConfirmQuit:
|
||||
PushState(UIState.MainMenu);
|
||||
break;
|
||||
case UIState.StageSelect:
|
||||
PushState(UIState.MainMenu);
|
||||
break;
|
||||
case UIState.HowToPlay:
|
||||
TryBackFromHelp();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private bool gameRunning;
|
||||
|
||||
public void TryToggleHelp()
|
||||
{
|
||||
if (StateStack[0] == UIState.Game)
|
||||
{
|
||||
PushState(UIState.HowToPlay);
|
||||
}
|
||||
else if (StateStack[0] == UIState.HowToPlay)
|
||||
{
|
||||
if (!gameRunning)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PushState(UIState.Game);
|
||||
}
|
||||
}
|
||||
|
||||
public void TryBackFromHelp()
|
||||
{
|
||||
if (gameRunning)
|
||||
{
|
||||
PushState(UIState.Game);
|
||||
}
|
||||
else
|
||||
{
|
||||
PushState(UIState.MainMenu);
|
||||
}
|
||||
}
|
||||
|
||||
public void PopState()
|
||||
{
|
||||
bool backToMain = false;
|
||||
|
||||
if (StateStack.Count > 0)
|
||||
{
|
||||
OnExitState(StateStack[0]);
|
||||
StateStack.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnterState(UIState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case UIState.MainMenu:
|
||||
MainMenu.SetActive(true);
|
||||
break;
|
||||
case UIState.Game:
|
||||
AudioListener.pause = false;
|
||||
Time.timeScale = 1f;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Reticle.SetActive(true);
|
||||
break;
|
||||
case UIState.ConfirmQuit:
|
||||
ConfirmQuit.SetActive(true);
|
||||
break;
|
||||
case UIState.StageSelect:
|
||||
StageSelect.SetActive(true);
|
||||
break;
|
||||
case UIState.HowToPlay:
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
HowToPlay.SetActive(true);
|
||||
break;
|
||||
case UIState.Pause:
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Pause.SetActive(true);
|
||||
break;
|
||||
case UIState.StageComplete:
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
StageComplete.SetActive(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnExitState(UIState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case UIState.MainMenu:
|
||||
MainMenu.SetActive(false);
|
||||
break;
|
||||
case UIState.Game:
|
||||
Reticle.SetActive(false);
|
||||
AudioListener.pause = true;
|
||||
Time.timeScale = 0f;
|
||||
break;
|
||||
case UIState.ConfirmQuit:
|
||||
ConfirmQuit.SetActive(false);
|
||||
break;
|
||||
case UIState.StageSelect:
|
||||
StageSelect.SetActive(false);
|
||||
break;
|
||||
case UIState.HowToPlay:
|
||||
HowToPlay.SetActive(false);
|
||||
break;
|
||||
case UIState.Pause:
|
||||
Pause.SetActive(false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void StartStage(int stage)
|
||||
{
|
||||
gameRunning = true;
|
||||
|
||||
Time.timeScale = 1f;
|
||||
Scoreboard.Instance.StartStage((StagingManager.StageEnum)stage);
|
||||
PushState(UIState.Game);
|
||||
}
|
||||
|
||||
public void RestartStage()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
Scoreboard.RestartCurrentStage();
|
||||
PushState(UIState.Game);
|
||||
}
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
TryTogglePause();
|
||||
return;
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.F1))
|
||||
{
|
||||
TryToggleHelp();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void PushStageComplete(bool success, string message)
|
||||
{
|
||||
if (Scoreboard.Instance.CurrentStage != StagingManager.StageEnum.Level3)
|
||||
{
|
||||
NextStageButton.SetActive(false);
|
||||
RetryButton.SetActive(false);
|
||||
}
|
||||
if (success)
|
||||
{
|
||||
NextStageButton.SetActive(true);
|
||||
RetryButton.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
NextStageButton.SetActive(false);
|
||||
RetryButton.SetActive(true);
|
||||
}
|
||||
|
||||
StageCompleteText.text = message;
|
||||
PushState(UIState.StageComplete);
|
||||
}
|
||||
|
||||
public void NextStage()
|
||||
{
|
||||
switch (Scoreboard.Instance.CurrentStage)
|
||||
{
|
||||
case StagingManager.StageEnum.Level1:
|
||||
StartStage(1);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level2:
|
||||
StartStage(2);
|
||||
break;
|
||||
case StagingManager.StageEnum.Level3:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Scripts/UI/UIManager.cs.meta
Normal file
3
Assets/Scripts/UI/UIManager.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d007036093842af8034f1c5e5c1e7e8
|
||||
timeCreated: 1724110214
|
84
Assets/Scripts/Utils/CollisionSounds.cs
Normal file
84
Assets/Scripts/Utils/CollisionSounds.cs
Normal file
@ -0,0 +1,84 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace Nothke.Audio
|
||||
{
|
||||
public class CollisionSounds : MonoBehaviour
|
||||
{
|
||||
const float RELATIVE_VELOCITY_TRESHOLD = 0.1f;
