Preparations for collections of objects, stand ins have been implemented but not tested

This commit is contained in:
Nicklas 2024-03-08 14:47:02 +01:00
parent 3c13ab8bc5
commit e40aeb6302
91 changed files with 21852 additions and 34 deletions
Assets
1OurScripts
Inguz Media Studio/The Beauty Medieval War Banners and PROPS/Materials
OccaSoftware/Enflame/Prefabs
OurESP32Scripts
Scenes
Ultrasonic.meta
Ultrasonic

@ -17,6 +17,7 @@ public class BoundAirScript : MonoBehaviour
public AudioClip narrationClip;
public GameObject TestAir;
public GameObject WhirlObjectToCollect;
public GameObject BoundFire;
public GameObject BoundWater;
@ -29,7 +30,7 @@ public class BoundAirScript : MonoBehaviour
}
//Use Yield return to like not make it start instantly????
public void OnTriggerEnter(Collider other)
@ -46,7 +47,7 @@ public class BoundAirScript : MonoBehaviour
narrationHasPlayed = true;
//Play narration and remove other temp
StartCoroutine(NarrationAndSignalCoroutine());
}
}
@ -80,26 +81,28 @@ public class BoundAirScript : MonoBehaviour
//Air effects
public void AdjustParticleSpeed()
{
var masterMain = masterEmitter.main;
masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
var slaveMain = slaveEmitter.main;
slaveMain.duration = fasterLifetime; // Adjust slave emitter duration to match
var masterMain = masterEmitter.main;
masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
// Restart the particle systems to apply the changes immediately
masterEmitter.Stop();
masterEmitter.Play();
var slaveMain = slaveEmitter.main;
slaveMain.duration = fasterLifetime; // Adjust slave emitter duration to match
slaveEmitter.Stop();
slaveEmitter.Play();
// Restart the particle systems to apply the changes immediately
masterEmitter.Stop();
masterEmitter.Play();
moreSpirals.SetActive(true);
slaveEmitter.Stop();
slaveEmitter.Play();
isWindActive = true;
moreSpirals.SetActive(true);
isWindActive = true;
StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
WhirlObjectToCollect.SetActive(true);
StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
}
IEnumerator ResetParticleSpeed(float delay)

@ -12,7 +12,7 @@ public class BoundEarthScript : MonoBehaviour
public AudioClip narrationClip;
public AudioClip narrationClipTwo;
public GameObject seedObject;
public GameObject earthObjectToCollect;
public GameObject TestEarth;
@ -84,9 +84,13 @@ public class BoundEarthScript : MonoBehaviour
// if (ConnectUnityWithSensors.isForceDetected)
// {
//}
seedObject.SetActive(true);
earthObjectToCollect.SetActive(true);
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);

@ -6,6 +6,7 @@ public class BoundFireScript : MonoBehaviour
{
public GameObject TestFire;
// Start is called before the first frame update
void Start()

@ -4,8 +4,19 @@ using UnityEngine;
public class BoundWaterScript : MonoBehaviour
{
public bool narrationHasFinished = false;
public bool dropHasAppeared = false;
public bool narrationHasStarted = false;
public AudioSource audioSource;
public AudioClip narrationClip;
public AudioClip narrationClipTwo;
public GameObject waterObjectToCollect;
public GameObject TestWater;
// Start is called before the first frame update
void Start()
{

@ -11,6 +11,8 @@ public class FireCollisionAudioScript : MonoBehaviour
public GameObject fireEvenBigger;
private bool isFireBigger = false;
public GameObject fireObjectToCollect;
public void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "GroundTag") // || collision.gameObject.tag == "BrickTag"
@ -21,6 +23,7 @@ public class FireCollisionAudioScript : MonoBehaviour
audioPlayerFire.Play();
fireBigger.SetActive(true);
isFireBigger = true;
fireObjectToCollect.SetActive(true);
} else if (collision.gameObject.tag == "CampFireTag" && isFireBigger)
{
fireEvenBigger.SetActive(true);

@ -19,7 +19,7 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
public static bool isDistanceDetected = false;
//Change to waterpublic BoundEarthScript earthScript = new BoundEarthScript();
public BoundWaterScript waterScript = new BoundWaterScript();
void Start()
{
@ -56,7 +56,7 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
void Update()
{//Change to Water script
/*if (earthScript.narrationHasFinished && !earthScript.seedHasAppeared)
if (waterScript.narrationHasFinished /*&& !waterScript.seedHasAppeared*/)
{
Debug.Log("Asking for distance.");
@ -68,18 +68,18 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
{
Debug.Log("Distance threshold exceeded, action triggered.");
isDistanceDetected = true;
//earthScript.collectForce();
//waterScript.methodNameDependingOnDistance();
}
distanceDataReceived = false; // Reset for the next message
}*/
}
}
}
/* void OnDestroy()
void OnDestroy()
{
if (ws != null && ws.IsAlive)
{
@ -87,5 +87,5 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
}
}
}*/
}

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@ -0,0 +1,37 @@
#include <Ultrasonic.h>
// Define the pins for the HC-SR04
const int trigPin = A5; // Replace with the GPIO pin connected to the Trig pin
const int echoPin = A1; // Replace with the GPIO pin connected to the Echo pin
Ultrasonic ultrasonic(trigPin, echoPin);
void setup() {
Serial.begin(115200);
pinMode(trigPin, OUTPUT);
pinMode(echoPin, INPUT);
}
void loop() {
// Trigger the sensor
digitalWrite(trigPin, LOW);
delayMicroseconds(2);
digitalWrite(trigPin, HIGH);
delayMicroseconds(20); // Adjust this value
digitalWrite(trigPin, LOW);
// Read the echo pulse duration
unsigned long duration = pulseIn(echoPin, HIGH);
// Calculate distance in centimeters
float distance = duration * 0.0343 / 2.0;
// Print the distance to the Serial Monitor
Serial.print("Duration: ");
Serial.print(duration);
Serial.print(" microseconds, Distance: ");
Serial.print(distance);
Serial.println(" cm");
delay(1000); // Adjust the delay based on your needs
}

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