add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -40,6 +40,7 @@ public class artificialObjectGravity : MonoBehaviour
public bool useCenterPointListForRigidbodies;
public List<Transform> centerPointList = new List<Transform> ();
RaycastHit hit;
bool onGroundChecked;
float groundAdherence = 10;
@@ -48,7 +49,7 @@ public class artificialObjectGravity : MonoBehaviour
bool objectActivated;
float originalGravityForce;
Vector3 currentNormalDirection;
Vector3 currentNormalDirection = Vector3.zero;
float minDistance;
float currentDistance;
@@ -350,6 +351,12 @@ public class artificialObjectGravity : MonoBehaviour
public void setUseCenterPointListForRigidbodiesState (bool state, List<Transform> newCenterPointList)
{
useCenterPointListForRigidbodies = state;
centerPointList = newCenterPointList;
}
public Vector3 getCurrentNormalDirection ()
{
return currentNormalDirection;
}
}

View File

@@ -11,7 +11,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/artificialObjectGravity.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/gravityObjectManager.cs
uploadId: 814740
uploadId: 889948

View File

@@ -226,6 +226,8 @@ public class gravitySystem : gravityObjectManager
public setGravity currentSetGravityManager;
bool currentSetGravityManagerAssigned;
bool surfaceFound;
RaycastHit currentSurfaceFound;
@@ -252,6 +254,8 @@ public class gravitySystem : gravityObjectManager
bool cameraShakeActive;
public bool showDebugPrint;
//Editor variables
public bool showCircumnavigationhSettings;
public bool showZeroGravitySettings;
@@ -267,6 +271,9 @@ public class gravitySystem : gravityObjectManager
Vector3 vector3Zero = Vector3.zero;
Quaternion quaternionIdentity = Quaternion.identity;
float currentTime;
void Awake ()
{
normalGravityMultiplier = playerControllerManager.getGravityMultiplier ();
@@ -331,8 +338,30 @@ public class gravitySystem : gravityObjectManager
}
}
//void FixedUpdate ()
void Update ()
{
currentTime = Time.fixedDeltaTime;
//rotate randomly the mesh of the player in the air, also make that mesh float while chooses a direction in the air
if (turning) {
if (randomRotationOnAirEnabled || powerActivated) {
gravityCenter.transform.Rotate ((rotateAmount * currentTime) * turnDirection);
}
if (weaponsManager.isCarryingWeaponInThirdPerson () || powers.isAimingPowerInThirdPerson ()) {
turning = false;
checkRotateCharacter (vector3Zero);
}
}
if (hovering) {
float posTargetY = Mathf.Sin (Time.time * hoverSpeed) * hoverAmount;
mainRigidbody.position = Vector3.MoveTowards (mainRigidbody.position,
mainRigidbody.position + posTargetY * playerTransform.up, currentTime * hoverSmooth);
}
currentPosition = playerTransform.position;
checkGravityArrowState ();
@@ -355,11 +384,11 @@ public class gravitySystem : gravityObjectManager
surfaceAbove = true;
} else {
//if the ray doesn't found any surface, keep lifting the player until the timer reachs its target value
timer -= Time.deltaTime;
timer -= currentTime;
playerTransform.Translate ((Time.deltaTime * 4) * Vector3.up);
playerTransform.Translate ((currentTime * 4) * Vector3.up);
playerCameraTransform.Translate ((Time.deltaTime * 4) * Vector3.up);
playerCameraTransform.Translate ((currentTime * 4) * Vector3.up);
}
//if the timer ends or a surface is found, stop the lifting and start rotate the player to float in the air
@@ -418,7 +447,7 @@ public class gravitySystem : gravityObjectManager
}
//make a lerp of the velocity applied to the player to move him smoothly
mainRigidbody.linearVelocity = Vector3.Lerp (mainRigidbody.linearVelocity, newVelocity, Time.deltaTime * 2);
mainRigidbody.linearVelocity = Vector3.Lerp (mainRigidbody.linearVelocity, newVelocity, currentTime * 2);
