From 2bb8ad7e12bf11e35dc6ea48ffb8098908546fdc Mon Sep 17 00:00:00 2001 From: octia Date: Mon, 4 Jul 2022 18:42:23 +0200 Subject: [PATCH] Final Changes --- Assets/Art/PhysicsMaterials.meta | 8 + .../PhysicsMaterials/Slippery.physicMaterial | 14 + .../Slippery.physicMaterial.meta | 8 + Assets/Prefabs/UI.meta | 8 + Assets/Prefabs/UI/OffOnButton.prefab | 261 +++++++ Assets/Prefabs/UI/OffOnButton.prefab.meta | 7 + Assets/Prefabs/UI/Setting.prefab | 373 ++++++++++ Assets/Prefabs/UI/Setting.prefab.meta | 7 + Assets/Scenes/Main.unity | 461 ++++++++++-- Assets/Scripts/ClockController.cs | 18 - Assets/Scripts/ClockTask.meta | 8 + Assets/Scripts/ClockTask/ClockControlMode.cs | 24 + .../ClockTask/ClockControlMode.cs.meta | 11 + Assets/Scripts/ClockTask/ClockController.cs | 93 +++ .../{ => ClockTask}/ClockController.cs.meta | 0 .../Scripts/ClockTask/ClockHandController.cs | 22 + .../ClockTask/ClockHandController.cs.meta | 11 + Assets/Scripts/LaserTask.meta | 8 + .../LaserTask/ReflectingLaserController.cs | 169 +++++ .../ReflectingLaserController.cs.meta | 0 Assets/Scripts/PlayerController.cs | 34 +- Assets/Scripts/ReflectingLaserController.cs | 61 -- .../Layouts/CurrentMaximizeLayout.dwlt | 172 +++-- UserSettings/Layouts/default-2021.dwlt | 694 +++++++++--------- 24 files changed, 1891 insertions(+), 581 deletions(-) create mode 100644 Assets/Art/PhysicsMaterials.meta create mode 100644 Assets/Art/PhysicsMaterials/Slippery.physicMaterial create mode 100644 Assets/Art/PhysicsMaterials/Slippery.physicMaterial.meta create mode 100644 Assets/Prefabs/UI.meta create mode 100644 Assets/Prefabs/UI/OffOnButton.prefab create mode 100644 Assets/Prefabs/UI/OffOnButton.prefab.meta create mode 100644 Assets/Prefabs/UI/Setting.prefab create mode 100644 Assets/Prefabs/UI/Setting.prefab.meta delete mode 100644 Assets/Scripts/ClockController.cs create mode 100644 Assets/Scripts/ClockTask.meta create mode 100644 Assets/Scripts/ClockTask/ClockControlMode.cs create mode 100644 Assets/Scripts/ClockTask/ClockControlMode.cs.meta create mode 100644 Assets/Scripts/ClockTask/ClockController.cs rename Assets/Scripts/{ => ClockTask}/ClockController.cs.meta (100%) create mode 100644 Assets/Scripts/ClockTask/ClockHandController.cs create mode 100644 Assets/Scripts/ClockTask/ClockHandController.cs.meta create mode 100644 Assets/Scripts/LaserTask.meta create mode 100644 Assets/Scripts/LaserTask/ReflectingLaserController.cs rename Assets/Scripts/{ => LaserTask}/ReflectingLaserController.cs.meta (100%) delete mode 100644 Assets/Scripts/ReflectingLaserController.cs diff --git a/Assets/Art/PhysicsMaterials.meta b/Assets/Art/PhysicsMaterials.meta new file mode 100644 index 0000000..d08ebb5 --- /dev/null +++ b/Assets/Art/PhysicsMaterials.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3b1283a693d657e4c9163198fe0ef778 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/PhysicsMaterials/Slippery.physicMaterial b/Assets/Art/PhysicsMaterials/Slippery.physicMaterial new file mode 100644 index 0000000..f369fe6 --- /dev/null +++ b/Assets/Art/PhysicsMaterials/Slippery.physicMaterial @@ -0,0 +1,14 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!134 &13400000 +PhysicMaterial: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Slippery + dynamicFriction: 0.1 + staticFriction: 0.1 + bounciness: 0 + frictionCombine: 0 + bounceCombine: 0 diff --git a/Assets/Art/PhysicsMaterials/Slippery.physicMaterial.meta b/Assets/Art/PhysicsMaterials/Slippery.physicMaterial.meta new file mode 100644 index 0000000..dea3d6c --- /dev/null +++ b/Assets/Art/PhysicsMaterials/Slippery.physicMaterial.