Commit 5e4da008 authored by Nathan De Castro's avatar Nathan De Castro

Backup

parent 58d9f898
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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......
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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...@@ -156,7 +156,7 @@ ...@@ -156,7 +156,7 @@
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......
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
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......
...@@ -98,3 +98,97 @@ ...@@ -98,3 +98,97 @@
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...@@ -10,118 +10,66 @@ Material: ...@@ -10,118 +10,66 @@ Material:
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serializedVersion: 2 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
- first: - _BumpMap:
name: _BumpMap
second:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- first: - _DetailAlbedoMap:
name: _DetailAlbedoMap
second:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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name: _DetailMask
second:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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name: _DetailNormalMap
second:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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name: _EmissionMap
second:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
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name: _MainTex
second:
m_Texture: {fileID: 2800000, guid: 1995afa179277e7418c30f99df22dc2f, type: 3} m_Texture: {fileID: 2800000, guid: 1995afa179277e7418c30f99df22dc2f, type: 3}
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name: _MetallicGlossMap
second:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
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name: _OcclusionMap
second:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
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name: _ParallaxMap
second:
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name: _Cutoff - _GlossMapScale: 1
second: 0.5 - _Glossiness: 0.532
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name: _DetailNormalMapScale - _Metallic: 1
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name: _DstBlend - _Parallax: 0.02
second: 0 - _SmoothnessTextureChannel: 0
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name: _GlossMapScale - _SrcBlend: 1
second: 1 - _UVSec: 0
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name: _Glossiness
second: 0.532
- first:
name: _GlossyReflections
second: 1
- first:
name: _Metallic
second: 1
- first:
name: _Mode
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- first:
name: _OcclusionStrength
second: 1
- first:
name: _Parallax
second: 0.02
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name: _SmoothnessTextureChannel
second: 0
- first:
name: _SpecularHighlights
second: 1
- first:
name: _SrcBlend
second: 1
- first:
name: _UVSec
second: 0
- first:
name: _ZWrite
second: 1
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name: _Color - _EmissionColor: {r: 0.3118154, g: 0.31617647, b: 0, a: 1}
second: {r: 1, g: 0, b: 0, a: 0}
- first:
name: _EmissionColor
second: {r: 0.3118154, g: 0.31617647, b: 0, a: 1}
This diff is collapsed.
...@@ -37,7 +37,7 @@ Transform: ...@@ -37,7 +37,7 @@ Transform:
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1074928679614392} m_GameObject: {fileID: 1074928679614392}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -30.94, y: 7.89, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
...@@ -137,6 +137,7 @@ MonoBehaviour: ...@@ -137,6 +137,7 @@ MonoBehaviour:
stay_on_scene: 1 stay_on_scene: 1
death_cam: {fileID: 0} death_cam: {fileID: 0}
debugging: 0 debugging: 0
ghost: {fileID: 0}
win_state: 0 win_state: 0
lose_state: 0 lose_state: 0
--- !u!114 &114670918503187618 --- !u!114 &114670918503187618
...@@ -165,14 +166,14 @@ MonoBehaviour: ...@@ -165,14 +166,14 @@ MonoBehaviour:
color_range_min: 3 color_range_min: 3
color_range_max: 40 color_range_max: 40
spot_fading_speed: 0.2 spot_fading_speed: 0.2
splash_force_scaler: 5 splash_force_scaler: 4
