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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