14 Commits
V0.02 ... dev-3

Author SHA1 Message Date
Pasha Bibko
0498d30771 PAIN
I hate portals. This is just here for refelection.
2025-04-07 09:47:36 +01:00
5091d6789a Started making new level 2025-04-04 14:48:54 +01:00
1f81b9cb2f Did stuff 2025-04-04 12:50:58 +01:00
Pasha Bibko
653876e56e It "works"
It's a buggy mess but it's a working buggy mess
2025-04-03 13:06:55 +01:00
d0de96ae0a Forgot to save 2025-04-02 15:46:38 +01:00
4f47cd883a Did stuff 2025-04-02 15:46:11 +01:00
1718bd7586 Started implementation of portal teleporting 2025-04-02 14:47:27 +01:00
f76cc35c93 Epilepsy sim 2025-04-02 13:45:27 +01:00
01242dd807 Portal rendering works 2025-04-02 11:51:39 +01:00
bb32967106 One of the portals works
*I'm crying in a corner rn
2025-04-02 10:10:25 +01:00
b9e55dd79c I THINK IT FINALLY WORKS 2025-04-02 09:34:18 +01:00
Pasha Bibko
140cbd646f iT DONTY WORK KDJMGHDFSJHFG 2025-04-02 07:55:08 +01:00
Pasha Bibko
70a71a06e5 Portal rendering 1/2 done 2025-04-01 19:21:37 +01:00
Pasha Bibko
8610868924 Changed how slope detection works
There is a bug with the camera
2025-03-30 17:26:31 +01:00
51 changed files with 10644 additions and 1360 deletions

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

View File

@@ -12,6 +12,7 @@ public class CameraController : MonoBehaviour
[Header("References")] [Header("References")]
[SerializeField] Transform m_Orientation; [SerializeField] Transform m_Orientation;
[SerializeField] Transform m_Tracking;
// Private variables // // Private variables //
@@ -22,7 +23,7 @@ public class CameraController : MonoBehaviour
static CameraController s_Instance = null; static CameraController s_Instance = null;
// Provides a way for external objects to interact with the camera // 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 // Start is called before the first frame update
void Start() void Start()
@@ -65,5 +66,11 @@ public class CameraController : MonoBehaviour
// Applies the rotation to the objects within Unity // Applies the rotation to the objects within Unity
m_Orientation.rotation = Quaternion.Euler(0, m_Rotation.y, 0); m_Orientation.rotation = Quaternion.Euler(0, m_Rotation.y, 0);
transform.rotation = Quaternion.Euler(m_Rotation.x, 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) 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); m_WallCollisions.Add(other);
} }
} }

