# Conflicts:
#	Assets/XR/Loaders/Mock HMD Loader.asset.meta
#	Assets/XR/Settings/Mock HMD Build Settings.asset.meta
This commit is contained in:
jimmy Lim 2021-11-05 15:50:33 -04:00
commit 6a8ee9a29c
61 changed files with 4404 additions and 31 deletions

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@ -761,6 +761,8 @@ public class LocomotionTeleport : MonoBehaviour
/// </summary>
public event Action<Transform, Vector3, Quaternion> Teleported;
public Transform player;
/// <summary>
/// Perform the actual teleport.
/// Note that warp transitions do not call this function and instead moves the game object
@ -770,7 +772,7 @@ public class LocomotionTeleport : MonoBehaviour
{
var character = LocomotionController.CharacterController;
character.enabled = false;
var characterTransform = character.transform;
var characterTransform = player;
var destTransform = _teleportDestination.OrientationIndicator;
Vector3 destPosition = destTransform.position;
@ -785,7 +787,7 @@ public class LocomotionTeleport : MonoBehaviour
#endif
if (Teleported != null)
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Teleported(characterTransform, destPosition, destRotation);
Teleported(player, destPosition, destRotation);
}
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@ -38,14 +38,11 @@ namespace JoyCon
private void FixedUpdate()
{
Joycon j = JoyConManager.GetJoycon(JcLegInd);
Joycon jArm = JoyConManager.GetJoycon(JcArmInd);
_gyroMagnitude.AddData(j.GetGyro().magnitude);
_speed = IsWalking() ? 4 : 0;
body.transform.Rotate(0, jArm.GetStick()[0] * constRotation * Time.fixedDeltaTime, 0);
body.AddRelativeForce(_playerDirection * (_speed * _gyroMagnitude.Total * constSpeed));
body.AddForce(Vector3.up * constUpForce);
}

50
Assets/Scripts/Timer.cs Normal file
View File

@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Timer : MonoBehaviour
{
private float time { get; set; }
private bool timerStop { get; set; }
[SerializeField]
private TextMesh text;
private Coroutine timerRoutine;
// Start is called before the first frame update
void Start()
{
time = 0;
Coroutine timerRoutine = StartCoroutine("TimerExecute");
}
private void FixedUpdate()
{
}
public void Stop()
{
timerStop = true;
StopCoroutine(timerRoutine);
}
IEnumerator TimerExecute()
{
while (true)
{
if (!timerStop)
{
time += 0.1f;
if (text != null)
text.text = ""+ (Mathf.Round(time * 10) * 0.1f).ToString("F1");
yield return new WaitForSeconds(.1f);
}
}
}
}

View File

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View File

@ -1,8 +0,0 @@
Bug Unity Général :
- Incapable que lorsque j'appuie sur "Play", le jeu soit render dans mon casque. Je suis obligé de build and run à chaque fois. Problème : Incapable de modifier de mouvement en VR
Bug WASDmovement avec VR controllers :
- quand tourne + avance au max, Character est propulser
Bug Teleport :
- Teleport la camera sans notre ami le peinguin :(.
- Marche juste si on bouge (Script WASD) avant

8
Task/BugList.txt Normal file
View File

@ -0,0 +1,8 @@
Bug Unity Général :
- [Done!]Incapable que lorsque j'appuie sur "Play", le jeu soit render dans mon casque. Je suis obligé de build and run à chaque fois. Problème : Incapable de modifier de mouvement en VR
Bug WASDmovement avec VR controllers :
- [Pire]quand tourne + avance au max, Character est propulser
Bug Teleport :
- Teleport la camera sans notre ami le peinguin :(.
- Marche juste si on bouge (Script WASD) avant

22
Task/TODOS.txt Normal file
View File

@ -0,0 +1,22 @@
-General Element
- [Urgent]Correct le movement WASD, Live il est pire 😋
-ajuster graviter et masse pour ne plus voler
- [Easy Level] Hit Ennemie to trigger on hit event
- Ajouter collider au marteaux
- detecter la collission ennemi et marteaux
- On collision doit executer des fonction diff.
1- On collision Stop time, mettre temps dans playerpref et changement de scene vers une salle d'attente
2- On hit changement de scene (les boutton 2d fonctionne mal)
- [Easy Level] Main Menu ---- Changement de scene et choisir le mode de de controle
- Changement de scene est facile à trouver comme TUTO
- PlayerPrefs pour garder en mémoire le mode de controle!
- on start. on load le bon selon le playerpref
- [Med-high level] Omni
- Plug API
- interpreter data
- move
- [Easy - Med Level] Level design