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@ -4,36 +4,24 @@ using UnityEngine;
public class ConveyorBelt : MonoBehaviour public class ConveyorBelt : MonoBehaviour
{ {
Rigidbody _rb;
Rigidbody rb { get { if (!_rb) _rb = GetComponent<Rigidbody>(); return _rb; } }
public float speed = 1; public float speed = 1;
Vector3 startPosition; List<ContactPoint> contactPoints = new List<ContactPoint>();
float scrollingTextureProgress = 0; private void OnCollisionStay(Collision collision)
public float scrollingTextureSpeedMult = 1; {
public Renderer scrollingTextureRenderer; Vector3 targetSpeed = speed * Vector3.forward;
private void Start() Vector3 vel = collision.relativeVelocity;
{
startPosition = rb.position;
}
private void FixedUpdate() int count = collision.GetContacts(contactPoints);
{
rb.position = startPosition;
Vector3 targetSpeed = speed * transform.forward;
rb.MovePosition(rb.position + targetSpeed * Time.deltaTime);
}
private void Update() if (collision.rigidbody)
{ {
if(scrollingTextureRenderer) for (int i = 0; i < count; i++)
{ {
scrollingTextureProgress += Time.deltaTime * speed * scrollingTextureSpeedMult;
scrollingTextureRenderer.material.SetTextureOffset("_MainTex", }
new Vector2(0, scrollingTextureProgress));
} }
} }
} }

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@ -1,8 +0,0 @@
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folderAsset: yes
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@ -1,12 +0,0 @@
using UnityEngine;
using UnityEditor;
class TexturePreprocessor : AssetPostprocessor
{
void OnPreprocessTexture()
{
// if (assetPath.Contains("_bumpmap"))
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.filterMode = FilterMode.Point;
}
}

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@ -1,11 +0,0 @@
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fileFormatVersion: 2
guid: 71cc283a7f7c45649d6fabee033bce4a
timeCreated: 1723894561

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@ -1,17 +0,0 @@
using UnityEngine;
public class StageProp: MonoBehaviour
{
public StagingManager.StageEnum ActiveAtStages;
public void Start()
{
StagingManager.RegisterStageProp(this);
gameObject.SetActive(false);
}
public void OnDestroy()
{
StagingManager.RemoveStageProp(this);
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 71cd04e41258435d9d03d9b67cb4b7ed
timeCreated: 1723894689

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@ -1,77 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class StagingManager: MonoBehaviour
{
public static StagingManager Instance;
public static List<StageProp> StageProps;
public StageEnum CurrentStage;
[Flags]
public enum StageEnum
{
Level1 = 1,
Level2 = 2,
}
public void Start()
{
if (Instance == null)
{
Instance = this;
}
SetStage(StageEnum.Level1);
}
public void OnDestroy()
{
StageProps.Clear();
}
public static void RegisterStageProp(StageProp stageProp)
{
if (StageProps == null)
{
StageProps = new List<StageProp>();
}
if (!StageProps.Contains(stageProp))
{
StageProps.Add(stageProp);
}
}
public static void RemoveStageProp(StageProp stageProp)
{
if (StageProps.Contains(stageProp))
{
StageProps.Remove(stageProp);
}
}
public static void SetStage(StageEnum stage)
{
Instance.CurrentStage = stage;
foreach (var stageProp in StageProps)
{
stageProp.gameObject.SetActive((stageProp.ActiveAtStages & stage) != 0);
}
}
[MenuItem("Tools/Staging/Level1")]
public static void SetStage1()
{
SetStage(StageEnum.Level1);
}
[MenuItem("Tools/Staging/Level2")]
public static void SetStage2()
{
SetStage(StageEnum.Level2);
}
}

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@ -1,3 +0,0 @@
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guid: 892330fb84d24d79b298b2fa65e8e92f
timeCreated: 1723894601

