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14 Commits
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File diff suppressed because one or more lines are too long
File diff suppressed because it is too large
Load Diff
@@ -8,6 +8,10 @@ public class GravityController
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// Constant gravity scale
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const float m_GravityScale = -20.0f;
|
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Vector3 m_Up = Vector3.zero;
|
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|
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public static Vector3 up => s_Instance.m_Up;
|
||||
|
||||
// Private constructor to stop accidental creation
|
||||
private GravityController() { }
|
||||
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||||
@@ -27,5 +31,6 @@ public class GravityController
|
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{
|
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// Sets the gravity
|
||||
Physics.gravity = new Vector3(0, m_GravityScale * scale, 0);
|
||||
m_Up = Physics.gravity;
|
||||
}
|
||||
}
|
||||
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||||
@@ -28,6 +28,8 @@ public class CameraController : MonoBehaviour
|
||||
// Start is called before the first frame update
|
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void Start()
|
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{
|
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gameObject.GetComponent<Camera>().fieldOfView = MainMenu.fov;
|
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|
||||
// Checks it is the only instance
|
||||
if (s_Instance == null)
|
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{
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||||
@@ -40,10 +42,6 @@ public class CameraController : MonoBehaviour
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{
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Debug.LogError("Multiple instances of CameraController within Scene");
|
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}
|
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// Locks the cursor and makes it invisible
|
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}
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// Update is called once per frame
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10
Assets/Scripts/Portals/PortalBack.cs
Normal file
10
Assets/Scripts/Portals/PortalBack.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PortalBack : MonoBehaviour
|
||||
{
|
||||
[SerializeField] PortalManager m_Manager;
|
||||
|
||||
// private void OnCollisionEnter(Collision collision) => m_Manager.ForceTeleport();
|
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}
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11
Assets/Scripts/Portals/PortalBack.cs.meta
Normal file
11
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Normal file
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@@ -30,6 +30,7 @@ public class PortalCamera : MonoBehaviour
|
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|
||||
// Gets the camera from the component
|
||||
m_Camera = gameObject.GetComponent<Camera>();
|
||||
m_Camera.fieldOfView = MainMenu.fov;
|
||||
|
||||
// Creates the render texture
|
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RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);
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@@ -18,7 +18,7 @@ public class PortalManager : MonoBehaviour
|
||||
// Private variables //
|
||||
|
||||
PortalManager m_OtherManager;
|
||||
PortalCamera m_PortalCamera;
|
||||
[SerializeField] PortalCamera m_PortalCamera;
|
||||
|
||||
// Gets the other end of the portal
|
||||
public PortalManager Linked() => m_OtherManager;
|
||||
@@ -52,6 +52,23 @@ public class PortalManager : MonoBehaviour
|
||||
m_PlayerPoint.position = CameraController.Instance().transform.position;
|
||||
}
|
||||
|
||||
public void ForceTeleport()
|
||||
{
|
||||
// Calculates if the player is going towards the portal
|
||||
Vector3 difference = PlayerMovement.Pos() - transform.position;
|
||||
|
||||
// Rotates the player
|
||||
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;
|
||||
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));
|
||||
}
|
||||
|
||||
// When something enters the portal
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
|
||||
@@ -18,8 +18,11 @@ public class MainMenu : MonoBehaviour
|
||||
[Header("Options References")]
|
||||
[SerializeField] Text m_SensText;
|
||||
[SerializeField] Slider m_SensitivitySlider;
|
||||
[SerializeField] Text m_FOVText;
|
||||
[SerializeField] Slider m_FOVSlider;
|
||||
|
||||
public static float sens = 100.0f;
|
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public static float sens = 35;
|
||||
public static float fov = 90;
|
||||
|
||||
private void Start()
|
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{
|
||||
@@ -27,6 +30,12 @@ public class MainMenu : MonoBehaviour
|
||||
|
||||
m_ControlsCanvas.enabled = false;
|
||||
m_OptionsCanvas.enabled = false;
|
||||
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.Confined;
|
||||
|
||||
m_FOVSlider.value = fov;
|
||||
m_SensitivitySlider.value = sens;
|
||||
}
|
||||
|
||||
public void StartGame() => SceneManager.LoadScene(1);
|
||||
@@ -55,12 +64,15 @@ public class MainMenu : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.Escape))
|
||||
if (Input.GetKey(KeyCode.Tab))
|
||||
{
|
||||
StartMenu();
|
||||
}
|
||||
|
||||
sens = m_SensitivitySlider.value;
|
||||
m_SensText.text = sens.ToString();
|
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|
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fov = m_FOVSlider.value;
|
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m_FOVText.text = fov.ToString();
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}
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}
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||||
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46
Assets/Scripts/UI/PauseMenu.cs
Normal file
46
Assets/Scripts/UI/PauseMenu.cs
Normal file
@@ -0,0 +1,46 @@
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using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
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||||
|
||||
public class PauseMenu : MonoBehaviour
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{
|
||||
[SerializeField] Canvas m_Canvas;
|
||||
|
||||
private bool m_Paused = false;
|
||||
|
||||
private void UpdateState()
|
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{
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||||
m_Canvas.enabled = m_Paused;
|
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Time.timeScale = m_Paused ? 0.0f : 1.0f;
|
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Cursor.visible = m_Paused;
|
||||
Cursor.lockState = m_Paused ? CursorLockMode.None : CursorLockMode.Locked;
