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ea6a2c6b1c
Author | SHA1 | Date |
---|---|---|
Marc Gauch | ea6a2c6b1c | |
marcgauch | 32bf8a2783 | |
marcgauch | af3b189dfc | |
marcgauch | 857ee63663 | |
marcgauch | 56b4d8b080 | |
marcgauch | b265242575 | |
marcgauch | 424edf8e56 | |
marcgauch | 190072aef0 |
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@ -0,0 +1,35 @@
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||||||
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using System.Collections;
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||||||
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using System.Collections.Generic;
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||||||
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using UnityEngine;
|
||||||
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|
||||||
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public class Infoboard : MonoBehaviour
|
||||||
|
{
|
||||||
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public Transform target; // The OVRCameraRig transform
|
||||||
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|
||||||
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public float distanceInFront = 1.5f;
|
||||||
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public float heightAbove = 0.5f;
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||||||
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private bool placed = false;
|
||||||
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||||||
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// Update is called once per frame
|
||||||
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void Update()
|
||||||
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{
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||||||
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if (placed) return;
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||||||
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if (target == null) return;
|
||||||
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|
||||||
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// Calculate the new position (1.5 units in front and 0.5 units above the ground)
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||||||
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Vector3 newPosition = target.position + target.forward * 2.5f + target.up * 0.5f;
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||||||
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||||||
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// Set the position of this object
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||||||
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transform.position = newPosition;
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||||||
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|
||||||
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// Face the target
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||||||
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transform.LookAt(target);
|
||||||
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|
||||||
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// Since a quad is used, you may need to adjust the rotation if it doesn't face correctly
|
||||||
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transform.Rotate(Vector3.up, 180f); // Rotate by 180 degrees around the Y-axis
|
||||||
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||||||
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placed = true; // Set placed to true to ensure this only happens once
|
||||||
|
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||||||
|
}
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||||||
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}
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@ -0,0 +1,34 @@
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|
using UnityEngine;
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||||||
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using UnityEngine.SceneManagement;
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||||||
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|
||||||
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|
||||||
|
public class MyHead : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public Transform target; // The OVRCameraRig transform
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
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|
{
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|
if (target != null)
|
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|
{
|
||||||
|
// Set the position of this object to follow the OVRCameraRig
|
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|
transform.position = target.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// This method is called when a collision occurs
|
||||||
|
|
||||||
|
// for the unfortunate event that a bullet hits the head collider
|
||||||
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private void OnCollisionEnter(Collision collision)
|
||||||
|
{
|
||||||
|
// Check if the collision is with the specific object you want
|
||||||
|
if (collision.gameObject.CompareTag("Bullet"))
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene("AfterLife");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
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|
}
|
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- _GroundColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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@ -25,7 +25,7 @@ public class iamagun : MonoBehaviour
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// Flag to check if the kick animation is active
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// Flag to check if the kick animation is active
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private bool isKicking = false;
|
private bool isKicking = false;
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private bool isInHand = false;
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private bool isInHand = true;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@ -6,8 +6,11 @@ EditorBuildSettings:
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path: Assets/Scenes/SampleScene.unity
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guid: 9fc0d4010bbf28b4594072e72b8655ab
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@ -5,6 +5,7 @@ TagManager:
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serializedVersion: 2
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- capsule
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- capsule
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- Bullet
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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|
|
Loading…
Reference in New Issue