diff --git a/.github/workflows/pr-build.yml b/.github/workflows/pr-build.yml index a50e41dd..4e657fde 100644 --- a/.github/workflows/pr-build.yml +++ b/.github/workflows/pr-build.yml @@ -6,7 +6,19 @@ name: PR Build # UNITY_SERIAL - serial key (Unity Pro/Plus) # UNITY_EMAIL - Unity account e-mail # UNITY_PASSWORD - Unity account password -# See https://game.ci/docs/github/activation for how to obtain the .ulf. +# +# Obtaining the .ulf for a Personal licence (there is no CI action for this any +# more; game-ci/unity-request-activation-file was retired): +# 1. Install Unity Hub on your own machine and log in with the Unity account +# that CI should use. +# 2. Unity Hub -> Preferences -> Licenses -> Add -> "Get a free personal license". +# Click through the whole flow: a licence showing in the Hub does not +# guarantee the .ulf was written. +# 3. Copy the full contents of the .ulf into the UNITY_LICENSE secret: +# macOS: /Library/Application Support/Unity/Unity_lic.ulf +# Windows: C:\ProgramData\Unity\Unity_lic.ulf +# Linux: ~/.local/share/unity3d/Unity/Unity_lic.ulf +# Full details: https://game.ci/docs/github/activation on: pull_request: diff --git a/.github/workflows/unity-activation.yml b/.github/workflows/unity-activation.yml deleted file mode 100644 index 8fee5cef..00000000 --- a/.github/workflows/unity-activation.yml +++ /dev/null @@ -1,34 +0,0 @@ -name: Request Unity Activation File - -# One-time (or once per Unity major version) helper to obtain a free Unity -# Personal licence file for CI. Run it manually, then: -# 1. Download the "Unity_v6000.x.alf" artifact from this workflow's run. -# 2. Upload that .alf at https://license.unity3d.com/manual -> pick Unity -# Personal -> download the resulting .ulf file. -# 3. Repository Settings -> Secrets and variables -> Actions, add: -# UNITY_LICENSE = the full contents of the .ulf file -# UNITY_EMAIL = your Unity account e-mail -# UNITY_PASSWORD = your Unity account password -# After that, pr-build.yml can activate the editor and build. - -on: - workflow_dispatch: - -jobs: - activation: - name: Request manual activation file - runs-on: ubuntu-latest - steps: - - name: Request activation file - id: getManualLicenseFile - uses: game-ci/unity-request-activation-file@v2 - with: - unityVersion: 6000.3.8f1 - - - name: Upload activation file - uses: actions/upload-artifact@v4 - with: - name: Unity_alf - path: ${{ steps.getManualLicenseFile.outputs.filePath }} - retention-days: 7 - if-no-files-found: error diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/DengerSource.cs b/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/DengerSource.cs deleted file mode 100644 index 082ecc21..00000000 --- a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/DengerSource.cs +++ /dev/null @@ -1,35 +0,0 @@ -using UnityEngine; - -public class DengerSource : MonoBehaviour -{ - public float AttactCD; - private float attackcouttime; - private void OnTriggerEnter(Collider other) - { - if (other.gameObject.GetComponent()) - { - attackcouttime = 0; - GameManager.instance.DangerUI.SetActive(true); - } - } - private void OnTriggerStay(Collider other) - { - if (other.gameObject.GetComponent()) - { - attackcouttime += Time.deltaTime; - if (attackcouttime >= AttactCD) - { - print("PlayerDeath"); - GameManager.instance.GameOver(); - } - } - } - private void OnTriggerExit(Collider other) - { - if (other.gameObject.GetComponent()) - { - attackcouttime = 0; - GameManager.instance.DangerUI.SetActive(false); - } - } -} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Drink.cs b/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Drink.cs deleted file mode 100644 index 19ff4b2b..00000000 --- a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Drink.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; - -public class Drink : MonoBehaviour -{ - private void OnTriggerStay(Collider collision) - { - if (collision.gameObject.GetComponent()) - { - print("AAAAAA"); - if (PlayerMain.instance.R_primaryValue && PlayerMain.instance.Current_Blood < PlayerMain.instance.Max_Blood) - { - PlayerMain.instance.Drink(); - PlayerMain.instance.canmove = false; - PlayerMain.instance.gameObject.transform.parent = collision.gameObject.transform; - } - else if (!PlayerMain.instance.R_primaryValue) - { - PlayerMain.instance.canmove = true; - PlayerMain.instance.transform.parent = null; - } - } - if (collision.gameObject.tag == "Flower") - { - print("AAAAAA"); - if (PlayerMain.instance.R_primaryValue && PlayerMain.instance.Current_Nec < PlayerMain.instance.Max_Nec) - { - PlayerMain.instance.DrinkNectar(); - PlayerMain.instance.canmove = false; - PlayerMain.instance.gameObject.transform.parent = collision.gameObject.transform; - } - else if (!PlayerMain.instance.R_primaryValue) - { - PlayerMain.instance.canmove = true; - PlayerMain.instance.transform.parent = null; - } - } - } - private void OnTriggerExit(Collider other) - { - if (other.gameObject.GetComponent()) - { - PlayerMain.instance.canmove = true; - PlayerMain.instance.transform.parent = null; - } - } -} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/GameManager.cs b/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/GameManager.cs deleted file mode 100644 index 523dce4e..00000000 --- a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/GameManager.cs +++ /dev/null @@ -1,92 +0,0 @@ -using System; -using System.Data; -using System.Drawing; -using TMPro; -using UnityEngine; - -public class GameManager : MonoBehaviour -{ - public static GameManager instance; - public int score; - public int time_M,time_S; - public int time,Maxtime; - public TextMeshProUGUI scoretext,TimeUI; - public GameObject DangerUI,DeathUI,TimeOutUI,questUI; - public GameObject Rain; - public PlayerMain player; - public GameObject[] Human; - public bool IsRain; - private void Awake() - { - Maxtime = (time_M) * 60 + time_S; - time = Maxtime; - InvokeRepeating("Settime",0,1); - instance = this; - } - - private void Start() - { - if (SaveManager.instance != null) - { - score = SaveManager.instance.a.Score; - scoretext.text = "Score: " + score.ToString(); - } - - } - private void Update() - { - questUI.SetActive(player.L_gripValue); - } - public void Settime() - { - time -= 1; - if (time % 60 <= 9) - { - TimeUI.text = (time / 60).ToString() + ":0" + (time % 60).ToString(); - } - if (time % 60>9) - { - TimeUI.text = (time / 60).ToString() + ":" + (time % 60).ToString(); - } - if (time <= 0) - { - TimeOut(); - CancelInvoke("Settime"); - } - if(timeMaxtime*0.33f) - { - IsRain = true; - Rain.SetActive(true); - } - if (time < Maxtime * 0.33f) - { - IsRain = false; - Rain.SetActive(false); - } - } - public void setscore(int sc) - { - score += sc; - scoretext.text = "Score: "+ score.ToString(); - if (SaveManager.instance != null){ - SaveManager.instance.a.Score = score; - SaveManager.SavePlayerData(SaveManager.instance.a); - } - } - public void GameOver() - { - player.Death = true; - DeathUI.SetActive(true); - CancelInvoke("Settime"); - Invoke("RestartAble",1); - } - public void TimeOut() - { - TimeOutUI.SetActive(true); - Invoke("RestartAble", 1); - } - public void RestartAble() - { - player.RestartAble = true; - } -} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/PlayerMain.cs b/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/PlayerMain.cs deleted file mode 100644 index a4fbb596..00000000 --- a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/PlayerMain.cs +++ /dev/null @@ -1,224 +0,0 @@ -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.XR; -using UnityEngine.UI; -using UnityEngine.SceneManagement; -public class PlayerMain : MonoBehaviour -{ - public static PlayerMain instance; - public UnityEngine.XR.InputDevice _rightController; - public UnityEngine.XR.InputDevice _leftController; - public UnityEngine.XR.InputDevice _HMD; - public Slider BloodBar,NectarBar; - - public Rigidbody rb; - - public GameObject mainCamera, CamRot; - public GameObject termalcam,ui; - - public float Speed, FlyUpSpeed,CamRotSpeed; - public float Current_Blood, Max_Blood; - public float Current_Nec, Max_Nec; - - public bool R_primaryValue,L_primaryValue, R_secondary, L_secondary, R_gripValue,L_gripValue, R_triggerValue, L_triggerValue,IsMoveL,IsMoveR; - public bool termalmode,canmove; - public bool isMate,Death,RestartAble; - - public int EggLayed; - - public Vector2 L_moveInput, R_moveInput; - public SendReceiveMessageExample sr; - - private void Awake() - { - canmove = true; - instance = this; - rb = GetComponent(); - BloodBar.maxValue = Max_Blood; - BloodBar.value = Current_Blood; - NectarBar.maxValue = Max_Nec; - Current_Nec = Max_Nec/2; - NectarBar.value = Current_Nec; - } - - void Update() - { - - checkinput(); - if (!Death||GameManager.instance.time>0) - { - termalcam.SetActive(R_triggerValue); - Move(L_moveInput); - if (L_gripValue) - { - GameManager.instance.questUI.SetActive(L_gripValue); - } - NectarUPdate(); - } - } - - private void FixedUpdate() - { - - //ui.transform.eulerAngles = new Vector3(0, mainCamera.transform.eulerAngles.y, 0); - } - public void NectarUPdate() - { - if (Current_Nec > 0) - { - Current_Nec -= Time.deltaTime / Max_Nec; - NectarBar.value = Current_Nec; - } - else - { - GameManager.instance.GameOver(); - } - } - - private void OnTriggerStay(Collider other) - { - if (other.gameObject.GetComponent()) - { - if (Current_Blood >= Max_Blood&&isMate) - { - if (R_primaryValue) - { - Current_Blood = 0; - BloodBar.value = Current_Blood; - EggLayed++; - GameManager.instance.setscore(other.gameObject.GetComponent().Score); - } - } - } - if (other.gameObject.GetComponent()) - { - if (other.gameObject.GetComponent().Gender == Wild_Mosquitos.genderlist.male && !isMate) - { - if (R_primaryValue) - { - isMate = true; - } - } - } - } - - public void checkinput() - { - if (!_rightController.isValid || !_leftController.isValid || !_HMD.isValid) - InitializeInputDevices(); - if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out R_triggerValue) && R_triggerValue) - { - - } - if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out L_triggerValue) && L_triggerValue) - { - - } - if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out R_gripValue) && R_gripValue) - { - - } - if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out L_gripValue) && L_gripValue) - { - - } - if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.secondaryButton, out R_secondary) && R_secondary) - { - - } - if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.secondaryButton, out L_secondary) && L_secondary) - { - - } - if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out R_primaryValue) && R_primaryValue) - { - - } - if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out L_primaryValue) && L_primaryValue) - { - - } - if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primary2DAxis, out L_moveInput) && IsMoveL) - { - - } - if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primary2DAxis, out R_moveInput) && IsMoveR) - { - - } - if (RestartAble) - { - if(R_primaryValue || L_primaryValue || R_secondary || L_secondary || R_gripValue || L_gripValue || R_triggerValue || L_triggerValue || IsMoveL || IsMoveR) - { - SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); - } - } - } - - public void Move(Vector2 direction) - { - if (canmove) - { - Vector3 forward = mainCamera.transform.forward; - Vector3 right = mainCamera.transform.right; - forward.y = 0; - forward.Normalize(); - Vector3 moveDirection = (forward * direction.y + right * direction.x).normalized; - moveDirection.y = R_moveInput.y * FlyUpSpeed; - rb.linearVelocity = moveDirection * Speed; - CamRot.transform.Rotate(0, R_moveInput.x * CamRotSpeed, 0); - } - else - { - rb.linearVelocity = Vector3.zero; - } - } - - public void Drink() - { - if(!Death || GameManager.instance.time > 0) - { - Current_Blood += Time.deltaTime; - BloodBar.value = Current_Blood; - canmove = !R_primaryValue; - } - } - public void DrinkNectar() - { - if (!Death || GameManager.instance.time > 0) - { - Current_Nec += Time.deltaTime; - NectarBar.value = Current_Nec; - canmove = !R_primaryValue; - } - } - - private void InitializeInputDevices() - { - - if (!