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{ GameDataSource.Instance.VectorWallAbilityKey, CursorState.VectorWall } + { GameDataSource.Instance.VectorWallAbilityKey, CursorState.VectorWall }, + { GameDataSource.Instance.TheExecutionerKey, CursorState.Executioner }, + { GameDataSource.Instance.CrowsForesightKey, CursorState.Foresight }, + + }; } private void Awake() diff --git a/Assets/Scripts/Gameplay/CrowManager.cs b/Assets/Scripts/Gameplay/CrowManager.cs index 123c47e..1138bbf 100644 --- a/Assets/Scripts/Gameplay/CrowManager.cs +++ b/Assets/Scripts/Gameplay/CrowManager.cs @@ -185,7 +185,7 @@ public class CrowManager : NetworkBehaviour /// /// Ensures the players list is updated when a player is spawned or despawned. - /// + /// /// The ServerCharacter to track. public void OnPlayerSpawned(ServerCharacter character) { diff --git a/Assets/Scripts/Gameplay/CrowsForesightPrefab.cs b/Assets/Scripts/Gameplay/CrowsForesightPrefab.cs index 3061a33..82b7474 100644 --- a/Assets/Scripts/Gameplay/CrowsForesightPrefab.cs +++ b/Assets/Scripts/Gameplay/CrowsForesightPrefab.cs @@ -133,11 +133,10 @@ public class CrowsForesightPrefab : NetworkBehaviour private LineRenderer CreateLine() { //GameObject lineObj = new GameObject("ForesightLine"); - GameObject lineObj = Instantiate(LinePrefab); - LineRenderer line = lineObj.AddComponent(); - line.startWidth = 0.7f; - line.endWidth = 0.7f; + LineRenderer line = lineObj.GetComponent(); + line.startWidth = 1f; + line.endWidth = 1f; //line.material = new Material(Shader.Find("Sprites/Default")); line.transform.SetParent(transform); return line; diff --git a/Assets/Scripts/Gameplay/CursorState.cs b/Assets/Scripts/Gameplay/CursorState.cs index 7a94ef2..f206b8c 100644 --- a/Assets/Scripts/Gameplay/CursorState.cs +++ b/Assets/Scripts/Gameplay/CursorState.cs @@ -6,4 +6,6 @@ public enum CursorState VectorWall, Dash, Freeze, + Executioner, + Foresight, } diff --git a/Assets/Scripts/Gameplay/PlatformManager.cs b/Assets/Scripts/Gameplay/PlatformManager.cs index 38e274a..a1cdef2 100644 --- a/Assets/Scripts/Gameplay/PlatformManager.cs +++ b/Assets/Scripts/Gameplay/PlatformManager.cs @@ -11,7 +11,8 @@ namespace Unity.Multiplayer.Samples.BossRoom { public static PlatformManager Instance; public List m_Platforms; - public int numberOfPlayers = 2; // Number of players (n) + public Transform centerPoint; + public float shapeRadius = 5f; private void Awake() { @@ -31,220 +32,80 @@ namespace Unity.Multiplayer.Samples.BossRoom { InitializePlatforms(); StartCoroutine(DelayedServerSetup()); - } } - #region DistancePlatform - public List platforms; // Assign all platforms in the Inspector - private List activePlatforms = new List(); // Stores only active platforms - private Dictionary platformDistances = new Dictionary(); // Stores distances - private List sortedUniqueDistances = new List(); // Stores unique sorted distances - public List platformTransforms; // Assign platform GameObjects here - public Transform centerPoint; // Center position where the shape will form - public float shapeRadius = 5f; - - - - void Starter() - { - UpdateActivePlatforms(); - PrecomputeDistances(); - } - public void ArrangePlatforms() + private void InitializePlatforms() { - // Get only active platforms - List activePlatforms = platformTransforms.Where(p => p.gameObject.activeSelf).ToList(); - int count = activePlatforms.Count; - - if (count < 3) + m_Platforms = GetComponentsInChildren(true).ToList(); + for (int i = 0; i < m_Platforms.Count; i++) { - Debug.LogWarning("Not enough platforms to form a shape!"); - return; + m_Platforms[i].AssignID(i + 1); } + } - // Arrange them in a regular polygon shape - PlacePlatformsInShape(activePlatforms, count); + private IEnumerator DelayedServerSetup() + { + yield return new WaitForSeconds(0.5f); + PlatformSelection(); } - private void PlacePlatformsInShape(List platforms, int count) + public void ArrangePlatforms() { - float angleStep = 360f / count; // Equal angles for