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folderAsset: yes
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@ -1,89 +0,0 @@
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
using RigidTransform = Unity.Mathematics.RigidTransform;
using quaternion = Unity.Mathematics.quaternion;
public static class Grid
{
public static float CellSize = 0.25f;
public static float HalfCellSize => CellSize / 2;
public static int3 ToSnappedDirection(this float3 direction)
{
float3 absDirection = abs(direction);
int axisIndex = absDirection.x >= absDirection.y
? absDirection.x >= absDirection.z ? 0 : 2
: absDirection.y >= absDirection.z ? 1 : 2;
int3 snappedDirection = 0;
snappedDirection[axisIndex] = direction[axisIndex] > 0f ? 1 : -1;
return snappedDirection;
}
public static int3x3 ToSnappedOrientation(this quaternion rotation)
{
float3x3 orientation = float3x3(rotation);
int3 snappedRight = ToSnappedDirection(orientation.c0);
int3 upMask = (int3)(snappedRight == 0);
int3 snappedUp = ToSnappedDirection(orientation.c1 * upMask);
int3 forwardMask = upMask * (int3)(snappedUp == 0);
int3 snappedForward = ToSnappedDirection(orientation.c2 * forwardMask);
return int3x3(snappedRight, snappedUp, snappedForward);
}
public static float3 ToMeters(int3 size) => (float3)size * HalfCellSize;
private static RigidTransform GetParentSpace(Transform t)
{
Transform parent = t.parent;
GridUnit parentUnit = parent != null ? parent.GetComponentInParent<GridUnit>() : null;
if (parentUnit == null)
{
return RigidTransform.identity;
}
Transform parentTransform = parentUnit.transform;
RigidTransform parentSpace = RigidTransform(parentTransform.rotation, parentTransform.position);
float3 corner = parentUnit.CenterOffset - ToMeters(parentUnit.Size);
parentSpace.pos = transform(parentSpace, corner);
return parentSpace;
}
public static void SnapUnit(Transform t, int3 size, float3 centerOffset)
{
RigidTransform parentSpace = GetParentSpace(t);
RigidTransform rt = RigidTransform(t.rotation, t.position);
rt = mul(inverse(parentSpace), rt);
int3x3 snappedOrientation = rt.rot.ToSnappedOrientation();
rt.rot = quaternion.LookRotation(snappedOrientation.c2, snappedOrientation.c1);
float3 nudge = float3(1f);
if (size.x % 2 == 0)
nudge += snappedOrientation.c0;
if (size.y % 2 == 0)
nudge += snappedOrientation.c1;
if (size.z % 2 == 0)
nudge += snappedOrientation.c2;
nudge *= 0.5f;
float3 centerOffsetW = mul(rt.rot, centerOffset);
float3 centerW = rt.pos + centerOffsetW;
centerW = (round(centerW / CellSize - nudge) + nudge) * CellSize;
rt.pos = centerW - centerOffsetW;
rt = mul(parentSpace, rt);
t.SetPositionAndRotation(rt.pos, rt.rot);
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 742f76c1bb9643469274cdb6fceee9ac
timeCreated: 1723893723

View File

@ -1,58 +0,0 @@
using UnityEngine;
using UnityEditor;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Grid;
using Color = UnityEngine.Color;
#if UNITY_EDITOR
[ExecuteAlways]
[SelectionBase]
[DisallowMultipleComponent]
public class GridUnit : MonoBehaviour
{
public int3 Size = new (1, 1, 1);
private Vector3 SizeInMeters => new (Size.x * CellSize, Size.y * CellSize, Size.z * CellSize);
public float3 CenterOffset;
[SerializeField, HideInInspector]
private int3 cachedSize = new (1, 1, 1);
[SerializeField, HideInInspector]
private float3 cachedOffset;
private bool isDirty => transform.hasChanged ||
!all(cachedOffset != CenterOffset) ||
!all(cachedSize == Size);
public void Update()
{
if (!isDirty)
{
return;
}
SnapUnit(transform, Size, CenterOffset);
transform.hasChanged = false;
cachedOffset = CenterOffset;
cachedSize = Size;
}
[DrawGizmo(GizmoType.InSelectionHierarchy)]
private static void DrawGizmo(GridUnit unit, GizmoType type)
{
Transform t = unit.transform;
quaternion rotation = t.rotation;
var position = (float3)t.position + mul(rotation, unit.CenterOffset);
Gizmos.color = Color.white;
Gizmos.matrix = Matrix4x4.TRS(position, rotation, Vector3.one);
Gizmos.DrawWireCube(Vector3.zero, unit.SizeInMeters);
}
}
#endif

