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2 Commits

Author SHA1 Message Date
Jan Racek
fcb25a5388 lol 2026-03-29 18:40:52 +02:00
Jan Racek
2cd9af28f1 eh fixes 2026-03-29 16:13:59 +02:00
30 changed files with 2764 additions and 1433 deletions

1
.gitignore vendored
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@@ -1,38 +1,44 @@
-- ============================================================================
-- door.lua - Interactable door that plays an open cutscene
-- door.lua - Interactable door that opens/closes via animation
-- ============================================================================
-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
-- Entity.SetActive, Controls, Audio
-- Tests: onInteract, Animation.Play with onComplete, Animation.IsPlaying,
-- Interact.SetEnabled, self.position, self.rotation, Audio
local isOpen = false
function onCreate(self)
isOpen = false
Debug.Log("Door created")
Debug.Log("Door created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
end
function onInteract(self)
if isOpen then
setStatus("Door is already open")
if Animation.IsPlaying("door_open") or Animation.IsPlaying("door_close") then
return
end
if Cutscene.IsPlaying() then return end
isOpen = true
Audio.Play("door_open", 100, 64)
Controls.SetEnabled(false)
setStatus("Opening door...")
if isOpen then
isOpen = false
Interact.SetEnabled(self, false)
Audio.Play("door_close", 100, 64)
setStatus("Closing door...")
Cutscene.Play("door_open", {
onComplete = function()
Controls.SetEnabled(true)
setStatus("Door opened! Path is clear.")
-- Disable the door blocker object
local blocker = Entity.Find("DoorBlocker")
if blocker then
Entity.SetActive(blocker, false)
Animation.Play("door_close", {
onComplete = function()
Interact.SetEnabled(self, true)
setStatus("Door closed.")
end
end
})
})
else
isOpen = true
Interact.SetEnabled(self, false)
Audio.Play("door_open", 100, 64)
setStatus("Opening door...")
Animation.Play("door_open", {
onComplete = function()
Interact.SetEnabled(self, true)
setStatus("Door opened!")
end
})
end
end

BIN
Assets/lua/luaScripts.zip Normal file

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@@ -13,8 +13,12 @@ end
function onInteract(self)
selected = not selected
if selected then
Controls.SetEnabled(false)
Interact.SetEnabled(self, false)
setStatus("Object selected! D-pad to move, Triangle to deselect.")
else
Controls.SetEnabled(true)
Interact.SetEnabled(self, true)
setStatus("Object deselected.")
end
end
@@ -23,7 +27,8 @@ function onButtonPress(self, button)
if not selected then return end
local pos = self.position
local step = 1
local one = FixedPoint.new(1)
local step = one / 64
if button == Input.UP then
Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z + step))
@@ -39,6 +44,8 @@ function onButtonPress(self, button)
Entity.SetPosition(self, Vec3.new(pos.x, pos.y - step, pos.z))
elseif button == Input.TRIANGLE then
selected = false
Controls.SetEnabled(true)
Interact.SetEnabled(self, true)
setStatus("Object deselected.")
elseif button == Input.SQUARE then
local rot = Entity.GetRotationY(self)

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@@ -2,7 +2,7 @@
-- npc.lua - NPC with multi-line dialogue
-- ============================================================================
-- Tests: onInteract, onButtonPress, Controls, UI text,
-- scene-level dialogue system, Input constants
-- scene-level dialogue system, Input constants, Interact API
local talked = false
@@ -13,6 +13,9 @@ end
function onInteract(self)
if isInDialogue() then return end
-- Disable interaction while dialogue is open so the prompt hides
Interact.SetEnabled(self, false)
if not talked then
talked = true
startDialogue({
@@ -36,5 +39,9 @@ function onButtonPress(self, button)
if not isInDialogue() then return end
if button == Input.CROSS then
advanceDialogue()
-- Re-enable interaction when dialogue ends
if not isInDialogue() then
Interact.SetEnabled(self, true)
end
end
end

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@@ -4,17 +4,16 @@
function onCreate(self)
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
Cutscene.Play("spin_loop", {loop = true})
end
function onInteract(self)
if Cutscene.IsPlaying() then
Cutscene.Stop()
if Animation.IsPlaying("anim_spinner") then
Animation.Stop("anim_spinner")
setStatus("Spinner stopped!")
Debug.Log("Spinner stopped at rotY=" .. Entity.GetRotationY(self)
.. " frame=" .. Timer.GetFrameCount())
else
Cutscene.Play("spin_loop", {loop = true})
Animation.Play("anim_spinner", {loop = true})
setStatus("Spinner started!")
end
end

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@@ -40,7 +40,7 @@ ModelImporter:
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extraUserProperties: []
clipAnimations: []
isReadable: 0
isReadable: 1
meshes:
lODScreenPercentages: []
globalScale: 1

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@@ -12,7 +12,7 @@
"com.unity.toolchain.linux-x86_64": "2.0.11",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.7",
"net.psxsplash.splashedit": "file:/home/jracek/code/secretsplash",
"net.psxsplash.splashedit": "file:E:/Code/psxsplashfix/splashedit",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",

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@@ -231,7 +231,7 @@
"url": "https://packages.unity.com"
},
"net.psxsplash.splashedit": {
"version": "file:/home/jracek/code/secretsplash",
"version": "file:E:/Code/psxsplashfix/splashedit",
"depth": 0,
"source": "local",
"dependencies": {}

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