each platform - float startAngle = 90f; // Start from the top (adjust if needed) + List activePlatforms = m_Platforms.Where(p => p.gameObject.activeSelf).ToList(); + int platformCount = activePlatforms.Count; + Debug.Log("Count of Active Platforms is: " + platformCount); + if (platformCount < 3) return; // Minimum 3 platforms for a shape - for (int i = 0; i < count; i++) + float angleStep = 360f / platformCount; + float startAngle = 90f; // Start from top + + for (int i = 0; i < platformCount; i++) { float angle = startAngle + (i * angleStep); float radians = angle * Mathf.Deg2Rad; - // Calculate new position using circle formula Vector3 newPosition = new Vector3( centerPoint.position.x + shapeRadius * Mathf.Cos(radians), centerPoint.position.y, centerPoint.position.z + shapeRadius * Mathf.Sin(radians) ); - // Move platform to its new position - platforms[i].position = newPosition; - } - } - - public void UpdateActivePlatforms() - { - // Refresh the active platforms list - activePlatforms = platforms.Where(p => p.gameObject.activeSelf).ToList(); - } - - private void PrecomputeDistances() - { - platformDistances.Clear(); - sortedUniqueDistances.Clear(); - - if (activePlatforms.Count < 2) - { - Debug.LogWarning("Not enough active platforms to calculate distances."); - return; - } - - HashSet uniqueDistances = new HashSet(); - - // Compute and store distances between all active platform pairs - for (int i = 0; i < activePlatforms.Count; i++) - { - for (int j = i + 1; j < activePlatforms.Count; j++) - { - Platform platformA = activePlatforms[i]; - Platform platformB = activePlatforms[j]; - - float rawDistance = Vector3.Distance(platformA.transform.position, platformB.transform.position); - float roundedDistance = Mathf.Round(rawDistance * 100f) / 100f; // Rounds to 2 decimal places - - uniqueDistances.Add(roundedDistance); - - string key = GetPlatformKey(platformA, platformB); - platformDistances[key] = roundedDistance; - } - } - - // Convert unique distances into a sorted list - sortedUniqueDistances = uniqueDistances.OrderBy(d => d).ToList(); - - Debug.Log("Sorted unique distances: " + string.Join(", ", sortedUniqueDistances)); - } - - public float CalculateScore(Platform platformA, Platform platformB) - { - if(platformA== null) - { - Debug.Log("platformA is null"); - } - if(platformB == null) - { - Debug.Log("platformB is null"); - } - if (!platformA.gameObject.activeSelf || !platformB.gameObject.activeSelf) - { - Debug.Log("One or both selected platforms are not active."); - return -1; - } - Debug.Log("PlatformKey getter"); - string key = GetPlatformKey(platformA, platformB); - Debug.Log("PlatformKey getter2"); - if (!platformDistances.ContainsKey(key)) - { - Debug.LogError("Distance for selected platforms not found!"); - return -1; - } - - float distance = platformDistances[key]; - float scoreMultiplier = GetMultiplier(distance); - Debug.Log($"Platforms {platformA.name} & {platformB.name} selected. Distance: {distance:F2}, Score Multiplier: {scoreMultiplier}"); - return scoreMultiplier; - } - - private float GetMultiplier(float distance) - { - if (sortedUniqueDistances.Count == 0) - { - return 1.0f; // Default if no distances are calculated + activePlatforms[i].transform.position = newPosition; } - - // Find the index of the selected distance in the sorted list - int index = sortedUniqueDistances.IndexOf(distance); - - // Multiplier starts from 1.0 and increases by 0.1 per step - return 1.0f + (index * 0.1f); - } - - private string GetPlatformKey(Platform platformA, Platform platformB) - { - return platformA.name + "_" + platformB.name; - } - #endregion - /// - /// Initializes platform list and assigns unique IDs. - /// - private void InitializePlatforms() - { - m_Platforms = GetComponentsInChildren(true).ToList(); - for (int i = 0; i < m_Platforms.Count; i++) - { - m_Platforms[i].AssignID(i + 1); // Assign unique IDs to platforms - } - } - - /// - /// Delayed server setup to allow other components to