diff --git a/.gitignore b/.gitignore
index e438fbb..6400d2e 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,3 +1,4 @@
+Microsoft.VisualStudio.QualityTools.UnitTestFramework.dll.meta
# Created by https://www.toptal.com/developers/gitignore/api/unity
# Edit at https://www.toptal.com/developers/gitignore?templates=unity
diff --git a/.idea/.idea.p8-prototype/.idea/.gitignore b/.idea/.idea.p8-prototype/.idea/.gitignore
new file mode 100644
index 0000000..245e2f3
--- /dev/null
+++ b/.idea/.idea.p8-prototype/.idea/.gitignore
@@ -0,0 +1,13 @@
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+/shelf/
+/workspace.xml
+# Rider ignored files
+/projectSettingsUpdater.xml
+/modules.xml
+/contentModel.xml
+/.idea.p8-prototype.iml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
diff --git a/.idea/.idea.p8-prototype/.idea/encodings.xml b/.idea/.idea.p8-prototype/.idea/encodings.xml
new file mode 100644
index 0000000..df87cf9
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+++ b/.idea/.idea.p8-prototype/.idea/encodings.xml
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index eafa48f..aed1935 100644
--- a/Assets/Materials/DNA.mat
+++ b/Assets/Materials/DNA.mat
@@ -68,24 +68,24 @@ Material:
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- - _FresnelBrightness: 0.467
- - _FresnelPower: 0.52
- - _FresnelShadowDropoff: 0
+ - _FresnelBrightness: 0.791
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+ - _FresnelShadowDropoff: 0.66
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _GradIntensity: 0
- _GradYCap: 0
- - _HighIntensity: 2.3
+ - _HighIntensity: 6.68
- _LightScalar: 1.02
- _LowIntensity: 2.02
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- - _OutlineSize: 5000
+ - _OutlineSize: 650
- _Parallax: 0.02
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- - _RimAlpha: 0.963
+ - _RimAlpha: 1
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diff --git a/Assets/Scripts/Grabable.cs b/Assets/Scripts/Grabable.cs
new file mode 100644
index 0000000..7495215
--- /dev/null
+++ b/Assets/Scripts/Grabable.cs
@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Valve.VR;
+using Valve.VR.InteractionSystem;
+
+public class Grabable : MonoBehaviour
+{
+ private bool grabbed = false;
+ private SteamVR_Input_Sources isource;
+ private Simulation simulation;
+ public SteamVR_Action_Boolean input;
+ public SteamVR_Action_Boolean input2;
+ public bool grabbable = false;
+ // Start is called before the first frame update
+ void Start()
+ {
+ simulation = GameObject.FindGameObjectWithTag("Simulator").GetComponent();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ Hand localHand = gameObject.GetComponent().hoveringHand;
+ if (localHand == null) return;
+
+ if (!grabbed)
+ isource = gameObject.GetComponent().hoveringHand.handType;
+
+ if (input.GetStateDown(isource) && !grabbed)
+ {
+ attachToHand();
+ }
+ }
+
+ void attachToHand()
+ {
+ this.simulation.OnPickup.Invoke(new Scenario());
+
+ gameObject.transform.parent = GetComponent().hoveringHand.transform;
+ gameObject.transform.localPosition = new Vector3(0f, -0f, 0f); // 0f, -0.15f, 0.15f
+ gameObject.transform.localRotation = Quaternion.Euler(0f, -0f, -0f);
+ grabbed = true;
+ }
+
+}
diff --git a/Assets/Scripts/Grabable.cs.meta b/Assets/Scripts/Grabable.cs.meta
new file mode 100644
index 0000000..5fce783
--- /dev/null
+++ b/Assets/Scripts/Grabable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8e182475600c8dc458d7c06d07862461
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/MusicPlayer.cs b/Assets/Scripts/MusicPlayer.cs
new file mode 100644
index 0000000..ee4ed8f
--- /dev/null
+++ b/Assets/Scripts/MusicPlayer.cs
@@ -0,0 +1,34 @@
+using System.Collections;
+using UnityEngine;
+
+[RequireComponent(typeof(AudioSource))]
+public class MusicPlayer : MonoBehaviour
+{
+ public AudioClip soundtrack;
+ public float soundtrackPlaybackVolume = 0.2f;
+
+ public AudioClip soundtrackDark;
+ public float soundtrackDarkPlaybackVolume = 0.2f;
+
+ protected AudioSource _source;
+
+ protected void Start()
+ {
+ _source = this.gameObject.GetComponent();
+ this.soundtrackDark = this.soundtrack;
+
+ this.Play(this.soundtrack, this.soundtrackPlaybackVolume);
+ }
+
+ protected void Play(AudioClip clip, float volume)
+ {
+ _source.PlayOneShot(clip, volume);
+
+ IEnumerator DelayedCallback(float duration)
+ {
+ yield return new WaitForSeconds(duration);
+ this.Play(this.soundtrackDark, this.soundtrackDarkPlaybackVolume);
+ }
+ StartCoroutine(DelayedCallback(clip.length));
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/MusicPlayer.cs.meta b/Assets/Scripts/MusicPlayer.cs.meta
new file mode 100644
index 0000000..59c8647
--- /dev/null
+++ b/Assets/Scripts/MusicPlayer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 744afe6eaca06774fb674ff9171249cd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/PPS/Level.cs b/Assets/Scripts/PPS/Level.cs
index eec1ba0..7ae7360 100644
--- a/Assets/Scripts/PPS/Level.cs
+++ b/Assets/Scripts/PPS/Level.cs
@@ -79,7 +79,7 @@ public void Activate()
Logger.Log(Classifier.Level.Unloaded, Level.activeLevel);
Scene scene = SceneManager.GetActiveScene();
- Debug.Log("Active Level is now " + Level.activeLevel.name + " in Scene " + scene.name);
+ //Debug.Log("Active Level is now " + Level.activeLevel.name + " in Scene " + scene.name);
}
Level.activeLevel = this;
diff --git a/Assets/Scripts/PPS/Prompt.cs b/Assets/Scripts/PPS/Prompt.cs
index 0e952a4..98c165f 100644
--- a/Assets/Scripts/PPS/Prompt.cs
+++ b/Assets/Scripts/PPS/Prompt.cs
@@ -238,7 +238,7 @@ protected virtual void TurnOff(bool successful = true)
this.GetAudioSource().Stop();
- if (this.OnActive != null && successful) this.OnResolve.Invoke(this);
+ if (this.OnActive != null /*&& successful*/) this.OnResolve.Invoke(this);
else Debug.LogWarning(this + " OnResolve was invoked with no subscribed listeners. Is the event chain supposed to end here?", this);
}
diff --git a/Assets/Scripts/ReloadScript.cs b/Assets/Scripts/ReloadScript.cs