|
||||
|
||||
// impulse based, currently unused:
|
||||
//const float IMPULSE_VOLUME_MULT = 0.00001f;
|
||||
//const float IMPULSE_THRESHOLD = 1;
|
||||
|
||||
public CollisionSoundsProfile profile;
|
||||
|
||||
public float volumeVelocityMult = 0.05f;
|
||||
public float timeout = 0.05f;
|
||||
public float pitchMult = 1;
|
||||
float lastTime;
|
||||
|
||||
public bool preventDoubleSound;
|
||||
|
||||
public AudioMixerGroup mixerGroup;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Start()
|
||||
{
|
||||
if (!profile)
|
||||
Debug.LogError("No collision sounds profile assigned", this);
|
||||
}
|
||||
#endif
|
||||
|
||||
public void ResetTimeout()
|
||||
{
|
||||
lastTime = Time.time;
|
||||
}
|
||||
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
// Prevent sound in the first second
|
||||
float time = Time.time;
|
||||
if (time < 1)
|
||||
return;
|
||||
|
||||
if (timeout > 0)
|
||||
{
|
||||
if (time - lastTime < timeout)
|
||||
return;
|
||||
|
||||
lastTime = time;
|
||||
}
|
||||
|
||||
if (preventDoubleSound)
|
||||
{
|
||||
var colSound = collision.collider.GetComponent<CollisionSounds>();
|
||||
|
||||
if (colSound)
|
||||
colSound.ResetTimeout();
|
||||
}
|
||||
|
||||
//float impulse = (collision.impulse / Time.fixedDeltaTime).magnitude;
|
||||
//Debug.Log("Impulse: " + impulse);
|
||||
|
||||
//if (impulse < IMPULSE_THRESHOLD) return;
|
||||
|
||||
var relVel = collision.relativeVelocity.magnitude;
|
||||
|
||||
if (relVel < RELATIVE_VELOCITY_TRESHOLD)
|
||||
return;
|
||||
|
||||
Debug.Assert(profile, "No collision sounds profile assigned", this);
|
||||
|
||||
// TODO: Move parameters to AudioManager:
|
||||
profile.clips.Play(collision.GetContact(0).point,
|
||||
volume: relVel * volumeVelocityMult,
|
||||
pitch: Random.Range(0.95f, 1.05f) * pitchMult,
|
||||
minDistance: 10, mixerGroup: mixerGroup);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Utils/CollisionSounds.cs.meta
Normal file
11
Assets/Scripts/Utils/CollisionSounds.cs.meta
Normal file
@ -0,0 +1,11 @@
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guid: 075e36d3d3303934bac79dda1017c56c
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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|
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userData:
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assetBundleVariant:
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13
Assets/Scripts/Utils/CollisionSoundsProfile.cs
Normal file
13
Assets/Scripts/Utils/CollisionSoundsProfile.cs
Normal file
@ -0,0 +1,13 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Nothke.Audio
|
||||
{
|
||||
[CreateAssetMenu(menuName = "CollisionSoundsProfile", fileName = "CollisionSoundsProfile")]
|
||||
public class CollisionSoundsProfile : ScriptableObject
|
||||
{
|
||||
public AudioClip[] clips;
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/Utils/CollisionSoundsProfile.cs.meta
Normal file
11
Assets/Scripts/Utils/CollisionSoundsProfile.cs.meta
Normal file
@ -0,0 +1,11 @@
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assetBundleVariant:
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anisotropicTextures: 1
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asyncUploadPersistentBuffer: 1
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terrainDetailDensityScale: 1
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enableLODCrossFade: 1
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lodBias: 1.5
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maximumLODLevel: 0
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enableLODCrossFade: 1
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streamingMipmapsAddAllCameras: 1
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streamingMipmapsMemoryBudget: 512
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@ -215,16 +289,28 @@ QualitySettings:
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|
||||
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|
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|
||||
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|
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m_TextureMipmapLimitGroupNames: []
|
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m_PerPlatformDefaultQuality:
|
||||
Android: 2
|
||||
Lumin: 5
|
||||
GameCoreScarlett: 5
|
||||
GameCoreXboxOne: 5
|
||||
Lumin: 5
|
||||
Nintendo 3DS: 5
|
||||
Nintendo Switch: 5
|
||||
PS4: 5
|
||||
PS5: 5
|
||||
Server: 0
|
||||
Stadia: 5
|
||||
Standalone: 5
|
||||
WebGL: 3
|
||||
|
Loading…
Reference in New Issue
Block a user