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Nathan De Castro
Listen-Game
Commits
06caecbc
Commit
06caecbc
authored
Apr 28, 2017
by
Nathan De Castro
Browse files
backup 2
parent
864bebb6
Changes
615
Hide whitespace changes
Inline
Side-by-side
Assembly-CSharp-Editor.csproj
View file @
06caecbc
...
...
@@ -156,7 +156,7 @@
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader"
/>
<Reference
Include=
"Assembly-UnityScript"
>
<HintPath>
H
:/
Work
/Listen/Library/ScriptAssemblies/Assembly-UnityScript.dll
</HintPath>
<HintPath>
C
:/
Users/yuki/Desktop
/Listen/Library/ScriptAssemblies/Assembly-UnityScript.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.Advertisements"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll
</HintPath>
...
...
Assets/Data/SessionData.txt
View file @
06caecbc
...
...
@@ -95,3 +95,6 @@
4/25/2017 9:49:05 AM | unknown stopped after: 28 seconds
4/25/2017 9:50:10 AM | unknown stopped after: 60 seconds
4/25/2017 9:56:08 AM | unknown stopped after: 190 seconds
4/28/2017 12:05:40 PM | unknown stopped after: 127 seconds
4/28/2017 12:11:52 PM | unknown stopped after: 14 seconds
4/28/2017 2:41:33 PM | unknown stopped after: 1 seconds
Assets/Scripts/UI/GS.cs
View file @
06caecbc
...
...
@@ -21,15 +21,16 @@ public class GS : MonoBehaviour {
public
bool
lose_state
=
false
;
private
GameObject
[]
pickups
;
void
Awake
()
{
i
=
this
;
InvokeRepeating
(
"SpawnGhost"
,
30
,
30
);
//if (stay_on_scene) UnityEditor.SceneView.FocusWindowIfItsOpen (typeof (UnityEditor.SceneView));
player
=
GameObject
.
FindGameObjectWithTag
(
"Player"
);
//death_cam = GameObject.FindGameObjectWithTag ("Death Cam");
}
void
Update
()
{
if
(
Time
.
deltaTime
>
60000
)
ghost
.
SetActive
(
true
);
if
(
player
)
if
(!
player
.
gameObject
.
activeSelf
||
lose_state
)
{
SceneManager
.
LoadScene
(
"Game"
);
...
...
@@ -45,4 +46,8 @@ public class GS : MonoBehaviour {
SceneManager
.
LoadScene
(
SceneManager
.
GetActiveScene
().
name
);
}
}
void
SpawnGhost
()
{
ghost
.
SetActive
(!
ghost
.
activeSelf
);
}
}
\ No newline at end of file
Assets/Scripts/VR/VRMove.cs
View file @
06caecbc
...
...
@@ -7,26 +7,15 @@ public class VRMove : MonoBehaviour {
private
float
speed
=
0.0f
;
public
float
max_speed
=
0.04f
;
private
bool
colliding
=
false
;
// Update is called once per frame
void
Update
()
{
if
(!
colliding
)
{
if
(
wand
.
pad_button_pressed
)
{
if
(
speed
<=
max_speed
)
speed
+=
0.001f
;
Vector3
translate_vector
=
new
Vector3
(
head
.
transform
.
forward
.
x
,
0
,
head
.
transform
.
forward
.
z
);
transform
.
Translate
(
translate_vector
*
speed
,
Space
.
World
);
}
else
{
if
(
speed
>=
0
)
speed
-=
0.0008f
;
}
if
(
wand
.
pad_button_pressed
)
{
if
(
speed
<=
max_speed
)
speed
+=
0.001f
;
}
else
{
if
(
speed
>=
0
)
speed
-=
0.0008f
;
}
}
void
OnCollisionEnter
(
Collision
coll
)
{
colliding
=
true
;
}
void
OnCollisionExit
(
Collision
coll
)
{
colliding
=
false
;
Vector3
forward
=
new
Vector3
(
head
.
transform
.
forward
.
x
,
0
,
head
.
transform
.
forward
.
z
);
transform
.
