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76 changed files with 4200 additions and 1141 deletions

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[0807/200943.932:WARNING:resource_bundle_qt.cpp(119)] locale_file_path.empty() for locale

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23444
Adobe Substance 3D Painter
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3bfd2e69-692b-4e06-a34f-8bd6c03229bf

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@ -294,4 +294,7 @@ comma-separate multiple licences, and use code blocks if you need to list multip
- Train Station: https://en.wikipedia.org/wiki/Caldecott_MRT_station#/media/File:CC17_TE9_Caldecott_MRT_Exit_1_20210826_191019.jpg
- HDB Void Deck: https://www.99.co/singapore/insider/3-ways-can-revive-dying-void-deck-culture/
- Bus: https://allabout.city/singapore/public-buses-in-singapore/
`Modelling/3RT_RunningLate_Textures`
- square-pattern: https://thepatterncollective.com/products/grid-small-thin-line-white-background-black
- hexagon-pattern: https://www.freepik.com/free-vector/white-hexagonal-patterned-background_13313378.htm#query=hexagon%20pattern&position=1&from_view=keyword&track=ais_hybrid&uuid=376b80b6-1f7e-4737-94c7-d2504c0fb094

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View file

@ -129,4 +129,4 @@ private IEnumerator Strolling()
ChangeState();
}
}
}

View file

@ -0,0 +1,151 @@
using System.Collections;
using UnityEngine;
public class AICar : MonoBehaviour
{
[SerializeField] private Transform carPosition;
[SerializeField] private float stoppingDistance;
[SerializeField] private float slowingSpeed;
[SerializeField] private float slowingDistance;
[SerializeField] private float reverseDist;
private string _currentState;
private string _nextState;
private float _accelerationInput;
private CarController _car;
private float _angularDirection;
private Vector3 _dirToMove;
private float _distanceToTarget;
private Transform _driveTarget;
private float _turnInput;
private float _verticalDirection;
private void Awake()
{
var hasChild = false;
var i = 0;
GameObject test;
while (!hasChild)
{
test = gameObject.transform.GetChild(i).gameObject;
if (test.name == "Target")
{
_driveTarget = test.transform;
hasChild = true;
}
else
{
i++;
}
}
_car = GetComponent<CarController>();
_currentState = "Stopped";
_nextState = _currentState;
ChangeState();
}
private void Update()
{
_currentState = _nextState;
}
private void ChangeState()
{
StartCoroutine(_currentState);
}
private void Steering()
{
_angularDirection = Vector3.SignedAngle(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized, Vector3.up);
if (_angularDirection < 0)
_turnInput = -1;
else
_turnInput = 1;
}
private IEnumerator Stopped()
{
while (_currentState == "Stopped")
{
_distanceToTarget=Vector3.Distance(carPosition.position, _driveTarget.position);
_car.braking = true;
_accelerationInput = 0f;
_turnInput = 0f;
if (_distanceToTarget>stoppingDistance)
{
_nextState = "Slowed";
}
yield return new WaitForSeconds(1);
}
ChangeState();
}
private IEnumerator Slowed()
{
_car.braking = false;
while (_currentState == "Slowed")
{
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized);
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
if (_verticalDirection>0)
{
if (carPosition.GetComponent<Rigidbody>().velocity.magnitude > slowingSpeed)
_accelerationInput = -1;
else
_accelerationInput = 1;
}
else
{
if (_distanceToTarget < reverseDist)
_accelerationInput = -1;
else
_accelerationInput = 1;
}
Steering();
SlowedCheck();
_car.SetInputs(_accelerationInput, _turnInput);
yield return new WaitForEndOfFrame();
}
ChangeState();
}
private IEnumerator Driving()
{
_car.braking = false;
while (_currentState == "Driving")
{
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
(_driveTarget.position - carPosition.transform.position).normalized);
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
_accelerationInput = 1;
Steering();
if (_distanceToTarget < slowingDistance) _nextState = "Slowed";
_car.SetInputs(_accelerationInput, _turnInput);
yield return new WaitForEndOfFrame();
}
ChangeState();
}
private void SlowedCheck()
{
if (_distanceToTarget < stoppingDistance)
{
_nextState = "Stopped";
}
if (_distanceToTarget > slowingDistance) _nextState = "Driving";
}
}

