Added Game Logic
Added chest logic for key press Added Door openning script Openning doors on start (for now) Added UI for chest openning
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m_useMaxVisibleDescender: 1
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_baseMaterial: {fileID: 0}
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m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
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|||||||
48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
Normal file
48
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DoorAnimation : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject door;
|
||||||
|
[SerializeField] private float openSpeed = 2.0f;
|
||||||
|
[SerializeField] private float closeSpeed = 2.0f;
|
||||||
|
private bool isOpen = false;
|
||||||
|
private Vector3 closedPosition;
|
||||||
|
private Vector3 openPosition;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
closedPosition = door.transform.position;
|
||||||
|
openPosition = new Vector3(door.transform.position.x, door.transform.position.y - 4.6f, door.transform.position.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToggleDoor()
|
||||||
|
{
|
||||||
|
if (isOpen)
|
||||||
|
{
|
||||||
|
StartCoroutine(CloseDoor());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
StartCoroutine(OpenDoor());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private System.Collections.IEnumerator OpenDoor()
|
||||||
|
{
|
||||||
|
while (Vector3.Distance(door.transform.position, openPosition) > 0.01f)
|
||||||
|
{
|
||||||
|
door.transform.position = Vector3.MoveTowards(door.transform.position, openPosition, openSpeed * Time.deltaTime);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
isOpen = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private System.Collections.IEnumerator CloseDoor()
|
||||||
|
{
|
||||||
|
while (Vector3.Distance(door.transform.position, closedPosition) > 0.01f)
|
||||||
|
{
|
||||||
|
door.transform.position = Vector3.MoveTowards(door.transform.position, closedPosition, closeSpeed * Time.deltaTime);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
isOpen = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs.meta
Normal file
2
3D blobici/Assets/Prefabs/Scripts/DoorAnimation.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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|
fileFormatVersion: 2
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 743746586}
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- component: {fileID: 743746585}
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- component: {fileID: 743746584}
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m_TagString: MainCamera
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--- !u!81 &743746584
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AudioListener:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 743746583}
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m_Enabled: 1
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--- !u!20 &743746585
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Camera:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 743746583}
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serializedVersion: 2
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_Iso: 200
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m_ShutterSpeed: 0.005
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m_Aperture: 16
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|
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m_FocusDistance: 10
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|
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m_FocalLength: 50
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m_BladeCount: 5
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m_Curvature: {x: 2, y: 11}
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m_BarrelClipping: 0.25
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m_Anamorphism: 0
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m_SensorSize: {x: 36, y: 24}
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m_LensShift: {x: 0, y: 0}
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m_NormalizedViewPortRect:
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serializedVersion: 2
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y: 0
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height: 1
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near clip plane: 0.3
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far clip plane: 1000
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field of view: 60
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orthographic: 0
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orthographic size: 5
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serializedVersion: 2
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m_TargetEye: 3
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m_HDR: 1
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m_AllowMSAA: 1
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m_AllowDynamicResolution: 0
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m_ForceIntoRT: 0
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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--- !u!4 &743746586