new file mode 100644
index 0000000..1942542
--- /dev/null
+++ b/Assets/Scripts/ReloadScript.cs
@@ -0,0 +1,34 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ReloadScript : MonoBehaviour
+{
+ public bool isLoaded = false;
+ [SerializeField]
+ private Animator anim;
+ private Simulation simulation;
+
+ protected void Start()
+ {
+ this.simulation = GameObject.FindGameObjectWithTag("Simulator").GetComponent();
+ }
+
+ private void OnTriggerEnter(Collider other)
+ {
+ if(other.tag != "Projectile" || isLoaded)return;
+ else if (other.tag == "Projectile")
+ {
+ isLoaded = true;
+ //Destroy(other.gameObject);
+ this.simulation.DespawnCell(other.GetComponentInChildren(), false);
+ this.simulation.OnReload.Invoke(new Scenario());
+
+ this.GetComponentInParent().PlayOneShot(this.GetComponentInParent().reloadSound);
+ anim.SetTrigger("Load");
+ }
+
+ }
+
+}
diff --git a/Assets/Scripts/ReloadScript.cs.meta b/Assets/Scripts/ReloadScript.cs.meta
new file mode 100644
index 0000000..b258da8
--- /dev/null
+++ b/Assets/Scripts/ReloadScript.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 358bb5abafed7c94fa9de813a1b1cc00
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SimulationEngine/Cell.cs b/Assets/Scripts/SimulationEngine/Cell.cs
index 8efbc1c..2cfbe11 100644
--- a/Assets/Scripts/SimulationEngine/Cell.cs
+++ b/Assets/Scripts/SimulationEngine/Cell.cs
@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
+using JetBrains.Annotations;
using UnityEngine;
public enum CellType
@@ -8,7 +9,8 @@ public enum CellType
Pathogen,
PathogenNeutralized,
Antibody,
- Filler, // one filler type despite several different models, because the system does not need to distinguish between different models of filler Cells
+ Filler, // one filler type despite several different models, because the system does not need to distinguish between different models of filler Cells
+ Vaccine,
}
[RequireComponent(typeof(AudioSource))]
public class Cell : MonoBehaviour
@@ -16,14 +18,17 @@ public class Cell : MonoBehaviour
private Simulation simulation;
private Cell collisionCell;
private AudioSource audioSource;
-
public CellType type;
public double creationTimestamp;
- public Cell targetCell;
+ public Transform targetTransform;
public Transform sparklesPrefab;
public Transform explosionPrefab;
+ public Transform destructionPrefab;
+ public Transform spawnPrefab;
+ public Transform despawnPrefab;
public AudioClip explosionSound;
public AudioClip sparklesSound;
+ public AudioClip destructionSound;
public Transform ObjectGenerated;
public Transform Antibody;
public GameObject antibodyTarget;
@@ -31,30 +36,45 @@ public class Cell : MonoBehaviour
protected void Start()
{
simulation = GameObject.FindGameObjectWithTag("Simulator").GetComponent();
- simulation.SetAllowCollisions(true); //for testing purposes
+ simulation.SetAllowCollisions(true); // for testing purposes
- // TODO: should trigger spawning animation...
- }
+ // self destruct logic for Neutralized Pathogen Cells
+ IEnumerator DestructionEffect()
+ {
+ yield return new WaitForSeconds(3);
+ this.gameObject.transform.localScale = new Vector3(0, 0, 0);
+ PlayDestructionAnimation();
+ this.gameObject.GetComponent().PlayOneShot(destructionSound, 0.7f);
+ }
- /*protected void Update()
- {
- // ...
+ IEnumerator Destruction()
+ {
+ yield return new WaitForSeconds(6);
+ simulation.DespawnCell(this.gameObject, false);
+ }
+
+ if (this.type == CellType.PathogenNeutralized)
+ {
+ StartCoroutine(DestructionEffect());
+ StartCoroutine(Destruction());
+ }
+ else if (this.type != CellType.Antibody)
+ {
+ this.SpawnElements(this.transform, spawnPrefab, null, explosionSound, 0f); // trigger spawning animation
+ }
}
-
- protected void FixedUpdate()
- {
- // ...
- }*/
-
- public void Tick()
+
+ public void Tick(Vector3 gravityVector)
{
- // ...
+ // apply inter-Cell gravitational force
+ this.gameObject.GetComponentInChildren()?.AddForce(gravityVector);
}
public void OnCollisionEnter(Collision collision)
{
+ if (this.simulation == null) return;
if (simulation.CollisionsAllowed()) {
- collisionCell = collision.gameObject.GetComponent();
+ collisionCell = collision.gameObject.GetComponentInChildren() ?? collision.gameObject.GetComponent();
if (collisionCell?.type == CellType.Pathogen)
{
@@ -62,72 +82,104 @@ public void OnCollisionEnter(Collision collision)
{
bool applyForDrop = simulation.ApplyForDrop(this);
if (applyForDrop == true) {
- Debug.Log("WhiteCell");
- SpawnElements(Antibody, sparklesPrefab, collision, sparklesSound, 0.7f, true);
+ SpawnElements(sparklesPrefab, collision, sparklesSound, 0.5f, true);
}
else
{
- SpawnElements(sparklesPrefab, collision, sparklesSound, 0.7f, false);
+ SpawnElements(this.transform, sparklesPrefab, collision, sparklesSound, 0.5f);
}
+
+ this.simulation.OnCollision.Invoke(new Scenario());
}
else if (this.type == CellType.Antibody)
{
- Debug.Log("Antibody");
- SpawnElements(ObjectGenerated, explosionPrefab, collision, explosionSound, 0.7f, false);
+ SpawnElements(explosionPrefab, collision, explosionSound, 0.6f, false);
+
+ CellType ct = collision.gameObject.GetComponentInChildren().type;
+ this.simulation.DespawnCell(this, true);
+ this.simulation.DespawnCell(collision.gameObject.GetComponentInChildren() ?? null, true);
- this.simulation.DespawnCell(this);
- this.simulation.DespawnCell(collision.gameObject.GetComponent() ?? null);
+ this.simulation.OnCollision.Invoke(new Scenario());
+ }
+ }
+
+ else if (collisionCell?.type == CellType.Vaccine)
+ {
+ if (this.type == CellType.WhiteBloodCell)
+ {
+ bool applyForDrop = simulation.ApplyForDrop(this);
+ if (applyForDrop == true) {
+ for (int i = 0; i < 4; i++)
+ {
+ SpawnElements(sparklesPrefab, collision, sparklesSound, 0.5f, true);
+ }
+ simulation.DespawnCell(collisionCell.gameObject, false);
+ }
+ else
+ {
+ SpawnElements(this.transform, sparklesPrefab, collision, sparklesSound, 0.7f);
+ }
+
+ this.simulation.OnCollision.Invoke(new Scenario());
}
-
- // TODO: do something on other collisions...
