add bloha game with some bugs
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Documentaion.pdf
									
									
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										4336
									
								
								Assets/Joystick Pack/Examples/Example Scene.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										77
									
								
								Assets/Joystick Pack/Examples/Ground.mat
									
									
									
									
									
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										18
									
								
								Assets/Joystick Pack/Examples/JoystickPlayerExample.cs
									
									
									
									
									
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					@ -0,0 +1,18 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class JoystickPlayerExample : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public float speed;
 | 
				
			||||||
 | 
					    public VariableJoystick variableJoystick;
 | 
				
			||||||
 | 
					    private Rigidbody2D rb;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void FixedUpdate()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        rb = gameObject.GetComponent<Rigidbody2D>();
 | 
				
			||||||
 | 
					        Vector2 direction = Vector2.up * variableJoystick.Vertical + Vector2.right * variableJoystick.Horizontal;
 | 
				
			||||||
 | 
					        Debug.LogWarning(direction * speed * Time.fixedDeltaTime);
 | 
				
			||||||
 | 
					        rb.AddForce(direction * speed * Time.fixedDeltaTime);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										66
									
								
								Assets/Joystick Pack/Examples/JoystickSetterExample.cs
									
									
									
									
									
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						 | 
					@ -0,0 +1,66 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.UI;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class JoystickSetterExample : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public VariableJoystick variableJoystick;
 | 
				
			||||||
 | 
					    public Text valueText;
 | 
				
			||||||
 | 
					    public Image background;
 | 
				
			||||||
 | 
					    public Sprite[] axisSprites;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void ModeChanged(int index)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch(index)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case 0:
 | 
				
			||||||
 | 
					                variableJoystick.SetMode(JoystickType.Fixed);
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case 1:
 | 
				
			||||||
 | 
					                variableJoystick.SetMode(JoystickType.Floating);
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case 2:
 | 
				
			||||||
 | 
					                variableJoystick.SetMode(JoystickType.Dynamic);
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            default:
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					        }     
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void AxisChanged(int index)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch (index)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case 0:
 | 
				
			||||||
 | 
					                variableJoystick.AxisOptions = AxisOptions.Both;
 | 
				
			||||||
 | 
					                background.sprite = axisSprites[index];
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case 1:
 | 
				
			||||||
 | 
					                variableJoystick.AxisOptions = AxisOptions.Horizontal;
 | 
				
			||||||
 | 
					                background.sprite = axisSprites[index];
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case 2:
 | 
				
			||||||
 | 
					                variableJoystick.AxisOptions = AxisOptions.Vertical;
 | 
				
			||||||
 | 
					                background.sprite = axisSprites[index];
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            default:
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SnapX(bool value)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        variableJoystick.SnapX = value;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SnapY(bool value)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        variableJoystick.SnapY = value;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        valueText.text = "Current Value: " + variableJoystick.Direction;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										77
									
								
								Assets/Joystick Pack/Examples/Player.mat
									
									
									
									
									
										Normal file
									
								
							
							
						
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										247
									
								
								Assets/Joystick Pack/Prefabs/Dynamic Joystick.prefab
									
									
									
									
									
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			||||||
							
								
								
									
										150
									
								
								Assets/Joystick Pack/Scripts/Base/Joystick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,150 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.EventSystems;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } }
 | 
				
			||||||
 | 
					    public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } }
 | 
				
			||||||
 | 
					    public Vector2 Direction { get { return new Vector2(Horizontal, Vertical); } }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float HandleRange
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        get { return handleRange; }
 | 
				
			||||||
 | 
					        set { handleRange = Mathf.Abs(value); }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public float DeadZone
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        get { return deadZone; }
 | 
				
			||||||
 | 
					        set { deadZone = Mathf.Abs(value); }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public AxisOptions AxisOptions { get { return AxisOptions; } set { axisOptions = value; } }
 | 
				
			||||||
 | 
					    public bool SnapX { get { return snapX; } set { snapX = value; } }
 | 
				
			||||||
 | 
					    public bool SnapY { get { return snapY; } set { snapY = value; } }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] private float handleRange = 1;
 | 
				