View file

@ -0,0 +1,42 @@
using System.Collections;
using UnityEngine;
public class AiManager : MonoBehaviour
{
public Transform player;
public float cullingDistance;
public GameObject aiPrefab;
private GameObject[] _ais;
private float _distance;
public int maxAI;
private void Start()
{
StartCoroutine(Manager());
}
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(player.position, cullingDistance);
}
private IEnumerator Manager()
{
while (true)
{
_ais = GameObject.FindGameObjectsWithTag("AIs");
if (_ais.Length < maxAI )
{
var instance = Instantiate(aiPrefab, gameObject.transform);
}
foreach (var i in _ais)
{
_distance = Vector3.Distance(i.transform.position, player.position);
if (_distance > cullingDistance) Destroy(i.gameObject);
}
yield return new WaitForSeconds(1);
}
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -0,0 +1,86 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : Interactable
{
public enum DoorType
{
Sliding,
Rotating
}
public List<DoorInput> doors;
public float duration;
public AnimationCurve curve;
private bool _isOpen;
private bool _opening;
public override void Interact()
{
if (!_opening) StartCoroutine(OpenDoor());
}
private IEnumerator OpenDoor()
{
_opening = true;
float currentDuration = 0;
while (_opening)
{
currentDuration += Time.deltaTime;
var t = currentDuration / duration;
foreach (var variable in doors)
if (!_isOpen)
{
if (variable.type == DoorType.Sliding)
variable.doorObject.transform.localPosition = Vector3.Lerp(variable.startPosition,
variable.endPosition,
curve.Evaluate(t));
else if (variable.type == DoorType.Rotating)
variable.doorObject.transform.localEulerAngles = Vector3.Slerp(variable.startPosition,
variable.endPosition,
curve.Evaluate(t));
}
else
{
if (variable.type == DoorType.Sliding)
variable.doorObject.transform.localPosition = Vector3.Lerp(variable.endPosition,
variable.startPosition,
curve.Evaluate(t));
else if (variable.type == DoorType.Rotating)
variable.doorObject.transform.localEulerAngles = Vector3.Slerp(variable.endPosition,
variable.startPosition,
curve.Evaluate(t));
}
if (currentDuration >= duration)
{
currentDuration = 0;
_opening = false;
if (_isOpen)
{
_isOpen = false;
}
else
{
_isOpen = true;
}
}
yield return new WaitForEndOfFrame();
}
}
[Serializable]
public struct DoorInput
{
public GameObject doorObject;
public Vector3 startPosition;
public DoorType type;
public Vector3 endPosition;
}
}

