Merge branch 'dev-2'

This commit is contained in:
2025-04-04 14:49:12 +01:00
36 changed files with 9062 additions and 1360 deletions

8
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- _SrcBlend: 1
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- _ZWrite: 1
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- _Color: {r: 1, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []

8
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2277
Assets/Scenes/Level-1.unity Normal file

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View File

@@ -9,8 +9,7 @@ public class GravityController
const float m_GravityScale = -20.0f;
// Private constructor to stop accidental creation
private GravityController()
{ }
private GravityController() { }
public static GravityController Instance()
{

View File

@@ -12,6 +12,7 @@ public class CameraController : MonoBehaviour
[Header("References")]
[SerializeField] Transform m_Orientation;
[SerializeField] Transform m_Tracking;
// Private variables //
@@ -22,7 +23,7 @@ public class CameraController : MonoBehaviour
static CameraController s_Instance = null;
// Provides a way for external objects to interact with the camera
public CameraController Instance() => s_Instance;
public static CameraController Instance() => s_Instance;
// Start is called before the first frame update
void Start()
@@ -65,5 +66,11 @@ public class CameraController : MonoBehaviour
// Applies the rotation to the objects within Unity
m_Orientation.rotation = Quaternion.Euler(0, m_Rotation.y, 0);
transform.rotation = Quaternion.Euler(m_Rotation.x, m_Rotation.y, 0);
// Sets its location to where it is tracking
transform.position = m_Tracking.position;
}
// Adds a way for external forces to modify the direction the player is looking
public void RotatePlayerDirection(Vector2 dif) => m_Rotation += dif;
}

View File

@@ -4,6 +4,10 @@ public partial class PlayerMovement : MonoBehaviour
{
private void OnTriggerStay(Collider other)
{
// Stops it trying to find the normals of portals
if (other.CompareTag("Portal")) { return; }
// Else adds it to the list
m_WallCollisions.Add(other);
}
}

View File

@@ -4,20 +4,27 @@ public partial class PlayerMovement : MonoBehaviour
{
// Function to make the player jump
// The function checks wether the player is grounded so external checks are not needed
private void Jump(bool force = false)
private void Jump(float scale = 1.0f, bool force = false)
{
// Checks wether the player is grounded
// Can be overriden by passing true to force a jump
if (m_Grounded || force)
{
// Removes all downwards velocity
Vector3 v = m_Body.velocity;
m_Body.velocity = new Vector3(v.x, Mathf.Max(v.y), v.z);
// Applies an upwards force simulating a jump
m_Body.AddForce(transform.up * m_JumpForce * m_Body.mass, ForceMode.Impulse);
m_Body.AddForce(Vector3.up * m_JumpForce * m_Body.mass * scale, ForceMode.Impulse);
}
}
// Fixed Update is called once per physics update
private void FixedUpdate()
{
// Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
// Works out the new state of the player
UpdatePlayerState();
@@ -28,7 +35,7 @@ public partial class PlayerMovement : MonoBehaviour
if (m_OnSlope)
{
// Calculates better move direction for sliding
m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_SlopeHit.normal).normalized;
m_MoveDir = Vector3.ProjectOnPlane(m_MoveDir, m_StandingOn.normal).normalized;
}
// Runs correct update function depending on player state
@@ -36,7 +43,7 @@ public partial class PlayerMovement : MonoBehaviour
{
case PlayerState.RUNNING:
// Adds the force to the rigid body
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * 10.0f, ForceMode.Force);
m_Body.AddForce(m_MoveDir.normalized * m_MoveSpeed * m_Body.mass * (m_Grounded ? 10.0f : 5.0f), ForceMode.Force);
// Stops player sliding slopes when they don't want to
if (m_OnSlope)
@@ -46,6 +53,10 @@ public partial class PlayerMovement : MonoBehaviour
else
{ m_Body.useGravity = true; }
// Checks if the player wants to jump
// Jump function does the checking if they can
if (m_JumpKeyPressed) { Jump(); }
break;
case PlayerState.SLIDING:
@@ -62,13 +73,6 @@ public partial class PlayerMovement : MonoBehaviour
break;
}
// Calls the Jump function if the user has pressed jump
// No grounded checks needed as Jump() function does that internally
if (m_JumpKeyPressed)
{
Jump();
}
// Updates the counter for slide boost updates left
m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity);
@@ -80,10 +84,23 @@ public partial class PlayerMovement : MonoBehaviour
m_Body.velocity = v;
// Doubles gravity if falling to feel less floaty
if (v.y < 0.0f) { GravityController.Instance().SetScale(2.0f); }
else { GravityController.Instance().SetScale(1.0f); }
if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); }
else { GravityController.Instance().SetScale(1f); }
// Clears all stored collisions
m_WallCollisions.Clear();
}
public void WentThroughPortal(float change)
{
Debug.Log("Went thru portal");
// Resets the counter
m_PortalFrameCounter = 20;
// Rotates the velocity of the player
Vector3 vel = m_Body.velocity;
vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
m_Body.velocity = vel;
}
}

