Refactored Raycasting, Added Layers for Raycasting to C#, Fixed Collision Tag Panel #331
|
@ -364,3 +364,7 @@ MigrationBackup/
|
|||
*.filters
|
||||
|
||||
Assets/Editor/Layouts/UserLayout.ini
|
||||
|
||||
JSON/Schemas/Catalog/
|
||||
|
||||
Assets/Editor/Editor.SHConfig
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Start in Fullscreen: false
|
||||
Starting Scene ID: 86098106
|
||||
Starting Scene ID: 87244611
|
||||
Window Size: {x: 1920, y: 1080}
|
||||
Window Title: SHADE Engine
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,96 @@
|
|||
7
|
||||
Controller Look Horizontal
|
||||
0
|
||||
0
|
||||
5
|
||||
0.2
|
||||
5
|
||||
0
|
||||
0
|
||||
0
|
||||
1
|
||||
18
|
||||
0
|
||||
Controller Look Vertical
|
||||
0
|
||||
0
|
||||
5
|
||||
0.2
|
||||
5
|
||||
0
|
||||
0
|
||||
0
|
||||
1
|
||||
19
|
||||
0
|
||||
Horizontal
|
||||
0
|
||||
0
|
||||
5
|
||||
0.2
|
||||
5
|
||||
1
|
||||
2
|
||||
39
|
||||
68
|
||||
2
|
||||
37
|
||||
65
|
||||
2
|
||||
3
|
||||
16
|
||||
1
|
||||
2
|
||||
Jump
|
||||
0
|
||||
0
|
||||
1000
|
||||
0.2
|
||||
1000
|
||||
0
|
||||
1
|
||||
32
|
||||
0
|
||||
1
|
||||
10
|
||||
0
|
||||
Mouse Look Horizontal
|
||||
1
|
||||
0
|
||||
1
|
||||
0.2
|
||||
1
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
Mouse Look Vertical
|
||||
2
|
||||
0
|
||||
1
|
||||
0.2
|
||||
1
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
Vertical
|
||||
0
|
||||
0
|
||||
5
|
||||
0.2
|
||||
5
|
||||
1
|
||||
2
|
||||
38
|
||||
87
|
||||
2
|
||||
40
|
||||
83
|
||||
2
|
||||
0
|
||||
17
|
||||
1
|
||||
1
|
|
@ -0,0 +1,4 @@
|
|||
Start Maximized: true
|
||||
Working Scene ID: 97402985
|
||||
Window Size: {x: 1920, y: 1013}
|
||||
Style: 0
|
|
@ -0,0 +1,8 @@
|
|||
- VertexShader: 47911992
|
||||
FragmentShader: 46377769
|
||||
SubPass: G-Buffer Write
|
||||
Properties:
|
||||
data.color: {x: 1, y: 1, z: 1, w: 1}
|
||||
data.textureIndex: 58303057
|
||||
data.alpha: 0
|
||||
data.beta: {x: 1, y: 1, z: 1}
|
|
@ -0,0 +1,3 @@
|
|||
Name: AnimatedBag
|
||||
ID: 117923942
|
||||
Type: 7
|
|
@ -0,0 +1,8 @@
|
|||
- VertexShader: 47911992
|
||||
FragmentShader: 46377769
|
||||
SubPass: G-Buffer Write
|
||||
Properties:
|
||||
data.color: {x: 1, y: 1, z: 1, w: 1}
|
||||
data.textureIndex: 64651793
|
||||
data.alpha: 0
|
||||
data.beta: {x: 1, y: 1, z: 1}
|
|
@ -0,0 +1,3 @@
|
|||
Name: AnimatedRaccoon
|
||||
ID: 128805346
|
||||
Type: 7
|
File diff suppressed because one or more lines are too long
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
Name: BoneIKTest4
|
||||
ID: 81814706
|
||||
Type: 4
|
||||
Sub Assets:
|
||||
Name: Cube
|
||||
ID: 137599708
|
||||
Type: 8
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
File diff suppressed because one or more lines are too long
Binary file not shown.
|
@ -0,0 +1,46 @@
|
|||
Name: MD_BreakableObjects1
|
||||
ID: 68661596
|
||||
Type: 4
|
||||
Sub Assets:
|
||||
Name: Plate01_Unshattered
|
||||
ID: 140964851
|
||||
Type: 8
|
||||
Name: Plate01_Shattered.004
|
||||
ID: 136742160
|
||||
Type: 8
|
||||
Name: Plate01_Shattered.001
|
||||
ID: 146557542
|
||||
Type: 8
|
||||
Name: Plate01_Shattered.002
|
||||
ID: 145439064
|
||||
Type: 8
|
||||
Name: Plate01_Shattered.003
|
||||
ID: 139411134
|
||||
Type: 8
|
||||
Name: Bowl01_Unshattered
|
||||
ID: 144894491
|
||||
Type: 8
|
||||
Name: Bowl01_Shattered.001
|
||||
ID: 140591337
|
||||
Type: 8
|
||||
Name: Bowl01_Shattered.002
|
||||
ID: 148464002
|
||||
Type: 8
|
||||
Name: Bowl01_Shattered.003
|
||||
ID: 144132426
|
||||
Type: 8
|
||||
Name: Cup01_Unshattered
|
||||
ID: 134951952
|
||||
Type: 8
|
||||
Name: Cup01_Shattered.001
|
||||
ID: 140710075
|
||||
Type: 8
|
||||
Name: Cup01_Shattered.002
|
||||
ID: 147241586
|
||||
Type: 8
|
||||
Name: Cup01_Shattered.003
|
||||
ID: 141067850
|
||||
Type: 8
|
||||
Name: Cup01_Shattered.004
|
||||
ID: 142028102
|
||||
Type: 8
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
File diff suppressed because one or more lines are too long
Binary file not shown.
|
@ -0,0 +1,276 @@
|
|||
- EID: 0
|
||||
Name: Main Camera
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0.472120881, z: 2.53064919}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 0.472120881, z: 2.53064919}
|
||||
Pitch: 0
|
||||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 2
|
||||
Name: Light
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Light Component:
|
||||
Position: {x: 0, y: 0, z: 0}
|
||||
Type: Directional
|
||||
Direction: {x: 0, y: 0, z: 1}
|
||||
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||
Layer: 4294967295
|
||||
Strength: 0
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Plate
|
||||
IsActive: true
|
||||
NumberOfChildren: 4
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0.00451920554, y: 0.829197884, z: 1.75}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 0.999979734, y: 1, z: 0.999979734}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 140964851
|
||||
Material: 126974645
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 0.200000003, y: 0.100000001, z: 0.200000003}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: Breakable
|
||||
Enabled: true
|
||||
threshHold: 0
|
||||
force: 1
|
||||
- EID: 4
|
||||
Name: Piece1
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 3.2922253e-07, y: 0, z: -0.0171992779}
|
||||
Rotate: {x: -1.31316483e-07, y: 3.60887498e-09, z: 5.27542454e-11}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 146557542
|
||||
Material: 124370424
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 0.100000001, y: 0.0500000007, z: 0.150000006}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 5
|
||||
Name: Piece2
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 2.47731805e-07, y: 0, z: 0.0325666666}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 145439064
|
||||
Material: 124370424
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 0.100000001, y: 0.0500000007, z: 0.200000003}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 6
|
||||
Name: Piece3
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: -0.0502781346, y: 1.18017197e-05, z: 6.97374344e-05}
|
||||
Rotate: {x: 0.021297913, y: 0.00146768149, z: -5.48749846e-08}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 139411134
|
||||
Material: 124370424
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 0.100000001, y: 0.0500000007, z: 0.150000006}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 7
|
||||
Name: Piece4
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0.0364143178, y: 7.39097595e-06, z: 6.61611557e-05}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 136742160
|
||||
Material: 124370424
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 0.100000001, y: 0.0500000007, z: 0.150000006}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 3
|
||||
Name: Ground
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: -0.414889663, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 5, y: 1, z: 5}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Static
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 1, y: 1, z: 1}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
|
@ -0,0 +1,3 @@
|
|||
Name: Breakables
|
||||
ID: 85040588
|
||||
Type: 5
|
File diff suppressed because it is too large
Load Diff
|
@ -8599,6 +8599,7 @@
|
|||
Arm Length: 1
|
||||
Look At Camera Origin: true
|
||||
Target Offset: {x: 0, y: 0, z: 0}
|
||||
Camera Collision: false
|
||||
IsActive: true
|
||||
Scripts:
|
||||
- Type: SHADE_Scripting.ThirdPersonCamera
|
||||
|
@ -8640,7 +8641,7 @@
|
|||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 2.70000005, y: 0.100000001, z: -2}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Rotate: {x: -0, y: -2.09439516, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
|
@ -8665,7 +8666,7 @@
|
|||
Colliders:
|
||||
- Is Trigger: false
|
||||
Type: Box
|
||||
Half Extents: {x: 1, y: 1.79999995, z: 0.400000006}
|
||||
Half Extents: {x: 0.400000006, y: 1.79999995, z: 0.400000006}
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
Translate: {x: 0, y: 0.304069757, z: 1.73034382}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 0.304069757, z: 1.73034382}
|
||||
Pitch: 0
|
||||
|
@ -17,6 +18,7 @@
|
|||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Raccoon
