mirror of
https://github.com/nick7ass/NNMDETGroupProject.git
synced 2025-04-07 06:24:08 +02:00
Implemented a lot of changes to boundries
Boundries got a new script for control and narration clips were implemented as well as a lot of logic implemented, like removing and taking back the different boundries but not the ones that have already been used. As well as a counter with narration as well that keep track of how many stations the user has finished.
This commit is contained in:
parent
53546b20b6
commit
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.DS_Storemono_crash.0.1.json
Assets
1OurAudioNarrationFiles
Air.meta
Air
Collect-all-4.wavCollect-all-4.wav.metaCollect-first-element.wavCollect-first-element.wav.metaCollect-second-element.wavCollect-second-element.wav.metaCollect-third-element.wavCollect-third-element.wav.metaEarth.metaEarth
Fire.metaFire
Water.metaWater
1OurScripts
BoundAirScript.csBoundEarthScript.csBoundFireScript.csBoundWaterScript.csBoundaryControlScript.csBoundaryControlScript.cs.metaFireCollisionAudioScript.cs
Scenes
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Assets/1OurAudioNarrationFiles/Fire/Fire element.wav
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Assets/1OurAudioNarrationFiles/Water/Droplet.wav
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@ -9,19 +9,20 @@ public class BoundAirScript : MonoBehaviour
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public GameObject moreSpirals;
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private float defaultLifetime = 0.5f; // Default start lifetime, adjust as needed
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public float fasterLifetime = 2.0f; // Example faster lifetime, adjust as needed
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public bool isWindActive = false;
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public bool canActivateAir = false;
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public bool narrationHasPlayed = false;
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public AudioSource audioSource;
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public AudioClip narrationClip;
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public AudioClip narrationClipTwo;
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public GameObject TestAir;
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public GameObject WhirlObjectToCollect;
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public GameObject windObjectToCollect;
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public GameObject BoundFire;
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public GameObject BoundWater;
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public GameObject BoundEarth;
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//Boundary control
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private BoundaryControlScript boundControl;
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// Start is called before the first frame update
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void Start()
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}
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//Use Yield return to like not make it start instantly????
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD") && !isWindActive && !narrationHasPlayed) //
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{
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Debug.Log("Entered Air");
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TestAir.SetActive(true);
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BoundEarth.SetActive(false);
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BoundFire.SetActive(false);
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BoundWater.SetActive(false);
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boundControl.tempRemoveBoundary("Air");
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narrationHasPlayed = true;
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//Play narration and remove other temp
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//Play narration
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StartCoroutine(NarrationAndSignalCoroutine());
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}
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}
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public void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("BoundHMD")) //
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{
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TestAir.SetActive(false);
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}
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}
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IEnumerator NarrationAndSignalCoroutine()
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{
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@ -81,7 +67,6 @@ public class BoundAirScript : MonoBehaviour
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//Air effects
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public void AdjustParticleSpeed()
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{
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var masterMain = masterEmitter.main;
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masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
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@ -101,7 +86,8 @@ public class BoundAirScript : MonoBehaviour
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StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
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WhirlObjectToCollect.SetActive(true);
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//Insert second narration here
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windObjectToCollect.SetActive(true);
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}
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@ -117,10 +103,10 @@ public class BoundAirScript : MonoBehaviour
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public void AdjustParticleSpeedReset()
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{
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var masterMain = masterEmitter.main;
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masterMain.startLifetime = defaultLifetime; // Adjust master emitter lifetime
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masterMain.startLifetime = defaultLifetime;
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var slaveMain = slaveEmitter.main;
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slaveMain.duration = defaultLifetime; // Adjust slave emitter duration to match
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slaveMain.duration = defaultLifetime;
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// Restart the particle systems to apply the changes immediately
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masterEmitter.Stop();
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moreSpirals.SetActive(false);
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BoundEarth.SetActive(true);
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BoundFire.SetActive(true);
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BoundWater.SetActive(true);
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//isWindActive = false;
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//canActivateAir = false;
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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boundControl.removeBoundary("Fire");
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boundControl.reactivateBoundary("Fire");
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//Insert functionality for starting counter narration etc
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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windObjectToCollect.SetActive(false);
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}
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}
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public class BoundEarthScript : MonoBehaviour
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{
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public bool narrationHasFinished = false;
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public bool seedHasAppeared = false;
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public bool narrationHasFinished = false;
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public bool narrationHasStarted = false;
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public AudioSource audioSource;
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public GameObject earthObjectToCollect;
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public GameObject TestEarth;
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public GameObject BoundFire;
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public GameObject BoundWater;
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public GameObject BoundAir;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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//Boundary control
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private BoundaryControlScript boundControl;
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||||
//Use Yield return to like not make it start instantly????
