14 Commits
V1.1 ... V1.4

Author SHA1 Message Date
Pasha Bibko
c742b06311 Made menu decorations work on all resolutions 2025-05-12 09:41:46 +01:00
Pasha Bibko
95a2c4b43b Fixed shaders
Removed unused shaders from project
2025-05-12 09:35:02 +01:00
Pasha Bibko
8a89758ae5 Updated README.md 2025-05-09 15:26:41 +01:00
abfc6cd910 ghfghgfhgf 2025-05-02 14:58:30 +01:00
e706d5577a jxckjgx, 2025-05-02 14:58:26 +01:00
b2530ee2b7 Did suff 2025-05-02 14:57:55 +01:00
c191af0d4b Updated In-Game GUI to match the menu UI 2025-05-02 11:57:19 +01:00
728238edaf Removed faces from mesh to stop visual glitches 2025-05-02 11:44:59 +01:00
57c0acbab9 Made menus much nicer to look at
Also added a changeable FOV
2025-05-02 11:28:36 +01:00
cc701b5a00 Added font 2025-04-30 15:56:05 +01:00
8325f34ead Fixed Sensitvity bar position 2025-04-30 15:05:03 +01:00
d1c3d2cbfb Added a pause-menu 2025-04-30 14:21:48 +01:00
fa756dfa24 Made hazards visible 2025-04-30 13:42:31 +01:00
73191ec39b Touched-up the UI 2025-04-30 13:31:00 +01:00
40 changed files with 7586 additions and 4566 deletions

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View File

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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

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@@ -8,6 +8,10 @@ public class GravityController
// Constant gravity scale
const float m_GravityScale = -20.0f;
Vector3 m_Up = Vector3.zero;
public static Vector3 up => s_Instance.m_Up;
// Private constructor to stop accidental creation
private GravityController() { }
@@ -27,5 +31,6 @@ public class GravityController
{
// Sets the gravity
Physics.gravity = new Vector3(0, m_GravityScale * scale, 0);
m_Up = Physics.gravity;
}
}

View File

@@ -28,6 +28,8 @@ public class CameraController : MonoBehaviour
// Start is called before the first frame update
void Start()
{
gameObject.GetComponent<Camera>().fieldOfView = MainMenu.fov;
// Checks it is the only instance
if (s_Instance == null)
{
@@ -40,10 +42,6 @@ public class CameraController : MonoBehaviour
{
Debug.LogError("Multiple instances of CameraController within Scene");
}
// Locks the cursor and makes it invisible
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Update is called once per frame

View 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();
}

View File

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@@ -30,6 +30,7 @@ public class PortalCamera : MonoBehaviour
// Gets the camera from the component
m_Camera = gameObject.GetComponent<Camera>();
m_Camera.fieldOfView = MainMenu.fov;
// Creates the render texture
RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);

View File

@@ -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)
{

View File

@@ -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;
public static float sens = 35;
public static float fov = 90;
private void Start()
{
@@ -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();
fov = m_FOVSlider.value;
m_FOVText.text = fov.ToString();
}
}

View File

@@ -0,0 +1,46 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
[SerializeField] Canvas m_Canvas;
private bool m_Paused = false;
private void UpdateState()
{
m_Canvas.enabled = m_Paused;
Time.timeScale = m_Paused ? 0.0f : 1.0f;
Cursor.visible = m_Paused;
Cursor.lockState = m_Paused ? CursorLockMode.None : CursorLockMode.Locked;
}
private void Start()
{
UpdateState();
}
private void Update()
{
// Toggles the paused state if the ESC key is pressed //
if (Input.GetKeyDown(KeyCode.Tab) && PlayerMovement.Instance().IsDead() == false)
{
m_Paused = !m_Paused;
UpdateState();
}
}
public void Unpause()
{
m_Paused = false;
UpdateState();
}
public void MainMenu()
{
Time.timeScale = 1.0f;
SceneManager.LoadScene(0);
}
}

View File

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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
}
}
}

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@@ -144,7 +144,7 @@
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@@ -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.