|
||||
|
@ -24,12 +26,14 @@
|
|||
NumberOfChildren: 1
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Translate: {x: -1.86388135, y: 0.0544953719, z: 0}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 149697411
|
||||
Material: 126974645
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 3
|
||||
Name: Bag
|
||||
|
@ -40,9 +44,11 @@
|
|||
Translate: {x: 0.006237939, y: -0.000393368304, z: 0}
|
||||
Rotate: {x: -0, y: 2.79945588, z: 0}
|
||||
Scale: {x: 1.0000881, y: 1, z: 1.0000881}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 144838771
|
||||
Material: 123745521
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 2
|
||||
Name: DirectionalLight
|
||||
|
@ -50,12 +56,13 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Light Component:
|
||||
Position: {x: 0, y: 0, z: 0}
|
||||
Position: {x: 3, y: 4.5, z: 7}
|
||||
Type: Directional
|
||||
Direction: {x: 0, y: 0, z: 1}
|
||||
Direction: {x: -0.298000008, y: 0.522498012, z: 0.798600018}
|
||||
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||
Layer: 4294967295
|
||||
Strength: 0
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 4
|
||||
Name: AmbientLight
|
||||
|
@ -69,4 +76,20 @@
|
|||
Color: {x: 1, y: 1, z: 1, w: 1}
|
||||
Layer: 4294967295
|
||||
Strength: 0.600000024
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 5
|
||||
Name: Floor
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0.0810000002, z: 0}
|
||||
Rotate: {x: -1.57079637, y: 0, z: 0}
|
||||
Scale: {x: 50, y: 50, z: 50}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 141771688
|
||||
Material: 124370424
|
||||
IsActive: true
|
||||
Scripts: ~
|
|
@ -1,7 +1,7 @@
|
|||
- EID: 0
|
||||
Name: Canvas
|
||||
IsActive: true
|
||||
NumberOfChildren: 1
|
||||
NumberOfChildren: 2
|
||||
Components:
|
||||
Canvas Component:
|
||||
Canvas Width: 10
|
||||
|
@ -28,6 +28,26 @@
|
|||
Clicked Texture: 0
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 5
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: -3.9000001, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Renderable Component:
|
||||
Mesh: 141771688
|
||||
Material: 129340704
|
||||
IsActive: true
|
||||
Toggle Button Component:
|
||||
Non Toggled Texture: 0
|
||||
Toggled Texture: 0
|
||||
Value: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Camera
|
||||
IsActive: true
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
Name: UI_Test
|
||||
ID: 87707373
|
||||
ID: 87244611
|
||||
Type: 5
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
/*********************************************************************
|
||||
* \file LeafAttack.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI attacking the player
|
||||
* when the AI is close enough after chasing
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
//Holds the player game object
|
||||
private GameObject player;
|
||||
}
|
||||
|
||||
//FUNCTIONS
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
public LeafAttack(string name, GameObject p) : base (name)
|
||||
{
|
||||
player = p;
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafAttack");
|
||||
//Fail if no target in blackboard?
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Succeed when stand in hurt box for long enough
|
||||
object timeObj = GetNodeData("captureTimeLeft");
|
||||
if (timeObj == null)
|
||||
{
|
||||
return BehaviourTreeNodeStatus.FAILURE;
|
||||
}
|
||||
|
||||
float captureTime = (float)GetNodeData("captureTimeLeft");
|
||||
captureTime -= Time.DeltaTimeF;
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
//Debug.Log(captureTime.ToString());
|
||||
if (captureTime <= 0.0f)
|
||||
{
|
||||
//Catch player when in range for long enough
|
||||
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
}
|
||||
|
||||
//Return running if not success
|
||||
|
||||
//Debug.Log("Success: Caught");
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
}
|
||||
}
|
|
@ -1,183 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Security.Cryptography.X509Certificates;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using SHADE;
|
||||
|
||||
public class AIPrototype : Script
|
||||
{
|
||||
//This object's relevant components
|
||||
private Transform transform;
|
||||
private RigidBody rb;
|
||||
|
||||
/*[SerializeField]
|
||||
[Tooltip("The list of waypoints that the object will move around on")]
|
||||
private Vector3[] waypoints;*/
|
||||
|
||||
private Vector3[] waypoints = { new Vector3(-8.0f, -2.0f, 3.5f), new Vector3(-8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, 3.5f) };
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How much force is applied in movement")]
|
||||
private float movementForceMultiplier = 100.0f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How fast the object moves about waypoints")]
|
||||
private float patrolSpeed = 0.4f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How fast the object moves while chasing")]
|
||||
private float chaseSpeed = 0.8f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How near the player must be to the AI for capture")]
|
||||
private float distanceToCapture = 1.2f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How near the player must be for the chase to begin. Should be less than distanceToEndChase")]
|
||||
private float distanceToStartChase = 2.0f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How far the player must be for the chase to end. Should be greater than distanceToStartChase")]
|
||||
private float distanceToEndChase = 2.5f;
|
||||
|
||||
//Whether the AI is chasing or not
|
||||
private bool chaseMode;
|
||||
|
||||
//To cycle depending on the length of waypoints
|
||||
private int currentTargetWaypointIndex;
|
||||
|
||||
private GameObject? player;
|
||||
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
transform = GetComponent<Transform>();
|
||||
if (transform == null)
|
||||
{
|
||||
Debug.LogError("Transform is NULL!");
|
||||
}
|
||||
|
||||
rb = GetComponent<RigidBody>();
|
||||
if (rb == null)
|
||||
{
|
||||
Debug.LogError("Rigidbody is NULL!");
|
||||
}
|
||||
|
||||
currentTargetWaypointIndex = 0;
|
||||
|
||||
player = GameObject.Find("Player");
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogError("Player is NULL!");
|
||||
}
|
||||
|
||||
chaseMode = false;
|
||||
}
|
||||
|
||||
protected override void fixedUpdate()
|
||||
{
|
||||
//Patrolling
|
||||
if (!chaseMode)
|
||||
{
|
||||
//Head towards the next target
|
||||
Vector3 normalisedDifference = waypoints[currentTargetWaypointIndex] - transform.GlobalPosition;
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
|
||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
||||
//rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
|
||||
//ORIGINAL INTENDED CODE
|
||||
/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
|
||||
float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
|
||||
if (currentSpeed > patrolSpeed)
|
||||
{
|
||||
float adjustmentFactor = patrolSpeed / currentSpeed;
|
||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
||||
//adjustedVelocity *= adjustmentFactor;
|
||||
adjustedVelocity.x = patrolSpeed;
|
||||
adjustedVelocity.z = patrolSpeed;
|
||||
rb.LinearVelocity = adjustedVelocity;
|
||||
}*/
|
||||
|
||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
|
||||
//transform.GlobalRotation.SetLookRotation(waypoints[currentTargetWaypointIndex], Vector3.Up);
|
||||
|
||||
//Cycle to next waypoint if near enough current waypoint
|
||||
if ((waypoints[currentTargetWaypointIndex] - transform.GlobalPosition).GetSqrMagnitude() <= 0.5f)
|
||||
{
|
||||
++currentTargetWaypointIndex;
|
||||
if (currentTargetWaypointIndex >= waypoints.Length)
|
||||
{
|
||||
currentTargetWaypointIndex = 0; //Recycle
|
||||
}
|
||||
}
|
||||
|
||||
//Go chase if near enough to player
|
||||
if (player != null)
|
||||
{
|
||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToStartChase)
|
||||
{
|
||||
//Start the chase
|
||||
chaseMode = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else //Chasing
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
||||
|
||||
//Chase the player
|
||||
Vector3 normalisedDifference = pTransform.GlobalPosition - transform.GlobalPosition;