			||||||
 | 
					    [SerializeField] private float deadZone = 0;
 | 
				
			||||||
 | 
					    [SerializeField] private AxisOptions axisOptions = AxisOptions.Both;
 | 
				
			||||||
 | 
					    [SerializeField] private bool snapX = false;
 | 
				
			||||||
 | 
					    [SerializeField] private bool snapY = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] protected RectTransform background = null;
 | 
				
			||||||
 | 
					    [SerializeField] private RectTransform handle = null;
 | 
				
			||||||
 | 
					    private RectTransform baseRect = null;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Canvas canvas;
 | 
				
			||||||
 | 
					    private Camera cam;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Vector2 input = Vector2.zero;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected virtual void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        HandleRange = handleRange;
 | 
				
			||||||
 | 
					        DeadZone = deadZone;
 | 
				
			||||||
 | 
					        baseRect = GetComponent<RectTransform>();
 | 
				
			||||||
 | 
					        canvas = GetComponentInParent<Canvas>();
 | 
				
			||||||
 | 
					        if (canvas == null)
 | 
				
			||||||
 | 
					            Debug.LogError("The Joystick is not placed inside a canvas");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        Vector2 center = new Vector2(0.5f, 0.5f);
 | 
				
			||||||
 | 
					        background.pivot = center;
 | 
				
			||||||
 | 
					        handle.anchorMin = center;
 | 
				
			||||||
 | 
					        handle.anchorMax = center;
 | 
				
			||||||
 | 
					        handle.pivot = center;
 | 
				
			||||||
 | 
					        handle.anchoredPosition = Vector2.zero;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public virtual void OnPointerDown(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        OnDrag(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void OnDrag(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        cam = null;
 | 
				
			||||||
 | 
					        if (canvas.renderMode == RenderMode.ScreenSpaceCamera)
 | 
				
			||||||
 | 
					            cam = canvas.worldCamera;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        Vector2 position = RectTransformUtility.WorldToScreenPoint(cam, background.position);
 | 
				
			||||||
 | 
					        Vector2 radius = background.sizeDelta / 2;
 | 
				
			||||||
 | 
					        input = (eventData.position - position) / (radius * canvas.scaleFactor);
 | 
				
			||||||
 | 
					        FormatInput();
 | 
				
			||||||
 | 
					        HandleInput(input.magnitude, input.normalized, radius, cam);
 | 
				
			||||||
 | 
					        handle.anchoredPosition = input * radius * handleRange;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (magnitude > deadZone)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (magnitude > 1)
 | 
				
			||||||
 | 
					                input = normalised;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					            input = Vector2.zero;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void FormatInput()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (axisOptions == AxisOptions.Horizontal)
 | 
				
			||||||
 | 
					            input = new Vector2(input.x, 0f);
 | 
				
			||||||
 | 
					        else if (axisOptions == AxisOptions.Vertical)
 | 
				
			||||||
 | 
					            input = new Vector2(0f, input.y);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private float SnapFloat(float value, AxisOptions snapAxis)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (value == 0)
 | 
				
			||||||
 | 
					            return value;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (axisOptions == AxisOptions.Both)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            float angle = Vector2.Angle(input, Vector2.up);
 | 
				
			||||||
 | 
					            if (snapAxis == AxisOptions.Horizontal)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (angle < 22.5f || angle > 157.5f)
 | 
				
			||||||
 | 
					                    return 0;
 | 
				
			||||||
 | 
					                else
 | 
				
			||||||
 | 
					                    return (value > 0) ? 1 : -1;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else if (snapAxis == AxisOptions.Vertical)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                if (angle > 67.5f && angle < 112.5f)
 | 
				
			||||||
 | 
					                    return 0;
 | 
				
			||||||
 | 
					                else
 | 
				
			||||||
 | 
					                    return (value > 0) ? 1 : -1;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            return value;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (value > 0)
 | 
				
			||||||
 | 
					                return 1;
 | 
				
			||||||
 | 
					            if (value < 0)
 | 
				
			||||||
 | 
					                return -1;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        return 0;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public virtual void OnPointerUp(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        input = Vector2.zero;
 | 
				
