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13 Commits

Author SHA1 Message Date
Khauvinkh ae76789a51 Added defect detector prefab. 2024-08-17 21:07:25 +02:00
Khauvinkh ece1afe008 Removed erroneous force application to player. 2024-08-17 20:47:21 +02:00
Khauvinkh dc6b67ccd3 Merge branch 'master' of https://github.com/nothke/quality-control 2024-08-17 20:39:44 +02:00
Khauvinkh a5e306eb33 Added more prefabs 2024-08-17 20:38:25 +02:00
nothke 747458335d Added NAudio 2024-08-17 20:17:15 +02:00
Khauvinkh 2db5ea7ef2 Imported catwalk models 2024-08-17 19:08:50 +02:00
Khauvinkh b28452b3b1 Added player character model 2024-08-17 19:08:25 +02:00
Vuk b984a69079 player model! 2024-08-17 18:15:20 +02:00
nothke dd1c0284ab Magnet no longer sticking to itself, and crane stuff 2024-08-17 16:55:28 +02:00
nothke fae1548cf4 More realistic magnets and a little bit of waiting time 2024-08-17 16:39:05 +02:00
nothke 41ed2e559f Crane logic fixes 2024-08-17 16:29:47 +02:00
nothke b2d8ac944c Working magnet and crane AI 2024-08-17 16:13:26 +02:00
nothke 601c99ebf6 Magnet 2024-08-17 15:13:39 +02:00
74 changed files with 10658 additions and 3195 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CranePickDrop : MonoBehaviour
{
public SlidingCrane crane;
public Magnet magnet;
public Transform dropTarget;
public Rigidbody handlingBody;
public float magnetStrength;
public enum State
{
Idle,
Catching,
WaitingToCatch,
Tansporting,
Finished,
}
public State state;
float timer = 0;
public void OnTriggerEnterSignalReceived(EnterTriggerSender sender)
{
var otherRb = sender.triggeredCollider.attachedRigidbody;
if (otherRb && otherRb.isKinematic == false && state == State.Idle)
{
handlingBody = otherRb;
crane.testTgt = handlingBody.transform;
state = State.Catching;
}
}
public void OnTriggerExitSignalReceived(EnterTriggerSender sender)
{
var otherRb = sender.triggeredCollider;
}
void Start()
{
magnetStrength = magnet.strength;
}
void Update()
{
if (state == State.Catching)
{
Debug.Assert(handlingBody, this);
magnet.strength = magnetStrength;
if (magnet.IsCloseTo(handlingBody, 2f))
{
crane.testTgt = null;
state = State.WaitingToCatch;
timer = 3;
}
}
else if (state == State.WaitingToCatch)
{
timer -= Time.deltaTime;
if (timer < 0)
{
state = State.Tansporting;
crane.testTgt = dropTarget;
}
}
else if (state == State.Tansporting)
{
if (magnet.IsCloseToPlanar(dropTarget))
{
magnet.strength = 0;
state = State.Idle;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class EnterTriggerSender : MonoBehaviour
{
public UnityEvent onEnterEvent;
public UnityEvent onExitEvent;
public Collider triggeredCollider;
private void OnTriggerEnter(Collider other)
{
Debug.Log("Entered: " + other.name);
triggeredCollider = other;
onEnterEvent.Invoke();
}
private void OnTriggerExit(Collider other)
{
Debug.Log("Exited: " + other.name);
triggeredCollider = other;
onExitEvent.Invoke();
}
}

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fileFormatVersion: 2
guid: dff77f06996a4ff1942273ccf704d6f1
timeCreated: 1723917395

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using UnityEngine;
public class AudioAlarm : MonoBehaviour
{
public float Duration;
private bool _isPlaying;
public void PlayAlarm()
{
Debug.Log("Playing alarm");
}
}

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fileFormatVersion: 2
guid: c996d1be4ecb4e8d92bc4344f7f98854
timeCreated: 1723921340

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class StationaryDefectDetector : MonoBehaviour
{
public UnityEvent AlarmEvent;
[Range(0, 100)]
public int FalsePositiveChance;
[Range(0, 100)]
public int FalseNegativeChance;
public List<Product> _detectedDefects;
private void OnTriggerEnter(Collider other)
{
if (other.TryGetComponent(out Product product))
{
if (_detectedDefects.Contains(product))
{
return;
}
_detectedDefects.Add(product);
if (other.TryGetComponent(out DefectiveProduct defectiveProduct))
{
var falseNegativeRoll = Random.Range(0, 100);
if (falseNegativeRoll > FalseNegativeChance)
{
AlarmEvent.Invoke();
}
}
else
{
var falsePositiveRoll = Random.Range(0, 100);
if (falsePositiveRoll < FalsePositiveChance)
{
AlarmEvent.Invoke();
}
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.TryGetComponent(out DefectiveProduct product))
{
if (_detectedDefects.Contains(product))
{
_detectedDefects.Remove(product);
}
}
}
}

