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:
Nicklas 2024-03-11 17:19:57 +01:00
parent 53546b20b6
commit 66378208d7
42 changed files with 6902 additions and 603 deletions

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@ -9,19 +9,20 @@ public class BoundAirScript : MonoBehaviour
public GameObject moreSpirals;
private float defaultLifetime = 0.5f; // Default start lifetime, adjust as needed
public float fasterLifetime = 2.0f; // Example faster lifetime, adjust as needed
public bool isWindActive = false;
public bool canActivateAir = false;
public bool narrationHasPlayed = false;
public AudioSource audioSource;
public AudioClip narrationClip;
public AudioClip narrationClipTwo;
public GameObject TestAir;
public GameObject WhirlObjectToCollect;
public GameObject windObjectToCollect;
public GameObject BoundFire;
public GameObject BoundWater;
public GameObject BoundEarth;
//Boundary control
private BoundaryControlScript boundControl;
// Start is called before the first frame update
void Start()
@ -30,35 +31,20 @@ public class BoundAirScript : MonoBehaviour
}
//Use Yield return to like not make it start instantly????
public void OnTriggerEnter(Collider other)
{
if (other.CompareTag("BoundHMD") && !isWindActive && !narrationHasPlayed) //
{
Debug.Log("Entered Air");
TestAir.SetActive(true);
BoundEarth.SetActive(false);
BoundFire.SetActive(false);
BoundWater.SetActive(false);
boundControl.tempRemoveBoundary("Air");
narrationHasPlayed = true;
//Play narration and remove other temp
//Play narration
StartCoroutine(NarrationAndSignalCoroutine());
}
}
public void OnTriggerExit(Collider other)
{
if (other.CompareTag("BoundHMD")) //
{
TestAir.SetActive(false);
}
}
IEnumerator NarrationAndSignalCoroutine()
{
@ -81,7 +67,6 @@ public class BoundAirScript : MonoBehaviour
//Air effects
public void AdjustParticleSpeed()
{
var masterMain = masterEmitter.main;
masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
@ -101,7 +86,8 @@ public class BoundAirScript : MonoBehaviour
StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
WhirlObjectToCollect.SetActive(true);
//Insert second narration here
windObjectToCollect.SetActive(true);
}
@ -117,10 +103,10 @@ public class BoundAirScript : MonoBehaviour
public void AdjustParticleSpeedReset()
{
var masterMain = masterEmitter.main;
masterMain.startLifetime = defaultLifetime; // Adjust master emitter lifetime
masterMain.startLifetime = defaultLifetime;
var slaveMain = slaveEmitter.main;
slaveMain.duration = defaultLifetime; // Adjust slave emitter duration to match
slaveMain.duration = defaultLifetime;
// Restart the particle systems to apply the changes immediately
masterEmitter.Stop();
@ -131,13 +117,25 @@ public class BoundAirScript : MonoBehaviour
moreSpirals.SetActive(false);
BoundEarth.SetActive(true);
BoundFire.SetActive(true);
BoundWater.SetActive(true);
//isWindActive = false;
//canActivateAir = false;
}
//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("Fire");
boundControl.reactivateBoundary("Fire");
//Insert functionality for starting counter narration etc
}
IEnumerator RemoveCollectedItem()
{
yield return new WaitForSeconds(2.0f);
windObjectToCollect.SetActive(false);
}
}

@ -4,8 +4,9 @@ using UnityEngine;
public class BoundEarthScript : MonoBehaviour
{
public bool narrationHasFinished = false;
public bool seedHasAppeared = false;
public bool narrationHasFinished = false;
public bool narrationHasStarted = false;
public AudioSource audioSource;
@ -14,55 +15,22 @@ public class BoundEarthScript : MonoBehaviour
public GameObject earthObjectToCollect;
public GameObject TestEarth;
public GameObject BoundFire;
public GameObject BoundWater;
public GameObject BoundAir;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//Boundary control
private BoundaryControlScript boundControl;
//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);
}
}

@ -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)
}

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@ -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_Calls: []
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m_PersistentCalls:
m_Calls: []
m_Calls:
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m_TargetAssemblyTypeName: BoundAirScript, Assembly-CSharp
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m_EditorClassIdentifier:
TestFire: {fileID: 586309512}
TestAir: {fileID: 1458529866}
TestEarth: {fileID: 1019338306}
TestWater: {fileID: 707071907}
TestFire: {fileID: 0}
TestAir: {fileID: 0}
TestEarth: {fileID: 0}
TestWater: {fileID: 0}
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@ -6507,7 +6543,6 @@ MonoBehaviour:
audioPlayerGround: {fileID: 1439234604}
fireBigger: {fileID: 1439144478}
fireEvenBigger: {fileID: 308438764}
fireObjectToCollect: {fileID: 282901708}
--- !u!1001 &500083348
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m_ObjectHideFlags: 0
@ -8475,12 +8510,9 @@ MonoBehaviour:
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