			||||||
 | 
					        handle.anchoredPosition = Vector2.zero;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected Vector2 ScreenPointToAnchoredPosition(Vector2 screenPosition)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Vector2 localPoint = Vector2.zero;
 | 
				
			||||||
 | 
					        if (RectTransformUtility.ScreenPointToLocalPointInRectangle(baseRect, screenPosition, cam, out localPoint))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Vector2 pivotOffset = baseRect.pivot * baseRect.sizeDelta;
 | 
				
			||||||
 | 
					            return localPoint - (background.anchorMax * baseRect.sizeDelta) + pivotOffset;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        return Vector2.zero;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public enum AxisOptions { Both, Horizontal, Vertical }
 | 
				
			||||||
							
								
								
									
										35
									
								
								Assets/Joystick Pack/Scripts/Editor/DynamicJoystickEditor.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,35 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[CustomEditor(typeof(DynamicJoystick))]
 | 
				
			||||||
 | 
					public class DynamicJoystickEditor : JoystickEditor
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    private SerializedProperty moveThreshold;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void OnEnable()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.OnEnable();
 | 
				
			||||||
 | 
					        moveThreshold = serializedObject.FindProperty("moveThreshold");
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnInspectorGUI()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.OnInspectorGUI();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (background != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
 | 
				
			||||||
 | 
					            backgroundRect.anchorMax = Vector2.zero;
 | 
				
			||||||
 | 
					            backgroundRect.anchorMin = Vector2.zero;
 | 
				
			||||||
 | 
					            backgroundRect.pivot = center;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void DrawValues()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.DrawValues();
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move."));
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
| 
						 | 
					@ -0,0 +1,21 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[CustomEditor(typeof(FloatingJoystick))]
 | 
				
			||||||
 | 
					public class FloatingJoystickEditor : JoystickEditor
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public override void OnInspectorGUI()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.OnInspectorGUI();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (background != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
 | 
				
			||||||
 | 
					            backgroundRect.anchorMax = Vector2.zero;
 | 
				
			||||||
 | 
					            backgroundRect.anchorMin = Vector2.zero;
 | 
				
			||||||
 | 
					            backgroundRect.pivot = center;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										64
									
								
								Assets/Joystick Pack/Scripts/Editor/JoystickEditor.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,64 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[CustomEditor(typeof(Joystick), true)]
 | 
				
			||||||
 | 
					public class JoystickEditor : Editor
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    private SerializedProperty handleRange;
 | 
				
			||||||
 | 
					    private SerializedProperty deadZone;
 | 
				
			||||||
 | 
					    private SerializedProperty axisOptions;
 | 
				
			||||||
 | 
					    private SerializedProperty snapX;
 | 
				
			||||||
 | 
					    private SerializedProperty snapY;
 | 
				
			||||||
 | 
					    protected SerializedProperty background;
 | 
				
			||||||
 | 
					    private SerializedProperty handle;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected Vector2 center = new Vector2(0.5f, 0.5f);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected virtual void OnEnable()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        handleRange = serializedObject.FindProperty("handleRange");
 | 
				
			||||||
 | 
					        deadZone = serializedObject.FindProperty("deadZone");
 | 
				
			||||||
 | 
					        axisOptions = serializedObject.FindProperty("axisOptions");
 | 
				
			||||||
 | 
					        snapX = serializedObject.FindProperty("snapX");
 | 
				
			||||||
 | 
					        snapY = serializedObject.FindProperty("snapY");
 | 
				
			||||||
 | 
					        background = serializedObject.FindProperty("background");
 | 
				
			||||||
 | 
					        handle = serializedObject.FindProperty("handle");
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnInspectorGUI()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        serializedObject.Update();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        DrawValues();
 | 
				
			||||||
 | 
					        EditorGUILayout.Space();
 | 
				
			||||||
 | 
					        DrawComponents();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        serializedObject.ApplyModifiedProperties();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if(handle != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            RectTransform handleRect = (RectTransform)handle.objectReferenceValue;
 | 
				