View File

@@ -15,7 +15,6 @@ public partial class PlayerMovement : MonoBehaviour
[Header("Ground Check")]
[SerializeField] float m_PlayerHeight;
[SerializeField] LayerMask m_GroundMask;
[SerializeField] LayerMask m_SlopeMask;
[Header("Sliding Settings")]
[SerializeField] float m_SlideRequiredSpeed;
@@ -71,9 +70,8 @@ public partial class PlayerMovement : MonoBehaviour
bool m_FlippedWallRideDirectionFirstFrame = false;
Vector3 m_LastWallNormal;
// Raycast hit objects
RaycastHit m_GroundHit;
RaycastHit m_SlopeHit;
// What the player is standing on
RaycastHit m_StandingOn;
//
BoxCollider m_WallCollider;
@@ -84,9 +82,32 @@ public partial class PlayerMovement : MonoBehaviour
//
Vector3 m_WallNormal;
//
int m_PortalFrameCounter = 0;
// Only instance of the player
static PlayerMovement s_Instance;
public static Transform Orientation() => s_Instance.m_Orientation;
public static Vector3 Pos() => s_Instance.transform.position;
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v;
public static GameObject Object() => s_Instance.gameObject;
public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
public static PlayerMovement Instance() => s_Instance;
// Start is called before the first frame update
private void Start()
{
// Checks there is not more than one player at one time
if (s_Instance != null)
{
Debug.LogError("Multiple players");
return;
}
// Sets it to the instance
s_Instance = this;
// Stops the rigidbody from rotatating when we don't want it to
m_Body.freezeRotation = true;

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PlayerMovement : MonoBehaviour
{
@@ -43,11 +44,11 @@ public partial class PlayerMovement : MonoBehaviour
private void Update()
{
// Performs raycasts to see what the player is standing on
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_GroundHit, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
m_OnSlope = Physics.Raycast(transform.position, Vector3.down, out m_SlopeHit, m_PlayerHeight * 0.5f + 0.3f, m_SlopeMask);
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded;
// Checks the player is far enough of the ground to start wall running
m_IsFarEnoughOffGroundToWallRide = m_GroundHit.distance > m_DistanceOfFloorToWallRide;
m_IsFarEnoughOffGroundToWallRide = m_StandingOn.distance > m_DistanceOfFloorToWallRide;
// Updates the state of the user input
UpdateInput();
@@ -56,6 +57,12 @@ public partial class PlayerMovement : MonoBehaviour
ApplyDrag();
// Displays the speed of the player to the screen
m_SpeedDisplay.text = "Speed: " + m_Body.velocity.magnitude.ToString("0.00");
m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
// Reloads the game to stop falling off
if (Input.GetKey(KeyCode.R))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}

View File

@@ -9,7 +9,7 @@ public partial class PlayerMovement : MonoBehaviour
m_PlayerTransform.localScale = new Vector3(1.0f, m_SlideScaler, 1.0f);
// Applies a downward force as shrinking the player scale causes them to float
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Force);
// Applies a boost of a force at the beginning of a slide
m_TicksOfSlideBoostLeft = 10;
@@ -31,17 +31,28 @@ public partial class PlayerMovement : MonoBehaviour
// Correctly applies force on slopes
if (m_OnSlope)
{
Vector3 slopeDir = m_SlopeHit.normal;
Vector3 slopeDir = m_StandingOn.normal;
slopeDir.y = 0.0f - slopeDir.y;
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
// Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(2.0f, true); }
}
// If at the start of a slide provides a boost to the player or if the player is on a slope
else if (m_TicksOfSlideBoostLeft != 0)
{
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force);
// Applies the boost
m_Body.AddForce(m_MoveDir.normalized * m_SlideSpeed * m_Body.mass * 2, ForceMode.Force);
// Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(1.0f, true); }
}
//m_Body.AddForce(Vector3.down * m_Body.mass * 5.0f, ForceMode.Impulse);
else
{
// Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(1.0f, true); }
}
}
}

