Browse Source

add treadmill uv shader

main
Cailean Finn 9 months ago
parent
commit
d16faf238b
  1. 7
      Assets/15_Prefabs/Environment.prefab
  2. 8
      Assets/3_Materials/Shaders.meta
  3. 127
      Assets/3_Materials/Shaders/Shader Graphs_Treadmill Belt.mat
  4. 8
      Assets/3_Materials/Shaders/Shader Graphs_Treadmill Belt.mat.meta
  5. 2075
      Assets/3_Materials/Shaders/Treadmill Belt.shadergraph
  6. 10
      Assets/3_Materials/Shaders/Treadmill Belt.shadergraph.meta
  7. 64
      Assets/6_Scenes/Beep.unity
  8. 22
      Assets/7_Scripts/Interactable Items/Treadmill.cs
  9. 2
      Assets/ML-Agents/Timers/Beep_timers.json

7
Assets/15_Prefabs/Environment.prefab

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22
Assets/7_Scripts/Interactable Items/Treadmill.cs

@ -21,6 +21,10 @@ public class Treadmill : MonoBehaviour
public float m_HoldSpeedTimer; public float m_HoldSpeedTimer;
public Material m_Belt;
private float m_BeltSpeed;
private void OnEnable() private void OnEnable()
{ {
OnChairContact.ApplyTreadmillForce += ApplyForce; OnChairContact.ApplyTreadmillForce += ApplyForce;
@ -61,6 +65,10 @@ public class Treadmill : MonoBehaviour
} }
rb.AddForce(forceDirection * m_CurrentForce); rb.AddForce(forceDirection * m_CurrentForce);
} }
} }
@ -76,4 +84,18 @@ public class Treadmill : MonoBehaviour
Gizmos.color = Color.red; Gizmos.color = Color.red;
Gizmos.DrawRay(transform.position, Quaternion.Euler(0, -m_angleOffset, 0) * Vector3.forward); Gizmos.DrawRay(transform.position, Quaternion.Euler(0, -m_angleOffset, 0) * Vector3.forward);
} }
private void FixedUpdate()
{
m_BeltSpeed += Map(m_CurrentForce, 0, 600, 0, 0.01f);
m_Belt.SetFloat("_Speed", -m_BeltSpeed);
Debug.Log($"{m_BeltSpeed} {m_CurrentForce}");
}
private float Map(float s, float a1, float a2, float b1, float b2)
{
return b1 + (s - a1) * (b2 - b1) / (a2 - a1);
}
} }

2
Assets/ML-Agents/Timers/Beep_timers.json

@ -1 +1 @@
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