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Pajka
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2
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# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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using UnityEngine;
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{
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{
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[SerializeField] public string[] minigameScenes = {
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"MiniGame-FlappyBird",
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"MiniGame-ThrowInHole",
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"MiniGame-Satelit"
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"MiniGame-Kabely",
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//"MiniGame-insertkeys", Obsolete ?
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"MiniGame-KeyInsert",
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//"MiniGame-FlappyBird", Out Of Order, Not assigned prefabs
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//"MiniGame-ThrowInHole", Not pushed into main branch
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//"MiniGame-Satelit", No assets, just placeholder task
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||||
};
|
||||
|
||||
[Header("Debug")]
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
//using GeoSus.Client;
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public enum TaskType
|
||||
{
|
||||
Task
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||||
|
||||
101
Assets/GameManager/New Material.mat
Normal file
@@ -0,0 +1,101 @@
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Assets/GameManager/New Material.mat.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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113
Assets/GlassPiece.cs
Normal file
@@ -0,0 +1,113 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class GlassPiece : MonoBehaviour
|
||||
{
|
||||
public int PieceIndex { get; private set; }
|
||||
public bool IsBroken { get; private set; }
|
||||
|
||||
[SerializeField] private float maxHealth = 1000f;
|
||||
|
||||
[Header("Damage Visuals")]
|
||||
[SerializeField] private float damagedAlpha = 0.85f;
|
||||
|
||||
private float currentHealth;
|
||||
private Rigidbody rb;
|
||||
private Renderer rend;
|
||||
private Vector3 originalScale;
|
||||
|
||||
private Color intactColor = Color.white;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
rend = GetComponent<Renderer>();
|
||||
|
||||
if (rend == null)
|
||||
rend = GetComponentInChildren<Renderer>();
|
||||
|
||||
originalScale = transform.localScale;
|
||||
|
||||
if (rend != null)
|
||||
{
|
||||
if (rend.material.HasProperty("_BaseColor"))
|
||||
intactColor = rend.material.GetColor("_BaseColor");
|
||||
else if (rend.material.HasProperty("_Color"))
|
||||
intactColor = rend.material.color;
|
||||
}
|
||||
}
|
||||
|
||||
public void Initialize(int index, float startHealth)
|
||||
{
|
||||
PieceIndex = index;
|
||||
maxHealth = startHealth;
|
||||
currentHealth = startHealth;
|
||||
IsBroken = false;
|
||||
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = true;
|
||||
rb.useGravity = false;
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
transform.localScale = originalScale;
|
||||
UpdateVisual();
|
||||
}
|
||||
|
||||
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
||||
{
|
||||
if (IsBroken) return false;
|
||||
|
||||
currentHealth = Mathf.Max(0f, currentHealth - damage);
|
||||
UpdateVisual();
|
||||
|
||||
if (currentHealth <= 0f)
|
||||
{
|
||||
Break(hitPoint, impulseDirection, impulseStrength);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void UpdateVisual()
|
||||
{
|
||||
if (rend == null) return;
|
||||
|
||||
float damage01 = 1f - (currentHealth / maxHealth);
|
||||
float visualT = Mathf.Pow(damage01, 0.8f);
|
||||
|
||||
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
|
||||
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
|
||||
|
||||
if (rend.material.HasProperty("_BaseColor"))
|
||||
rend.material.SetColor("_BaseColor", finalColor);
|
||||
else if (rend.material.HasProperty("_Color"))
|
||||
rend.material.color = finalColor;
|
||||
|
||||
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
|
||||
transform.localScale = originalScale * shrink;
|
||||
}
|
||||
|
||||
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
||||
{
|
||||
if (IsBroken) return;
|
||||
|
||||
IsBroken = true;
|
||||
|
||||
transform.SetParent(null, true);
|
||||
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = false;
|
||||
rb.useGravity = true;
|
||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
|
||||
if (impulseDirection.sqrMagnitude < 0.0001f)
|
||||
impulseDirection = transform.forward;
|
||||
|
||||
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GlassPiece.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ceeafc1169c5a7143b9464f59e08660f
|
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194
Assets/GlassRingController.cs
Normal file
@@ -0,0 +1,194 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GlassRingController : MonoBehaviour
|
||||
{
|
||||
[Header("Auto Setup")]
|
||||
public bool autoCollectOnAwake = true;
|
||||
public bool includeInactive = true;
|
||||
public float pieceMaxHealth = 100f;
|
||||
|
||||
[Header("Rotation")]
|
||||
public float rotationSpeedDegrees = 45f;
|
||||
|
||||
[Header("Audio")]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip damageClip;
|
||||
public AudioClip breakClip;
|
||||
[Range(0f, 1f)] public float damageVolume = 0.7f;