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e921a276490461f68b7636e722e348ad +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 13400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/UI.meta b/Assets/Prefabs/UI.meta new file mode 100644 index 0000000..fff884f --- /dev/null +++ b/Assets/Prefabs/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 122c52b407c4e9feaab056dae095da8a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/UI/OffOnButton.prefab b/Assets/Prefabs/UI/OffOnButton.prefab new file mode 100644 index 0000000..d49a0ac --- /dev/null +++ b/Assets/Prefabs/UI/OffOnButton.prefab @@ -0,0 +1,261 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &2889684530159900560 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Can result in moving backwards. + /// + Acceleration, +} diff --git a/Assets/Scripts/ClockTask/ClockControlMode.cs.meta b/Assets/Scripts/ClockTask/ClockControlMode.cs.meta new file mode 100644 index 0000000..440fbc4 --- /dev/null +++ b/Assets/Scripts/ClockTask/ClockControlMode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f2e548b92891d2b249998d63b89b6588 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ClockTask/ClockController.cs b/Assets/Scripts/ClockTask/ClockController.cs new file mode 100644 index 0000000..6151523 --- /dev/null +++ b/Assets/Scripts/ClockTask/ClockController.cs @@ -0,0 +1,93 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; + +public class ClockController : MonoBehaviour +{ + + [SerializeField] + ClockHandController _hourHand; + [SerializeField] + ClockHandController _minuteHand; + [SerializeField] + ClockHandController _secondHand; + + [Space] + [SerializeField] + ClockControlMode _clockControllMode = ClockControlMode.CurrentTime; + + [Space] + [InspectorLabel("Clock Time")] + [SerializeField, Range(0, 11)] + private int _hour; + [SerializeField, Range(0, 59)] + private int _minute; + [SerializeField, Range(0, 59)] + private int _second; + [SerializeField, Range(0, 999)] + private int _milisecond; + + private DateTime _shownTime; + + + [SerializeField] + private float _clockAcceleration = 1f; + + + // Update is called once per frame + void Update() + { + GetNextTime(); + SetTime(_shownTime); + } + + // Set _shownTime to a new value, according to the current clock control mode + private void GetNextTime() + { + switch (_clockControllMode) + { + case ClockControlMode.CurrentTime: + _shownTime = DateTime.Now; + UpdateTimeValues(); + break; + case ClockControlMode.CustomTime: + _shownTime = new DateTime(_shownTime.Year, _shownTime.Month, _shownTime.Day, _hour, _minute, _second, _milisecond); + break; + case ClockControlMode.Acceleration: + _shownTime += new TimeSpan(0,0,0,0, (int)(Time.deltaTime * 1000 * _clockAcceleration)); + UpdateTimeValues(); + break; + } + } + + + /// + /// Update the time values of the inspector variables during non-custom control modes, for a cool effect of changing values in the inspector + /// + private void UpdateTimeValues() + { + _hour = _shownTime.Hour; + _minute = _shownTime.Minute; + _second = _shownTime.Second; + _milisecond = _shownTime.Millisecond; + } + + + /// + /// Set the clock hands to a given time + /// + private void SetTime(DateTime time) + { + float hourAngle = time.Hour * 30f + time.Minute * 0.5f; + float minuteAngle = time.Minute * 6f + time.Second * 0.1f; + float secondAngle = time.Second * 6f + time.Millisecond * 0.006f; + + _hourHand.SetAngle(hourAngle); + _minuteHand.SetAngle(minuteAngle); + _secondHand.SetAngle(secondAngle); + } + + +} diff --git a/Assets/Scripts/ClockController.cs.meta b/Assets/Scripts/ClockTask/ClockController.cs.meta similarity index 100% rename from Assets/Scripts/ClockController.cs.meta rename to Assets/Scripts/ClockTask/ClockController.cs.meta diff --git a/Assets/Scripts/ClockTask/ClockHandController.cs b/Assets/Scripts/ClockTask/ClockHandController.cs new file mode 100644 index 0000000..7939b74 --- /dev/null +++ b/Assets/Scripts/ClockTask/ClockHandController.