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
|
||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
||||
|
||||
//ORIGINAL INTENDED CODE
|
||||
/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
|
||||
float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
|
||||
if (currentSpeed > chaseSpeed)
|
||||
{
|
||||
float adjustmentFactor = chaseSpeed / currentSpeed;
|
||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
||||
adjustedVelocity *= adjustmentFactor;
|
||||
rb.LinearVelocity = adjustedVelocity;
|
||||
}*/
|
||||
|
||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||
|
||||
//Capture player if near enough
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToCapture)
|
||||
{
|
||||
player.GetValueOrDefault().GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||
}
|
||||
|
||||
//End chase if too far
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() >= distanceToEndChase)
|
||||
{
|
||||
//Stop the chase
|
||||
chaseMode = false;
|
||||
|
||||
//Find the nearest waypoint to go instead
|
||||
float nearestWaypointDistance = 99999999999999.9f;
|
||||
for (int i = 0; i < waypoints.Length; ++i)
|
||||
{
|
||||
if ((waypoints[i] - transform.GlobalPosition).GetSqrMagnitude() < nearestWaypointDistance)
|
||||
{
|
||||
nearestWaypointDistance = waypoints[i].GetSqrMagnitude();
|
||||
currentTargetWaypointIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
Name: AIPrototype
|
||||
ID: 163215061
|
||||
Type: 9
|
|
@ -66,9 +66,17 @@ namespace SHADE_Scripting.AIBehaviour.BehaviourTree
|
|||
//Getters and setters for the blackboard
|
||||
public object GetData(string key)
|
||||
{
|
||||
//Debug.Log("Getting Data " + key);
|
||||
object outData = null;
|
||||
if (blackboard.TryGetValue(key, out outData)) return outData;
|
||||
else return outData;
|
||||
if (blackboard.TryGetValue(key, out outData))
|
||||
{
|
||||
return outData;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Debug.LogError("Cannot retrieve data " + key);
|
||||
return outData;
|
||||
}
|
||||
}
|
||||
public void SetData(string key, object data)
|
||||
{
|
|
@ -84,17 +84,55 @@ public partial class Homeowner1 : BehaviourTree
|
|||
_events = new Homeowner1Events(this);
|
||||
events.Initialise();
|
||||
|
||||
//Initialise the waypoints here
|
||||
if (waypointsPool)
|
||||
//(25 Nov) DO NOT Initialise the data here
|
||||
/*if (waypointsPool)
|
||||
{
|
||||
waypoints = (List<GameObject>)waypointsPool.GetChildren();
|
||||
SetData("waypoints", waypoints);
|
||||
}
|
||||
SetData("transform", GetComponent<Transform>());
|
||||
SetData("rigidBody", GetComponent<RigidBody>());
|
||||
SetData("eyeOffset", eyeOffset);
|
||||
SetData("sightDistance", sightDistance);
|
||||
SetData("patrolSpeed", patrolSpeed);
|
||||
SetData("chaseSpeed", chaseSpeed);
|
||||
SetData("turningSpeed", turningSpeed);
|
||||
SetData("distanceToCapture", distanceToCapture);
|
||||
SetData("baseCaptureTime", captureTime);*/
|
||||
}
|
||||
|
||||
//Called every tick
|
||||
protected override void Tick()
|
||||
{
|
||||
//Debug.Log("Ticking");
|
||||
//Update data
|
||||
if (GetData("waypoints") == null)
|
||||
{
|
||||
if (waypointsPool != GameObject.Null)
|
||||
SetData("waypoints", (List<GameObject>)waypointsPool.GetChildren());
|
||||
else
|
||||
Debug.LogError("No waypoints, no AI");
|
||||
}
|
||||
if (GetData("transform") == null)
|
||||
SetData("transform", GetComponent<Transform>());
|
||||
if (GetData("rigidBody") == null)
|
||||
SetData("rigidBody", GetComponent<RigidBody>());
|
||||
if (GetData("eyeOffset") == null || (Vector3)GetData("eyeOffset") != eyeOffset)
|
||||
SetData("eyeOffset", eyeOffset);
|
||||
if (GetData("sightDistance") == null || (float)GetData("sightDistance") != sightDistance)
|
||||
SetData("sightDistance", sightDistance);
|
||||
if (GetData("patrolSpeed") == null || (float)GetData("patrolSpeed") != patrolSpeed)
|
||||
SetData("patrolSpeed", patrolSpeed);
|
||||
if (GetData("chaseSpeed") == null || (float)GetData("chaseSpeed") != chaseSpeed)
|
||||
SetData("chaseSpeed", chaseSpeed);
|
||||
if (GetData("turningSpeed") == null || (float)GetData("turningSpeed") != turningSpeed)
|
||||
SetData("turningSpeed", turningSpeed);
|
||||
if (GetData("distanceToCapture") == null || (float)GetData("distanceToCapture") != distanceToCapture)
|
||||
SetData("distanceToCapture", distanceToCapture);
|
||||
if (GetData("baseCaptureTime") == null || (float)GetData("baseCaptureTime") != captureTime)
|
||||
SetData("baseCaptureTime", captureTime);
|
||||
|
||||
|
||||
events.Tick();
|
||||
|
||||
//Footsteps SFX, move them somewhere else soon
|
||||
|
@ -103,9 +141,10 @@ public partial class Homeowner1 : BehaviourTree
|
|||
footstepTimeRemaining -= velocity * Time.DeltaTimeF;
|
||||
if (footstepTimeRemaining < 0.0f)
|
||||
{
|
||||
Debug.Log("AI Play Footstep SFX");
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_footsteps");
|
||||
footstepTimeRemaining = footstepSFXIntervalMultiplier;
|
||||
}
|
||||
//Debug.Log("Ticked");
|
||||
}
|
||||
|
||||
//Define the behaviour tree here
|
||||
|
@ -113,20 +152,22 @@ public partial class Homeowner1 : BehaviourTree
|
|||
//The tree is called from the root every tick
|
||||
protected override BehaviourTreeNode CreateTree()
|
||||
{
|
||||
//Debug.Log("Creating Tree");
|
||||
//Start from the root, structure it like this to make it look like a tree
|
||||
BehaviourTreeNode root = new BehaviourTreeSelector("Root", new List<BehaviourTreeNode>
|
||||
{
|
||||
new BehaviourTreeSequence("Alerted", new List<BehaviourTreeNode>
|
||||
{
|
||||
new LeafSearch("SearchFOV", GetComponent<Transform>(), eyeOffset, sightDistance),
|
||||
new LeafSearch("SearchFOV"),
|
||||
new BehaviourTreeSequence("CatchPlayer", new List<BehaviourTreeNode>
|
||||
{
|
||||
new LeafChase("Chasing", GetComponent<Transform>(), GetComponent<RigidBody>(), chaseSpeed, turningSpeed, distanceToCapture, captureTime),
|
||||
new LeafAttack("Attacking", GameObject.Find("Player").GetValueOrDefault())
|
||||
new LeafChase("Chasing"),
|
||||
new LeafAttack("Attacking")
|
||||
})
|
||||
}),
|
||||
new LeafPatrol("Patrol", GetComponent<Transform>(), patrolSpeed, turningSpeed, GetComponent<RigidBody>())
|
||||
new LeafPatrol("Patrol")
|
||||
});
|
||||
//Debug.Log("Tree Created");
|
||||
return root;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,109 @@
|
|||
/*********************************************************************
|
||||
* \file LeafAttack.cs
|
||||
* \author Ryan Wang Nian Jing
|
||||
* \brief Leaf node implementation for AI attacking the player
|
||||
* when the AI is close enough after chasing
|
||||
*
|
||||
*
|
||||
* \copyright Copyright (c) 2022 DigiPen Institute of Technology. Reproduction
|
||||
or disclosure of this file or its contents without the prior written
|
||||
consent of DigiPen Institute of Technology is prohibited.
|
||||
*********************************************************************/
|
||||
|
||||
using SHADE;
|
||||
using SHADE_Scripting.AIBehaviour.BehaviourTree;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
//VARIABLES
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
//Holds the player game object that is to be targeted
|
||||
private GameObject player;
|
||||
}
|
||||
|
||||
//FUNCTIONS
|
||||
public partial class LeafAttack : BehaviourTreeNode
|
||||
{
|
||||
public LeafAttack(string name) : base (name)
|
||||
{
|
||||
//Debug.Log("LeafAttack ctor");
|
||||
}
|
||||
|
||||
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
||||
public void reevaluateWaypoint()
|
||||
{
|
||||
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||
Transform transform = (Transform)GetNodeData("transform");
|
||||
|
||||
if (waypoints == null || transform == null)
|
||||
{
|
||||
SetNodeData("currentWaypointIndex", 0);
|
||||
return;
|
||||
}
|
||||
|
||||
int nearestWaypointIndex = 0;
|
||||
for (int i = 0; i < waypoints.Count; ++i)
|
||||
{
|
||||
if ((transform.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
|
||||
(transform.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
|
||||
{
|
||||
nearestWaypointIndex = i;
|
||||
}
|
||||
}
|
||||
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafAttack");
|
||||
//Fail if no target in blackboard?
