Merge branch 'leveldesign'

This commit is contained in:
Nadine Ganz 2025-06-02 12:55:23 +02:00
commit 94c9d8b426
72 changed files with 31673 additions and 51567 deletions

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@ -209,8 +209,8 @@ Tree("26_Castello_Castelli_di_Bellinzona_Intro") {
Tree("26_Castello_Castelli_di_Bellinzona_Chatbot_Init") {
// Initialization
Composite(Marathon) {
BTC.SetPosition("GO.XRInteractionHandsSetup.XROrigin", 52.99, 0, 20.4)
BTC.SetPosition("GO.HANDMENU", 52.99, 0, 20.4)
BTC.SetPosition("GO.XRInteractionHandsSetup.XROrigin", 52.097, 0, 20.562)
BTC.SetPosition("GO.HANDMENU", 53.319, 0, 20.829)
BTC.RotateToAngle("GO.XRInteractionHandsSetup.XROrigin", 90.0)
BTC.RotateToAngle("GO.HANDMENU", 90.0)
}

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@ -61,7 +61,7 @@ public class BTC : MonoBehaviour {
}
public List<ComponentController> namedObjects = new List<ComponentController>();
private Dictionary<string, ComponentController> namedLookup = new();
private Dictionary<int, ComponentController> namedLookup = new();
private void OnEnable()
{
@ -95,13 +95,13 @@ public class BTC : MonoBehaviour {
foreach (var ctrl in namedObjects)
{
if (!string.IsNullOrEmpty(ctrl.objectName))
namedLookup[ctrl.objectName] = ctrl;
namedLookup[ctrl.objectName.GetHashCode()] = ctrl;
}
}
public T GetNamedObject<T>(string objectName) where T : ComponentController
{
if (namedLookup.TryGetValue(objectName, out var obj))
if (namedLookup.TryGetValue(objectName.GetHashCode(), out var obj))
return obj as T;
return null;
}

View File

@ -99,15 +99,31 @@ public class ComponentController : MonoBehaviour {
public string roomId;
public string uniqueId;
// cache the name
public string _name;
public string objectName {
get {
if (string.IsNullOrEmpty(_name))
{
_name = name;
}
return name;
}
set {
name = value;
_name = value;
}
}
public int objectHash
{
get
{
return name.GetHashCode();
}
set { }
}
public virtual void Awake () {
UpdateObject();
}

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@ -125,7 +125,7 @@ MonoBehaviour:
handlers:
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- {fileID: 2064511083813254827}
roomId: INTERACTABLES
roomId:
uniqueId:
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View File

@ -150,7 +150,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
handlers:
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roomId: INTERACTABLES
roomId:
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View File

@ -302,7 +302,7 @@ MonoBehaviour:
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roomId: INTERACTABLES
roomId:
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@ -1082,6 +1162,7 @@ MonoBehaviour:
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roomId: STATIC
uniqueId:
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MonoBehaviour:
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@ -1113,46 +1194,6 @@ MonoBehaviour:
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GameObject:
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@ -1224,7 +1265,7 @@ Material:
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@ -1262,7 +1303,7 @@ Material:
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@ -1853,7 +1854,7 @@ Transform:
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@ -2219,6 +2260,46 @@ MonoBehaviour:
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@ -0,0 +1,22 @@
using UnityEngine;
public class SetAnimationFrame : MonoBehaviour
{
public string animationStateName = "YourAnimationState"; // Exact state name
public float freezeTime = 0.99f; // Use 1.0f or 0.99f to stay at the last frame (safe against overshooting)
private Animator animator;
void Start()
{
animator = GetComponent<Animator>();
// Play the animation state at a specific normalized time (0=start, 1=end)
animator.Play(animationStateName, 0, freezeTime);
// Immediately update the animator once to apply that pose
animator.Update(0);
// Disable the Animator to freeze it
animator.enabled = false;
}
}

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@ -0,0 +1,59 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class WorldSpaceSlideshow : MonoBehaviour
{
public Texture[] images; // Assign your 5 images here
public float fadeDuration = 1.5f; // Duration of fade
public float displayDuration = 3f; // How long each image is shown
private RawImage rawImage;
private int currentIndex = 0;
private int nextIndex = 1;
private float alpha = 0f;
private void Start()
{
rawImage = GetComponent<RawImage>();
rawImage.color = new Color(1, 1, 1, 0);
StartCoroutine(Slideshow());
}
IEnumerator Slideshow()
{
while (true)
{
Texture currentTex = images[currentIndex];
Texture nextTex = images[nextIndex];
// Fade in current image
rawImage.texture = currentTex;
yield return Fade(0, 1);
// Wait while image is fully visible
yield return new WaitForSeconds(displayDuration);
// Fade out current image
yield return Fade(1, 0);
// Prepare next indices
currentIndex = nextIndex;
nextIndex = (nextIndex + 1) % images.Length;
}
}
IEnumerator Fade(float from, float to)
{
float t = 0;
while (t < fadeDuration)
{
t += Time.deltaTime;
float normalized = t / fadeDuration;
alpha = Mathf.Lerp(from, to, normalized);
rawImage.color = new Color(1, 1, 1, alpha);
yield return null;
}
rawImage.color = new Color(1, 1, 1, to);
}
}

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