- this.simulation.OnCollision.Invoke(new Scenario()); // TODO: define the API for this...
}
}
}
/*
- * Spawn Cells and plays audio and particle effects
+ * Spawn Cells and play audio and particle effects
*/
- public void SpawnElements(Transform Element, Transform Effect, Collision collision, AudioClip sound, float volume, bool spawnAroundObject)
+ public void SpawnElements(Transform effect, Collision collision, AudioClip sound, float volume, bool spawnAroundObject)
{
// define point of collision, where we want particles to spawn
Vector3 center = collision.transform.position;
+ Vector3 player = GameObject.FindGameObjectWithTag("Player").transform.position;
+ Vector3 direction = center - player;
+ float vectMagnitude = direction.magnitude;
+
+ //Debug.Log(vectMagnitude);
+
+ float spacing = vectMagnitude / 50f;
+ Vector3 position = center - (direction * spacing);
+ position.y += Random.Range(-0.5f, 0.5f);
+ position.x += Random.Range(-0.5f, 0.5f);
+ position.z += Random.Range(-0.5f, 0.5f);
- // find a random area around the center to avoid spawning inside a Cell and look more organic
- Vector3 RandomCircle(Vector3 center, float radius)
- {
- float ang = Random.value * 360;
- Vector3 pos;
- pos.x = center.x + radius * Mathf.Sin(ang * Mathf.Deg2Rad);
- pos.y = center.y + radius * Mathf.Cos(ang * Mathf.Deg2Rad);
- pos.z = center.z + Random.Range(-1.5f, 1.5f);
- return pos;
- }
- Vector3 pos = RandomCircle(center, 2f);
- Quaternion rot = Quaternion.FromToRotation(Vector3.forward, center - pos);
-
// spawn the new Cell differently depending on what we are colliding with
// either replaces the object or spawns the new Cell around it
Transform newInstance;
if (spawnAroundObject == true)
- newInstance = Instantiate(Element, pos, rot);
+ newInstance = this.simulation.SpawnCell(CellType.Antibody, position, Quaternion.identity)?.transform;
else
- newInstance = Instantiate(Element, collision.transform.position, collision.transform.rotation);
+ newInstance = this.simulation.SpawnCell(CellType.PathogenNeutralized, collision.transform.position, Quaternion.identity)?.transform;
// play the effects
- Transform generatedEffect = Instantiate(Effect, collision.transform.position, collision.transform.rotation);
- newInstance.gameObject.GetComponent().PlayOneShot(sound, volume);
- Destroy(generatedEffect.gameObject, 1); // destroy effect after 1 second
+ //if (newInstance.GetComponentInChildren().type != CellType.Antibody)
+ this.SpawnElements(newInstance, effect, collision, sound, volume);
}
/*
* Spawn particle effect and play audio, but no Cell spawning
*/
- public void SpawnElements(Transform Effect, Collision collision, AudioClip sound, float volume, bool destroyGameObjects)
+ private void SpawnElements(Transform instance, Transform effect, [CanBeNull] Collision collision, AudioClip sound, float volume)
{
// play the effects
- Transform generatedEffect = Instantiate(Effect, collision.transform.position, collision.transform.rotation);
- this.gameObject.GetComponent().PlayOneShot(sound, volume);
+ var position = collision != null ? collision.transform.position : this.gameObject.transform.position;
+ var rotation = collision != null ? collision.transform.rotation : this.gameObject.transform.rotation;
+ Transform generatedEffect = Instantiate(effect, position, rotation);
+ instance.gameObject.GetComponentInChildren().PlayOneShot(sound, volume);
Destroy(generatedEffect.gameObject, 1);
}
+
+ public void PlayDespawnAnimation()
+ {
+ Transform generatedEffect = Instantiate(despawnPrefab, this.transform.position, this.transform.rotation);
+ Destroy(generatedEffect.gameObject, 1); // destroy effect after 1 second
+ }
+
+ public void PlayDestructionAnimation()
+ {
+ Transform generatedEffect = Instantiate(destructionPrefab, this.transform.position, this.transform.rotation);
+ Destroy(generatedEffect.gameObject, 1); // destroy effect after 1 second
+ }
}
\ No newline at end of file
diff --git a/Assets/Scripts/SimulationEngine/DualMaterialLoop.cs b/Assets/Scripts/SimulationEngine/DualMaterialLoop.cs
index 178b667..c294e43 100644
--- a/Assets/Scripts/SimulationEngine/DualMaterialLoop.cs
+++ b/Assets/Scripts/SimulationEngine/DualMaterialLoop.cs
@@ -1,5 +1,6 @@
using UnityEngine;
+
public class DualMaterialLoop : MonoBehaviour
{
// Blends between two materials
@@ -8,7 +9,10 @@ public class DualMaterialLoop : MonoBehaviour
public Material material2;
public float duration = 2.0f;
Renderer rend;
-
+ [Range(0f, 1f)]
+ public float input;
+
+
void Start()
{
rend = GetComponent();
@@ -20,7 +24,7 @@ void Start()
void Update()
{
// ping-pong between the materials over the duration
- float lerp = Mathf.PingPong(Time.time, duration) / duration;
- rend.material.Lerp(material1, material2, lerp);
+ //float lerp = Mathf.PingPong(Time.time, duration) / duration;
+ rend.material.Lerp(material1, material2, input);
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/SimulationEngine/Scenario.cs b/Assets/Scripts/SimulationEngine/Scenario.cs
index 14915d2..2ce1f53 100644
--- a/Assets/Scripts/SimulationEngine/Scenario.cs
+++ b/Assets/Scripts/SimulationEngine/Scenario.cs
@@ -1,6 +1,7 @@
using System;
using UnityEngine;
using UnityEngine.Events;
+using UnityEngine.Serialization;
[Serializable]
public class FirstCollisionEvent : UnityEvent { }
@@ -13,7 +14,15 @@ public class FirstPlayerShootEvent : UnityEvent { }
[Serializable]
public class FirstAntibodyInfusionEvent : UnityEvent { }
[Serializable]
-public class PathogensReducedToFiftyPercentEvent : UnityEvent { }
+public class PathogensReducedToEvent : UnityEvent { }
+[Serializable]
+public class AllPathogensDestroyedEvent : UnityEvent { }
+[Serializable]
+public class FirstPlayerPathogenKillEvent : UnityEvent { }
+[Serializable]
+public class PathogenDestroyedEvent : UnityEvent { }
+[Serializable]
+public class VaccinesDestroyedEvent : UnityEvent { }
public class Scenario : Level
{
@@ -22,23 +31,70 @@ public class Scenario : Level
public FirstPlayerReloadEvent OnFirstPlayerReload = new FirstPlayerReloadEvent();
public FirstPlayerShootEvent OnFirstPlayerShot = new FirstPlayerShootEvent();
public FirstAntibodyInfusionEvent OnFirstAntibodyInfusion = new FirstAntibodyInfusionEvent();
- public PathogensReducedToFiftyPercentEvent OnPathogensReducedToFiftyPercent = new PathogensReducedToFiftyPercentEvent();
-
+ [FormerlySerializedAs("OnPathogensReducedToFiftyPercent")] public PathogensReducedToEvent onPathogensReducedEvent = new PathogensReducedToEvent();
+ public AllPathogensDestroyedEvent OnAllPathogensDestroyed = new AllPathogensDestroyedEvent();
+ public FirstPlayerPathogenKillEvent OnFirstPlayerPathogenKill = new FirstPlayerPathogenKillEvent();
+ public PathogenDestroyedEvent OnPathogenDestroyed = new PathogenDestroyedEvent();
+ public VaccinesDestroyedEvent OnVaccinesDestroyed = new VaccinesDestroyedEvent();
+
+ public bool allowUpdateTicks; // TODO: probably set this to false eventually...