View File

@@ -31,8 +31,7 @@ public partial class PlayerMovement : MonoBehaviour
Vector3 point = closest.ClosestPoint(transform.position);
Vector3 dir = point - transform.position;
RaycastHit hit;
if (Physics.Raycast(transform.position, dir.normalized, out hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
if (Physics.Raycast(transform.position, dir.normalized, out RaycastHit hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
{
normal = hit.normal;
return true;
@@ -40,7 +39,6 @@ public partial class PlayerMovement : MonoBehaviour
else
{
Debug.LogError("SOMETHING WENT WRONG");
normal = Vector3.zero;
return false;
}
@@ -75,5 +73,8 @@ public partial class PlayerMovement : MonoBehaviour
// Sets the last wall normal to the current normal for later use
m_LastWallNormal = m_WallNormal;
// Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(2.0f, true); }
}
}

View File

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@@ -0,0 +1,64 @@
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class PortalCamera : MonoBehaviour
{
[Header("Components")]
[SerializeField] Shader m_Shader;
// Private members //
PortalManager m_DisplayPortal;
PortalManager m_CapturePortal;
RenderTexture m_RenderTexture;
Material m_RenderMaterial;
Camera m_Camera;
Vector3 m_Rot;
// Initialistion function for the camera
public void InitCamera(MeshRenderer renderer, 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>();
// 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
renderer.material = m_RenderMaterial; // Set's the renderer to use the material
}
// Update is called every frame
void Update()
{
// 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.parent.position = (t.position) + (-t.forward * offset.z) + (t.up * offset.y) + (-t.right * offset.x);
// Calculate angle stuff
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;
transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot;
}
}

View File

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View File

@@ -0,0 +1,84 @@
using UnityEngine;
public class PortalManager : MonoBehaviour
{
[Header("References")]
[SerializeField] GameObject m_OtherPortal;
[Header("Set References")]
[SerializeField] GameObject m_CameraPrefab;
[SerializeField] MeshRenderer m_PortalRenderer;
[Header("Points")]
[SerializeField] Transform m_PlayerPoint;
// Private variables //
PortalManager m_OtherManager;
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;
static bool s_TeleportedThisFrame = false;
// 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_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f);
}
// Updates is called every frame
void Update()
{
// Updates the player position relative to the portal
m_PlayerPoint.position = CameraController.Instance().transform.position;
}
void LateUpdate()
{
s_TeleportedThisFrame = true;
}
// When something enters the portal
private void OnTriggerEnter(Collider other)
{
// Changing the state if it is not the player will causes issues
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
// Calculates if the player is going towards the portal
Vector3 difference = PlayerMovement.Pos() - transform.position;
// If this is true the player has crossed the portal
if (PlayerMovement.CanGoThroughPortals() && s_TeleportedThisFrame == true)
{
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
rotDif += 180.0f;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tellss the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif);
// Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0));
}
}
}

View File

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@@ -0,0 +1,60 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/ScreenCutoutShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Lighting Off
Cull Back
ZWrite On
ZTest Less
Fog{ Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
//float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
i.screenPos /= i.screenPos.w;
fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
return col;
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
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@@ -2,15 +2,21 @@
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m_DoubleSidedGI: 0
@@ -23,6 +29,7 @@ Material:
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m_LockedProperties:
m_SavedProperties:
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@@ -96,7 +103,7 @@ Material:
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m_Scale: {x: 1, y: 1}
m_Scale: {x: 100, y: 100}
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m_Texture: {fileID: 0}
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@@ -52,6 +52,10 @@ Material:
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@@ -283,7 +283,196 @@ PlayerSettings:
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AndroidAppBundleSizeToValidate: 150
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- m_Textures: []
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View File

@@ -3,7 +3,9 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- Portal
- NoTag
layers:
- Default
- TransparentFX
@@ -14,10 +16,10 @@ TagManager:
-
-
-
-
- Player
- Ground
- Slope
-
- Portal
-
-
-