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Get Data
|
||||
float? captureTime;
|
||||
if (GetNodeData("captureTimeLeft") == null)
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
else
|
||||
captureTime = (float)GetNodeData("captureTimeLeft");
|
||||
|
||||
if (GameObject.Find("Player") == null)
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
else
|
||||
player = GameObject.Find("Player").GetValueOrDefault();
|
||||
|
||||
//Succeed when stand in hurt box for long enough
|
||||
//Debug.Log("Attempting to get blackboard data");
|
||||
//Debug.Log("Got blackboard data");
|
||||
captureTime -= Time.DeltaTimeF;
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
//Debug.Log(captureTime.ToString());
|
||||
if (captureTime <= 0.0f)
|
||||
{
|
||||
//Catch player when in range for long enough
|
||||
//Debug.Log("Success: Caught");
|
||||
player.GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
||||
return status;
|
||||
}
|
||||
|
||||
//Return running if not success
|
||||
//Debug.Log("Running: About to capture in " + captureTimeLeft);
|
||||
status = BehaviourTreeNodeStatus.RUNNING;
|
||||
onExit(BehaviourTreeNodeStatus.RUNNING);
|
||||
return status;
|
||||
}
|
||||
}
|
|
@ -24,9 +24,9 @@ public partial class LeafChase : BehaviourTreeNode
|
|||
private Transform transform;
|
||||
private RigidBody rb;
|
||||
private float chaseSpeed;
|
||||
private float turnSpeed;
|
||||
private float turningSpeed;
|
||||
private float captureDistance;
|
||||
private float captureTime;
|
||||
private float baseCaptureTime;
|
||||
}
|
||||
|
||||
//FUNCTIONS
|
||||
|
@ -34,29 +34,69 @@ public partial class LeafChase : BehaviourTreeNode
|
|||
{
|
||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this node,
|
||||
//and hence we don't need to inherit its constructors
|
||||
public LeafChase(string name, Transform t, RigidBody rb, float cSpd, float tSpd, float capDist, float capTime) : base (name)
|
||||
public LeafChase(string name) : base (name)
|
||||
{
|
||||
transform = t;
|
||||
this.rb = rb;
|
||||
chaseSpeed = cSpd;
|
||||
turnSpeed = tSpd;
|
||||
captureDistance = capDist;
|
||||
captureTime = capTime;
|
||||
//Debug.Log("LeafChase ctor");
|
||||
}
|
||||
|
||||
//Helper, find which waypoint player is closest to
|
||||
private void determinePlayerWaypoint()
|
||||
{
|
||||
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||
Transform target = (Transform)GetNodeData("target");
|
||||
if (waypoints == null || target == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int nearestWaypointIndex = 0;
|
||||
for (int i = 0; i < waypoints.Count; ++i)
|
||||
{
|
||||
if ((target.GlobalPosition - waypoints[i].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude() <
|
||||
(target.GlobalPosition - waypoints[nearestWaypointIndex].GetComponent<Transform>().GlobalPosition).GetSqrMagnitude())
|
||||
{
|
||||
nearestWaypointIndex = i;
|
||||
}
|
||||
}
|
||||
//Debug.Log("Player is nearest " + nearestWaypointIndex);
|
||||
//Debug.Log("I'm at " + (int)GetNodeData("currentWaypointIndex"));
|
||||
SetNodeData("playerLastSightedWaypointIndex", nearestWaypointIndex);
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafChase");
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Get Data
|
||||
if (GetNodeData("transform") == null ||
|
||||
GetNodeData("rigidBody") == null ||
|
||||
GetNodeData("turningSpeed") == null ||
|
||||
GetNodeData("chaseSpeed") == null ||
|
||||
GetNodeData("distanceToCapture") == null ||
|
||||
GetNodeData("baseCaptureTime") == null)
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform = (Transform)GetNodeData("transform");
|
||||
rb = (RigidBody)GetNodeData("rigidBody");
|
||||
chaseSpeed = (float)GetNodeData("chaseSpeed");
|
||||
turningSpeed = (float)GetNodeData("turningSpeed");
|
||||
captureDistance = (float)GetNodeData("distanceToCapture");
|
||||
baseCaptureTime = (float)GetNodeData("baseCaptureTime");
|
||||
}
|
||||
|
||||
//Fail if no target in blackboard
|
||||
if (GetNodeData("target") == null)
|
||||
{
|
||||
//Debug.Log("Failure: No target in blackboard");
|
||||
return BehaviourTreeNodeStatus.FAILURE;
|
||||
}
|
||||
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
Transform target = (Transform)GetNodeData("target");
|
||||
|
||||
Vector3 normalisedDifference = target.GlobalPosition - transform.GlobalPosition;
|
||||
|
@ -71,7 +111,7 @@ public partial class LeafChase : BehaviourTreeNode
|
|||
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||
{
|
||||
Debug.Log("AI play unalert hmm");
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
|
||||
|
@ -93,13 +133,32 @@ public partial class LeafChase : BehaviourTreeNode
|
|||
{
|
||||
//Debug.Log("Running: Chasing");
|
||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
|
||||
|
||||
|
||||
//Determine the player's nearest waypoint as long as the AI can see the player
|
||||
//Head towards that waypoint in an attempt to chase the player
|
||||
determinePlayerWaypoint();
|
||||
|
||||
//TODO delete this when original intendd code above works with velocity being limited correctly
|
||||
//Only chase the player directly if the player's waypoint matches the AI's own
|
||||
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||
{
|
||||
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
|
||||
{
|
||||
//Debug.Log("Waypoint indicees matching. Chasing directly");
|
||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return BehaviourTreeNodeStatus.FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
//Reset capture timing to base
|
||||
SetNodeData("captureTimeLeft", captureTime);
|
||||
SetNodeData("captureTimeLeft", baseCaptureTime);
|
||||
|
||||
//Not capturing, don't play SFX
|
||||
SetNodeData("isCapturing", false);
|
||||
|
@ -114,12 +173,12 @@ public partial class LeafChase : BehaviourTreeNode
|
|||
//Debug.Log("Success: Near enough. Begin attack");
|
||||
//Look at the correct direction
|
||||
Quaternion targetRotation = Quaternion.LookRotation(normalisedDifference, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turnSpeed * Time.DeltaTimeF);
|
||||
transform.LocalRotation = Quaternion.Slerp(transform.LocalRotation, targetRotation, turningSpeed * Time.DeltaTimeF);
|
||||
|
||||
//Play SFX
|
||||
if (GetNodeData("isCapturing") != null && (bool)GetNodeData("isCapturing") == false)
|
||||
{
|
||||
Debug.Log("AI Play capturing SFX");
|
||||
//Debug.Log("AI Play capturing SFX");
|
||||
}
|
||||
SetNodeData("isCapturing", true);
|
||||
|
|
@ -22,13 +22,15 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
{
|
||||
//Waypoints and movement
|
||||
private Transform transform;
|
||||
private List<GameObject> waypoints;
|
||||
private List<GameObject>? waypoints;
|
||||
private RigidBody rb;
|
||||
private float patrolSpeed;
|
||||
private float chaseSpeed;
|
||||
private float turningSpeed;
|
||||
private float retreatTimer = 0.0f;
|
||||
private int currentWaypointIndex = 0;
|
||||
private bool retreatState = false;
|
||||
private bool goingForwards = true;
|
||||
|
||||
//Small delays between waypoints
|
||||
private bool isWaiting = false;
|
||||
|
@ -42,13 +44,8 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
//Constructor, establish values here
|
||||
//Despite inheriting from BehaviourTreeNode, we don't have children to this
|
||||
//node, and hence we do not need to inherit its constructors
|
||||
public LeafPatrol(string name, Transform t, float patrolSpeed, float turnSpeed, RigidBody rb) : base(name)
|
||||
public LeafPatrol(string name) : base(name)
|
||||
{
|
||||
transform = t;
|
||||
this.patrolSpeed = patrolSpeed;
|
||||
turningSpeed = turnSpeed;
|
||||
this.rb = rb;
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
}
|
||||
|
||||
|
@ -58,7 +55,28 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
{
|
||||
//Debug.LogWarning("LeafPatrol");
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
if(GetNodeData("currentWaypointIndex") == null)
|
||||
|
||||
//Get data
|
||||
if (GetNodeData("transform") == null ||
|
||||
GetNodeData("patrolSpeed") == null ||
|
||||
GetNodeData("chaseSpeed") == null ||
|
||||
GetNodeData("turningSpeed") == null ||
|
||||
GetNodeData("rigidBody") == null)
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform = (Transform)GetNodeData("transform");
|
||||
patrolSpeed = (float)GetNodeData("patrolSpeed");
|
||||
chaseSpeed = (float)GetNodeData("chaseSpeed");
|
||||
turningSpeed = (float)GetNodeData("turningSpeed");
|
||||
rb = (RigidBody)GetNodeData("rigidBody");
|
||||
}
|
||||
|
||||