initialize. - /// - private IEnumerator DelayedServerSetup() - { - yield return new WaitForSeconds(0.5f); - PlatformSelection(); } - /// - /// Server-side logic to select and enable platforms based on player count. - /// private void PlatformSelection() { + //int platformsToSpawn = 5; + int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers", 1) - 1; - int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers",1) - 1; - //int platformsToSpawn = 2; - - // Disable all platforms initially foreach (var platform in m_Platforms) { platform.gameObject.SetActive(false); } - // Enable required number of platforms for (int i = 0; i < platformsToSpawn; i++) { - Debug.Log(m_Platforms[i].gameObject.name + " is activated"); m_Platforms[i].gameObject.SetActive(true); } m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList(); int[] platformIDs = m_Platforms.Select(p => p.PlatformID.Value).ToArray(); - // Notify clients to enable corresponding platforms ClientEnablePlatformClientRpc(platformIDs); + ArrangePlatforms(); } - /// - /// ClientRpc to enable platforms on the client side. - /// [ClientRpc] private void ClientEnablePlatformClientRpc(int[] platformIDs) { m_Platforms = GetComponentsInChildren(true).ToList(); - // Disable all platforms initially foreach (var platform in m_Platforms) { platform.gameObject.SetActive(false); } - // Enable specified platforms foreach (int id in platformIDs) { var platformToEnable = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == id); @@ -255,22 +116,12 @@ namespace Unity.Multiplayer.Samples.BossRoom } m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList(); - - Starter(); - + } - /// - /// Finds the nearest unoccupied platform to a given position. - /// Server-only method. - /// public Platform FindNearestUnoccupiedPlatform(Vector3 position) { - if (!IsServer) - { - Debug.LogError("FindNearestUnoccupiedPlatform should only be called on the server."); - return null; - } + if (!IsServer) return null; return m_Platforms .Where(platform => !platform.IsOccupied) @@ -278,42 +129,27 @@ namespace Unity.Multiplayer.Samples.BossRoom .FirstOrDefault(); } - /// - /// Checks if all platforms are occupied. - /// public bool AreAllPlatformsOccupied() { return m_Platforms.All(platform => platform.IsOccupied); } - /// - /// Gets the platform occupied by a specific player. - /// public Platform GetPlatformOccupiedByPlayer(ServerCharacter player) { return m_Platforms.FirstOrDefault(p => p.IsOccupied && p.GetOccupierId() == player.OwnerClientId); } - /// - /// Checks if a platform is occupied. - /// public bool IsPlatformOccupied(Platform platform) { return platform.IsOccupied; } - /// - /// Gets the position of a platform by its ID. - /// public Vector3 GetPlatformPosition(int platformId) { var platform = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId); return platform ? platform.transform.position : Vector3.zero; } - /// - /// Gets a platform by its ID. - /// public Platform GetPlatformById(int platformId) { return m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId); @@ -322,6 +158,7 @@ namespace Unity.Multiplayer.Samples.BossRoom } + //using System.Collections; //using System.Collections.Generic; //using System.Linq; @@ -336,7 +173,6 @@ namespace Unity.Multiplayer.Samples.BossRoom // public static PlatformManager Instance; // public List m_Platforms; // public int numberOfPlayers = 2; // Number of players (n) -// public float planeRadius = 4f; // Radius of the circular plane // private void Awake() // { @@ -354,86 +190,241 @@ namespace Unity.Multiplayer.Samples.BossRoom // { // if (IsServer) // { -// m_Platforms = GetComponentsInChildren(true).ToList(); -// for (int i = 0; i < m_Platforms.Count; i++) +// InitializePlatforms(); +// StartCoroutine(DelayedServerSetup()); + +// } +// } +// #region DistancePlatform +// public List platforms; // Assign all platforms in the Inspector +// private List activePlatforms = new List(); // Stores only active platforms +// private Dictionary