using UnityEngine;
using System.Collections;
public class EffectsList : MonoBehaviour
{
public ColorCorrectionCurves[] arrayOfColorCorrectionCurves;
public GameObject mainCameraObject;
void Start()
{
arrayOfColorCorrectionCurves = mainCameraObject.GetComponentsInChildren<ColorCorrectionCurves>();
}
}
Monday, 22 April 2013
Monday 22nd April Discussion
In light of our problems with code to initiate hallucinations effects, it's been agreed that for now we should leave that to a if we can get it done in the end thing.
So instead want we have come up with is :-
Alice - if we can make it so :
-health = 100, and decreases automatically by 1 every second
- a deathspot were health additionally decreases by two every second
Jj -
Working on sound so just a list of sounds we would need (comment if any problems or such)
- door opening/closing
- wind (you could do your whistling effect :P) or a natural atmospheric type sound effect?
- an ambient type tune for background?
Toop-
working on with additional models
- wreckage to jump on kind of thing like to make the game more...dynamic? interesting :D
- atmospheric things bushes and such
Alistair:-
Texturing the A.i.
Modelling a cave to explore -
add like some pathways that go off so its not just a straight cave, something interesting to explore :DDD
Cathleen :-
Modelling Beacon Pick-up items
Adding the picking up code with GUI text to items.
Modelling some interactive natural features (like climbable rocks and possibly vague ruins?)
Robot AI
An update since i asume you are all wondering.
Now that the cilindrical mapping is now properly works, it is progressing much faster than its privious progress. anyway, in a nutshell, it should be done rely soon.
The only consurn would be the animating of the robot, since our expirience of animating is limited (i am speaking in turms of the group as a whole) ether way, whoever does the animation of the AI it would be understandable if it would take an aditional amount of time to finish it.
all in all so far so good.
i am also looking into "Light Baking" in Unity since were going to need it sooner or later.
Now that the cilindrical mapping is now properly works, it is progressing much faster than its privious progress. anyway, in a nutshell, it should be done rely soon.
The only consurn would be the animating of the robot, since our expirience of animating is limited (i am speaking in turms of the group as a whole) ether way, whoever does the animation of the AI it would be understandable if it would take an aditional amount of time to finish it.
all in all so far so good.
i am also looking into "Light Baking" in Unity since were going to need it sooner or later.
Friday, 19 April 2013
Respawn Plant Script
#pragma strict
function OnTriggerEnter (other : Collider)
{
renderer.enabled = false;
yield WaitForSeconds (8);
renderer.enabled = true;
}
Here is the script so that when you encounter the box collider the plant will disappear for 8 seconds and the re-appear.
function OnTriggerEnter (other : Collider)
{
renderer.enabled = false;
yield WaitForSeconds (8);
renderer.enabled = true;
}
Here is the script so that when you encounter the box collider the plant will disappear for 8 seconds and the re-appear.
Tuesday, 16 April 2013
Possible Following A.I. code?
I found this on UnityAnswers, its originally for an enemy to follow player but it doesn't have any triggers in it its simply the following aspect of the script. It's Java.
- var target : Transform; //the target
- var moveSpeed = 3;
- var rotationSpeed = 3; //speed of turning
-
- var myTransform : Transform; //current transform data of A.I.
-
- function Awake()
- {
- myTransform = transform;
- }
-
- function Start()
- {
- target = GameObject.FindWithTag("Player").transform; //target the player
-
- }
-
- function Update () {
- //rotate to look at the player
- myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
- Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
-
- //move towards the player
- myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
-
-
- }
from what I can gather so long as we have the firstperson camera tagged player
(which i think it is) we attach this code to the A.I. and it should follow
no matter how far away the player is.
Also this was on UnifyCommunity wiki.
.http://wiki.unity3d.com/index.php/Flocking
Visor - Maya
Though this would be useful for anyone making 3D assets. Could use these as a base and edit them.
Under Window>General Editors>Visor
Has a number of various meshes which could be edited into alien plants.
Monday, 15 April 2013
15th April 2013 Meeting
JJ: Finish AI
Alice: Applying pickup scripts
Alistair: Terrain and lighting
Toop: Sort out existing models, make more plants
Cat: Not sure so have this picture? ^_^
Cathleen here, just adding from what I've heard the deadline for this project is may 9th? so I'm not sure how everyone feels about the things they are doing or when they can finish them but i know that we should be aiming to have this game pretty much working with at least two pickups and respawns two effects (with any luck or else one) and some gui text that pops up with you encounter something important. From what I see alice has the pickup code it just needs applied, I want to work on making an effect occur when you pickup the plant so alice i think i'll be adding to you code for that ? and also have gui text pop up in different place like when you leave the pod an introduction, when you encounter a plant information, that kind of thing.
I want to apologise that I have been off longer as in not back in time for class, and for not posting thing ill aim to have all my stuff uploaded for thursday so you can see some of it may be a repeat of what alice has posted in fact i think alice your code is better but i'll post what i was working on.
P.S. love the picture very goofy :D
Alice: Applying pickup scripts
Alistair: Terrain and lighting
Toop: Sort out existing models, make more plants
Cat: Not sure so have this picture? ^_^
Cathleen here, just adding from what I've heard the deadline for this project is may 9th? so I'm not sure how everyone feels about the things they are doing or when they can finish them but i know that we should be aiming to have this game pretty much working with at least two pickups and respawns two effects (with any luck or else one) and some gui text that pops up with you encounter something important. From what I see alice has the pickup code it just needs applied, I want to work on making an effect occur when you pickup the plant so alice i think i'll be adding to you code for that ? and also have gui text pop up in different place like when you leave the pod an introduction, when you encounter a plant information, that kind of thing.