//set the direction of the ray that checks any surface
rayPosition = pivotCameraTransform.position;
@@ -522,14 +551,21 @@ public class gravitySystem : gravityObjectManager
if (currentNormal != regularGravity) {
searchingNewSurfaceBelow = true;
searchingSurface = true;
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
circumnavigableSurfaceFound = false;
}
}
}
//walk in spheres and moving objects, recalculating his new normal and lerping the player to the new rotation
if (!lifting && !searchingSurface && (circumnavigableSurfaceFound || playerIsChildOfParentActive) && recalculatingSurface && !rotating) {
if (!lifting &&
!searchingSurface &&
(circumnavigableSurfaceFound || playerIsChildOfParentActive) &&
recalculatingSurface &&
!rotating) {
float rayDistance = 0.5f;
if (!onGround) {
@@ -545,16 +581,23 @@ public class gravitySystem : gravityObjectManager
surfaceFound = false;
//get the normal direction of the object below the player, to recalculate the rotation of the player
if (Physics.Raycast (currentPosition + 0.1f * playerTransform.up, -playerTransform.up, out hit, rayDistance, layer)) {
if (Physics.Raycast (playerTransform.position + 0.1f * playerTransform.up, -playerTransform.up, out hit, rayDistance, layer)) {
currentSurfaceFound = hit;
surfaceFound = true;
currentCircumnagivateRotationSpeed = circumnavigateRotationSpeed;
}
//else {
// print ("no surface found");
// Debug.DrawRay (playerTransform.position + 0.1f * playerTransform.up - playerTransform.up * rayDistance, playerTransform.up * 1000, Color.red, 3);
//}
//Get the correct raycast orientation according to input, for example, it is no the same ray position and direction if the player is walking forward or backward on
//first person or if he is aiming
if (checkSurfaceBelowLedge || checkSurfaceInFront) {
rayPosition = currentPosition + 0.1f * playerTransform.up;
rayPosition = playerTransform.position + 0.1f * playerTransform.up;
if (playerControllerManager.isLookingInCameraDirection ()) {
@@ -670,27 +713,27 @@ public class gravitySystem : gravityObjectManager
if ((!zeroGravityModeOn && !freeFloatingModeOn) || onGround) {
if (useLerpRotation) {
//recalculate the rotation of the player and the camera according to the normal of the surface under the player
currentNormal = Vector3.Lerp (currentNormal, surfaceNormal, currentCircumnagivateRotationSpeed * Time.deltaTime);
currentNormal = Vector3.Lerp (currentNormal, surfaceNormal, currentCircumnagivateRotationSpeed * currentTime);
Vector3 myForward = Vector3.Cross (playerTransform.right, currentNormal);
Quaternion dstRot = Quaternion.LookRotation (myForward, currentNormal);
playerTransform.rotation = Quaternion.Lerp (playerTransform.rotation, dstRot, currentCircumnagivateRotationSpeed * Time.deltaTime);
playerTransform.rotation = Quaternion.Lerp (playerTransform.rotation, dstRot, currentCircumnagivateRotationSpeed * currentTime);
Vector3 myForwardCamera = Vector3.Cross (playerCameraTransform.right, currentNormal);
Quaternion dstRotCamera = Quaternion.LookRotation (myForwardCamera, currentNormal);
playerCameraTransform.rotation = Quaternion.Lerp (playerCameraTransform.rotation, dstRotCamera, currentCircumnagivateRotationSpeed * Time.deltaTime);
playerCameraTransform.rotation = Quaternion.Lerp (playerCameraTransform.rotation, dstRotCamera, currentCircumnagivateRotationSpeed * currentTime);
} else {
currentNormal = Vector3.Slerp (currentNormal, surfaceNormal, currentCircumnagivateRotationSpeed * Time.deltaTime);
currentNormal = Vector3.Slerp (currentNormal, surfaceNormal, currentCircumnagivateRotationSpeed * currentTime);
Vector3 myForward = Vector3.Cross (playerTransform.right, currentNormal);
Quaternion dstRot = Quaternion.LookRotation (myForward, currentNormal);
playerTransform.rotation = Quaternion.Slerp (playerTransform.rotation, dstRot, currentCircumnagivateRotationSpeed * Time.deltaTime);
playerTransform.rotation = Quaternion.Slerp (playerTransform.rotation, dstRot, currentCircumnagivateRotationSpeed * currentTime);
Vector3 myForwardCamera = Vector3.Cross (playerCameraTransform.right, currentNormal);
Quaternion dstRotCamera = Quaternion.LookRotation (myForwardCamera, currentNormal);
playerCameraTransform.rotation = Quaternion.Slerp (playerCameraTransform.rotation, dstRotCamera, currentCircumnagivateRotationSpeed * Time.deltaTime);
playerCameraTransform.rotation = Quaternion.Slerp (playerCameraTransform.rotation, dstRotCamera, currentCircumnagivateRotationSpeed * currentTime);
}
updateCurrentRotatingNormal (currentNormal);
@@ -709,7 +752,7 @@ public class gravitySystem : gravityObjectManager
}
if (ignoreRecalculateSurface) {
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
gravityPowerActive = false;
}
@@ -745,7 +788,7 @@ public class gravitySystem : gravityObjectManager
//if the player can choosed a direction, lerp his velocity to zero
if (choosingDirection) {
mainRigidbody.linearVelocity = Vector3.Lerp (mainRigidbody.linearVelocity, vector3Zero, Time.deltaTime * 2);
mainRigidbody.linearVelocity = Vector3.Lerp (mainRigidbody.linearVelocity, vector3Zero, currentTime * 2);
}
if (rotating && !playerControllerManager.isPlayerRunning ()) {
@@ -782,6 +825,18 @@ public class gravitySystem : gravityObjectManager
previousSurfaceBelowPlayer = currentSurfaceBelowPlayer;
addParent (currentSurfaceBelowPlayer.gameObject);
} else {
if (!playerIsChildOfParentActive) {
if (currentSetGravityManagerAssigned) {
if (showDebugPrint) {
print ("no parent found, refresing current surface below to check state");
}
if (previousSurfaceBelowPlayer != null) {
previousSurfaceBelowPlayer = null;
}
}
}
}
} else if (playerIsChildOfParentActive && !currentSurfaceBelowPlayer.IsChildOf (fatherDetected.transform)) {
removeParent ();
@@ -789,14 +844,14 @@ public class gravitySystem : gravityObjectManager
//if the surface where the player lands can be circumnavigated or an moving/rotating object, then keep recalculating the player throught the normal surface
if (circumnavigableSurfaceFound || playerIsChildOfParentActive) {
recalculatingSurface = true;
setRecalculatingSurfaceState (true);
}
//else disable this state
else {
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
}
} else {
if (previousSurfaceBelowPlayer) {
if (previousSurfaceBelowPlayer != null) {
previousSurfaceBelowPlayer = null;
}
@@ -911,27 +966,6 @@ public class gravitySystem : gravityObjectManager
ignoreRecalculateSurface = state;
}
//rotate randomly the mesh of the player in the air, also make that mesh float while chooses a direction in the air
void FixedUpdate ()
{
if (turning) {
if (randomRotationOnAirEnabled || powerActivated) {
gravityCenter.transform.Rotate ((rotateAmount * Time.deltaTime) * turnDirection);
}
if (weaponsManager.isCarryingWeaponInThirdPerson () || powers.isAimingPowerInThirdPerson ()) {
turning = false;
checkRotateCharacter (vector3Zero);
}
}
if (hovering) {
float posTargetY = Mathf.Sin (Time.time * hoverSpeed) * hoverAmount;
mainRigidbody.position = Vector3.MoveTowards (mainRigidbody.position, mainRigidbody.position + posTargetY * playerTransform.up, Time.deltaTime * hoverSmooth);
}
}
void checkGravityArrowState ()
{
//the arrow in the back of the player looks to the direction of the real gravity
@@ -986,12 +1020,12 @@ public class gravitySystem : gravityObjectManager
//if the surface where the player lands can be circumnavigated or an moving/rotating object, then keep recalculating the player throught the normal surface
if ((circumnavigableSurfaceFound || playerIsChildOfParentActive) && (gravityPowerActive || circumnavigateCurrentSurfaceActive || (zeroGravityModeOn && checkCircumnavigateSurfaceOnZeroGravity))) {
recalculatingSurface = true;
setRecalculatingSurfaceState (true);
}
//else disable this state
else {
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
}
//set the gravity force applied to the player to its regular state
@@ -1052,9 +1086,9 @@ public class gravitySystem : gravityObjectManager
playerCollider.isTrigger = true;
//get the last time that the player was in the air
playerControllerManager.lastTimeFalling = Time.time;
playerControllerManager.setLastTimeFalling ();
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
accelerating = false;
@@ -1159,7 +1193,7 @@ public class gravitySystem : gravityObjectManager
playerCollider.isTrigger = false;
//get the last time that the player was in the air
playerControllerManager.lastTimeFalling = Time.time;
playerControllerManager.setLastTimeFalling ();
accelerating = false;
@@ -1185,7 +1219,7 @@ public class gravitySystem : gravityObjectManager
lifting = false;
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
timer = 0.75f;
@@ -1221,7 +1255,7 @@ public class gravitySystem : gravityObjectManager
gravityPowerActive = false;
currentSetGravityManager = null;
setCurrentSetGravityManager (null);
searchNewSurfaceOnHighFallSpeedPaused = false;
}
@@ -1294,6 +1328,8 @@ public class gravitySystem : gravityObjectManager
} else {
playerIsChildOfParentActive = false;
}
//print ("addParent " + playerIsChildOfParentActive);
}
//remove the parent of the player, so he moves freely again
@@ -1308,6 +1344,8 @@ public class gravitySystem : gravityObjectManager
fatherDetected = null;
playerIsChildOfParentActive = false;
//print ("removeParent");
}
public void setExternalGravityCenterAsParent ()
@@ -1425,6 +1463,10 @@ public class gravitySystem : gravityObjectManager
}
gravityPowerActive = true;
if (showDebugPrint) {
print ("changeOnTrigger ");
}
}
//stop the gravity power when the player is going to drive a vehicle
@@ -1434,7 +1476,8 @@ public class gravitySystem : gravityObjectManager
gravityCenterCollider.enabled = false;
//get the last time that the player was in the air
playerControllerManager.lastTimeFalling = Time.time;
playerControllerManager.setLastTimeFalling ();
accelerating = false;
//set the force of the gravity in the player to its regular state
@@ -1456,7 +1499,7 @@ public class gravitySystem : gravityObjectManager
lifting = false;
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
timer = 0.75f;
@@ -1733,7 +1776,7 @@ public class gravitySystem : gravityObjectManager
updateCurrentRotatingNormal (currentNormal);
currentSetGravityManager = null;
setCurrentSetGravityManager (null);
}
public override Vector3 getCurrentNormal ()
@@ -1860,6 +1903,8 @@ public class gravitySystem : gravityObjectManager
public void setCurrentSetGravityManager (setGravity currentSetGravity)
{
currentSetGravityManager = currentSetGravity;
currentSetGravityManagerAssigned = currentSetGravityManager != null;
}
public void setCurrentGravityCenterPoint (Transform newTransform)
@@ -2497,7 +2542,16 @@ public class gravitySystem : gravityObjectManager
}
}
recalculatingSurface = false;
setRecalculatingSurfaceState (false);
}
}
void setRecalculatingSurfaceState (bool state)
{
recalculatingSurface = state;
if (showDebugPrint) {
print ("setRecalculatingSurfaceState " + state);
}
}

