add pause menu, improve respawn, improve player UI

This commit is contained in:
John Wigner 2025-02-01 14:24:39 -05:00
parent 18dd53ecf0
commit a0742823f4
23 changed files with 3151 additions and 399 deletions

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View File

@ -6,8 +6,17 @@ public class AIHovercarController : BaseHovercarController
public float hoverHeight = 3.0f;
public float positionAdjustmentSpeed = 10.0f;
public float raycastDistance = 10.0f;
public LayerMask terrainLayer;
[Tooltip("Layer mask for smooth terrain.")]
public LayerMask smoothTerrainLayer;
[Tooltip("Layer mask for bumpy terrain.")]
public LayerMask bumpyTerrainLayer;
[Header("Position Adjustment Speeds")]
[Tooltip("Adjustment speed when hovering over smooth terrain.")]
public float smoothPositionAdjustmentSpeed = 10.0f;
[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
public float bumpyPositionAdjustmentSpeed = 5.0f;
[Header("Movement Settings")]
public float movementSpeed = 10.0f; // Max speed
public float acceleration = 5.0f; // How quickly to accelerate
@ -53,6 +62,7 @@ public class AIHovercarController : BaseHovercarController
private float currentSpeed = 0.0f;
private Rigidbody rb;
private RacerProgress racerProgress;
// Timer for lost ground/track contact
private float noContactTimer = 0.0f;
@ -62,7 +72,13 @@ public class AIHovercarController : BaseHovercarController
void Start()
{
rb = GetComponent<Rigidbody>();
rb.useGravity = false;
rb.useGravity = false;// Disable gravity for hover stability
racerProgress = GetComponent<RacerProgress>();
if (racerProgress == null)
{
Debug.LogWarning("No RacerProgress component found on this vehicle!");
}
}
void FixedUpdate()
@ -97,7 +113,11 @@ public class AIHovercarController : BaseHovercarController
RaycastHit hit;
Vector3 rayOrigin = transform.position;
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
// Combine both terrain layers for the raycast.
LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
// Cast a ray downward to detect the terrain.
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
{
groundContact = true;
@ -125,7 +145,14 @@ public class AIHovercarController : BaseHovercarController
worldNormal2 * hit.barycentricCoordinate.y +
worldNormal3 * hit.barycentricCoordinate.z;
interpolatedNormal.Normalize();
// Choose the appropriate adjustment speed based on which terrain layer was hit.
float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
{
currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
}
// Compute the target hover position.
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed);
@ -253,39 +280,34 @@ public class AIHovercarController : BaseHovercarController
/// </summary>
void ResetToCheckpoint()
{
// Ensure checkpoints and progress tracking are valid.
if (checkpoints == null || checkpoints.Length == 0)
{
Debug.LogWarning("No checkpoints assigned in the Inspector.");
Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
return;
}
if (racerProgress == null)
{
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
return;
}
// Determine the last checkpoint passed.
int lastCheckpointIndex = currentCheckpointIndex - 1;
if (lastCheckpointIndex < 0)
int cpIndex = racerProgress.currentCheckpointIndex;
if (cpIndex < 0 || cpIndex >= checkpoints.Length)
{
lastCheckpointIndex = checkpoints.Length - 1;
}
Transform lastCheckpoint = checkpoints[lastCheckpointIndex];
// Find the nearest other checkpoint (to set the forward direction).
Transform nearestOther = null;
float nearestDistance = Mathf.Infinity;
foreach (Transform cp in checkpoints)
{
if (cp == lastCheckpoint)
continue;
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
if (d < nearestDistance)
{
nearestDistance = d;
nearestOther = cp;
}
Debug.LogWarning("Invalid checkpoint index in RacerProgress!");
return;
}
// Determine desired forward direction.
Vector3 desiredForward = (nearestOther != null)
? (nearestOther.position - lastCheckpoint.position).normalized
: transform.forward;
// Get the last checkpoint.
Transform lastCheckpoint = checkpoints[cpIndex];
// Determine the next checkpoint in sequence.
int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
// Determine desired forward direction toward the next checkpoint.
Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
// Determine the tracks surface normal to align the vehicles bottom.
// Raycast downward from a point just above the checkpoint.
@ -310,11 +332,19 @@ public class AIHovercarController : BaseHovercarController
transform.position = lastCheckpoint.position;
transform.rotation = desiredRotation;
// Clear any existing motion.
// Clear any existing velocity.
currentSpeed = 0f;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
Debug.Log("AI reset to checkpoint: " + lastCheckpoint.name +
(nearestOther != null ? " with front facing: " + nearestOther.name : ""));
(nextCheckpoint != null ? " with front facing: " + nextCheckpoint.name : ""));
}
// Helper method to determine if a GameObject's layer is in a given LayerMask.
private bool IsInLayerMask(GameObject obj, LayerMask mask)
{
return ((mask.value & (1 << obj.layer)) != 0);
}
}

