* Added the basic inventory system
* Removed prefixes, added CreateAssetMenu to ingredient
* Added CreateAssetMenu to Inventory
* Updated to use tabs and prefixes
* Added prefix to inventory item
* Added a means to iterate over items in Inventory
* Moved accessor
* Spaces to tabs (again)
* Added default assignment to prevent warning
* Added a CustomEditor for Inventory
* added Items according to @chema descrription.
* Marked out item type
* follow code convention
* Added character Customization script.
Added folder structure for scripable objects
* removed marked out lines
* Changed Inventory to contain a list of ItemStacks instead of a dictrionary of Items.
* added item background color
* Reimplemented all the methods in Inventory.cs to work better with List.
* simplified member field namings
* made changed according to request by @Ciro_unity - moved scirpable objects to i...
* Palm tree wind vertex color layer
Added vertex color to Palm tree mesh
* Added wind sensivity vertex color on nature assets
* Added wind sensivity vertex color on nature assets
Added an Earring for townsfolk. It was build with Probuilder, exported to obj for some finishing touches with Blender, then saved as obj again. The material is a simple color.
The earring possibly needs to be placed somewhere else once the townfolk is rigged. Which begs the question whether they can move their ears...
* Alternative water shader proposition
* Unlit water shader and add shadow
- Unlit water shader
- Add shadow as done in Toon shader
- Add vertex displacement like done in dickmendra shader
- Change the showcase water plane to intersect with the rock close to it to see foam
* Shader clean up
* Water shader improvements
- Water effect distance cut off
- Expose light probe contribution
- Control surface shadow intensity
* Small tweaks to showcase scene
* Water shader fixes
* Showcase water
* Small tweaks
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* Toon Shader Wind effect addon
New Sub Graph added to simulate wind based on gradient noise (over world coordinates) and applied on Object coordinates depending of the mesh vertex color (Green channel) only.
- Properties: Wind speed, Wind density, Wind strength, Wind direction (around Y axis)
Note: No update on FBX files in this PR to introduce vertex color on the existing assets. It will be done through one/multiple other PRs.
* Toon refactor
Reading back the requirement from Toon Shader add-on, it is preferred (for perf reason) to have a separated unlit shader for Toon shading with wind impact, instead of having wind graph applied to all object even if they are not sensitve to the wind.
Toon shader refactor:
- Extract each part into a separated Sub Shader
-- Shadow part: ToonShadow
-- Specular part: ToonSpecular
- Move current Toon implementation into Sub Graph: ToonColor
- Use ToonColor into Unlit shader Toon...
Conflicts are all regarding the renaming of the namespace from Deivsky to UOP1
# Conflicts:
# UOP1_Project/Assets/Scripts/StateMachine/Core/IStateComponent.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs
Removed the 'override' feature that was implemented as it was adding unnecessary complexity.
Adjusted test scene to reflect the changes:
- Added `ChaseComponent.cs`. It takes `Transform _target`, `float _speed` and has a `public void Chase()` function that moves the gameObject towards the target.
- `ChaseAction` now simply calls `ChaseComponent.Chase()` in its `OnUpdate()`.
- `ChaseComponent` also contains a public getter `Target => _target`.
- `CloseToTargetCondition` gets `transform` from the `StateMachine` and the transform of the target from `ChaseComponent`, the `Statement()` remains the same. Another way to implement it would be to have a public getter `bool IsCloseToTarget` or `float DistanceToTarget` in `ChaseComponent` and evaluate that in the `Statement`.
- Removed `ChaseData.cs`.
- How much each sphear eats is now contro...