_rightController.isValid) - { - InitializeInputDevice(InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Right, ref _rightController); - } - if (!_leftController.isValid) - { - InitializeInputDevice(InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Left, ref _leftController); - } - if (!_HMD.isValid) - { - InitializeInputDevice(InputDeviceCharacteristics.HeadMounted, ref _HMD); - } - - } - - private void InitializeInputDevice(InputDeviceCharacteristics inputCharacteristics, ref UnityEngine.XR.InputDevice inputDevice) - { - List devices = new List(); - InputDevices.GetDevicesWithCharacteristics(inputCharacteristics, devices); - if (devices.Count > 0) - { - inputDevice = devices[0]; - } - } -} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/QuestSystem.cs b/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/QuestSystem.cs deleted file mode 100644 index 921f0f3e..00000000 --- a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/QuestSystem.cs +++ /dev/null @@ -1,80 +0,0 @@ -using TMPro; -using UnityEngine; - -public class QuestSystem : MonoBehaviour -{ - private string[] QuestList = new string[] { "DrinkNectar", "Mating", "DrinkBlood", "LayEgg" }; - private bool[] target; - public TextMeshProUGUI[] Quest_Text; - public GameManager gm; - bool n,m,b,l; - private void Start() - { - gm = GameManager.instance; - target = new bool[QuestList.Length]; - SetQuest(); - } - private void Update() - { - SetQuest(); - } - public void checkprogess() - { - target[0] = gm.player.Max_Nec <= gm.player.Current_Nec; - target[1] = gm.player.isMate; - target[2] = gm.player.Max_Blood <= gm.player.Current_Blood; - target[3] = gm.player.EggLayed == 4; - - } - public void SetQuest() - { - checkprogess(); - for (int i = 0; i < QuestList.Length; i++) - { - if (!target[i]) - { - Quest_Text[i].text = "" + QuestList[i] + ""; - if (i == 2 && b) - { - b = false; - } - if (i == 0 && n) - { - n = false; - } - if (i == 1 && m) - { - m = false; - } - if (i == 3 && l) - { - l = false; - } - } - if (target[i]) - { - Quest_Text[i].text = "" + QuestList[i] + ""; - if(i == 2 && !b) - { - GameManager.instance.setscore(25); - b = true; - } - if (i == 0 && !n) - { - GameManager.instance.setscore(25); - n = true; - } - if (i == 1 && !m) - { - GameManager.instance.setscore(25); - m = true; - } - if (i == 3 && !l) - { - GameManager.instance.setscore(25); - l = true; - } - } - } - } -} diff --git a/Assets/1.TeamWorkspace/GameTesting.meta b/Assets/1.TeamWorkspace/Module1.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting.meta rename to Assets/1.TeamWorkspace/Module1.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem.meta b/Assets/1.TeamWorkspace/Module1/GameSystem.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/MovingCar.cs b/Assets/1.TeamWorkspace/Module1/GameSystem/MovingCar.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/MovingCar.cs rename to Assets/1.TeamWorkspace/Module1/GameSystem/MovingCar.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/MovingCar.cs.meta b/Assets/1.TeamWorkspace/Module1/GameSystem/MovingCar.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/MovingCar.cs.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem/MovingCar.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/RoadControl.cs b/Assets/1.TeamWorkspace/Module1/GameSystem/RoadControl.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/RoadControl.cs rename to Assets/1.TeamWorkspace/Module1/GameSystem/RoadControl.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/RoadControl.cs.meta b/Assets/1.TeamWorkspace/Module1/GameSystem/RoadControl.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/RoadControl.cs.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem/RoadControl.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/SendRecieveData.cs b/Assets/1.TeamWorkspace/Module1/GameSystem/SendRecieveData.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/SendRecieveData.cs rename to Assets/1.TeamWorkspace/Module1/GameSystem/SendRecieveData.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/SendRecieveData.cs.meta b/Assets/1.TeamWorkspace/Module1/GameSystem/SendRecieveData.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/SendRecieveData.cs.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem/SendRecieveData.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/StereoSoundListener.cs b/Assets/1.TeamWorkspace/Module1/GameSystem/StereoSoundListener.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/StereoSoundListener.cs rename to Assets/1.TeamWorkspace/Module1/GameSystem/StereoSoundListener.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/StereoSoundListener.cs.meta b/Assets/1.TeamWorkspace/Module1/GameSystem/StereoSoundListener.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/StereoSoundListener.cs.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem/StereoSoundListener.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/WaterContainer.cs b/Assets/1.TeamWorkspace/Module1/GameSystem/WaterContainer.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/WaterContainer.cs rename to Assets/1.TeamWorkspace/Module1/GameSystem/WaterContainer.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/GameSystem/WaterContainer.cs.meta b/Assets/1.TeamWorkspace/Module1/GameSystem/WaterContainer.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/GameSystem/WaterContainer.cs.meta rename to Assets/1.TeamWorkspace/Module1/GameSystem/WaterContainer.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material.meta b/Assets/1.TeamWorkspace/Module1/Material.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material.meta rename to Assets/1.TeamWorkspace/Module1/Material.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Dark 1.mat b/Assets/1.TeamWorkspace/Module1/Material/Dark 1.mat similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Dark 1.mat rename to Assets/1.TeamWorkspace/Module1/Material/Dark 1.mat diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Dark 1.mat.meta b/Assets/1.TeamWorkspace/Module1/Material/Dark 1.mat.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Dark 1.mat.meta rename to Assets/1.TeamWorkspace/Module1/Material/Dark 1.mat.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Green.mat b/Assets/1.TeamWorkspace/Module1/Material/Green.mat similarity index 100% rename from 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a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/Dark.mat.meta b/Assets/1.TeamWorkspace/Module1/Material/Mat/Dark.mat.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/Dark.mat.meta rename to Assets/1.TeamWorkspace/Module1/Material/Mat/Dark.mat.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/Green.mat b/Assets/1.TeamWorkspace/Module1/Material/Mat/Green.mat similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/Green.mat rename to Assets/1.TeamWorkspace/Module1/Material/Mat/Green.mat diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/Green.mat.meta b/Assets/1.TeamWorkspace/Module1/Material/Mat/Green.mat.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/Green.mat.meta rename to Assets/1.TeamWorkspace/Module1/Material/Mat/Green.mat.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/Light_Green.mat b/Assets/1.TeamWorkspace/Module1/Material/Mat/Light_Green.mat similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/Light_Green.mat rename to Assets/1.TeamWorkspace/Module1/Material/Mat/Light_Green.mat diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/Light_Green.mat.meta b/Assets/1.TeamWorkspace/Module1/Material/Mat/Light_Green.mat.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/Light_Green.mat.meta rename to Assets/1.TeamWorkspace/Module1/Material/Mat/Light_Green.mat.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/New Material.mat b/Assets/1.TeamWorkspace/Module1/Material/Mat/New Material.mat similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Material/Mat/New Material.mat rename to Assets/1.TeamWorkspace/Module1/Material/Mat/New Material.mat diff --git a/Assets/1.TeamWorkspace/GameTesting/Material/Mat/New Material.mat.meta b/Assets/1.TeamWorkspace/Module1/Material/Mat/New 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Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/PlayerSavedData.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/PlayerSavedData.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/PlayerSavedData.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/PlayerSavedData.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/PlayerSavedData.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/SaveManager.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/SaveManager.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/SaveManager.cs rename to Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/SaveManager.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/SaveManager.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/SaveManager.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/SaveSystem/SaveManager.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/SaveSystem/SaveManager.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script.meta diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/DangerSource.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/DangerSource.cs new file mode 100644 index 00000000..b991dd08 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/DangerSource.