			||||||
 | 
					            handleRect.anchorMax = center;
 | 
				
			||||||
 | 
					            handleRect.anchorMin = center;
 | 
				
			||||||
 | 
					            handleRect.pivot = center;
 | 
				
			||||||
 | 
					            handleRect.anchoredPosition = Vector2.zero;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected virtual void DrawValues()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(handleRange, new GUIContent("Handle Range", "The distance the visual handle can move from the center of the joystick."));
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(deadZone, new GUIContent("Dead Zone", "The distance away from the center input has to be before registering."));
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(axisOptions, new GUIContent("Axis Options", "Which axes the joystick uses."));
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(snapX, new GUIContent("Snap X", "Snap the horizontal input to a whole value."));
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(snapY, new GUIContent("Snap Y", "Snap the vertical input to a whole value."));
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected virtual void DrawComponents()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        EditorGUILayout.ObjectField(background, new GUIContent("Background", "The background's RectTransform component."));
 | 
				
			||||||
 | 
					        EditorGUILayout.ObjectField(handle, new GUIContent("Handle", "The handle's RectTransform component."));
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
| 
						 | 
					@ -0,0 +1,37 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[CustomEditor(typeof(VariableJoystick))]
 | 
				
			||||||
 | 
					public class VariableJoystickEditor : JoystickEditor
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    private SerializedProperty moveThreshold;
 | 
				
			||||||
 | 
					    private SerializedProperty joystickType;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void OnEnable()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.OnEnable();
 | 
				
			||||||
 | 
					        moveThreshold = serializedObject.FindProperty("moveThreshold");
 | 
				
			||||||
 | 
					        joystickType = serializedObject.FindProperty("joystickType");
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnInspectorGUI()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.OnInspectorGUI();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (background != null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            RectTransform backgroundRect = (RectTransform)background.objectReferenceValue;
 | 
				
			||||||
 | 
					            backgroundRect.pivot = center;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void DrawValues()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.DrawValues();
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(moveThreshold, new GUIContent("Move Threshold", "The distance away from the center input has to be before the joystick begins to move."));
 | 
				
			||||||
 | 
					        EditorGUILayout.PropertyField(joystickType, new GUIContent("Joystick Type", "The type of joystick the variable joystick is current using."));
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										41
									
								
								Assets/Joystick Pack/Scripts/Joysticks/DynamicJoystick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,41 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.EventSystems;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class DynamicJoystick : Joystick
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] private float moveThreshold = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        MoveThreshold = moveThreshold;
 | 
				
			||||||
 | 
					        base.Start();
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerDown(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(true);
 | 
				
			||||||
 | 
					        base.OnPointerDown(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerUp(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					        base.OnPointerUp(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (magnitude > moveThreshold)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
 | 
				
			||||||
 | 
					            background.anchoredPosition += difference;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        base.HandleInput(magnitude, normalised, radius, cam);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										8
									
								
								Assets/Joystick Pack/Scripts/Joysticks/FixedJoystick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,8 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class FixedJoystick : Joystick
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										26
									
								
								Assets/Joystick Pack/Scripts/Joysticks/FloatingJoystick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,26 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.EventSystems;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class FloatingJoystick : Joystick
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    protected override void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.Start();
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerDown(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(true);
 | 
				
			||||||
 | 
					        base.OnPointerDown(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerUp(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					        base.OnPointerUp(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										63
									
								
								Assets/Joystick Pack/Scripts/Joysticks/VariableJoystick.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,63 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.EventSystems;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class VariableJoystick : Joystick
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] private float moveThreshold = 1;
 | 
				
			||||||
 | 
					    [SerializeField] private JoystickType joystickType = JoystickType.Fixed;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Vector2 fixedPosition = Vector2.zero;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void SetMode(JoystickType joystickType)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        this.joystickType = joystickType;
 | 
				
			||||||
 | 
					        if(joystickType == JoystickType.Fixed)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            background.anchoredPosition = fixedPosition;
 | 
				
			||||||
 | 
					            background.gameObject.SetActive(true);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					            background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.Start();
 | 
				
