init
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124
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124
Assets/Primitives.mat
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Assets/Primitives.mat.meta
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Assets/Scenes/Demo.unity
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1099
Assets/Scenes/Demo.unity
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Assets/Scenes/Demo.unity.meta
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58
Assets/Scripts/CameraController.cs
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58
Assets/Scripts/CameraController.cs
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using System.Collections;
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
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public class CameraController : MonoBehaviour
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{
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[SerializeField]
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private Camera _cam;
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[SerializeField]
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private InputAction pressed, axis, scroll;
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private float speed = 1f;
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private Vector2 rotation;
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private float scrollVal;
|
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private bool canRotate;
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|
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// Start is called before the first frame update
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void Awake()
|
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{
|
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pressed.Enable();
|
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axis.Enable();
|
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scroll.Enable();
|
||||
|
||||
pressed.performed += _ => { StartCoroutine(Rotate()); };
|
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pressed.canceled += _ => { canRotate = false; };
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axis.performed += context => { rotation = context.ReadValue<Vector2>(); };
|
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axis.canceled += _ => { rotation = Vector3.zero; };
|
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|
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scroll.performed += context =>
|
||||
{
|
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scrollVal = context.ReadValue<float>();
|
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ZoomIn();
|
||||
};
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}
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private void ZoomIn()
|
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{
|
||||
RaycastHit hit;
|
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if(scrollVal < 0 && Physics.Raycast(_cam.transform.position, transform.forward, out hit, 4))
|
||||
return;
|
||||
if(scrollVal < 0 || Vector3.Distance(_cam.transform.position, transform.position) < 20)
|
||||
_cam.transform.position += -scrollVal * transform.forward;
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||||
}
|
||||
|
||||
private IEnumerator Rotate()
|
||||
{
|
||||
canRotate = true;
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||||
while (canRotate)
|
||||
{
|
||||
rotation *= speed;
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transform.Rotate(Vector3.up, rotation.x);
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transform.Rotate(transform.right, -rotation.y, Space.World);
|
||||
yield return null;
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||||
}
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||||
}
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}
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Assets/Scripts/CameraController.cs.meta
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11
Assets/Scripts/CameraController.cs.meta
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33
Assets/Scripts/Demo.cs
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33
Assets/Scripts/Demo.cs
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem.HID;
|
||||
using UnityEngine.UI;
|
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|
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public class Demo : MonoBehaviour
|
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{
|
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[SerializeField]
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private ObjectQ _queue;
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|
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[SerializeField] private Button previousBtn;
|
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[SerializeField] private Button nextBtn;
|
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|
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void Awake()
|
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{
|
||||
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
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GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
|
||||
_queue.Add(cube);
|
||||
_queue.Add(sphere);
|
||||
_queue.Add(capsule);
|
||||
_queue.Add(cylinder);
|
||||
_queue.Add(plane);
|
||||
|
||||
previousBtn.onClick.AddListener(() => _queue.Change(true));
|
||||
nextBtn.onClick.AddListener(() => _queue.Change(false));
|
||||
}
|
||||
|
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}
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Assets/Scripts/Demo.cs.meta
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69
Assets/Scripts/ObjectQ.cs
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69
Assets/Scripts/ObjectQ.cs
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
//Handle Objects in Queue
|
||||
public class ObjectQ : MonoBehaviour
|
||||
{
|
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//all objects in the Q(ueue) are stored here
|
||||
[SerializeField]
|
||||
private List<QableObject> queue = new List<QableObject>();
|
||||
[SerializeField]
|
||||
private Material material;
|
||||
|
||||
private QableObject currentObject = null;
|
||||
private int currentIndex = 0;
|
||||
private State currentState = State.Changing;
|
||||
|
||||
|
||||
//switch to next or previous object in Q
|
||||
public void Change(bool previous = false)
|
||||
{
|
||||
if(queue.Count < 2 || currentState != State.ViewMode)
|
||||
return;
|
||||
|
||||
currentIndex = previous ? currentIndex - 1 : currentIndex + 1;
|
||||
currentIndex = (currentIndex + queue.Count) % queue.Count;
|
||||
StartCoroutine(ShowNext());
|
||||
currentState = State.Changing;
|
||||
}
|
||||
|
||||
//add Object to Q
|
||||
public void Add(GameObject gameObject)
|
||||
{
|
||||
var o = gameObject.AddComponent<QableObject>();
|
||||
gameObject.transform.SetParent(transform);
|
||||
gameObject.transform.position = transform.position;
|
||||
o.renderer.material = material;
|
||||
|
||||
queue.Add(o);
|
||||
|
||||
//if no object is currently visible then show the first object in Q
|
||||
if(currentObject == null)
|
||||
StartCoroutine(ShowNext());
|
||||
}
|
||||
|
||||
//Show next object from currentIndex
|
||||
private IEnumerator ShowNext()
|
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{
|
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if(currentObject != null)
|
||||
yield return StartCoroutine(currentObject.Dissolve());
|
||||
|
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currentObject = queue[currentIndex];
|
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StartCoroutine(currentObject.Dissolve(true));
|
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currentState = State.ViewMode;
|
||||
}
|
||||
|
||||
|
||||
//States of ObjectQ
|
||||
public enum State
|
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{
|
||||
ViewMode,
|
||||
Changing
|
||||
}
|
||||
|
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}
|
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|
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11
Assets/Scripts/ObjectQ.cs.meta
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11
Assets/Scripts/ObjectQ.cs.meta
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35
Assets/Scripts/QableObject.cs
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35
Assets/Scripts/QableObject.cs
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|
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using System;
|
||||
using System.Collections;
|
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using UnityEngine;
|
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using UnityEngine.PlayerLoop;
|
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|
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//Q(ueue)able Object used by the ObjectQ handler.
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public class QableObject : MonoBehaviour
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{
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public float _dissolveTime = 0.5f;
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public Renderer renderer;
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private void Awake()
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{
|
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renderer = gameObject.GetComponent<Renderer>();
|
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}
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|
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public IEnumerator Dissolve(bool reverse = false)
|
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{
|
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float timer = 0;
|
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float from = reverse ? 1 : 0;
|
||||
float to = reverse ? 0 : 1;
|
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|
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while (timer < _dissolveTime)
|
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{
|
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|
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val = Mathf.Clamp01(val);
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renderer.material.SetFloat("Vector1_9fb2dc688df04073ae34e838656f2a2e", val);
|
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timer += Time.deltaTime;
|
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yield return new WaitForEndOfFrame();
|
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}
|
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|
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|
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yield return timer;
|
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}
|
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}
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8
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8
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44
Assets/UniversalRenderPipelineAsset_Renderer.asset
Normal file
44
Assets/UniversalRenderPipelineAsset_Renderer.asset
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8
Assets/UniversalRenderPipelineAsset_Renderer.asset.meta
Normal file
8
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Reference in New Issue
Block a user