Commit e3d9766f authored by Samantha Straka's avatar Samantha Straka
Browse files

Wieder auf dem alten Stand. Yey

parent 6daa2815
2432
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This diff is collapsed.
......@@ -13,13 +13,13 @@ public class Controller : MonoBehaviour
public SteamVR_Input_Sources handType;
public bool triggerDown;
private GameObject overlappedCube;
public List<String> conditions;
public List<String> conditions;
private int numberOfRepetitions = 0;
public GameManager manager;
private bool canSetNextCondition;
private IEnumerator coroutine;
public GameObject timer;
public Material nextCon, eineSekunde, zweiSekunden;
public Material nextCon, eineSekunde, zweiSekunden;
// Start is called before the first frame update
......@@ -38,7 +38,8 @@ public class Controller : MonoBehaviour
{
grabbedCube.transform.SetPositionAndRotation(gameObject.transform.position, gameObject.transform.rotation);
// grabbedCube.transform.SetPositionAndRotation(gameObject.transform.position, gameObject.transform.rotation);
grabbedCube.transform.position = gameObject.transform.position;
......@@ -52,13 +53,13 @@ public class Controller : MonoBehaviour
{
}
public void TriggerHeld(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
{
triggerDown = true;
......@@ -86,6 +87,7 @@ public class Controller : MonoBehaviour
{
if (collision.gameObject.tag == "PuzzleCube")
{
overlappedCube = collision.gameObject;
if (overlappedCube != grabbedCube)
{
......@@ -106,7 +108,7 @@ public class Controller : MonoBehaviour
if (overlappedCube && triggerDown && !grabbedCube)
{
print("Grab");
grabbedCube = overlappedCube;
grabbedCube.GetComponent<Rigidbody>().useGravity = false;
grabbedCube.GetComponent<Rigidbody>().isKinematic = true;
......@@ -125,7 +127,7 @@ public class Controller : MonoBehaviour
if (other.gameObject.tag == "PuzzleCube")
{
other.GetComponent<Cube>().unhighLight();
if (!other.GetComponent<Cube>().hasLocation() && !triggerDown)
{
......
......@@ -20,7 +20,7 @@ public class Cube : MonoBehaviour
private void Awake()
{
puzzleMaterial = front.GetComponent<MeshRenderer>().materials[0];
}
......@@ -59,7 +59,7 @@ public class Cube : MonoBehaviour
void Start()
{
gm = GameObject.FindGameObjectWithTag("GameManager");
transform.position = originalPosition.transform.position;
Cubecollider = gameObject.GetComponent<Collider>();
}
......@@ -142,12 +142,15 @@ public class Cube : MonoBehaviour
//This is called at the start of the application, so that the cubes are lieing on the table
public void setToOriginalPosition()
{
transform.position = originalPosition.transform.position;
if (attachedLocation)
{
attachedLocation.GetComponent<PuzzleCubeLocation>().setOccupied(false);
attachedLocation = null;
}
transform.position = originalPosition.transform.position;
transform.rotation = originalPosition.transform.rotation;
gameObject.GetComponent<Rigidbody>().useGravity = true;
}
......@@ -170,6 +173,7 @@ public class Cube : MonoBehaviour
public void setMaterial(string path)
{
puzzleMaterial = Resources.Load("Images/" + path + "/" + Index.ToString()) as Material;
front.GetComponent<MeshRenderer>().material = puzzleMaterial;
......@@ -180,7 +184,7 @@ public class Cube : MonoBehaviour
{
Material[] mats = GetComponent<MeshRenderer>().materials;
mats[0] = puzzleMaterial;
mats[0] = mats[0];
mats[1] = highLightMaterial;
GetComponent<MeshRenderer>().materials = mats;
}
......@@ -189,7 +193,7 @@ public class Cube : MonoBehaviour
{
Material[] mats = GetComponent<MeshRenderer>().materials;
mats[0] = puzzleMaterial;
mats[0] = mats[0];
mats[1] = null;
GetComponent<MeshRenderer>().materials = mats;
}
......
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