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fileFormatVersion: 2
guid: e00ad13b6427460abe6c3aec6566b6e5
timeCreated: 1723920624

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using System.Collections.Generic;
using UnityEngine;
public class TrashBin : MonoBehaviour
{
public float CooldownDuration;
private float _cooldownTimer;
private float _incinerationTimer = 1f;
public float IncinerationDuration = 1f;
public float doorVelocity = 5f;
public Transform DoorTransform;
public Transform OpenAnchor;
public Transform ClosedAnchor;
private Vector3 _targetPosition;
List<Product> enteredProducts = new List<Product>();
public void Start()
{
_targetPosition = OpenAnchor.position;
}
public void OnTriggerEnter(Collider otherCollider)
{
var rb = otherCollider.GetComponent<Rigidbody>();
if (!rb)
{
return;
}
if (otherCollider.TryGetComponent(out Product product))
{
if (!enteredProducts.Contains(product))
{
enteredProducts.Add(product);
}
_cooldownTimer = CooldownDuration;
_targetPosition = ClosedAnchor.position;
}
}
public void OnTriggerExit(Collider collider)
{
if (collider.TryGetComponent(out Product product))
{
if (enteredProducts.Contains(product))
{
enteredProducts.Remove(product);
}
}
}
private void Update()
{
DoorTransform.position = Vector3.Lerp(
DoorTransform.position,
_targetPosition,
Time.deltaTime * doorVelocity);
if (_cooldownTimer <= 0)
{
return;
}
_cooldownTimer -= Time.deltaTime;
_incinerationTimer -= Time.deltaTime;
if (_incinerationTimer <= 0)
{
foreach (var product in enteredProducts)
{
Destroy(product.gameObject);
}
enteredProducts.Clear();
_incinerationTimer = IncinerationDuration;
}
if (_cooldownTimer <= 0)
{
_targetPosition = OpenAnchor.position;
}
}
}

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fileFormatVersion: 2
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timeCreated: 1723917379

29
Assets/Scripts/Magnet.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Magnet : MonoBehaviour
{
Rigidbody _rb;
Rigidbody rb { get { if (!_rb) _rb = GetComponent<Rigidbody>(); return _rb; } }
public float strength = 100;
private void OnTriggerStay(Collider other)
{
var otherRb = other.attachedRigidbody;
if (otherRb && otherRb.isKinematic == false)
{
Vector3 dir = otherRb.position - transform.position;
float dirSq = Vector3.SqrMagnitude(dir);
float forceMagnitude = strength * (1.0f / dirSq);
Vector3 force = dir.normalized * forceMagnitude;
otherRb.AddForce(-force);
if (rb)
rb.AddForce(force);
}
}
}

