mirror of
https://github.com/nick7ass/NNMDETGroupProject.git
synced 2025-04-14 01:40:34 +02:00
Scripts for boundries created and managed.
Now the program can detect if user enters zone.
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parent
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Assets
1OurScripts
BoundAirScript.csBoundAirScript.cs.metaBoundEarthScript.csBoundEarthScript.cs.metaBoundFireScript.csBoundFireScript.cs.metaBoundWaterScript.csBoundWaterScript.cs.metaConnectUnityWithSensors.csGameManagerScript.csGameManagerScript.cs.meta
Scenes
ProjectSettings
asdfg_BurstDebugInformation_DoNotShip/tempburstlibs/arm64-v8a
123
Assets/1OurScripts/BoundAirScript.cs
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123
Assets/1OurScripts/BoundAirScript.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoundAirScript : MonoBehaviour
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{
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public ParticleSystem masterEmitter; // Assign in the inspector
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public ParticleSystem slaveEmitter; // Assign in the inspector
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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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private bool canActivateAir = false;
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public GameObject TestAir;
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public AudioSource audioSource;
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public AudioClip narrationClip;
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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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defaultLifetime = masterEmitter.main.startLifetime.constant;
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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")) //
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{
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Debug.Log("Entered Earth");
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TestAir.SetActive(true);
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//Play narration and remove other temp
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StartCoroutine(NarrationAndSignalCoroutine());
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canActivateAir = true;
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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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}
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}*/
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IEnumerator NarrationAndSignalCoroutine()
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{
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audioSource.PlayOneShot(narrationClip);
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yield return new WaitForSeconds(narrationClip.length);
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}
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//Air effects
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public void AdjustParticleSpeed()
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{
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if (!isWindActive && canActivateAir)
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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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var slaveMain = slaveEmitter.main;
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slaveMain.duration = fasterLifetime; // Adjust slave emitter duration to match
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// Restart the particle systems to apply the changes immediately
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masterEmitter.Stop();
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masterEmitter.Play();
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slaveEmitter.Stop();
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slaveEmitter.Play();
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moreSpirals.SetActive(true);
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isWindActive = true;
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StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
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}
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}
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IEnumerator ResetParticleSpeed(float delay)
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{
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yield return new WaitForSeconds(delay);
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// Reset particle system speed to default
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AdjustParticleSpeedReset();
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}
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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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var slaveMain = slaveEmitter.main;
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slaveMain.duration = defaultLifetime; // Adjust slave emitter duration to match
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// Restart the particle systems to apply the changes immediately
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masterEmitter.Stop();
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masterEmitter.Play();
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slaveEmitter.Stop();
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slaveEmitter.Play();
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moreSpirals.SetActive(false);
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isWindActive = false;
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canActivateAir = false;
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}
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}
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11
Assets/1OurScripts/BoundAirScript.cs.meta
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Assets/1OurScripts/BoundAirScript.cs.meta
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fileFormatVersion: 2
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guid: 08326b74dc55e449f9db5b90e65d5cb9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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32
Assets/1OurScripts/BoundEarthScript.cs
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Assets/1OurScripts/BoundEarthScript.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoundEarthScript : MonoBehaviour
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{
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public GameObject TestEarth;
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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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//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")) //
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{
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Debug.Log("Entered Earth");
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TestEarth.SetActive(true);
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//Play narration and remove other temp
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}
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}
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}
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11
Assets/1OurScripts/BoundEarthScript.cs.meta
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11
Assets/1OurScripts/BoundEarthScript.cs.meta
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fileFormatVersion: 2
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guid: cc0e3798309a94a59a7f394d52b61915
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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32
Assets/1OurScripts/BoundFireScript.cs
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32
Assets/1OurScripts/BoundFireScript.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoundFireScript : MonoBehaviour
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{
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public GameObject TestFire;
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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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//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")) //
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{
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Debug.Log("Entered Fire");
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TestFire.SetActive(true);
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//Play narration and remove other temp
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}
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}
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}
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11
Assets/1OurScripts/BoundFireScript.cs.meta
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11
Assets/1OurScripts/BoundFireScript.cs.meta