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.Serialization; + +/// +/// Kill volume (predator, spray, ...). The player gets seconds of warning - +/// red vignette + "DANGER" prompt on the HUD - to get out before it kills them. +/// Not placed in the current scene; attach it to a dragonfly / fish / spray to use it. +/// +public class DangerSource : MonoBehaviour +{ + [FormerlySerializedAs("AttactCD")] + public float AttackCD; + private float attackCountTime; + private void OnTriggerEnter(Collider other) + { + if (other.gameObject.GetComponent()) + { + attackCountTime = 0; + GameManager.instance.SetDanger(true); + } + } + private void OnTriggerStay(Collider other) + { + if (other.gameObject.GetComponent()) + { + attackCountTime += Time.deltaTime; + if (attackCountTime >= AttackCD) + { + GameManager.instance.GameOver(GameManager.GameOverReason.Eaten); + } + } + } + private void OnTriggerExit(Collider other) + { + if (other.gameObject.GetComponent()) + { + attackCountTime = 0; + GameManager.instance.SetDanger(false); + } + } +} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/DengerSource.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/DangerSource.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/DengerSource.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/DangerSource.cs.meta diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Drink.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Drink.cs new file mode 100644 index 00000000..a3ced2d6 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Drink.cs @@ -0,0 +1,53 @@ +using UnityEngine; + +/// +/// Trigger volume on the proboscis. Holding A over a person or a flower drinks blood / nectar and +/// parents the player to it so they stay attached; the HUD prompt comes from ReportInteraction. +/// +public class Drink : MonoBehaviour +{ + private void OnTriggerStay(Collider collision) + { + var player = PlayerMain.instance; + if (player == null) return; + + if (collision.gameObject.GetComponent()) + { + player.ReportInteraction(PlayerMain.Interaction.Human); + if (player.R_primaryValue && player.Current_Blood < player.Max_Blood) + { + player.Drink(); + player.canmove = false; + player.gameObject.transform.parent = collision.gameObject.transform; + } + else if (!player.R_primaryValue) + { + player.canmove = true; + player.transform.parent = null; + } + } + if (collision.gameObject.tag == "Flower") + { + player.ReportInteraction(PlayerMain.Interaction.Flower); + if (player.R_primaryValue && player.Current_Nec < player.Max_Nec) + { + player.DrinkNectar(); + player.canmove = false; + player.gameObject.transform.parent = collision.gameObject.transform; + } + else if (!player.R_primaryValue) + { + player.canmove = true; + player.transform.parent = null; + } + } + } + private void OnTriggerExit(Collider other) + { + if (other.gameObject.GetComponent()) + { + PlayerMain.instance.canmove = true; + PlayerMain.instance.transform.parent = null; + } + } +} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Drink.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Drink.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Drink.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Drink.cs.meta diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/GameManager.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/GameManager.cs new file mode 100644 index 00000000..26a4ff0c --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/GameManager.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +public class GameManager : MonoBehaviour +{ + public static GameManager instance; + public int score; + public int time_M,time_S; + public int time,Maxtime; + public GameObject Rain; + public PlayerMain player; + public GameObject[] Human; + public bool IsRain; + + public enum GameOverReason { Starved, Eaten, TimeOut } + + /// True once the player has dismissed the intro. The timer and the nectar drain wait for it. + public bool GameStarted { get; private set; } + public bool GameEnded { get; private set; } + public bool IsPlaying => GameStarted && !GameEnded; + + public Module1HUD hud { get; private set; } + public QuestSystem quests { get; private set; } + + // The intro is only shown on the first run of a session; after "press any button to restart" + // the player already knows the rules and goes straight back in. + static bool introShown; + float introOpenedAt; + + private void Awake() + { + Maxtime = (time_M) * 60 + time_S; + time = Maxtime; + instance = this; + quests = GetComponent(); + if (quests == null) quests = FindFirstObjectByType(); + hud = GetComponent(); + if (hud == null) hud = gameObject.AddComponent(); + } + + private void Start() + { + if (SaveManager.instance != null && SaveManager.instance.a != null) + { + score = SaveManager.instance.a.Score; + } + if (introShown) + { + StartGame(); + } + else + { + introOpenedAt = Time.time; + hud.ShowIntro(); + } + } + + private void Update() + { + // Half a second of grace so a button still held from the menu does not skip the intro. + if (!GameStarted && player != null && player.PrimaryDown && Time.time - introOpenedAt > 0.5f) + { + StartGame(); + } + } + + public void StartGame() + { + if (GameStarted) return; + GameStarted = true; + introShown = true; + hud.HideIntro(); + hud.ShowQuestPanel(hud.questPanelOnStart); + hud.Toast(Module1Text.StartToast); + InvokeRepeating(nameof(Settime), 1, 1); + } + + public void Settime() + { + time -= 1; + + // Rain falls between 66% and 33% of the time; that is when the containers fill up. + bool rainNow = time < Maxtime * 0.66f && time > Maxtime * 0.33f; + if (rainNow != IsRain) + { + IsRain = rainNow; + if (Rain != null) Rain.SetActive(rainNow); + if (rainNow) hud.Toast(Module1Text.RainStarted, hud.rainColor); + else hud.Toast(Module1Text.RainStopped, hud.rainColor); + } + + if (time == 60) hud.Toast(Module1Text.OneMinuteLeft, hud.warnColor); + else if (time == 30) hud.Toast(Module1Text.ThirtySecondsLeft, hud.warnColor); + + if (time <= 0) + { + CancelInvoke(nameof(Settime)); + TimeOut(); + } + } + + public void SetScore(int sc) + { + SetScore(sc, null); + } + + /// Adds points; with a label the HUD also shows a "+N label" toast. + public void SetScore(int sc, string label) + { + score += sc; + if (SaveManager.instance != null && SaveManager.instance.a != null) + { + SaveManager.instance.a.Score = score; + SaveManager.SavePlayerData(SaveManager.instance.a); + } + if (label != null) hud.Toast("+" + sc + " " + label, hud.doneColor); + } + + public void GameOver(GameOverReason reason) + { + if (GameEnded) return; + GameEnded = true; + player.Death = true; + CancelInvoke(nameof(Settime)); + hud.SetDanger(false); + hud.ShowEnd(reason, score, + quests != null ? quests.CompletedCount : 0, + quests != null ? QuestSystem.QuestCount : 0, + player.EggLayed); + Invoke(nameof(RestartAble), 1); + } + + public void TimeOut() + { + GameOver(GameOverReason.TimeOut); + } + + public void RestartAble() + { + player.RestartAble = true; + } + + public void SetDanger(bool on) + { + hud.SetDanger(on); + } +} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/GameManager.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/GameManager.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/GameManager.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/GameManager.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Human.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Human.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Human.cs rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Human.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Human.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Human.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Human.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Human.cs.meta diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs new file mode 100644 index 00000000..05b5def1 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs @@ -0,0 +1,1003 @@ +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +/// +/// In-headset HUD for Module 1 (play as a mosquito). +/// +/// Everything is built from code at runtime - no prefab, no scene canvas - so a UI change never +/// has to touch the 38k-line scene and nothing can go missing on merge. Every object goes on the +/// UI layer: the Main Camera has an overlay camera in its URP stack that renders only that layer +/// with depth cleared, so the HUD is always drawn on top of the world (and on top of thermal vision). +/// +/// Two canvases: +/// - a lazily-following world-space canvas in front of the player: timer, score, objective +/// arrow, energy/blood bars, quest list, contextual prompt, toasts, intro and end panels; +/// - a head-locked vignette canvas for the low-energy and danger warnings. +/// +/// The HUD only reads game state (GameManager / PlayerMain / QuestSystem) each frame. Game code +/// pushes one-off events through Toast(), ShowIntro(), ShowEnd(), ShowQuestPanel(), SetDanger(). +/// All player-facing copy lives in Module1Text at the bottom of this file. +/// +/// GameManager adds this component to itself if the scene does not already carry one, so the +/// serialized fields below are only there for tuning in the inspector. +/// +public class Module1HUD : MonoBehaviour +{ + public static Module1HUD Instance { get; private set; } + + [Header("Placement (world units - the player rig is scaled 0.5, so 1.0 here reads as ~2 m)")] + public float distance = 1.0f; + public float followSpeed = 6f; + public float vignetteDistance = 0.3f; + + [Header("Timing")] + public float toastDuration = 3.5f; + public float questPanelOnStart = 8f; + public float questPanelOnChange = 5f; + + [Header("Thresholds")] + [Range(0f, 1f)] public float lowEnergyFraction = 0.3f; + + [Header("Colours")] + public Color nectarColor = new Color(1f, 0.78f, 0.2f); + public Color bloodColor = new Color(0.85f, 0.18f, 0.18f); + public Color doneColor = new Color(0.4f, 0.85f, 0.45f); + public Color warnColor = new Color(1f, 0.55f, 0.1f); + public Color dangerColor = new Color(0.9f, 0.05f, 0.05f); + public Color rainColor = new Color(0.55f, 0.8f, 1f); + public Color textColor = Color.white; + public Color mutedColor = new Color(0.75f, 0.78f, 0.82f); + public Color panelColor = new Color(0.04f, 0.05f, 0.07f, 0.72f); + public Color barBackColor = new Color(0f, 0f, 0f, 0.55f); + + // Canvas size in millimetres (canvas scale is 0.001, so 1 unit = 1 mm at `distance`). + const float CanvasW = 1100f, CanvasH = 620f; + const float ToastW = 440f, PromptW = 600f; + const int MaxToasts = 3; + + // ---- runtime references ---- + Transform cam; + Vector3 smoothForward; + int uiLayer; + TMP_FontAsset font; + + RectTransform hudRoot, vignetteRoot; + CanvasGroup gameplayGroup, questGroup, promptGroup, introGroup, endGroup; + Image vignette; + + TextMeshProUGUI timerText, rainTag, scoreText, objectiveText, promptText; + RectTransform promptRect; + string lastPrompt; + Image objectiveArrow; + Image nectarFill, bloodFill; + TextMeshProUGUI introTitle, introBody, introFooter; + TextMeshProUGUI endTitle, endSubtitle, endStats, endFact, endFooter; + + RectTransform toastContainer; + readonly List toasts = new List(); + QuestRow[] questRows; + + // ---- state ---- + float questPanelUntil; + bool danger; + bool lowEnergyToastArmed = true; + int lastObjective = int.MinValue; + float objectiveRefreshAt; + GameObject[] flowers = System.Array.Empty(); + Human[] humans = System.Array.Empty(); + Wild_Mosquitos[] mosquitoes = System.Array.Empty(); + WaterContainer[] containers = System.Array.Empty(); + + // ---- sprites (generated once) ---- + Sprite roundedSprite, dropSprite, flowerSprite, arrowSprite, tickSprite, vignetteSprite; + + class ToastEntry + { + public RectTransform rect; + public CanvasGroup group; + public float born; + } + + class QuestRow + { + public Image box, tick; + public TextMeshProUGUI title, hint; + } + + // ------------------------------------------------------------------ lifecycle + + void Awake() + { + Instance = this; + uiLayer = LayerMask.NameToLayer("UI"); + if (uiLayer < 0) uiLayer = 5; + font = TMP_Settings.defaultFontAsset; + + BuildSprites(); + BuildHud(); + BuildVignette(); + + // Start hidden; GameManager decides what to show. + gameplayGroup.alpha = 0f; + questGroup.alpha = 0f; + promptGroup.alpha = 0f; + introGroup.alpha = 0f; + endGroup.alpha = 0f; + vignette.color = new Color(0, 0, 0, 0); + } + + void OnDestroy() + { + if (Instance == this) Instance = null; + if (hudRoot != null) Destroy(hudRoot.gameObject); + if (vignetteRoot != null) Destroy(vignetteRoot.gameObject); + } + + void LateUpdate() + { + if (!ResolveCamera()) return; + Follow(); + + var gm = GameManager.instance; + var player = PlayerMain.instance; + if (gm == null || player == null) return; + + bool playing = gm.IsPlaying; + Fade(gameplayGroup, playing); + + UpdateStatus(gm); + UpdateBars(player); + UpdateQuests(gm, player); + UpdateObjective(gm, player); + UpdatePrompt(gm, player); + UpdateToasts(); + UpdateVignette(player); + + if (introGroup.alpha > 0f) + introFooter.alpha = 0.55f + 0.45f * Mathf.Sin(Time.time * 4f); + if (endGroup.alpha > 0f && player.RestartAble) + endFooter.alpha = 0.55f + 0.45f * Mathf.Sin(Time.time * 4f); + } + + // ------------------------------------------------------------------ public API + + public void ShowIntro() + { + introTitle.text = Module1Text.IntroTitle; + introBody.text = Module1Text.IntroBody; + introFooter.text = Module1Text.IntroFooter; + introGroup.alpha = 1f; + } + + public void HideIntro() + { + introGroup.alpha = 0f; + } + + /// Keeps the quest list on screen for a while (it is also shown while the left grip is held). + public void ShowQuestPanel(float seconds) + { + questPanelUntil = Mathf.Max(questPanelUntil, Time.time + seconds); + } + + public void OnQuestCompleted(int index) + { + ShowQuestPanel(questPanelOnChange); + } + + /// Short message stacked below the timer. Newest on top, at most three at once. + public void Toast(string message, Color? accent = null) + { + if (string.IsNullOrEmpty(message)) return; + var rect = NewRect("Toast", toastContainer, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), Vector2.zero, new Vector2(ToastW, 44)); + var bg = rect.gameObject.AddComponent(); + bg.sprite = roundedSprite; bg.type = Image.Type.Sliced; bg.color = panelColor; bg.raycastTarget = false; + var text = NewText("Text", rect, message, 24, accent ?? textColor, TextAlignmentOptions.Center, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(-28, 0)); + rect.sizeDelta = new Vector2(ToastW, Mathf.Max(44f, text.GetPreferredValues(message, ToastW - 28f, 0f).y + 18f)); + var group = rect.gameObject.AddComponent(); + group.alpha = 0f; + toasts.Insert(0, new ToastEntry { rect = rect, group = group, born = Time.time }); + while (toasts.Count > MaxToasts) + { + Destroy(toasts[toasts.Count - 1].rect.gameObject); + toasts.RemoveAt(toasts.Count - 1); + } + } + + public void SetDanger(bool on) + { + danger = on; + } + + /// True while a DangerSource has the player inside its volume. + public bool DangerActive => danger; + + public void ShowEnd(GameManager.GameOverReason reason, int score, int questsDone, int questsTotal, int eggs) + { + endTitle.text = Module1Text.EndTitle(reason); + endSubtitle.text = Module1Text.EndSubtitle(reason); + endStats.text = Module1Text.EndStats(score, questsDone, questsTotal, eggs); + endFact.text = Module1Text.RandomFact(); + endFooter.text = Module1Text.EndFooter; + endTitle.color = reason == GameManager.GameOverReason.TimeOut ? textColor : warnColor; + endGroup.alpha = 1f; + promptGroup.alpha = 0f; + questGroup.alpha = 0f; + } + + // ------------------------------------------------------------------ per-frame updates + + bool ResolveCamera() + { + if (cam != null) return true; + // Two cameras are tagged MainCamera (the thermal one is a child at the same pose), so + // prefer the one PlayerMain drives. + if (PlayerMain.instance != null && PlayerMain.instance.mainCamera != null) + cam = PlayerMain.instance.mainCamera.transform; + else if (Camera.main != null) + cam = Camera.main.transform; + if (cam != null) smoothForward = cam.forward; + return cam != null; + } + + // Translation follows the head instantly; the view direction is smoothed so the HUD trails a + // little when the player turns instead of being glued to the eyes (same idea as Module 2's + // CanvasFollower, but also following pitch, since a flying mosquito looks up and down a lot). + void Follow() + { + smoothForward = Vector3.Slerp(smoothForward, cam.forward, 1f - Mathf.Exp(-followSpeed * Time.deltaTime)); + hudRoot.position = cam.position + smoothForward * distance; + hudRoot.rotation = Quaternion.LookRotation(smoothForward, cam.up); + + vignetteRoot.position = cam.position + cam.forward * vignetteDistance; + vignetteRoot.rotation = cam.rotation; + } + + void UpdateStatus(GameManager gm) + { + int t = Mathf.Max(0, gm.time); + timerText.text = (t / 60) + ":" + (t % 60).ToString("00"); + timerText.color = t <= 10 ? dangerColor : t <= 30 ? warnColor : textColor; + if (t <= 10 && gm.IsPlaying) + timerText.alpha = 0.6f + 0.4f * Mathf.Abs(Mathf.Sin(Time.time * 6f)); + else + timerText.alpha = 1f; + + scoreText.text = Module1Text.Score(gm.score); + rainTag.text = gm.IsRain ? Module1Text.RainTag : ""; + } + + void UpdateBars(PlayerMain player) + { + float nec = player.Max_Nec > 0 ? Mathf.Clamp01(player.Current_Nec / player.Max_Nec) : 0f; + float blood = player.Max_Blood > 0 ? Mathf.Clamp01(player.Current_Blood / player.Max_Blood) : 0f; + nectarFill.fillAmount = nec; + bloodFill.fillAmount = blood; + + bool low = nec < lowEnergyFraction; + nectarFill.color = low + ? Color.Lerp(nectarColor, warnColor, 0.5f + 0.5f * Mathf.Sin(Time.time * 8f)) + : nectarColor; + + // One-shot warning when energy first drops low; re-armed once it has been refilled. + if (low && lowEnergyToastArmed && GameManager.instance.IsPlaying) + { + lowEnergyToastArmed = false; + Toast(Module1Text.LowEnergy, warnColor); + } + else if (nec > 0.5f) + lowEnergyToastArmed = true; + } + + void UpdateQuests(GameManager gm, PlayerMain player) + { + var quests = gm.quests; + bool show = gm.IsPlaying && (player.L_gripValue || Time.time < questPanelUntil); + Fade(questGroup, show); + if (quests == null || quests.Quests == null) return; + + for (int i = 0; i < questRows.Length && i < quests.Quests.Length; i++) + { + var q = quests.Quests[i]; + var row = questRows[i]; + string title = q.progress != null ? q.title + " " + q.progress : q.title; + row.title.text = title; + row.title.color = q.done ? doneColor : textColor; + row.hint.text = q.done ? Module1Text.QuestDone : q.hint; + row.box.color = q.done ? doneColor : new Color(1f, 1f, 1f, 0.18f); + row.tick.enabled = q.done; + } + } + + // Arrow + label under the timer pointing at the nearest thing the player needs next. + void UpdateObjective(GameManager gm, PlayerMain player) + { + if (Time.time >= objectiveRefreshAt) + { + objectiveRefreshAt = Time.time + 3f; + flowers = GameObject.FindGameObjectsWithTag("Flower"); + humans = FindObjectsByType(FindObjectsSortMode.None); + mosquitoes = FindObjectsByType(FindObjectsSortMode.None); + containers = FindObjectsByType(FindObjectsSortMode.None); + } + + int objective = gm.quests != null ? gm.quests.CurrentObjective : -1; + float nec = player.Max_Nec > 0 ? player.Current_Nec / player.Max_Nec : 1f; + bool bloodFull = player.Current_Blood >= player.Max_Blood; + + // A short hint the first time each objective becomes current (this is where the thermal + // vision tip lives). + if (objective != lastObjective) + { + if (lastObjective != int.MinValue && gm.IsPlaying) + Toast(Module1Text.ObjectiveHint(objective)); + lastObjective = objective; + } + + string label; + Vector3 target; + bool found; + if (nec < lowEnergyFraction + 0.05f) + { + found = Nearest(flowers, out target); + label = Module1Text.TargetFlowerUrgent; + } + else + { + switch (objective) + { + case 0: + found = Nearest(flowers, out target); label = Module1Text.TargetFlower; break; + case 1: + found = NearestMale(out target); label = Module1Text.TargetMale; break; + case 2: + found = Nearest(humans, out target); label = Module1Text.TargetHuman; break; + default: + if (bloodFull && player.isMate) + { + found = NearestFilledContainer(out target); label = Module1Text.TargetContainer; + } + else if (!player.isMate) + { + found = NearestMale(out target); label = Module1Text.TargetMale; + } + else + { + found = Nearest(humans, out target); label = Module1Text.TargetHuman; + } + break; + } + } + + if (!found) + { + objectiveArrow.enabled = false; + objectiveText.text = Module1Text.TargetNone(label); + objectiveText.color = mutedColor; + return; + } + + Vector3 to = target - cam.position; + float dist = to.magnitude; + float vertical = to.y; + to.y = 0f; + Vector3 fwd = smoothForward; fwd.y = 0f; + float angle = to.sqrMagnitude > 0.0001f && fwd.sqrMagnitude > 0.0001f ? Vector3.SignedAngle(fwd, to, Vector3.up) : 0f; + + objectiveArrow.enabled = dist > 1.5f; + objectiveArrow.rectTransform.localRotation = Quaternion.Euler(0, 0, -angle); + objectiveText.color = textColor; + objectiveText.text = Module1Text.Target(label, dist, vertical); + } + + void UpdatePrompt(GameManager gm, PlayerMain player) + { + string msg = null; + Color color = textColor; + + if (danger) + { + msg = Module1Text.DangerPrompt; + color = dangerColor; + } + else + { + bool bloodFull = player.Current_Blood >= player.Max_Blood; + bool necFull = player.Current_Nec >= player.Max_Nec; + bool holding = player.R_primaryValue; + switch (player.CurrentInteraction) + { + case PlayerMain.Interaction.Flower: + msg = necFull ? Module1Text.EnergyFull : holding ? Module1Text.DrinkingNectar : Module1Text.PromptDrinkNectar; + break; + case PlayerMain.Interaction.Human: + if (bloodFull) msg = player.isMate ? Module1Text.BloodFullMated : Module1Text.BloodFullNotMated; + else msg = holding ? Module1Text.DrinkingBlood : Module1Text.PromptDrinkBlood; + break; + case PlayerMain.Interaction.Mate: + msg = player.isMate ? Module1Text.AlreadyMated : Module1Text.PromptMate; + break; + case PlayerMain.Interaction.FemaleMosquito: + msg = Module1Text.FemaleMosquito; + break; + case PlayerMain.Interaction.Container: + var c = player.CurrentContainer; + if (c != null && !c.isFill) { msg = Module1Text.ContainerDry; color = mutedColor; } + else if (!player.isMate) { msg = Module1Text.NeedMate; color = mutedColor; } + else if (!bloodFull) { msg = Module1Text.NeedBlood; color = mutedColor; } + else msg = Module1Text.PromptLayEggs; + break; + } + } + + bool show = gm.IsPlaying && msg != null; + if (show) + { + if (msg != lastPrompt) + { + lastPrompt = msg; + promptText.text = msg; + promptRect.sizeDelta = new Vector2(PromptW, Mathf.Max(52f, promptText.GetPreferredValues(msg, PromptW - 28f, 0f).y + 18f)); + } + promptText.color = color; + } + Fade(promptGroup, show, 12f); + } + + void UpdateToasts() + { + float y = 0f; + for (int i = toasts.Count - 1; i >= 0; i--) + { + var t = toasts[i]; + float age = Time.time - t.born; + if (age > toastDuration) + { + Destroy(t.rect.gameObject); + toasts.RemoveAt(i); + } + } + for (int i = 0; i < toasts.Count; i++) + { + var t = toasts[i]; + float age = Time.time - t.born; + float a = Mathf.Min(age / 0.2f, (toastDuration - age) / 0.4f); + t.group.alpha = Mathf.Clamp01(a); + var pos = t.rect.anchoredPosition; + pos.y = Mathf.Lerp(pos.y, -y, 1f - Mathf.Exp(-14f * Time.deltaTime)); + t.rect.anchoredPosition = pos; + y += t.rect.sizeDelta.y + 6f; + } + } + + void UpdateVignette(PlayerMain player) + { + Color c; + float a; + if (danger) + { + c = dangerColor; + a = 0.6f + 0.15f * Mathf.Sin(Time.time * 10f); + } + else + { + float nec = player.Max_Nec > 0 ? player.Current_Nec / player.Max_Nec : 1f; + float t = lowEnergyFraction > 0 ? Mathf.Clamp01((lowEnergyFraction - nec) / lowEnergyFraction) : 0f; + c = warnColor; + a = t * (0.45f + 0.15f * Mathf.Sin(Time.time * 5f)); + } + if (GameManager.instance != null && !GameManager.instance.IsPlaying) a = 0f; + c.a = Mathf.MoveTowards(vignette.color.a, a, Time.deltaTime * 2f); + vignette.color = c; + } + + static void Fade(CanvasGroup g, bool visible, float speed = 6f) + { + g.alpha = Mathf.MoveTowards(g.alpha, visible ? 