folders! prep to take the control out of rig

This commit is contained in:
spatialfree 2020-12-06 23:47:43 -08:00
parent 53c6027e7c
commit 0a7f98b4d2
44 changed files with 180 additions and 75 deletions

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@ -0,0 +1,29 @@
using System;
using UnityEngine;
[Serializable]
public class Control
{
[HideInInspector]
public Logic logic;
public void Set(InspectorSetter setter)
{
}
public void Fetch(InspectorSetter setter)
{
}
public void Start(Logic logic)
{
this.logic = logic;
}
public void Update()
{
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OculusBS : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ValveFilter : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -7,25 +7,28 @@ public class Logic
[HideInInspector]
public Monolith mono;
public Control control;
public World world;
public Rig rig;
// [Header("Variables")]
// public World world; Snake snake; public Box box; public
public void Set(InspectorSetter setter)
{
rig.Set(setter);
world.Set(setter);
}
public void Fetch(InspectorSetter setter)
{
rig.Fetch(setter);
world.Fetch(setter);
}
public void Start(Monolith mono)
{
this.mono = mono;
rig.Start(this);
world.Start(this);
}
public void Update()

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@ -6,7 +6,7 @@ using UnityEngine.XR;
public class Rig
{
[HideInInspector]
public Monolith mono;
public Logic logic;
[Header("Design")]
public float scale;
@ -46,9 +46,10 @@ public class Rig
public bool alignRecordCam;
public void Start()
public void Start(Logic logic)
{
Game.OnBump += Bump;
this.logic = logic;
Game.OnBump += Bump; // replace these systems...
Game.OnCrash += Bump;
recordCam.gameObject.SetActive(Application.isEditor);

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@ -0,0 +1,29 @@
using System;
using UnityEngine;
[Serializable]
public class World
{
[HideInInspector]
public Logic logic;
public void Set(InspectorSetter setter)
{
}
public void Fetch(InspectorSetter setter)
{
}
public void Start(Logic logic)
{
this.logic = logic;
}
public void Update()
{
}
}

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@ -1,66 +0,0 @@
using UnityEngine;
using UnityEditor;
using NaughtyAttributes;
#if UNITY_EDITOR
public class Painter : MonoBehaviour
{
// public Texture3D texture;
// public Color left, right, bottom, top, back, front;
// [Button]
// void LoadTexture()
// {
// left = texture.GetPixel(0, 1, 1);
// right = texture.GetPixel(2, 1, 1);
// bottom = texture.GetPixel(1, 0, 1);
// top = texture.GetPixel(1, 2, 1);
// back = texture.GetPixel(1, 1, 0);
// front = texture.GetPixel(1, 1, 2);
// }
// [Button]
// void UpdateTexture()
// {
// texture.SetPixel(0, 1, 1, left);
// texture.SetPixel(2, 1, 1, right);
// texture.SetPixel(1, 0, 1, bottom);
// texture.SetPixel(1, 2, 1, top);
// texture.SetPixel(1, 1, 0, back);
// texture.SetPixel(1, 1, 2, front);
// texture.Apply();
// AssetDatabase.CreateAsset(texture, "Assets/Materials/" + texture.name + ".asset");
// }
// [Button]
// public void NewTexture()
// {
// // 3D texture for normal indexed colors
// Texture3D normalColors = new Texture3D(3, 3, 3, TextureFormat.RGBA32, false);
// normalColors.filterMode = FilterMode.Point;
// normalColors.wrapMode = TextureWrapMode.Clamp;
// normalColors.anisoLevel = 0;
// Color[] colorArray = new Color[3 * 3 * 3];
// colorArray[4] = Color.blue; // Back
// colorArray[22] = Color.blue; // Forward
// colorArray[10] = Color.green; // Down
// colorArray[16] = Color.green; // Up
// colorArray[12] = Color.red; // Left
// colorArray[14] = Color.red; // Right
// normalColors.SetPixels(colorArray);
// normalColors.Apply();
// AssetDatabase.CreateAsset(normalColors, "Assets/Materials/newTex.asset");
// }
}
#endif

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