Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-03 11:02:29 +02:00
commit 27d6b94b7c
8167 changed files with 1116569 additions and 0 deletions

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using UnityEngine;
using System.Collections;
using Valve.VR.InteractionSystem;
namespace Valve.VR.InteractionSystem.Sample
{
public class JoeJeff : MonoBehaviour
{
public float animationSpeed;
public float jumpVelocity;
[SerializeField]
private float m_MovingTurnSpeed = 360;
[SerializeField]
private float m_StationaryTurnSpeed = 180;
public float airControl;
[Tooltip("The time it takes after landing a jump to slow down")]
public float frictionTime = 0.2f;
[SerializeField]
private float footHeight = 0.1f;
[SerializeField]
private float footRadius = 0.03f;
private RaycastHit footHit;
private bool isGrounded;
private float turnAmount;
private float forwardAmount;
private float groundedTime;
private Animator animator;
private Vector3 input;
private bool held;
private new Rigidbody rigidbody;
private Interactable interactable;
public FireSource fire;
private void Start()
{
animator = GetComponent<Animator>();
rigidbody = GetComponent<Rigidbody>();
interactable = GetComponent<Interactable>();
animator.speed = animationSpeed;
}
private void Update()
{
held = interactable.attachedToHand != null;
jumpTimer -= Time.deltaTime;
CheckGrounded();
rigidbody.freezeRotation = !held;
if (held == false)
FixRotation();
}
private void FixRotation()
{
Vector3 eulers = transform.eulerAngles;
eulers.x = 0;
eulers.z = 0;
Quaternion targetRotation = Quaternion.Euler(eulers);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * (isGrounded ? 20 : 3));
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (Time.deltaTime > 0)
{
Vector3 animationDelta = (animator.deltaPosition) / Time.deltaTime;
animationDelta = Vector3.ProjectOnPlane(animationDelta, footHit.normal);
if (isGrounded && jumpTimer < 0)
{
if (groundedTime < frictionTime) //slow down when first hitting the floor after a jump
{
float moveFac = Mathf.InverseLerp(0, frictionTime, groundedTime);
//print(moveFac);
Vector3 lerpV = Vector3.Lerp(rigidbody.velocity, animationDelta, moveFac * Time.deltaTime * 30);
animationDelta.x = lerpV.x;
animationDelta.z = lerpV.z;
}
// adding a little downward force to keep him on the floor
animationDelta.y += -0.2f;// rb.velocity.y;
rigidbody.velocity = animationDelta;
}
else
{
rigidbody.velocity += input * Time.deltaTime * airControl;
}
}
}
public void Move(Vector3 move, bool jump)
{
input = move;
if (move.magnitude > 1f)
move.Normalize();
move = transform.InverseTransformDirection(move);
turnAmount = Mathf.Atan2(move.x, move.z);
forwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (isGrounded)
{
HandleGroundedMovement(jump);
}
// send input and other state parameters to the animator
UpdateAnimator(move);
}
private void UpdateAnimator(Vector3 move)
{
animator.speed = fire.isBurning ? animationSpeed * 2 : animationSpeed;
// update the animator parameters
animator.SetFloat("Forward", fire.isBurning ? 2 : forwardAmount, 0.1f, Time.deltaTime);
animator.SetFloat("Turn", turnAmount, 0.1f, Time.deltaTime);
animator.SetBool("OnGround", isGrounded);
animator.SetBool("Holding", held);
if (!isGrounded)
{
animator.SetFloat("FallSpeed", Mathf.Abs(rigidbody.velocity.y));
animator.SetFloat("Jump", rigidbody.velocity.y);
}
}
private void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, forwardAmount);
transform.Rotate(0, turnAmount * turnSpeed * Time.deltaTime, 0);
}
private void CheckGrounded()
{
isGrounded = false;
if (jumpTimer < 0 & !held) // make sure we didn't just jump
{
isGrounded = (Physics.SphereCast(new Ray(transform.position + Vector3.up * footHeight, Vector3.down), footRadius, out footHit, footHeight - footRadius));
if (Vector2.Distance(new Vector2(transform.position.x, transform.position.z), new Vector2(footHit.point.x, footHit.point.z)) > footRadius / 2)
{
isGrounded = false;
//on slope, hit point is on edge of sphere cast
}
}
}
private void FixedUpdate()
{
groundedTime += Time.fixedDeltaTime;
if (!isGrounded) groundedTime = 0; // reset timer
if (isGrounded & !held)
{
Debug.DrawLine(transform.position, footHit.point);
rigidbody.position = new Vector3(rigidbody.position.x, footHit.point.y, rigidbody.position.z);
}
}
private void HandleGroundedMovement(bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && isGrounded)
{
Jump();
}
}
private float jumpTimer;
public void Jump()
{
isGrounded = false;
jumpTimer = 0.1f;
animator.applyRootMotion = false;
rigidbody.position += Vector3.up * 0.03f;
Vector3 velocity = rigidbody.velocity;
velocity.y = jumpVelocity;
rigidbody.velocity = velocity;
}
}
}