+ public float tickRate;
+
private Simulation simulation;
private bool hasReachFiftyPercent;
+ private double deltaTime;
+ private bool hasShot;
+ private bool hasInfused;
+ private bool vaccinesDestroyedCalled;
protected new void Start()
{
this.simulation = GameObject.FindGameObjectWithTag("Simulator").GetComponent();
this.hasReachFiftyPercent = false;
+ this.deltaTime = 0;
+ this.vaccinesDestroyedCalled = false;
+ // hook in to Simulation
this.simulation.OnCollision .AddListener(this.HandleFirstCollision);
this.simulation.OnPickup .AddListener(this.HandleFirstPickup);
this.simulation.OnReload .AddListener(this.HandleFirstReload);
this.simulation.OnShot .AddListener(this.HandleFirstShot);
- this.simulation.OnPathgenDespawn.AddListener(HandleFirstAntibodyInfusion);
- this.simulation.OnPathgenDespawn.AddListener(HandlePathogensReducedToFiftyPercent);
-
+ this.simulation.OnPathgenDespawn.AddListener(this.HandleFirstAntibodyInfusion);
+ this.simulation.OnPathgenDespawn.AddListener(this.HandlePathogensReduced);
+ this.simulation.OnCollision .AddListener(this.HandleAntibodyRespawn);
+
+ // define logic for first Player Pathogen kill event
+ this.hasShot = false;
+ this.hasInfused = false;
+ this.OnFirstAntibodyInfusion.AddListener(s => this.hasInfused = true);
+ this.OnFirstPlayerShot.AddListener(s => this.hasShot = true);
+ this.simulation.OnPathgenDespawn.AddListener(s =>
+ {
+ if (this.isActive && this.hasInfused && this.hasShot && this.simulation.PathogensDestroyed == 1)
+ this.OnFirstPlayerPathogenKill.Invoke(this);
+ });
+
+ // all pathogens destroyed logic
+ this.simulation.OnCollision.AddListener(s =>
+ {
+ //Debug.Log(this.simulation.PathogensSpawned);
+ if (this.isActive && this.hasReachFiftyPercent && this.simulation.PathogensSpawned > 2 && this.simulation.PathogenCount == 0)
+ {
+ //Debug.Log("Pathogens destroyed in " + this.gameObject.name);
+ this.OnAllPathogensDestroyed.Invoke(this);
+ }
+ });
+
+ // all vaccines destroyed logic
+ this.simulation.OnCollision.AddListener(s =>
+ {
+ if (!this.vaccinesDestroyedCalled && this.simulation.VaccineCount == 0 && this.simulation.VaccinesDestroyed > 0)
+ {
+ this.OnVaccinesDestroyed.Invoke(this);
+ this.vaccinesDestroyedCalled = true;
+ }
+ });
+
base.Start();
}
@@ -54,12 +110,13 @@ private void HandleFirstAntibodyInfusion(Scenario s)
this.OnFirstAntibodyInfusion.Invoke(s);
}
- private void HandlePathogensReducedToFiftyPercent(Scenario s)
+ private void HandlePathogensReduced(Scenario s)
{
+ //Debug.Log(this.simulation.PathogensDestroyed + ", " + this.simulation.PathogenCount);
if (this.isActive && !this.hasReachFiftyPercent && simulation.PathogensDestroyed >= simulation.PathogenCount)
{
this.hasReachFiftyPercent = true;
- this.OnPathogensReducedToFiftyPercent.Invoke(s);
+ this.onPathogensReducedEvent.Invoke(s);
}
}
@@ -81,16 +138,34 @@ private void HandleFirstShot(Scenario s)
this.OnFirstPlayerShot.Invoke(s);
}
+ private void HandleAntibodyRespawn(Scenario s)
+ {
+ if (this.isActive)
+ this.OnPathogenDestroyed.Invoke(this);
+ }
+
/*protected void Update()
{
// ...
}*/
- protected void FixedUpdate()
+ protected void Update()
{
- if (this.isActive) simulation.Tick();
+ this.deltaTime += Time.deltaTime;
+ //Debug.Log(newTimestamp - this.lastUpdateTimestamp);
+ if (this.deltaTime >= this.tickRate)
+ {
+ //Debug.Log(this.gameObject.name);
+ this.deltaTime = 0;
+ this.Tick();
+ }
+ }
- // ...