if (GetNodeData("currentWaypointIndex") == null)
|
||||
{
|
||||
SetNodeData("currentWaypointIndex", 0);
|
||||
}
|
||||
|
@ -77,38 +95,90 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
//Waiting, do not move
|
||||
if (GetNodeData("isWaiting") != null)
|
||||
{
|
||||
//Only wait to change waypoints if not alert
|
||||
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
|
||||
waitCounter = 0.0f;
|
||||
|
||||
isWaiting = true;
|
||||
ClearNodeData("isWaiting");
|
||||
return;
|
||||
}
|
||||
|
||||
object waypoint = GetNodeData("waypoints");
|
||||
if (waypoint == null)
|
||||
waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||
if (waypoints == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
waypoints = (List<GameObject>)waypoint;
|
||||
Vector3 targetPosition = waypoints[currentWaypointIndex].GetComponent<Transform>().GlobalPosition;
|
||||
|
||||
//Reach waypoint by X and Z being near enough
|
||||
//Do not consider Y of waypoints yet
|
||||
Vector3 remainingDistance = targetPosition - transform.GlobalPosition;
|
||||
remainingDistance.y = 0.0f;
|
||||
|
||||
//Reached waypoint, cycle
|
||||
if (remainingDistance.GetSqrMagnitude() < 0.1f)
|
||||
{
|
||||
//If alert, may reverse
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||
{
|
||||
//If alert, may reverse if it's closer to the player
|
||||
if (GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||
{
|
||||
int playerWaypoint = (int)GetNodeData("playerLastSightedWaypointIndex");
|
||||
int forwardDistance = 0;
|
||||
int backDistance = 0;
|
||||
if (playerWaypoint < currentWaypointIndex)
|
||||
{
|
||||
//Player waypoint is behind current waypoint
|
||||
forwardDistance = playerWaypoint + waypoints.Count() - currentWaypointIndex;
|
||||
backDistance = currentWaypointIndex - playerWaypoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Player waypoint is ahead of current waypoint (or same)
|
||||
forwardDistance = playerWaypoint - currentWaypointIndex;
|
||||
backDistance = currentWaypointIndex + waypoints.Count() - playerWaypoint;
|
||||
}
|
||||
|
||||
if (backDistance < forwardDistance)
|
||||
{
|
||||
//Go backwards
|
||||
goingForwards = false;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//Go forward
|
||||
goingForwards = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fallback if no player waypoint data, go forward
|
||||
goingForwards = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Cycle waypoints
|
||||
if (goingForwards)
|
||||
{
|
||||
++currentWaypointIndex;
|
||||
if (currentWaypointIndex >= waypoints.Count())
|
||||
currentWaypointIndex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
--currentWaypointIndex;
|
||||
if (currentWaypointIndex < 0)
|
||||
currentWaypointIndex = waypoints.Count() - 1;
|
||||
}
|
||||
|
||||
|
||||
//Write to blackboard
|
||||
SetNodeData("currentWaypointIndex", currentWaypointIndex);
|
||||
|
||||
//Only wait to change waypoints if not alert
|
||||
if (GetNodeData("isAlert") != null && !(bool)GetNodeData("isAlert"))
|
||||
waitCounter = 0.0f;
|
||||
|
||||
isWaiting = true;
|
||||
}
|
||||
else if (false /*Physics.OverlapSphere(_selfTransform.position, 0.3f, 1 << 8).Length > 0 && retreatState == false*/)
|
||||
|
@ -150,9 +220,33 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
if (rb != null)
|
||||
{
|
||||
//Debug.Log("Null check passed?");
|
||||
//Move quickly if alert
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||
{
|
||||
//Debug.Log("Fast Patrol");
|
||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
}
|
||||
|
||||
//Unalert if AI reaches player nearest
|
||||
if (GetNodeData("currentWaypointIndex") != null && GetNodeData("playerLastSightedWaypointIndex") != null)
|
||||
{
|
||||
if ((int)GetNodeData("currentWaypointIndex") == (int)GetNodeData("playerLastSightedWaypointIndex"))
|
||||
{
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert"))
|
||||
{
|
||||
//Debug.Log("Unalert");
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||
Audio.StopAllSounds();
|
||||
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (retreatState)
|
||||
{
|
||||
if (retreatTimer < 1.0f) retreatTimer += Time.DeltaTimeF;
|
||||
|
@ -167,7 +261,6 @@ public partial class LeafPatrol : BehaviourTreeNode
|
|||
|
||||
private void DelayAtWaypoint()
|
||||
{
|
||||
//Debug.Log("DelayAtWaypoint");
|
||||
waitCounter += Time.DeltaTimeF;
|
||||
if (waitCounter >= waitDuration)
|
||||
isWaiting = false;
|
|
@ -30,18 +30,14 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
//FUNCTIONS HERE
|
||||
public partial class LeafSearch : BehaviourTreeNode
|
||||
{
|
||||
public LeafSearch(string name, Transform t, Vector3 eo, float sDist) : base(name)
|
||||
public LeafSearch(string name) : base(name)
|
||||
{
|
||||
transform = t;
|
||||
eyeOffset = eo;
|
||||
sightDistance = sDist;
|
||||
player = null;
|
||||
//Debug.Log("LeafSearch ctor");
|
||||
}
|
||||
|
||||
//Helper, find the nearest unobstructed waypoint to return to when chase is over
|
||||
private void reevaluateWaypoint()
|
||||
public void reevaluateWaypoint()
|
||||
{
|
||||
Debug.Log("Reevaluating Waypoints");
|
||||
List<GameObject> waypoints = (List<GameObject>)GetNodeData("waypoints");
|
||||
|
||||
if (waypoints == null)
|
||||
|
@ -62,11 +58,40 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
SetNodeData("currentWaypointIndex", nearestWaypointIndex);
|
||||
}
|
||||
|
||||
//Helper for handling being alert
|
||||
|
||||
//Helper for handling stopping of chases
|
||||
private void handleChaseStop()
|
||||
{
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/humming");
|
||||
reevaluateWaypoint();
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
}
|
||||
|
||||
public override BehaviourTreeNodeStatus Evaluate()
|
||||
{
|
||||
//Debug.LogWarning("LeafSearch");
|
||||
onEnter(BehaviourTreeNodeStatus.RUNNING);
|
||||
|
||||
//Get data
|
||||
if (GetNodeData("transform") == null ||
|
||||
GetNodeData("eyeOffset") == null ||
|
||||
GetNodeData("sightDistance") == null)
|
||||
{
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
else
|
||||
{
|
||||
transform = (Transform)GetNodeData("transform");
|
||||
eyeOffset = (Vector3)GetNodeData("eyeOffset");
|
||||
sightDistance = (float)GetNodeData("sightDistance");
|
||||
}
|
||||
|
||||
//Search for player
|
||||
player = GameObject.Find("Player");
|
||||
|
||||
|
@ -94,12 +119,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
if ((plrT.GlobalPosition - transform.GlobalPosition).GetMagnitude() > sightDistance)
|
||||
{
|
||||
//Debug.Log("Failure: Too far");
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||
{
|
||||
Debug.Log("AI play unalert hmm");
|
||||
reevaluateWaypoint();
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
//handleChaseStop();
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
|
@ -114,12 +134,7 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
if (Vector3.Dot(difference, lookDirection) < 0.0f)
|
||||
{
|
||||
//Debug.Log("Failure: Out of FOV");
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||
{
|
||||
Debug.Log("AI play unalert hmm");
|
||||
reevaluateWaypoint();
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
//handleChaseStop();
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
|
@ -132,20 +147,27 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
|
||||
//Draw a ray, succeed if ray is unobstructed
|
||||
Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
|
||||
Ray sightRay = new Ray(eyePosition, plrT.GlobalPosition - eyePosition);
|
||||
BoxCollider playerCollider = player.GetValueOrDefault().GetComponent<Collider>().GetCollisionShape<BoxCollider>(0);
|
||||
if (playerCollider == null)
|
||||
{
|
||||
//Debug.Log("Failure: Player has no collider");
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
}
|
||||
//Ray destination to target the centre of the player's collider instead of transform position
|
||||
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
|
||||
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
|
||||
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
|
||||
RaycastHit sightRayHit = Physics.Raycast(sightRay);
|
||||
//As of November 2022, RaycastHit contains only the FIRST object hit by
|
||||
//the ray in the Other GameObject data member
|
||||
//Diren may likely add ALL objects hit by the ray over December
|
||||
if (sightRayHit.Hit && sightRayHit.Other != player)
|
||||
{
|
||||
//TODO sometimes the ray doesn't hit the player even if he's in plain sight because the ray hits the floor the player is on instead???