1f : 0f, Time.deltaTime * speed); + } + + // ------------------------------------------------------------------ target search + + bool Nearest(GameObject[] list, out Vector3 pos) + { + pos = Vector3.zero; + float best = float.MaxValue; + foreach (var go in list) + { + if (go == null) continue; + float d = (go.transform.position - cam.position).sqrMagnitude; + if (d < best) { best = d; pos = go.transform.position; } + } + return best < float.MaxValue; + } + + bool Nearest(T[] list, out Vector3 pos) where T : Component + { + pos = Vector3.zero; + float best = float.MaxValue; + foreach (var c in list) + { + if (c == null) continue; + float d = (c.transform.position - cam.position).sqrMagnitude; + if (d < best) { best = d; pos = c.transform.position; } + } + return best < float.MaxValue; + } + + bool NearestMale(out Vector3 pos) + { + pos = Vector3.zero; + float best = float.MaxValue; + foreach (var m in mosquitoes) + { + if (m == null || m.Gender != Wild_Mosquitos.genderlist.male) continue; + float d = (m.transform.position - cam.position).sqrMagnitude; + if (d < best) { best = d; pos = m.transform.position; } + } + return best < float.MaxValue; + } + + bool NearestFilledContainer(out Vector3 pos) + { + pos = Vector3.zero; + float best = float.MaxValue; + foreach (var c in containers) + { + if (c == null || !c.isFill) continue; + float d = (c.transform.position - cam.position).sqrMagnitude; + if (d < best) { best = d; pos = c.transform.position; } + } + return best < float.MaxValue; + } + + // ------------------------------------------------------------------ construction + + void BuildHud() + { + hudRoot = NewCanvas("Module1HUD (runtime)", CanvasW, CanvasH, 10); + var root = hudRoot; + + // --- gameplay layer: everything that is only meaningful while playing + var gameplay = NewRect("Gameplay", root, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero); + gameplayGroup = gameplay.gameObject.AddComponent(); + + // Timer, top centre + timerText = NewText("Timer", gameplay, "5:00", 60, textColor, TextAlignmentOptions.Center, + new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -8), new Vector2(320, 70), FontStyles.Bold); + rainTag = NewText("RainTag", gameplay, "", 22, rainColor, TextAlignmentOptions.Center, + new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -76), new Vector2(420, 28)); + + // Objective arrow + label + var objective = NewRect("Objective", gameplay, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -104), new Vector2(420, 40)); + objectiveArrow = NewImage("Arrow", objective, arrowSprite, textColor, Image.Type.Simple, + new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(24, 0), new Vector2(30, 30)); + objectiveText = NewText("Label", objective, "", 26, textColor, TextAlignmentOptions.Left, + new Vector2(0f, 0.5f), new Vector2(1f, 0.5f), new Vector2(0f, 0.5f), new Vector2(50, 0), new Vector2(-50, 40)); + + // Score, top left + scoreText = NewText("Score", gameplay, "Score 0", 34, textColor, TextAlignmentOptions.Left, + new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(24, -18), new Vector2(300, 44), FontStyles.Bold); + + // Energy (nectar) bar, bottom left; blood bar, bottom right (fills toward the centre) + nectarFill = BuildBar(gameplay, Module1Text.EnergyLabel, flowerSprite, nectarColor, right: false); + bloodFill = BuildBar(gameplay, Module1Text.BloodLabel, dropSprite, bloodColor, right: true); + + // Contextual prompt, bottom centre + var prompt = NewRect("Prompt", gameplay, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0, 92), new Vector2(PromptW, 52)); + promptRect = prompt; + promptGroup = prompt.gameObject.AddComponent(); + var promptBg = prompt.gameObject.AddComponent(); + promptBg.sprite = roundedSprite; promptBg.type = Image.Type.Sliced; promptBg.color = panelColor; promptBg.raycastTarget = false; + promptText = NewText("Text", prompt, "", 28, textColor, TextAlignmentOptions.Center, + Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(-28, 0)); + + // Toasts, under the objective line + toastContainer = NewRect("Toasts", gameplay, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -166), new Vector2(ToastW, 200)); + + // Quest list, right side + BuildQuestPanel(gameplay); + + // --- modal panels (outside the gameplay group so they stay visible when it fades) + var modals = NewRect("Modals", root, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero); + BuildIntroPanel(modals); + BuildEndPanel(modals); + } + + Image BuildBar(Transform parent, string label, Sprite icon, Color color, bool right) + { + float ax = right ? 1f : 0f; + Vector2 anchor = new Vector2(ax, 0f); + float sign = right ? -1f : 1f; + var bar = NewRect(right ? "BloodBar" : "EnergyBar", parent, anchor, anchor, anchor, new Vector2(sign * 24, 22), new Vector2(320, 48)); + + NewImage("Icon", bar, icon, color, Image.Type.Simple, anchor, anchor, anchor, Vector2.zero, new Vector2(46, 46)); + NewText("Label", bar, label, 21, mutedColor, right ? TextAlignmentOptions.Right : TextAlignmentOptions.Left, + anchor, anchor, anchor, new Vector2(sign * 56, 26), new Vector2(250, 24)); + var back = NewImage("Back", bar, roundedSprite, barBackColor, Image.Type.Sliced, anchor, anchor, anchor, new Vector2(sign * 56, 0), new Vector2(260, 22)); + back.pixelsPerUnitMultiplier = 1f; + var fill = NewImage("Fill", back.rectTransform, roundedSprite, color, Image.Type.Filled, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(-6, -6)); + fill.fillMethod = Image.FillMethod.Horizontal; + fill.fillOrigin = right ? (int)Image.OriginHorizontal.Right : (int)Image.OriginHorizontal.Left; + fill.fillAmount = 0.5f; + return fill; + } + + void BuildQuestPanel(Transform parent) + { + var panel = NewRect("Quests", parent, new Vector2(1f, 0.5f), new Vector2(1f, 0.5f), new Vector2(1f, 0.5f), new Vector2(-20, 20), new Vector2(310, 350)); + questGroup = panel.gameObject.AddComponent(); + var bg = panel.gameObject.AddComponent(); + bg.sprite = roundedSprite; bg.type = Image.Type.Sliced; bg.color = panelColor; bg.raycastTarget = false; + + NewText("Title", panel, Module1Text.QuestPanelTitle, 24, mutedColor, TextAlignmentOptions.Left, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -12), new Vector2(-32, 30), FontStyles.Bold); + NewText("GripHint", panel, Module1Text.QuestPanelHint, 16, mutedColor, TextAlignmentOptions.Right, + new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f), new Vector2(0, 8), new Vector2(-32, 22)); + + questRows = new QuestRow[QuestSystem.QuestCount]; + for (int i = 0; i < questRows.Length; i++) + { + float y = -52 - i * 66; + var row = new QuestRow(); + row.box = NewImage("Box" + i, panel, roundedSprite, new Color(1, 1, 1, 0.18f), Image.Type.Sliced, + new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(16, y), new Vector2(28, 28)); + row.box.pixelsPerUnitMultiplier = 1.4f; + row.tick = NewImage("Tick", row.box.rectTransform, tickSprite, Color.white, Image.Type.Simple, + Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(-4, -4)); + row.tick.enabled = false; + row.title = NewText("Title" + i, panel, "", 24, textColor, TextAlignmentOptions.Left, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0f, 1f), new Vector2(54, y + 2), new Vector2(-70, 30)); + row.hint = NewText("Hint" + i, panel, "", 18, mutedColor, TextAlignmentOptions.TopLeft, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0f, 1f), new Vector2(54, y - 26), new Vector2(-70, 40)); + questRows[i] = row; + } + } + + void BuildIntroPanel(Transform parent) + { + var panel = NewRect("Intro", parent, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0, 0), new Vector2(940, 600)); + introGroup = panel.gameObject.AddComponent(); + var bg = panel.gameObject.AddComponent(); + bg.sprite = roundedSprite; bg.type = Image.Type.Sliced; bg.color = new Color(panelColor.r, panelColor.g, panelColor.b, 0.9f); bg.raycastTarget = false; + + introTitle = NewText("Title", panel, "", 48, nectarColor, TextAlignmentOptions.Center, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -22), new Vector2(-40, 60), FontStyles.Bold); + introBody = NewText("Body", panel, "", 26, textColor, TextAlignmentOptions.TopLeft, + new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0.5f, 0.5f), new Vector2(0, -16), new Vector2(-80, -170)); + introFooter = NewText("Footer", panel, "", 30, doneColor, TextAlignmentOptions.Center, + new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f), new Vector2(0, 22), new Vector2(-40, 44), FontStyles.Bold); + } + + void BuildEndPanel(Transform parent) + { + var panel = NewRect("End", parent, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0, 0), new Vector2(800, 540)); + endGroup = panel.gameObject.AddComponent(); + var bg = panel.gameObject.AddComponent(); + bg.sprite = roundedSprite; bg.type = Image.Type.Sliced; bg.color = new Color(panelColor.r, panelColor.g, panelColor.b, 0.9f); bg.raycastTarget = false; + + endTitle = NewText("Title", panel, "", 52, textColor, TextAlignmentOptions.Center, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -24), new Vector2(-40, 64), FontStyles.Bold); + endSubtitle = NewText("Subtitle", panel, "", 25, mutedColor, TextAlignmentOptions.Center, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -94), new Vector2(-60, 70)); + endStats = NewText("Stats", panel, "", 32, textColor, TextAlignmentOptions.Center, + new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(0.5f, 1f), new Vector2(0, -180), new Vector2(-60, 