|
||||
[Range(0f, 1f)] public float breakVolume = 1f;
|
||||
|
||||
private GlassPiece[] pieces;
|
||||
public GlassPiece[] Pieces => pieces;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (audioSource == null)
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
||||
if (audioSource == null)
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
if (Application.isPlaying && autoCollectOnAwake)
|
||||
{
|
||||
CollectPiecesFromChildren();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
|
||||
return;
|
||||
|
||||
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
|
||||
}
|
||||
|
||||
[ContextMenu("Collect Pieces From Children")]
|
||||
public void CollectPiecesFromChildren()
|
||||
{
|
||||
List<GlassPiece> foundPieces = new List<GlassPiece>();
|
||||
|
||||
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
|
||||
|
||||
foreach (Transform t in allChildren)
|
||||
{
|
||||
if (t == transform) continue;
|
||||
|
||||
Renderer rend = t.GetComponent<Renderer>();
|
||||
if (rend == null)
|
||||
rend = t.GetComponentInChildren<Renderer>();
|
||||
|
||||
if (rend == null)
|
||||
continue;
|
||||
|
||||
Collider col = t.GetComponent<Collider>();
|
||||
|
||||
bool invalidMeshCollider = false;
|
||||
MeshCollider existingMeshCollider = col as MeshCollider;
|
||||
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
||||
{
|
||||
invalidMeshCollider = true;
|
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}
|
||||
|
||||
if (col == null || invalidMeshCollider)
|
||||
{
|
||||
if (invalidMeshCollider)
|
||||
Destroy(existingMeshCollider);
|
||||
|
||||
BoxCollider box = t.GetComponent<BoxCollider>();
|
||||
if (box == null)
|
||||
box = t.gameObject.AddComponent<BoxCollider>();
|
||||
|
||||
Bounds worldBounds = rend.bounds;
|
||||
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
|
||||
|
||||
box.center = localCenter;
|
||||
|
||||
Vector3 lossy = t.lossyScale;
|
||||
box.size = new Vector3(
|
||||
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
|
||||
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
|
||||
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
|
||||
);
|
||||
|
||||
col = box;
|
||||
}
|
||||
|
||||
GlassPiece piece = t.GetComponent<GlassPiece>();
|
||||
if (piece == null)
|
||||
piece = t.gameObject.AddComponent<GlassPiece>();
|
||||
|
||||
Rigidbody rb = t.GetComponent<Rigidbody>();
|
||||
if (rb == null)
|
||||
rb = t.gameObject.AddComponent<Rigidbody>();
|
||||
|
||||
rb.isKinematic = true;
|
||||
rb.useGravity = false;
|
||||
|
||||
foundPieces.Add(piece);
|
||||
}
|
||||
|
||||
foundPieces.Sort((a, b) =>
|
||||
{
|
||||
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
|
||||
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
|
||||
return angleA.CompareTo(angleB);
|
||||
});
|
||||
|
||||
pieces = foundPieces.ToArray();
|
||||
|
||||
for (int i = 0; i < pieces.Length; i++)
|
||||
{
|
||||
pieces[i].Initialize(i, pieceMaxHealth);
|
||||
}
|
||||
|
||||
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
|
||||
}
|
||||
|
||||
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
|
||||
{
|
||||
if (pieces == null || pieces.Length == 0) return;
|
||||
|
||||
float sigma = Mathf.Max(0.01f, projectile.sigma);
|
||||
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
|
||||
|
||||
bool anyHealthChanged = false;
|
||||
bool anyNewBreak = false;
|
||||
|
||||
for (int i = 0; i < pieces.Length; i++)
|
||||
{
|
||||
GlassPiece piece = pieces[i];
|
||||
if (piece == null || piece.IsBroken) continue;
|
||||
|
||||
int d = CircularDistance(i, hitIndex, pieces.Length);
|
||||
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
|
||||
|
||||
if (gaussian < 0.005f) continue;
|
||||
|
||||
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
|
||||
if (i == hitIndex)
|
||||
damage *= projectile.directHitMultiplier;
|
||||
|
||||
Vector3 impulseDir = piece.transform.position - hitPoint;
|
||||
if (impulseDir.sqrMagnitude < 0.0001f)
|
||||
impulseDir = piece.transform.position - transform.position;
|
||||
|
||||
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
|
||||
if (i == hitIndex)
|
||||
impulse *= projectile.directHitMultiplier;
|
||||
|
||||
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
|
||||
|
||||
anyHealthChanged = true;
|
||||
if (brokeNow)
|
||||
anyNewBreak = true;
|
||||
}
|
||||
|
||||
if (anyNewBreak)
|
||||
{
|
||||
PlayBreakSound();
|
||||
}
|
||||
else if (anyHealthChanged)
|
||||
{
|
||||
PlayDamageSound();
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayDamageSound()
|
||||
{
|
||||
if (audioSource != null && damageClip != null)
|
||||
audioSource.PlayOneShot(damageClip, damageVolume);
|
||||
}
|
||||
|
||||
private void PlayBreakSound()
|
||||
{
|
||||
if (audioSource != null && breakClip != null)
|
||||
audioSource.PlayOneShot(breakClip, breakVolume);
|
||||
}
|
||||
|
||||
private int CircularDistance(int a, int b, int count)
|
||||
{
|
||||
int raw = Mathf.Abs(a - b);
|
||||
return Mathf.Min(raw, count - raw);
|
||||
}
|
||||
}
|
||||
2
Assets/GlassRingController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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|
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|
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8
Assets/KeyInsertMinigameAssets.meta
Normal file
@@ -0,0 +1,8 @@
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assetBundleVariant:
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8
Assets/KeyInsertMinigameAssets/GameObjects.meta
Normal file
@@ -0,0 +1,8 @@
|
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assetBundleVariant:
