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10 commits

Author SHA1 Message Date
Kaj Forney c3159fd4b8
Finish and polish. 2022-09-19 00:37:00 -06:00
Kaj Forney 34c18ddcd7
Fix interactivity script. 2022-09-18 23:23:50 -06:00
Kaj Forney c6202020b3
Gallery lit. 2022-09-18 22:55:17 -06:00
Kaj Forney 65cfaf4835
All photos lit. 2022-09-18 22:43:23 -06:00
Kaj Forney f5f044d186
Photos in position. 2022-09-18 22:23:33 -06:00
Kaj Forney f3d05c7b54
Finish walls/layout. 2022-09-18 22:04:12 -06:00
Kaj Forney 8bb99f7649
First room walls. 2022-09-18 20:59:57 -06:00
Kaj Forney f1342d660a
Add floors. 2022-09-18 20:50:15 -06:00
Kaj Forney 7adbc284ce
Add first-person player. 2022-09-18 19:47:19 -06:00
Kaj Forney fa1878f448
Initial project files and settings. 2022-09-18 19:41:47 -06:00
302 changed files with 56133 additions and 0 deletions

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using System.Collections;
using UnityEngine;
public class ControlHelp : MonoBehaviour
{
public GameObject helpText;
// Start is called before the first frame update
void Start()
{
StartCoroutine(hideText());
}
IEnumerator hideText()
{
yield return new WaitForSecondsRealtime(5.0f);
helpText.SetActive(false);
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
public class ExitCheck : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnExit(InputValue value)
{
if (value.isPressed)
{
Debug.Log("Goodbye!");
Application.Quit(0);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
public class Proximity : MonoBehaviour
{
public string newTitle;
public string newDesc;
private Transform other;
private Text myTitle;
private Text myDesc;
private float dist;
public float minDistance = 4.0f;
public float maxDistance = 5.0f;
private GameObject player;
private GameObject message1;
private GameObject message2;
private bool check;
// Start is called before the first frame update
void Start()
{
player = GameObject.FindWithTag("Player");
other = player.GetComponent<Transform>();
message1 = GameObject.FindWithTag("ArtTitle");
message2 = GameObject.FindWithTag("Description");
myTitle = message1.GetComponent<Text>();
myTitle.text = "";
myDesc = message2.GetComponent<Text>();
myDesc.text = "";
check = false;
}
// Update is called once per frame
void Update()
{
if (other)
{
dist = Vector3.Distance(transform.position, other.position);
print("Distance to player: " + dist);
if (dist < minDistance)
{
myTitle.text = newTitle;
myDesc.text = newDesc;
check = true;
}
if (dist > maxDistance && check)
{
resetText();
}
}
}
private void resetText()
{
myTitle.text = "";
myDesc.text = "";
check = false;
}
}

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using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace StarterAssets
{
public partial class StarterAssetsDeployMenu : ScriptableObject
{
#if STARTER_ASSETS_PACKAGES_CHECKED
/// <summary>
/// Check the capsule, main camera, cinemachine virtual camera, camera target and references
/// </summary>
[MenuItem(MenuRoot + "/Reset First Person Controller", false)]
static void ResetFirstPersonControllerCapsule()
{
var firstPersonControllers = FindObjectsOfType<FirstPersonController>();
var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
GameObject playerGameObject = null;
// player
if (player == null)
{
if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _))
{
HandleInstantiatingPrefab(prefab, out playerGameObject);
}
else
{
Debug.LogError("Couldn't find player armature prefab");
}
}
else
{
playerGameObject = player.gameObject;
}
if (playerGameObject != null)
{
// cameras
CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath());
}
}
static string GetFirstPersonPrefabPath()
{
if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
{
var pathString = new StringBuilder();
var currentDirectory = new FileInfo(prefabPath).Directory;
while (currentDirectory.Name != "Assets")
{
pathString.Insert(0, $"/{currentDirectory.Name}");
currentDirectory = currentDirectory.Parent;
}
pathString.Insert(0, currentDirectory.Name);
return pathString.ToString();
}
return null;
}
#endif
}
}

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{
"EditorFolderRoot": "Assets/StarterAssets/",
"PackagesToAdd": [
"com.unity.cinemachine",
"com.unity.inputsystem"
]
}

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@ -0,0 +1,169 @@
using System;
using System.Linq;
using StarterAssetsPackageChecker;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
#if STARTER_ASSETS_PACKAGES_CHECKED
using Cinemachine;
#endif
namespace StarterAssets
{
// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
public partial class StarterAssetsDeployMenu : ScriptableObject
{
public const string MenuRoot = "Tools/Starter Assets";
// prefab names
private const string MainCameraPrefabName = "MainCamera";
private const string PlayerCapsulePrefabName = "PlayerCapsule";
// names in hierarchy
private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
// tags
private const string PlayerTag = "Player";
private const string MainCameraTag = "MainCamera";
private const string CinemachineTargetTag = "CinemachineTarget";
private static GameObject _cinemachineVirtualCamera;
/// <summary>
/// Deletes the scripting define set by the Package Checker.
/// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
/// </summary>
[MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
static void ResetPackageChecker()
{
PackageChecker.RemovePackageCheckerScriptingDefine();
}
#if STARTER_ASSETS_PACKAGES_CHECKED
private static void CheckCameras(Transform targetParent, string prefabFolder)
{
CheckMainCamera(prefabFolder);
GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
if (!vcam)
{
if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
{
HandleInstantiatingPrefab(vcamPrefab, out vcam);
_cinemachineVirtualCamera = vcam;
}
else
{
Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
}
}
else
{
_cinemachineVirtualCamera = vcam;
}
GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
if (target == null)
{
target = new GameObject("PlayerCameraRoot");
target.transform.SetParent(targetParent);
target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
target.tag = CinemachineTargetTag;
Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
}
CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
}
private static void CheckMainCamera(string inFolder)
{
GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
if (mainCameras.Length < 1)
{
// if there are no MainCameras, add one
if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
{
HandleInstantiatingPrefab(camera, out _);
}
else
{
Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
}
}
else
{
// make sure the found camera has a cinemachine brain (we only need 1)
if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
mainCameras[0].AddComponent<CinemachineBrain>();
}
}
private static void CheckVirtualCameraFollowReference(GameObject target,
GameObject cinemachineVirtualCamera)
{
var serializedObject =
new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
var serializedProperty = serializedObject.FindProperty("m_Follow");
serializedProperty.objectReferenceValue = target.transform;
serializedObject.ApplyModifiedProperties();
}
private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
{
// Locate the player armature
string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
for (int i = 0; i < allPrefabs.Length; ++i)
{
string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
if (assetPath.Contains("/StarterAssets/"))
{
Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
{
GameObject loadedGo = loadedObj as GameObject;
bool hasRequiredComponents = true;
foreach (var componentType in requiredComponentTypes)
{
if (!loadedGo.TryGetComponent(componentType, out _))
{
hasRequiredComponents = false;
break;
}
}
if (hasRequiredComponents)
{
if (loadedGo.name == name)
{
prefab = loadedGo;
path = assetPath;
return true;
}
}
}
}
}
prefab = null;
path = null;
return false;
}
private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
{
prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
prefabInstance.transform.localPosition = Vector3.zero;
prefabInstance.transform.localEulerAngles = Vector3.zero;
prefabInstance.transform.localScale = Vector3.one;
}
#endif
}
}

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