View File

@@ -4,20 +4,27 @@ public partial class PlayerMovement : MonoBehaviour
{ {
// Function to make the player jump // Function to make the player jump
// The function checks wether the player is grounded so external checks are not needed // 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 // Checks wether the player is grounded
// Can be overriden by passing true to force a jump // Can be overriden by passing true to force a jump
if (m_Grounded || force) 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 // 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 // Fixed Update is called once per physics update
private void FixedUpdate() private void FixedUpdate()
{ {
// Resets portal state
m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
// Works out the new state of the player // Works out the new state of the player
UpdatePlayerState(); UpdatePlayerState();
@@ -28,7 +35,7 @@ public partial class PlayerMovement : MonoBehaviour
if (m_OnSlope) if (m_OnSlope)
{ {
// Calculates better move direction for sliding // 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 // Runs correct update function depending on player state
@@ -36,7 +43,7 @@ public partial class PlayerMovement : MonoBehaviour
{ {
case PlayerState.RUNNING: case PlayerState.RUNNING:
// Adds the force to the rigid body // 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 // Stops player sliding slopes when they don't want to
if (m_OnSlope) if (m_OnSlope)
@@ -46,6 +53,10 @@ public partial class PlayerMovement : MonoBehaviour
else else
{ m_Body.useGravity = true; } { m_Body.useGravity = true; }
// Checks if the player wants to jump
// Jump function does the checking if they can
if (m_JumpKeyPressed) { Jump(); }
break; break;
case PlayerState.SLIDING: case PlayerState.SLIDING:
@@ -62,13 +73,6 @@ public partial class PlayerMovement : MonoBehaviour
break; 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 // Updates the counter for slide boost updates left
m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity); m_TicksOfSlideBoostLeft = (int)Mathf.Clamp(m_TicksOfSlideBoostLeft - 1, 0, Mathf.Infinity);
@@ -80,10 +84,23 @@ public partial class PlayerMovement : MonoBehaviour
m_Body.velocity = v; m_Body.velocity = v;
// Doubles gravity if falling to feel less floaty // Doubles gravity if falling to feel less floaty
if (v.y < 0.0f) { GravityController.Instance().SetScale(2.0f); } if (v.y < 0.0f) { GravityController.Instance().SetScale(2f); }
else { GravityController.Instance().SetScale(1.0f); } else { GravityController.Instance().SetScale(1f); }
// Clears all stored collisions // Clears all stored collisions
m_WallCollisions.Clear(); 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")] [Header("Ground Check")]
[SerializeField] float m_PlayerHeight; [SerializeField] float m_PlayerHeight;
[SerializeField] LayerMask m_GroundMask; [SerializeField] LayerMask m_GroundMask;
[SerializeField] LayerMask m_SlopeMask;
[Header("Sliding Settings")] [Header("Sliding Settings")]
[SerializeField] float m_SlideRequiredSpeed; [SerializeField] float m_SlideRequiredSpeed;
@@ -71,9 +70,8 @@ public partial class PlayerMovement : MonoBehaviour
bool m_FlippedWallRideDirectionFirstFrame = false; bool m_FlippedWallRideDirectionFirstFrame = false;
Vector3 m_LastWallNormal; Vector3 m_LastWallNormal;
// Raycast hit objects // What the player is standing on
RaycastHit m_GroundHit; RaycastHit m_StandingOn;
RaycastHit m_SlopeHit;
// //
BoxCollider m_WallCollider; BoxCollider m_WallCollider;
@@ -84,9 +82,32 @@ public partial class PlayerMovement : MonoBehaviour
// //
Vector3 m_WallNormal; 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 // Start is called before the first frame update
private void Start() 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 // Stops the rigidbody from rotatating when we don't want it to
m_Body.freezeRotation = true; m_Body.freezeRotation = true;

View File

@@ -1,4 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PlayerMovement : MonoBehaviour public partial class PlayerMovement : MonoBehaviour
{ {
@@ -43,11 +44,11 @@ public partial class PlayerMovement : MonoBehaviour
private void Update() private void Update()
{ {
// Performs raycasts to see what the player is standing on // 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_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, 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_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 // 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 // Updates the state of the user input
UpdateInput(); UpdateInput();
@@ -56,6 +57,12 @@ public partial class PlayerMovement : MonoBehaviour
ApplyDrag(); ApplyDrag();
// Displays the speed of the player to the screen // 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); m_PlayerTransform.localScale = new Vector3(1.0f, m_SlideScaler, 1.0f);
// Applies a downward force as shrinking the player scale causes them to float // 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 // Applies a boost of a force at the beginning of a slide
m_TicksOfSlideBoostLeft = 10; m_TicksOfSlideBoostLeft = 10;
@@ -31,17 +31,28 @@ public partial class PlayerMovement : MonoBehaviour
// Correctly applies force on slopes // Correctly applies force on slopes
if (m_OnSlope) if (m_OnSlope)
{ {
Vector3 slopeDir = m_SlopeHit.normal; Vector3 slopeDir = m_StandingOn.normal;
slopeDir.y = 0.0f - slopeDir.y; slopeDir.y = 0.0f - slopeDir.y;
m_Body.AddForce(slopeDir.normalized * m_SlideSpeed * m_Body.mass * 10, ForceMode.Force); 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 // 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) 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 point = closest.ClosestPoint(transform.position);
Vector3 dir = point - transform.position; Vector3 dir = point - transform.position;
RaycastHit hit; if (Physics.Raycast(transform.position, dir.normalized, out RaycastHit hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
if (Physics.Raycast(transform.position, dir.normalized, out hit, (m_WallCheckDistance * 2.0f) + 1.0f, m_GroundMask))
{ {
normal = hit.normal; normal = hit.normal;
return true; return true;
@@ -40,7 +39,6 @@ public partial class PlayerMovement : MonoBehaviour
else else
{ {
Debug.LogError("SOMETHING WENT WRONG");
normal = Vector3.zero; normal = Vector3.zero;
return false; return false;
} }
@@ -75,5 +73,8 @@ public partial class PlayerMovement : MonoBehaviour
// Sets the last wall normal to the current normal for later use // Sets the last wall normal to the current normal for later use
m_LastWallNormal = m_WallNormal; m_LastWallNormal = m_WallNormal;
// Checks if the player wants to jump
if (m_JumpKeyPressed) { Jump(2.0f, true); }
} }
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b687cd8a45b3feb428316fa7baa9b195
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@@ -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

