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19 Commits
Author SHA1 Message Date
gunnbr ca8cc2903f Assign materials to faces in an attempt to get colors in Mixamo. 2021-01-26 08:07:40 -08:00
gunnbr 12ab723398 Quick finish the hair. Add mouth. Add loop cut for knees. 2021-01-25 20:56:44 -08:00
gunnbr 2231f51508 Add more hair segments 2021-01-25 20:32:21 -08:00
Brian Gunn 3b382093b6 Attempts to fix old hair and also create new hair 2021-01-25 18:02:24 -08:00
Brian Gunn 4c2a9e1e8e Initial work on new hair 2021-01-21 17:15:16 -08:00
gunnbr d468286dd6 Adjust starting position 2021-01-17 10:34:17 -08:00
gunnbr 12145753f0 Make Shello rotate towards the player before jumping (this still needs work)
Convert all scripts to used tagged Player.
Try to keep Shello on the ground while walking (not sure if this works yet).
Fix transition from excitement to walking to happen immediately.
2021-01-17 10:22:11 -08:00
gunnbr 3f9ac3eb81 Add animations to Shello 2021-01-17 09:18:27 -08:00
Brian Gunn 51de4150c4 Start rigging. Still needs a lot of work. 2021-01-15 17:51:07 -08:00
Brian Gunn f328325126 Adjust model into T-pose with proper head alignment 2021-01-15 17:40:16 -08:00
gunnbr e661bf2722 Change cat audio distance 2021-01-12 23:02:36 -08:00
gunnbr 0a75d2bf98 Add cat meow and follow 2021-01-12 22:55:14 -08:00
gunnbr 9c5d74f65f Merge branch 'master' of http://sakura:3030/gunnbr/PrincessLandVR 2021-01-12 20:43:50 -08:00
gunnbr 5c85a5db2a Fix up some terrain and objects on top of moved terrain 2021-01-12 20:42:55 -08:00
gunnbr dca604c215 Switch to daytime light 2021-01-12 20:42:28 -08:00
gunnbr 48070fcd8a Adjust fish to swim animation 2021-01-12 20:41:55 -08:00
Brian Gunn accdfe5019 Switch time of day to morning. Make chick default to eating animation. 2021-01-12 12:57:15 -08:00
Brian Gunn 71ca4cd8bd Add terrain alignment to tortoise. Adjust patrol points 2021-01-12 11:27:53 -08:00
gunnbr 3cd4759b26 Tweak position of... something? 2021-01-11 23:33:04 -08:00
40 changed files with 3631 additions and 1160 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class FollowerController : MonoBehaviour
{
public float wakeDistance;
private NavMeshAgent agent;
private AudioSource audioSource;
private Animator[] anims;
private bool isFollowing = false;
private Transform target;
void Start()
{
agent = GetComponent<NavMeshAgent>();
anims = GetComponentsInChildren<Animator>();
audioSource = GetComponent<AudioSource>();
var players = GameObject.FindGameObjectsWithTag("Player");
if (players?.Length > 0)
{
target = players[0].transform;
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}
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void Update()
{
if (isFollowing)
{
foreach (var anim in anims)
{
anim.SetFloat("speed", agent.velocity.magnitude);
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agent.SetDestination(target.position);
}
else
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float dist = Vector3.Distance(target.position, transform.position);
isFollowing = dist < wakeDistance;
if (isFollowing)
{
audioSource.Play();
Debug.LogWarning("Played the audio!");
}
}
}
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{
Animator anim;
public Transform player;
Transform player;
public float startle_distance;
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
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m_Transitions:
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m_Transitions:
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m_State: {fileID: 1102124752476982478}
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m_State: {fileID: 1102174821316947756}
m_Position: {x: -192, y: 60, z: 0}
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serializedVersion: 6
m_ObjectHideFlags: 1
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@@ -892,4 +892,4 @@ AnimatorStateMachine:
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@@ -53,18 +53,6 @@ AnimatorController:
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@@ -908,51 +896,3 @@ AnimatorStateMachine:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShelloController : MonoBehaviour
{
public LayerMask terainMask;
public float notice_distance;
// Angular speed in radians per sec.
public float rotationSpeed = 1.0f;
public float excitedDirection = 5;
Transform player;
Animator anim;
bool isAwake = false;
int awokenFrames = 0;
void Start()
{
anim = GetComponent<Animator>();
var players = GameObject.FindGameObjectsWithTag("Player");
if (players?.Length > 0)
{
player = players[0].transform;
}
}
// Update is called once per frame
void Update()
{
if (player == null)
{
return;
}
if (isAwake)
{
return;
}
float dist = Vector3.Distance(player.position, transform.position);
var isExcited = dist < notice_distance;
if (!isExcited)
{
return;
}
// Determine which direction to rotate towards
Vector3 targetDirection = player.position - transform.position;
// The step size is equal to speed times frame time.
float singleStep = rotationSpeed * Time.deltaTime;
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);
// Draw a ray pointing at our target in
Debug.DrawRay(transform.position, newDirection, Color.red);
var rotateDiff = transform.forward.y - targetDirection.y;
// Calculate a rotation a step closer to the target and applies rotation to this object
transform.rotation = Quaternion.LookRotation(newDirection);
if (Mathf.Abs(rotateDiff) < excitedDirection)
{
anim.SetBool("isExcited", isExcited);
if (isExcited)
{
awokenFrames++;
if (awokenFrames > 60)
{
anim.SetBool("isWalking", true);
anim.SetBool("isExcited", false);
isAwake = true;
}
}
}
else
{
Debug.Log($"Rotation diff: {rotateDiff}");
}
}
void FixedUpdate()
{
Align();
}
private void Align()
{
RaycastHit hit;
var theRay = -transform.up;
if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y, transform.position.z),
theRay, out hit, 20, terainMask))
{
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, hit.normal) * transform.parent.rotation;
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.deltaTime / 0.15f);
transform.position = new Vector3(transform.position.x, transform.position.y - hit.distance, transform.position.z);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TortoiseController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
RaycastHit hit;
Vector3 theRay;
public LayerMask terainMask;
void FixedUpdate()
{
Align();
}
// Update is called once per frame
void Update()
private void Align()
{
theRay = -transform.up;
if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y, transform.position.z),
theRay, out hit, 20, terainMask))
{
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, hit.normal) * transform.parent.rotation;
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.deltaTime / 0.15f);
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