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https://github.com/ConjureETS/PillowFight.git
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Add visual cue for selectable pillows
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using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(MeshRenderer))]
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public class Floor : MonoBehaviour
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{
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public MomBehavior Mom;
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public Material NormalMaterial;
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public Material LavaMaterial;
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private MeshRenderer _renderer;
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public MeshRenderer Renderer;
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void Awake()
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{
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_renderer = GetComponent<MeshRenderer>();
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Mom.OnEnterRoom += ChangeToNormalFloor;
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Mom.OnLeaveRoom += ChangeToLavaFloor;
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}
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private void ChangeToNormalFloor()
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{
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_renderer.material = NormalMaterial;
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Renderer.material = NormalMaterial;
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gameObject.tag = "Floor"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor
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}
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private void ChangeToLavaFloor()
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{
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_renderer.material = LavaMaterial;
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Renderer.material = LavaMaterial;
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gameObject.tag = "Lava"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor
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}
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@ -2,26 +2,41 @@
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using System.Collections;
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public class Pillow : MonoBehaviour {
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public Color SelectableMinColor;
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public float LerpDuration = 2f;
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public bool IsThrown = false;
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private bool IsPickable = true;
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private Collider _col;
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private Rigidbody _rb;
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private MeshRenderer _renderer;
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private bool _isOwned;
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private Color _defaultColor;
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private float _ratio = 0f;
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private bool _lerpingUp = false;
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public bool IsOwned
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{
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get { return _isOwned; }
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set { _isOwned = value; }
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set
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{
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_isOwned = value;
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_renderer.material.color = _defaultColor;
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}
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}
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// Use this for initialization
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void Start () {
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_col = GetComponent<Collider>();
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_rb = GetComponent<Rigidbody>();
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_renderer = GetComponent<MeshRenderer>();
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_defaultColor = _renderer.material.color;
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}
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// Update is called once per frame
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@ -30,6 +45,27 @@ public class Pillow : MonoBehaviour {
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if (transform.position.y < -1) {
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Destroy(this.gameObject);
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}
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if (!_isOwned)
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{
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_ratio += Time.deltaTime / LerpDuration / 2f;
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if (_lerpingUp)
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{
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_renderer.material.color = Color.Lerp(SelectableMinColor, _defaultColor, _ratio);
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}
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else
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{
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_renderer.material.color = Color.Lerp(_defaultColor, SelectableMinColor, _ratio);
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}
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if (_ratio >= 1f)
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{
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_lerpingUp = !_lerpingUp;
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_ratio = 0f;
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}
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}
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}
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@ -48,6 +84,7 @@ public class Pillow : MonoBehaviour {
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_rb.isKinematic = false;
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_col.enabled = true;
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_rb.AddForce(force, ForceMode.Impulse);
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_renderer.material.color = _defaultColor;
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}
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public void MakePickable() {
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@ -1,22 +1,22 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System;
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using System;
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public class Door : MonoBehaviour
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{
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public float MaxAngle = 135f;
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public float OpenDuration = 5f;
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public float CloseDuration = 1f;
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/*
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// Update is called once per frame
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public float CloseDuration = 1f;
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/*
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// Update is called once per frame
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void Update ()
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{
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{
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state = Mathf.Clamp(state + goal * openingSpeed * Time.deltaTime, 0f, 1f);
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//transform.rotation = Quaternion.identity;
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//transform.Rotate(Vector3.up * state * angles);
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transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
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transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
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}*/
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public void Open()
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@ -66,5 +66,5 @@ public class Door : MonoBehaviour
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{
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((Action)callback)();
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}
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}
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}
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}
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}
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