|
||||
//Debug.Log("Failure: Ray hit obstacle named " + sightRayHit.Other.GetValueOrDefault().Name + " ID" + sightRayHit.Other.GetValueOrDefault().EntityId);
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
|
||||
{
|
||||
Debug.Log("AI play unalert hmm");
|
||||
reevaluateWaypoint();
|
||||
}
|
||||
SetNodeData("isAlert", false);
|
||||
//handleChaseStop();
|
||||
status = BehaviourTreeNodeStatus.FAILURE;
|
||||
onExit(BehaviourTreeNodeStatus.FAILURE);
|
||||
return status;
|
||||
|
@ -160,11 +182,25 @@ public partial class LeafSearch : BehaviourTreeNode
|
|||
//Write player's transform into the blackboard
|
||||
SetNodeData("target", plrT);
|
||||
|
||||
if (GetNodeData("isAlert") == null)
|
||||
{
|
||||
SetNodeData("isAlert", true);
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
|
||||
Audio.PlaySFXOnce2D("event:/Music/stingers/player_detected");
|
||||
Audio.StopAllSounds();
|
||||
Audio.PlayBGMOnce2D("event:/Music/player_detected");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
|
||||
{
|
||||
Debug.Log("AI Play Alerted Yell here");
|
||||
Audio.PlaySFXOnce2D("event:/Homeowner/homeowner_detect_raccoon");
|
||||
Audio.PlaySFXOnce2D("event:/Music/stingers/player_detected");
|
||||
Audio.StopAllSounds();
|
||||
Audio.PlayBGMOnce2D("event:/Music/player_detected");
|
||||
}
|
||||
SetNodeData("isAlert", true);
|
||||
}
|
||||
|
||||
status = BehaviourTreeNodeStatus.SUCCESS;
|
||||
onExit(BehaviourTreeNodeStatus.SUCCESS);
|
|
@ -0,0 +1,65 @@
|
|||
using SHADE;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Xml.Linq;
|
||||
|
||||
public class Breakable : Script
|
||||
{
|
||||
public float threshHold = 1.0f;
|
||||
public float force = 2.0f;
|
||||
private RigidBody rb;
|
||||
private Transform trans;
|
||||
private bool isBreak = false;
|
||||
private List<GameObject> itemPieces = new List<GameObject>();
|
||||
private Random ran = new Random();
|
||||
protected override void awake()
|
||||
{
|
||||
rb = GetComponent<RigidBody>();
|
||||
if (!rb)
|
||||
Debug.LogError("RIGIDBODY EMPTY");
|
||||
|
||||
trans = GetComponent<Transform>();
|
||||
if(!trans)
|
||||
Debug.LogError("TRANSFORM EMPTY");
|
||||
|
||||
foreach (GameObject pieces in GameObject)
|
||||
{
|
||||
itemPieces.Add(pieces);
|
||||
pieces.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void update()
|
||||
{
|
||||
if (isBreak)
|
||||
Break();
|
||||
}
|
||||
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
||||
{
|
||||
if (rb.LinearVelocity.GetSqrMagnitude() > threshHold)
|
||||
{
|
||||
isBreak = true;
|
||||
}
|
||||
}
|
||||
protected override void onTriggerEnter(CollisionInfo info)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void Break()
|
||||
{
|
||||
foreach (GameObject item in itemPieces)
|
||||
{
|
||||
item.SetActive(true);
|
||||
item.GetComponent<Transform>().GlobalPosition = trans.LocalPosition + item.GetComponent<Transform>().LocalPosition;
|
||||
GameObject gO = item;
|
||||
gO.Parent = GameObject.Null;
|
||||
}
|
||||
|
||||
isBreak = false;
|
||||
Audio.PlaySFXOnce2D("event:/Props/impact_break");
|
||||
Owner.SetActive(false);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
Name: SC_Breakable
|
||||
ID: 161935110
|
||||
Type: 9
|
|
@ -18,12 +18,10 @@ public class Item : Script
|
|||
protected override void awake()
|
||||
{
|
||||
rb = GetComponent<RigidBody>();
|
||||
if (rb)
|
||||
{
|
||||
rb.FreezeRotationX = false;
|
||||
rb.FreezeRotationY = false;
|
||||
rb.FreezeRotationZ = false;
|
||||
}
|
||||
|
||||
protected override void update()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
|
@ -7,85 +7,80 @@ using static Item;
|
|||
public class PickAndThrow : Script
|
||||
{
|
||||
public Vector3 throwForce = new Vector3(100.0f, 200.0f, 100.0f);
|
||||
public Vector3 cameraArmOffSet = new Vector3(0.0f, 0.25f, 0.0f);
|
||||
public GameObject item { get; set; }
|
||||
public float delayTimer = 1.0f;
|
||||
public float aimingLength = 1.5f;
|
||||
|
||||
private float timer;
|
||||
private PlayerController pc;
|
||||
private Camera cam;
|
||||
private Transform itemTransform;
|
||||
private RigidBody itemRidibody;
|
||||
private Transform raccoonHoldLocation;
|
||||
private Transform playerTran;
|
||||
private RigidBody itemRidigBody;
|
||||
private Collider itemCollider;
|
||||
private Item itemScript;
|
||||
private Transform raccoonHoldLocation;
|
||||
private ThirdPersonCamera tpc;
|
||||
private float lastXDir;
|
||||
private float lastZDir;
|
||||
private bool inRange = false;
|
||||
public bool throwItem = false;
|
||||
|
||||
[Tooltip("Lenght of ray")]
|
||||
public float rayDistance = 1;
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
playerTran = GetComponent<Transform>();
|
||||
if (!playerTran)
|
||||
Debug.Log("PLAYERTRANSFORM EMPTY"); ;
|
||||
|
||||
pc = GetScript<PlayerController>();
|
||||
if(!pc)
|
||||
Debug.Log("PLAYER CONTROLLER EMPTY");
|
||||
Debug.LogError("PLAYER CONTROLLER EMPTY");
|
||||
|
||||
raccoonHoldLocation = GetComponentInChildren<Transform>();
|
||||
if (!raccoonHoldLocation)
|
||||
Debug.Log("CHILD EMPTY");
|
||||
Debug.LogError("CHILD EMPTY");
|
||||
|
||||
tpc = GetScriptInChildren<ThirdPersonCamera>();
|
||||
if(!tpc)
|
||||
Debug.Log("TPC EMPTY");
|
||||
Debug.LogError("TPC EMPTY");
|
||||
|
||||
timer = delayTimer;
|
||||
}
|
||||
protected override void update()
|
||||
{
|
||||
|
||||
if(timer <= delayTimer)
|
||||
timer += Time.DeltaTimeF;
|
||||
|
||||
CalculateDir();
|
||||
CastRay();
|
||||
|
||||
if (pc && itemRidibody && itemTransform)
|
||||
if (pc && itemRidigBody && itemTransform && itemCollider)
|
||||
{
|
||||
if (pc.holdItem)
|
||||
{
|
||||
itemTransform.LocalPosition = raccoonHoldLocation.GlobalPosition;
|
||||
itemTransform.LocalRotation = playerTran.LocalRotation;
|
||||
itemTransform.LocalRotation = pc.tranform.LocalRotation;
|
||||
itemRidigBody.LinearVelocity = Vector3.Zero;
|
||||
itemRidigBody.AngularVelocity = Vector3.Zero;
|
||||
|
||||
if (Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
|
||||
{
|
||||
pc.isAiming = true;
|
||||
pc.camArm.ArmLength = aimingLength;
|
||||
pc.camArm.TargetOffset = cameraArmOffSet;
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(Input.MouseCode.LeftButton) && pc.isAiming)
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/Raccoon/raccoon_throw");
|
||||
itemRidigBody.IsGravityEnabled = true;
|
||||
itemCollider.GetCollisionShape(0).IsTrigger = false;
|
||||
pc.isAiming = false;
|
||||
if(tpc)
|
||||
pc.camArm.TargetOffset = Vector3.Zero;
|
||||
if (tpc)
|
||||
pc.camArm.ArmLength = tpc.armLength;
|
||||
pc.holdItem = false;
|
||||
inRange = false;
|
||||
itemRidibody.IsGravityEnabled = true;
|
||||
if (itemScript)
|
||||
{
|
||||
Vector3 vec = new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir);
|
||||
if (itemScript.currCategory == ItemCategory.LIGHT)
|
||||
itemRidibody.AddForce(vec * 0.3f);
|
||||
if (itemScript.currCategory == ItemCategory.MEDIUM)
|
||||
itemRidibody.AddForce(vec * 0.75f);
|
||||
if (itemScript.currCategory == ItemCategory.HEAVY)
|
||||
itemRidibody.AddForce(vec);
|
||||
}
|
||||
itemRidibody.LinearVelocity += pc.rb.LinearVelocity;
|
||||
ResetItemObject();
|
||||
throwItem = true;
|
||||
timer = 0.0f;
|
||||
}
|
||||
|
||||
|
@ -93,20 +88,25 @@ public class PickAndThrow : Script
|
|||
{
|
||||
pc.holdItem = false;
|
||||
inRange = false;
|
||||