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.Log("Entered Earth");
|
||||
TestEarth.SetActive(true);
|
||||
|
||||
|
||||
|
||||
if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
|
||||
{
|
||||
Debug.Log("Earth entered");
|
||||
|
||||
//Removing other bounds temporarily
|
||||
boundControl.tempRemoveBoundary("Earth");
|
||||
|
||||
//Play narration and remove other temp
|
||||
|
||||
|
||||
BoundAir.SetActive(false);
|
||||
BoundFire.SetActive(false);
|
||||
BoundWater.SetActive(false);
|
||||
|
||||
//Play narration
|
||||
StartCoroutine(NarrationAndSignalCoroutine());
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.CompareTag("BoundHMD")) //
|
||||
{
|
||||
TestEarth.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -88,15 +56,24 @@ public class BoundEarthScript : MonoBehaviour
|
||||
audioSource.PlayOneShot(narrationClipTwo);
|
||||
seedHasAppeared = true;
|
||||
|
||||
//Make these not go until narration has ended?
|
||||
//Or make it so that these are not activated until the object has been collected
|
||||
//Implement this for all of the different elements
|
||||
BoundAir.SetActive(true);
|
||||
BoundFire.SetActive(true);
|
||||
BoundWater.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Method to remove the boundary when station has been completed.
|
||||
//Start through Unity event wrapper for when item to collect is selected.
|
||||
public void stationCompleted()
|
||||
{
|
||||
StartCoroutine(RemoveCollectedItem());
|
||||
boundControl.removeBoundary("Earth");
|
||||
boundControl.reactivateBoundary("Earth");
|
||||
//Insert functionality for starting counter narration etc
|
||||
}
|
||||
|
||||
IEnumerator RemoveCollectedItem()
|
||||
{
|
||||
yield return new WaitForSeconds(2.0f);
|
||||
earthObjectToCollect.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -4,38 +4,66 @@ using UnityEngine;
|
||||
|
||||
public class BoundFireScript : MonoBehaviour
|
||||
{
|
||||
public bool narrationHasFinished = false;
|
||||
public bool narrationHasStarted = false;
|
||||
|
||||
public GameObject TestFire;
|
||||
|
||||
public AudioSource audioSource;
|
||||
public AudioClip narrationClip;
|
||||
public AudioClip narrationClipTwo;
|
||||
|
||||
public GameObject fireObjectToCollect;
|
||||
|
||||
|
||||
//Object to collect found in Fire collision script
|
||||
|
||||
//Boundary control
|
||||
private BoundaryControlScript boundControl;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
//Use Yield return to like not make it start instantly????
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("BoundHMD")) //
|
||||
{
|
||||
Debug.Log("Entered Fire");
|
||||
TestFire.SetActive(true);
|
||||
//Play narration and remove other temp
|
||||
//Removing other bounds temporarily
|
||||
boundControl.tempRemoveBoundary("Fire");
|
||||
|
||||
//Play narration
|
||||
StartCoroutine(NarrationAndSignalCoroutine());
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerExit(Collider other)
|
||||
IEnumerator NarrationAndSignalCoroutine()
|
||||
{
|
||||
if (other.CompareTag("BoundHMD")) //
|
||||
{
|
||||
TestFire.SetActive(false);
|
||||
}
|
||||
narrationHasStarted = true;
|
||||
audioSource.PlayOneShot(narrationClip);
|
||||
|
||||
yield return new WaitForSeconds(narrationClip.length);
|
||||
|
||||
narrationHasFinished = true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
//Method to remove the boundary when station has been completed.
|
||||
//Start through Unity event wrapper for when item to collect is selected.
|
||||
//Make it a coroutine like so that it will wait 2 sec before removing
|
||||
//the item to collect (now it goes away instantly)
|
||||
|
||||
//Method for controlling when the item is grabbed
|
||||
|
||||
public void stationCompleted()
|
||||
{
|
||||
StartCoroutine(RemoveCollectedItem());
|
||||
boundControl.removeBoundary("Fire");
|
||||
boundControl.reactivateBoundary("Fire");
|
||||
//Insert functionality for starting counter narration etc
|
||||
}
|
||||
|
||||
IEnumerator RemoveCollectedItem()
|
||||
{
|
||||
yield return new WaitForSeconds(2.0f);
|
||||
fireObjectToCollect.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -14,36 +14,23 @@ public class BoundWaterScript : MonoBehaviour
|
||||
|
||||
public GameObject waterObjectToCollect;
|
||||
|
||||
public GameObject TestWater;
|
||||
|
||||
public GameObject BoundFire;
|
||||
public GameObject BoundEarth;
|
||||
public GameObject BoundAir;
|
||||
//Boundary control
|
||||
private BoundaryControlScript boundControl;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
//Use Yield return to like not make it start instantly????
