Bug fixes, Scene changes and new features #376

Merged
glencelow merged 15 commits from PlayerController into main 2023-02-28 23:10:33 +08:00
9 changed files with 2910 additions and 831 deletions
Showing only changes of commit 2ab4981a43 - Show all commits

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@ -1,3 +1,3 @@
Name: CutScene
Name: CutSceneIntro
ID: 91947920
Type: 5

File diff suppressed because it is too large Load Diff

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@ -66,7 +66,7 @@ public class PickAndThrow : Script
if (!silhouetteBag)
Debug.LogError("silhouetteBag EMPTY");
else
silhouetteBagRend = silhouettePlayer.GetComponent<Renderable>();
silhouetteBagRend = silhouetteBag.GetComponent<Renderable>();
AudioHandler.audioClipHandlers["SFXThrow"] = Audio.CreateAudioClip("event:/Raccoon/raccoon_throw");
@ -83,12 +83,15 @@ public class PickAndThrow : Script
{
//wait for daniel
//0.00075f;
/* Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
float disSqr = dis.GetSqrMagnitude();
Debug.Log($"DIS :{disSqr}");
float ratio = System.Math.Clamp(1 - (disSqr / (1 + disSqr)), 0, 1.0f);
silhouettePlayerRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);
silhouetteBagRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);*/
float temp = (1 - ratio) * 0.00075f;
if (temp <= 0.0006f)
temp = 0.1f;
Debug.Log($" RATIO {temp}");
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
}
if (timer <= delayTimer)

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@ -97,7 +97,7 @@ public class Cutscene : Script
{
skip = true;
oldDuration = duration;
duration = 0.5f;
duration = 0.1f;
}
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
void main()
{
// Sample depth buffer using UV and save it
// Sample depth buffer using UV and save it MatProp.data[In2.materialIndex].offsets
float currentDepth = subpassLoad (depthBuffer).r + MatProp.data[In2.materialIndex].offset;
// 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
pipelineType = rhs.pipelineType;
created = rhs.created;
logicalDeviceHdl = rhs.logicalDeviceHdl;
pipelineLayout = rhs.pipelineLayout;
rhs.vkPipeline = VK_NULL_HANDLE;

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@ -409,6 +409,7 @@ namespace SHADE
, vkDescriptorSetLayoutsAllocate{std::move (rhs.vkDescriptorSetLayoutsAllocate)}
, descriptorSetLayoutsPipeline { std::move(rhs.descriptorSetLayoutsPipeline) }
, vkDescriptorSetLayoutsPipeline{ std::move(rhs.vkDescriptorSetLayoutsPipeline) }
, onChangeCallbacks{ std::move (rhs.onChangeCallbacks)}
{
rhs.vkPipelineLayout = VK_NULL_HANDLE;
}
@ -515,6 +516,7 @@ namespace SHADE
vkDescriptorSetLayoutsAllocate = std::move(rhs.vkDescriptorSetLayoutsAllocate);
descriptorSetLayoutsPipeline = std::move(rhs.descriptorSetLayoutsPipeline);
vkDescriptorSetLayoutsPipeline = std::move(rhs.vkDescriptorSetLayoutsPipeline);
onChangeCallbacks = std::move(rhs.onChangeCallbacks);
rhs.vkPipelineLayout = VK_NULL_HANDLE;

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@ -47,7 +47,8 @@ namespace SHADE
, entryPoint {std::move (rhs.entryPoint)}
, reflectedData {std::move (rhs.reflectedData)}
, shaderName {std::move (rhs.shaderName)}
, logicalDeviceHdl {rhs.logicalDeviceHdl}
, logicalDeviceHdl{ rhs.logicalDeviceHdl }
, onChangeCallbacks{rhs.onChangeCallbacks }
{
rhs.vkShaderModule = VK_NULL_HANDLE;
}
@ -64,6 +65,7 @@ namespace SHADE
reflectedData = std::move(rhs.reflectedData);
shaderName = std::move(rhs.shaderName);
logicalDeviceHdl = std::move(rhs.logicalDeviceHdl);
onChangeCallbacks = std::move(rhs.onChangeCallbacks);
rhs.vkShaderModule = VK_NULL_HANDLE;
return *this;
@ -92,8 +94,8 @@ namespace SHADE
Recompile();
for (auto& callback : onChangeCallbacks)
callback();
//for (auto& callback : onChangeCallbacks)
// callback();
}
void SHVkShaderModule::AddCallback(ChangeCallback&& callback) noexcept