itemRidibody.IsGravityEnabled = true;
|
||||
itemRidigBody.IsGravityEnabled = true;
|
||||
itemCollider.GetCollisionShape(0).IsTrigger = false;
|
||||
ResetItemObject();
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonDown(Input.MouseCode.RightButton) && pc.isAiming)
|
||||
{
|
||||
pc.isAiming = false;
|
||||
pc.camArm.TargetOffset = Vector3.Zero;
|
||||
if (tpc)
|
||||
pc.camArm.ArmLength = tpc.armLength;
|
||||
}
|
||||
|
||||
}
|
||||
else if (!pc.holdItem)
|
||||
itemRidibody.IsGravityEnabled = true;
|
||||
{
|
||||
itemRidigBody.IsGravityEnabled = true;
|
||||
itemCollider.GetCollisionShape(0).IsTrigger = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (timer > delayTimer && pc && !pc.holdItem && inRange && Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
|
||||
|
@ -119,10 +119,31 @@ public class PickAndThrow : Script
|
|||
}
|
||||
}
|
||||
|
||||
protected override void fixedUpdate()
|
||||
{
|
||||
if (throwItem && itemRidigBody && pc)
|
||||
{
|
||||
if (itemScript)
|
||||
{
|
||||
Vector3 vec = new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir);
|
||||
if (itemScript.currCategory == ItemCategory.LIGHT)
|
||||
itemRidigBody.AddForce(vec * 0.2f);
|
||||
if (itemScript.currCategory == ItemCategory.MEDIUM)
|
||||
itemRidigBody.AddForce(vec * 0.75f);
|
||||
if (itemScript.currCategory == ItemCategory.HEAVY)
|
||||
itemRidigBody.AddForce(vec);
|
||||
}
|
||||
itemRidigBody.LinearVelocity += pc.rb.LinearVelocity;
|
||||
throwItem = false;
|
||||
ResetItemObject();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetItemObject()
|
||||
{
|
||||
itemRidibody = null;
|
||||
itemRidigBody = null;
|
||||
itemTransform = null;
|
||||
itemCollider = null;
|
||||
itemScript = null;
|
||||
item = new GameObject();
|
||||
}
|
||||
|
@ -130,40 +151,43 @@ public class PickAndThrow : Script
|
|||
private void RetrieveItemComponets()
|
||||
{
|
||||
//get the transform of the given item
|
||||
if (item.GetScript<Item>() && itemTransform == null && itemRidibody == null)
|
||||
if (item.GetScript<Item>() && !itemTransform && !itemRidigBody)
|
||||
{
|
||||
itemRidibody = item.GetComponent<RigidBody>();
|
||||
if (itemRidibody == null)
|
||||
itemRidigBody = item.GetComponent<RigidBody>();
|
||||
if (!itemRidigBody)
|
||||
Debug.Log("Item rb EMPTY");
|
||||
else
|
||||
{
|
||||
itemRidibody.IsGravityEnabled = false;
|
||||
itemRidibody.LinearVelocity = Vector3.Zero;
|
||||
itemRidibody.AngularVelocity = Vector3.Zero;
|
||||
itemRidigBody.IsGravityEnabled = false;
|
||||
}
|
||||
|
||||
itemTransform = item.GetComponent<Transform>();
|
||||
if (itemTransform == null)
|
||||
if (!itemTransform)
|
||||
Debug.Log("Item transform EMPTY");
|
||||
else
|
||||
{
|
||||
itemTransform.LocalEulerAngles = Vector3.Zero;
|
||||
}
|
||||
|
||||
itemCollider = item.GetComponent<Collider>();
|
||||
if (!itemCollider)
|
||||
Debug.Log("Item collider EMPTY");
|
||||
else
|
||||
{
|
||||
itemCollider.GetCollisionShape(0).IsTrigger = true;
|
||||
}
|
||||
|
||||
itemScript = item.GetScript<Item>();
|
||||
if(!itemScript)
|
||||
Debug.Log("Item script EMPTY");
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void CalculateDir()
|
||||
{
|
||||
if (cam == null)
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
else if (cam)
|
||||
if (pc && pc.cam)
|
||||
{
|
||||
Vector3 camerAixs = cam.GetForward();
|
||||
Vector3 camerAixs = pc.cam.GetForward();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
lastXDir = camerAixs.x;
|
||||
|
@ -171,33 +195,36 @@ public class PickAndThrow : Script
|
|||
}
|
||||
}
|
||||
|
||||
private void DelayCheck()
|
||||
private void CastRay()
|
||||
{
|
||||
timer += Time.DeltaTimeF;
|
||||
if (pc != null)
|
||||
{
|
||||
Vector3 dirNor = pc.tranform.Forward;
|
||||
Vector3 playerRayPos = pc.tranform.GlobalPosition;
|
||||
playerRayPos.y += 0.05f;
|
||||
dirNor.Normalise();
|
||||
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
|
||||
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
|
||||
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
|
||||
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
||||
private bool CheckForItem(RaycastHit ray)
|
||||
{
|
||||
}
|
||||
protected override void onTriggerEnter(CollisionInfo info)
|
||||
if (ray.Hit)
|
||||
{
|
||||
if (info.GameObject.GetScript<Item>() && !pc.holdItem)
|
||||
if (ray.Other.Value.GetScript<Item>() && !pc.holdItem)
|
||||
{
|
||||
item = info.GameObject;
|
||||
inRange = true;
|
||||
item = ray.Other.Value;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
protected override void onTriggerStay(CollisionInfo info)
|
||||
{
|
||||
//Debug.Log("STAY");
|
||||
}
|
||||
protected override void onTriggerExit(CollisionInfo info)
|
||||
{
|
||||
//Debug.Log("EXIT");
|
||||
if (info.GameObject.GetScript<Item>() != null && !pc.holdItem)
|
||||
{
|
||||
inRange = false;
|
||||
}
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -27,8 +27,8 @@ public class PlayerController : Script
|
|||
}*/
|
||||
|
||||
public RigidBody rb { get; set; }
|
||||
private Transform tranform;
|
||||
private Camera cam;
|
||||
public Transform tranform { get; set; }
|
||||
public Camera cam { get; set; }
|
||||
public CameraArm camArm { get; set; }
|
||||
private PickAndThrow pat;
|
||||
private StateMachine stateMachine;
|
||||
|
@ -119,7 +119,6 @@ public class PlayerController : Script
|
|||
|
||||
protected override void lateUpdate()
|
||||
{
|
||||
//rb.FreezePositionY = false;
|
||||
}
|
||||
protected override void update()
|
||||
{
|
||||
|
@ -152,6 +151,7 @@ public class PlayerController : Script
|
|||
camArm = GetComponentInChildren<CameraArm>();
|
||||
|
||||
Rotation();
|
||||
Jump();
|
||||
GotCaught();
|
||||
//Debug.Log($"{currentState}");
|
||||
//Debug.Log($" axisX: {axisMove.x} axisY:{axisMove.y}");
|
||||
|
@ -165,7 +165,6 @@ public class PlayerController : Script
|
|||
MoveKey();
|
||||
Move();
|
||||
Sprint();
|
||||
Jump();
|
||||
Gravity();
|
||||
//Debug.Log($"X: {rb.LinearVelocity.x}" + $" Z: {rb.LinearVelocity.z}");
|
||||
}
|
||||
|
|
|
@ -15,6 +15,8 @@ namespace SHADE_Scripting
|
|||
public float turnSpeedPitch = 0.3f;
|
||||
public float turnSpeedYaw = 0.5f;
|
||||
public float pitchClamp = 45.0f;
|
||||
public bool inverseXControls = false;
|
||||
public bool inverseYControls = false;
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
|
@ -42,7 +44,14 @@ namespace SHADE_Scripting
|
|||
if (arm)
|
||||
{
|
||||
Vector2 vel = Input.GetMouseVelocity();
|
||||
if(inverseYControls)
|
||||
arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF;
|
||||
else
|
||||
arm.Pitch += vel.y * turnSpeedPitch * Time.DeltaTimeF;
|
||||
|
||||
if (inverseXControls)
|
||||
arm.Yaw -= vel.x * turnSpeedYaw * Time.DeltaTimeF;
|
||||
else
|
||||
arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF;
|
||||
|
||||
if (arm.Pitch > pitchClamp)
|
|
@ -0,0 +1,3 @@
|
|||
Name: SC_ThirdPersonCamera
|
||||
ID: 166247489
|
||||
Type: 9
|
|
@ -1,3 +0,0 @@
|
|||
Name: ThirdPersonCamera
|
||||
ID: 154161201
|
||||
Type: 9
|
|
@ -38,21 +38,17 @@ public class GameManager : Script
|
|||
protected override void awake()
|
||||
{
|
||||
Audio.PlayBGMOnce2D("event:/Music/player_undetected");
|
||||
Audio.PlayBGMOnce2D("event:/Ambience/roomtone_kitchen");
|
||||
totalItemCount = 0;
|
||||
Score = 0;
|
||||
currGameState = GameState.START;
|
||||
|
||||
if (zonePool)
|
||||
