Working on entrance and building out first level

This commit is contained in:
2026-01-16 16:53:33 +00:00
parent 9cfaec3ea1
commit 4a37a76e9e
33 changed files with 4450 additions and 238 deletions

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flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 100
crunchedCompression: 0
allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: WindowsStoreApps
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
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mipmapLimitGroupName:
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View File

@@ -0,0 +1,31 @@
using UnityEngine;
using StarterAssets;
using System.Collections;
using UnityEngine.UIElements;
public class Decomtamination : MonoBehaviour
{
[SerializeField] GameObject decomtaminationChamberDoor;
StarterAssetsInputs inputs;
Log log;
void Awake()
{
inputs = FindFirstObjectByType<StarterAssetsInputs>();
log = FindFirstObjectByType<Log>();
}
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
Decomtaminating();
}
}
void Decomtaminating()
{
Debug.Log("Decomtaminating");
StartCoroutine(inputs.ToggleInput(5f));
log.WriteOutLog("You have entered the decomtamination chamber. Please wait while we process your decontamination...", 0.05f);
decomtaminationChamberDoor.GetComponent<Door>().UnlockDoor();
GetComponent<BoxCollider>().enabled = false;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e19ca9f3a0e0c14489732f1886062ae3

View File

@@ -4,27 +4,14 @@ using UnityEngine.Rendering;
public class Door : MonoBehaviour, IInteractable
{
[SerializeField] bool autoDoor;
[SerializeField] bool locked;
[SerializeField] bool isOpen;
[SerializeField] GameObject door;
[SerializeField] float openHeight = 3f;
[SerializeField] float openTime = 2f;
void Awake()
{
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
[SerializeField] AudioClip audioClip;
[SerializeField] bool autoDoor;
[SerializeField] bool locked;
[SerializeField] bool isOpen;
[SerializeField] bool singleUse;
void OnTriggerEnter(Collider other)
{
if(other.CompareTag("Player") && autoDoor && !locked && !isOpen)
@@ -45,14 +32,24 @@ public class Door : MonoBehaviour, IInteractable
isOpen = false;
}
}
void OpenDoor(float height)
public void OpenDoor(float height)
{
door.transform.Translate(0f,-height,0f);
}
void CloseDoor(float height)
public void CloseDoor(float height)
{
door.transform.Translate(0f,height,0f);
if(singleUse)
locked = true;
}
public void LockDoor()
{
locked = true;
}
public void UnlockDoor()
{
locked = false;
}
public void Interact(GameObject interactor)
@@ -89,7 +86,10 @@ public string GetInteractionPrompt()
{
if (locked)
return "Door is locked";
if(autoDoor)
return "";
return isOpen ? "Press [E] to close door" : "Press [E] to open door";
}
public void OnHighlight()

34
Assets/Scripts/Log.cs Normal file
View File

@@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
using TMPro;
public class Log : MonoBehaviour
{
TextMeshProUGUI tmpText;
void Awake()
{
tmpText = GetComponent<TextMeshProUGUI>();
}
void Start()
{
tmpText.text = "";
tmpText.enabled = false;
}
public void WriteOutLog(string text, float letterDelay = 0.05f)
{
StartCoroutine(WriteLog(text, letterDelay));
}
IEnumerator WriteLog(string text, float letterDelay)
{
tmpText.text = "";
tmpText.enabled = true;
foreach (char letter in text)
{
tmpText.text += letter;
yield return new WaitForSeconds(letterDelay);
}
tmpText.enabled = false;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0aff546340c1fed46aca390d6645058b

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fbdb5b73c909d1e45a27aac0a316583d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
using UnityEngine;
public class WelcomeTrigger : BaseTrigger
{
protected override void OnPlayerEnter()
{
log.WriteOutLog("Welcome to my spaceship engineer, we are currently undergoing some maintance so please allow my robots some leeway", 0.05f);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 298f124a3fdf91f41b692cf145cb29cd

View File

@@ -0,0 +1,24 @@
using UnityEngine;
public class BaseTrigger : MonoBehaviour
{
protected Log log;
protected virtual void Awake()
{
log = FindFirstObjectByType<Log>();
}
protected virtual void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
OnPlayerEnter();
}
}
// Override this in subclasses
protected virtual void OnPlayerEnter()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5060b3e8fb6da8f41a3da4eaa47ba624

View File

@@ -106,7 +106,7 @@ Transform:
m_GameObject: {fileID: 4135013735270702863}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 1.375, z: 0}
m_LocalPosition: {x: 0, y: 1.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@@ -294,6 +294,7 @@ GameObject:
- component: {fileID: 8616685848737228371}
- component: {fileID: 1978471637655604388}
- component: {fileID: 5420857361349278248}
- component: {fileID: 115016143636925697}
- component: {fileID: 8616685848737228376}
m_Layer: 3
m_Name: PlayerCapsule
@@ -407,9 +408,24 @@ MonoBehaviour:
jump: 0
sprint: 0
shoot: 0
interact: 0
analogMovement: 0
cursorLocked: 1
cursorInputForLook: 1
--- !u!114 &115016143636925697
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8616685848737228372}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 105f4b8125b2dd54a98fcaf3b8eee146, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Interaction
interactionPrompt: {fileID: 0}
interactRange: 2
--- !u!114 &8616685848737228376
MonoBehaviour:
m_ObjectHideFlags: 0

View File

@@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
@@ -22,15 +23,18 @@ namespace StarterAssets
public bool cursorLocked = true;
public bool cursorInputForLook = true;
public bool inputEnabled = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
if(inputEnabled)
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if(cursorInputForLook)
if(cursorInputForLook && inputEnabled)
{
LookInput(value.Get<Vector2>());
}
@@ -38,20 +42,24 @@ namespace StarterAssets
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
if(inputEnabled)
JumpInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
if(inputEnabled)
SprintInput(value.isPressed);
}
public void OnShoot(InputValue value)
{
ShootInput(value.isPressed);
if(inputEnabled)
ShootInput(value.isPressed);
}
public void OnInteract(InputValue value)
{
InteractInput(value.isPressed);
if(inputEnabled)
InteractInput(value.isPressed);
}
#endif
@@ -93,6 +101,23 @@ namespace StarterAssets
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
}
public void EnableInput()
{
inputEnabled = true;
}
public void DisableInput()
{
inputEnabled = false;
}
public IEnumerator ToggleInput(float delay)
{
inputEnabled = false; // Disable immediately
move = Vector2.zero;
look = Vector2.zero;
GetComponents<CharacterController>()[0].Move(Vector3.zero); // Prevents character from sliding
yield return new WaitForSeconds(delay);
inputEnabled = true; // Re-enable after delay
yield return null;
}
}
}