@@ -0,0 +1,11 @@
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guid: 0a0fb07b4c853d646b6ba8378601ebb7
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serializedVersion: 2
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View File

@@ -0,0 +1,93 @@
using System.Collections;
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_TeleportAllowed = true;
// 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;
}
IEnumerator PortalDelay()
{
s_TeleportAllowed = false;
yield return new WaitForSecondsRealtime(0.5f);
s_TeleportAllowed = true;
}
// When something enters the portal
private void OnTriggerEnter(Collider other) => AttemptToTeleportPlayer(other);
//private void OnTriggerStay(Collider other) => AttemptToTeleportPlayer(other);
private void AttemptToTeleportPlayer(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 (s_TeleportAllowed == true)
{
//
StartCoroutine(PortalDelay());
// 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

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 38c0ed2885c88f84887e32d9e53e35e5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@@ -0,0 +1,38 @@
using System;
using UnityEngine;
[Serializable] public struct RoomEnteranceInfo
{
[SerializeField] GameObject m_ExitRoom;
[SerializeField] RoomEnterance m_RoomExit;
[SerializeField] uint m_ExitID;
public uint ID => m_ExitID;
public bool PlayerIsLeaving() => m_RoomExit.IsLeaving();
}
public class RoomController : MonoBehaviour
{
[Header("")]
[SerializeField] RoomEnteranceInfo[] m_Enterances;
bool m_IsMainRoom = false;
public void SetAsMainRoom()
{
m_IsMainRoom = true;
// Spawn all the rooms
}
private void Update()
{
foreach (RoomEnteranceInfo info in m_Enterances)
{
if (info.PlayerIsLeaving())
{
Debug.Log("KDJHSKGJDFHSKGJhk");
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 036543747b829e64bb786bd33b3fd84e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,25 @@
using UnityEngine;
public class RoomEnterance : MonoBehaviour
{
[Header("Triggers")]
[SerializeField] TriggerTracker m_TriggerA;
[SerializeField] TriggerTracker m_TriggerB;
bool m_PlayerIsLeaving = false;
public bool IsLeaving() => m_PlayerIsLeaving;
private void Update()
{
if (m_TriggerB.State() == true && m_TriggerA.State() == false)
{
m_PlayerIsLeaving = true;
}
else
{
m_PlayerIsLeaving = false;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerTracker : MonoBehaviour
{
private bool m_IsTriggered = false;
public bool State() => m_IsTriggered;
private void OnTriggerEnter(Collider other) => m_IsTriggered = true;
private void OnTriggerExit(Collider other) => m_IsTriggered = false;
}