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 743746583}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1315219950
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--- !u!1 &1315219950
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -369,6 +277,5 @@ Transform:
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SceneRoots:
|
SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_Roots:
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m_Roots:
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- {fileID: 743746586}
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- {fileID: 1315219952}
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- {fileID: 1315219952}
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- {fileID: 23489964}
|
- {fileID: 23489964}
|
||||||
|
|||||||
@@ -69,7 +69,16 @@ public class MapGenManager : MonoBehaviour
|
|||||||
if (Player)
|
if (Player)
|
||||||
{
|
{
|
||||||
Vector3 playerPos = spawnPos + new Vector3(0, 1, 3);
|
Vector3 playerPos = spawnPos + new Vector3(0, 1, 3);
|
||||||
Instantiate(Player, playerPos, Quaternion.identity, transform);
|
GameObject playerInstance = Instantiate(Player, playerPos, Quaternion.identity, transform);
|
||||||
|
Transform controllerObj = playerInstance.transform.Find("Player");
|
||||||
|
if (controllerObj != null)
|
||||||
|
{
|
||||||
|
controllerObj.tag = "Player";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Player prefab není přiřazený, hráč nebude umístěn do mapy.");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* ---------- Build the rest of rooms ---------- */
|
/* ---------- Build the rest of rooms ---------- */
|
||||||
@@ -231,8 +240,8 @@ public class MapGenManager : MonoBehaviour
|
|||||||
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
|
int count = Mathf.Max(1, Mathf.FloorToInt(dist / step));
|
||||||
|
|
||||||
Vector3 segPos = start + axis * (step * 0.5f);
|
Vector3 segPos = start + axis * (step * 0.5f);
|
||||||
var door = Instantiate(CorridorStraight, segPos, rot, transform);
|
var door = Instantiate(DoorCorridor, segPos, rot, transform);
|
||||||
//door.GetComponent<DoorController>()?.OpenDoor();
|
door.GetComponent<DoorAnimation>()?.ToggleDoor();
|
||||||
|
|
||||||
for (int i = 1; i < count; i++)
|
for (int i = 1; i < count; i++)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -5,20 +5,51 @@ public class ChestLogic : MonoBehaviour
|
|||||||
|
|
||||||
private Animator animator;
|
private Animator animator;
|
||||||
private bool isOpen = false;
|
private bool isOpen = false;
|
||||||
|
private bool isPlayerInRange = false;
|
||||||
|
private GameObject canvas;
|
||||||
|
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
|
canvas = GameObject.Find("UI Canvas");
|
||||||
|
if (canvas == null) Debug.LogWarning("ChestUIText GameObject not found in the scene. Please ensure it exists.");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (!isPlayerInRange)
|
||||||
|
return;
|
||||||
|
if (Input.GetKeyDown(KeyCode.E)) // Detekce stisku klávesy E
|
||||||
|
{
|
||||||
|
Debug.Log("E key pressed");
|
||||||
|
if (!isOpen)
|
||||||
|
{
|
||||||
|
animator.SetTrigger("Open");
|
||||||
|
isOpen = true;
|
||||||
|
|
||||||
|
// Deactivate the ChestUIText when the chest is opened
|
||||||
|
if (canvas != null)
|
||||||
|
{
|
||||||
|
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||||
|
if (chestTextTransform != null)
|
||||||
|
{
|
||||||
|
chestTextTransform.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/*else
|
||||||
|
{
|
||||||
|
animator.SetTrigger("Close");
|
||||||
|
isOpen = false;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMouseDown()
|
/*private void OnMouseDown()
|
||||||
{
|
{
|
||||||
Debug.Log("Chest clicked");
|
Debug.Log("Chest clicked");
|
||||||
if (!isOpen)
|
if (!isOpen)
|
||||||
@@ -31,5 +62,51 @@ public class ChestLogic : MonoBehaviour
|
|||||||
animator.SetTrigger("Close");
|
animator.SetTrigger("Close");
|
||||||
isOpen = false;
|
isOpen = false;
|
||||||
}
|
}
|
||||||
|
}*/
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
// Check if the chest is not already open
|
||||||
|
if (!isOpen)
|
||||||
|
{
|
||||||
|
if (other.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
isPlayerInRange = true;
|
||||||
|
Debug.Log("Player entered chest range");
|
||||||
|
|
||||||
|
// Activate the ChestUIText when the player enters the range
|
||||||
|
if (canvas != null)
|
||||||
|
{
|
||||||
|
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||||
|
if (chestTextTransform != null)
|
||||||
|
{
|
||||||
|
chestTextTransform.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerExit(Collider other)
|
||||||
|
{
|
||||||
|
// Check if the chest is already open
|
||||||
|
if (isOpen)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (other.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
isPlayerInRange = false;
|
||||||
|
Debug.Log("Player left chest range");
|
||||||
|
|
||||||
|
// Deaktivate the ChestUIText when the player leaves the range
|
||||||
|
if (canvas != null)
|
||||||
|
{
|
||||||
|
Transform chestTextTransform = canvas.transform.Find("ChestUIText");
|
||||||
|
if (chestTextTransform != null)
|
||||||
|
{
|
||||||
|
chestTextTransform.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user