platformDistances = new Dictionary(); // Stores distances +// private List sortedUniqueDistances = new List(); // Stores unique sorted distances +// public List platformTransforms; // Assign platform GameObjects here +// public Transform centerPoint; // Center position where the shape will form +// public float shapeRadius = 5f; + + + +// void Starter() +// { +// UpdateActivePlatforms(); +// PrecomputeDistances(); +// } + +// public void ArrangePlatforms() +// { +// // Get only active platforms +// List activePlatforms = platformTransforms.Where(p => p.gameObject.activeSelf).ToList(); +// int count = activePlatforms.Count; + +// if (count < 3) +// { +// Debug.LogWarning("Not enough platforms to form a shape!"); +// return; +// } + +// // Arrange them in a regular polygon shape +// PlacePlatformsInShape(activePlatforms, count); +// } + +// private void PlacePlatformsInShape(List platforms, int count) +// { +// float angleStep = 360f / count; // Equal angles for each platform +// float startAngle = 90f; // Start from the top (adjust if needed) + +// for (int i = 0; i < count; i++) +// { +// float angle = startAngle + (i * angleStep); +// float radians = angle * Mathf.Deg2Rad; + +// // Calculate new position using circle formula +// Vector3 newPosition = new Vector3( +// centerPoint.position.x + shapeRadius * Mathf.Cos(radians), +// centerPoint.position.y, +// centerPoint.position.z + shapeRadius * Mathf.Sin(radians) +// ); + +// // Move platform to its new position +// platforms[i].position = newPosition; +// } +// } + +// public void UpdateActivePlatforms() +// { +// // Refresh the active platforms list +// activePlatforms = platforms.Where(p => p.gameObject.activeSelf).ToList(); +// } + +// private void PrecomputeDistances() +// { +// platformDistances.Clear(); +// sortedUniqueDistances.Clear(); + +// if (activePlatforms.Count < 2) +// { +// Debug.LogWarning("Not enough active platforms to calculate distances."); +// return; +// } + +// HashSet uniqueDistances = new HashSet(); + +// // Compute and store distances between all active platform pairs +// for (int i = 0; i < activePlatforms.Count; i++) +// { +// for (int j = i + 1; j < activePlatforms.Count; j++) // { -// m_Platforms[i].AssignID(i + 1); // Initialize platforms with unique IDs +// Platform platformA = activePlatforms[i]; +// Platform platformB = activePlatforms[j]; + +// float rawDistance = Vector3.Distance(platformA.transform.position, platformB.transform.position); +// float roundedDistance = Mathf.Round(rawDistance * 100f) / 100f; // Rounds to 2 decimal places + +// uniqueDistances.Add(roundedDistance); + +// string key = GetPlatformKey(platformA, platformB); +// platformDistances[key] = roundedDistance; // } -// StartCoroutine(DelayedServerSetup()); // } -// else + +// // Convert unique distances into a sorted list +// sortedUniqueDistances = uniqueDistances.OrderBy(d => d).ToList(); + +// Debug.Log("Sorted unique distances: " + string.Join(", ", sortedUniqueDistances)); +// } + +// public float CalculateScore(Platform platformA, Platform platformB) +// { +// if(platformA== null) +// { +// Debug.Log("platformA is null"); +// } +// if(platformB == null) +// { +// Debug.Log("platformB is null"); +// } +// if (!platformA.gameObject.activeSelf || !platformB.gameObject.activeSelf) // { -// StartCoroutine(DelayedClientSetup()); // Delay to give time to load +// Debug.Log("One or both selected platforms are not active."); +// return -1; // } +// Debug.Log("PlatformKey getter"); +// string key = GetPlatformKey(platformA, platformB); +// Debug.Log("PlatformKey getter2"); +// if (!platformDistances.ContainsKey(key)) +// { +// Debug.LogError("Distance for selected platforms not found!"); +// return -1; +// } + +// float distance = platformDistances[key]; +// float scoreMultiplier = GetMultiplier(distance); +// Debug.Log($"Platforms {platformA.name} & {platformB.name} selected. Distance: {distance:F2}, Score Multiplier: {scoreMultiplier}"); +// return