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MountainCave Whiteboxing Proposal

Only the Cave scene included, not the exterior Path, located in the Whiteboxing>Community>Mountain_Cave folder.
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itsLevi0sa 3 年前
当前提交
66a70a2e
共有 54 个文件被更改,包括 2777 次插入0 次删除
  1. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave.meta
  2. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Cave.meta
  3. 1001
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Cave.unity
  4. 7
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Cave.unity.meta
  5. 1001
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Cave/NavMesh.asset
  6. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Cave/NavMesh.asset.meta
  7. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Materials.meta
  8. 125
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Materials/RockCritter 1.mat
  9. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Materials/RockCritter 1.mat.meta
  10. 42
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/NPCPathwayConfigRockCritter 1.asset
  11. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/NPCPathwayConfigRockCritter 1.asset.meta
  12. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate.meta
  13. 117
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/BigRock2PressurePlate.prefab
  14. 7
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  15. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate.meta
  16. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Actions.meta
  17. 14
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Actions/PlateDescend.asset
  18. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Actions/PlateDescend.asset.meta
  19. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Conditions.meta
  20. 14
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Conditions/IsPressedCondition.asset
  21. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/Conditions/IsPressedCondition.asset.meta
  22. 21
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/PressurePlate_TransitionTable.asset
  23. 8
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  24. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States.meta
  25. 16
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  26. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States/GoingDown.asset.meta
  27. 15
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States/Idle.asset
  28. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States/Idle.asset.meta
  29. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine.meta
  30. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Actions.meta
  31. 37
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Actions/PlateDescendSO.cs
  32. 11
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Actions/PlateDescendSO.cs.meta
  33. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Conditions.meta
  34. 24
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Conditions/IsPressedConditionSO.cs
  35. 11
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  36. 8
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts.meta
  37. 65
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/MainCaveLight.cs
  38. 11
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/MainCaveLight.cs.meta
  39. 33
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/PressurePlate.cs
  40. 11
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/PressurePlate.cs.meta
  41. 23
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/RockCritterEyesEmission.cs
  42. 11
      UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/RockCritterEyesEmission.cs.meta

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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/PressurePlate_TransitionTable.asset


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States/GoingDown.asset


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/PressurePlate/States/Idle.asset


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine.meta


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Actions.meta


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37
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Actions/PlateDescendSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "PlateDescend", menuName = "State Machines/Actions/Plate Descend")]
public class PlateDescendSO : StateActionSO
{
protected override StateAction CreateAction() => new PlateDescend();
}
public class PlateDescend : StateAction
{
Transform _plateTransform;
private PressurePlate _plate;
//public float _maxDescent = -.15f;
float _minY;
public override void Awake(StateMachine stateMachine)
{
_plate = stateMachine.GetComponent<PressurePlate>();
_plateTransform = _plate.transform;
_minY = _plateTransform.position.y + _plate._maxDescent;
}
public override void OnUpdate()
{
if (_plateTransform.position.y > _minY)
{
Debug.Log("Going down...");
_plateTransform.position = _plateTransform.position + new Vector3(0, -.2f, 0);
}
}
public override void OnStateEnter()
{
Debug.Log("GoingDown state entered");
}
}

11
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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Conditions.meta


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24
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Conditions/IsPressedConditionSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsPressedCondition", menuName = "State Machines/Conditions/Is Pressed")]
public class IsPressedConditionSO : StateConditionSO
{
protected override Condition CreateCondition() => new IsPressedCondition();
}
public class IsPressedCondition : Condition
{
private PressurePlate _pressurePlateScript;
public override void Awake(StateMachine stateMachine)
{
_pressurePlateScript = stateMachine.GetComponent<PressurePlate>();
}
protected override bool Statement()
{
return _pressurePlateScript.IsPressed;
}
}

11
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/PressurePlate/StateMachine/Conditions/IsPressedConditionSO.cs.meta


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UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts.meta


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65
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/MainCaveLight.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainCaveLight : MonoBehaviour
{
private IEnumerator coroutine1;
private IEnumerator coroutine2;
private IEnumerator coroutine3;
public GameObject[] rockCritterClusterA;
public Light light1;
public GameObject[] rockCritterClusterB;
public Light light2;
public GameObject[] rockCritterClusterC;
public Light light3;
public GameObject[] rockCritterClusterD;
public Light light4;
public GameObject[] rockCritterClusterE;
private void OnTriggerEnter(Collider other)
{
foreach (GameObject critter in rockCritterClusterA)
{
critter.GetComponentInChildren<RockCritterEyesEmission>().eyesEmission();
}
foreach (GameObject critter in rockCritterClusterB)
{
critter.GetComponentInChildren<RockCritterEyesEmission>().eyesEmission();
}
foreach (GameObject critter in rockCritterClusterC)
{
critter.GetComponentInChildren<RockCritterEyesEmission>().eyesEmission();
}
foreach (GameObject critter in rockCritterClusterD)
{
critter.GetComponentInChildren<RockCritterEyesEmission>().eyesEmission();
}
foreach (GameObject critter in rockCritterClusterE)
{
critter.GetComponentInChildren<RockCritterEyesEmission>().eyesEmission();
}
coroutine1 = IncreaseLightIntensity(light1, 10, 5f);
coroutine2 = IncreaseLightIntensity(light2, 10, 5f);
coroutine3 = IncreaseLightIntensity(light3, 10, 5f);
StartCoroutine(coroutine1);
StartCoroutine(coroutine2);
StartCoroutine(coroutine3);
}
private IEnumerator IncreaseLightIntensity(Light targetObj, float toIntensity, float duration)
{
float counter = 0;
//Get the current intensity of the Light
float startIntensity = targetObj.intensity;
while (counter < duration)
{
counter += Time.deltaTime;
targetObj.intensity = Mathf.Lerp(startIntensity, toIntensity, counter / duration);
yield return null;
}
}
}

11
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/MainCaveLight.cs.meta


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33
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/PressurePlate.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PressurePlate : MonoBehaviour
{
public bool IsPressed { get; set; }
public float _maxDescent;
void PlayerHit(ControllerColliderHit hit)
{
if (hit.normal.y > .95f)
{
Debug.Log("player is on top of " + hit.gameObject.name);
IsPressed = true;
}
}
private void OnTriggerEnter(Collider other)
{
//if (hit.normal.y > .95f)
//{
//Debug.Log("player is on top of " + hit.gameObject.name);
IsPressed = true;
//}
}
}

11
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/PressurePlate.cs.meta


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23
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/RockCritterEyesEmission.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RockCritterEyesEmission : MonoBehaviour
{
public Material Material1;
public GameObject critter;
private void Start()
{
//critter.GetComponent<MeshRenderer>().material = Material1;
}
private void OnTriggerEnter(Collider other)
{
eyesEmission();
}
public void eyesEmission()
{
critter.GetComponent<SkinnedMeshRenderer>().material = Material1;
}
}

11
UOP1_Project/Assets/Scenes/Whiteboxing/Community/Mountain_Cave/Scripts/RockCritterEyesEmission.cs.meta


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