Browse Source

-Added bow

Polished scene
develop
Joshua Reason 4 years ago
parent
commit
8d32a420e2
31 changed files with 39567 additions and 7727 deletions
  1. BIN
      Assets/Scenes/Sun Scene.unity
  2. BIN
      Assets/Scenes/Test Scenes/Static Ring.unity
  3. +2
    -0
      Assets/Scripts/Static Physics/ArtificialGravity.cs
  4. +1
    -1
      Assets/Scripts/Static Physics/RotationController.cs
  5. +58
    -0
      Assets/Scripts/VR/ArrowBehaviour.cs
  6. +11
    -0
      Assets/Scripts/VR/ArrowBehaviour.cs.meta
  7. +111
    -0
      Assets/Scripts/VR/BowGrab.cs
  8. +11
    -0
      Assets/Scripts/VR/BowGrab.cs.meta
  9. +87
    -0
      Assets/Scripts/VR/ResetAfterTime.cs
  10. +11
    -0
      Assets/Scripts/VR/ResetAfterTime.cs.meta
  11. +117
    -0
      Assets/Scripts/VR/ReturnToStart.cs
  12. +11
    -0
      Assets/Scripts/VR/ReturnToStart.cs.meta
  13. +81
    -8
      Assets/SteamVR/InteractionSystem/Longbow/Animators/LongbowAnimationController.controller
  14. +370
    -67
      Assets/SteamVR/InteractionSystem/Longbow/Models/Longbow.fbx.meta
  15. +7485
    -1578
      Assets/SteamVR/InteractionSystem/Longbow/Prefabs/BalloonPop.prefab
  16. +7284
    -1429
      Assets/SteamVR/InteractionSystem/Longbow/Prefabs/BalloonPopNoSound.prefab
  17. +7420
    -1614
      Assets/SteamVR/InteractionSystem/Longbow/Prefabs/FireSmall.prefab
  18. +7393
    -1592
      Assets/SteamVR/InteractionSystem/Longbow/Prefabs/FireTiny.prefab
  19. +7204
    -1427
      Assets/SteamVR/InteractionSystem/Longbow/Prefabs/FireWhip.prefab
  20. +1
    -1
      Assets/ThirdParty/SpaceSkies Free/Skybox_3/Purple_4K_Resolution.mat
  21. BIN
      Assets/ThirdParty/VRTK/LegacyExampleFiles/ExampleResources/ExampleTerrain.asset
  22. +287
    -0
      Assets/World Assets/Prefabs/Arrow.prefab
  23. +7
    -0
      Assets/World Assets/Prefabs/Arrow.prefab.meta
  24. +229
    -0
      Assets/World Assets/Prefabs/Ball.prefab
  25. +7
    -0
      Assets/World Assets/Prefabs/Ball.prefab.meta
  26. +155
    -0
      Assets/World Assets/Prefabs/Cube Variant.prefab
  27. +7
    -0
      Assets/World Assets/Prefabs/Cube Variant.prefab.meta
  28. +1200
    -0
      Assets/World Assets/Prefabs/Longbow.prefab
  29. +7
    -0
      Assets/World Assets/Prefabs/Longbow.prefab.meta
  30. BIN
      ProjectSettings/Physics2DSettings.asset
  31. BIN
      ProjectSettings/ProjectSettings.asset

BIN
Assets/Scenes/Sun Scene.unity (Stored with Git LFS) View File

size 10303

BIN
Assets/Scenes/Test Scenes/Static Ring.unity (Stored with Git LFS) View File

size 41421525

+ 2
- 0
Assets/Scripts/Static Physics/ArtificialGravity.cs View File

@ -53,6 +53,8 @@ public class ArtificialGravity : MonoBehaviour
private void ApplyCorrelus() private void ApplyCorrelus()
{ {
if (Ship.RotationPeriod <= 0)
return;
Vector3 direction = Ship.getPerpendicularDirection(transform.position); Vector3 direction = Ship.getPerpendicularDirection(transform.position);
rb.AddForce(Ship.GetCoriolisAtPoint(transform.position) * m_correlusMultiplier, ForceMode.Acceleration); rb.AddForce(Ship.GetCoriolisAtPoint(transform.position) * m_correlusMultiplier, ForceMode.Acceleration);

+ 1
- 1
Assets/Scripts/Static Physics/RotationController.cs View File

@ -61,7 +61,7 @@ public class RotationController : MonoBehaviour
public Vector3 GetCoriolisAtPoint(Vector3 point) public Vector3 GetCoriolisAtPoint(Vector3 point)
{ {
return getPerpendicularDirection(point) * Vector3.Distance(point, Position) * CoriolisStrength;
return getPerpendicularDirection(point) * Mathf.Pow(2 * Mathf.PI / RotationPeriod, 2) * CoriolisStrength;
} }
public void SetGravityAtRadius(float Strength, float radius) public void SetGravityAtRadius(float Strength, float radius)