scoreMultiplier; // } +// private float GetMultiplier(float distance) +// { +// if (sortedUniqueDistances.Count == 0) +// { +// return 1.0f; // Default if no distances are calculated +// } + +// // Find the index of the selected distance in the sorted list +// int index = sortedUniqueDistances.IndexOf(distance); + +// // Multiplier starts from 1.0 and increases by 0.1 per step +// return 1.0f + (index * 0.1f); +// } + +// private string GetPlatformKey(Platform platformA, Platform platformB) +// { +// return platformA.name + "_" + platformB.name; +// } +// #endregion // /// -// /// Coroutine to delay server-side setup. +// /// Initializes platform list and assigns unique IDs. // /// -// private IEnumerator DelayedServerSetup() +// private void InitializePlatforms() // { -// yield return new WaitForSeconds(0.5f); // Delay for 0.5 seconds -// PlatformSelection(); // Call ServerRpc after delay +// m_Platforms = GetComponentsInChildren(true).ToList(); +// for (int i = 0; i < m_Platforms.Count; i++) +// { +// m_Platforms[i].AssignID(i + 1); // Assign unique IDs to platforms +// } // } // /// -// /// Coroutine to delay client-side setup. +// /// Delayed server setup to allow other components to initialize. // /// -// private IEnumerator DelayedClientSetup() +// private IEnumerator DelayedServerSetup() // { // yield return new WaitForSeconds(0.5f); -// m_Platforms = GetComponentsInChildren(true).ToList(); // Populate client platform list -// Debug.Log($"Client platform list initialized. Platform count: {m_Platforms.Count}"); +// PlatformSelection(); // } + +// /// +// /// Server-side logic to select and enable platforms based on player count. +// /// // private void PlatformSelection() // { -// int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers") - 1; -// m_Platforms.ForEach(platform => platform.gameObject.SetActive(false)); -// Debug.Log("Disabled all platforms on the server."); +// int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers",1) - 1; +// //int platformsToSpawn = 2; -// if (platformsToSpawn > 0) +// // Disable all platforms initially +// foreach (var platform in m_Platforms) // { -// for (int i = 0; i < platformsToSpawn; i++) -// { -// m_Platforms[i].gameObject.SetActive(true); -// Debug.Log($"Enabled platform with ID {m_Platforms[i].PlatformID.Value} on server."); -// } +// platform.gameObject.SetActive(false); // } + +// // Enable required number of platforms +// for (int i = 0; i < platformsToSpawn; i++) +// { +// Debug.Log(m_Platforms[i].gameObject.name + " is activated"); +// m_Platforms[i].gameObject.SetActive(true); +// } + // m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList(); // int[] platformIDs = m_Platforms.Select(p => p.PlatformID.Value).ToArray(); + +// // Notify clients to enable corresponding platforms // ClientEnablePlatformClientRpc(platformIDs); // } +// /// +// /// ClientRpc to enable platforms on the client side. +// /// // [ClientRpc] // private void ClientEnablePlatformClientRpc(int[] platformIDs) // { -// m_Platforms = GetComponentsInChildren(true).ToList(); // Ensure the platform list is refreshed -// Debug.Log($"Client received platform IDs: {string.Join(",", platformIDs)}"); -// Debug.Log($"Client platform list count: {m_Platforms.Count}"); - +// m_Platforms = GetComponentsInChildren(true).ToList(); +// // Disable all platforms initially // foreach (var platform in m_Platforms) // { // platform.gameObject.SetActive(false); -// Debug.Log($"Disabled platform with ID: {platform.PlatformID.Value}"); // } +// // Enable specified platforms // foreach (int id in platformIDs) // { // var platformToEnable = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == id); // if (platformToEnable != null) // { // platformToEnable.gameObject.SetActive(true); -// Debug.Log($"Enabled platform with ID: {id}"); -// } -// else -// { -// Debug.LogError($"Platform with ID {id} not found on client."); // } // } + // m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList(); +// Starter(); + // } + +// /// +// /// Finds