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
|
||||
{
|
||||
Debug.Log("Entered Water");
|
||||
TestWater.SetActive(true);
|
||||
//Play narration and remove other temp
|
||||
//TestWater.SetActive(true);
|
||||
|
||||
BoundAir.SetActive(false);
|
||||
BoundFire.SetActive(false);
|
||||
BoundEarth.SetActive(false);
|
||||
//Removing other bounds temporarily
|
||||
boundControl.tempRemoveBoundary("Water");
|
||||
|
||||
//Play narration
|
||||
StartCoroutine(NarrationAndSignalCoroutine());
|
||||
|
||||
}
|
||||
@ -64,29 +51,29 @@ public class BoundWaterScript : MonoBehaviour
|
||||
{
|
||||
if (narrationHasFinished && !dropHasAppeared)
|
||||
{
|
||||
//Force sensor
|
||||
// if (ConnectUnityWithSensors.isForceDetected)
|
||||
// {
|
||||
//}
|
||||
waterObjectToCollect.SetActive(true);
|
||||
audioSource.PlayOneShot(narrationClipTwo);
|
||||
dropHasAppeared = true;
|
||||
|
||||
//Make these not go until narration has ended?
|
||||
//Or make it so that these are not activated until the object has been collected
|
||||
//Implement this for all of the different elements
|
||||
BoundAir.SetActive(true);
|
||||
BoundFire.SetActive(true);
|
||||
BoundEarth.SetActive(true);
|
||||
stationCompleted();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerExit(Collider other)
|
||||
|
||||
//Method to remove the boundary when station has been completed.
|
||||
//Start through Unity event wrapper for when item to collect is selected.
|
||||
|
||||
public void stationCompleted()
|
||||
{
|
||||
if (other.CompareTag("BoundHMD")) //
|
||||
{
|
||||
TestWater.SetActive(false);
|
||||
}
|
||||
StartCoroutine(RemoveCollectedItem());
|
||||
boundControl.removeBoundary("Water");
|
||||
boundControl.reactivateBoundary("Water");
|
||||
//Insert functionality for starting counter narration etc
|
||||
}
|
||||
|
||||
IEnumerator RemoveCollectedItem()
|
||||
{
|
||||
yield return new WaitForSeconds(2.0f);
|
||||
waterObjectToCollect.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
116
Assets/1OurScripts/BoundaryControlScript.cs
Normal file
116
Assets/1OurScripts/BoundaryControlScript.cs
Normal file
@ -0,0 +1,116 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BoundaryControlScript : MonoBehaviour
|
||||
{
|
||||
public GameObject airBoundary;
|
||||
public GameObject earthBoundary;
|
||||
public GameObject waterBoundary;
|
||||
public GameObject fireBoundary;
|
||||
|
||||
private bool airFinished = false;
|
||||
private bool earthFinished = false;
|
||||
private bool waterFinished = false;
|
||||
private bool fireFinished = false;
|
||||
|
||||
private int collectionCounter = 0;
|
||||
|
||||
// Add references for the AudioSource and narration clips
|
||||
public AudioSource narrationSource;
|
||||
public AudioClip[] narrationClips; // Ensure this array is populated in the Inspector with your narration clips
|
||||
|
||||
public void tempRemoveBoundary(string bound)
|
||||
{
|
||||
if (bound == "Air")
|
||||
{
|
||||
earthBoundary.SetActive(false);
|
||||
waterBoundary.SetActive(false);
|
||||
fireBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Earth")
|
||||
{
|
||||
airBoundary.SetActive(false);
|
||||
waterBoundary.SetActive(false);
|
||||
fireBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Water")
|
||||
{
|
||||
earthBoundary.SetActive(false);
|
||||
airBoundary.SetActive(false);
|
||||
fireBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Fire")
|
||||
{
|
||||
earthBoundary.SetActive(false);
|
||||
waterBoundary.SetActive(false);
|
||||
airBoundary.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void reactivateBoundary(string bound)
|
||||
{
|
||||
if (!airFinished)
|
||||
{
|
||||
airBoundary.SetActive(true);
|
||||
}
|
||||
|
||||
if (!earthFinished)
|
||||
{
|
||||
earthBoundary.SetActive(true);
|
||||
}
|
||||
|
||||
if (!waterFinished)
|
||||
{
|
||||
waterBoundary.SetActive(true);
|
||||
}
|
||||
|
||||
if (!fireFinished)
|
||||
{
|
||||
fireBoundary.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
public void removeBoundary(string bound)
|
||||
{
|
||||
if (bound == "Air")
|
||||
{
|
||||
airFinished = true;
|
||||
collectionCounter++;
|
||||
PlayCollectionNarration();
|
||||
airBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Earth")
|
||||
{
|
||||
earthFinished = true;
|
||||
collectionCounter++;
|
||||
PlayCollectionNarration();
|
||||
earthBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Water")
|
||||
{
|
||||
waterFinished = true;
|
||||
collectionCounter++;
|
||||
PlayCollectionNarration();
|
||||
waterBoundary.SetActive(false);
|
||||
}
|
||||
else if (bound == "Fire")
|
||||
{
|
||||
fireFinished = true;
|
||||
collectionCounter++;
|
||||
PlayCollectionNarration();
|
||||
fireBoundary.SetActive(false);
|
||||
}
|
||||
}
|
||||
private void PlayCollectionNarration()
|
||||
{
|
||||
if (collectionCounter > 0 && collectionCounter <= narrationClips.Length)
|
||||
{
|
||||
narrationSource.clip = narrationClips[collectionCounter - 1];
|
||||
narrationSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
//ADD functionality for detecting when all elements have been collected (eg when collectionCounter