+ 58
- 0
Assets/Scripts/VR/ArrowBehaviour.cs View File

@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowBehaviour : MonoBehaviour
{
[SerializeField]
private float m_rotationSpeed = 1f;
[SerializeField]
private Transform m_tip;
[SerializeField]
private float m_lifeTime = 45;
private Rigidbody m_rb;
ContactPoint[] contactPoints;
// Start is called before the first frame update
void Start()
{
m_rb = GetComponent<Rigidbody>();
Destroy(gameObject, m_lifeTime);
}
// Update is called once per frame
void FixedUpdate()
{
if (m_rb != null && !m_rb.isKinematic)
transform.forward = Vector3.Slerp(transform.forward, m_rb.velocity, m_rotationSpeed);
}
private void OnCollisionEnter(Collision collision)
{
contactPoints = new ContactPoint[collision.contactCount];
collision.GetContacts(contactPoints);
foreach (ContactPoint point in contactPoints)
{
//Debug.Log($"point: {point.point}, position: {m_tip.position}. [{Vector3.Distance(point.point, m_tip.position)}]");
if (Vector3.Distance(point.point, m_tip.position) < 0.1f)
{
Destroy(GetComponent<ArtificialGravity>());
Destroy(m_rb);
//m_rb.isKinematic = true;
transform.parent = point.otherCollider.transform;
return;
}
}
}
}

+ 11
- 0
Assets/Scripts/VR/ArrowBehaviour.cs.meta View File

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+ 111
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Assets/Scripts/VR/BowGrab.cs View File

@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
using VRTK.SecondaryControllerGrabActions;
public class BowGrab : VRTK_ControlDirectionGrabAction
{
[SerializeField]
private Vector3 m_angleOffset;
[SerializeField]
private Transform m_notchPoint;
[Header("Pull settings")]
[SerializeField]
private float m_maxPullDistance = 0.5f;
[SerializeField]
private string m_animationParam = "bowPull";
[Header("Arrow Settings")]
[SerializeField]
private GameObject m_arrowPrefab;
[SerializeField]
private Transform m_arrowSpawn;
[SerializeField]
private float m_maxForce = 10f;
private Animator m_animator;
private Vector3 m_lastForward;
private float m_lastForce;
private void Start()
{
m_animator = GetComponent<Animator>();
}
public override void ProcessFixedUpdate()
{
if (initialised)
{
AimObject();
PullBow();
}
}
protected override void AimObject()
{
Vector3 direction = Vector3.Slerp((primaryGrabbingObject.transform.position - secondaryGrabbingObject.transform.position).normalized, primaryGrabbingObject.transform.forward, 0.5f);
transform.rotation = Quaternion.LookRotation(direction, primaryGrabbingObject.transform.up) * Quaternion.Euler(m_angleOffset);
m_lastForward = direction;
}
protected virtual void PullBow()
{
float animationValue = getBowForce();
m_animator.SetFloat(m_animationParam, animationValue);
m_lastForce = animationValue;
}
public override void ResetAction()
{
base.ResetAction();
m_animator.SetFloat(m_animationParam, 0);
if (m_lastForce > 0.1f)
{
GameObject arrow = Instantiate(m_arrowPrefab);
arrow.transform.position = m_arrowSpawn.transform.position;
arrow.transform.forward = m_lastForward;
Rigidbody rb = arrow.GetComponent<Rigidbody>();
rb.velocity = arrow.transform.forward * m_lastForce * m_maxForce;
}
m_lastForce = 0;
m_lastForward = Vector3.zero;
}
private float getBowForce()
{
Vector3 directionSecondHand = secondaryGrabbingObject.transform.position - m_notchPoint.transform.position;
Vector3 directionPrimaryHand = primaryGrabbingObject.transform.position - m_notchPoint.transform.position;
float force = 0;
if (Vector3.Dot(directionSecondHand, directionPrimaryHand) > 0)
force = 0;
else
{
force = directionSecondHand.magnitude / m_maxPullDistance;
if (force > 1)
force = 1;
}
return force;
}
}

+ 11
- 0
Assets/Scripts/VR/BowGrab.cs.meta View File

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+ 87
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Assets/Scripts/VR/ResetAfterTime.cs View File