{
|
||||
listOfZone = zonePool.GetScriptsInChildren<ScoringZone>();
|
||||
if (listOfZone != null)
|
||||
foreach (ScoringZone sz in listOfZone)
|
||||
sz.gameManger = Owner.GetScript<GameManager>();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void update()
|
||||
{
|
||||
Cheats();
|
||||
|
||||
if (once)
|
||||
{
|
||||
if (itemPool)
|
||||
|
@ -62,6 +58,14 @@ public class GameManager : Script
|
|||
foreach (Item i in listOfItems)
|
||||
totalItemCount += 1;
|
||||
}
|
||||
|
||||
if (zonePool)
|
||||
{
|
||||
listOfZone = zonePool.GetScriptsInChildren<ScoringZone>();
|
||||
if (listOfZone != null)
|
||||
foreach (ScoringZone sz in listOfZone)
|
||||
sz.gameManger = Owner.GetScript<GameManager>();
|
||||
}
|
||||
once = false;
|
||||
}
|
||||
|
||||
|
@ -73,17 +77,30 @@ public class GameManager : Script
|
|||
if(timeText)
|
||||
timeText.GetComponent<TextRenderable>().Text = $"Time Left: {timer.ToString("0.00")}";
|
||||
|
||||
if (timer > 0 && totalItemCount <= 0)
|
||||
if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
|
||||
{
|
||||
currGameState = GameState.WIN;
|
||||
Audio.StopAllSounds();
|
||||
SceneManager.ChangeScene(winScene);
|
||||
Audio.PlaySFXOnce2D("event:/Music/stingers/game_win");
|
||||
}
|
||||
else if(timer < 0)
|
||||
else if(timer < 0 || Input.GetKeyDown(Input.KeyCode.F2))
|
||||
{
|
||||
currGameState = GameState.LOSE;
|
||||
Audio.StopAllSounds();
|
||||
SceneManager.ChangeScene(loseScene);
|
||||
Audio.PlaySFXOnce2D("event:/Music/stingers/game_lose");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Cheats()
|
||||
{
|
||||
if (Input.GetKeyDown(Input.KeyCode.Escape))
|
||||
{
|
||||
Audio.StopAllSounds();
|
||||
SceneManager.ChangeScene(97158628);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -4,6 +4,7 @@ using System;
|
|||
|
||||
public class SoundsBoard : Script
|
||||
{
|
||||
AudioClipHandler test;
|
||||
protected override void awake()
|
||||
{
|
||||
/*
|
||||
|
@ -31,13 +32,21 @@ event:/Homeowner/homeowner_humming
|
|||
event:/Homeowner/homeowner_footsteps
|
||||
event:/Homeowner/homeowner_detect_raccoon
|
||||
*/
|
||||
test = Audio.CreateAudioClip("event:/Music/player_undetected");
|
||||
Audio.AddAudioClipToSFXChannelGroup(test);
|
||||
}
|
||||
|
||||
protected override void start()
|
||||
{
|
||||
test.Play();
|
||||
}
|
||||
protected override void update()
|
||||
{
|
||||
|
||||
if (Input.GetKeyDown(Input.KeyCode.Q))
|
||||
Audio.PlayBGMOnce2D("event:/UI/mouse_down_element");
|
||||
test.Play();
|
||||
if (Input.GetKeyDown(Input.KeyCode.W))
|
||||
Audio.PlayBGMOnce2D("event:/UI/mouse_down_empty");
|
||||
test.Stop(true);
|
||||
if (Input.GetKeyDown(Input.KeyCode.E))
|
||||
Audio.PlayBGMOnce2D("event:/UI/mouse_enter_element");
|
||||
if (Input.GetKeyDown(Input.KeyCode.R))
|
||||
|
|
|
@ -11,15 +11,25 @@ public class EndScene : Script
|
|||
}
|
||||
protected override void update()
|
||||
{
|
||||
if (Input.GetKey(Input.KeyCode.R))
|
||||
if (Input.GetKeyDown(Input.KeyCode.R))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
|
||||
}
|
||||
if (Input.GetKeyUp(Input.KeyCode.R))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/success");
|
||||
Audio.StopAllSounds();
|
||||
SceneManager.ChangeScene(mainGameScene);
|
||||
}
|
||||
|
||||
if (Input.GetKey(Input.KeyCode.M))
|
||||
if (Input.GetKeyDown(Input.KeyCode.M))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
|
||||
}
|
||||
if (Input.GetKeyUp(Input.KeyCode.M))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/success");
|
||||
Audio.StopAllSounds();
|
||||
SceneManager.ChangeScene(mainMainScene);
|
||||
}
|
||||
|
|
@ -9,14 +9,19 @@ public class MainMenu : Script
|
|||
}
|
||||
protected override void update()
|
||||
{
|
||||
if (Input.GetKey(Input.KeyCode.Space))
|
||||
if (Input.GetKeyDown(Input.KeyCode.Space))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/mouse_down_element");
|
||||
SceneManager.ChangeScene(89830755);
|
||||
}
|
||||
|
||||
if (Input.GetKeyUp(Input.KeyCode.Space))
|
||||
{
|
||||
Audio.PlaySFXOnce2D("event:/UI/success");
|
||||
SceneManager.ChangeScene(86098106);
|
||||
Audio.StopAllSounds();
|
||||
}
|
||||
|
||||
if (Input.GetKey(Input.KeyCode.Escape))
|
||||
if (Input.GetKeyDown(Input.KeyCode.Escape))
|
||||
{
|
||||
Audio.StopAllSounds();
|
||||
Application.Quit();
|
|
@ -0,0 +1,78 @@
|
|||
#version 450
|
||||
#extension GL_KHR_vulkan_glsl : enable
|
||||
|
||||
//#include "ShaderDescriptorDefinitions.glsl"
|
||||
|
||||
|
||||
layout(location = 0) in vec3 aVertexPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec3 aNormal;
|
||||
layout(location = 3) in vec3 aTangent;
|
||||
layout(location = 4) in mat4 worldTransform;
|
||||
layout(location = 8) in uvec2 integerData;
|
||||
layout(location = 9) in uvec4 aBoneIndices;
|
||||
layout(location = 10) in vec4 aBoneWeights;
|
||||
layout(location = 11) in uint firstBoneIndex;
|
||||
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 vertPos; // location 0
|
||||
vec2 uv; // location = 1
|
||||
vec4 normal; // location = 2
|
||||
vec4 worldPos; // location = 3
|
||||
} Out;
|
||||
|
||||
// material stuff
|
||||
layout(location = 4) out struct
|
||||
{
|
||||
int materialIndex;
|
||||
uint eid;
|
||||
uint lightLayerIndex;
|
||||
|
||||
} Out2;
|
||||
|
||||
layout(set = 1, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
} cameraData;
|
||||
|
||||
layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
|
||||
{
|
||||
mat4 data[];
|
||||
} BoneMatrices;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out2.materialIndex = gl_InstanceIndex;
|
||||
Out2.eid = integerData[0];
|
||||
Out2.lightLayerIndex = integerData[1];
|
||||
|
||||
// for transforming gBuffer position and normal data
|
||||
mat4 modelViewMat = cameraData.viewMat * worldTransform;
|
||||
|
||||
// gBuffer position will be in view space
|
||||
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
|
||||
|
||||
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
|
||||
|
||||
// uvs for texturing in fragment shader
|
||||
Out.uv = aUV;
|
||||
|
||||
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
|
||||
|
||||
// normals are also in view space
|
||||
Out.normal.rgb = transposeInv * aNormal.rgb;
|
||||
Out.normal.rgb = normalize (Out.normal.rgb);
|
||||
|
||||
// Compute bone matrix
|
||||
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
|
||||
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
|
||||
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
|
||||
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
|
||||
|
||||
// clip space for rendering
|
||||
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: Anim_VS
|
||||
ID: 47911992
|
||||
Type: 2
|
|
@ -0,0 +1,26 @@
|
|||
#version 450
|
||||
#extension GL_KHR_vulkan_glsl : enable
|
||||
|
||||
layout(location = 0) in vec3 aVertexPos;
|
||||
layout(location = 1) in mat4 worldTransform;
|
||||
layout(location = 5) in vec4 color;
|
||||
|
||||
// Output
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 Color;
|
||||
} Out;
|
||||
|
||||
layout(set = 1, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
} cameraData;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos.xyz, 1.0f);
|
||||
Out.Color = color;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: DebugDrawMesh_VS
|
||||
ID: 42127043
|
||||
Type: 2
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue