added new models

This commit is contained in:
2023-03-03 09:30:17 +02:00
parent f5733d0ffd
commit 5e4be5be1c
57 changed files with 2212 additions and 42 deletions
+8
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#usda 1.0
(
customLayerData = {
string author = "ambientCG (ambientCG.com)"
string copyright = "CC0 1.0 Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)"
string generator = "ambientCG USD Script (v2)"
string title = "Metal012 by ambientCG"
string url = "https://ambientcg.com/a/Metal012"
}
defaultPrim = "ambientCG_Metal012_2K_JPG"
)
def Material "ambientCG_Metal012_2K_JPG"
{
token outputs:surface.connect = </ambientCG_Metal012_2K_JPG/PBRShader.outputs:surface>
def Shader "TextureCoordinateReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname = "st"
float2 outputs:result
}
def Shader "PBRShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </ambientCG_Metal012_2K_JPG/diffuseColor.outputs:rgb>
float inputs:metallic.connect = </ambientCG_Metal012_2K_JPG/metallic.outputs:r>
float inputs:displacement.connect = </ambientCG_Metal012_2K_JPG/displacement.outputs:r>
normal3f inputs:normal.connect = </ambientCG_Metal012_2K_JPG/normal.outputs:rgb>
float inputs:roughness.connect = </ambientCG_Metal012_2K_JPG/roughness.outputs:r>
int inputs:useSpecularWorkflow = 0
token outputs:surface
}
def Shader "diffuseColor"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.8, 0.8, 0.8, 1)
asset inputs:file = @Metal012_2K_Color.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "sRGB"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "displacement"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.5, 0.5, 0.5, 1)
asset inputs:file = @Metal012_2K_Displacement.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "roughness"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @Metal012_2K_Roughness.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "metallic"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @Metal012_2K_Metalness.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "normal"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0, 0, 1, 1)
asset inputs:file = @Metal012_2K_NormalGL.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
float4 inputs:bias = (-1, -1, -1, 0)
float4 inputs:scale = (2, 2, 2, 1)
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
}
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using System.Runtime.Serialization;
public enum StatsId { Money, RentAccount, Food, Energy, BankAccount, Job, }
public enum Tasks { Move, Interact, Rotate };
public enum TaskStatus { Waiting, InProgress, Complete };
public enum AnimationStates
{
[EnumMember(Value = "Idle")]
Idle,
[EnumMember(Value = "Move")]
Walking,
[EnumMember(Value = "Sleeping")]
Sleeping,
[EnumMember(Value = "StandToSit")]
[BlockingAnimation]
Sitting,
[EnumMember(Value = "SitToStand")]
[BlockingAnimation]
Standing
};
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public class ColaFreezer : BaseInteractableObject public class ColaFreezer : BaseInteractableObject
{ {
[SerializeField] [SerializeField]
private FoodObjectSO _foodObjectSO; private SellableItemSO _sellableItemSO;
public override void Interact(Player player) public override void Interact(Player player)
{ {
if (!player.HasFoodObject()) if (!player.HasFoodObject())
{ {
player.BuyObject(_foodObjectSO); //player.BuyObject(_sellableItemSO);
// Spawn new object and set to player // Spawn new object and set to player
var transform = Instantiate(_foodObjectSO.prefab, _playerArrivePoint); var transform = Instantiate(_sellableItemSO.prefab, _playerArrivePoint);
var foodObject = transform.GetComponent<FoodObject>(); var foodObject = transform.GetComponent<FoodObject>();
player.SetFoodObject(foodObject); player.SetFoodObject(foodObject);
} }
+7 -28
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@@ -7,27 +7,7 @@ using System.Runtime.Serialization;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
public class BlockingAnimation : Attribute public class BlockingAnimation : Attribute{}
{
}
public enum Tasks { Move, Interact, Rotate };
public enum TaskStatus { Waiting, InProgress, Complete };
public enum AnimationStates
{
[EnumMember(Value = "Idle")]
Idle,
[EnumMember(Value = "Move")]
Walking,
[EnumMember(Value = "Sleeping")]
Sleeping,
[EnumMember(Value = "StandToSit")]
[BlockingAnimation]
Sitting,
[EnumMember(Value = "SitToStand")]
[BlockingAnimation]
Standing
};
public class Player : MonoBehaviour public class Player : MonoBehaviour
{ {
@@ -106,7 +86,7 @@ public class Player : MonoBehaviour
_currentTask.UpdateStatus(MoveToPoint()); _currentTask.UpdateStatus(MoveToPoint());
break; break;
case Tasks.Interact: case Tasks.Interact:
if (pathComplete(_currentTask.TagretObject._playerArrivePoint.position)) if (IsPathComplete(_currentTask.TagretObject._playerArrivePoint.position))
_currentTask.UpdateStatus(InteractWithObject(_currentTask.TagretObject)); _currentTask.UpdateStatus(InteractWithObject(_currentTask.TagretObject));
else else
{ {
@@ -131,10 +111,10 @@ public class Player : MonoBehaviour
Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero; Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero;
_animator.SetFloat(WALK_VELOCITY, velocity.y); _animator.SetFloat(WALK_VELOCITY, velocity.y);
return pathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress; return IsPathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress;
} }
private bool pathComplete(Vector3 destination) private bool IsPathComplete(Vector3 destination)
{ {
if (Vector3.Distance(destination, _navAgent.transform.position) <= _navAgent.radius) if (Vector3.Distance(destination, _navAgent.transform.position) <= _navAgent.radius)
{ {
@@ -216,10 +196,9 @@ public class Player : MonoBehaviour
} }
} }
public void BuyObject(FoodObjectSO objectToBuy) public void Pay(float amount)
{ {
Stats[StatsId.Money].deduct(objectToBuy.objectPrice); Stats[StatsId.Money].deduct(amount);
//action.ApplyAction(this);
} }
public float Eat() public float Eat()
@@ -238,6 +217,7 @@ public class Player : MonoBehaviour
?.GetCustomAttribute<EnumMemberAttribute>(false) ?.GetCustomAttribute<EnumMemberAttribute>(false)
?.Value; ?.Value;
} }
private static bool IsBlockingAnimation<T>(T value) private static bool IsBlockingAnimation<T>(T value)
where T : struct, IConvertible where T : struct, IConvertible
{ {
@@ -247,7 +227,6 @@ public class Player : MonoBehaviour
return attr != null; return attr != null;
} }
public void SetFoodObject(FoodObject foodObject) public void SetFoodObject(FoodObject foodObject)
{ {
foodObject.transform.parent = _holdPoint; foodObject.transform.parent = _holdPoint;
+1 -1
View File
@@ -1,6 +1,6 @@
using System.Collections.Generic; using System.Collections.Generic;
public enum StatsId { Money, RentAccount, Food, Energy, BankAccount, Job, }
public class PlayerStats public class PlayerStats
{ {
public static Dictionary<StatsId, Stat> CreateInitialStats() public static Dictionary<StatsId, Stat> CreateInitialStats()
@@ -1,7 +1,7 @@
using UnityEngine; using UnityEngine;
[CreateAssetMenu()] [CreateAssetMenu()]
public class FoodObjectSO : ScriptableObject public class SellableItemSO : ScriptableObject
{ {
public Transform prefab; public Transform prefab;
public string objectName; public string objectName;