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ClockHandController : MonoBehaviour +{ + + // offset the angle of the hand, to make the starting position be at the top of the clock + [SerializeField] + private float _angleOffset; + + /// + /// The angle of the hand, in degrees, starting from the top of the clock, going clockwise. + /// + public void SetAngle(float angle) + { + float angleToSet = _angleOffset; // this takes into account the base offset of the hand + angleToSet -= angle; // and this makes it go clockwise + + transform.localRotation = Quaternion.Euler(angleToSet, 0, 0); + } +} diff --git a/Assets/Scripts/ClockTask/ClockHandController.cs.meta b/Assets/Scripts/ClockTask/ClockHandController.cs.meta new file mode 100644 index 0000000..0721e38 --- /dev/null +++ b/Assets/Scripts/ClockTask/ClockHandController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: de2b51221f21dcd68904622ab8c728c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LaserTask.meta b/Assets/Scripts/LaserTask.meta new file mode 100644 index 0000000..521114b --- /dev/null +++ b/Assets/Scripts/LaserTask.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d905aa6a0b4751d14ba62b08a0559d22 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LaserTask/ReflectingLaserController.cs b/Assets/Scripts/LaserTask/ReflectingLaserController.cs new file mode 100644 index 0000000..410bfc1 --- /dev/null +++ b/Assets/Scripts/LaserTask/ReflectingLaserController.cs @@ -0,0 +1,169 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Animations; + +public class ReflectingLaserController : MonoBehaviour +{ + [SerializeField] + private LineRenderer _lineRenderer; + + /// + /// The max amount of reflections the laser can make, before disappearing. + /// + [Space] + [SerializeField] + private int _maxReflectionCount = 10; + + /// + /// The max distance the laser can travel, before disappearing. + /// + [SerializeField] + private float _maxRayDistance = 20f; + + + /// + /// Indicates, if the laser should be on by default + /// + [SerializeField] + private bool _isOnByDefault = false; + + + /// + /// Indicates, if the laser should respond to mouse input. + /// + [SerializeField] + private bool _controlledByMouse = true; + + /// + /// Indicates if the laser has moved since last frame. + /// + private bool _hasMoved = true; + + #region last position and rotation of the laser gun + private Vector3 _lastPosition = Vector3.zero; + private Quaternion _lastRotation = Quaternion.identity; + + #endregion + + private bool IsLaserEnabled + { + get { return _lineRenderer.enabled; } + set { _lineRenderer.enabled = value; } + } + + + // Update is called once per frame + void Update() + { + HandleLaserStatus(); + + CheckIfLaserHasMoved(); + + if (IsLaserEnabled && _hasMoved) + { + FireLaser(); + } + + } + + /// + /// Check if the laser gun has moved since last update, to avoid unnecesary calculations. + /// + private void CheckIfLaserHasMoved() + { + if (_lastPosition != transform.position || _lastRotation != transform.rotation) + { + _hasMoved = true; + _lastPosition = transform.position; + _lastRotation = transform.rotation; + } + } + + /// + /// Fire a beam from the line renderer, and calculate its reflections. + /// + private void FireLaser() + { + if (_hasMoved) + { + int positionCount = _maxReflectionCount + 2; // +2 for the start and end point + float distanceLeft = _maxRayDistance; + _lineRenderer.positionCount = positionCount; + + _lineRenderer.SetPosition(0, _lineRenderer.transform.position); + Vector3 rayDirection = _lineRenderer.transform.forward; + + + for (int i = 1; i < positionCount; i++) + { + Vector3 startPos = _lineRenderer.GetPosition(i - 1); + bool obstacleHit = Physics.Raycast(startPos, rayDirection, out RaycastHit hit, distanceLeft); + if (i + 1 < positionCount) // no need to calculate the next reflection, if the ray has run out of them + { + + if (obstacleHit) + { + distanceLeft -= hit.distance; + rayDirection = Vector3.Reflect(rayDirection, hit.normal); + _lineRenderer.SetPosition(i, hit.point); + } + else + { + _lineRenderer.SetPosition(i, startPos + rayDirection * distanceLeft); + + _lineRenderer.positionCount = i + 1; + distanceLeft = 0; + break; + } + } + } + _hasMoved = false; + } + } + + + /// + /// Controlls the firing state of the laser. + /// + private void HandleLaserStatus() + { + + if (_controlledByMouse) + { + // If _isOnByDefault is false, fire the laser only on pressed mouse button. + // If _isOnByDefault is true, fire the laser only on released mouse