View File

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fileFormatVersion: 2
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8
Assets/Shaders.meta Normal file
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fileFormatVersion: 2
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folderAsset: yes
DefaultImporter:
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userData:
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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 @@
fileFormatVersion: 2
guid: 35812bfcf4ddf904992c5c6f4af75113
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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@@ -2,15 +2,21 @@
%TAG !u! tag:unity3d.com,2011: %TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 6 serializedVersion: 8
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Prototype_512x512_Grey1 m_Name: Prototype_512x512_Grey1
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE m_Parent: {fileID: 0}
_SPECULARHIGHLIGHTS_OFF m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _NORMALMAP
- _SPECULARHIGHLIGHTS_OFF
m_InvalidKeywords:
- _DISABLE_SSR_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
@@ -23,6 +29,7 @@ Material:
- TransparentDepthPostpass - TransparentDepthPostpass
- TransparentBackface - TransparentBackface
- RayTracingPrepass - RayTracingPrepass
m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
@@ -76,7 +83,7 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissionMap: - _EmissionMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 100, y: 100}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _EmissiveColorMap: - _EmissiveColorMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@@ -96,7 +103,7 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 2800000, guid: dd29f35641da38647a1eeb1028211f1a, type: 3} m_Texture: {fileID: 2800000, guid: dd29f35641da38647a1eeb1028211f1a, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 100, y: 100}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MaskMap: - _MaskMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@@ -162,6 +169,7 @@ Material:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats: m_Floats:
- _AORemapMax: 1 - _AORemapMax: 1
- _AORemapMin: 0 - _AORemapMin: 0

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@@ -52,6 +52,10 @@ Material:
m_Texture: {fileID: 2800000, guid: 9397418d1d7b12543bf27fb61b93bbea, type: 3} m_Texture: {fileID: 2800000, guid: 9397418d1d7b12543bf27fb61b93bbea, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap: - _EmissionMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}

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@@ -283,7 +283,196 @@ PlayerSettings:
AndroidValidateAppBundleSize: 1 AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150 AndroidAppBundleSizeToValidate: 150
m_BuildTargetIcons: [] m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: [] m_BuildTargetPlatformIcons:
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m_Height: 180
m_Kind: 0
m_SubKind: iPhone
- m_Textures: []
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m_Height: 120
m_Kind: 0
m_SubKind: iPhone
- m_Textures: []
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m_Height: 167
m_Kind: 0
m_SubKind: iPad
- m_Textures: []
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m_Height: 152
m_Kind: 0
m_SubKind: iPad
- m_Textures: []
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m_Height: 76
m_Kind: 0
m_SubKind: iPad
- m_Textures: []
m_Width: 120
m_Height: 120
m_Kind: 3
m_SubKind: iPhone
- m_Textures: []
m_Width: 80
m_Height: 80
m_Kind: 3
m_SubKind: iPhone
- m_Textures: []
m_Width: 80
m_Height: 80
m_Kind: 3
m_SubKind: iPad
- m_Textures: []
m_Width: 40
m_Height: 40
m_Kind: 3
m_SubKind: iPad
- m_Textures: []
m_Width: 87
m_Height: 87
m_Kind: 1
m_SubKind: iPhone
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m_Height: 58
m_Kind: 1
m_SubKind: iPhone
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m_Height: 58
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m_Height: 29
m_Kind: 1
m_SubKind: iPad
- m_Textures: []
m_Width: 60
m_Height: 60
m_Kind: 2
m_SubKind: iPhone
- m_Textures: []
m_Width: 40
m_Height: 40
m_Kind: 2
m_SubKind: iPhone
- m_Textures: []
m_Width: 40
m_Height: 40
m_Kind: 2
m_SubKind: iPad
- m_Textures: []
m_Width: 20
m_Height: 20
m_Kind: 2
m_SubKind: iPad
- m_Textures: []
m_Width: 1024
m_Height: 1024
m_Kind: 4
m_SubKind: App Store
- m_BuildTarget: Android
m_Icons:
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m_SubKind:
m_BuildTargetBatching: m_BuildTargetBatching:
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@@ -3,7 +3,9 @@
--- !u!78 &1 --- !u!78 &1
TagManager: TagManager:
serializedVersion: 2 serializedVersion: 2
tags: [] tags:
- Portal
- NoTag
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
@@ -14,10 +16,10 @@ TagManager:
- -
- -
- -
- - Player
- Ground - Ground
- Slope - Slope
- - Portal
- -
- -
- -