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The Better Update: Actual systems, FSM, assets, opening
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nickesc committed Nov 30, 2021
1 parent a8b60ae commit 89425af
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92 changes: 92 additions & 0 deletions Assets/ApproachLighthouse.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using HighlightPlus;
using UnityEngine;

public class ApproachLighthouse : MonoBehaviour
{
public GameObject triggerObject;
public string button;
public Collider FOVCone;
public GameObject doorsOpen;
public GameObject doorsClosed;


// Start is called before the first frame update
void Start()
{
triggerObject.GetComponent<HighlightEffect>().SetHighlighted(false);
}

// Update is called once per frame
void Update()
{
if (MngrScript.Instance.getCurrentState() == "DisembarkedBoat")
{
triggerObject.GetComponent<HighlightEffect>().SetHighlighted(true);
}

}

bool isAxisButtonDown(string _button)
{
print(Input.GetAxis(_button));
return Input.GetAxis(_button) != 0;
}


private void OnTriggerEnter(Collider other)
{
MngrScript.Instance.SetPrompt("Press ["+button+"] to interact");
}

private void OnTriggerExit(Collider other)
{
MngrScript.Instance.SetPrompt("");
}

private void OnTriggerStay(Collider other)
{


// make sure the object has a collider
// and that 'isTrigger' is True
// Apply to ALL MESHES WITH A COLLIDER
// it will not activaate if the other
// colliders in the trigger are also triggers



// if the object needs to freeze the game on interaction, add this:
if (other==FOVCone && isAxisButtonDown(button))
{
print("lighthouse trigger");
triggerObject.GetComponent<HighlightEffect>().SetHighlighted(false);
MngrScript.Instance.ApproachedLighthouse = true;

Destroy(triggerObject);
doorsClosed.SetActive(false);
doorsOpen.SetActive(true);
}



//GameObject originalGameObject = GameObject.Find("FreezeObjects");
//GameObject child = originalGameObject.transform.GetChild(0).gameObject;

//freezeInput[] childScripts = originalGameObject.GetComponentsInChildren<freezeInput>();
//gameObject.GetComponent<freezeInput>.Freeze();
//childScripts[0].Freeze();


//Destroy(triggerObject);

//SceneManager.LoadScene("MainMenuScene");
//MngrScript.Instance.variable = true;
//Instantiate(GameObject, new Vector3(-23, 41, 9), Quaternion.identity);



}
}
11 changes: 11 additions & 0 deletions Assets/ApproachLighthouse.cs.meta

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Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections;
using SensorToolkit;

namespace CMF
{
Expand All @@ -20,6 +21,7 @@ public class Mover : MonoBehaviour {
BoxCollider boxCollider;
SphereCollider sphereCollider;
CapsuleCollider capsuleCollider;


//Sensor variables;
[Header("Sensor Options :")]
Expand Down
53 changes: 53 additions & 0 deletions Assets/DisembarkBoat.cs
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using System.Collections;
using System.Collections.Generic;
using CMF;
using UnityEngine;
using UnityEngine.UI;

public class DisembarkBoat : MonoBehaviour
{
public GameObject triggerObject;
//public GameObject ApproachLighthouseTrigger;
//public GameObject Cube;

//public AdvancedWalkerController player;
//public CameraController cameraController;
//public Camera camera;
//public Text promptText;


// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void Update()
{

}

private void OnTriggerEnter(Collider other)
{

// make sure the object has a collider
// and that 'isTrigger' is True
// Apply to ALL MESHES WITH A COLLIDER

//print("help");
MngrScript.Instance.DisembarkedBoat = true;
//Instantiate(ApproachLighthouseTrigger, new Vector3(346.105f, 175.507f, 740.599f), Quaternion.identity);
//Instantiate(Cube, new Vector3(244.4123f, 77.59f, 442.7618f), Quaternion.identity);


Destroy(triggerObject);
//Destroy(this);
//SceneManager.LoadScene("MainMenuScene");
//MngrScript.Instance.variable = true;
//Instantiate(GameObject, new Vector3(-23, 41, 9), Quaternion.identity);



}
}
11 changes: 11 additions & 0 deletions Assets/DisembarkBoat.cs.meta

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8 changes: 8 additions & 0 deletions Assets/GDT-Fade-Effect.meta

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24 changes: 24 additions & 0 deletions Assets/GDT-Fade-Effect/FadeControl.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FadeControl : MonoBehaviour
{

public GameObject fadeEffect;

// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
fadeEffect.SetActive(true);
}
}
}
11 changes: 11 additions & 0 deletions Assets/GDT-Fade-Effect/FadeControl.cs.meta

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100 changes: 100 additions & 0 deletions Assets/GDT-Fade-Effect/GDT-Canvas-Fade-Object.prefab
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7 changes: 7 additions & 0 deletions Assets/GDT-Fade-Effect/GDT-Canvas-Fade-Object.prefab.meta

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