140)); + endFact = NewText("Fact", panel, "", 23, nectarColor, TextAlignmentOptions.Center, + new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f), new Vector2(0, 76), new Vector2(-80, 90), FontStyles.Italic); + endFooter = NewText("Footer", panel, "", 28, doneColor, TextAlignmentOptions.Center, + new Vector2(0f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0f), new Vector2(0, 22), new Vector2(-40, 44), FontStyles.Bold); + } + + void BuildVignette() + { + // Big enough to cover the headset FOV at vignetteDistance; only the edges are opaque. + // 1.2 m square at vignetteDistance: with a ~90-110 deg per-eye FOV the edge of the view + // lands around half way up the radial gradient, so the central ~25 deg stays clear and + // only the periphery colours up. + vignetteRoot = NewCanvas("Module1HUD Vignette (runtime)", 1200, 1200, 5); + vignette = NewImage("Vignette", vignetteRoot, vignetteSprite, new Color(0, 0, 0, 0), Image.Type.Simple, + Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero); + } + + RectTransform NewCanvas(string name, float w, float h, int sortingOrder) + { + var go = new GameObject(name); + go.layer = uiLayer; + var rt = go.AddComponent(); + var canvas = go.AddComponent(); + canvas.renderMode = RenderMode.WorldSpace; + canvas.sortingOrder = sortingOrder; + canvas.additionalShaderChannels = AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.Normal | AdditionalCanvasShaderChannels.Tangent; + rt.sizeDelta = new Vector2(w, h); + rt.localScale = Vector3.one * 0.001f; + return rt; + } + + RectTransform NewRect(string name, Transform parent, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 pos, Vector2 size) + { + var go = new GameObject(name); + go.layer = uiLayer; + var rt = go.AddComponent(); + rt.SetParent(parent, false); + rt.anchorMin = anchorMin; + rt.anchorMax = anchorMax; + rt.pivot = pivot; + rt.anchoredPosition = pos; + rt.sizeDelta = size; + return rt; + } + + Image NewImage(string name, Transform parent, Sprite sprite, Color color, Image.Type type, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 pos, Vector2 size) + { + var rt = NewRect(name, parent, anchorMin, anchorMax, pivot, pos, size); + var img = rt.gameObject.AddComponent(); + img.sprite = sprite; + img.color = color; + img.type = type; + img.raycastTarget = false; + return img; + } + + TextMeshProUGUI NewText(string name, Transform parent, string text, float size, Color color, TextAlignmentOptions align, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 pos, Vector2 sizeDelta, FontStyles style = FontStyles.Normal) + { + var rt = NewRect(name, parent, anchorMin, anchorMax, pivot, pos, sizeDelta); + var t = rt.gameObject.AddComponent(); + if (font != null) t.font = font; + t.text = text; + t.fontSize = size; + t.color = color; + t.alignment = align; + t.fontStyle = style; + t.textWrappingMode = TextWrappingModes.Normal; + t.overflowMode = TextOverflowModes.Overflow; + t.richText = true; + t.raycastTarget = false; + return t; + } + + // ------------------------------------------------------------------ procedural sprites + + void BuildSprites() + { + // Rounded rectangle, 9-sliced (border 10 px = 10 mm corners at multiplier 1). + roundedSprite = MakeSprite(Raster(32, (u, v) => + { + float r = 10f / 32f; + Vector2 p = new Vector2(u - 0.5f, v - 0.5f); + Vector2 q = new Vector2(Mathf.Abs(p.x), Mathf.Abs(p.y)) - new Vector2(0.5f - r, 0.5f - r); + float d = new Vector2(Mathf.Max(q.x, 0f), Mathf.Max(q.y, 0f)).magnitude + Mathf.Min(Mathf.Max(q.x, q.y), 0f) - r; + return d < 0f; + }), new Vector4(10, 10, 10, 10)); + + // Blood drop: circle plus a triangle up to the apex, tangent to the circle. + dropSprite = MakeSprite(Raster(64, (u, v) => + InCircle(u, v, 0.5f, 0.36f, 0.28f) || InTri(u, v, 0.5f, 0.97f, 0.251f, 0.4885f, 0.749f, 0.4885f))); + + // Flower: centre plus five petals. + flowerSprite = MakeSprite(Raster(64, (u, v) => + { + if (InCircle(u, v, 0.5f, 0.5f, 0.12f)) return true; + for (int k = 0; k < 5; k++) + { + float a = (90f + 72f * k) * Mathf.Deg2Rad; + if (InCircle(u, v, 0.5f + 0.28f * Mathf.Cos(a), 0.5f + 0.28f * Mathf.Sin(a), 0.16f)) return true; + } + return false; + })); + + // Chevron arrow pointing up. + arrowSprite = MakeSprite(Raster(64, (u, v) => + InTri(u, v, 0.5f, 0.95f, 0.08f, 0.1f, 0.92f, 0.1f) && !InTri(u, v, 0.5f, 0.5f, 0.24f, 0.05f, 0.76f, 0.05f))); + + // Tick mark. + tickSprite = MakeSprite(Raster(32, (u, v) => + SegDist(u, v, 0.2f, 0.5f, 0.42f, 0.28f) < 0.09f || SegDist(u, v, 0.42f, 0.28f, 0.82f, 0.72f) < 0.09f)); + + // Radial vignette: clear in the middle, solid at the edges. + vignetteSprite = MakeSprite(RasterAlpha(128, (u, v) => + { + float d = new Vector2(u - 0.5f, v - 0.5f).magnitude / 0.7071f; + return Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(0.15f, 0.55f, d)); + })); + } + + static Sprite MakeSprite(Texture2D tex, Vector4 border = default) + { + return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100f, 0, SpriteMeshType.FullRect, border); + } + + // Supersampled hard-edged shape -> antialiased alpha. + static Texture2D Raster(int size, System.Func inside, int ss = 4) + { + var px = new Color32[size * size]; + float inv = 1f / (size * ss); + for (int y = 0; y < size; y++) + for (int x = 0; x < size; x++) + { + int hits = 0; + for (int sy = 0; sy < ss; sy++) + for (int sx = 0; sx < ss; sx++) + if (inside((x * ss + sx + 0.5f) * inv, (y * ss + sy + 0.5f) * inv)) hits++; + px[y * size + x] = new Color32(255, 255, 255, (byte)(255 * hits / (ss * ss))); + } + return ToTexture(size, px); + } + + static Texture2D RasterAlpha(int size, System.Func alpha) + { + var px = new Color32[size * size]; + for (int y = 0; y < size; y++) + for (int x = 0; x < size; x++) + px[y * size + x] = new Color32(255, 255, 255, (byte)Mathf.RoundToInt(255f * Mathf.Clamp01(alpha((x + 0.5f) / size, (y + 0.5f) / size)))); + return ToTexture(size, px); + } + + static Texture2D ToTexture(int size, Color32[] px) + { + var tex = new Texture2D(size, size, TextureFormat.RGBA32, false) + { + wrapMode = TextureWrapMode.Clamp, + filterMode = FilterMode.Bilinear + }; + tex.SetPixels32(px); + tex.Apply(false, true); + return tex; + } + + static bool InCircle(float u, float v, float cx, float cy, float r) + { + float dx = u - cx, dy = v - cy; + return dx * dx + dy * dy < r * r; + } + + static bool InTri(float u, float v, float ax, float ay, float bx, float by, float cx, float cy) + { + float d1 = (u - bx) * (ay - by) - (ax - bx) * (v - by); + float d2 = (u - cx) * (by - cy) - (bx - cx) * (v - cy); + float d3 = (u - ax) * (cy - ay) - (cx - ax) * (v - ay); + bool neg = d1 < 0 || d2 < 0 || d3 < 0; + bool pos = d1 > 0 || d2 > 0 || d3 > 0; + return !(neg && pos); + } + + static float SegDist(float u, float v, float ax, float ay, float bx, float by) + { + float vx = bx - ax, vy = by - ay; + float t = Mathf.Clamp01(((u - ax) * vx + (v - ay) * vy) / (vx * vx + vy * vy)); + float px = ax + t * vx - u, py = ay + t * vy - v; + return Mathf.Sqrt(px * px + py * py); + } +} + +/// +/// Every string the Module 1 HUD shows, in one place. Only glyphs from the baked LiberationSans +/// atlas (ASCII + Latin-1 + bullet) are safe here; the fallback font is dynamic and may not be +/// available on device. +/// +public static class Module1Text +{ + public const string EnergyLabel = "ENERGY (nectar)"; + public const string BloodLabel = "BLOOD"; + public const string RainTag = "Raining - containers are filling up"; + public static string Score(int score) => "Score " + score; + + // Quests + public const string QuestPanelTitle = "LIFE CYCLE"; + public const string QuestPanelHint = "hold left grip to show"; + public const string QuestNectar = "Drink nectar"; + public const string QuestNectarHint = "Find a flower and hold A. Nectar is your energy."; + public const string QuestMate = "Find a mate"; + public const string QuestMateHint = "Fly next to a male mosquito and press A."; + public const string QuestBlood = "Drink blood"; + public const string QuestBloodHint = "Hold A on a person. Right trigger = thermal vision."; + public const string QuestEggs = "Lay eggs"; + public const string QuestEggsHint = "Full blood meal, then press A in a container of rainwater."; + public const string QuestDone = "Done"; + public static string QuestComplete(string title) => title + " complete"; + + // Objective arrow + public const string TargetFlower = "Flower"; + public const string TargetFlowerUrgent = "Flower - energy low!"; + public const string TargetMale = "Male mosquito"; + public const string TargetHuman = "Person"; + public const string TargetContainer = "Rainwater container"; + public static string TargetNone(string what) => what + ": none nearby"; + public static string Target(string what, float dist, float vertical) + { + string s = what + " " + Mathf.RoundToInt(dist) + " m"; + if (vertical > 2f) s += " (above)"; + else if (vertical < -2f) s += " (below)"; + return s; + } + + public static string ObjectiveHint(int objective) + { + switch (objective) + { + case 0: return "Flowers grow all around the gardens - hold A on one to drink"; + case 1: return "Look for a male mosquito and press A next to it"; + case 2: return "Hold the right trigger: thermal vision shows people, even through walls"; + case 3: return "Jars, buckets and old tyres hold rainwater - lay your eggs there"; + default: return "Life cycle complete! Keep laying eggs for more points"; + } + } + + // Prompts + public const string PromptDrinkNectar = "Hold A to drink nectar"; + public const string DrinkingNectar = "Drinking nectar..."; + public const string EnergyFull = "Energy full"; + public const string PromptDrinkBlood = "Hold A to drink blood"; + public const string DrinkingBlood = "Feeding..."; + public const string BloodFullMated = "Blood full - find a container of rainwater and lay your eggs"; + public const string BloodFullNotMated = "Blood full - now find a mate"; + public const string PromptMate = "Press A to mate"; + public const string AlreadyMated = "Already mated"; + public const string FemaleMosquito = "That's a female - you need a male to mate"; + public const string ContainerDry = "This container is dry - wait for the rain"; + public const string NeedMate = "You need a mate before you can lay eggs"; + public const string NeedBlood = "You need a full blood meal to lay eggs"; + public const string PromptLayEggs = "Press A to lay eggs"; + public const string DangerPrompt = "DANGER - get away!"; + + // Toasts + public const string StartToast = "Go! Find a flower first - nectar keeps you flying"; + public const string LowEnergy = "Energy low - find a flower!"; + public const string RainStarted = "It's raining - containers are filling with water"; + public const string RainStopped = "The rain has stopped"; + public const string OneMinuteLeft = "One minute left!"; + public const string ThirtySecondsLeft = "30 seconds left!"; + public const string EggsLaid = "Eggs laid"; + + // Intro + public const string IntroTitle = "You are an Aedes mosquito"; + public const string IntroBody = + "Complete your life cycle before the clock runs out:\n" + + "1. Drink nectar from flowers - it is your energy. Run out and you fall.