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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
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# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*ыыы

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QuickOutline
============
Developed by Chris Nolet (c) 2018
Instructions
------------
To add an outline to an object, drag-and-drop the Outline.cs script onto the
object. The outline materials will be loaded at runtime.
You can also add outlines programmatically with:
var outline = gameObject.AddComponent<Outline>();
outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;
The outline script does a small amount of work in Awake(). For best
results, use outline.enabled to toggle the outline. Avoid removing and
re-adding the component if possible.
For large meshes, you may also like to enable 'Precompute Outline' in the
editor. This will reduce the amount of work performed in Awake().

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//
// OutlineFill.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
Shader "Custom/Outline Fill" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
_OutlineWidth("Outline Width", Range(0, 10)) = 2
}
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"RenderType" = "Transparent"
"DisableBatching" = "True"
}
Pass {
Name "Fill"
Cull Off
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ZWrite Off
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Stencil {
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}
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float3 smoothNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _OutlineColor;
uniform float _OutlineWidth;
v2f vert(appdata input) {
v2f output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
float3 viewPosition = UnityObjectToViewPos(input.vertex);
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
output.color = _OutlineColor;
return output;
}
fixed4 frag(v2f input) : SV_Target {
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}
ENDCG
}
}
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//
// OutlineMask.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
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//
// Outline.cs
// QuickOutline
//
// Created by Chris Nolet on 3/30/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[DisallowMultipleComponent]
public class Outline : MonoBehaviour {
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
public enum Mode {
OutlineAll,
OutlineVisible,
OutlineHidden,
OutlineAndSilhouette,
SilhouetteOnly
}
public Mode OutlineMode {
get { return outlineMode; }
set {
outlineMode = value;
needsUpdate = true;
}
}
public Color OutlineColor {
get { return outlineColor; }
set {
outlineColor = value;
needsUpdate = true;
}
}
public float OutlineWidth {
get { return outlineWidth; }
set {
outlineWidth = value;
needsUpdate = true;
}
}
[Serializable]
private class ListVector3 {
public List<Vector3> data;
}
[SerializeField]
private Mode outlineMode;
[SerializeField]
private Color outlineColor = Color.white;
[SerializeField, Range(0f, 10f)]
private float outlineWidth = 2f;
[Header("Optional")]
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
private bool precomputeOutline;
[SerializeField, HideInInspector]
private List<Mesh> bakeKeys = new List<Mesh>();
[SerializeField, HideInInspector]
private List<ListVector3> bakeValues = new List<ListVector3>();
private Renderer[] renderers;
private Material outlineMaskMaterial;
private Material outlineFillMaterial;
private bool needsUpdate;
void Awake() {
// Cache renderers
renderers = GetComponentsInChildren<Renderer>();
// Instantiate outline materials
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
outlineMaskMaterial.name = "OutlineMask (Instance)";
outlineFillMaterial.name = "OutlineFill (Instance)";
// Retrieve or generate smooth normals
LoadSmoothNormals();
// Apply material properties immediately
needsUpdate = true;
}
void OnEnable() {
foreach (var renderer in renderers) {
// Append outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Add(outlineMaskMaterial);
materials.Add(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnValidate() {
// Update material properties
needsUpdate = true;
// Clear cache when baking is disabled or corrupted
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
bakeKeys.Clear();
bakeValues.Clear();
}
// Generate smooth normals when baking is enabled
if (precomputeOutline && bakeKeys.Count == 0) {
Bake();
}
}
void Update() {
if (needsUpdate) {
needsUpdate = false;
UpdateMaterialProperties();
}
}
void OnDisable() {
foreach (var renderer in renderers) {
// Remove outline shaders
var materials = renderer.sharedMaterials.ToList();
materials.Remove(outlineMaskMaterial);