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///
/// NAudio by Nothke
/// Simple clip playing and audio source creation in a single line
///
/// See function summaries and examples for usage
///
/// DEFINES:
///
/// Pooling creates a few sources on start and saves them in a queue, reusing them on every play,
/// so sources are not created and destroyed every time played, freeing GC.
/// If you don't want to use pooling, comment this line:
#define POOLING
/// If you are using native audio spatializer, uncomment following line. It will enable spatialization in sources
//#define ENABLE_SPATIALIZER_API
/// If using Oculus audio - ONSP, uncomment following line. It will add the ONSPAudioSource script to sources
//#define USE_OCULUS_AUDIO
//#define SEEK_NOT_PLAYING_SOURCES
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public static class NAudio
{
#if POOLING
public static Queue<AudioSource> sourcePool;
const int POOL_SIZE = 50;
#else
// Just to make sure destroy won't cut the sound short in case of an increased latency
const float DESTROY_AFTER_MARGIN_SECONDS = 0.2f;
#endif
const float DEFAULT_MIN_DISTANCE = 1;
const float DEFAULT_SPREAD = 0;
public static Transform root;
#if POOLING
static AudioSource GetNextSource()
{
AudioSource source = sourcePool.Dequeue();
sourcePool.Enqueue(source);
#if SEEK_NOT_PLAYING_SOURCES
int search = 0;
while (source.isPlaying)
{
source = sourcePool.Dequeue();
sourcePool.Enqueue(source);
if (search >= POOL_SIZE)
{
Debug.LogError("All sounds are playing, increase the pool size");
break;
}
search++;
}
#endif
return source;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void InitializePool()
{
InitializePool(POOL_SIZE);
}
public static void InitializePool(int size)
{
if (sourcePool != null && sourcePool.Count > 0)
{
//Debug.LogWarning("Pool already exists");
foreach (var source in sourcePool)
{
if (source)
{
Object.Destroy(source);
}
}
}
sourcePool = new Queue<AudioSource>(size);
GameObject rootGO = new GameObject("NAudio_Pool");
root = rootGO.transform;
for (int i = 0; i < size; i++)
{
sourcePool.Enqueue(CreateSource(root));
}
}
#endif
/// <summary>
/// Plays a clip at a position with properties
/// </summary>
/// <param name="clip">Clip to play</param>
/// <param name="position">Position at which it will be played</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="spread">How 'wide' the panning will be in 3d. 0 means it will be heard from only one direction, 180 is all around, 360 is opposite direction.</param>
/// <param name="minDistance">The distance at which source volume will be 1 and falloff. Technically this is the sound intensity.</param>
/// <param name="mixerGroup">Add source to mixer group</param>
/// <param name="parent">A transform to attach source to. Position is still world position before parenting.</param>
/// <returns></returns>
public static AudioSource Play(
this AudioClip clip,
Vector3 position,
float volume = 1,
float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null,
Transform parent = null)
{
if (volume == 0) return null;
if (pitch == 0) return null;
Debug.Assert(clip != null, "No AudioClip was passed");
#if POOLING
if (sourcePool == null)
InitializePool();
AudioSource source = GetNextSource();
if (!source) return null;
GameObject go = source.gameObject;
#else
GameObject go = new GameObject("AudioTemp");
AudioSource source = go.AddComponent<AudioSource>();
#endif
go.transform.position = position;
source.spatialBlend = 1; // Makes the source 3D
source.minDistance = minDistance;
source.loop = false;
source.clip = clip;
source.volume = volume;
source.pitch = pitch;
source.spread = spread;
source.dopplerLevel = 0;
source.outputAudioMixerGroup = mixerGroup;
if (parent)
source.transform.parent = parent;
#if ENABLE_SPATIALIZER_API
source.spatialize = true;
#endif
#if USE_OCULUS_AUDIO && !POOLING
source.gameObject.AddComponent<ONSPAudioSource>().SetParameters(ref source);
#endif
source.Play();
#if !POOLING
// Division by zero prevented at the top of the function
GameObject.Destroy(source.gameObject, clip.length * (1 / pitch) + DESTROY_AFTER_MARGIN_SECONDS);
#endif
return source;
}
/// <summary>
/// Plays a random AudioClip from an array at a position
/// </summary>
/// <param name="clips">An array of AudioClips</param>
/// <param name="position">Position at which it will be played</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="spread">How 'wide' the panning will be in 3d. 0 means it will be heard from only one direction, 180 is all around, 360 is opposite direction.</param>
/// <param name="minDistance">The distance at which source volume will be 1 and falloff. Technically this is the sound intensity.</param>
/// <param name="mixerGroup">Add source to mixer group</param>
/// <param name="parent">A transform to attach source to. Position is still world position before parenting.</param>
/// <param name="noRepeatSwap">Swaps the order of array so that the same clip never plays twice in succession. Changes the order of clips in the input array.</param>
/// <returns></returns>
public static AudioSource Play(
this AudioClip[] clips, Vector3 position,
float volume = 1, float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null,
Transform parent = null,
bool noRepeatSwap = false)
{
Debug.Assert(clips != null, "NAudio: Clips array is null");
Debug.Assert(clips.Length != 0, "NAudio: No clips in array");
int i;
if (clips.Length == 0)
{
i = 0;
}
else if (noRepeatSwap)
{
i = Random.Range(1, clips.Length);
var tmp = clips[0];
clips[0] = clips[i];
clips[i] = tmp;
i = 0;
}
else
{
i = Random.Range(0, clips.Length);
}
return Play(clips[i], position, volume, pitch, spread, minDistance, mixerGroup, parent);
}
#region 2D
static AudioSource _source2D;
static AudioSource source2D
{
get
{
if (!_source2D)
_source2D = CreateSource(spatialBlend: 0, loop: false);
return _source2D;
}
}
public static AudioSource Play2D(
this AudioClip clip,
float volume = 1)
{
source2D.PlayOneShot(clip, volume);
return source2D;
}
public static AudioSource Play2D(
this AudioClip[] clips, float volume = 1)
{
source2D.PlayOneShot(clips[Random.Range(0, clips.Length)], volume);
return source2D;
}
public static AudioSource Play2D(
this AudioClip[] clips,
float volume = 1, float pitch = 1,
float spread = DEFAULT_SPREAD,
float minDistance = DEFAULT_MIN_DISTANCE,
AudioMixerGroup mixerGroup = null)
{
return Play(clips[Random.Range(0, clips.Length)], Vector3.zero, volume, pitch, spread, minDistance, mixerGroup);
}
#endregion
// AUDIO SOURCE CREATION
/// <summary>
/// Creates an audio source with parameters
/// </summary>
/// <param name="at">Creates a source object as a child to this transform</param>
/// <param name="clip">AudioClip that will be attached to this source and played when Play() is called</param>
/// <param name="volume"></param>
/// <param name="pitch"></param>
/// <param name="loop"></param>
/// <param name="playAtStart"></param>
/// <param name="minDistance"></param>
/// <param name="spread"></param>
/// <param name="spatialBlend"></param>
/// <param name="mixerGroup"></param>
/// <returns></returns>
public static AudioSource CreateSource(
Transform at = null, AudioClip clip = null,
float volume = 1, float pitch = 1,
bool loop = true, bool playAtStart = false,
float minDistance = DEFAULT_MIN_DISTANCE,
float spread = DEFAULT_SPREAD,
float spatialBlend = 1,
AudioMixerGroup mixerGroup = null)
{
GameObject go = new GameObject("AudioLoop");
go.transform.parent = at;
go.transform.localPosition = Vector3.zero;
AudioSource source = go.AddComponent<AudioSource>();
source.loop = loop;
source.clip = clip;
source.volume = volume;
source.spatialBlend = spatialBlend;
source.spread = spread;
source.minDistance = minDistance;
source.playOnAwake = playAtStart;
source.outputAudioMixerGroup = mixerGroup;
#if USE_OCULUS_AUDIO
source.gameObject.AddComponent<ONSPAudioSource>().SetParameters(ref source);
#endif
return source;
}
public static void PlayRandomTime(this AudioSource source)
{
if (source.clip == null) return;
source.time = Random.Range(0, source.clip.length);
source.Play();
}
}

