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serializedVersion: 2
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offset: 0
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size: 0
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path:
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m_MeshLodInfo:
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serializedVersion: 2
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m_LodSelectionCurve:
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serializedVersion: 1
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m_LodSlope: 0
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m_LodBias: 0
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m_NumLevels: 1
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m_SubMeshes:
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- serializedVersion: 2
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m_Levels:
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- serializedVersion: 1
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m_IndexStart: 0
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m_IndexCount: 0
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fileFormatVersion: 2
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guid: 7e293113c05d8154f974cb4896a44966
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 4300000
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 93ab57a88db0f774fb9e071a999ff7bb
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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102
Assets/Scripts/CompassPointer.cs
Normal file
102
Assets/Scripts/CompassPointer.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/CompassPointer.cs.meta
Normal file
2
Assets/Scripts/CompassPointer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65ef68387275a3e46b7e5752f865b7c8
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user