			||||||
 | 
					        fixedPosition = background.anchoredPosition;
 | 
				
			||||||
 | 
					        SetMode(joystickType);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerDown(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if(joystickType != JoystickType.Fixed)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            background.anchoredPosition = ScreenPointToAnchoredPosition(eventData.position);
 | 
				
			||||||
 | 
					            background.gameObject.SetActive(true);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        base.OnPointerDown(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void OnPointerUp(PointerEventData eventData)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if(joystickType != JoystickType.Fixed)
 | 
				
			||||||
 | 
					            background.gameObject.SetActive(false);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        base.OnPointerUp(eventData);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    protected override void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (joystickType == JoystickType.Dynamic && magnitude > moveThreshold)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Vector2 difference = normalised * (magnitude - moveThreshold) * radius;
 | 
				
			||||||
 | 
					            background.anchoredPosition += difference;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        base.HandleInput(magnitude, normalised, radius, cam);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public enum JoystickType { Fixed, Floating, Dynamic }
 | 
				
			||||||
| 
		 After Width: | Height: | Size: 9.8 KiB  | 
| 
		 After Width: | Height: | Size: 11 KiB  | 
| 
		 After Width: | Height: | Size: 6.6 KiB  | 
| 
		 After Width: | Height: | Size: 8.3 KiB  | 
| 
		 After Width: | Height: | Size: 22 KiB  | 
| 
		 After Width: | Height: | Size: 24 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Outline.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 4.7 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Outline_Arrows.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 5.3 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Plain.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 3.1 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Plain_Arrows.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 4.1 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Ridged.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 8.7 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								Assets/Joystick Pack/Sprites/Handles/Handle_Ridged_Arrows.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 9.8 KiB  | 
| 
		 After Width: | Height: | Size: 5.4 KiB  | 
| 
		 After Width: | Height: | Size: 6.0 KiB  | 
| 
		 After Width: | Height: | Size: 3.8 KiB  | 
| 
		 After Width: | Height: | Size: 4.7 KiB  | 
| 
		 After Width: | Height: | Size: 10 KiB  | 
| 
		 After Width: | Height: | Size: 11 KiB  | 
| 
		 After Width: | Height: | Size: 5.2 KiB  | 
| 
		 After Width: | Height: | Size: 5.7 KiB  | 
| 
		 After Width: | Height: | Size: 3.7 KiB  | 
| 
		 After Width: | Height: | Size: 4.6 KiB  | 
| 
		 After Width: | Height: | Size: 12 KiB  | 
| 
		 After Width: | Height: | Size: 13 KiB  | 
| 
						 | 
					@ -205,7 +205,19 @@ MonoBehaviour:
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			||||||
							
								
								
									
										1656
									
								
								Assets/Scenes/BlohaGame.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
						
							
								
								
									
										839
									
								
								Assets/Scenes/New Scene.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
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						 | 
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					@ -1,13 +1,14 @@
 | 
				
			||||||
using System.Collections;
 | 
					using System.Collections;
 | 
				
			||||||
using System.Collections.Generic;
 | 
					using System.Collections.Generic;
 | 
				
			||||||
using UnityEngine;
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.SceneManagement;
 | 
				
			||||||
using UnityEngine.XR.ARFoundation;
 | 
					using UnityEngine.XR.ARFoundation;
 | 
				
			||||||
using UnityEngine.XR.ARSubsystems;
 | 
					using UnityEngine.XR.ARSubsystems;
 | 
				
			||||||
using UnityEngine.UI;
 | 
					using UnityEngine.UI;
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using System.Linq;
 | 
					using System.Linq;
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 | 
					using System;
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public class main : MonoBehaviour
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					public class main : MonoBehaviour
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{
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					{
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    // Start is called before the first frame update
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    [SerializeField] List<GameObject> chests;
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					    [SerializeField] List<GameObject> chests;
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    [SerializeField] GameObject chestWidthLamp;
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					    [SerializeField] GameObject chestWidthLamp;
 | 
				
			||||||
    [SerializeField] GameObject button;
 | 
					    [SerializeField] GameObject button;
 | 
				
