mirror of
https://github.com/PashaBibko/The-Mobius-Line.git
synced 2026-04-04 01:49:07 +00:00
Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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c742b06311 | ||
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95a2c4b43b | ||
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8a89758ae5 | ||
| abfc6cd910 | |||
| e706d5577a | |||
| b2530ee2b7 |
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Only works on red walls'
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10
Assets/Scripts/Portals/PortalBack.cs
Normal file
10
Assets/Scripts/Portals/PortalBack.cs
Normal file
@@ -0,0 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PortalBack : MonoBehaviour
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{
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[SerializeField] PortalManager m_Manager;
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// private void OnCollisionEnter(Collision collision) => m_Manager.ForceTeleport();
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}
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11
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PlayerMovement.Instance().WentThroughPortal(rotDif);
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Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
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PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0));
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}
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// When something enters the portal
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private void OnTriggerEnter(Collider other)
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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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╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
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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:
|
||||
@@ -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