+ protected void Tick()
+ {
+ //Debug.Log(this.isActive + ", " + this.allowUpdateTicks);
+ if (this.isActive && this.allowUpdateTicks)
+ simulation.Tick();
}
public new void Activate()
@@ -102,8 +177,37 @@ protected void FixedUpdate()
public new void Complete()
{
- // TODO: tear down simulation
+ this.simulation.ClearCount();
base.Complete();
}
+
+ public void StartTicks()
+ {
+ this.allowUpdateTicks = true;
+ }
+
+ public void StopTicks()
+ {
+ this.allowUpdateTicks = false;
+ }
+
+ public void SpawnTutorialPathogen()
+ {
+ this.simulation.SpawnCell(CellType.Pathogen, new Vector3(-8f, 1f, 0f), Quaternion.identity);
+ }
+
+ public void SpawnTutorialAntibody()
+ {
+ this.simulation.SpawnCell(CellType.Antibody, new Vector3(-8f, 2f, 0f), Quaternion.identity);
+ }
+
+ public void Reset()
+ {
+ this.simulation.ClearCount();
+
+ this.hasReachFiftyPercent = false;
+ this.hasShot = false;
+ this.hasInfused = false;
+ }
}
diff --git a/Assets/Scripts/SimulationEngine/Simulation.cs b/Assets/Scripts/SimulationEngine/Simulation.cs
index dab9973..8d61088 100644
--- a/Assets/Scripts/SimulationEngine/Simulation.cs
+++ b/Assets/Scripts/SimulationEngine/Simulation.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
+using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
@@ -40,12 +41,16 @@ public class Simulation : MonoBehaviour
[HideInInspector]
public int AntibodiesDestroyed;
[HideInInspector]
+ public int VaccinesDestroyed;
+ [HideInInspector]
public int WBCCount;
[HideInInspector]
public int PathogenCount;
[HideInInspector]
public int AntibodyCount;
[HideInInspector]
+ public int VaccineCount;
+ [HideInInspector]
public int collisionCount;
[HideInInspector]
public int AntibodyPickupCount;
@@ -56,7 +61,9 @@ public class Simulation : MonoBehaviour
public GameObject WBCPrefab;
public GameObject PathogenPrefab;
+ public GameObject PathogenNeutralizedPrefab;
public GameObject AntibodyPrefab;
+ public GameObject VaccinePrefab;
public WBCSpawnEvent OnWBCSpawn = new WBCSpawnEvent();
public PathogenSpawnEvent OnPathogenSpawn = new PathogenSpawnEvent();
@@ -71,7 +78,7 @@ public class Simulation : MonoBehaviour
private List cells = new List();
private bool allowCollisions = true; // TODO: implement the logic for this...
-
+ private GameObject playerObject;
// spawning & despawning variables
public float WBCRadiusMax, WBCRadiusMin;
@@ -80,8 +87,14 @@ public class Simulation : MonoBehaviour
[Range(0.1f, 1f)]
public float ceiling;
+ public float movementSpeedScale;
+
protected void Start()
{
+ this.ClearCount();
+
+ this.playerObject = GameObject.FindGameObjectWithTag("Player");
+
this.OnPickup .AddListener(s => this.AntibodyPickupCount++);
this.OnReload .AddListener(s => this.gunReloadCount++);
this.OnShot .AddListener(s => this.gunShotCount++);
@@ -90,10 +103,76 @@ protected void Start()
public void Tick()
{
- /*foreach (Cell c in this.cells)
- c.Tick();*/
+ var cellsCopy = this.GetCellsCopy();
+ foreach (Cell c in cellsCopy)
+ {
+ if (c == null) continue;
+ var cTransform = c.gameObject.transform/*.GetChild(0).gameObject.transform*/;
+
+ var playerDistance = Vector3.Distance(this.playerObject.transform.position, cTransform.position);
+ if (playerDistance > 10f || cTransform.position.y < 0f)
+ {
+ this.DespawnCell(c, true);
+ this.SpawnCells(c.type, 1);
+ }
+ else if (this.CollisionsAllowed())
+ {
+ if (c.type == CellType.Vaccine) continue;
+
+ // find the closest Cell (or Player)
+ var closetPosition = cTransform.position; //cellsCopy[0].transform.position;
+ var shortestDistance = float.MaxValue;
+ Vector3 gravityVector = Vector3.one;
+
+ if (c.type == CellType.Antibody)
+ {
+ closetPosition = new Vector3(
+ this.playerObject.transform.position.x,
+ 0.6f,
+ this.playerObject.transform.position.z);
+
+ gravityVector = new Vector3(
+ (closetPosition.x - cTransform.position.x),
+ (closetPosition.y - cTransform.position.y),
+ (closetPosition.z - cTransform.position.z));
+ }
+
+ else
+ {
+ foreach (var d in cellsCopy)
+ {
+ if (d == null) continue;
+ var dTransform = d.gameObject.transform /*.GetChild(0).gameObject.transform*/;
+
+ if (d.type == CellType.Antibody || c.type == d.type) continue;
+ var distance = Vector3.Distance(cTransform.position, dTransform.position);
+ if (distance >= shortestDistance) continue;
+
+ closetPosition = dTransform.position;
+ shortestDistance = distance;
+ }
+
+ //if (c.type == CellType.WhiteBloodCell) Debug.Log(closetPosition);
+ gravityVector = new Vector3(
+ (closetPosition.x - cTransform.position.x),
+ (closetPosition.y - cTransform.position.y),
+ (closetPosition.z - cTransform.position.z));
+ //gravityVector.Scale(new Vector3(1 / gravityVector.x, 1 / gravityVector.y, 1 / gravityVector.z));
+ }
+
+ if (c.type != CellType.Antibody)
+ gravityVector.Scale(new Vector3(this.movementSpeedScale, this.movementSpeedScale,
+ this.movementSpeedScale));
+ //else Debug.Log(this.playerObject.transform.position);
+
+ c.Tick(gravityVector);
+ }
+ }
+ }
- // ...