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Assets/KeyInsertMinigameAssets/GameObjects/Key.fbx
Normal file
@@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
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BIN
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Normal file
110
Assets/KeyInsertMinigameAssets/GameObjects/KeyHole.fbx.meta
Normal file
@@ -0,0 +1,110 @@
|
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fileFormatVersion: 2
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8
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84
Assets/KeyInsertMinigameAssets/Materials/Texture - Key.mat
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8
Assets/KeyInsertMinigameAssets/SFX.meta
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BIN
Assets/KeyInsertMinigameAssets/SFX/LockClickSFX.mp3
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8
Assets/KeyInsertMinigameAssets/Scripts.meta
Normal file
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47
Assets/KeyInsertMinigameAssets/Scripts/InsertKeysManager.cs
Normal file
@@ -0,0 +1,47 @@
|
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using System;
|
||||
using UnityEngine;
|
||||
|
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public class InserKeysMinigameManager : MonoBehaviour, ITask
|
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{
|
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public int correctIndex;
|
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public bool isInputLocked = false;
|
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|
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public string TaskID { get; set; }
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public bool IsCompleted { get; private set; }
|
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private Action<ITask> _onCompleted;
|
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|
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private void Start()
|
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{
|
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correctIndex = UnityEngine.Random.Range(0, 9);
|
||||
Debug.Log("The correct keyhole is: " + correctIndex);
|
||||
}
|
||||
|
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public bool CheckKeyHole(int index)
|
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{
|
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return index == correctIndex;
|
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}
|
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|
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public void Initialize(System.Action<ITask> onCompleted)
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{
|
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IsCompleted = false;
|
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_onCompleted = onCompleted;
|
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}
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{
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onExit.Invoke(this);
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}
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public void Complete()
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{
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IsCompleted = true;
|
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_onCompleted?.Invoke(this);
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ExitTask(null);
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89
Assets/KeyInsertMinigameAssets/Scripts/Key.cs
Normal file
@@ -0,0 +1,89 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework.Constraints;
|
||||
using UnityEngine;
|
||||
|
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public class Key : MonoBehaviour
|
||||
{
|
||||
public bool isSelected = false;
|
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public Vector3 insertedRotation;
|
||||
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|
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|
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|
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|
||||
private Vector3 startRotation;
|
||||
public float WinRotDuration = 1.0f;
|
||||
public float lockoutDuration = 3;
|
||||
|
||||
public GameObject winText;
|
||||
public AudioSource lockSound;
|
||||
public InserKeysMinigameManager manager;
|
||||
private Light keyLight;
|
||||
void Start()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
startRotation = transform.eulerAngles;
|
||||
keyLight = GetComponentInChildren<Light>();
|
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}
|
||||
|
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void Update()
|
||||
{
|
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|
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}
|
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|
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void OnMouseDown()
|
||||
{
|
||||
if (manager.isInputLocked) return;
|
||||
isSelected = true;
|
||||
keyLight.enabled = true;
|
||||
Debug.Log("Key tapped - isSelected is now: " + isSelected);
|
||||
}
|
||||
|
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public IEnumerator HandleWrongAttempt()
|
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{
|
||||
manager.isInputLocked = true;
|
||||
|
||||
Vector3 baseRot = transform.eulerAngles;
|
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for (int i = 0; i < 3; i++)
|
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{
|
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yield return new WaitForSeconds(0.1f);
