add minimap
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@@ -0,0 +1,136 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: MiniMapPlayer
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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- _BaseColor: {r: 1, g: 0.9764706, b: 0, a: 1}
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- _Color: {r: 1, g: 0.97647053, b: 0, a: 1}
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version: 9
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@@ -0,0 +1,8 @@
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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@@ -83,6 +83,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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@@ -11,7 +11,7 @@ GameObject:
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- component: {fileID: 3948087370635043577}
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- component: {fileID: 3948087370635043577}
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- component: {fileID: 7420742204238459125}
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m_Layer: 5
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m_Name: Particles
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m_Name: Particles
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@@ -4900,7 +4900,7 @@ GameObject:
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m_Component:
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- component: {fileID: 5837907904023371798}
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m_Layer: 0
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m_Layer: 5
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m_Name: WayPointSign
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m_Name: WayPointSign
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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+1094
-26
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Load Diff
@@ -2,44 +2,11 @@ using UnityEngine;
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public class CameraPlayerFollow : MonoBehaviour
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public class CameraPlayerFollow : MonoBehaviour
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{
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{
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private Vector3 _cameraOffset;
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private Vector3 _cameraOffset = new(0, 15, 0);
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private Transform _obstruction;
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[SerializeField]
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[Range(0.01f, 1.0f)]
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private float _smoothFactor = 0.5f;
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// Start is called before the first frame update
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void Start()
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{
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_obstruction = null;
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_cameraOffset = transform.position - Player.Instance.transform.position;
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// .LookAt(_player);
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}
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void LateUpdate()
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void LateUpdate()
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{
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{
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Vector3 newPosition = Player.Instance.transform.position + _cameraOffset;
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Vector3 newPosition =
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transform.position = Player.Instance.transform.position + _cameraOffset;
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transform.position = Vector3.Slerp(transform.position, newPosition, _smoothFactor);
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ViewObstructed();
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}
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private void ViewObstructed()
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{
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RaycastHit hit;
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if (Physics.Raycast(transform.position, Player.Instance.transform.position - transform.position, out hit, 3.5f))
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{
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if (hit.collider.gameObject.tag != "Player")
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{
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_obstruction = hit.transform;
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_obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
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}
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}
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else if (_obstruction != null)
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{
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_obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
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_obstruction = null;
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}
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}
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}
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}
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}
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@@ -0,0 +1,39 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!84 &8400000
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: MinimapRenderTexture
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m_ImageContentsHash:
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m_GenerateMips: 1
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m_SRGB: 0
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m_UseDynamicScale: 0
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assetBundleName:
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@@ -13,7 +13,7 @@ TagManager:
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- Water
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- Water
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- UI
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- UI
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- Selectable
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- Selectable
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-
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- MiniMap
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-
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-
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-
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-
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-
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-
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