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: af3e57595c24e7b4dbb6f7f44db23525
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProductReceiver : MonoBehaviour
{
///HashSet<Rigidbody> enteredBodies = new HashSet<Rigidbody>();
public int normalProductCount;
public int defectiveProductCount;
private void OnCollisionEnter(Collision collision)
{
var rb = collision.rigidbody;
if (!rb)
{
return;
}
//enteredBodies.Add(rb);
if (rb.GetComponent<DefectiveProduct>())
{
defectiveProductCount++;
}
else
{
normalProductCount++;
}
Destroy(rb.gameObject);
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6de8f4eed85043df853aee4396834741
timeCreated: 1723897952

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9adc44b5a83c4f599556f32f639d3934
timeCreated: 1723896059

View File

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

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 05b73befcbdd4bbfaaee667a8da86b1f
timeCreated: 1723897738

View File

@ -1,36 +0,0 @@
using System;
using UnityEngine;
using Random = UnityEngine.Random;
[CreateAssetMenu(fileName = "New Product Description", menuName = "Data/Product Description", order = 0)]
public class ProductDescription : ScriptableObject
{
[Serializable]
public struct Product
{
public GameObject Prefab;
[Range(0,100)]
public int Probability;
}
public Product[] Products;
public GameObject GetRandomProduct()
{
float randomValue = Random.value;
float sum = 0;
for (var i = 0; i < Products.Length; i++)
{
var product = Products[i];
sum += product.Probability / 100f;
if (randomValue <= sum)
{
return product.Prefab;
}
}
return null;
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a80c2e8703664de8943062f03eedfe17
timeCreated: 1723896074

View File

@ -1,73 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class ProductSpawner : MonoBehaviour
{
public enum ProductionPhaseType
{
Pause = 0,
Production = 1,
}
[Serializable]
public struct ProductionPhase
{
public ProductionPhaseType Type;
public ProductDescription Description;
[Min(1f)]
public float Duration;
[Min(1f)]
public float TotalSpawnCount;
public float SpawnInterval => Duration / TotalSpawnCount;
}
public List<ProductionPhase> ProductionPhases;
public float _remainingDuration;
public float _spawnTimer;
private void Update()
{
if (ProductionPhases.Count == 0)
{
enabled = false;
return;
}
var currentPhase = ProductionPhases[0];
if (_remainingDuration <= 0)
{
_remainingDuration = currentPhase.Duration;
_spawnTimer = 0f;
}
_remainingDuration -= Time.deltaTime;
if (currentPhase.Type != ProductionPhaseType.Pause)
{
_spawnTimer -= Time.deltaTime;
if (_spawnTimer >= 0f)
{
if (_remainingDuration <= 0)
{
ProductionPhases.RemoveAt(0);
}
return;
}
_spawnTimer = currentPhase.SpawnInterval;
Instantiate(currentPhase.Description.GetRandomProduct(), transform.position, Quaternion.identity);
}
if (_remainingDuration <= 0)
{
ProductionPhases.RemoveAt(0);
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 13fa2421a3e649448c929ac42745ad65
timeCreated: 1723896826

View File

@ -1,49 +0,0 @@
using Nothke.Utils;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SlidingCrane : MonoBehaviour
{
public InertialInterpolator xMotion = InertialInterpolator.Default();
public InertialInterpolator yMotion = InertialInterpolator.Default();
public Transform xTransform;
public Transform yTransform;
public float yRange = 10;
public float xRange = 5;
public Transform testTgt;
public Vector3 target;
void Start()
{
yMotion.AccelerateTo(1);
xMotion.AccelerateTo(1);
}
void Update()
{
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);
yMotion.AccelerateTo(yTgt);
float x = Mathf.Lerp(-xRange, xRange, xMotion.progress);
float y = yMotion.progress * yRange;
yTransform.localPosition = new Vector3(0, 0, yMotion.progress * yRange);
xTransform.localPosition = new Vector3(x, 0, 0);
}
}

