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ATC522-011\IGDA 7 years ago
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11 changed files with 255 additions and 6 deletions
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    -3
      IronToad_UnityProject/Assets/Art/Models/Materials/textures.meta
  2. BIN
      IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png
  3. +76
    -0
      IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png.meta
  4. +82
    -0
      IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta
  5. BIN
      IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab
  6. +8
    -0
      IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab.meta
  7. +7
    -3
      IronToad_UnityProject/Assets/Scripts/Searchlight.cs
  8. +9
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility.meta
  9. +61
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs
  10. +9
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs.meta
  11. BIN
      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity

IronToad_UnityProject/Assets/Sound.meta → IronToad_UnityProject/Assets/Art/Models/Materials/textures.meta View File

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IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png View File

Before After
Width: 1024  |  Height: 1024  |  Size: 109 KiB

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IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png.meta View File

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IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta View File

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IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab View File


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- 0
IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab.meta View File

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IronToad_UnityProject/Assets/Scripts/Searchlight.cs View File

@ -46,6 +46,8 @@ public class Searchlight : MonoBehaviour
void OnTriggerEnter(Collider other) void OnTriggerEnter(Collider other)
{ {
if (other.tag != "Player")
return;
chased = other; chased = other;
isTriggering = true; isTriggering = true;
if (state != SearchState.Chasing) if (state != SearchState.Chasing)
@ -59,6 +61,8 @@ public class Searchlight : MonoBehaviour
void OnTriggerExit(Collider other) void OnTriggerExit(Collider other)
{ {
if (other.tag != "Player")
return;
isTriggering = false; isTriggering = false;
if (state == SearchState.Chasing && !isTriggeringAtLeastOne()) if (state == SearchState.Chasing && !isTriggeringAtLeastOne())
{ {
@ -97,13 +101,13 @@ public class Searchlight : MonoBehaviour
else else
{ {
LeanTween.delayedCall(gameObject, timeBetweenChase, ()=>{ LeanTween.delayedCall(gameObject, timeBetweenChase, ()=>{
Vector3 start = transform.localPosition;
Vector3 end = chased.transform.localPosition
Vector3 start = transform.position;
Vector3 end = chased.transform.position
+ Vector3.right * Random.Range(-randomFactor, randomFactor) + Vector3.right * Random.Range(-randomFactor, randomFactor)
+ Vector3.forward * Random.Range(-randomFactor, randomFactor); + Vector3.forward * Random.Range(-randomFactor, randomFactor);
float distance = (end - start).magnitude; float distance = (end - start).magnitude;
LeanTween.value(gameObject, 0f, 1f, distance / speed + timePadding).setOnUpdate((float val)=>{ LeanTween.value(gameObject, 0f, 1f, distance / speed + timePadding).setOnUpdate((float val)=>{
transform.localPosition = start + (end-start)*val;
transform.position = start + (end-start)*val;
}).setEase(animationCurve).setOnComplete(chase); }).setEase(animationCurve).setOnComplete(chase);
}); });
} }

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- 0
IronToad_UnityProject/Assets/Standard Assets/Utility.meta View File

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+ 61
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs View File

@ -0,0 +1,61 @@
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class SmoothFollow : MonoBehaviour
{
// The target we are following
[SerializeField]
private Transform target;
// The distance in the x-z plane to the target
[SerializeField]
private float distance = 10.0f;
// the height we want the camera to be above the target
[SerializeField]
private float height = 5.0f;
[SerializeField]
private float rotationDamping;
[SerializeField]
private float heightDamping;
// Use this for initialization
void Start() { }
// Update is called once per frame
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
// Always look at the target
transform.LookAt(target);
}
}
}

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IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs.meta View File

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IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity View File


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