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}
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|
||||
private void Start()
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{
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UpdateState();
|
||||
}
|
||||
|
||||
private void Update()
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||||
{
|
||||
// Toggles the paused state if the ESC key is pressed //
|
||||
if (Input.GetKeyDown(KeyCode.Tab) && PlayerMovement.Instance().IsDead() == false)
|
||||
{
|
||||
m_Paused = !m_Paused;
|
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|
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UpdateState();
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}
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||||
}
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||||
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||||
public void Unpause()
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||||
{
|
||||
m_Paused = false;
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UpdateState();
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||||
}
|
||||
|
||||
public void MainMenu()
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{
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Time.timeScale = 1.0f;
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SceneManager.LoadScene(0);
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}
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}
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11
Assets/Scripts/UI/PauseMenu.cs.meta
Normal file
11
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Normal file
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8
Assets/Ultimate 10 Plus Shaders.meta
Normal file
8
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Normal file
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8
Assets/Ultimate 10 Plus Shaders/Shaders.meta
Normal file
8
Assets/Ultimate 10 Plus Shaders/Shaders.meta
Normal file
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110
Assets/Ultimate 10 Plus Shaders/Shaders/Edge Detection.shader
Normal file
110
Assets/Ultimate 10 Plus Shaders/Shaders/Edge Detection.shader
Normal file
@@ -0,0 +1,110 @@
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/*
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███████╗██████╗░░██████╗░███████╗ ██████╗░███████╗████████╗███████╗░█████╗░████████╗██╗░█████╗░███╗░░██╗
|
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██╔════╝██╔══██╗██╔════╝░██╔════╝ ██╔══██╗██╔════╝╚══██╔══╝██╔════╝██╔══██╗╚══██╔══╝██║██╔══██╗████╗░██║
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█████╗░░██║░░██║██║░░██╗░█████╗░░ ██║░░██║█████╗░░░░░██║░░░█████╗░░██║░░╚═╝░░░██║░░░██║██║░░██║██╔██╗██║
|
||||
██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░ ██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║
|
||||
███████╗██████╔╝╚██████╔╝███████╗ ██████╔╝███████╗░░░██║░░░███████╗╚█████╔╝░░░██║░░░██║╚█████╔╝██║░╚███║
|
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╚══════╝╚═════╝░░╚═════╝░╚══════╝ ╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
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░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
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██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
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██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
|
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╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
|
||||
|
||||
█▀▀▄ █──█ ▀▀█▀▀ █──█ █▀▀ ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
|
||||
█▀▀▄ █▄▄█ ─░█── █▀▀█ █▀▀ ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
|
||||
▀▀▀─ ▄▄▄█ ─░█── ▀──▀ ▀▀▀ ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
|
||||
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀ █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀ ▄█ █▀█ ▄█▄ █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
|
||||
█▀█ ▄█ ▄█ ██▄ ░█░ ▄ █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄ ░█ █▄█ ░▀░ ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
License:
|
||||
The license is ATTRIBUTION 3.0
|
||||
|
||||
More license info here:
|
||||
https://creativecommons.org/licenses/by/3.0/
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
This shader has NOT been tested on any other PC configuration except the following:
|
||||
CPU: Intel Core i5-6400
|
||||
GPU: NVidia GTX 750Ti
|
||||
RAM: 16GB
|
||||
Windows: 10 x64
|
||||
DirectX: 11
|
||||
____________________________________________________________________________________________________________________________________________
|
||||
*/
|
||||
|
||||
Shader "Ultimate 10+ Shaders/Edge Detection" /* The edge detection algorithm that is implemented in this shader is named "Sobel Edge Detection" */
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" }
|
||||
Cull Back
|
||||
|
||||
GrabPass { }
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float4 screenPos : TEXCOORD0;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
sampler2D _GrabTexture : register(s0);
|
||||
|
||||
v2f vert(appdata input)
|
||||
{
|
||||
v2f output;
|
||||
|
||||
output.position = UnityObjectToClipPos(input.vertex);
|
||||
output.screenPos = output.position;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 pixel;
|
||||
half2 uv;
|
||||
fixed onePixelW, onePixelH;
|
||||
half4 frag(v2f input) : SV_Target
|
||||
{
|
||||
uv = input.screenPos.xy / input.screenPos.w;
|
||||
uv.x = (uv.x + 1) * .5;
|
||||
uv.y = 1.0 - (uv.y + 1) * .5;
|
||||
|
||||
onePixelW = 1.0 / _ScreenParams.x;
|
||||
onePixelH = 1.0 / _ScreenParams.y;
|
||||
|
||||
pixel = 0;
|
||||
pixel = abs(
|
||||
tex2D(_GrabTexture, half2(uv.x - onePixelW, uv.y)) -
|
||||
tex2D(_GrabTexture, half2(uv.x + onePixelW, uv.y)) +
|
||||
tex2D(_GrabTexture, half2(uv.x, uv.y + onePixelH)) -
|
||||
tex2D(_GrabTexture, half2(uv.x, uv.y - onePixelH))
|
||||
);
|
||||
|
||||
return pixel * _Color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 211b73cf71b1f6a48aa152214d4a886d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -144,7 +144,7 @@
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.lastMeshSelectMode",
|
||||
"value": "{\"m_Value\":4}"
|
||||
"value": "{\"m_Value\":8}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
|
||||
@@ -1,2 +1,7 @@
|
||||
# TheMobiusLine
|
||||
|
||||
# The Mobius Line
|
||||
|
||||
This is my FMP (final major project) that I created for my first year of Level 3 Game development. Windows downloads can be found under releases but if you wish to play via your browser you can play [here](https://pashabibko.itch.io/the-mobius-line).
|
||||
|
||||
### About
|
||||
|
||||
The mobius line is a speedrunning game built around non-Euclidean concepts set in the London Underground. Your goal is to get from one platform (the starting area) to the other (green wall) as fast as possible.
|
||||
|
||||
Reference in New Issue
Block a user