			||||||
| 
						 | 
					@ -34,6 +35,7 @@ public class main : MonoBehaviour
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    private void spawnChests(Vector3 hitPos)
 | 
					    private void spawnChests(Vector3 hitPos)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					         GameObject obj;
 | 
				
			||||||
        List<Vector3> cords = new List<Vector3>{
 | 
					        List<Vector3> cords = new List<Vector3>{
 | 
				
			||||||
            new Vector3(hitPos.x + 0.7f, hitPos.y, hitPos.z + 0.2f),
 | 
					            new Vector3(hitPos.x + 0.7f, hitPos.y, hitPos.z + 0.2f),
 | 
				
			||||||
            new Vector3(hitPos.x - 0.7f, hitPos.y, hitPos.z + 0.2f),
 | 
					            new Vector3(hitPos.x - 0.7f, hitPos.y, hitPos.z + 0.2f),
 | 
				
			||||||
| 
						 | 
					@ -42,16 +44,17 @@ public class main : MonoBehaviour
 | 
				
			||||||
            new Vector3(hitPos.x , hitPos.y, hitPos.z)
 | 
					            new Vector3(hitPos.x , hitPos.y, hitPos.z)
 | 
				
			||||||
        };
 | 
					        };
 | 
				
			||||||
        for (int i = 0; i <= cords.Count+1; i++) { 
 | 
					        for (int i = 0; i <= cords.Count+1; i++) { 
 | 
				
			||||||
            GameObject chest = chests[Random.Range(0, chests.Count)];
 | 
					            GameObject chest = chests[UnityEngine.Random.Range(0, chests.Count)];
 | 
				
			||||||
            //GameObject chest = chests[0];
 | 
					            //GameObject chest = chests[0];
 | 
				
			||||||
            Debug.Log(cords.Count);
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            int index = Random.Range(0, cords.Count-1);
 | 
					            int index = UnityEngine.Random.Range(0, cords.Count-1);
 | 
				
			||||||
            Instantiate(chest, position: cords[index], rotation: new Quaternion());
 | 
					            obj = Instantiate(chest, position: cords[index], rotation: new Quaternion());
 | 
				
			||||||
 | 
					            obj.name = "chest" + i.ToString();
 | 
				
			||||||
            cords.RemoveAt(index);
 | 
					            cords.RemoveAt(index);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        Instantiate(chestWidthLamp, position: cords[0], rotation: new Quaternion());
 | 
					         obj = Instantiate(chestWidthLamp, position: cords[0], rotation: new Quaternion());
 | 
				
			||||||
 | 
					        obj.name = "chest 5";
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    private void detectPLanes()
 | 
					    private void detectPLanes()
 | 
				
			||||||
| 
						 | 
					@ -61,7 +64,7 @@ public class main : MonoBehaviour
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (hits.Count == 0 && search == true)
 | 
					        if (hits.Count == 0 && search == true)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            status.text = "Èäåò ïîèñê ïëîñêîñòè" + string.Concat(Enumerable.Repeat(".", Random.RandomRange(1, 3)));
 | 
					            status.text = "Èäåò ïîèñê ïëîñêîñòè" + string.Concat(Enumerable.Repeat(".", UnityEngine.Random.RandomRange(1, 3)));
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
| 
						 | 
					@ -72,7 +75,6 @@ public class main : MonoBehaviour
 | 
				
			||||||
                spawnedchest = true;
 | 
					                spawnedchest = true;
 | 
				
			||||||
                spawnChests(hits[0].pose.position);
 | 
					                spawnChests(hits[0].pose.position);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
					 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    private void openChest()
 | 
					    private void openChest()
 | 
				
			||||||
| 
						 | 
					@ -90,7 +92,7 @@ public class main : MonoBehaviour
 | 
				
			||||||
                    isTracking = true;
 | 
					                    isTracking = true;
 | 
				
			||||||
                    rayRecObj = raycastHit.collider.gameObject;
 | 
					                    rayRecObj = raycastHit.collider.gameObject;
 | 
				
