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25 Commits

Author SHA1 Message Date
nothke 3fe6bd51eb Reverted shadow distance 2024-08-20 04:28:28 +02:00
nothke 2fcd27ed43 Added factory walls to main 2024-08-20 04:28:12 +02:00
Daniel Tyomin 8447fe871c visuals up 2024-08-20 03:57:57 +02:00
Daniel Tyomin 70c7059412 Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:56:49 +02:00
Daniel Tyomin 867cfa1bb1 visuals up 2024-08-20 03:56:46 +02:00
nothke 83f942370f Conveyor belt fix 2024-08-20 03:55:27 +02:00
Daniel Tyomin 375426bd1e minor fixes 2024-08-20 03:55:02 +02:00
nothke 522329f39b Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:47:19 +02:00
nothke 807ad0daa5 Conveyor belt railings model 2024-08-20 03:47:01 +02:00
Daniel Tyomin b3f5e469c8 ups 2024-08-20 03:46:38 +02:00
Daniel Tyomin e33cf93443 scene up 2024-08-20 03:41:40 +02:00
Daniel Tyomin 8164d21c5b scene up 2024-08-20 03:31:42 +02:00
Daniel Tyomin b3c5f3474f Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-20 03:30:14 +02:00
Daniel Tyomin 15a3d8238f ups 2024-08-20 03:30:10 +02:00
Daniel Tyomin 7c50f1b9a9 Mesh up 2024-08-20 02:50:56 +02:00
nothke 16c2b1623b Crane sounds 2 2024-08-20 02:17:26 +02:00
nothke cfb0032e66 Crane sounds 2024-08-20 02:10:02 +02:00
Vuk 7a73a68945 machine hums 2024-08-20 02:02:49 +02:00
Vuk c450b9525b player fall death sound 2024-08-20 01:49:29 +02:00
Daniel Tyomin ff6b95b251 UI ups 2024-08-20 01:43:15 +02:00
nothke 46c473436e Added cardboard sounds to boxes 2024-08-20 01:38:50 +02:00
Vuk 85506cbe87 player footsteps 2024-08-20 01:33:30 +02:00
Vuk 3bd2c5ef49 box drop/hit sounds 2024-08-20 01:29:22 +02:00
nothke 5f5f43b3cf Added collision sounds 2024-08-20 01:12:54 +02:00
Daniel Tyomin 8df84480d3 quick and dirty fixes 2024-08-20 00:59:45 +02:00
82 changed files with 29480 additions and 32819 deletions

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LevelMessage: 'Welcome, employee!
Please ensure the quality of our HexaTorus
product.'
Please ensure the quality of our Torus product.
Dispose
of defective units using the disposal belt.'
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FailureMessage: Try again!
FailureMessage: Please try harder in the future!

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@ -21,7 +21,13 @@ MonoBehaviour:
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LevelMessage: We are pleased to announce that we have secured the capital for the
expansion.
LevelMessage: 'We have scaled up Torus production.
The newest Torus assembly
line is equipped with an automatic defect scanner, pay attention to its signals.
We''re
also happy to announce that an E(tm) production line is now operational.'
SuccessMessage: Great job!
FailureMessage: Try again!
FailureMessage: Please try harder in the future!

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@ -22,6 +22,6 @@ MonoBehaviour:
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LevelMessage: We are pleased to announce that we have secured the capital for the
expansion.
expansion of E(tm) production.
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@ -292,7 +292,7 @@ namespace Nothke.Interaction
}
else
{
Cursor.lockState = CursorLockMode.Locked;
//Cursor.lockState = CursorLockMode.Locked;
//System.Windows.Forms.Cursor.Position = new System.Drawing.Point(Screen.width / 2, Screen.height / 2);
}
#endif

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@ -19,7 +19,7 @@ namespace KinematicCharacterController.Examples
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
//Cursor.lockState = CursorLockMode.Locked;
// Tell camera to follow transform
CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
@ -31,10 +31,10 @@ namespace KinematicCharacterController.Examples
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Cursor.lockState = CursorLockMode.Locked;
}
//if (Input.GetMouseButtonDown(0))
//{
// Cursor.lockState = CursorLockMode.Locked;
//}
HandleCharacterInput();
}

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weightedMode: 0
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m_PreInfinity: 2
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reverbZoneMixCustomCurve:
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time: 0
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GameObject:
m_ObjectHideFlags: 0
@ -226,7 +612,7 @@ Transform:
m_GameObject: {fileID: 4060506572131258815}
serializedVersion: 2
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m_LocalPosition: {x: 20.26, y: 0, z: 28.17}
m_LocalPosition: {x: 20.25, y: -0.07000017, z: 28.25}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@ -285,6 +671,13 @@ MonoBehaviour:
targetPoint: {x: 0, y: 0, z: 0}
cradleTransform: {fileID: 6812918532662551388}
cradleRb: {fileID: 649759971140379373}
longMotionAudio: {fileID: 8651885808841767174}
longMotionAudio2: {fileID: 163112024993937402}
longMotionPitchMult: 4
sideMotionAudio: {fileID: 1855008019202322405}
sideMotionPitchMult: 6
heightMotionAudio: {fileID: 5227443098315188985}
heightMotionPitchMult: 10
--- !u!114 &5328903551856804412
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@ -642,6 +1035,134 @@ Transform:
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Loop: 1
Mute: 0
Spatialize: 0
SpatializePostEffects: 0
Priority: 128
DopplerLevel: 1
MinDistance: 2
MaxDistance: 500
Pan2D: 0
rolloffMode: 0
BypassEffects: 0
BypassListenerEffects: 0
BypassReverbZones: 0
rolloffCustomCurve:
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GameObject:
m_ObjectHideFlags: 0
@ -667,7 +1188,7 @@ Transform:
m_GameObject: {fileID: 6783289179467170831}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 5, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -1062,6 +1583,10 @@ PrefabInstance:
propertyPath: m_Name
value: crane_magent
objectReference: {fileID: 0}
- target: {fileID: 3485108705020879377, guid: 146ff579bcab1a343bdcbf24e8b5e462, type: 3}
propertyPath: m_Enabled
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
value: 0
@ -1150,7 +1675,7 @@ Rigidbody:
serializedVersion: 4
m_Mass: 50
m_Drag: 1
m_AngularDrag: 0.05
m_AngularDrag: 10
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
@ -1192,7 +1717,7 @@ ConfigurableJoint:
spring: 0
damper: 0
m_LinearLimit:
limit: 2
limit: 1.5
bounciness: 0
contactDistance: 0
m_AngularXLimitSpring:
@ -1782,6 +2307,9 @@ PrefabInstance:
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@ -2066,6 +2594,9 @@ PrefabInstance:
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@ -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($"{minutes}:{seconds}");
}
sb.Append("</color>\n");
sb.Append("\n");
@ -151,34 +213,38 @@ public class Scoreboard: MonoBehaviour
{
bool success = true;
StringBuilder sb = new();
foreach (var quota in CurrentObjective.Quotas)
{
if (!ProductCounts.ContainsKey(quota.Type))
{
success = false;
Debug.LogError($"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());
}
}

View File

@ -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
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fileFormatVersion: 2
guid: f8929854d39c43b68703c565297a73f1
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@ -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;
}
}
}

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fileFormatVersion: 2
guid: 1d007036093842af8034f1c5e5c1e7e8
timeCreated: 1724110214

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@ -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);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nothke.Audio
{
[CreateAssetMenu(menuName = "CollisionSoundsProfile", fileName = "CollisionSoundsProfile")]
public class CollisionSoundsProfile : ScriptableObject
{
public AudioClip[] clips;
}
}

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