I want to apologise that I have been off longer as in not back in time for class, and for not posting thing ill aim to have all my stuff uploaded for thursday so you can see some of it may be a repeat of what alice has posted in fact i think alice your code is better but i'll post what i was working on.
P.S. love the picture very goofy :D
Thursday, 28 March 2013
Priorities
High
- Script including gradual health decrease including sharp decrease/death on impact for water, Alistair's trees and falling off cliff and health restoration on consuming fruit
- Something on screen to show the players health. GUI Text should be fine for now.
- GUI Text brought up when character controller is within vicinity of AI model explaining to player which part to find next
Medium
To reach our target of 5 different hallucination giving plants:
- Only two (could get away with just one) more fruit plants need to be modelled (though the more we have the better c:)
Low
Aesthetic:
- AI rigged and animated (texturing and rigging done - needs refinement and to be animated)
- House pod textures fixed (mostly done)
- Lighting adjustments (half done?)
- Additional models in environment (Grass, bushes, trees, wreckage etc)
- Skybox lines fixed
Refinement of some models (e.g. less boxy mangrove tree with better texturing)- Splash particle effect for bottom of waterfall
Shadows of fish/monsters/things in water - Particle system- Bubbles in swamp water
- Getting the water less reflective to make the water look more murky
- Fruit model (maybe untextured if we texture it in Unity?)
- Seal off area?
- Textured circuit board model
- More models of parts
Completed
Explorable working environment
Refinement of models needing refinement (lily pads & mangrove tree)
Refinement of models needing refinement (lily pads & mangrove tree)
Fish particle system in water
Start screen
Getting basic working prototype completed(Working script allowing the player to get fruit and trigger a hallucination effect - Having problems changing this via camera effects, will try with lighting instead - Place holder fruit added to Unity (basic sphere)
Script for whether parts are visible and picking up parts
Sound - background and effects
Changed waterfall texture to falling water instead of splash image.
Made models: clock, glass cup, toilet roll, girder debris, crates
Sound - background and effects
Changed waterfall texture to falling water instead of splash image.
Made models: clock, glass cup, toilet roll, girder debris, crates
Thought this might be helpful? Feel free to leave a comment or edit this with anything I've missed out or you feel should be a higher/lower priority :)
Wednesday, 27 March 2013
Picking Up Stuff Script!
using UnityEngine;
using System.Collections;
public class PickupObject : MonoBehaviour
{
public int distanceToTestFor = 10;
private int foodLayerMask = 1 << 8; // food layer is on 8, so create a bitmask
private Vector3 OFF_SCREEN_POSITION = new Vector3(0, -100, 0 );
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
RaycastHit hit;
if ( Input.GetMouseButtonDown( 0 ) )
{
// cast a ray from the current screen position into the game world
// to test if it hits an object that we can pick up
if ( Physics.Raycast(Camera.main.ScreenPointToRay( Input.mousePosition ),out hit, distanceToTestFor, foodLayerMask ))
{
// hit.transform.position = OFF_SCREEN_POSITION; - this is only needed if you want to respawn the food
// hit.transform.gameObject.SendMessage("Respawn");
Destroy( gameObject );
}
}
}
}
This is the script to be able to actually click on the food (plants) and be able to pick them up. We could use the pool of objects manager script from our coding lessons to respawn the food, but with this code, we will only be able to have lots of food sources which will then be "destroyed" when clicked on.
I have put up the excersise we did in the coding session today on Dropbox, called excersise10.2, hopefully you will be able to see what we did with all the codes and that.
using System.Collections;
public class PickupObject : MonoBehaviour
{
public int distanceToTestFor = 10;
private int foodLayerMask = 1 << 8; // food layer is on 8, so create a bitmask
private Vector3 OFF_SCREEN_POSITION = new Vector3(0, -100, 0 );
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
RaycastHit hit;
if ( Input.GetMouseButtonDown( 0 ) )
{
// cast a ray from the current screen position into the game world
// to test if it hits an object that we can pick up
if ( Physics.Raycast(Camera.main.ScreenPointToRay( Input.mousePosition ),out hit, distanceToTestFor, foodLayerMask ))
{
// hit.transform.position = OFF_SCREEN_POSITION; - this is only needed if you want to respawn the food
// hit.transform.gameObject.SendMessage("Respawn");
Destroy( gameObject );
}
}
}
}
This is the script to be able to actually click on the food (plants) and be able to pick them up. We could use the pool of objects manager script from our coding lessons to respawn the food, but with this code, we will only be able to have lots of food sources which will then be "destroyed" when clicked on.
I have put up the excersise we did in the coding session today on Dropbox, called excersise10.2, hopefully you will be able to see what we did with all the codes and that.
Plant Animations Update
Found a good way to animate the plants in todays coding session. Instead of animating the fruit disappearing in Maya and then splitting the animation in Unity we can have the plants modeled without fruit then make a sphere/capsule/etc in Unity (for the time being) with a transparent diffuse material and in animations lower the alpha so that the fruit will fade out after being clicked on. Should be easy to incorporate into the code as well.
If we have time we could model textureless (but UV mapped) fruit which could then have a transparent diffuse texture made in unity and applied to it so it looks more intersting than just a simple shape :)
Updated the lily pads - removed the fruit in the centre and added more polys so they are more rounded and look less like dog beds
If we have time we could model textureless (but UV mapped) fruit which could then have a transparent diffuse texture made in unity and applied to it so it looks more intersting than just a simple shape :)
Updated the lily pads - removed the fruit in the centre and added more polys so they are more rounded and look less like dog beds
Also made a circuit board which could be used as one of the parts to be picked up. This probably won't be used however as it'll be easier to use transparent/difuse in Unity which will work with the hallucinations better and could be replaced by a planar map with alpha channel as this would use less polys
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