Added basic portals
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202
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202
Assets/Prefabs/Portal.prefab
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58
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58
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9
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8
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14
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14
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{
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{
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76
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76
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Normal file
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using UnityEngine;
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namespace InterfaceOff.WorldScene
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{
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Camera m_Camera;
|
||||
|
||||
Vector3 m_Rot;
|
||||
|
||||
// Initialistion function for the camera
|
||||
public void InitCamera(MeshRenderer[] renderers, PortalManager creator, Vector3 rot)
|
||||
{
|
||||
// Transfers the passed rotation to be stored within the class
|
||||
m_Rot = rot;
|
||||
|
||||
// Stores both portals
|
||||
m_CapturePortal = creator.Linked();
|
||||
m_DisplayPortal = creator;
|
||||
|
||||
// Gets the camera from the component
|
||||
m_Camera = gameObject.GetComponent<Camera>();
|
||||
m_Camera.fieldOfView = m_WorldCamera.fieldOfView;
|
||||
|
||||
// Creates the render texture
|
||||
RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);
|
||||
m_RenderTexture = new RenderTexture(descriptor);
|
||||
|
||||
// Creates a material from the Cutout shader
|
||||
// Needs to be created via code as all the materials have different settings
|
||||
m_RenderMaterial = new Material(m_Shader);
|
||||
|
||||
// Links the camera to the mesh renderer
|
||||
m_Camera.targetTexture =
|
||||
m_RenderTexture; // Sets it's camera to display to the render texture instead of the screen
|
||||
m_RenderMaterial.mainTexture =
|
||||
m_RenderTexture; // Sets the material to use the render texture as it's texture
|
||||
|
||||
foreach (Renderer renderer in renderers)
|
||||
{
|
||||
renderer.material = m_RenderMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
// Gets the offset of the player from the display portal
|
||||
Vector3 offset = m_DisplayPortal.PlayerOffset();
|
||||
|
||||
// Translates it to the capture portal and assigns it to the camera position
|
||||
Transform t = m_CapturePortal.transform.parent;
|
||||
transform.position = t.position + offset;
|
||||
|
||||
// Calculate angle stuff (not needed because angle always stays the same in this duct tape version)
|
||||
//float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation,
|
||||
// m_CapturePortal.transform.parent.rotation);
|
||||
//Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
|
||||
//Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
|
||||
//Vector3 d = new(0f, m_CapturePortal.CamDif(), 0f);
|
||||
//transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot + d;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/World/PortalCamera.cs.meta
Normal file
3
Assets/Scripts/World/PortalCamera.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ecef1a55a76c4edd8a7a6154094c3d86
|
||||
timeCreated: 1768498426
|
||||
62
Assets/Scripts/World/PortalManager.cs
Normal file
62
Assets/Scripts/World/PortalManager.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace InterfaceOff.WorldScene
|
||||
{
|
||||
public class PortalManager : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] GameObject m_OtherPortal;
|
||||
[SerializeField] Camera m_PlayerCamera;
|
||||
|
||||
[Header("Set References")]
|
||||
[SerializeField] GameObject m_CameraPrefab;
|
||||
[SerializeField] MeshRenderer[] m_Renderers;
|
||||
[SerializeField] Transform m_PlayerPoint;
|
||||
|
||||
// Private variables //
|
||||
|
||||
PortalManager m_OtherManager;
|
||||
[SerializeField] PortalCamera m_PortalCamera;
|
||||
|
||||
// Gets the other end of the portal
|
||||
public PortalManager Linked() => m_OtherManager;
|
||||
|
||||
// Gets the location of the player relative to the portal
|
||||
public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// Validates that it is a portal
|
||||
m_OtherManager = m_OtherPortal.GetComponentInChildren<PortalManager>();
|
||||
if (m_OtherManager == null)
|
||||
{
|
||||
Debug.LogError("OtherPortal was not valid portal");
|
||||
return;
|
||||
}
|
||||
|
||||
// Creates the camera in top-level heirachry and stores the PortalCamera script
|
||||
GameObject cam = Instantiate(m_CameraPrefab, transform.root.parent);
|
||||
m_PortalCamera = cam.GetComponentInChildren<PortalCamera>();
|
||||
|
||||
// Initialises the camera so it renders to the portal and not the screen
|
||||
m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f);
|
||||
}
|
||||
|
||||
void LateUpdate() => m_PlayerPoint.position = m_PlayerCamera.transform.position;
|
||||
|
||||
// When something enters the portal
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// Changing the state if it is not the player will cause issues
|
||||
if (!other.CompareTag("Player"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculates if the player is going towards the portal
|
||||
Vector3 difference = m_PlayerCamera.transform.position - transform.position;
|
||||
PlayerController.SetPos(m_OtherManager.transform.position + difference - new Vector3(0, 1.0f, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/World/PortalManager.cs.meta
Normal file
11
Assets/Scripts/World/PortalManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68fb822b7ca1a9e489bf21abe980ed13
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user