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called once per frame + void Update () { + + } + void OnRenderImage(RenderTexture src, RenderTexture dest) + { + if (character.velocity.magnitude > 0) + { + blindness = character.velocity.normalized.magnitude * blindnessRatio; + blindnessRatio += 0.01f; + } + else if (blindnessRatio >= 0.1f) + { + blindness = character.velocity.normalized.magnitude * blindnessRatio; + blindnessRatio = 0.1f; + } + + + mat.SetFloat("_Blindness", blindness); + Graphics.Blit(src, dest,mat); + } +} diff --git a/Assets/Scripts/PostEffectScript.cs.meta b/Assets/Scripts/PostEffectScript.cs.meta new file mode 100644 index 0000000..c2206f5 --- /dev/null +++ b/Assets/Scripts/PostEffectScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ec76a4a1cda1e3a4bb07acf36d2d1e01 +timeCreated: 1466858765 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PostEffectShader.shader b/Assets/Scripts/PostEffectShader.shader new file mode 100644 index 0000000..86ee589 --- /dev/null +++ b/Assets/Scripts/PostEffectShader.shader @@ -0,0 +1,59 @@ + Shader "Custom/PostEffectShader" +{ + Properties + { + _Blindness("Blindness", Float) = 0.6 + _MainTex("Texture", 2D) = "white" {} + + } + SubShader + { + // No culling or depth + Cull Off ZWrite Off ZTest Always + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.uv; + return o; + } + + sampler2D _MainTex; + float _Blindness; + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.uv); + col.r = col.r+ _Blindness; + col.g = col.g+_Blindness; + col.b = col.b+_Blindness; + //col.a = (c.r + c.b + c.g) / 3; + // just invert the colors + //col = 1 - col; + return col; + } + ENDCG + } + } +} diff --git a/Assets/Scripts/PostEffectShader.shader.meta b/Assets/Scripts/PostEffectShader.shader.meta new file mode 100644 index 0000000..257c427 --- /dev/null +++ b/Assets/Scripts/PostEffectShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8af73b3d4929e6c4bbf312b61e959c45 +timeCreated: 1466858754 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ViewControl.cs b/Assets/Scripts/ViewControl.cs new file mode 100644 index 0000000..2bd47f6 --- /dev/null +++ b/Assets/Scripts/ViewControl.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System.Collections; + +public class ViewControl : MonoBehaviour +{ + + // Speed at which the camera will catch up to the mouse pointer location + public float smoothing = 1.5f; + public float mouseSensitivity = 100.0f; + public float clampAngle = 80.0f; + + private float rotY = 0.0f; + // rotation around the up/y axis + private float rotX = 0.0f; + // rotation around the right/x axis + + // Use this for initialization + void Start() + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + + Vector3 rot = transform.localRotation.eulerAngles; + rotY = rot.y; + rotX = rot.x; + } + + // Called once every physics update + void FixedUpdate() + { + float mouseX = Input.GetAxis("Mouse X"); + float mouseY = -Input.GetAxis("Mouse Y"); + + rotY += mouseX * mouseSensitivity * Time.deltaTime; + rotX += mouseY * mouseSensitivity * Time.deltaTime; + + rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle); + + Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f); + transform.rotation = localRotation; + } +} diff --git a/Assets/Scripts/ViewControl.cs.meta b/Assets/Scripts/ViewControl.cs.meta new file mode 100644 index 0000000..6acf3b6 --- /dev/null +++ b/Assets/Scripts/ViewControl.cs.meta @@ -0,0 +1,17 @@ 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ViewControl.cs b/Assets/ViewControl.cs new file mode 100644 index 0000000..2bd47f6 --- /dev/null +++ b/Assets/ViewControl.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System.Collections; + +public class ViewControl : MonoBehaviour +{ + + // Speed at which the camera will catch up to the mouse pointer location + public float smoothing = 1.5f; + public float mouseSensitivity = 100.0f; + public float clampAngle = 80.0f; + + private float rotY = 0.0f; + // rotation around the up/y axis + private float rotX = 0.0f; + // rotation around the right/x axis + + // Use this for initialization + void Start() + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + + Vector3 rot = transform.localRotation.eulerAngles; + rotY = rot.y; + rotX = rot.x; + } + + // Called once every physics update + void FixedUpdate() + { + float mouseX = Input.GetAxis("Mouse X"); + float mouseY = -Input.GetAxis("Mouse Y"); + + rotY += mouseX * mouseSensitivity * Time.deltaTime; + rotX += mouseY * mouseSensitivity * Time.deltaTime; + + rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle); + + Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f); + transform.rotation = localRotation; + } +} diff --git a/README.md b/README.md index 280c0dc..d28dcdf 100644 --- a/README.md +++ b/README.md @@ -16,13 +16,18 @@ Core gameplay principles * Playable character implementation * First person view (w/ controls of view and headbobbing) *Assigned to Alex* - * Movement (jumping, etc) *Assigned to Kerby* + * View controls ✓ + * Headbobbing + * Movement (jumping, etc) *Assigned to Kerby* ✓ + * Controls ✓ + * Jumping ✓ * Gameplay mechanics * Fog of war - * Falling tiles *Assigned to Hugo* - * Stay a while mechanic *Assigned to Antoine* + * Falling tiles *Assigned to Hugo* ✓ + * Stay a while mechanic *Assigned to Antoine* ✓ ###Possible traps/pick ups * Slow down time -* Transparent structures +* Super jump / speed +* XRay