mirror of
https://github.com/ConjureETS/PillowFight.git
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Merge branch 'master' of https://github.com/ConjureETS/PillowFight
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commit
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Assets/Prefabs/Door Light.prefab
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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public class AutoTarget : MonoBehaviour {
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public class AutoTarget : MonoBehaviour
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{
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private List<Transform> targets;
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private List<Transform> targets;
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public float minAngleRange = 60f;
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public float minAngleRange = 60f;
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// Use this for initialization
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// Use this for initialization
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void Start () {
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void Start ()
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{
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targets = new List<Transform>();
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targets = new List<Transform>();
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GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
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GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
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foreach (GameObject go in gos) {
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foreach (GameObject go in gos)
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if( !go.Equals(gameObject) ){
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{
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if(!go.Equals(gameObject))
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{
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targets.Add(go.transform);
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targets.Add(go.transform);
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}
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}
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}
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}
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update () {
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void Update ()
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{
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}
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public Transform GetTarget(float screenX, float screenZ)
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{
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//Translate into looking angles
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Vector3 forwardDir = Camera.main.transform.forward;
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Vector3 rightDir = Camera.main.transform.right;
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forwardDir.y = 0f;
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forwardDir = forwardDir.normalized * screenZ;
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rightDir.y = 0f;
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rightDir = rightDir.normalized * screenX;
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Vector3 movement = forwardDir + rightDir;
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return GetTarget(movement);
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}
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}
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public Transform GetTarget(Vector3 lookingAngle) {
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public Transform GetTarget(Vector3 lookingAngle)
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{
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Transform closest = null;
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Transform closest = null;
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float minAngle = minAngleRange;
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float minAngle = minAngleRange;
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Debug.Log("looking direction:" + lookingAngle);
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//Debug.Log("looking direction:" + lookingAngle);
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Debug.DrawRay(transform.position, lookingAngle * 2);
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foreach (Transform t in targets) {
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foreach (Transform t in targets)
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{
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Vector3 targetDirection = t.transform.position - transform.position;
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Vector3 targetDirection = t.transform.position - transform.position;
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float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
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float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
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Debug.Log("real angle:" + realAngle);
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float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
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float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
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Debug.Log("look angle:" + lookAngle);
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//Debug.Log("look angle:" + lookAngle);
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float angle = (lookAngle - realAngle + 5*360) % 360;
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if (angle > 180)
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angle -= 360;
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//float angle = lookAngle - realAngle;
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if (Mathf.Abs(lookAngle - realAngle) < minAngle) {
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if (Input.GetKeyDown(KeyCode.D))
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minAngle = lookAngle;
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Debug.Log("Angle: " + angle + "Looking - " + lookAngle + "\nReal - " + realAngle);
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//Debug.Log("real angle:" + realAngle);
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if (Mathf.Abs(angle) < minAngle)
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{
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minAngle = angle;
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closest = t;
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closest = t;
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}
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}
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}
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}
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if (closest != null)
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{
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Debug.DrawRay(transform.position, closest.transform.position - transform.position, Color.blue);
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}
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return closest;
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return closest;
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}
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}
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}
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}
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@ -75,7 +75,8 @@ public class ChildController : MonoBehaviour
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}
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}
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if (xLookingValue != 0 || zLookingValue != 0) {
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if (xLookingValue != 0 || zLookingValue != 0) {
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Transform target = _autoTarget.GetTarget(new Vector3(xLookingValue, 0, zLookingValue));
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//Transform target = _autoTarget.GetTarget(new Vector3(xLookingValue, 0, zLookingValue));
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Transform target = _autoTarget.GetTarget(xLookingValue, zLookingValue);
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_child.target = target;
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_child.target = target;
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if (_child.target != null) {
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if (_child.target != null) {
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Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg,
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Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg,
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transform.eulerAngles.z);
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transform.eulerAngles.z);
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}
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}
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}
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}
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}
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}
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@ -4,15 +4,29 @@ using System.Collections;
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[RequireComponent(typeof(Light))]
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[RequireComponent(typeof(Light))]
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public class LightOnOff : MonoBehaviour {
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public class LightOnOff : MonoBehaviour {
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private Light light;
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private Light light;
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private float intensity;
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private float flicker;
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// Use this for initialization
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// Use this for initialization
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void Start () {
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void Start () {
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light = GetComponent<Light>();
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light = GetComponent<Light>();
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intensity = light.intensity;
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update () {
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void Update () {
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flicker -= Time.deltaTime;
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if (flicker <= 0)
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{
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light.intensity = intensity * 0.8f;
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if (Random.value <= 0.3f)
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flicker = Random.Range(0.4f, 1.5f);
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}
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else
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light.intensity = intensity;
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if(Input.GetKeyDown(KeyCode.Space))
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if(Input.GetKeyDown(KeyCode.Space))
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light.enabled = !light.enabled;
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light.enabled = !light.enabled;
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}
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}
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