button. + bool targetValueOnPressed = true; // the value to which the laser is set to, when the button is pressed down. Swapped when _isOnByDefault is true. + if (_isOnByDefault) + { + targetValueOnPressed = false; + } + if (Input.GetMouseButton(0)) + { + ToggleLaser(targetValueOnPressed); + } + else + { + ToggleLaser(!targetValueOnPressed); + } + } + else + { + ToggleLaser(_isOnByDefault); + } + + } + + /// + /// Turn the laser on or off. This name is not the best description, but it feels more natural. + /// + private void ToggleLaser(bool targetState) + { + if (IsLaserEnabled != targetState) + { + IsLaserEnabled = targetState; + } + } + + +} diff --git a/Assets/Scripts/ReflectingLaserController.cs.meta b/Assets/Scripts/LaserTask/ReflectingLaserController.cs.meta similarity index 100% rename from Assets/Scripts/ReflectingLaserController.cs.meta rename to Assets/Scripts/LaserTask/ReflectingLaserController.cs.meta diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index c9c0f9e..b12ac6d 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -5,10 +5,8 @@ public class PlayerController : MonoBehaviour { - [SerializeField] + [SerializeField, Tooltip("Main camera, used for rotation")] private Camera _camera; - [SerializeField] - private Transform _rotatingObj; [SerializeField, Range(0, 1f)] private float _mouseSensitivity = 0.3f; @@ -18,29 +16,37 @@ public class PlayerController : MonoBehaviour private Vector2 _lastCursorPos = -Vector2.one; - Vector2 _cameraRotation = Vector2.zero; + private Vector2 _currCameraRotation = Vector2.zero; // Update is called once per frame void Update() { - HandleMouseInput(); HandleMovement(); + + // On ESC, quit the application. TODO: Move into a separate script. if (Input.GetKeyDown(KeyCode.Escape)) { #if UNITY_EDITOR EditorApplication.isPlaying = false; #endif + Application.Quit(); } } + + /// + /// Move the camera when moving the mouse. + /// + /// + /// Currently not great, but cursor locking seems to be broken on linux, so I'm leaving it like this for now. + /// private void HandleMouseInput() { if (_lastCursorPos == -Vector2.one) { _lastCursorPos = Input.mousePosition; - } Vector2 currCursorPos = Input.mousePosition; if (_lastCursorPos != currCursorPos) @@ -48,12 +54,12 @@ private void HandleMouseInput() Vector2 delta = Input.GetAxis("Mouse X") * Vector2.right + Input.GetAxis("Mouse Y") * Vector2.up; delta *= Time.deltaTime * _mouseSensitivity; delta *= 360f; - _cameraRotation += delta; + _currCameraRotation += delta; - _cameraRotation.y = Mathf.Clamp(_cameraRotation.y, -90f, 90f); + _currCameraRotation.y = Mathf.Clamp(_currCameraRotation.y, -90f, 90f); // Rotate the camera and the player on both x and y axis separately, allowing for simple 2D movement implementation - _camera.transform.eulerAngles = new Vector3(-_cameraRotation.y, _cameraRotation.x, 0); + _camera.transform.eulerAngles = new Vector3(-_currCameraRotation.y, _currCameraRotation.x, 0); _lastCursorPos = currCursorPos; @@ -66,22 +72,22 @@ private void HandleMovement() Vector3 movement = Vector3.zero; if (Input.GetKey(KeyCode.W)) { - movement += (_rotatingObj.forward); + movement += _camera.transform.forward; } if (Input.GetKey(KeyCode.S)) { - movement += (-_rotatingObj.forward); + movement += -_camera.transform.forward; } if (Input.GetKey(KeyCode.A)) { - movement += (-_rotatingObj.right); + movement += -_camera.transform.right; } if (Input.GetKey(KeyCode.D)) { - movement += (_rotatingObj.right); + movement += _camera.transform.right; } movement.y = 0; - movement = movement.normalized * _movementSpeed * Time.deltaTime; + movement = movement.normalized * (_movementSpeed * Time.deltaTime); transform.Translate(movement); } diff --git a/Assets/Scripts/ReflectingLaserController.cs b/Assets/Scripts/ReflectingLaserController.cs deleted file mode 100644 index a532d6a..0000000 --- a/Assets/Scripts/ReflectingLaserController.cs +++ /dev/null @@ -1,61 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Animations; - 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