@ -0,0 +1,87 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
public class ResetAfterTime : MonoBehaviour
{
[SerializeField]
private float m_resetTime = 20;
private VRTK_InteractableObject m_interactable;
private Vector3 m_startPos;
private Quaternion m_startRot;
private Rigidbody m_rb;
private void Awake()
{
m_interactable = GetComponent<VRTK_InteractableObject>();
m_rb = GetComponent<Rigidbody>();
m_startPos = transform.position;
m_startRot = transform.rotation;
}
private IEnumerator resetAfterTime(float time)
{
yield return new WaitForSeconds(time);
transform.position = m_startPos;
transform.rotation = m_startRot;
m_rb.velocity = Vector3.zero;
m_rb.angularVelocity = Vector3.zero;
}
private void OnEnable()
{
RegisterEvents(true);
}
private void OnDisable()
{
RegisterEvents(false);
}
private void OnGrab(object sender, InteractableObjectEventArgs args)
{
StopAllCoroutines();
}
private void OnDrop(object sender, InteractableObjectEventArgs args)
{
StartCoroutine(resetAfterTime(m_resetTime));
}
private void OnSnap(object sender, InteractableObjectEventArgs args)
{
StopAllCoroutines();
}
private void RegisterEvents(bool value)
{
if (value)
{
m_interactable.InteractableObjectSnappedToDropZone += OnSnap;
m_interactable.InteractableObjectGrabbed += OnGrab;
m_interactable.InteractableObjectUngrabbed += OnDrop;
}
else
{
m_interactable.InteractableObjectSnappedToDropZone -= OnSnap;
m_interactable.InteractableObjectGrabbed -= OnGrab;
m_interactable.InteractableObjectUngrabbed -= OnDrop;
}
}
}

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Assets/Scripts/VR/ResetAfterTime.cs.meta View File

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+ 117
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Assets/Scripts/VR/ReturnToStart.cs View File

@ -0,0 +1,117 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
public class ReturnToStart : MonoBehaviour
{
private Vector3 m_StartPos;
private Quaternion m_StartRot;
private VRTK_InteractableObject m_interactable;
private Rigidbody m_rigid;
// Start is called before the first frame update
void Awake()
{
m_StartPos = transform.position;
m_StartRot = transform.rotation;
//Set up some variables on start
m_interactable = GetComponent<VRTK_InteractableObject>();
m_rigid = GetComponentInChildren<Rigidbody>();
}
private void OnEnable()
{
RegisterEvents(true);
}
private void OnDisable()
{
RegisterEvents(false);
}
private void OnGrab(object sender, InteractableObjectEventArgs args)
{
StopAllCoroutines();
m_rigid.isKinematic = false;
}
private void OnDrop(object sender, InteractableObjectEventArgs args)
{
//other hand might still be grabbed
if (!m_interactable.IsGrabbed())
{
StopAllCoroutines();
StartCoroutine(LerpToPosition(m_StartPos, m_StartRot, 2.0f));
}
}
private void OnSnap(object sender, InteractableObjectEventArgs args)
{
StopAllCoroutines();
//m_rigid.isKinematic = true;
}
private void RegisterEvents(bool value)
{
if (value)
{
m_interactable.InteractableObjectSnappedToDropZone += OnSnap;
m_interactable.InteractableObjectGrabbed += OnGrab;
m_interactable.InteractableObjectUngrabbed += OnDrop;
}
else
{
m_interactable.InteractableObjectSnappedToDropZone -= OnSnap;
m_interactable.InteractableObjectGrabbed -= OnGrab;
m_interactable.InteractableObjectUngrabbed -= OnDrop;
}
}
#region Coroutines
/// <summary>
/// Lerps object to a position over an amount of time
/// </summary>
/// <param name="SnapPos">End position</param>
/// <param name="SnapRot">End rotation</param>
/// <param name="snapTime">Time it takes to lerp</param>
private IEnumerator LerpToPosition(Vector3 SnapPos, Quaternion SnapRot, float snapTime)
{
Debug.Log("Lerp to position");
//This is based off of SteamVR Lerping code
float dropTimer = -1;
m_rigid.isKinematic = false;
//once again this is all steamVR
while (dropTimer < 1)
{
float t = Mathf.Pow(35, dropTimer);
m_rigid.velocity = Vector3.Lerp(m_rigid.velocity, Vector3.zero, Time.fixedDeltaTime * 4);
if (m_rigid.useGravity)
m_rigid.AddForce(-Physics.gravity);
transform.position = Vector3.Lerp(transform.position, SnapPos, Time.fixedDeltaTime * t * 3);
transform.rotation = Quaternion.Slerp(transform.rotation, SnapRot, Time.fixedDeltaTime * t * 5);
yield return new WaitForFixedUpdate();
dropTimer += Time.fixedDeltaTime / (snapTime / 2);
}
//#Audio: object has just arrived at where it was lerping to
//set correct transform in case object stuck
m_rigid.isKinematic = true;
transform.position = SnapPos;
transform.rotation = SnapRot;
}
#endregion Coroutines
}

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Assets/SteamVR/InteractionSystem/Longbow/Animators/LongbowAnimationController.controller View File

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