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@ -1,6 +1,6 @@
using UnityEngine;
public class DefectiveProduct : MonoBehaviour
public class DefectiveProduct : Product
{
}

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@ -0,0 +1,6 @@
using UnityEngine;
public class Product : MonoBehaviour
{
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 813c296fdd6145aeaa5dfd4a2b2ca423
timeCreated: 1723917512

View File

@ -17,14 +17,14 @@ public class ProductDescription : ScriptableObject
public GameObject GetRandomProduct()
{
float randomValue = Random.value;
float randomValue = Random.Range(0, 100);
float sum = 0;
for (var i = 0; i < Products.Length; i++)
{
var product = Products[i];
sum += product.Probability / 100f;
sum += product.Probability;
if (randomValue <= sum)
{
return product.Prefab;

View File

@ -17,24 +17,23 @@ public class SlidingCrane : MonoBehaviour
public Transform testTgt;
public Vector3 target;
void Start()
private void Start()
{
yMotion.AccelerateTo(1);
xMotion.AccelerateTo(1);
target = transform.position;
}
void Update()
{
if (testTgt)
target = testTgt.position;
Vector3 localTarget = transform.InverseTransformPoint(target);
xMotion.Update(Time.deltaTime);
yMotion.Update(Time.deltaTime);
Vector2 targetPlanar = new Vector2(localTarget.x, localTarget.z);
float xTgt = Mathf.InverseLerp(-xRange, xRange, targetPlanar.x);
Debug.Log(xTgt);
float yTgt = Mathf.InverseLerp(0, yRange, targetPlanar.y);
xMotion.AccelerateTo(xTgt);
@ -43,6 +42,9 @@ public class SlidingCrane : MonoBehaviour
float x = Mathf.Lerp(-xRange, xRange, xMotion.progress);
float y = yMotion.progress * yRange;
xMotion.Update(Time.deltaTime);
yMotion.Update(Time.deltaTime);
yTransform.localPosition = new Vector3(0, 0, yMotion.progress * yRange);
xTransform.localPosition = new Vector3(x, 0, 0);
}

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class DistanceExtension
{
public static Vector2 Planar(this Vector3 vector)
{
return new Vector2(vector.x, vector.z);
}
public static bool IsCloseTo(this Component c1, Component c2, float range = 1f)
{
return Vector3.Distance(c1.transform.position, c2.transform.position) < range;
}
public static bool IsCloseToPlanar(this Component c1, Component c2, float range = 1f)
{
return Vector2.Distance(c1.transform.position.Planar(), c2.transform.position.Planar()) < range;
}
}

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