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https://github.com/evgen-app/steampunk-quest.git
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fix
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@ -76,4 +76,4 @@ MonoBehaviour:
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BIN
Assets/images/button.png
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Assets/images/button.png
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Assets/materias/New Material.mat
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78
Assets/materias/New Material.mat
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11
Assets/scripts/ChestsGame/geometry.cs
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11
Assets/scripts/ChestsGame/geometry.cs
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@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class geometry : MonoBehaviour
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{
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public bool intersects(float ax, float ay, float ax1, float ay1, float bx, float by, float bx1, float by1)
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{
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return (ay < by1 || ay1 > by || ax1 < bx || ax > bx1);
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}
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}
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123
Assets/scripts/ChestsGame/main.cs
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123
Assets/scripts/ChestsGame/main.cs
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@ -0,0 +1,123 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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using UnityEngine.UI;
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using System.Linq;
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public class main : MonoBehaviour
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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] GameObject chestWidthLamp;
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[SerializeField] GameObject button;
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ARRaycastManager raycastManager;
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Text status;
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bool spawnedchest = false;
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bool search = true;
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public List<ARRaycastHit> hits;
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bool isTracking = false; //ýòà ïåðåìåííàÿ state îòñëåæèâàåìîãî ëó÷åì îáúåêòà
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GameObject rayRecObj;
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void Start()
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{
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raycastManager = gameObject.GetComponent<ARRaycastManager>();
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status = FindObjectOfType<Text>();
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}
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void Update()
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{
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detectPLanes();
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openChest();
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}
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private void spawnChests(Vector3 hitPos)
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{
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List<Vector3> cords = new List<Vector3>{
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new Vector3(hitPos.x + 0.7f, hitPos.y, hitPos.z + 0.2f),
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new Vector3(hitPos.x - 0.7f, hitPos.y, hitPos.z + 0.2f),
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new Vector3(hitPos.x + 0.3f, hitPos.y, hitPos.z + 0.1f),
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new Vector3(hitPos.x - 0.3f, hitPos.y, hitPos.z + 0.1f),
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new Vector3(hitPos.x , hitPos.y, hitPos.z)
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};
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for (int i = 0; i <= cords.Count+1; i++) {
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GameObject chest = chests[Random.Range(0, chests.Count)];
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//GameObject chest = chests[0];
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Debug.Log(cords.Count);
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int index = Random.Range(0, cords.Count-1);
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Instantiate(chest, position: cords[index], rotation: new Quaternion());
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cords.RemoveAt(index);
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}
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Instantiate(chestWidthLamp, position: cords[0], rotation: new Quaternion());
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}
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private void detectPLanes()
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{
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hits = new List<ARRaycastHit>();
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raycastManager.Raycast(new Vector2(Screen.width / 2, Screen.height / 2), hits, TrackableType.Planes);
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if (hits.Count == 0 && search == true)
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{
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status.text = "Èäåò ïîèñê ïëîñêîñòè" + string.Concat(Enumerable.Repeat(".", Random.RandomRange(1, 3)));
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}
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else
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{
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search = false;
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if (spawnedchest == false && hits.Count > 0)
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{
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status.text = "spawned chest";
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spawnedchest = true;
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spawnChests(hits[0].pose.position);
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}
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}
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}
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private void openChest()
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{
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Ray ray = new Ray(gameObject.transform.GetChild(0).transform.position, gameObject.transform.GetChild(0).transform.forward);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit))
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{
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status.text = "ray";
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if (raycastHit.collider.gameObject.tag == "chest")
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{
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if (isTracking == false)
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{
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isTracking = true;
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rayRecObj = raycastHit.collider.gameObject;
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//óñòàíàâëèâàåì ïîäñâåòêó îáúåêòà + äîáàâëÿåì êíîïêó îòêðûòü
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rayRecObj.GetComponent<Outline>().enabled = true;
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button.SetActive(true);
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status.text = "chest";
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}
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status.text = "chest";
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//raycastHit.collider.gameObject.transform.GetChild(0).GetComponent<Renderer>().material.color = Color.green;
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}
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else
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{
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resetIsTracking();
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}
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}
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else{
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resetIsTracking();
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}
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}
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private void resetIsTracking()
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{
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if (isTracking == true)
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{
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isTracking = false;
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//ñáðàñûâàåì ïîäñâåòêó îáúåêòà + óáèðàåì êíîïêó îòêðûòü
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status.text = "no chest";
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rayRecObj.GetComponent<Outline>().enabled = false;
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button.SetActive(false);
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}
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}
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}
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@ -4,7 +4,10 @@
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EditorBuildSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Scenes: []
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m_Scenes:
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- enabled: 1
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path: Assets/Scenes/SampleScene.unity
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guid: 9fc0d4010bbf28b4594072e72b8655ab
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@ -128,7 +128,9 @@ PlayerSettings:
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16:9: 1
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bundleVersion: 0.1
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