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Assets/Scripts/UI/GalleryMenu.cs rename to Assets/Scripts/UI/MainMenu/GalleryMenu.cs index 869cb566a..20ef95642 100644 --- a/Assets/Scripts/UI/GalleryMenu.cs +++ b/Assets/Scripts/UI/MainMenu/GalleryMenu.cs @@ -118,7 +118,8 @@ void PopulateGrid(int page) } // Scale the weapon so it fits within the UI - float scaleFactor = gridCellSize.x / bounds.size.z; + //float scaleFactor = gridCellSize.x / bounds.size.z; + float scaleFactor = bounds.size.z + 60; gun.LeanScale(new Vector3(scaleFactor, scaleFactor, scaleFactor), 0.2f); // Recalculate bounds @@ -128,10 +129,13 @@ void PopulateGrid(int page) } // Center the gun on the grid cell - gun.transform.localPosition = new Vector3(0 - bounds.center.z * gridCellSize.x / 4, gridCellSize.y / 3, -bounds.extents.x); + //gun.transform.localPosition = new Vector3(0 - bounds.center.z * gridCellSize.x / 4, gridCellSize.y / 3, -bounds.extents.x); + gun.transform.position = new Vector3(gridElement.position.x, gridElement.position.y + .9f, gridElement.position.z); + // Rotate the weapon to the correct angle - gun.transform.Rotate(Vector3.up * 90); + //gun.transform.Rotate(Vector3.up * 90); + gun.transform.forward = gridElement.right; // Add the weapon name string name = GunFactory.GetGunName(weapon.body, weapon.barrel, weapon.extension); diff --git a/Assets/Scripts/UI/GalleryMenu.cs.meta b/Assets/Scripts/UI/MainMenu/GalleryMenu.cs.meta similarity index 100% rename from Assets/Scripts/UI/GalleryMenu.cs.meta rename to Assets/Scripts/UI/MainMenu/GalleryMenu.cs.meta diff --git a/Assets/Scripts/UI/MainMenuController.cs b/Assets/Scripts/UI/MainMenu/MainMenuController.cs similarity index 100% rename from Assets/Scripts/UI/MainMenuController.cs rename to Assets/Scripts/UI/MainMenu/MainMenuController.cs diff --git a/Assets/Scripts/UI/MainMenuController.cs.meta b/Assets/Scripts/UI/MainMenu/MainMenuController.cs.meta similarity index 100% rename from Assets/Scripts/UI/MainMenuController.cs.meta rename to 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transform.LeanRotateAroundLocal(Vector3.up, RotationDegrees, RotationSeconds).setLoopCount(-1); + } +} diff --git a/Assets/Scripts/UI/MainMenu/MainMenuSunMovement.cs.meta b/Assets/Scripts/UI/MainMenu/MainMenuSunMovement.cs.meta new file mode 100644 index 000000000..a5ca7a435 --- /dev/null +++ b/Assets/Scripts/UI/MainMenu/MainMenuSunMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 324782eef0e82f446be6d39bd6d24713 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/MainMenu/MainMenuTumbleweed.cs b/Assets/Scripts/UI/MainMenu/MainMenuTumbleweed.cs new file mode 100644 index 000000000..6d8366655 --- /dev/null +++ b/Assets/Scripts/UI/MainMenu/MainMenuTumbleweed.cs @@ -0,0 +1,34 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.Mathematics; +using UnityEngine; + +public class MainMenuTumbleweed : MonoBehaviour +{ + [SerializeField] + private Transform target; + [SerializeField] + private GameObject model; + [SerializeField] + private Terrain terrain; + private float terrainHeight; + + private void Start() + { + // Rotates model 360 degrees + model.transform.LeanRotateAroundLocal(model.transform.forward,360,1).setLoopCount(-1); + + + } + + private void LateUpdate() + { + // Get the height of the terrain at the position of TumbleweedParent + terrainHeight = terrain.SampleHeight(transform.position); + // Change TumbleweedParent's height to be the height of the terrain + 2 + transform.position = new Vector3(transform.position.x, terrain.GetPosition().y + terrainHeight + 2, transform.position.z); + // Keeps parent y-axis pointed at target + transform.LookAt(new Vector3(target.position.x, transform.position.y, target.position.z), transform.up); + } +} diff --git a/Assets/Scripts/UI/MainMenu/MainMenuTumbleweed.cs.meta 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