+ private List GetCellsCopy()
+ {
+ return new List(this.cells);
}
public void ClearCount()
@@ -104,10 +183,15 @@ public void ClearCount()
this.WBCsDestroyed = 0;
this.PathogensDestroyed = 0;
this.AntibodiesDestroyed = 0;
+ this.VaccinesDestroyed = 0;
this.WBCCount = 0;
this.PathogenCount = 0;
this.AntibodyCount = 0;
+ this.VaccineCount = 0;
this.collisionCount = 0;
+ this.AntibodyPickupCount = 0;
+ this.gunReloadCount = 0;
+ this.gunShotCount = 0;
}
public bool CollisionsAllowed()
@@ -133,8 +217,9 @@ public void SpawnWBCells(int amount)
for (int i = 0; i < amount; i++)
{
Vector3 randpoint = UnityEngine.Random.insideUnitSphere.normalized;
- Vector3 spawnPos = playerPos + new Vector3(randpoint.x, Mathf.Abs(randpoint.y), randpoint.z) * UnityEngine.Random.Range(WBCRadiusMin, WBCRadiusMax);
- SpawnCell(CellType.WhiteBloodCell,spawnPos);
+ Vector3 spawnPos = this.FindSpawnSpace(
+ () => playerPos + new Vector3(randpoint.x, Mathf.Abs(randpoint.y), randpoint.z) * UnityEngine.Random.Range(WBCRadiusMin, WBCRadiusMax));
+ SpawnCell(CellType.WhiteBloodCell,spawnPos, Quaternion.identity);
}
}
@@ -143,8 +228,9 @@ public void SpawnPathogenCells(int amount)
for (int i = 0; i < amount; i++)
{
Vector3 randpoint = UnityEngine.Random.insideUnitSphere.normalized;
- Vector3 spawnPos = Vector3.zero + new Vector3(randpoint.x, Mathf.Abs(randpoint.y), randpoint.z) * UnityEngine.Random.Range(PathogenRadiusMin, PathogenRadiusMax);
- SpawnCell(CellType.Pathogen, spawnPos);
+ Vector3 spawnPos = this.FindSpawnSpace(
+ () => Vector3.zero + new Vector3(randpoint.x, Mathf.Abs(randpoint.y), randpoint.z) * UnityEngine.Random.Range(PathogenRadiusMin, PathogenRadiusMax));
+ SpawnCell(CellType.Pathogen, spawnPos, Quaternion.identity);
}
}
@@ -154,57 +240,51 @@ public void SpawnAntibodyCells(int amount)
for (int i = 0; i < amount; i++)
{
Vector3 randpoint = UnityEngine.Random.insideUnitSphere.normalized;
- Vector3 spawnPos = playerPos + new Vector3(randpoint.x, Mathf.Abs(randpoint.y * 0.4f), randpoint.z) * UnityEngine.Random.Range(AntibodyRadiusMin, AntibodyRadiusMax);
- SpawnCell(CellType.Antibody, spawnPos);
+ Vector3 spawnPos = this.FindSpawnSpace(
+ () => playerPos + new Vector3(randpoint.x, Mathf.Abs(randpoint.y * 0.4f), randpoint.z) * UnityEngine.Random.Range(AntibodyRadiusMin, AntibodyRadiusMax),
+ 3);
+ SpawnCell(CellType.Antibody, spawnPos, Quaternion.identity);
}
}
-
- public void SpawnFillerCells(int amount)
- {
- // ...
- }
-
- public void DespawnWBCells(int amount = 0)
- {
- // ...
- }
-
- public void DespawnPathogenCells(int amount = 0)
- {
- // ...
- }
-
- public void DespawnAntibodyCells(int amount = 0)
+
+ public void SpawnVaccineCells(int amount)
{
- // ...
+ for (int i = 0; i < amount; i++)
+ {
+ Vector3 randpoint = UnityEngine.Random.insideUnitSphere.normalized;
+ Vector3 spawnPos = this.FindSpawnSpace(
+ () => Vector3.zero + new Vector3(randpoint.x, Mathf.Abs(randpoint.y), randpoint.z) * UnityEngine.Random.Range(PathogenRadiusMin, PathogenRadiusMax));
+ SpawnCell(CellType.Vaccine, spawnPos, Quaternion.identity);
+ }
}
- public void DespawnFillerCells(int amount = 0)
+ public void SpawnFillerCells(int amount)
{
// ...
}
- public void DespawnWBCells(Cell[] cells)
+ public void DespawnWBCells(int amount = -1)
{
- // ...
+ this.DespawnCells(CellType.WhiteBloodCell, true, amount);
}
- public void DespawnPathogenCells(Cell[] cells)
+ public void DespawnPathogenCells(int amount = -1)
{
- // ...
+ this.DespawnCells(CellType.Pathogen, true, amount);
}
- public void DespawnAntibodyCells(Cell[] cells)
+ public void DespawnAntibodyCells(int amount = -1)
{
- // ...
+ this.DespawnCells(CellType.Antibody, true, amount);
}
- public void DespawnFillerCells(Cell[] cells)
+ public void DespawnFillerCells(int amount = -1)
{
- // ...
+ this.DespawnCells(CellType.Filler, true, amount);
}
- private void SpawnCell(CellType type, Vector3 position)
+ [CanBeNull]
+ public GameObject SpawnCell(CellType type, Vector3 position, Quaternion rotation)
{
GameObject newCellObject;
@@ -215,7 +295,7 @@ private void SpawnCell(CellType type, Vector3 position)
this.WBCsSpawned++;
this.WBCCount++;
this.OnWBCSpawn.Invoke(new Scenario()); // TODO: replace Scenario placeholder
- break; // API will probably change here...
+ break; // API will probably change here...