Translate
(
forward
*
0.09f
*
Time
.
deltaTime
,
Space
.
World
);
}
}
\ No newline at end of file
Assets/Scripts/VR/WandController.cs
View file @
06caecbc
...
...
@@ -5,14 +5,21 @@ public class WandController : MonoBehaviour {
private
Valve
.
VR
.
EVRButtonId
trigger_button
=
Valve
.
VR
.
EVRButtonId
.
k_EButton_SteamVR_Trigger
;
private
Valve
.
VR
.
EVRButtonId
pad_button
=
Valve
.
VR
.
EVRButtonId
.
k_EButton_SteamVR_Touchpad
;
private
Valve
.
VR
.
EVRButtonId
sys_button
=
Valve
.
VR
.
EVRButtonId
.
k_EButton_ApplicationMenu
;
private
SteamVR_Controller
.
Device
controller
{
get
{
return
SteamVR_Controller
.
Input
((
int
)
tracked_object
.
index
);
}
}
private
SteamVR_Controller
.
Device
device
{
get
{
return
SteamVR_Controller
.
Input
((
int
)
tracked_object
.
index
);
}
}
private
SteamVR_TrackedObject
tracked_object
;
private
SteamVR_TrackedObject
controller
;
private
GameObject
pickup
;
public
bool
pad_button_pressed
=
false
;
public
bool
sys_button_pressed
=
false
;
public
bool
trigger_button_pressed
=
false
;
public
float
up
=
0
;
public
float
down
=
0
;
public
float
left
=
0
;
public
float
right
=
0
;
// Use this for initialization
void
Start
()
{
tracked_object
=
GetComponent
<
SteamVR_TrackedObject
>
();
...
...
@@ -20,25 +27,36 @@ public class WandController : MonoBehaviour {
// Update is called once per frame
void
Update
()
{
if
(
controller
==
null
)
{
if
(
device
==
null
)
{
Debug
.
Log
(
"Controller not initialized"
);
return
;
}
pickup
=
PickedUpObject
.
pickup
;
pad_button_pressed
=
controller
.
GetPress
(
pad_button
);
sys_button_pressed
=
controller
.
GetPressDown
(
sys_button
);
trigger_button_pressed
=
controller
.
GetPressDown
(
trigger_button
);
pad_button_pressed
=
device
.
GetPress
(
pad_button
);
sys_button_pressed
=
device
.
GetPressDown
(
sys_button
);
trigger_button_pressed
=
device
.
GetPressDown
(
trigger_button
);
if
(
controller
.
GetPress
(
grip_button
)
&&
pickup
!=
null
)
{
if
(
device
.
GetPress
(
grip_button
)
&&
pickup
!=
null
)
{
pickup
.
transform
.
parent
=
this
.
transform
;
pickup
.
GetComponent
<
Rigidbody
>
().
isKinematic
=
true
;
}
else
if
(
pickup
!=
null
){
}
else
if
(
pickup
!=
null
)
{
pickup
.
GetComponent
<
Rigidbody
>
().
isKinematic
=
false
;
pickup
.
transform
.
parent
=
null
;
}
else
{
}
else
{
return
;
}
if
(
device
.
GetAxis
().
x
!=
0
||
device
.
GetAxis
().
y
!=
0
)
{
if
(
device
.
GetAxis
().
y
>
0
)
up
=
device
.
GetAxis
().
y
;
else
up
=
0
;
if
(
device
.
GetAxis
().
y
<
0
)
down
=
device
.
GetAxis
().
y
;
else
down
=
0
;
if
(
device
.
GetAxis
().
x
>
0
)
right
=
device
.
GetAxis
().
x
;
else
left
=
0
;
if
(
device
.
GetAxis
().
x
<
0
)
left
=
device
.
GetAxis
().
x
;
else
right
=
0
;
}
}
}
\ No newline at end of file
Assets/_Scenes/Game.unity
View file @
06caecbc
...
...
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View file @
06caecbc
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View file @
06caecbc
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!u!114
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!u!114
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!u!114
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!u!114
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---
!u!114
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