			||||||
                    //óñòàíàâëèâàåì ïîäñâåòêó îáúåêòà + äîáàâëÿåì êíîïêó îòêðûòü
 | 
					                    //óñòàíàâëèâàåì ïîäñâåòêó îáúåêòà + äîáàâëÿåì êíîïêó îòêðûòü
 | 
				
			||||||
 | 
					                    PlayerPrefs.SetInt("chestNumber", Convert.ToInt32(rayRecObj.name.Substring(5)));
 | 
				
			||||||
                    rayRecObj.GetComponent<Outline>().enabled = true;
 | 
					                    rayRecObj.GetComponent<Outline>().enabled = true;
 | 
				
			||||||
                    button.SetActive(true);
 | 
					                    button.SetActive(true);
 | 
				
			||||||
                    status.text = "chest";
 | 
					                    status.text = "chest";
 | 
				
			||||||
| 
						 | 
					@ -120,4 +122,9 @@ public class main : MonoBehaviour
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					    public void openBloha()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Debug.LogError("SCENE");
 | 
				
			||||||
 | 
					        SceneManager.LoadScene("BlohaGame", LoadSceneMode.Additive);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
							
								
								
									
										18
									
								
								Assets/scripts/NewBehaviourScript.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,18 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class NewBehaviourScript : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
 | 
					    void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Update is called once per frame
 | 
				
			||||||
 | 
					    void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										82
									
								
								Assets/scripts/bloha/blohaManager.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
						 | 
					@ -0,0 +1,82 @@
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using System;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class blohaManager : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] private GameObject dialog;
 | 
				
			||||||
 | 
					    [SerializeField] private GameObject WinDialog;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [SerializeField] private GameObject filter;
 | 
				
			||||||
 | 
					    [SerializeField] private float speed;
 | 
				
			||||||
 | 
					    [SerializeField] private VariableJoystick variableJoystick;
 | 
				
			||||||
 | 
					    [SerializeField] private List<GameObject> labirints;
 | 
				
			||||||
 | 
					    private Rigidbody2D rb;
 | 
				
			||||||
 | 
					    private Vector3 startPosition;
 | 
				
			||||||
 | 
					    private bool showDialog = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Start()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        rb = gameObject.GetComponent<Rigidbody2D>();
 | 
				
			||||||
 | 
					        startPosition = gameObject.transform.position;
 | 
				
			||||||
 | 
					        Instantiate(labirints[PlayerPrefs.GetInt("chestNumber")], gameObject.transform.parent);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    public void FixedUpdate()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Vector2 direction = Vector2.up * variableJoystick.Vertical + Vector2.right * variableJoystick.Horizontal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if(direction.x != 0 && direction.y != 0)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            if (direction.x > 0)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                gameObject.transform.rotation = Quaternion.Euler(0f, 0f, -Convert.ToSingle(180 / Math.PI * (Math.Acos(direction.y / (Math.Sqrt(direction.x * direction.x + direction.y * direction.y))))));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					            else
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                gameObject.transform.rotation = Quaternion.Euler(0f, 0f, Convert.ToSingle(180 / Math.PI * (Math.Acos(direction.y / (Math.Sqrt(direction.x * direction.x + direction.y * direction.y))))));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        rb.AddForce(direction * speed * Time.fixedDeltaTime);
 | 
				
			||||||
 | 
					        if (showDialog && (Input.touchCount > 0 || Input.anyKeyDown))
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            dialog.SetActive(false);
 | 
				
			||||||
 | 
					            filter.SetActive(false);
 | 
				
			||||||
 | 
					            showDialog = false;
 | 
				
			||||||
 | 
					            gameObject.transform.position = startPosition;
 | 
				
			||||||
 | 
					            gameObject.transform.rotation = new Quaternion();
 | 
				
			||||||
 | 
					            rb.angularVelocity = 0f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    private void OnCollisionEnter2D(Collision2D collision)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (collision.gameObject.tag == "aim")
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.Log("Âû Âûèãðàëè");
 | 
				