audio_update_rate: 20 audio_update_rate: 30
pitch_precision: 0.1 pitch_precision: 0.1
current_pitch: 0 current_pitch: 0
refValue: 0.01 refValue: 0.01
low_range: 11 low_range: 11
set_low: 0 set_low: 0
mid_range: 35 mid_range: 13
set_mid: 0 set_mid: 0
high_range: 45 high_range: 45
set_high: 0 set_high: 0
...@@ -22,6 +22,7 @@ public class AI : MonoBehaviour { ...@@ -22,6 +22,7 @@ public class AI : MonoBehaviour {
protected Transform[] wayPos; //Array to store each waypoint's transform protected Transform[] wayPos; //Array to store each waypoint's transform
private int dest_point = 0; //Init the destination private int dest_point = 0; //Init the destination
private bool reset_seen = false; private bool reset_seen = false;
public bool reset_mode = true;
//RAYCAST RELATED VARIABLE //RAYCAST RELATED VARIABLE
private float ray_magnitude = 0; //Essentially the detection distance (length of the ray) private float ray_magnitude = 0; //Essentially the detection distance (length of the ray)
...@@ -37,8 +38,8 @@ public class AI : MonoBehaviour { ...@@ -37,8 +38,8 @@ public class AI : MonoBehaviour {
// Use this for initialization // Use this for initialization
void Start () { void Start () {
if (VR) if (VR)
if (target == null) target = GameObject.FindGameObjectWithTag ("Player"); target = head;
else else
if (target == null) target = GameObject.FindGameObjectWithTag ("head"); if (target == null) target = GameObject.FindGameObjectWithTag ("head");
agent = GetComponent<UnityEngine.AI.NavMeshAgent> (); agent = GetComponent<UnityEngine.AI.NavMeshAgent> ();
...@@ -98,22 +99,24 @@ public class AI : MonoBehaviour { ...@@ -98,22 +99,24 @@ public class AI : MonoBehaviour {
} }
void chase_player_state () { void chase_player_state () {
agent.speed = 0; //Stops agents from going to their next point.
transform.LookAt (target.transform.position); transform.LookAt (target.transform.position);
delta = Vector3.Distance (transform.position, target.transform.position); delta = Vector3.Distance (transform.position, target.transform.position);
if (delta > proximity) { if (delta > proximity) {
reset_seen = false; reset_seen = false;
transform.Translate (Vector3.forward * chase_speed * Time.deltaTime); agent.speed = patrol_speed * 4;
agent.destination = head.transform.position;
} else { } else {
if (!reset_seen) { if (!reset_seen) {
wayPos[0] = target.transform; //Sets the first waypoint to be the last player's location (Adding does not seem to work...) wayPos[1] = target.transform; //Sets the first waypoint to be the last player's location (Adding does not seem to work...)
agent.destination = wayPos[1].transform.position;
reset_seen = true; reset_seen = true;
} }
} }
if (Vector3.Distance (transform.position, head.transform.position) < 3) GS.i.lose_state = true; if (Vector3.Distance (transform.position, target.transform.position) < 5) GS.i.lose_state = true;
if (Vector3.Distance (transform.position, target.transform.position) < proximity) //If agent is to close: play death sound, destroy the player, sets the state to "lost" if (Vector3.Distance (transform.position, target.transform.position) < 5) //If agent is to close: play death sound, destroy the player, sets the state to "lost"
{ {
bool harm_only = false; bool harm_only = false;
if (harm_only) { death.Play (); transform.position.Set (8, 5.6f, 9); return; } if (harm_only) { death.Play (); transform.position.Set (8, 5.6f, 9); return; }
...@@ -130,9 +133,19 @@ public class AI : MonoBehaviour { ...@@ -130,9 +133,19 @@ public class AI : MonoBehaviour {
GS.i.death_cam.transform.LookAt (AI.last_player_T); GS.i.death_cam.transform.LookAt (AI.last_player_T);
GS.i.death_cam.transform.Translate (Vector3.right * Time.deltaTime); GS.i.death_cam.transform.Translate (Vector3.right * Time.deltaTime);
target.SetActive (false); target.SetActive (false);
print ("Player died.");
GS.i.lose_state = true;
agent.speed = patrol_speed - 2; agent.speed = patrol_speed - 2;
//Reset mode:
if (reset_mode) {
print ("Reseting...");
transform.position = new Vector3 (8, 5, 9);
PlayerLight.instance.ResetPosition ();
target.SetActive (true);
} else {
print ("Player died.");
GS.i.lose_state = true;
}
} }
} }
......
