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OnTriggerEnter(Collider other) //determines if player collides with exit zone + { + if (other.gameObject == player) + { + m_IsPlayerAtExit = true; + } + } + + public void CaughtPlayer() + { + m_IsPlayerCaught = true; + } + + void Update() + { + if (m_IsPlayerAtExit) + { + EndLevel(exitBackgroundImageCanvasGroup, false, exitAudio); + } + else if (m_IsPlayerCaught) + { + EndLevel(caughtBackgroundImageCanvasGroup, true, caughtAudio); + } + } + + + void EndLevel(CanvasGroup imageCanvasGroup, bool doRestart, AudioSource audioSource) + { + + + if (!m_HasAudioPlayed) + { + audioSource.Play(); + m_HasAudioPlayed = true; //changing so audio only plays once + } + + m_Timer += Time.deltaTime; + imageCanvasGroup.alpha = m_Timer / fadeDuration; + + if (m_Timer > fadeDuration + displayImageDuration) //change alpha of whatever is passed in + { + if (doRestart) + { + SceneManager.LoadScene(0); //access 0th scene to restart + } + else + { + Application.Quit(); + } + } + } +} + + diff --git a/Assets/Scripts/GameEnding.cs.meta b/Assets/Scripts/GameEnding.cs.meta new file mode 100755 index 0000000..957c80b --- /dev/null +++ b/Assets/Scripts/GameEnding.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9fc9c8791f8e534e8e77177c4797ba4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Observer.cs b/Assets/Scripts/Observer.cs new file mode 100755 index 0000000..b7129b9 --- /dev/null +++ b/Assets/Scripts/Observer.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Observer : MonoBehaviour +{ + public Transform player; + public GameEnding gameEnding; + + bool m_IsPlayerInRange; + + void OnTriggerEnter(Collider other) + { + if (other.transform == player) //checks if player is within range of trigger + { + m_IsPlayerInRange = true; + } + } + + void OnTriggerExit(Collider other) + { + if (other.transform == player) + { + m_IsPlayerInRange = false; + } + } + + void Update() + { + if (m_IsPlayerInRange) + { + Vector3 direction = player.position - transform.position + Vector3.up; //creates raycast origin/direction at player's center of mass (0,1,0) + Ray ray = new Ray(transform.position, direction); + RaycastHit raycastHit; + + if (Physics.Raycast(ray, out raycastHit)) + { + if (raycastHit.collider.transform == player) //determines whether the hit collider is the player's + { + gameEnding.CaughtPlayer(); + } + } + } + } +} diff --git a/Assets/Scripts/Observer.cs.meta b/Assets/Scripts/Observer.cs.meta new file mode 100755 index 0000000..628805d --- /dev/null +++ b/Assets/Scripts/Observer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 422176f48cc596642a86e4623a7e0e1d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs new file mode 100755 index 0000000..ead51cd --- /dev/null +++ b/Assets/Scripts/PlayerMovement.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerMovement : MonoBehaviour +{ + public float turnSpeed = 20f; //.15s turn speed + + Animator m_Animator; + Rigidbody m_Rigidbody; + AudioSource m_AudioSource; + Vector3 m_Movement; + Quaternion m_Rotation = Quaternion.identity; + + void Start() + { + m_Animator = GetComponent(); //creates reference to Animator + m_Rigidbody = GetComponent(); + + m_AudioSource = GetComponent(); + } + + void FixedUpdate() + { + float horizontal = Input.GetAxis("Horizontal"); + float vertical = Input.GetAxis("Vertical"); + + m_Movement.Set(horizontal, 0f, vertical); + m_Movement.Normalize(); //keep direction, but change magnitude to 1 + + bool hasHorizontalInput = !Mathf.Approximately(horizontal, 0f); //detects horizontal input, true when horizontal is non-zero + bool hasVerticalInput = !Mathf.Approximately(vertical, 0f); //detects vertical input + bool isWalking = hasHorizontalInput || hasVerticalInput; //lateral movement in either of the above detected as input + m_Animator.SetBool("IsWalking", isWalking); + + if (isWalking) + { + if (!m_AudioSource.isPlaying) + { + m_AudioSource.Play(); //play audio if it isnt playing already + } + } + else + { + m_AudioSource.Stop(); + } + + Vector3 desiredForward = Vector3.RotateTowards(transform.forward, m_Movement, turnSpeed * Time.deltaTime, 0f); //calc forward vector by multiplying change per second by time the frame takes, not change per frame + m_Rotation = Quaternion.LookRotation(desiredForward); + + } + + void OnAnimatorMove() + { + m_Rigidbody.MovePosition(m_Rigidbody.position + m_Movement * m_Animator.deltaPosition.magnitude); //movement + m_Rigidbody.MoveRotation(m_Rotation); //rotation + + + } + 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destination of agent + } + + void Update() + { + if (navMeshAgent.remainingDistance < navMeshAgent.stoppingDistance) + { + m_CurrentWaypointIndex = (m_CurrentWaypointIndex + 1) % waypoints.Length; //update current index, use it to set agent destination + navMeshAgent.SetDestination(waypoints[m_CurrentWaypointIndex].position); + } + } +} diff --git a/Assets/Scripts/WaypointPatrol.cs.meta b/Assets/Scripts/WaypointPatrol.cs.meta new file mode 100755 index 0000000..0168b95 --- /dev/null +++ b/Assets/Scripts/WaypointPatrol.