Merge branch 'master' into programming

This commit is contained in:
Nadine Ganz 2025-07-31 09:29:26 +02:00
commit 5ad72468dd
35 changed files with 460066 additions and 2099 deletions

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@ -11,7 +11,7 @@ AnimatorStateMachine:
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m_EntryTransitions: [] m_EntryTransitions: []

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@ -594,25 +594,7 @@ MonoBehaviour:
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@ -639,49 +621,13 @@ MonoBehaviour:
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@ -708,25 +654,7 @@ MonoBehaviour:
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@ -69,7 +69,7 @@ TextureImporter:
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@ -69,7 +69,7 @@ TextureImporter:
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@ -69,7 +69,7 @@ TextureImporter:
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@ -69,7 +69,7 @@ TextureImporter:
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@ -69,7 +69,7 @@ TextureImporter:
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@ -550,9 +550,9 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: "Strecken Sie mit der Hand, in der Sie das virtuelle Handy halten, den m_text: "Auf deinem virtuellen Viagg-io-Handy kannst Du auf den Men\xFC-Button
Zeigefinger und den Daumen aus. Dann erscheint unter dem Handy ein \u201CMen\xFC\u201D-Button. (weisser Button mit drei schwarzen Linien) dr\xFCcken und von dort gelangst Du
Damit gelangen Sie ins Men\xFC und k\xF6nnen dort ein Level ausw\xE4hlen.\r" zum Button \"Level w\xE4hlen\".\r"
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@ -2297,7 +2297,7 @@ GameObject:
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@ -2384,9 +2384,12 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
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m_Calls: [] m_Calls: []
m_text: "So lange den Zeigefinger und Daumen der rechten Hand zusammenhalten, sodass m_text: "F\xFChre die Reset-Geste durch, indem Du zuerst die Hand mit ausgestreckten
das Meta-Symbol (Unendlichkeitssymbol) erscheint, und der Kreis darum gef\xFCllt Fingern und der Handinnenfl\xE4che nach oben vor dich hinh\xE4ltst und dann langsam
ist.\r" die Faust ballst. Dann sollte ein Symbol mit Kreis oben an deiner Faust erscheinen.
Drehe dann die Faust, so dass der Handr\xFCcken nach oben zeigt und strecke die
Finger wieder. Sobald ein Ton erklingt, kannst Du die Hand wieder wegnehmen.
Deine Position wird korrigiert."
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@ -2799,6 +2802,8 @@ MonoBehaviour:
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jumpPointGrottoEssen: GrottoEssen jumpPointGrottoEssen: GrottoEssen
jumpPointGrottoKueche: GrottoKueche jumpPointGrottoKueche: GrottoKueche
fadeDuration: 2
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sceneName: 0.5-Tutorial sceneName: 0.5-Tutorial
@ -2900,7 +2905,10 @@ MonoBehaviour:
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m_text: "Taste \"<-\" auf dem Handy.\r" m_text: "Auf deinem virtuellen Viagg-io-Handy kannst Du auf den Men\xFC-Button
(weisser Button mit drei schwarzen Linien) dr\xFCcken und von dort gelangst Du
zum Button \"Level w\xE4hlen\". Dort dr\xFCckst Du auf das Level, das Du gerade
spielst. So startest Du es neu."
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@ -4762,7 +4770,7 @@ MonoBehaviour:
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m_text: "Wie kann ich eine Sequenz neu starten?\r" m_text: Wie kann ich ein Level neu starten?
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@ -5814,7 +5822,9 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
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m_text: "Zweimal mit dem Finger auf das kleine Loch rechts an der Quest tippen.\r" m_text: "Auf deinem virtuellen Viagg-io-Handy kannst Du auf den Men\xFC-Button
(weisser Button mit drei schwarzen Linien) dr\xFCcken und dort findest Du den
Button \"Hauptmen\xFC\"."
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m_text: "Wie komme ich zur\xFCck in das Quest-Men\xFC?\r" m_text: "Wie komme ich zur\xFCck in das Hauptmen\xFC?\r"
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m_text: "H\xE4nde offen mit der Handinnenseite ausgestreckt vor das Gesicht (Headset) m_text: "Halte deine H\xE4nde offen mit der Handinnenseite ausgestreckt vor dein
halten.\r" Gesicht (Headset)."
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@ -10,6 +10,9 @@ public class AxisConstrainedLookAt : MonoBehaviour
[Header("Which local axis should point at the target?")] [Header("Which local axis should point at the target?")]
public LocalAxis lookAxis = LocalAxis.Z; public LocalAxis lookAxis = LocalAxis.Z;
[Tooltip("Invert the direction of the chosen local axis")]
public bool invertDirection = false;
[Header("Allow rotation only around this world axis")] [Header("Allow rotation only around this world axis")]
public RotationAxis allowedRotationAxis = RotationAxis.Y; public RotationAxis allowedRotationAxis = RotationAxis.Y;
@ -25,6 +28,10 @@ public class AxisConstrainedLookAt : MonoBehaviour
Vector3 projectedDirection = ProjectDirection(toTarget.normalized, allowedRotationAxis); Vector3 projectedDirection = ProjectDirection(toTarget.normalized, allowedRotationAxis);
if (projectedDirection.sqrMagnitude < 0.0001f) return; if (projectedDirection.sqrMagnitude < 0.0001f) return;
// Invert the direction if the toggle is on
if (invertDirection)
projectedDirection = -projectedDirection;
// Get the desired rotation to look at the projected target direction // Get the desired rotation to look at the projected target direction
Quaternion targetRotation = Quaternion.LookRotation(projectedDirection, Vector3.up); Quaternion targetRotation = Quaternion.LookRotation(projectedDirection, Vector3.up);