...@@ -187,14 +187,15 @@ public class AM : MonoBehaviour { ...@@ -187,14 +187,15 @@ public class AM : MonoBehaviour {
Mathf.Clamp (red_value, 0.0f, 0.8f); Mathf.Clamp (red_value, 0.0f, 0.8f);
Mathf.Clamp (blue_value, 0.0f, 0.8f); Mathf.Clamp (blue_value, 0.0f, 0.8f);
return new Color (red_value, 0, blue_value, 0.8f); //return new Color (red_value, 0, blue_value, 0.8f);
return new Color (0.6f, 0.6f, 0.7f, 0.5f);
} }
if (!pitch_based) { if (!pitch_based) {
float r = Mathf.Abs ((rms - color_range_min) / color_range_max); float r = Mathf.Abs ((rms - color_range_min) / color_range_max);
float b = Mathf.Abs (1 - r); float b = Mathf.Abs (1 - r);
return new Color (r, 0, b, 0.8f); return new Color (r, 0, b, 0.8f);
} }
return new Color (1, 1, 1, 0.5f); return new Color (0.6f, 0.6f, 0.7f, 0.5f);
} }
void Pitchy () { void Pitchy () {
......
...@@ -14,7 +14,11 @@ public class PlayerLight : MonoBehaviour { ...@@ -14,7 +14,11 @@ public class PlayerLight : MonoBehaviour {
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
spotlight.spotAngle = AM.i.GetSpotAngle (); spotlight.spotAngle = AM.i.GetSpotAngle ();
spotlight.color = AM.i.GetLightColor (); spotlight.color = AM.i.GetLightColor ();
}
public void ResetPosition () {
transform.position.Set (-9, 3.18f, -25);
} }
} }
\ No newline at end of file
...@@ -16,12 +16,10 @@ public class PickedUpObject : MonoBehaviour { ...@@ -16,12 +16,10 @@ public class PickedUpObject : MonoBehaviour {
} }
void OnTriggerEnter (Collider coll) { void OnTriggerEnter (Collider coll) {
print ("Trigger Enter!"); if (!coll.gameObject.isStatic && coll.gameObject.GetComponent<Rigidbody> () != null) { pickup = coll.gameObject; print ("Picked up!"); }
if (!coll.gameObject.isStatic) { pickup = coll.gameObject; print ("Picked up!"); }
} }
void OnTriggerExit (Collider coll) { void OnTriggerExit (Collider coll) {
print ("Trigger Enter!");
pickup = null; pickup = null;
} }
} }
\ No newline at end of file
...@@ -5,17 +5,53 @@ public class VRMove : MonoBehaviour { ...@@ -5,17 +5,53 @@ public class VRMove : MonoBehaviour {
public WandController wand; public WandController wand;
public GameObject head; public GameObject head;
private float speed = 0.0f; private Vector3 forward;
public float max_speed = 0.04f; private Vector3 backward;
private Vector3 left;
private Vector3 right;
private float max_speed = 0.06f;
public bool simple = true;
private float speed = 0;
void Start () {
forward = new Vector3 (0, 0, 0);
backward = new Vector3 (0, 0, 0);
left = new Vector3 (0, 0, 0);
right = new Vector3 (0, 0, 0);
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
if (wand.pad_button_pressed) { if (simple) {
if (speed <= max_speed) speed += 0.001f; if (wand.pad_button_pressed) {
if (speed <= max_speed) speed += 0.001f;
} else {
if (speed >= 0) speed -= 0.0005f;
}
Vector3 translate_vector = new Vector3 (head.transform.forward.x, 0, head.transform.forward.z);
transform.Translate (translate_vector * speed, Space.World);
} else { } else {
if (speed >= 0) speed -= 0.0008f; if (wand.pad_button_pressed) {