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transform.eulerAngles = baseRot - wiggleOffset;
|
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yield return new WaitForSeconds(0.1f);
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}
|
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transform.eulerAngles = baseRot;
|
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|
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yield return new WaitForSeconds(lockoutDuration - 0.48f);
|
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|
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transform.position = startPosition;
|
||||
transform.eulerAngles = startRotation;
|
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isSelected = false;
|
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keyLight.enabled = false;
|
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manager.isInputLocked = false;
|
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}
|
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|
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public IEnumerator HandleWin()
|
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{
|
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manager.isInputLocked = true;
|
||||
if (lockSound != null) lockSound.Play();
|
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|
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Vector3 startRot = transform.eulerAngles;
|
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Vector3 endRot = startRot + winRotation;
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float elapsed = 0f;
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while (elapsed < WinRotDuration)
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{
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elapsed += Time.deltaTime;
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yield return null;
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}
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transform.eulerAngles = endRot;
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|
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Debug.Log("You win");
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if (winText != null) winText.SetActive(true);
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manager.Complete();
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}
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}
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2
Assets/KeyInsertMinigameAssets/Scripts/Key.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4aae5484fa5ce7d42a5ab54ccd82bc19
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45
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs
Normal file
@@ -0,0 +1,45 @@
|
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using UnityEngine;
|
||||
|
||||
public class KeyHole : MonoBehaviour
|
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{
|
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public int index;
|
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public Key key;
|
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public InserKeysMinigameManager manager;
|
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|
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void Start()
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{
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void Update()
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{
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}
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void OnMouseDown()
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{
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Debug.Log("Keyhole " + index + " was tapped.");
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|
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if (key.isSelected)
|
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{
|
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key.transform.position = transform.position + key.insertedOffset;
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key.transform.eulerAngles = key.insertedRotation;
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Debug.Log("Key teleported to keyhole " + index);
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|
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if (manager.CheckKeyHole(index))
|
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{
|
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key.StartCoroutine(key.HandleWin());
|
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}
|
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else
|
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{
|
||||
Debug.Log("Wrong");
|
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key.StartCoroutine(key.HandleWrongAttempt());
|
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}
|
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}
|
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}
|
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}
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2
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs.meta
Normal file
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fileFormatVersion: 2
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guid: b0bafb5095ab5f74bac503b56548b6c9
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8
Assets/KeyInsertMinigameAssets/Textures.meta
Normal file
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