game init

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2025-11-07 01:59:46 -08:00
parent a58defe364
commit 07f7eb1e2c
333 changed files with 88805 additions and 3 deletions

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using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.UI;
public class CompassPointer : MonoBehaviour
{
public Transform playerTransform;
public bool rotateCompass;
public bool realisticCompass;
public bool opposite;
public Toggle compass;
public bool brainController;
public bool wasRotating;
public GameObject cinBrain;
void Start()
{
}
void Update()
{
rotateCompass = compass.isOn;
if (rotateCompass)
{
if (realisticCompass)
{
Vector3 northDirection = Vector3.forward;
Vector3 compassForward = playerTransform.forward;
compassForward.y = 0;
float angle = Vector3.SignedAngle(compassForward, northDirection, Vector3.up);
transform.localRotation = Quaternion.Euler(0, angle, 0);
}
else
{
Vector3 northDirection = Vector3.forward;
Vector3 compassForward = playerTransform.forward;
compassForward.y = 0;
float angle = Vector3.SignedAngle(northDirection, compassForward, Vector3.up);
transform.localRotation = Quaternion.Euler(0, angle, 0);
}
if (opposite)
{
if (!realisticCompass)
{
Vector3 northDirection = Vector3.forward;
Vector3 compassForward = playerTransform.forward;
compassForward.y = 0;
float angle = Vector3.SignedAngle(compassForward, northDirection, Vector3.up);
transform.localRotation = Quaternion.Euler(0, angle, 0);
}
else
{
Vector3 northDirection = Vector3.forward;
Vector3 compassForward = playerTransform.forward;
compassForward.y = 0;
float angle = Vector3.SignedAngle(northDirection, compassForward, Vector3.up);
transform.localRotation = Quaternion.Euler(0, angle, 0);
}
}
}
else if (!rotateCompass)
{
Vector3 northDirection = Vector3.forward;
Vector3 compassForward = playerTransform.forward;
compassForward.y = 0;
float angle = Vector3.SignedAngle(northDirection, northDirection, Vector3.up);
transform.localRotation = Quaternion.Euler(0, angle, 0);
}
if (brainController)
{
if (rotateCompass)
{
if (wasRotating)
{
//cinBrain.SetActive(false);
//cinBrain.transform.rotation = Quaternion.Euler(90, 0, 0);
cinBrain.GetComponent<CinemachineRotateWithFollowTarget>().enabled = rotateCompass;
//cinBrain.SetActive(true);
wasRotating = false;
}
}
else if (!rotateCompass)
{
if (!wasRotating)
{
cinBrain.SetActive(false);
cinBrain.transform.rotation = Quaternion.Euler(90, 0, 0);
cinBrain.GetComponent<CinemachineRotateWithFollowTarget>().enabled = rotateCompass;
cinBrain.SetActive(true);
wasRotating = true;
}
}
}
}
}

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