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@ -0,0 +1,60 @@
using UnityEngine;
using System.Collections;
using Valve.VR;
using Valve.VR.InteractionSystem;
namespace Valve.VR.InteractionSystem.Sample
{
public class JoeJeffController : MonoBehaviour
{
public Transform Joystick;
public float joyMove = 0.1f;
public SteamVR_Action_Vector2 moveAction = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("platformer", "Move");
public SteamVR_Action_Boolean jumpAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("platformer", "Jump");
public JoeJeff character;
public Renderer jumpHighlight;
private Vector3 movement;
private bool jump;
private float glow;
private SteamVR_Input_Sources hand;
private Interactable interactable;
private void Start()
{
interactable = GetComponent<Interactable>();
}
private void Update()
{
if (interactable.attachedToHand)
{
hand = interactable.attachedToHand.handType;
Vector2 m = moveAction[hand].axis;
movement = new Vector3(m.x, 0, m.y);
jump = jumpAction[hand].stateDown;
glow = Mathf.Lerp(glow, jumpAction[hand].state ? 1.5f : 1.0f, Time.deltaTime * 20);
}
else
{
movement = Vector2.zero;
jump = false;
glow = 0;
}
Joystick.localPosition = movement * joyMove;
float rot = transform.eulerAngles.y;
movement = Quaternion.AngleAxis(rot, Vector3.up) * movement;
jumpHighlight.sharedMaterial.SetColor("_EmissionColor", Color.white * glow);
character.Move(movement * 2, jump);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Valve.VR.InteractionSystem.Sample
{
public class JoeJeffGestures : MonoBehaviour
{
private const float openFingerAmount = 0.1f;
private const float closedFingerAmount = 0.9f;
private const float closedThumbAmount = 0.4f;
private JoeJeff joeJeff;
private void Awake()
{
joeJeff = this.GetComponent<JoeJeff>();
}
private void Update()
{
if (Player.instance == null)
return;
Transform cam = Camera.main.transform;
bool lookingAt = (Vector3.Angle(cam.forward, transform.position - cam.position) < 90);
if (lookingAt == false)
return;
for (int handIndex = 0; handIndex < Player.instance.hands.Length; handIndex++)
{
if (Player.instance.hands[handIndex] != null)
{
SteamVR_Behaviour_Skeleton skeleton = Player.instance.hands[handIndex].skeleton;
if (skeleton != null)
{
//Debug.LogFormat("{0:0.00}, {1:0.00}, {2:0.00}, {3:0.00}, {4:0.00}", skeleton.thumbCurl, skeleton.indexCurl, skeleton.middleCurl, skeleton.ringCurl, skeleton.pinkyCurl);
if ((skeleton.indexCurl <= openFingerAmount && skeleton.middleCurl <= openFingerAmount) &&
(skeleton.thumbCurl >= closedThumbAmount && skeleton.ringCurl >= closedFingerAmount && skeleton.pinkyCurl >= closedFingerAmount))
{
PeaceSignRecognized(true);
}
else
{
PeaceSignRecognized(false);
}
}
}
}
}
private bool lastPeaceSignState = false;
private void PeaceSignRecognized(bool currentPeaceSignState)
{
if (lastPeaceSignState == false && currentPeaceSignState == true)
{
joeJeff.Jump();
}
lastPeaceSignState = currentPeaceSignState;
}
}
}

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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
namespace Valve.VR.InteractionSystem.Sample
{
public class ProceduralHats : MonoBehaviour
{
public GameObject[] hats;
public float hatSwitchTime;
private void Start()
{
SwitchToHat(0);
}
private void OnEnable()
{
StartCoroutine(HatSwitcher());
}
private IEnumerator HatSwitcher()
{
while (true)
{
yield return new WaitForSeconds(hatSwitchTime);
//delay before trying to switch
Transform cam = Camera.main.transform;
while (Vector3.Angle(cam.forward, transform.position - cam.position) < 90)
{
//wait for player to look away
yield return new WaitForSeconds(0.1f);
}
ChooseHat();
}
}
private void ChooseHat()
{
SwitchToHat(Random.Range(0, hats.Length));
}
private void SwitchToHat(int hat)
{
for (int hatIndex = 0; hatIndex < hats.Length; hatIndex++)
{
hats[hatIndex].SetActive(hat == hatIndex);
}
}
}
}

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