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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using UnityEngine.UI; | |||||
public class AlertController : MonoBehaviour | |||||
{ | |||||
public Text text; | |||||
public Slider slider; | |||||
public float hideTime = 5f; | |||||
private Vector3 originalPos; | |||||
private float lastSpotted; | |||||
void Start () | |||||
{ | |||||
NotificationServer.register("spotted boat", spottedBoat); | |||||
NotificationServer.register("lost boat", lostBoat); | |||||
originalPos = text.rectTransform.anchoredPosition3D; | |||||
} | |||||
public void spottedBoat() | |||||
{ | |||||
LeanTween.cancel(text.gameObject, false); | |||||
LeanTween.cancel(slider.gameObject, false); | |||||
lastSpotted = Time.timeSinceLevelLoad; | |||||
NotificationServer.notify("show AlertText"); | |||||
text.text = "hide!"; | |||||
setTimer(0f); | |||||
} | |||||
public void lostBoat() | |||||
{ | |||||
LeanTween.cancel(text.gameObject, false); | |||||
LeanTween.cancel(slider.gameObject, false); | |||||
NotificationServer.notify("show AlertText"); | |||||
NotificationServer.notify("show AlertTimer"); | |||||
text.text = "stay hidden"; | |||||
LeanTween.value(slider.gameObject, 0f, 1f, hideTime).setOnUpdate((float val)=>{ | |||||
setTimer(val); | |||||
}).setOnComplete(()=>{ | |||||
NotificationServer.notify("hide AlertTimer"); | |||||
NotificationServer.notify("statechange Searchlight returning"); | |||||
text.text = "hidden..."; | |||||
LeanTween.delayedCall(text.gameObject, 2f, ()=>{ | |||||
NotificationServer.notify("hide AlertText"); | |||||
}); | |||||
}); | |||||
} | |||||
public void setTimer(float val) | |||||
{ | |||||
slider.value = val; | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class Searchlight : MonoBehaviour | |||||
{ | |||||
public enum SearchState | |||||
{ | |||||
Spline, | |||||
Chasing, | |||||
Returning | |||||
} | |||||
public float speed = 500f; | |||||
public float timePadding = 0.5f; | |||||
public float timeBetweenChase = 0.5f; | |||||
public float randomFactor = 50f; | |||||
public AnimationCurve animationCurve; | |||||
[HideInInspector] | |||||
public bool isTriggering = false; | |||||
public static SearchState state = SearchState.Spline; | |||||
public static Collider chased; | |||||
private static List<Searchlight> instants = new List<Searchlight>(); | |||||
public static bool isTriggeringAtLeastOne() | |||||
{ | |||||
foreach (Searchlight sl in instants) | |||||
{ | |||||
if (sl.isTriggering) | |||||
return true; | |||||
} | |||||
return false; | |||||
} | |||||
void Awake() | |||||
{ | |||||
NotificationServer.register("statechange Searchlight", stateChanged); | |||||
NotificationServer.register("statechange Searchlight safe", stateSafe); | |||||
NotificationServer.register("statechange Searchlight returning", stateReturning); | |||||
if (!instants.Contains(this)) | |||||
instants.Add(this); | |||||
} | |||||
void OnTriggerEnter(Collider other) | |||||
{ | |||||
if (other.tag != "Player") | |||||
return; | |||||
chased = other; | |||||
isTriggering = true; | |||||
if (state != SearchState.Chasing) | |||||
{ | |||||
state = SearchState.Chasing; | |||||
NotificationServer.notify("statechange Searchlight"); | |||||
NotificationServer.notify("chasing boat"); | |||||
} | |||||
NotificationServer.notify("spotted boat"); | |||||
} | |||||
void OnTriggerExit(Collider other) | |||||
{ | |||||
if (other.tag != "Player") | |||||
return; | |||||
isTriggering = false; | |||||
if (state == SearchState.Chasing && !isTriggeringAtLeastOne()) | |||||
{ | |||||
// chased = null; | |||||
// state = SearchState.Returning; | |||||
// NotificationServer.notify("statechange Searchlight"); | |||||
NotificationServer.notify("lost boat"); | |||||
} | |||||
} | |||||
public void stateSafe() | |||||
{ | |||||
state = SearchState.Spline; | |||||
// NotificationServer.notify("statechange Searchlight"); | |||||
} | |||||
public void stateReturning() | |||||
{ | |||||
state = SearchState.Returning; | |||||
NotificationServer.notify("statechange Searchlight"); | |||||
} | |||||
public void stateChanged() | |||||
{ | |||||
LeanTween.cancel(gameObject, false); | |||||
if (state == SearchState.Chasing) | |||||
LeanTween.move(gameObject, chased.transform.position, 0.5f).setEase(animationCurve).setOnComplete(chase); | |||||
} | |||||
public void chase() | |||||
{ | |||||
if (isTriggering) | |||||
{ | |||||
LeanTween.delayedCall(gameObject, timeBetweenChase, chase); | |||||
} | |||||
else | |||||
{ | |||||
LeanTween.delayedCall(gameObject, timeBetweenChase, ()=>{ | |||||
Vector3 start = transform.position; | |||||
Vector3 end = chased.transform.position | |||||
+ Vector3.right * Random.Range(-randomFactor, randomFactor) | |||||
+ Vector3.forward * Random.Range(-randomFactor, randomFactor); | |||||
float distance = (end - start).magnitude; | |||||
LeanTween.value(gameObject, 0f, 1f, distance / speed + timePadding).setOnUpdate((float val)=>{ | |||||
transform.position = start + (end-start)*val; | |||||
}).setEase(animationCurve).setOnComplete(chase); | |||||
}); | |||||
} | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class TestMoveController : MonoBehaviour | |||||
{ | |||||
public float speed = 100f; | |||||
void Update () | |||||
{ | |||||
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) | |||||
transform.Translate(Vector3.back * Time.deltaTime * speed); | |||||
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) | |||||
transform.Translate(Vector3.left * Time.deltaTime * speed); | |||||
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) | |||||
transform.Translate(Vector3.forward * Time.deltaTime * speed); | |||||
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) | |||||
transform.Translate(Vector3.right * Time.deltaTime * speed); | |||||
} | |||||
} |
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folderAsset: yes | folderAsset: yes | ||||
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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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