View file

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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interactable : MonoBehaviour
{
public virtual void Interact()
{
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -0,0 +1,42 @@
using UnityEngine;
public class Player : MonoBehaviour
{
public RaycastHit Hit;
[SerializeField] private Transform playerPosition;
[SerializeField] private float seeDistance;
private Interactable _currentInteractable;
private bool _active;
private bool _raycast;
public LayerMask raycastLayers;
private void Update()
{
_raycast = Physics.Raycast(
playerPosition.position,
playerPosition.TransformDirection(Vector3.forward),
out Hit,
seeDistance,
raycastLayers
);
Debug.DrawRay(
playerPosition.position,
playerPosition.TransformDirection(Vector3.forward) * seeDistance,
Color.green
);
}
private void OnAction()
{
Debug.Log("test");
if (_raycast)
{
if (Hit.transform.CompareTag("Interactable"))
{
Hit.transform.GetComponent<Interactable>().Interact();
}
}
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -1,114 +0,0 @@
using System;
using UnityEngine;
public class AICar : MonoBehaviour
{
[SerializeField] private Transform carPosition;
[SerializeField] private float stoppingDistance;
[SerializeField] private float slowingSpeed;
[SerializeField] private float slowingDistance;
[SerializeField] private float reverseDist;
private CarController _car;
private string _currentState;
private Transform _driveTarget;
private string _nextState;
private void Awake()
{
var hasChild = false;
var i = 0;
GameObject test;
while (!hasChild)
{
test = gameObject.transform.GetChild(i).gameObject;
if (test.name == "Target")
{
_driveTarget = test.transform;
hasChild = true;
}
else
{
i++;
}
}
_car = GetComponent<CarController>();
_currentState = "Driving";
_nextState = _currentState;
ChangeState();
}
private void Update()
{
_currentState = _nextState;
}
private void ChangeState()
{
StartCoroutine(_currentState);
}
private IEnumerator Driving()
{
_car = GetComponent<CarController>();
while (_currentState == "Driving")
{
var accelerationAmount = 0f;
var turnAmount = 0f;
var targetPosition = _driveTarget.position;
var dirToMove = (targetPosition - carPosition.transform.position).normalized;
var forwardsAmount = Vector3.Dot(carPosition.transform.forward, dirToMove);
var directionToDrive = Vector3.SignedAngle(carPosition.transform.forward, dirToMove, Vector3.up);
var distanceToTarget = Vector3.Distance(carPosition.position, targetPosition);
if (distanceToTarget >= stoppingDistance)
{
_car.braking = false;
//in front of target position
if (forwardsAmount > 0)
{
//closer than the slowing distance
if (distanceToTarget <= slowingDistance)
{
//the car is very fast
if (carPosition.GetComponent<Rigidbody>().velocity.magnitude > slowingSpeed)
accelerationAmount = -2;
else
accelerationAmount = 1;
}
else
{
accelerationAmount = 1;
}
}
else
{
if (distanceToTarget < reverseDist)
accelerationAmount = -1;
else
accelerationAmount = 1;
}
if (directionToDrive < 0)
turnAmount = 1;
else if (directionToDrive > 0)
turnAmount = -1;
else
turnAmount = 0;
}
else
{
_car.braking = true;
accelerationAmount = 0f;
turnAmount = 0f;
}
Debug.Log(carPosition.GetComponent<Rigidbody>().velocity.magnitude);
_car.SetInputs(accelerationAmount, turnAmount);
yield return new WaitForEndOfFrame();
}
}
}

View file

@ -11,7 +11,8 @@
"id": "6bc1aaf4-b110-4ff7-891e-5b9fe6f32c4d",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
"interactions": "",
"initialStateCheck": true
},
{
"name": "Look",
@ -19,7 +20,8 @@
"id": "2690c379-f54d-45be-a724-414123833eb4",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
"interactions": "",
"initialStateCheck": true
},
{
"name": "Jump",
@ -27,7 +29,8 @@
"id": "8c4abdf8-4099-493a-aa1a-129acec7c3df",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
"interactions": "",
"initialStateCheck": false
},
{
"name": "Sprint",
@ -35,7 +38,17 @@
"id": "980e881e-182c-404c-8cbf-3d09fdb48fef",
"expectedControlType": "",
"processors": "",
"interactions": ""
"interactions": "",
"initialStateCheck": false
},
{
"name": "Action",
"type": "Button",
"id": "23716198-d983-446c-b5d8-12f815535366",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@ -214,6 +227,17 @@
"action": "Sprint",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "88e90771-1f54-402e-91d3-c854e598f230",
"path": "<Keyboard>/e",
"interactions": "",
"processors": "",
"groups": "",
"action": "Action",
"isComposite": false,
"isPartOfComposite": false
}
]
}

View file

@ -69,7 +69,7 @@ NavMeshProjectSettings:
cost: 1
- name:
cost: 1
m_LastAgentTypeID: -1372625422
m_LastAgentTypeID: -902729914
m_Settings:
- serializedVersion: 3
agentTypeID: 0
@ -89,5 +89,24 @@ NavMeshProjectSettings:
preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
- serializedVersion: 3
agentTypeID: -902729914
agentRadius: 1.88
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
manualCellSize: 0
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
buildHeightMesh: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
m_SettingNames:
- Humanoid
- car

View file

@ -5,6 +5,8 @@ TagManager:
serializedVersion: 2
tags:
- CinemachineTarget
- Interactable
- AIs
layers:
- Default
- TransparentFX
@ -13,8 +15,8 @@ TagManager:
- Water
- UI
- Player
-
-
- Terrain
- AiPeople
-
-
-