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fileFormatVersion: 2
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guid: afeef29dbc53a4764a5da22a5577a58f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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32
Assets/1OurScripts/BoundWaterScript.cs
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32
Assets/1OurScripts/BoundWaterScript.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoundWaterScript : MonoBehaviour
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{
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public GameObject TestWater;
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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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//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")) //
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{
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Debug.Log("Entered Water");
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TestWater.SetActive(true);
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//Play narration and remove other temp
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}
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}
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}
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11
Assets/1OurScripts/BoundWaterScript.cs.meta
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11
Assets/1OurScripts/BoundWaterScript.cs.meta
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fileFormatVersion: 2
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guid: a08ac8c45c8c34d2892774a34ab9fef6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -20,7 +20,7 @@ public class ConnectUnityWithSensors : MonoBehaviour
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void Start()
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{
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ConnectWithESP32();
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//StartCoroutine(NarrationAndSignalCoroutine());
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}
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public void ConnectWithESP32()
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@ -47,15 +47,7 @@ public class ConnectUnityWithSensors : MonoBehaviour
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Debug.Log("Websocket state - " + ws.ReadyState);
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}
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/*IEnumerator NarrationAndSignalCoroutine()
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{
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audioSource.PlayOneShot(narrationClip);
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yield return new WaitForSeconds(narrationClip.length);
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if (ws.IsAlive)
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{
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ws.Send("Need Force");
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}
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}*/
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void Update()
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{
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52
Assets/1OurScripts/GameManagerScript.cs
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52
Assets/1OurScripts/GameManagerScript.cs
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@ -0,0 +1,52 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameManagerScript : MonoBehaviour
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{
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public GameObject TestFire;
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public GameObject TestAir;
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public GameObject TestEarth;
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public GameObject TestWater;
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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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Debug.Log("Hello World");
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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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//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("BoundEarth")) //
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{
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Debug.Log("Entered Earth");
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TestEarth.SetActive(true);
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//Play narration and remove other temp
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}
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else if (other.CompareTag("BoundWater"))
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{
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Debug.Log("Entered Water");
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TestWater.SetActive(true);
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//Play narration and remove ot
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}
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else if (other.CompareTag("BoundFire"))
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{
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Debug.Log("Entered Fire");
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TestFire.SetActive(true);
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//Play narration and remove otehr temp
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}
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else if (other.CompareTag("BoundAir"))
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{
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Debug.Log("Entered Air");
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TestAir.SetActive(true);
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//Play narration and remove otehr temp
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}
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}
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}
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11
Assets/1OurScripts/GameManagerScript.cs.meta
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11
Assets/1OurScripts/GameManagerScript.cs.meta
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fileFormatVersion: 2
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guid: a4f7787c3dc6a48fc926b4089740e305
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -7,6 +7,11 @@ TagManager:
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- Fire
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- GroundTag
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- CampFireTag
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- BoundAir
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- BoundFire
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- BoundWater
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- BoundEarth
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- BoundHMD
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layers:
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- Default
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- TransparentFX
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@ -38,6 +38,7 @@ Library: /Users/nicklasbourelius/Unity Learn /NNMDETGroupProject/Temp/BurstOutpu
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--assembly-defines=Unity.XR.Management;
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--assembly-defines=Unity.XR.Oculus;
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--assembly-defines=UnityEngine;
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--assembly-defines=websocket-sharp;
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--generate-link-xml=Temp/burst.link.xml
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--temp-folder=/Users/nicklasbourelius/Unity Learn /NNMDETGroupProject/Temp/Burst
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--key-folder=/Applications/Unity/Hub/Editor/2022.3.18f1/PlaybackEngines/AndroidPlayer
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@ -85,6 +86,7 @@ Library: /Users/nicklasbourelius/Unity Learn /NNMDETGroupProject/Temp/BurstOutpu
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--assembly-defines=Unity.XR.Management;
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--assembly-defines=Unity.XR.Oculus;
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--assembly-defines=UnityEngine;
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--assembly-defines=websocket-sharp;
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--generate-link-xml=Temp/burst.link.xml
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--temp-folder=/Users/nicklasbourelius/Unity Learn /NNMDETGroupProject/Temp/Burst
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--key-folder=/Applications/Unity/Hub/Editor/2022.3.18f1/PlaybackEngines/AndroidPlayer
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