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@ -1,11 +0,0 @@
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@ -1,406 +0,0 @@
///
/// Interpolator and InertialInterpolator by Nothke
///
/// A utility struct for when a value needs to smoothly transition between 2 states.
///
/// Call Regress() to make the state advance towards 0,
/// or Progress() to make it advance towards 1.
/// Alternatively use Toggle().
/// SetTo(value) will set it to a state immediately.
///
/// Call Update() every frame or fixed frame for the transition to progress.
///
/// An Interpolator is a version that transits at fixed speed.
///
/// An InertialInterpolator is a version that uses inertia, it will accelerate from one state,
/// and slow down when approaching the end state.
/// InertialInterpolator can also advance to arbitrary point with AccelerateTo(value).
/// It can also "emergency-stop" by calling StartBraking().
///
/// It doesn't matter if you call the functions repeatedly or once.
///
/// Make sure to have a maxSpeed parameter higher than 0, otherwise they won't move.
///
/// To initialize the struct correctly in inspector (with maxSpeed > 0) use:
/// public Interpolator interpolator = Interpolator.Default();
///
/// ============================================================================
///
/// MIT License
///
/// Copyright(c) 2021 Ivan Notaroš
///
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in all
/// copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
/// SOFTWARE.
///
/// ============================================================================
///
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Nothke.Utils
{
public enum ProgressionState
{
AtStart,
Progressing,
AtEnd,
Regressing
};
public interface IInterpolator
{
void Update(float dt);
ProgressionState State { get; }
/// <summary>
/// Advance value towards 1.
/// </summary>
void Progress();
/// <summary>
/// Advance value towards 0.
/// </summary>
void Regress();
void SetTo(float value);
/// <summary>
/// Toggle progression between progressing or regressing.
/// </summary>
void Toggle();
}
[System.Serializable]
public struct Interpolator : IInterpolator
{
public float maxSpeed;
[HideInInspector]
public float progress, velocity;
ProgressionState state;
public ProgressionState State => state;
//public bool ProgressingOrAtEnd => state == DeploymentState.Progressing || state == DeploymentState.AtEnd;
public static Interpolator Default()
{
return new Interpolator()
{
maxSpeed = 1
};
}
public void Progress()
{
velocity = maxSpeed;
state = ProgressionState.Progressing;
}
public void Regress()
{
velocity = -maxSpeed;
state = ProgressionState.Regressing;
}
public void Toggle()
{
if (state == ProgressionState.AtEnd || state == ProgressionState.Progressing)
Regress();
else
Progress();
}
public void SetTo(float value)
{
value = Mathf.Clamp01(value);
progress = value;
velocity = 0;
if (value == 1)
state = ProgressionState.AtEnd;
else if (value == 0)
state = ProgressionState.AtStart;
else
state = ProgressionState.Progressing;
}
public void Update(float dt)
{
if (maxSpeed == 0)
return;
progress += velocity * dt;
if (velocity < 0 && progress < 0)
{
progress = 0;
if (state == ProgressionState.Regressing)
{
velocity = 0;
state = ProgressionState.AtStart;
}
}
else if (velocity > 0 && progress > 1)
{
progress = 1;
if (state == ProgressionState.Progressing)
{
velocity = 0;
state = ProgressionState.AtEnd;
}
}
}
}
[System.Serializable]
public struct InertialInterpolator : IInterpolator
{
public float maxSpeed;
public float acceleration;
public float brakingAcceleration;
[HideInInspector] public float progress;
[HideInInspector] public float velocity;