			||||||
 | 
					            Destroy(collision.gameObject);
 | 
				
			||||||
 | 
					            WinDialog.SetActive(true);
 | 
				
			||||||
 | 
					            filter.SetActive(true);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            dialog.SetActive(true);
 | 
				
			||||||
 | 
					            filter.SetActive(true);
 | 
				
			||||||
 | 
					            showDialog = true;
 | 
				
			||||||
 | 
					            rb.velocity = new Vector2(0f, 0f);
 | 
				
			||||||
 | 
					            gameObject.transform.position = startPosition;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    public void chestOpen()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        //ïðîèñõîäèò òî, ÷òîáû ñóíäóê îòêðûâàëñÿ
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -6,8 +6,11 @@ EditorBuildSettings:
 | 
				
			||||||
  serializedVersion: 2
 | 
					  serializedVersion: 2
 | 
				
			||||||
  m_Scenes:
 | 
					  m_Scenes:
 | 
				
			||||||
  - enabled: 1
 | 
					  - enabled: 1
 | 
				
			||||||
    path: Assets/Scenes/SampleScene.unity
 | 
					    path: Assets/Scenes/ARChests.unity
 | 
				
			||||||
    guid: 9fc0d4010bbf28b4594072e72b8655ab
 | 
					    guid: 9fc0d4010bbf28b4594072e72b8655ab
 | 
				
			||||||
 | 
					  - enabled: 1
 | 
				
			||||||
 | 
					    path: Assets/Scenes/BlohaGame.unity
 | 
				
			||||||
 | 
					    guid: d53696797a36207468fa47a07b391a49
 | 
				
			||||||
  m_configObjects:
 | 
					  m_configObjects:
 | 
				
			||||||
    UnityEditor.XR.ARCore.ARCoreSettings: {fileID: 11400000, guid: 6123958850c85ba48a84fa69271a85e5, type: 2}
 | 
					    UnityEditor.XR.ARCore.ARCoreSettings: {fileID: 11400000, guid: 6123958850c85ba48a84fa69271a85e5, type: 2}
 | 
				
			||||||
    com.unity.xr.management.loader_settings: {fileID: 11400000, guid: 5377990f65cc84149b6086468a865dd5, type: 2}
 | 
					    com.unity.xr.management.loader_settings: {fileID: 11400000, guid: 5377990f65cc84149b6086468a865dd5, type: 2}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -128,9 +128,7 @@ PlayerSettings:
 | 
				
			||||||
    16:9: 1
 | 
					    16:9: 1
 | 
				
			||||||
    Others: 1
 | 
					    Others: 1
 | 
				
			||||||
  bundleVersion: 0.1
 | 
					  bundleVersion: 0.1
 | 
				
			||||||
  preloadedAssets:
 | 
					  preloadedAssets: []
 | 
				
			||||||
  - {fileID: -3562725686151269617, guid: 5377990f65cc84149b6086468a865dd5, type: 2}
 | 
					 | 
				
			||||||
  - {fileID: 4800000, guid: c9f956787b1d945e7b36e0516201fc76, type: 3}
 | 
					 | 
				
			||||||
  metroInputSource: 0
 | 
					  metroInputSource: 0
 | 
				
			||||||
  wsaTransparentSwapchain: 0
 | 
					  wsaTransparentSwapchain: 0
 | 
				
			||||||
  m_HolographicPauseOnTrackingLoss: 1
 | 
					  m_HolographicPauseOnTrackingLoss: 1
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -7,6 +7,10 @@ TagManager:
 | 
				
			||||||
  - dialog_content
 | 
					  - dialog_content
 | 
				
			||||||
  - dialog_name
 | 
					  - dialog_name
 | 
				
			||||||
  - dialog_canvas
 | 
					  - dialog_canvas
 | 
				
			||||||
 | 
					  - button
 | 
				
			||||||
 | 
					  - chest
 | 
				
			||||||
 | 
					  - aim
 | 
				
			||||||
 | 
					  - ARCamera
 | 
				
			||||||
  layers:
 | 
					  layers:
 | 
				
			||||||
  - Default
 | 
					  - Default
 | 
				
			||||||
  - TransparentFX
 | 
					  - TransparentFX
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||