# Conflicts:
#	Assets/Scenes/Lilia.unity
This commit is contained in:
2026-02-16 15:55:15 +01:00
25 changed files with 2984 additions and 2 deletions

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using UnityEngine;
public class CameraLook : MonoBehaviour
{
[SerializeField] private float cameraSensivity;
[SerializeField] private float minLookDist;
[SerializeField] private float maxLookDist;
Vector2 touchDeltaPosition;
float camLookDist;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
camLookDist = transform.localRotation.y;
}
// Update is called once per frame
void Update()
{
if (Input.touchCount > 0 &&
Input.GetTouch(0).phase == TouchPhase.Moved) {
touchDeltaPosition = Input.GetTouch(0).deltaPosition;
camLookDist = Mathf.Clamp(camLookDist + touchDeltaPosition.x * cameraSensivity, minLookDist, maxLookDist);
transform.localRotation = Quaternion.Euler(0f, camLookDist, 0f);
}
}
}

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using Unity.VisualScripting;
using UnityEngine;
public class CameraSystem : MonoBehaviour
{
[SerializeField] private GameObject[] cams;
[SerializeField] private GameObject mainCam;
[SerializeField] private int currentCam;
[SerializeField] private KeyCode openCam;
[SerializeField] private bool camIsOpen;
[SerializeField] private float cdTimer;
[SerializeField] private float cdTime = 0.5f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
for (int i = 0; i < cams.Length; i++) {
cams[i].SetActive(false);
}
mainCam.SetActive(true);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(openCam)) {
camIsOpen = !camIsOpen;
ShowCam();
}
if (cdTimer <= 0) {
if (Input.GetAxis("Horizontal") > 0) {
cams[currentCam].SetActive(false);
currentCam = currentCam + 1;
if (currentCam >= cams.Length) {
currentCam = 0;
}
Go2Cam(currentCam);
cdTimer = cdTime;
}
else if (Input.GetAxis("Horizontal") < 0) {
cams[currentCam].SetActive(false);
currentCam = currentCam - 1;
if (currentCam < 0) {
currentCam = cams.Length - 1;
}
Go2Cam(currentCam);
cdTimer = cdTime;
}
}
else {
cdTimer -= Time.deltaTime;
}
}
private void ShowCam() {
if (camIsOpen) {
cams[currentCam].SetActive(true);
mainCam.SetActive(false);
}
else {
cams[currentCam].SetActive(false);
mainCam.SetActive(true);
}
}
private void Go2Cam(int progression) {
cams[currentCam].SetActive(false);
currentCam = progression;
ShowCam();
}
}

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8
Assets/Scripts/Door.meta Normal file
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using UnityEngine;
public class Door : MonoBehaviour
{
[SerializeField] private GameObject light;
[SerializeField] private Vector3 openPos;
[SerializeField] private Vector3 closePos;
[SerializeField] private float doorSpeed;
public bool isOpen;
public bool isOn;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
transform.position = openPos;
isOpen = true;
ChangeLights();
}
// Update is called once per frame
void Update()
{
if (isOpen) {
if (transform.position != openPos) {
// Damit sich die Tür smooth öffnen lässt.
if (Vector3.Distance(transform.position, openPos) <= 0.5f) {
transform.position = openPos;
}
else {
transform.position = Vector3.Lerp(transform.position, openPos, doorSpeed * Time.deltaTime);
}
}
} else {
if (transform.position != closePos) {
// Damit sich die Tür smooth öffnen lässt.
if (Vector3.Distance(transform.position, closePos) <= 0.5f) {
transform.position = closePos;
} else {
transform.position = Vector3.Lerp(transform.position, closePos, doorSpeed * Time.deltaTime);
}
}
}
}
public void ChangeLights() {
isOn = !isOn;
if (isOn) {
light.SetActive(true);
}
else {
light.SetActive(false);
}
}
}

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using UnityEngine;
public class DoorController : MonoBehaviour
{
[SerializeField] private Door door;
private void OnMouseDown() {
door.isOpen = !door.isOpen;
}
}

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fileFormatVersion: 2
guid: b48d47b843b1eb242981ed20cce0db89

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using UnityEngine;
public class LightSystem : MonoBehaviour
{
[SerializeField] private Door door;
private void OnMouseDown() {
door.ChangeLights();
}
}

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