\n" + + "2. Find a male mosquito and mate.\n" + + "3. Drink blood from a person - you need it to make eggs.\n" + + "4. Lay eggs in a container of rainwater. Rain comes mid-game.\n" + + "\n" + + "Left stick fly Right stick turn, up / down\n" + + "A (hold) drink, mate, lay eggs\n" + + "Right trigger (hold) thermal vision - see people through walls\n" + + "Left grip (hold) your life-cycle list"; + public const string IntroFooter = "Press A to begin"; + + // End + public const string EndFooter = "Press any button to fly again"; + public static string EndTitle(GameManager.GameOverReason reason) + { + switch (reason) + { + case GameManager.GameOverReason.Starved: return "Out of energy"; + case GameManager.GameOverReason.Eaten: return "Eaten!"; + default: return "Time's up"; + } + } + public static string EndSubtitle(GameManager.GameOverReason reason) + { + switch (reason) + { + case GameManager.GameOverReason.Starved: return "Mosquitoes burn nectar to fly. Yours ran out - keep the energy bar topped up from flowers."; + case GameManager.GameOverReason.Eaten: return "Predators like dragonflies and fish eat mosquitoes - one reason guppies are put in water jars."; + default: return "A mosquito's day is over. Here is how your life cycle went."; + } + } + public static string EndStats(int score, int questsDone, int questsTotal, int eggs) + { + return "Score " + score + "\n" + + "Life cycle " + questsDone + " / " + questsTotal + "\n" + + "Eggs laid " + eggs; + } + + static readonly string[] Facts = + { + "One Aedes female lays about 100 eggs per clutch, in as little water as a bottle cap holds.", + "Aedes eggs can survive months in a dry container and hatch as soon as the rain returns.", + "Only female mosquitoes bite - they need the protein in blood to produce eggs.", + "Emptying and scrubbing water containers once a week breaks the mosquito life cycle.", + "Aedes mosquitoes bite mostly during the day, and they rarely fly further than 200 m in their life.", + }; + public static string RandomFact() => Facts[Random.Range(0, Facts.Length)]; +} diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs.meta new file mode 100644 index 00000000..b66ad612 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Module1HUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 121bfa9f5a944001be1983e75491542b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/PlayerMain.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/PlayerMain.cs new file mode 100644 index 00000000..a4926695 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/PlayerMain.cs @@ -0,0 +1,325 @@ +using System.Collections.Generic; + +using UnityEngine; +using UnityEngine.XR; +using UnityEngine.SceneManagement; +public class PlayerMain : MonoBehaviour +{ + public static PlayerMain instance; + public UnityEngine.XR.InputDevice _rightController; + public UnityEngine.XR.InputDevice _leftController; + public UnityEngine.XR.InputDevice _HMD; + + public Rigidbody rb; + + public GameObject mainCamera, CamRot; + public GameObject termalcam; + + public float Speed, FlyUpSpeed,CamRotSpeed; + public float Current_Blood, Max_Blood; + public float Current_Nec, Max_Nec; + + public bool R_primaryValue,L_primaryValue, R_secondary, L_secondary, R_gripValue,L_gripValue, R_triggerValue, L_triggerValue,IsMoveL,IsMoveR; + public bool termalmode,canmove; + public bool isMate,Death,RestartAble; + + public int EggLayed; + + public Vector2 L_moveInput, R_moveInput; + public SendReceiveMessageExample sr; + + /// What the player is currently touching, for the HUD's contextual prompt. + public enum Interaction { None, Flower, Human, Mate, FemaleMosquito, Container } + public Interaction CurrentInteraction { get; private set; } + public WaterContainer CurrentContainer { get; private set; } + /// A/X went down this frame (either hand). + public bool PrimaryDown { get; private set; } + + private float interactionExpires; + private bool primaryHeldLastFrame; + + private void Awake() + { + canmove = true; + instance = this; + rb = GetComponent(); + Current_Nec = Max_Nec/2; + } + + void Update() + { + + checkinput(); + if (Time.time > interactionExpires) + { + CurrentInteraction = Interaction.None; + CurrentContainer = null; + } + // Frozen until the intro is dismissed and after the game ends. + bool playing = GameManager.instance != null && GameManager.instance.IsPlaying; + if (playing) + { + termalcam.SetActive(R_triggerValue); + Move(L_moveInput); + NectarUpdate(); + } + else + { + termalcam.SetActive(false); + rb.linearVelocity = Vector3.zero; + } + } + + /// Called from trigger callbacks every physics step; the context expires shortly after contact ends. + public void ReportInteraction(Interaction kind, WaterContainer container = null) + { + CurrentInteraction = kind; + CurrentContainer = container; + interactionExpires = Time.time + 0.2f; + } + + public void NectarUpdate() + { + if (Current_Nec > 0) + { + Current_Nec -= Time.deltaTime / Max_Nec; + } + else + { + GameManager.instance.GameOver(GameManager.GameOverReason.Starved); + } + } + + private void OnTriggerStay(Collider other) + { + var container = other.gameObject.GetComponent(); + if (container != null) + { + ReportInteraction(Interaction.Container, container); + // Eggs need standing water: containers only count once the rain has filled them. + if (container.isFill && Current_Blood >= Max_Blood && isMate) + { + if (R_primaryValue) + { + Current_Blood = 0; + EggLayed++; + GameManager.instance.SetScore(container.Score, Module1Text.EggsLaid); + } + } + } + var wild = other.gameObject.GetComponent(); + if (wild != null) + { + if (wild.Gender == Wild_Mosquitos.genderlist.male) + { + ReportInteraction(Interaction.Mate); + if (!isMate && R_primaryValue) + { + isMate = true; + } + } + else + { + ReportInteraction(Interaction.FemaleMosquito); + } + } + } + + public void checkinput() + { + if (!_rightController.isValid || !_leftController.isValid || !_HMD.isValid) + InitializeInputDevices(); + if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out R_triggerValue) && R_triggerValue) + { + + } + if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.triggerButton, out L_triggerValue) && L_triggerValue) + { + + } + if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out R_gripValue) && R_gripValue) + { + + } + if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out L_gripValue) && L_gripValue) + { + + } + if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.secondaryButton, out R_secondary) && R_secondary) + { + + } + if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.secondaryButton, out L_secondary) && L_secondary) + { + + } + if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out R_primaryValue) && R_primaryValue) + { + + } + if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out L_primaryValue) && L_primaryValue) + { + + } + if (_leftController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primary2DAxis, out L_moveInput) && IsMoveL) + { + + } + if (_rightController.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primary2DAxis, out R_moveInput) && IsMoveR) + { + + } +#if UNITY_EDITOR + // No XR controllers (no headset, no simulator): drive with keyboard + mouse instead. + if (!_rightController.isValid && !_leftController.isValid) + DesktopDebugInput(); +#endif + bool primaryHeld = R_primaryValue || L_primaryValue; + PrimaryDown = primaryHeld && !primaryHeldLastFrame; + primaryHeldLastFrame = primaryHeld; + + if (RestartAble) + { + if(R_primaryValue || L_primaryValue || R_secondary || L_secondary || R_gripValue || L_gripValue || R_triggerValue || L_triggerValue || IsMoveL || IsMoveR) + { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); + } + } + } + + public void Move(Vector2 direction) + { + if (canmove) + { + Vector3 forward = mainCamera.transform.forward; + Vector3 right = mainCamera.transform.right; + forward.y = 0; + forward.Normalize(); + Vector3 moveDirection = (forward * direction.y + right * direction.x).normalized; + moveDirection.y = R_moveInput.y * FlyUpSpeed; + rb.linearVelocity = moveDirection * Speed; + CamRot.transform.Rotate(0, R_moveInput.x * CamRotSpeed, 0); + } + else + { + rb.linearVelocity = Vector3.zero; + } + } + + public void Drink() + { + if (GameManager.instance.IsPlaying) + { + Current_Blood += Time.deltaTime; + canmove = !R_primaryValue; + } + } + public void DrinkNectar() + { + if (GameManager.instance.IsPlaying) + { + Current_Nec += Time.deltaTime; + canmove = !R_primaryValue; + } + } + + private void InitializeInputDevices() + { + + if (!_rightController.isValid) + { + InitializeInputDevice(InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Right, ref _rightController); + } + if (!_leftController.isValid) + { + InitializeInputDevice(InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.Left, ref _leftController); + } + if (!_HMD.isValid) + { + InitializeInputDevice(InputDeviceCharacteristics.HeadMounted, ref _HMD); + } + + } + + private void InitializeInputDevice(InputDeviceCharacteristics inputCharacteristics, ref UnityEngine.XR.InputDevice inputDevice) + { + List devices = new List(); + InputDevices.GetDevicesWithCharacteristics(inputCharacteristics, devices); + if (devices.Count > 0) + { + inputDevice = devices[0]; + } + } + +#if UNITY_EDITOR + // Editor-only desktop controls so Module 1 can be played without a headset. + // Only runs when no XR controllers exist, so a real headset always wins. + // WASD fly forward/back/strafe (left stick) + // Q / E fly down / up (right stick Y) + // Left/Right turn (right stick X) + // Up/Down arrow look up / down (head pitch) + // Right mouse hold and drag to look around + // Space primary button: drink / mate / lay eggs + // T (hold) right trigger: thermal vision + // Tab (hold) left grip: quest UI + private float desktopYaw, desktopPitch; + private bool desktopInit; + + private void DesktopDebugInput() + { + var kb = UnityEngine.InputSystem.Keyboard.current; + if (kb == null) return; + + if (!desktopInit) + { + desktopYaw = CamRot.transform.localEulerAngles.y; + desktopInit = true; + // The scene ships with an active XR Device Simulator whose bindings (Space, Tab, T, + // WASD, right mouse) collide with these keys, and it cannot drive PlayerMain anyway + // (it creates Input System devices, not UnityEngine.XR ones). Park it in desktop mode. + var sim = FindFirstObjectByType(); + if (sim != null) + { + sim.gameObject.SetActive(false); + Debug.Log("[PlayerMain] Desktop debug controls active - XR Device Simulator disabled for this session."); + } + } + + L_moveInput = new Vector2( + (kb.dKey.isPressed ? 1f : 0f) - (kb.aKey.isPressed ? 1f : 0f), + (kb.wKey.isPressed ? 1f : 0f) - (kb.sKey.isPressed ? 1f : 0f)); + // Turn is applied here together with mouse pitch (instead of via Move's Rotate) + // so yawing a pitched CamRot cannot introduce roll. + float turn = (kb.rightArrowKey.isPressed ? 1f : 0f) - (kb.leftArrowKey.isPressed ? 