View File

@ -4,9 +4,18 @@ public class StableHovercarController : BaseHovercarController
{
[Header("Hover Settings")]
public float hoverHeight = 3.0f;
public float positionAdjustmentSpeed = 10.0f;
public float raycastDistance = 10.0f;
public LayerMask terrainLayer;
[Tooltip("Layer mask for smooth terrain.")]
public LayerMask smoothTerrainLayer;
[Tooltip("Layer mask for bumpy terrain.")]
public LayerMask bumpyTerrainLayer;
[Header("Position Adjustment Speeds")]
[Tooltip("Adjustment speed when hovering over smooth terrain.")]
public float smoothPositionAdjustmentSpeed = 10.0f;
[Tooltip("Adjustment speed when hovering over bumpy terrain.")]
public float bumpyPositionAdjustmentSpeed = 5.0f;
[Header("Movement Settings")]
public float movementSpeed = 10.0f; // Max speed
@ -28,7 +37,7 @@ public class StableHovercarController : BaseHovercarController
private Rigidbody rb;
private RacerProgress racerProgress;
// Timer for how long the raycast has failed to hit ground/track
// Timer for how long the raycast has failed to hit ground/track.
private float noContactTimer = 0.0f;
// Flag that indicates whether a raycast hit was detected in this physics update.
private bool groundContact = false;
@ -72,8 +81,11 @@ public class StableHovercarController : BaseHovercarController
RaycastHit hit;
Vector3 rayOrigin = transform.position;
// Cast a ray downward to detect the terrain (or track geometry).
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, terrainLayer))
// Combine both terrain layers for the raycast.
LayerMask combinedLayer = smoothTerrainLayer | bumpyTerrainLayer;
// Cast a ray downward to detect the terrain.
if (Physics.Raycast(rayOrigin, -transform.up, out hit, raycastDistance, combinedLayer))
{
// We have ground contact.
groundContact = true;
@ -102,14 +114,20 @@ public class StableHovercarController : BaseHovercarController
Vector3 worldNormal1 = hit.collider.transform.TransformDirection(localNormal1);
Vector3 worldNormal2 = hit.collider.transform.TransformDirection(localNormal2);
Vector3 worldNormal3 = hit.collider.transform.TransformDirection(localNormal3);
Vector3 interpolatedNormal = worldNormal1 * hit.barycentricCoordinate.x +
Vector3 interpolatedNormal = (worldNormal1 * hit.barycentricCoordinate.x +
worldNormal2 * hit.barycentricCoordinate.y +
worldNormal3 * hit.barycentricCoordinate.z;
interpolatedNormal.Normalize();
worldNormal3 * hit.barycentricCoordinate.z).normalized;
// Choose the appropriate adjustment speed based on which terrain layer was hit.
float currentAdjustmentSpeed = smoothPositionAdjustmentSpeed;
if (IsInLayerMask(hit.collider.gameObject, bumpyTerrainLayer))
{
currentAdjustmentSpeed = bumpyPositionAdjustmentSpeed;
}
// Compute the target hover position.
Vector3 targetPosition = interpolatedPoint + interpolatedNormal * hoverHeight;
rb.MovePosition(Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * positionAdjustmentSpeed));
rb.MovePosition(Vector3.Lerp(transform.position, targetPosition, Time.fixedDeltaTime * currentAdjustmentSpeed));
// Smoothly rotate the vehicle to align with the terrain.
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, interpolatedNormal) * transform.rotation;
@ -148,14 +166,9 @@ public class StableHovercarController : BaseHovercarController
rb.angularVelocity = transform.up * turn * Mathf.Deg2Rad;
}
/// <summary>
/// Resets the vehicles position to the last checkpoint reached (from RacerProgress) and orients it so that:
/// - Its front faces the nearest (other) checkpoint.
/// - Its bottom is aligned to the track (using a raycast and the specified track tag).
/// </summary>
void ResetToCheckpoint()
{
// Make sure we have checkpoints.
void ResetToCheckpoint()
{
// Ensure checkpoints and progress tracking are valid.
if (checkpoints == null || checkpoints.Length == 0)
{
Debug.LogWarning("No checkpoints have been assigned in the Inspector.");
@ -166,6 +179,7 @@ public class StableHovercarController : BaseHovercarController
Debug.LogWarning("RacerProgress component is missing. Cannot reset to checkpoint.");
return;
}
int cpIndex = racerProgress.currentCheckpointIndex;
if (cpIndex < 0 || cpIndex >= checkpoints.Length)
{
@ -173,48 +187,29 @@ public class StableHovercarController : BaseHovercarController
return;
}
// Position: use the checkpoint that the racer last reached.
// Get the last checkpoint.
Transform lastCheckpoint = checkpoints[cpIndex];
// Find the "other" checkpoint nearest to the last checkpoint.
// (This will be used to determine the forward direction.)
Transform nearestOther = null;
float nearestDistance = Mathf.Infinity;
foreach (Transform cp in checkpoints)
{
if (cp == lastCheckpoint)
continue;
float d = Vector3.Distance(lastCheckpoint.position, cp.position);
if (d < nearestDistance)
{
nearestDistance = d;
nearestOther = cp;
}
}
// Determine the next checkpoint in sequence.
int nextCheckpointIndex = (cpIndex + 1) % checkpoints.Length;
Transform nextCheckpoint = checkpoints[nextCheckpointIndex];
// Determine desired forward:
// If we found another checkpoint, aim toward it.
// (Project the vector onto the plane defined by the desired up.)
Vector3 desiredForward = (nearestOther != null)
? (nearestOther.position - lastCheckpoint.position).normalized
: transform.forward;
// Determine desired forward direction toward the next checkpoint.
Vector3 desiredForward = (nextCheckpoint.position - lastCheckpoint.position).normalized;
// Determine the tracks surface normal so we can align the vehicles bottom.
// We cast a ray downward from a point just above the checkpoint.
Vector3 desiredUp = Vector3.up; // Fallback if no track is detected.
// Determine the tracks surface normal using a raycast.
Vector3 desiredUp = Vector3.up; // Fallback if no track surface is detected.
RaycastHit hit;
Vector3 rayOrigin = lastCheckpoint.position + Vector3.up * 1.0f;
if (Physics.Raycast(rayOrigin, -Vector3.up, out hit, trackRaycastDistance))
{
if (hit.collider.CompareTag(trackTag))
{
// To have the vehicles bottom (transform.up) flush with the track,
// we set our desired up vector to be the inverse of the tracks normal.
desiredUp = -hit.normal;
}
}
// Now adjust the desired forward so that it is perpendicular to the desired up.
// Adjust the forward vector to be perpendicular to the track's surface.
desiredForward = Vector3.ProjectOnPlane(desiredForward, desiredUp).normalized;
// Build the final rotation.
@ -224,11 +219,19 @@ public class StableHovercarController : BaseHovercarController
transform.position = lastCheckpoint.position;
transform.rotation = desiredRotation;
// Clear any existing motion.
// Clear any existing velocity.
currentSpeed = 0f;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
Debug.Log("Vehicle reset to checkpoint: " + lastCheckpoint.name +
(nearestOther != null ? " with front facing: " + nearestOther.name : ""));
" with front facing: " + nextCheckpoint.name);
}
// Helper method to determine if a GameObject's layer is in a given LayerMask.
private bool IsInLayerMask(GameObject obj, LayerMask mask)
{
return ((mask.value & (1 << obj.layer)) != 0);
}
}

View File

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@ -0,0 +1,73 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseMenu : MonoBehaviour
{
[SerializeField] private GameObject pauseMenuUI; // Drag the PauseMenuCanvas here.
[SerializeField] private GameObject gameUI; // Drag the UICanvas here.
private bool isPaused = false;
void Update()
{
if (Input.GetButtonDown("Pause"))
{
if (isPaused)
ResumeGame();
else
PauseGame();
}
}
public void ResumeGame()
{
gameUI.SetActive(true);
pauseMenuUI.SetActive(false);
Time.timeScale = 1f; // Resume time
isPaused = false;
}
private void PauseGame()
{
gameUI.SetActive(false);
pauseMenuUI.SetActive(true);
Time.timeScale = 0f; // Pause time
isPaused = true;
}
public void RestartLevel()
{
Time.timeScale = 1f; // Reset time in case it's paused
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
public void QuitToMainMenu()
{
Time.timeScale = 1f; // Reset time
SceneManager.LoadScene("Menu"); // Replace with your main menu scene name
}
// Called when the Controls button is clicked
public void ShowControls()
{
// Show the controls UI or panel (handled in the next step)
controlsPanel.SetActive(true);
}
// Reference to the controls panel
[Tooltip("The instance of the Controls Panel")]
public GameObject controlsPanel;
// Hide the panel when returning to the main menu
public void HideControls()
{
controlsPanel.SetActive(false);
}
// Called when the Quit button is clicked
public void QuitGame()
{
Debug.Log("Quitting the game..."); // For testing in the editor
Application.Quit(); // Only works in a built game
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6eb15abbc8708814895e79627eaefa1c