the nearest unoccupied platform to a given position. +// /// Server-only method. +// /// // public Platform FindNearestUnoccupiedPlatform(Vector3 position) // { // if (!IsServer) @@ -448,46 +439,42 @@ namespace Unity.Multiplayer.Samples.BossRoom // .FirstOrDefault(); // } +// /// +// /// Checks if all platforms are occupied. +// /// // public bool AreAllPlatformsOccupied() // { // return m_Platforms.All(platform => platform.IsOccupied); // } -// /*public bool AssignPlayerToPlatform(ServerCharacter player) -// { -// if (!IsServer) -// { -// Debug.LogError("AssignPlayerToPlatform should only be called on the server."); -// return false; -// } - -// var platform = m_Platforms.FirstOrDefault(p => !p.IsOccupied); -// if (platform != null) -// { -// platform.Occupy(player); -// return true; -// } - -// Debug.LogWarning($"No unoccupied platforms available for {player.name}."); -// return false; -// }*/ - +// /// +// /// Gets the platform occupied by a specific player. +// /// // public Platform GetPlatformOccupiedByPlayer(ServerCharacter player) // { // return m_Platforms.FirstOrDefault(p => p.IsOccupied && p.GetOccupierId() == player.OwnerClientId); // } +// /// +// /// Checks if a platform is occupied. +// /// // public bool IsPlatformOccupied(Platform platform) // { // return platform.IsOccupied; // } +// /// +// /// Gets the position of a platform by its ID. +// /// // public Vector3 GetPlatformPosition(int platformId) // { // var platform = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId); // return platform ? platform.transform.position : Vector3.zero; // } +// /// +// /// Gets a platform by its ID. +// /// // public Platform GetPlatformById(int platformId) // { // return m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId); diff --git a/Assets/Scripts/Gameplay/UI/HeroActionBar.cs b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs index ba4d77f..fce7628 100644 --- a/Assets/Scripts/Gameplay/UI/HeroActionBar.cs +++ b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs @@ -26,6 +26,12 @@ namespace Unity.BossRoom.Gameplay.UI [SerializeField] [Tooltip("The button that activates the hero's second special move")] UIHUDButton m_SpecialAction2Button; + [SerializeField] + [Tooltip("The button that activates the hero's thid special move")] + UIHUDButton m_SpecialAction3Button; + [SerializeField] + [Tooltip("The button that activates the hero's fourth special move")] + UIHUDButton m_SpecialAction4Button; [SerializeField] [Tooltip("The button that opens/closes the Emote bar")] @@ -49,6 +55,9 @@ namespace Unity.BossRoom.Gameplay.UI Special1, Special2, EmoteBar, + Special3, + Special4, + } /// @@ -171,6 +180,8 @@ namespace Unity.BossRoom.Gameplay.UI [ActionButtonType.BasicAction] = new ActionButtonInfo(ActionButtonType.BasicAction, m_BasicActionButton, this), [ActionButtonType.Special1] = new ActionButtonInfo(ActionButtonType.Special1, m_SpecialAction1Button, this), [ActionButtonType.Special2] = new ActionButtonInfo(ActionButtonType.Special2, m_SpecialAction2Button, this), + [ActionButtonType.Special3] = new ActionButtonInfo(ActionButtonType.Special3, m_SpecialAction3Button, this), + [ActionButtonType.Special4] = new ActionButtonInfo(ActionButtonType.Special4, m_SpecialAction4Button, this), [ActionButtonType.EmoteBar] = new ActionButtonInfo(ActionButtonType.EmoteBar, m_EmoteBarButton, this), }; diff --git a/Assets/OutlineManager.cs b/Assets/Scripts/OutlineManager.cs similarity index 100% rename from Assets/OutlineManager.cs rename to Assets/Scripts/OutlineManager.cs diff --git a/Assets/OutlineManager.cs.meta b/Assets/Scripts/OutlineManager.cs.meta similarity index 100% rename from Assets/OutlineManager.cs.meta rename to Assets/Scripts/OutlineManager.cs.meta diff --git a/Assets/OutlineRenderFeature.cs b/Assets/Scripts/OutlineRenderFeature.cs similarity index 100% rename from Assets/OutlineRenderFeature.cs rename to Assets/Scripts/OutlineRenderFeature.cs diff --git a/Assets/OutlineRenderFeature.cs.meta b/Assets/Scripts/OutlineRenderFeature.cs.meta similarity index 100% rename from Assets/OutlineRenderFeature.cs.meta rename to Assets/Scripts/OutlineRenderFeature.cs.meta diff --git a/Assets/Outliner.cs b/Assets/Scripts/Outliner.cs similarity index 100% rename from Assets/Outliner.cs rename to Assets/Scripts/Outliner.cs diff --git a/Assets/Outliner.cs.meta b/Assets/Scripts/Outliner.cs.meta similarity index 100% rename from Assets/Outliner.cs.meta rename to Assets/Scripts/Outliner.cs.meta diff --git a/Assets/ScrollingLineRenderer.cs b/Assets/Scripts/ScrollingLineRenderer.cs similarity index 82% rename from Assets/ScrollingLineRenderer.cs rename to Assets/Scripts/ScrollingLineRenderer.cs index c5bafec..b2ff1b6 100644 --- a/Assets/ScrollingLineRenderer.cs +++ b/Assets/Scripts/ScrollingLineRenderer.cs @@ -12,8 +12,8 @@ public class ScrollingLineRenderer : MonoBehaviour if (scrollingMaterial == null) return; // Scroll texture over time - float offset = Time.time * -speed; + float offset = Time.time * speed; scrollingMaterial.SetFloat("_Speed", speed); - scrollingMaterial.SetFloat("_Tiling", tiling); + scrollingMaterial.SetFloat("_Tiling", -tiling); } } diff --git a/Assets/ScrollingLineRenderer.cs.meta b/Assets/Scripts/ScrollingLineRenderer.cs.meta similarity index 100% rename from Assets/ScrollingLineRenderer.cs.meta rename to Assets/Scripts/ScrollingLineRenderer.cs.meta diff --git a/Assets/FireyMaterial.mat b/Assets/VFX/FireyMaterial.mat similarity index 100% rename from Assets/FireyMaterial.mat rename to Assets/VFX/FireyMaterial.mat diff --git a/Assets/FireyMaterial.mat.meta b/Assets/VFX/FireyMaterial.mat.meta similarity index 100% rename from Assets/FireyMaterial.mat.meta rename to Assets/VFX/FireyMaterial.mat.meta diff --git a/Assets/OutlineURP.shader b/Assets/VFX/OutlineURP.shader similarity index 100% rename from Assets/OutlineURP.shader rename to Assets/VFX/OutlineURP.shader diff --git a/Assets/OutlineURP.shader.meta b/Assets/VFX/OutlineURP.shader.meta similarity index 100% rename from Assets/OutlineURP.shader.meta rename to Assets/VFX/OutlineURP.shader.meta diff --git a/Assets/OutlineURP2.shader b/Assets/VFX/OutlineURP2.shader similarity index 100% rename from Assets/OutlineURP2.shader rename to Assets/VFX/OutlineURP2.shader diff --git a/Assets/OutlineURP2.shader.meta b/Assets/VFX/OutlineURP2.shader.meta similarity index 100% rename from Assets/OutlineURP2.shader.meta rename to Assets/VFX/OutlineURP2.shader.meta diff --git a/Assets/VFX/RightArrow.png b/Assets/VFX/RightArrow.png new file mode 100644 index 0000000..e84ede5 Binary files /dev/null and b/Assets/VFX/RightArrow.png differ diff --git a/Assets/RightArrow.png.meta b/Assets/VFX/RightArrow.png.meta similarity index 100% rename from Assets/RightArrow.png.meta rename to Assets/VFX/RightArrow.png.meta diff --git a/Assets/ScrollingLineMaterial..mat b/Assets/VFX/ScrollingLineMaterial..mat similarity index 98% rename from Assets/ScrollingLineMaterial..mat rename to Assets/VFX/ScrollingLineMaterial..mat index 6b4a020..20dcef8 100644 --- a/Assets/ScrollingLineMaterial..mat +++ b/Assets/VFX/ScrollingLineMaterial..mat @@ -50,7 +50,7 @@ Material: - _SrcBlend: 5 - _SrcBlendAlpha: 1 - _Surface: 1 - - _Tiling: 1 + - _Tiling: -0.5 - _ZWrite: 0 m_Colors: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/ScrollingLineMaterial..mat.meta b/Assets/VFX/ScrollingLineMaterial..mat.meta similarity index 100% rename from Assets/ScrollingLineMaterial..mat.meta rename to Assets/VFX/ScrollingLineMaterial..mat.meta diff --git a/Assets/ScrollingLineShader.shader b/Assets/VFX/ScrollingLineShader.shader similarity index 100% rename from Assets/ScrollingLineShader.shader rename to Assets/VFX/ScrollingLineShader.shader diff --git a/Assets/ScrollingLineShader.shader.meta b/Assets/VFX/ScrollingLineShader.shader.meta similarity index 100% rename from Assets/ScrollingLineShader.shader.meta rename to Assets/VFX/ScrollingLineShader.shader.meta