[HideInInspector] public float accel;
private ProgressionState state;
[HideInInspector] public bool braking;
private float endTarget;
private float beginTarget;
public ProgressionState State => state;
public bool Stopped => velocity == 0;
public static InertialInterpolator Default()
{
return new InertialInterpolator()
{
maxSpeed = 1f,
acceleration = 1f,
endTarget = 1f
};
}
public void Toggle()
{
if (state == ProgressionState.AtEnd || state == ProgressionState.Progressing)
Regress();
else
Progress();
}
private void ProgressTo(float to)
{
endTarget = to;
accel = acceleration;
state = ProgressionState.Progressing;
braking = velocity < 0;
if (braking)
accel = brakingAcceleration > 0 ? brakingAcceleration : acceleration;
}
public void Progress()
{
ProgressTo(1);
}
private void RegressTo(float to)
{
beginTarget = to;
accel = -acceleration;
state = ProgressionState.Regressing;
braking = velocity > 0;
if (braking)
accel = brakingAcceleration > 0 ? -brakingAcceleration : -acceleration;
}
public void Regress()
{
RegressTo(0);
}
/// <summary>
/// Sets the target to start accelerating to. Note, the input should always be 0-1
/// </summary>
/// <param name="to"></param>
public void AccelerateTo(float to)
{
if (progress < to)
ProgressTo(to);
else
RegressTo(to);
}
/// <summary>
/// The interpolator will start decelerating with brakingAcceleration eventually slowly coming to a stop,
/// overriding any progression status.
/// </summary>
public void StartBraking()
{
if (braking)
return;
braking = true;
switch (velocity)
{
case > 0:
ProgressTo(Mathf.Min(progress + StoppingDistance(velocity, -brakingAcceleration), 1));
return;
case < 0:
RegressTo(Mathf.Max(progress - -StoppingDistance(velocity, brakingAcceleration), 0));
return;
}
}
static float StoppingDistance(float curVelo, float accel)
{
return curVelo * curVelo / (2 * -accel);
}
public void Update(float dt)
{
if (maxSpeed == 0)
Debug.Log("MaxSpeed of a Deployer is 0, there will be no movement. Please set it before using");
// Limit velocity
if (velocity < -maxSpeed)
{
accel = 0;
velocity = -maxSpeed + Mathf.Epsilon;
}
else if (velocity > maxSpeed)
{
accel = 0;
velocity = maxSpeed - Mathf.Epsilon;
}
if (brakingAcceleration > 0 && !braking)
{
// TODO: Handle the case where braking force is so big that it immediately reverses the direction
// In that case we should skip braking state entirely
if (velocity > 0 && state == ProgressionState.Progressing)
{
float stopDist = StoppingDistance(velocity, -brakingAcceleration);
if (progress > endTarget - stopDist)
{
accel = -brakingAcceleration;
braking = true;
}
}
else if (velocity < 0 && state == ProgressionState.Regressing)
{
float stopDist = -StoppingDistance(velocity, brakingAcceleration);
if (progress < beginTarget + stopDist)
{
accel = brakingAcceleration;
braking = true;
}
}
}
if (braking)
{
if (accel < 0 && velocity < 0)
{
if (state == ProgressionState.Progressing)
SetTo(endTarget);
else
{
braking = false;
accel = -acceleration;
}
}
else if (accel > 0 && velocity > 0)
{
if (state == ProgressionState.Regressing)
SetTo(beginTarget);
else
{
braking = false;
accel = acceleration;
}
}
}
velocity += accel * dt;
progress += velocity * dt;
// Clamp between 0-1
if (velocity < 0 && progress < 0)
{
progress = 0;
velocity = 0;
if (state == ProgressionState.Regressing)
SetTo(0);
}
else if (velocity > 0 && progress > 1)
{
progress = 1;
velocity = 0;
if (state == ProgressionState.Progressing)
SetTo(1);
}
}
public void SetTo(float value)
{
value = Mathf.Clamp01(value);
progress = value;
velocity = 0;
accel = 0;
braking = false;
if (value == 1)
state = ProgressionState.AtEnd;
else if (value == 0)
state = ProgressionState.AtStart;
else
state = ProgressionState.Progressing;
}
}
}

