Bug fixes, Scene changes and new features #376
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@ -1,3 +1,3 @@
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Name: CutScene
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Name: CutSceneIntro
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ID: 91947920
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Type: 5
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File diff suppressed because it is too large
Load Diff
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@ -66,7 +66,7 @@ public class PickAndThrow : Script
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if (!silhouetteBag)
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Debug.LogError("silhouetteBag EMPTY");
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else
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silhouetteBagRend = silhouettePlayer.GetComponent<Renderable>();
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silhouetteBagRend = silhouetteBag.GetComponent<Renderable>();
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AudioHandler.audioClipHandlers["SFXThrow"] = Audio.CreateAudioClip("event:/Raccoon/raccoon_throw");
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@ -83,12 +83,15 @@ public class PickAndThrow : Script
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{
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//wait for daniel
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//0.00075f;
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/* Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
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Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
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float disSqr = dis.GetSqrMagnitude();
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Debug.Log($"DIS :{disSqr}");
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float ratio = System.Math.Clamp(1 - (disSqr / (1 + disSqr)), 0, 1.0f);
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silhouettePlayerRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);
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silhouetteBagRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);*/
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float temp = (1 - ratio) * 0.00075f;
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if (temp <= 0.0006f)
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temp = 0.1f;
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Debug.Log($" RATIO {temp}");
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silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
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silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
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}
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if (timer <= delayTimer)
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@ -97,7 +97,7 @@ public class Cutscene : Script
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{
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skip = true;
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oldDuration = duration;
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duration = 0.5f;
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duration = 0.1f;
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}
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if (Input.GetKeyDown(Input.KeyCode.Space) && cutscene1Done && canvas1.IsActiveSelf)
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@ -56,7 +56,7 @@ layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput de
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void main()
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{
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// Sample depth buffer using UV and save it
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// Sample depth buffer using UV and save it MatProp.data[In2.materialIndex].offsets
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float currentDepth = subpassLoad (depthBuffer).r + MatProp.data[In2.materialIndex].offset;
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// Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment.
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@ -340,6 +340,7 @@ namespace SHADE
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pipelineType = rhs.pipelineType;
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created = rhs.created;
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logicalDeviceHdl = rhs.logicalDeviceHdl;
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pipelineLayout = rhs.pipelineLayout;
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rhs.vkPipeline = VK_NULL_HANDLE;
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@ -409,6 +409,7 @@ namespace SHADE
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, vkDescriptorSetLayoutsAllocate{std::move (rhs.vkDescriptorSetLayoutsAllocate)}
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, descriptorSetLayoutsPipeline { std::move(rhs.descriptorSetLayoutsPipeline) }
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, vkDescriptorSetLayoutsPipeline{ std::move(rhs.vkDescriptorSetLayoutsPipeline) }
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, onChangeCallbacks{ std::move (rhs.onChangeCallbacks)}
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{
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rhs.vkPipelineLayout = VK_NULL_HANDLE;
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}
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@ -515,6 +516,7 @@ namespace SHADE
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vkDescriptorSetLayoutsAllocate = std::move(rhs.vkDescriptorSetLayoutsAllocate);
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descriptorSetLayoutsPipeline = std::move(rhs.descriptorSetLayoutsPipeline);
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vkDescriptorSetLayoutsPipeline = std::move(rhs.vkDescriptorSetLayoutsPipeline);
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onChangeCallbacks = std::move(rhs.onChangeCallbacks);
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rhs.vkPipelineLayout = VK_NULL_HANDLE;
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@ -47,7 +47,8 @@ namespace SHADE
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, entryPoint {std::move (rhs.entryPoint)}
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, reflectedData {std::move (rhs.reflectedData)}
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, shaderName {std::move (rhs.shaderName)}
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, logicalDeviceHdl {rhs.logicalDeviceHdl}
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, logicalDeviceHdl{ rhs.logicalDeviceHdl }
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, onChangeCallbacks{rhs.onChangeCallbacks }
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{
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rhs.vkShaderModule = VK_NULL_HANDLE;
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}
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@ -64,6 +65,7 @@ namespace SHADE
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reflectedData = std::move(rhs.reflectedData);
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shaderName = std::move(rhs.shaderName);
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logicalDeviceHdl = std::move(rhs.logicalDeviceHdl);
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onChangeCallbacks = std::move(rhs.onChangeCallbacks);
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rhs.vkShaderModule = VK_NULL_HANDLE;
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return *this;
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@ -92,8 +94,8 @@ namespace SHADE
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Recompile();
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for (auto& callback : onChangeCallbacks)
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callback();
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//for (auto& callback : onChangeCallbacks)
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// callback();
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}
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void SHVkShaderModule::AddCallback(ChangeCallback&& callback) noexcept
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