View File

@@ -11,7 +11,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/gravitySystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/objectToUseArtificialGravitySystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/parentAssignedSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -11,7 +11,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/setGravity.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/updateCharacterGravityTriggerSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -12,12 +12,9 @@ public class vehicleGravityControl : gravityObjectManager
public float gravityForce = 9.8f;
public bool searchNewSurfaceOnHighFallSpeed = true;
public bool shakeCameraOnHighFallSpeed = true;
public float minSpeedToShakeCamera = 10;
public bool checkSurfaceBelowOnRegularState;
public float timeToSetNullParentOnAir = 0.5f;
float lastTimeParentFound;
public bool changeDriverGravityWhenGetsOff = true;
@@ -53,6 +50,14 @@ public class vehicleGravityControl : gravityObjectManager
public bool adjustRotationToSurfaceFound;
public Vector3 newGravityToStart;
[Space]
[Header ("Shake Camera Settings")]
[Space]
public bool shakeCameraOnHighFallSpeed = true;
public float minSpeedToShakeCamera = 10;
public bool cameraShakeCanBeUsed = true;
[Space]
[Header ("Others Settings")]
[Space]
@@ -99,10 +104,12 @@ public class vehicleGravityControl : gravityObjectManager
public vehicleHUDManager HUDManager;
public inputActionManager actionManager;
Vector3 previousNormalDetected;
Transform vehicleCamera;
float lastTimeParentFound;
bool conservateSpeed;
bool accelerating;
@@ -156,6 +163,7 @@ public class vehicleGravityControl : gravityObjectManager
float lastTimeRotateVehicleToRaycastDirection;
bool cameraShakeActive;
void Start ()
{
@@ -272,7 +280,7 @@ public class vehicleGravityControl : gravityObjectManager
mainVehicleController.changeGravityControlUse (false);
}
vehicleCameraManager.usingBoost (false, "StopShake", true, true);
disableCameraShake ();
}
}
}
@@ -282,7 +290,7 @@ public class vehicleGravityControl : gravityObjectManager
//in case the vehicle reachs a certain velocity
if (!OnGround && !powerActivated) {
if (checkDownSpeedActive && shakeCameraOnHighFallSpeed && transform.InverseTransformDirection (mainRigidbody.linearVelocity).y < -minSpeedToShakeCamera) {
vehicleCameraManager.usingBoost (true, "Regular Gravity Control", true, true);
enableCameraShake ();
}
if (searchNewSurfaceOnHighFallSpeed && transform.InverseTransformDirection (mainRigidbody.linearVelocity).y < -settings.velocityToSearch && !searchingNewSurfaceBelow && !powerActivated) {
@@ -565,7 +573,7 @@ public class vehicleGravityControl : gravityObjectManager
if (OnGround) {
if (!onGroundChecked) {
vehicleCameraManager.usingBoost (false, "stopShake", true, true);
disableCameraShake ();
onGroundChecked = true;
@@ -716,7 +724,7 @@ public class vehicleGravityControl : gravityObjectManager
powerActivated = true;
//enable the gravity control in the vehicle controller
vehicleCameraManager.usingBoost (true, "Regular Gravity Control", true, true);
enableCameraShake ();
if (mainVehicleControllerLocated) {
mainVehicleController.changeGravityControlUse (true);
@@ -765,7 +773,7 @@ public class vehicleGravityControl : gravityObjectManager
}
//disable the gravity control in the vehicle controller
vehicleCameraManager.usingBoost (false, "stopShake", true, true);
disableCameraShake ();
if (mainVehicleControllerLocated) {
mainVehicleController.changeGravityControlUse (false);
@@ -843,7 +851,7 @@ public class vehicleGravityControl : gravityObjectManager
return;
}
print ("ROTATE");
//print ("ROTATE");
if (lastTimeRotateVehicleToRaycastDirection != 0) {
if (Time.time < lastTimeRotateVehicleToRaycastDirection + 0.5f) {
@@ -904,7 +912,7 @@ public class vehicleGravityControl : gravityObjectManager
mainVehicleController.changeGravityControlUse (false);
}
vehicleCameraManager.usingBoost (false, "StopShake", true, true);
disableCameraShake ();
if (rotateVehicleCoroutine != null) {
StopCoroutine (rotateVehicleCoroutine);
@@ -915,6 +923,35 @@ public class vehicleGravityControl : gravityObjectManager
}
}
void accelerateCameraShake ()
{
if (cameraShakeCanBeUsed) {
vehicleCameraManager.usingBoost (true, "Quick Gravity Control", true, true);
cameraShakeActive = true;
}
}
void enableCameraShake ()
{
if (cameraShakeCanBeUsed) {
vehicleCameraManager.usingBoost (true, "Regular Gravity Control", true, true);
cameraShakeActive = true;
}
}
void disableCameraShake ()
{
if (cameraShakeCanBeUsed) {
if (cameraShakeActive) {
vehicleCameraManager.usingBoost (false, "StopShake", true, true);
cameraShakeActive = false;
}
}
}
public void rotateVehicleToLandSurface (Vector3 hitNormal)
{
if (rotating && hitNormal == currentNormal) {
@@ -1088,12 +1125,12 @@ public class vehicleGravityControl : gravityObjectManager
if (increaseGravitySpeed) {
accelerating = true;
vehicleCameraManager.usingBoost (true, "Quick Gravity Control", true, true);
accelerateCameraShake ();
} else {
//stop to increase the velocity of the vehiclee in the air
accelerating = false;
vehicleCameraManager.usingBoost (true, "Regular Gravity Control", true, true);
enableCameraShake ();
}
}
}