|
||||
//is 4)
|
||||
}
|
11
Assets/1OurScripts/BoundaryControlScript.cs.meta
Normal file
11
Assets/1OurScripts/BoundaryControlScript.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43c0ac4aaf2d04c6b923406f1ab3be5b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -9,9 +9,11 @@ public class FireCollisionAudioScript : MonoBehaviour
|
||||
public AudioSource audioPlayerGround;
|
||||
public GameObject fireBigger;
|
||||
public GameObject fireEvenBigger;
|
||||
|
||||
private BoundFireScript boundFireScript;
|
||||
|
||||
private bool isFireBigger = false;
|
||||
|
||||
public GameObject fireObjectToCollect;
|
||||
|
||||
public void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
@ -19,14 +21,14 @@ public class FireCollisionAudioScript : MonoBehaviour
|
||||
{
|
||||
audioPlayerGround.Play();
|
||||
}
|
||||
else if (collision.gameObject.tag == "CampFireTag") {
|
||||
else if (collision.gameObject.tag == "CampFireTag" && !isFireBigger) {
|
||||
audioPlayerFire.Play();
|
||||
fireBigger.SetActive(true);
|
||||
isFireBigger = true;
|
||||
fireObjectToCollect.SetActive(true);
|
||||
} else if (collision.gameObject.tag == "CampFireTag" && isFireBigger)
|
||||
boundFireScript.fireObjectToCollect.SetActive(true);
|
||||
} /*else if (collision.gameObject.tag == "CampFireTag" && isFireBigger)
|
||||
{
|
||||
fireEvenBigger.SetActive(true);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
@ -1552,7 +1552,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: e2f8f6e9e6f3e114b9bf9a57c2160615, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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_pointable: {fileID: 0}
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_pointable: {fileID: 140392500}
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m_PersistentCalls:
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m_Calls: []
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@ -1564,7 +1564,19 @@ MonoBehaviour:
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m_Calls: []
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_whenSelect:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 579970259}
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m_TargetAssemblyTypeName: BoundAirScript, Assembly-CSharp
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m_MethodName: stationCompleted
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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m_PersistentCalls:
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m_Calls: []
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@ -1762,10 +1774,10 @@ MonoBehaviour:
|
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m_Script: {fileID: 11500000, guid: a4f7787c3dc6a48fc926b4089740e305, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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TestFire: {fileID: 586309512}
|
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TestAir: {fileID: 1458529866}
|
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TestEarth: {fileID: 1019338306}
|
||||
TestWater: {fileID: 707071907}
|
||||
TestFire: {fileID: 0}
|
||||
TestAir: {fileID: 0}
|
||||
TestEarth: {fileID: 0}
|
||||
TestWater: {fileID: 0}
|
||||
--- !u!65 &171465763
|
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BoxCollider:
|
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m_ObjectHideFlags: 0
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@ -3070,7 +3082,7 @@ PrefabInstance:
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m_RemovedGameObjects: []
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@ -3191,7 +3203,19 @@ MonoBehaviour:
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m_Calls: []
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m_PersistentCalls:
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m_Calls: []
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- m_Target: {fileID: 634926189}
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m_TargetAssemblyTypeName: BoundFireScript, Assembly-CSharp
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@ -3489,7 +3513,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: e2f8f6e9e6f3e114b9bf9a57c2160615, type: 3}
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m_Name:
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m_PersistentCalls:
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m_Calls: []
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@ -3501,7 +3525,19 @@ MonoBehaviour:
|
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m_Calls: []
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_whenSelect:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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m_TargetAssemblyTypeName: BoundWaterScript, Assembly-CSharp
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m_ObjectArgument: {fileID: 0}
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6301
mono_crash.0.1.json
Normal file
6301
mono_crash.0.1.json
Normal file
File diff suppressed because it is too large
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Reference in New Issue
Block a user