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@ -1,44 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeightDetector : MonoBehaviour
{
HashSet<Rigidbody> enteredBodies = new HashSet<Rigidbody>();
private void OnCollisionEnter(Collision collision)
{
var rb = collision.rigidbody;
if (rb)
{
enteredBodies.Add(rb);
}
}
private void OnCollisionExit(Collision collision)
{
var rb = collision.rigidbody;
if (rb)
{
enteredBodies.Remove(rb);
}
}
public float GetTotalWeight()
{
float totalMass = 0;
foreach (var body in enteredBodies)
{
totalMass += body.mass;
}
return totalMass;
}
//private void Update()
//{
// Debug.Log(GetTotalWeight());
//}
}

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@ -1,11 +0,0 @@
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Shader "Triplanar"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Albedo Top", 2D) = "white" {}
_MainTex1("Albedo Front", 2D) = "white" {}
_MainTex2("Albedo Side", 2D) = "white" {}
_SizeX("SizeX", Float) = 20
_SizeY("SizeY", Float) = 20
_NX("NX", Range(0,1)) = 1
_NY("NY", Range(0,1)) = 1
_NZ("NZ", Range(0,1)) = 1
_PreventRepeatMult("Prevent Repeat Mult", Float) = 0
[MaterialToggle] _FlipTop("Flip Top", Float) = 0
//_SplatMap("Splat", 2D) = "white" {}
_OcclusionTex("Occlusion Map", 2D) = "white" {}
//_BumpMap0("Normal", 2D) = "white" {}
//_BumpMap1("Normal", 2D) = "white" {}
//_BumpMap2("Normal", 2D) = "white" {}
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MainTex1;
sampler2D _MainTex2;
fixed4 _Color;
fixed _NX;
fixed _NY;
fixed _NZ;
half _SizeX;
half _SizeY;
half _PreventRepeatMult;
//sampler2D _BumpMap0;
//sampler2D _BumpMap1;
//sampler2D _BumpMap2;
//sampler2D _SplatMap;
sampler2D _OcclusionTex;
uniform bool _FlipTop;
struct Input
{
half3 worldPos;
fixed3 worldNormal;
fixed2 uv_OcclusionTex;
INTERNAL_DATA
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
half2 scale = half2(_SizeX, _SizeY);
float3 wp = IN.worldPos;
//float3 n = IN.worldNormal;
// top down
half2 uvy = (_FlipTop ? wp.xz : wp.zx) + wp.y * _PreventRepeatMult;
// sideways
half2 uvx = wp.zy + wp.x * _PreventRepeatMult;
half2 uvz = wp.xy + wp.z * _PreventRepeatMult;
//n.x * wp.yz + n.y * wp.xz + n.z * wp.xy;
fixed4 cy = tex2D(_MainTex, uvy / scale); // top down
fixed4 cx = tex2D(_MainTex2, uvx / scale); // left right
fixed4 cz = tex2D(_MainTex1, uvz / scale); // back forth
//fixed3 n0 = UnpackNormal(tex2D(_BumpMap0, IN.worldPos.xz / scale));
//fixed3 n1 = UnpackNormal(tex2D(_BumpMap1, IN.worldPos.xy / scale));
//fixed3 n2 = UnpackNormal(tex2D(_BumpMap2, IN.worldPos.zy / scale));
fixed occlusion = tex2D(_OcclusionTex, IN.uv_OcclusionTex.xy);
fixed3 nWNormal = Unity_SafeNormalize(IN.worldNormal*fixed3(_NX, _NY, _NZ));
//fixed3 nWNormal = IN.worldNormal;
fixed3 projnormal = saturate(pow(nWNormal*1.5, 4));
//fixed4 splatMap = tex2D(_SplatMap, IN.worldPos.xz / scale);
//fixed splat = splatMap.r;
// Sides
half4 result = lerp(cz, cx, projnormal.x);
// Top
result = lerp(result, cy, round(projnormal.y * (0.5+ result.r)));
//half3 resultBump = lerp(n0, n1, projnormal.z);
//resultBump = lerp(resultBump, n2, projnormal.x);
//normal = lerp(normal, half3(0, 1, 0), projnormal.z);
//half3 normal = resultBump;
//o.Normal = normal;
o.Albedo = result.rgb * _Color.rgb * occlusion;
o.Alpha = result.a * _Color.a;
o.Occlusion = occlusion;
//o.Normal = normal;
}
ENDCG
}
Fallback "VertexLit"
}

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