case CellType.Pathogen:
newCellObject = this.PathogenPrefab;
@@ -224,13 +304,19 @@ private void SpawnCell(CellType type, Vector3 position)
this.PathogenCount++;
this.OnPathogenSpawn.Invoke(new Scenario());
break;
-
+
case CellType.PathogenNeutralized:
- newCellObject = this.PathogenPrefab;
+ newCellObject = this.PathogenNeutralizedPrefab;
- this.PathogensSpawned++;
+ /*this.PathogensSpawned++;
this.PathogenCount++;
- this.OnPathogenSpawn.Invoke(new Scenario());
+ this.OnPathogenSpawn.Invoke(new Scenario());*/
+ break;
+
+ case CellType.Vaccine:
+ newCellObject = this.VaccinePrefab;
+
+ this.VaccineCount++;
break;
case CellType.Antibody:
@@ -242,21 +328,69 @@ private void SpawnCell(CellType type, Vector3 position)
break;
default: // CellType.Filler
- // TODO: randomly select and spawn Filler Cell prefab
- newCellObject = new GameObject();
- return;
+ //newCellObject = new GameObject();
+ return null;
}
- cells.Add(newCellObject.GetComponent());
- Instantiate(newCellObject, position, Quaternion.identity);
+ GameObject instantiatedObject = Instantiate(newCellObject, position, rotation);
+ if (type != CellType.PathogenNeutralized) cells.Add(instantiatedObject.GetComponentInChildren());
+ return instantiatedObject;
}
- public void DespawnCell([CanBeNull] Cell cell)
+ public void SpawnCells(CellType type, int amount)
{
- if (cell == null) return;
+ switch (type)
+ {
+ case CellType.WhiteBloodCell:
+ this.SpawnWBCells(amount);
+ break;
+ case CellType.Pathogen:
+ this.SpawnPathogenCells(amount);
+ break;
+ case CellType.Antibody:
+ this.SpawnAntibodyCells(amount);
+ break;
+ case CellType.Vaccine:
+ this.SpawnVaccineCells(amount);
+ break;
+ }
+ }
+
+ private Vector3 FindSpawnSpace(Func generateSpawn, float minimumDistance = 2)
+ {
+ Vector3 spawnPoint;
- this.cells.Remove(cell);
+ bool isValidSpawn;
+ int tries = 0;
+ int maxTriesAllowed = 1000;
+ do
+ {
+ isValidSpawn = true;
+ tries++;
+ if (tries == maxTriesAllowed) Debug.LogWarning("CELL SPAWNING: Exceeded the allotted number of spawn tries, spawning cell at random...");
+
+ spawnPoint = generateSpawn();
+ foreach (Cell c in this.cells)
+ {
+ float interCellDistance = Vector3.Distance(c.gameObject.transform.position, spawnPoint);
+ if (interCellDistance < minimumDistance) isValidSpawn = false;
+ }
+ } while (!isValidSpawn && tries <= maxTriesAllowed);
+
+ return spawnPoint;
+ }
+
+ public void DespawnCell([CanBeNull] Cell cell, bool playAnimation)
+ {
+ if (cell == null) return;
+
+ if (playAnimation == true)
+ {
+ cell.PlayDespawnAnimation();
+ }
+
Destroy(cell.gameObject);
+ this.cells.Remove(cell);
switch (cell.type)
{
@@ -267,7 +401,7 @@ public void DespawnCell([CanBeNull] Cell cell)
break;
case CellType.Pathogen:
- case CellType.PathogenNeutralized:
+ //case CellType.PathogenNeutralized:
this.PathogenCount--;
this.PathogensDestroyed++;
this.OnPathgenDespawn.Invoke(new Scenario());
@@ -278,8 +412,37 @@ public void DespawnCell([CanBeNull] Cell cell)
this.AntibodiesDestroyed++;
this.OnAntibodyDespawn.Invoke(new Scenario());
break;
+
+ case CellType.Vaccine:
+ this.VaccineCount--;
+ this.VaccinesDestroyed++;
+ break;
// Filler Cells don't have these events so we don't need to catch them here
}
}
+
+ public void DespawnCell(GameObject go, bool playAnimation) {
+ this.DespawnCell(go.GetComponent(), playAnimation);
+ }
+
+ private void DespawnCells(CellType type, bool playAnimation, int amount = -1)
+ {
+ var cellsCopy = this.GetCellsCopy();
+ foreach (Cell c in cellsCopy)
+ {
+ if (amount == 0) break;
+ if (c.type == type)
+ {
+ this.DespawnCell(c, playAnimation);
+ amount--;
+ }
+ }
+ }
+
+ private void DespawnCells(Cell[] despawningCells, bool playAnimation)
+ {
+ foreach (Cell c in despawningCells)
+ this.DespawnCell(c, playAnimation);
+ }
}
diff --git a/Assets/Scripts/SimulationEngine/randomMovement.cs b/Assets/Scripts/SimulationEngine/randomMovement.cs
index 54c91c7..03110f3 100644
--- a/Assets/Scripts/SimulationEngine/randomMovement.cs
+++ b/Assets/Scripts/SimulationEngine/randomMovement.cs
@@ -22,6 +22,7 @@ private void Update()
float randY = Random.Range(rangelowerY, rangeupperY);
float randZ = Random.Range(rangelowerZ, rangeupperZ);
StartCoroutine(MoveToPoint(new Vector3(randX, randY, randZ)));
+ Debug.Log(new Vector3(randX, randY, randZ));
}
}
diff --git a/Assets/Scripts/SimulationEngine/rotate.cs b/Assets/Scripts/SimulationEngine/rotate.cs
index 155cc23..60eaf53 100644
--- a/Assets/Scripts/SimulationEngine/rotate.cs
+++ b/Assets/Scripts/SimulationEngine/rotate.cs
@@ -4,10 +4,20 @@
public class rotate : MonoBehaviour
{
- public float rpmX = 10f;
- public float rpmY = 10f;
- public float rpmZ = 10f;
+ public float rpmX;
+ public float rpmY;
+ public float rpmZ;
public bool Rotating = true;
+ public bool RandomRotate = true;
+
+ void Start()
+ {
+ if (RandomRotate == true) {
+ rpmX = Random.Range(0f, 7f);
+ rpmY = Random.Range(0f, 7f);
+ rpmZ = Random.Range(0f, 7f);
+ }
+ }
void Update()
{
diff --git a/Assets/Scripts/flipNormals.cs b/Assets/Scripts/flipNormals.cs
new file mode 100644
index 0000000..37d7398
--- /dev/null
+++ b/Assets/Scripts/flipNormals.cs
@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Collections.Specialized;
+using UnityEngine;
+
+public class flipNormals : MonoBehaviour
+{
+ void Start()
+ {
+ Mesh mesh = this.GetComponent().mesh;
+ Vector3[] normals = mesh.normals;
+
+ for (int i = 0; i < normals.Length; i++)
+ normals[i] = -1 * normals[i];
+
+ mesh.normals = normals;
+
+ for (int i = 0; i < mesh.subMeshCount; i++)
+ {
+ int[] tris = mesh.GetTriangles(i);
+ for (int j = 0; j < tris.Length; j += 3)
+ {
+ //swap order of tri vertices
+ int temp = tris[j];
+ tris[j] = tris[j + 1];
+ tris[j + 1] = temp;
+ }
+ mesh.SetTriangles(tris, i);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/flipNormals.cs.meta b/Assets/Scripts/flipNormals.cs.meta
new file mode 100644
index 0000000..7e6efb9
--- /dev/null
+++ b/Assets/Scripts/flipNormals.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d6de7ce8d5b2c034cabbea20c39eec33
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/gunPack/GunScript.cs b/Assets/gunPack/GunScript.cs
index 3d92769..9ff0bdf 100644