materials.Remove(outlineFillMaterial);
renderer.materials = materials.ToArray();
}
}
void OnDestroy() {
// Destroy material instances
Destroy(outlineMaskMaterial);
Destroy(outlineFillMaterial);
}
void Bake() {
// Generate smooth normals for each mesh
var bakedMeshes = new HashSet<Mesh>();
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip duplicates
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Serialize smooth normals
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
bakeKeys.Add(meshFilter.sharedMesh);
bakeValues.Add(new ListVector3() { data = smoothNormals });
}
}
void LoadSmoothNormals() {
// Retrieve or generate smooth normals
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
// Skip if smooth normals have already been adopted
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
continue;
}
// Retrieve or generate smooth normals
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
// Store smooth normals in UV3
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
}
// Clear UV3 on skinned mesh renderers
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
if (registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
}
}
}
List<Vector3> SmoothNormals(Mesh mesh) {
// Group vertices by location
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
// Copy normals to a new list
var smoothNormals = new List<Vector3>(mesh.normals);
// Average normals for grouped vertices
foreach (var group in groups) {
// Skip single vertices
if (group.Count() == 1) {
continue;
}
// Calculate the average normal
var smoothNormal = Vector3.zero;
foreach (var pair in group) {
smoothNormal += mesh.normals[pair.Value];
}
smoothNormal.Normalize();
// Assign smooth normal to each vertex
foreach (var pair in group) {
smoothNormals[pair.Value] = smoothNormal;
}
}
return smoothNormals;
}
void UpdateMaterialProperties() {
// Apply properties according to mode
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
switch (outlineMode) {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.UI;
using System.Linq;
public class main : MonoBehaviour
{
// Start is called before the first frame update
[SerializeField] List<GameObject> chests;
[SerializeField] GameObject chestWidthLamp;
[SerializeField] GameObject button;
ARRaycastManager raycastManager;
Text status;
bool spawnedchest = false;
bool search = true;
public List<ARRaycastHit> hits;
bool isTracking = false; //ýòà ïåðåìåííàÿ state îòñëåæèâàåìîãî ëó÷åì îáúåêòà
GameObject rayRecObj;
void Start()
{
raycastManager = gameObject.GetComponent<ARRaycastManager>();
status = FindObjectOfType<Text>();
}
void Update()
{
detectPLanes();
openChest();
}
private void spawnChests(Vector3 hitPos)
{
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 + 0.3f, hitPos.y, hitPos.z + 0.1f),
new Vector3(hitPos.x - 0.3f, hitPos.y, hitPos.z + 0.1f),
new Vector3(hitPos.x , hitPos.y, hitPos.z)
};
for (int i = 0; i <= cords.Count+1; i++) {
GameObject chest = chests[Random.Range(0, chests.Count)];
//GameObject chest = chests[0];
Debug.Log(cords.Count);
int index = Random.Range(0, cords.Count-1);
Instantiate(chest, position: cords[index], rotation: new Quaternion());
cords.RemoveAt(index);
}
Instantiate(chestWidthLamp, position: cords[0], rotation: new Quaternion());
}
private void detectPLanes()
{
hits = new List<ARRaycastHit>();
raycastManager.Raycast(new Vector2(Screen.width / 2, Screen.height / 2), hits, TrackableType.Planes);
if (hits.Count == 0 && search == true)
{
status.text = "Èäåò ïîèñê ïëîñêîñòè" + string.Concat(Enumerable.Repeat(".", Random.RandomRange(1, 3)));
}
else
{
search = false;
if (spawnedchest == false && hits.Count > 0)
{
status.text = "spawned chest";
spawnedchest = true;
spawnChests(hits[0].pose.position);
}
}
}
private void openChest()
{
Ray ray = new Ray(gameObject.transform.GetChild(0).transform.position, gameObject.transform.GetChild(0).transform.forward);
RaycastHit raycastHit;
if (Physics.Raycast(ray, out raycastHit))
{
status.text = "ray";
if (raycastHit.collider.gameObject.tag == "chest")
{
if (isTracking == false)
{
isTracking = true;
rayRecObj = raycastHit.collider.gameObject;
//óñòàíàâëèâàåì ïîäñâåòêó îáúåêòà + äîáàâëÿåì êíîïêó îòêðûòü
rayRecObj.GetComponent<Outline>().enabled = true;
button.SetActive(true);
status.text = "chest";
}
status.text = "chest";
//raycastHit.collider.gameObject.transform.GetChild(0).GetComponent<Renderer>().material.color = Color.green;
}
else
{
resetIsTracking();
}
}
else{
resetIsTracking();
}
}
private void resetIsTracking()
{
if (isTracking == true)
{
isTracking = false;
//ñáðàñûâàåì ïîäñâåòêó îáúåêòà + óáèðàåì êíîïêó îòêðûòü
status.text = "no chest";
rayRecObj.GetComponent<Outline>().enabled = false;
button.SetActive(false);
}
}
}

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"m_SettingValues": [
"False",
"False"
]
}