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07b9609854fdea3469a624483adfa214 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100755 index 0000000..88faa47 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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_Detail("Detail (RGB)", 2D) = "gray" {} + } + SubShader{ + Tags{ "RenderType" = "Transparent" "Queue"="Transparent+1" } + + Pass + { + ZWrite On + ColorMask 0 + } + + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGBA + ZWrite On + LOD 200 + + CGPROGRAM +#pragma surface surf Standard fullforwardshadows alpha +#pragma target 3.0 + + sampler2D _MainTex; + sampler2D _BumpMap; + sampler2D _RimMask; + sampler2D _Detail; + sampler2D _DetailMask; + sampler2D _EmissiveMap; + + struct Input { + float2 uv_MainTex; + fixed3 viewDir; + float2 uv_Detail; + float2 uv_DetailMask; + }; + half _Glossiness; + half _Metallic; + fixed4 _Color; + fixed4 _RimColor; + fixed _RimPower; + fixed _RimBias; + fixed Alpha; + float4 _EmissiveColor; + + void surf(Input IN, inout SurfaceOutputStandard o) + { + fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + fixed3 normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex),1); + fixed4 rimMask = tex2D(_RimMask, IN.uv_MainTex); + fixed4 mask = tex2D(_DetailMask, IN.uv_DetailMask); + fixed4 detail = tex2D(_Detail,IN.uv_Detail); + c.rgb *= detail.rgb * 2; + o.Albedo = c.rgb; + o.Normal = normal; + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + + half4 emission = tex2D(_EmissiveMap, IN.uv_MainTex) * _EmissiveColor; + o.Emission = emission.rgb; + + fixed3 view = normalize(IN.viewDir); + fixed3 nml = o.Normal; + fixed VdN = dot(view, nml); + fixed rim = _RimBias - saturate(VdN); + o.Emission = (smoothstep(1 - _RimColor.rgb, _RimBias, (rim - rimMask)) * _RimPower) + emission; + + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/Shaders/SpookyStandardShader.shader.meta b/Assets/Shaders/SpookyStandardShader.shader.meta new file mode 100755 index 0000000..aa8677a --- /dev/null +++ b/Assets/Shaders/SpookyStandardShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1eb9c0266056a2e4cb9ec2719955e6c7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + 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ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + + #pragma shader_feature OUTLINE_FRONT + + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + struct v2f { + float4 pos : POSITION; + float4 color : COLOR; + }; + + float _Border; + float4 _BorderColor; + + v2f vert(appdata v) + { + v2f o; + #if OUTLINE_FRONT + o.pos = UnityObjectToClipPos(v.vertex); + + float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); + float2 offset = TransformViewToProjection(norm.xy); + + o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Border; + o.color = _BorderColor; + #else + o.pos = float4(0, 0, 0, 0); + o.color = float4(0, 0, 0, 0); + #endif + return o; + } + + half4 frag(v2f i) :COLOR{ return i.color; } + ENDCG + } + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma shader_feature SPECULAR_ENABLE + #pragma surface 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PerformanceReportingSettings: + m_Enabled: 0 diff --git a/ProjectSettings/VFXManager.asset b/ProjectSettings/VFXManager.asset new file mode 100755 index 0000000..6e0eaca --- /dev/null +++ b/ProjectSettings/VFXManager.asset @@ -0,0 +1,11 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!937362698 &1 +VFXManager: + m_ObjectHideFlags: 0 + m_IndirectShader: {fileID: 0} + m_CopyBufferShader: {fileID: 0} + m_SortShader: {fileID: 0} + m_RenderPipeSettingsPath: + m_FixedTimeStep: 0.016666668 + m_MaxDeltaTime: 0.05 diff --git a/ProjectSettings/XRSettings.asset b/ProjectSettings/XRSettings.asset new file mode 100755 index 0000000..482590c --- /dev/null +++ b/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/README.md b/README.md index c08f372..2e563a0 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ Character assets and sounds are from the Unity asset store, scripts/behaviors an * instantiating unit models and prefabs * creating/assigning animator states and transitions * assigning physics to game objects -* scripting object interactions +* scripting object interactions (inside Assets folder) * character movement in 3D * creating enemy behaviors with raycasting and waypoints * win/loss screens from trigger interactions