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/vehicleGravityControl.cs
uploadId: 814740
uploadId: 889948

View File

@@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class zeroGravityRoomObjectChecker : MonoBehaviour
{
[Header ("Main Setting")]
[Space]
public bool checkGravityRoomStatesEnabled = true;
[Space]
[Header ("Debug")]
[Space]
public bool objectInsideGravityRoom;
public zeroGravityRoomSystem currentZeroGravityRoom;
public void setCurrentZeroGravityRoom (zeroGravityRoomSystem gravityRoom)
{
if (!checkGravityRoomStatesEnabled) {
return;
}
currentZeroGravityRoom = gravityRoom;
objectInsideGravityRoom = currentZeroGravityRoom != null;
}
public void checkAddObjectToCurrentRoom (GameObject newObject)
{
if (!checkGravityRoomStatesEnabled) {
return;
}
if (objectInsideGravityRoom) {
currentZeroGravityRoom.addObjectToRoom (newObject);
}
}
}

View File

@@ -0,0 +1,19 @@
fileFormatVersion: 2
guid: 6132cafd0e9e24a4cbf356464627a57f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/zeroGravityRoomObjectChecker.cs
uploadId: 889948

View File

@@ -366,7 +366,13 @@ public class zeroGravityRoomSystem : MonoBehaviour
currentArtificialObjectGravity.setCurrentGravity (outsideGravityDirectionTransform.up);
}
}
}
zeroGravityRoomObjectChecker currentZeroGravityRoomObjectChecker = newObject.GetComponent<zeroGravityRoomObjectChecker> ();
if (currentZeroGravityRoomObjectChecker != null) {
currentZeroGravityRoomObjectChecker.setCurrentZeroGravityRoom (null);
}
}
}
}
@@ -441,7 +447,13 @@ public class zeroGravityRoomSystem : MonoBehaviour
if (changeGravityForceForObjects && currentArtificialObjectGravity != null) {
currentArtificialObjectGravity.setGravityForceValue (false, -newGravityForceForObjects);
}
}
zeroGravityRoomObjectChecker currentZeroGravityRoomObjectChecker = newObject.GetComponent<zeroGravityRoomObjectChecker> ();
if (currentZeroGravityRoomObjectChecker != null) {
currentZeroGravityRoomObjectChecker.setCurrentZeroGravityRoom (this);
}
}
}
public bool ContainsPoint (Vector2 currentPosition)
@@ -710,9 +722,14 @@ public class zeroGravityRoomSystem : MonoBehaviour
}
}
public bool isRoomHasZeroGravityActive ()
{
return roomHasZeroGravity;
}
//EDITOR FUNCTIONS
public void renameRoomPoints ()
//EDITOR FUNCTIONS
public void renameRoomPoints ()
{
for (int i = 0; i < roomPointsList.Count; i++) {
roomPointsList [i].name = (i + 1).ToString ();

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Gravity/zeroGravityRoomSystem.cs
uploadId: 814740
uploadId: 889948