View File

@ -32,6 +32,9 @@ public class RaceManager : MonoBehaviour
private RacerProgress playerProgress;
private string[] placeMapping = { "1st", "2nd", "3rd"};
void Awake()
{
if (Instance == null)
@ -91,7 +94,11 @@ public class RaceManager : MonoBehaviour
/// </summary>
private void UpdatePositionUI(int position)
{
playerPositionText.text = position + "/" + racers.Count;
if (position < 4) {
playerPositionText.text = placeMapping[position-1];
} else {
playerPositionText.text = position + "th";
}
}
/// <summary>

View File

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m_RuntimeSettings:
m_List:
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references:
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type: {class: GPUResidentDrawerResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.GPUDriven.Runtime}
data:
m_Version: 0
@ -153,13 +153,13 @@ MonoBehaviour:
m_OcclusionCullingDebugKernels: {fileID: 7200000, guid: b23e766bcf50ca4438ef186b174557df, type: 3}
m_DebugOcclusionTestPS: {fileID: 4800000, guid: d3f0849180c2d0944bc71060693df100, type: 3}
m_DebugOccluderPS: {fileID: 4800000, guid: b3c92426a88625841ab15ca6a7917248, type: 3}
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- rid: 6527416841684648063
type: {class: STP/RuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_setupCS: {fileID: 7200000, guid: 33be2e9a5506b2843bdb2bdff9cad5e1, type: 3}
m_preTaaCS: {fileID: 7200000, guid: a679dba8ec4d9ce45884a270b0e22dda, type: 3}
m_taaCS: {fileID: 7200000, guid: 3923900e2b41b5e47bc25bfdcbcdc9e6, type: 3}
- rid: 422771693768147024
- rid: 6527416841684648064
type: {class: ProbeVolumeBakingResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_Version: 1
@ -172,12 +172,12 @@ MonoBehaviour:
skyOcclusionRT: {fileID: -5126288278712620388, guid: 5a2a534753fbdb44e96c3c78b5a6999d, type: 3}
renderingLayerCS: {fileID: -6772857160820960102, guid: 94a070d33e408384bafc1dea4a565df9, type: 3}
renderingLayerRT: {fileID: -5126288278712620388, guid: 94a070d33e408384bafc1dea4a565df9, type: 3}
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- rid: 6527416841684648065
type: {class: ProbeVolumeGlobalSettings, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_Version: 1
m_ProbeVolumeDisableStreamingAssets: 0
- rid: 422771693768147026
- rid: 6527416841684648066
type: {class: ProbeVolumeDebugResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_Version: 1
@ -187,21 +187,21 @@ MonoBehaviour:
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: db8bd7436dc2c5f4c92655307d198381, type: 3}
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 20be25aac4e22ee49a7db76fb3df6de2, type: 3}
numbersDisplayTex: {fileID: 2800000, guid: 73fe53b428c5b3440b7e87ee830b608a, type: 3}
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- rid: 6527416841684648067
type: {class: IncludeAdditionalRPAssets, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_version: 0
m_IncludeReferencedInScenes: 0
m_IncludeAssetsByLabel: 0
m_LabelToInclude:
- rid: 422771693768147028
- rid: 6527416841684648068
type: {class: ProbeVolumeRuntimeResources, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime}
data:
m_Version: 1
probeVolumeBlendStatesCS: {fileID: 7200000, guid: a3f7b8c99de28a94684cb1daebeccf5d, type: 3}
probeVolumeUploadDataCS: {fileID: 7200000, guid: 0951de5992461754fa73650732c4954c, type: 3}
probeVolumeUploadDataL2CS: {fileID: 7200000, guid: 6196f34ed825db14b81fb3eb0ea8d931, type: 3}
- rid: 422771693768147029
- rid: 6527416841684648069
type: {class: UniversalRenderPipelineEditorAssets, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
data:
m_DefaultSettingsVolumeProfile: {fileID: 11400000, guid: eda47df5b85f4f249abf7abd73db2cb2, type: 2}

View File

@ -70,13 +70,13 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire1
m_Name: Pause
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left ctrl
positiveButton: escape
altNegativeButton:
altPositiveButton: mouse 0
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000

View File

@ -14,8 +14,8 @@ TagManager:
- Water
- UI
- Player
-
-
- BumpyTrack
- SmoothTrack
-
-
-