1f : 0f); + float lookUp = (kb.upArrowKey.isPressed ? 1f : 0f) - (kb.downArrowKey.isPressed ? 1f : 0f); + R_moveInput = new Vector2(0f, (kb.eKey.isPressed ? 1f : 0f) - (kb.qKey.isPressed ? 1f : 0f)); + R_primaryValue = kb.spaceKey.isPressed; + R_triggerValue = kb.tKey.isPressed; + L_gripValue = kb.tabKey.isPressed; + + var mouse = UnityEngine.InputSystem.Mouse.current; + bool look = mouse != null && mouse.rightButton.isPressed; + Cursor.lockState = look ? CursorLockMode.Locked : CursorLockMode.None; + Vector2 md = look ? mouse.delta.ReadValue() * 0.15f : Vector2.zero; + + desktopYaw += turn * CamRotSpeed + md.x; + desktopPitch = Mathf.Clamp(desktopPitch - md.y - lookUp * CamRotSpeed, -80f, 80f); + CamRot.transform.localRotation = Quaternion.Euler(desktopPitch, desktopYaw, 0f); + } + + // Live state readout for desktop mode. "Drinking" = parented to a human/flower by Drink.cs. + private void OnGUI() + { + if (!desktopInit) return; + var style = new GUIStyle(GUI.skin.box) { alignment = TextAnchor.UpperLeft, fontSize = 13 }; + style.normal.textColor = Color.white; + string text = + "DESKTOP DEBUG\n" + + $"Blood {Current_Blood:0.0}/{Max_Blood} Nectar {Current_Nec:0.0}/{Max_Nec} Mated: {isMate} Eggs: {EggLayed}\n" + + $"Space: {(R_primaryValue ? "HELD" : "-")} Drinking: {(transform.parent != null ? "YES (locked on)" : "no")} " + + $"Thermal(T): {(R_triggerValue ? "on" : "off")} Can move: {canmove}\n" + + "WASD fly | Q/E down/up | arrows look | RMB drag look | Space drink/mate/lay | T thermal | Tab quests"; + GUI.Box(new Rect(10, 10, 640, 84), text, style); + } +#endif +} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/PlayerMain.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/PlayerMain.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/PlayerMain.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/PlayerMain.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Pond.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Pond.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Pond.cs rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Pond.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Pond.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Pond.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Pond.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Pond.cs.meta diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs new file mode 100644 index 00000000..983cd268 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs @@ -0,0 +1,115 @@ +using UnityEngine; +using UnityEngine.Rendering; + +/// +/// Shows the blood meal climbing up the player's proboscis. Sits on the snout object (the +/// "Capsule" under the Main Camera that also carries ): at start it spawns a +/// slightly thicker copy of the snout mesh in a blood-red material, anchored at the tip, and every +/// frame scales it along the snout as Current_Blood / Max_Blood rises. The snout itself is also +/// tinted progressively towards dark red, because the player sees it almost end-on and the far tip +/// where the column starts is only a few pixels wide. The column throbs a little while blood is +/// actually being drawn, and everything empties again when eggs are laid. +/// +/// The snout is the built-in capsule with its +Y pointing forward (rotated 90 deg on X), so the +/// tip is at local y = +1 and the head end at local y = -1. +/// +public class ProboscisBloodFill : MonoBehaviour +{ + public Color bloodColor = new Color(0.55f, 0.02f, 0.03f); + [Tooltip("Colour the snout itself blends towards as it fills.")] + public Color snoutTint = new Color(0.4f, 0.03f, 0.04f); + [Tooltip("Column length = fraction ^ this. Below 1 makes the first part of the fill longer, to counter the perspective foreshortening of the far end of the snout.")] + [Range(0.3f, 1f)] public float lengthCurve = 0.6f; + [Tooltip("Glow added on top of the base colour so the blood still reads against the sky or in shadow.")] + [Range(0f, 1f)] public float glow = 0.25f; + [Tooltip("How much thicker than the snout the blood column is, so it sits just outside the dark surface.")] + public float thickness = 1.15f; + [Tooltip("Relative thickness swing while feeding.")] + public float pulseAmount = 0.06f; + public float pulseSpeed = 9f; + [Tooltip("How quickly the shown level follows the real one.")] + public float smoothing = 10f; + + Transform fill; + Renderer fillRenderer; + Renderer snoutRenderer; + Material material; + MaterialPropertyBlock snoutBlock; + Color snoutBaseColor; + float shown; + + void Start() + { + var snoutMesh = GetComponent(); + snoutRenderer = GetComponent(); + if (snoutMesh == null || snoutRenderer == null || snoutMesh.sharedMesh == null) + { + Debug.LogWarning("[ProboscisBloodFill] needs a MeshFilter + Renderer on the snout object."); + enabled = false; + return; + } + + var go = new GameObject("BloodFill (runtime)"); + go.layer = gameObject.layer; + fill = go.transform; + fill.SetParent(transform, false); + go.AddComponent().sharedMesh = snoutMesh.sharedMesh; + + // Same shader as the snout (URP/Lit in the current scene) so it lights consistently. + material = new Material(snoutRenderer.sharedMaterial) { name = "BloodFill (runtime)" }; + material.color = bloodColor; + if (material.HasProperty("_BaseColor")) material.SetColor("_BaseColor", bloodColor); + if (material.HasProperty("_Smoothness")) material.SetFloat("_Smoothness", 0.85f); + if (glow > 0f && material.HasProperty("_EmissionColor")) + { + material.EnableKeyword("_EMISSION"); + material.SetColor("_EmissionColor", bloodColor * glow); + } + + fillRenderer = go.AddComponent(); + fillRenderer.sharedMaterial = material; + fillRenderer.shadowCastingMode = ShadowCastingMode.Off; + fillRenderer.receiveShadows = snoutRenderer.receiveShadows; + + // Tint the snout through a property block so the shared Dark material is left alone. + var snoutMat = snoutRenderer.sharedMaterial; + snoutBaseColor = snoutMat.HasProperty("_BaseColor") ? snoutMat.GetColor("_BaseColor") : snoutMat.color; + snoutBlock = new MaterialPropertyBlock(); + + Apply(0f, 1f); + } + + void LateUpdate() + { + var player = PlayerMain.instance; + if (player == null || fill == null) return; + + float target = player.Max_Blood > 0f ? Mathf.Clamp01(player.Current_Blood / player.Max_Blood) : 0f; + shown = Mathf.Lerp(shown, target, 1f - Mathf.Exp(-smoothing * Time.deltaTime)); + + bool feeding = player.CurrentInteraction == PlayerMain.Interaction.Human && player.R_primaryValue && target < 1f; + float pulse = feeding ? 1f + pulseAmount * Mathf.Sin(Time.time * pulseSpeed) : 1f; + Apply(shown, pulse); + } + + // Column of length `len` (in snout lengths) ending at the tip: local y from 1-2*len to 1. + void Apply(float fraction, float pulse) + { + float len = fraction > 0f ? Mathf.Pow(fraction, lengthCurve) : 0f; + fillRenderer.enabled = len > 0.01f; + float t = thickness * pulse; + fill.localScale = new Vector3(t, Mathf.Max(len, 0.01f), t); + fill.localPosition = new Vector3(0f, 1f - len, 0f); + + Color tint = Color.Lerp(snoutBaseColor, snoutTint, fraction); + snoutBlock.SetColor("_BaseColor", tint); + snoutBlock.SetColor("_Color", tint); + snoutRenderer.SetPropertyBlock(snoutBlock); + } + + void OnDestroy() + { + if (material != null) Destroy(material); + if (snoutRenderer != null) snoutRenderer.SetPropertyBlock(null); + } +} diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs.meta new file mode 100644 index 00000000..ac07e827 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/ProboscisBloodFill.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d7a889ca2904e8487c184a5a9de117b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/QuestSystem.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/QuestSystem.cs new file mode 100644 index 00000000..0fa5728c --- /dev/null +++ b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/QuestSystem.cs @@ -0,0 +1,88 @@ +using UnityEngine; + +/// +/// The four life-cycle quests: DrinkNectar -> Mating -> DrinkBlood -> LayEgg. Each is worth +/// points once. Quests latch: a bar draining again later (blood resets to 0 +/// after laying eggs) does not undo a completed quest. The HUD reads to draw +/// the list and to pick what to point the player at. +/// +public class QuestSystem : MonoBehaviour +{ + public const int QuestCount = 4; + public const int Reward = 25; + public const int EggsToLay = 4; + + public class Quest + { + public string title; + public string hint; + public bool done; + /// Optional "n/m" shown after the title. + public string progress; + } + + public Quest[] Quests { get; private set; } + public GameManager gm; + + public int CompletedCount + { + get + { + int n = 0; + foreach (var q in Quests) if (q.done) n++; + return n; + } + } + + /// Index of the first unfinished quest in life-cycle order, or -1 when all are done. + public int CurrentObjective + { + get + { + for (int i = 0; i < Quests.Length; i++) if (!Quests[i].done) return i; + return -1; + } + } + + private void Awake() + { + Quests = new[] + { + new Quest { title = Module1Text.QuestNectar, hint = Module1Text.QuestNectarHint }, + new Quest { title = Module1Text.QuestMate, hint = Module1Text.QuestMateHint }, + new Quest { title = Module1Text.QuestBlood, hint = Module1Text.QuestBloodHint }, + new Quest { title = Module1Text.QuestEggs, hint = Module1Text.QuestEggsHint, progress = "0/" + EggsToLay }, + }; + } + + private void Start() + { + gm = GameManager.instance; + } + + private void Update() + { + if (gm == null || gm.player == null) return; + CheckProgress(); + } + + public void CheckProgress() + { + var p = gm.player; + Quests[3].progress = Mathf.Min(p.EggLayed, EggsToLay) + "/" + EggsToLay; + // Small tolerance: nectar drains a little every frame, so an exact "== max" is only true + // for a frame or two after the bar fills. + Complete(0, p.Current_Nec >= p.Max_Nec - 0.05f); + Complete(1, p.isMate); + Complete(2, p.Current_Blood >= p.Max_Blood - 0.05f); + Complete(3, p.EggLayed >= EggsToLay); + } + + void Complete(int i, bool condition) + { + if (Quests[i].done || !condition) return; + Quests[i].done = true; + gm.SetScore(Reward, Module1Text.QuestComplete(Quests[i].title)); + gm.hud.OnQuestCompleted(i); + } +} diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/QuestSystem.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/QuestSystem.cs.meta similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/QuestSystem.cs.meta rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/QuestSystem.cs.meta diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Wild_Mosquitos.cs b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Wild_Mosquitos.cs similarity index 100% rename from Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Wild_Mosquitos.cs rename to Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Wild_Mosquitos.cs diff --git a/Assets/1.TeamWorkspace/GameTesting/Module1_Main/Script/Wild_Mosquitos.cs.meta b/Assets/1.TeamWorkspace/Module1/Module1_Main/Script/Wild_Mosquitos.cs.meta similarity index 100% rename from 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