--- a/Assets/gunPack/GunScript.cs
+++ b/Assets/gunPack/GunScript.cs
@@ -1,10 +1,16 @@
+using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.Events;
using Valve.VR;
using Valve.VR.InteractionSystem;
+[Serializable]
+public class GunGrabEvent : UnityEvent { }
+
[RequireComponent(typeof(Interactable))]
+[RequireComponent(typeof(AudioSource))]
public class GunScript : MonoBehaviour
{
[SerializeField]
@@ -13,18 +19,27 @@ public class GunScript : MonoBehaviour
private Transform bulletSource = null;
[SerializeField]
private float projectileSpeed = 5.0f;
+ [SerializeField]
+ private Animator anim;
private bool grabbed = false;
private SteamVR_Input_Sources isource;
private Simulation simulation;
+ private ReloadScript reload;
public int gunType = 1;
public SteamVR_Action_Boolean input;
public SteamVR_Action_Boolean input2;
public bool grabbable = false;
+ public AudioClip reloadSound;
+ public AudioClip shootSound;
+
+ public GunGrabEvent OnGrab = new GunGrabEvent();
+
protected void Start()
{
simulation = GameObject.FindGameObjectWithTag("Simulator").GetComponent();
+ reload = gameObject.GetComponentInChildren();
}
private void Update()
@@ -32,41 +47,56 @@ private void Update()
Hand localHand = gameObject.GetComponent().hoveringHand;
if (localHand == null) return;
- if (!grabbed)
+ if (!grabbed) {
isource = gameObject.GetComponent().hoveringHand.handType;
+ gameObject.GetComponent().hoveringHand.ShowGrabHint();}
- if(input.GetStateDown(isource) && !grabbed)
+ if (input.GetStateDown(isource) && !grabbed || input2.GetStateDown(isource) && !grabbed)
{
attachToHand();
+ this.OnGrab.Invoke(new Scenario());
}
else
{
- if (input2.GetStateDown(isource)&& grabbed)
+ if (input2.GetStateDown(isource) && grabbed && reload.isLoaded)
+ {
shoot();
+ }
+ else return;
}
if (Input.GetKeyDown(KeyCode.Space))
{
shoot();
}
+
}
void shoot()
{
- Debug.Log("Shoot!");
-
- GameObject Projectile;
- Projectile = Instantiate(projectilePrefab, bulletSource.position, bulletSource.rotation);
- Projectile.GetComponent().AddRelativeForce(Vector3.forward * projectileSpeed, ForceMode.Impulse);
+ this.simulation.OnShot.Invoke(new Scenario());
+ reload.isLoaded = false;
+ //Debug.Log("Shoot!");
+
+ //var projectile = Instantiate(projectilePrefab, bulletSource.position, bulletSource.rotation);
+ var projectile = this.simulation.SpawnCell(CellType.Antibody, bulletSource.position, bulletSource.rotation);
+ projectile.GetComponentInChildren().AddRelativeForce(Vector3.forward * projectileSpeed, ForceMode.Impulse);
simulation.OnShot.Invoke(new Scenario()); // TODO: replace placeholder Scenario
+
+ this.GetComponent().PlayOneShot(this.shootSound);
+ anim.SetTrigger("Shoot");
+ ControllerButtonHints.HideTextHint(GetComponent().hoveringHand, input2);
}
void attachToHand()
{
+ this.simulation.OnPickup.Invoke(new Scenario());
+ gameObject.GetComponent().hoveringHand.HideGrabHint();
gameObject.transform.parent = GetComponent().hoveringHand.transform;
- gameObject.transform.localPosition = new Vector3(0f, 0f, 0f); // 0f, -0.15f, 0.15f
- gameObject.transform.localRotation = Quaternion.Euler(135f, 0f, 0f);
+ gameObject.transform.localPosition = new Vector3(0f, -0.35f, -0.08f); // 0f, -0.15f, 0.15f
+ gameObject.transform.localRotation = Quaternion.Euler(0f, -90f, -40f);
grabbed = true;
+ ControllerButtonHints.ShowTextHint(GetComponent().hoveringHand, input2, "Skyd", true);
}
}
diff --git a/Packages/manifest.json b/Packages/manifest.json
index c990f78..4e353d6 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -2,7 +2,7 @@
"dependencies": {
"com.unity.collab-proxy": "1.15.13",
"com.unity.ide.rider": "2.0.7",
- "com.unity.ide.visualstudio": "2.0.14",
+ "com.unity.ide.visualstudio": "2.0.15",
"com.unity.ide.vscode": "1.2.5",
"com.unity.test-framework": "1.1.31",
"com.unity.textmeshpro": "3.0.6",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 66a090a..ac5624d 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -26,7 +26,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
- "version": "2.0.14",
+ "version": "2.0.15",
"depth": 0,
"source": "registry",
"dependencies": {
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 19f4a8c..54544ca 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -4,7 +4,10 @@
EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
- m_Scenes: []
+ m_Scenes:
+ - enabled: 1
+ path: Assets/Scenes/GameScene.unity
+ guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects:
Unity.XR.OpenVR.Settings: {fileID: 11400000, guid: e52b07d90245bb6429eec65e9432029a, type: 2}
com.unity.xr.management.loader_settings: {fileID: 11400000, guid: f97f7e7ae51941c45a3d6ef8e5c26234, type: 2}
diff --git a/ProjectSettings/HDRPProjectSettings.asset b/ProjectSettings/HDRPProjectSettings.asset
new file mode 100644
index 0000000..13f4bee
--- /dev/null
+++ b/ProjectSettings/HDRPProjectSettings.asset
@@ -0,0 +1,22 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &1
+MonoBehaviour:
+ m_ObjectHideFlags: 61
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 63a2978a97e4fc04cb9d905947216f3d, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ version: 1
+ m_ProjectSettingFolderPath: HDRPDefaultResources
+ m_WizardPopupAtStart: 1
+ m_WizardPopupAlreadyShownOnce: 1
+ m_WizardActiveTab: 1
+ m_WizardNeedRestartAfterChangingToDX12: 0
+ m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
+ m_LastMaterialVersion: 11
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 2d8b32f..893d672 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -12,8 +12,8 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
- companyName: DefaultCompany
- productName: prot8
+ companyName: 7gang
+ productName: ImmuneVR
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@@ -266,7 +266,14 @@ PlayerSettings:
AndroidMinifyDebug: 0
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
- m_BuildTargetIcons: []
+ m_BuildTargetIcons:
+ - m_BuildTarget:
+ m_Icons:
+ - serializedVersion: 2
+ m_Icon: {fileID: 2800000, guid: 59d6681f71033f349a08e3616b9bc18f, type: 3}
+ m_Width: 128
+ m_Height: 128
+ m_Kind: 0
m_BuildTargetPlatformIcons: []
m_BuildTargetBatching:
- m_BuildTarget: Standalone
| | | | | | | | | | | | | | |