Merge remote-tracking branch 'origin/main'

This commit is contained in:
Sofiia-Khrystyna 2025-06-13 12:18:44 +02:00
commit 25ad8395e4
128 changed files with 15307 additions and 2727 deletions

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@ -1,9 +1,11 @@
using System;
using Unity.Mathematics;
using UnityEngine;
using Random = UnityEngine.Random;
public class BushInteraction : MonoBehaviour
{
[SerializeField] private GameObject emptyBush;
private int blueberryCount = 0;
private bool BlueBerriesPicked = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
@ -20,13 +22,23 @@ public class BushInteraction : MonoBehaviour
void OnTriggerEnter(Collider other)
{
// increase blueberry count in the StateManager
// increase blueberry count in the Inventory
if (!BlueBerriesPicked)
{
other.gameObject.GetComponent<PlayerInteraction>().CollectBlueberry(blueberryCount);
// switch to different bush model, so that the player can see that the bush is empty
Vector3 currentPosition = transform.position;
Quaternion currentRotation = transform.rotation;
Transform parent = transform.parent;
// kill the bush with blueberries
Destroy(gameObject);
GameObject _emptyBush = Instantiate(emptyBush, currentPosition, currentRotation);
//_emptyBush.transform.parent = parent;
BlueBerriesPicked = true;
}
//TODO: switch to different bush model, so that the player can see that the bush is empty
}
}

View File

@ -4,6 +4,7 @@ using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float movementSpeed = 5f;
[SerializeField] private float rotationSpeed = 200f;
[SerializeField] private InputActionReference movement;
@ -11,20 +12,14 @@ public class PlayerMovement : MonoBehaviour
[SerializeField] private Vector3 cameraOffset = new Vector3(0, 10, -10);
[SerializeField] private Animator _animator;
[Header("Footstep Sound Settings")]
[SerializeField] private AK.Wwise.Event footstepEvent;
[SerializeField] private float footstepInterval = 0.5f; // seconds between footsteps
private float footstepTimer = 0f;
private Vector3 inputDirection = Vector3.zero;
private CharacterController controller;
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
}
void Start()
{
controller = GetComponent<CharacterController>();
@ -34,7 +29,6 @@ public class PlayerMovement : MonoBehaviour
movement.action.canceled += OnMovementStop;
}
void OnMovement(InputAction.CallbackContext context)
{
Vector2 inputVector = context.ReadValue<Vector2>();
@ -46,7 +40,6 @@ public class PlayerMovement : MonoBehaviour
inputDirection = Vector3.zero;
}
void Update()
{
Cursor.lockState = CursorLockMode.Locked;
@ -62,13 +55,33 @@ public class PlayerMovement : MonoBehaviour
Vector3 move = (cameraForward * inputDirection.z + cameraRight * inputDirection.x).normalized * movementSpeed;
controller.SimpleMove(move);
print("ttesto");
_animator.SetFloat("Speed", move.magnitude);
if (move.magnitude > 0.01f)
if (move.magnitude > 0.01f)
{
Quaternion toRotation = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
// Footstep logic
footstepTimer -= Time.deltaTime;
if (footstepTimer <= 0f && footstepEvent != null)
{
footstepEvent.Post(gameObject);
footstepTimer = footstepInterval;
}
}
else
{
footstepTimer = 0f; // Reset when not moving
}
}
}
void LateUpdate()
{
if (cameraTransform != null)
{
cameraTransform.position = transform.position + cameraOffset;
cameraTransform.LookAt(transform.position);
}
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