# Conflicts:
#	Assets/_Content/Scenes/Theatre.unity
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150 changed files with 14190 additions and 340 deletions
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void Facing_float(float3 ObjectPos, float3 Origin, float3 InUp, uint Orthographic, out float3 FacingWorldPos, out float3 FacingObjectPos, out float3 Right, out float3 Up, out float3 Forward)
{
float3 origin = TransformObjectToWorld(float3(0, 0, 0));
float3 view = lerp(normalize(origin - _WorldSpaceCameraPos.xyz), GetViewForwardDir(), Orthographic);
Up = normalize(InUp);
Right = normalize(cross(Up, view));
Forward = cross(Right, Up);
FacingWorldPos = Origin;
FacingWorldPos += ObjectPos.x * length(TransformObjectToWorld(float3(1, 0, 0)) - origin) * Right;
FacingWorldPos += ObjectPos.y * length(TransformObjectToWorld(float3(0, 1, 0)) - origin) * Up;
FacingWorldPos += ObjectPos.z * length(TransformObjectToWorld(float3(0, 0, 1)) - origin) * Forward;
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//
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
//
// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts.
// Translation and modification was made by Keijiro Takahashi.
//
// This shader is based on the webgl-noise GLSL shader. For further details
// of the original shader, please see the following description from the
// original source code.
//
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
#ifndef SimplexNoise3D_hlsl
#define SimplexNoise3D_hlsl
float3 mod289(float3 x)
{
return x - floor(x / 289.0) * 289.0;
}
float4 mod289(float4 x)
{
return x - floor(x / 289.0) * 289.0;
}
float4 permute(float4 x)
{
return mod289((x * 34.0 + 1.0) * x);
}
float4 taylorInvSqrt(float4 r)
{
return 1.79284291400159 - r * 0.85373472095314;
}
//Simplex noise
float SimplexNoise(float3 v)
{
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 0.5;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float4 p =
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
float4 x_ = floor(j / 7.0);
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
float4 s0 = floor(b0) * 2.0 + 1.0;
float4 s1 = floor(b1) * 2.0 + 1.0;
float4 sh = -step(h, 0.0);
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3(a0.xy, h.x);
float3 g1 = float3(a0.zw, h.y);
float3 g2 = float3(a1.xy, h.z);
float3 g3 = float3(a1.zw, h.w);
// Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
m = m * m;
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
return 42.0 * dot(m, px);
}
//Simplex noise with octaves
float SimplexNoise_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
float output = 0.0f;
float weight = 1.0f;
for (uint i = 0; i < octaveNumber; i++)
{
float3 coord = inCoord * scale + time * speed;
output += SimplexNoise(coord) * weight;
scale *= octaveScale;
weight *= 1.0f - octaveAttenuation;
}
return output;
}
//Simplex noise gradient
float4 SimplexNoiseGradient(float3 v)
{
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 0.5;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float4 p =
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
float4 x_ = floor(j / 7.0);
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
float4 s0 = floor(b0) * 2.0 + 1.0;
float4 s1 = floor(b1) * 2.0 + 1.0;
float4 sh = -step(h, 0.0);
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3(a0.xy, h.x);
float3 g1 = float3(a0.zw, h.y);
float3 g2 = float3(a1.xy, h.z);
float3 g3 = float3(a1.zw, h.w);
// Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
// Compute noise and gradient at P
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
float4 m2 = m * m;
float4 m3 = m2 * m;
float4 m4 = m2 * m2;
float3 grad =
-6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +
-6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +
-6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +
-6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
return 42.0 * float4(grad, dot(m4, px));
}
//Simplex noise gradient with octaves
float4 SimplexNoiseGradient_Octaves(float3 inCoord, float scale, float3 speed, uint octaveNumber, float octaveScale, float octaveAttenuation, float time) {
float4 output = 0.0f;
float weight = 1.0f;
for (uint i = 0; i < octaveNumber; i++)
{
float3 coord = inCoord * scale + time * speed;
output += SimplexNoiseGradient(coord) * weight;
scale *= octaveScale;
weight *= 1.0f - octaveAttenuation;
}
return output;
}
float SimplexNoise01(float3 Position, float Size, float Amplitude)
{
return (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
}
void SimplexNoise_float(float3 Position, float Size, float Amplitude, out float Noise)
{
Noise = (SimplexNoiseGradient(Position / Size).x * .1 + .6) * Amplitude;
}
void SimplexNoiseOctaves_float(float3 Position, float Size, float Octaves, float OctaveScale, float OctaveAttenuation, float Amplitude, out float Noise)
{
Noise = SimplexNoiseGradient_Octaves(Position, Size, 0, Octaves, OctaveScale, OctaveAttenuation, 0).x * Amplitude;
}
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@@ -37,6 +39,7 @@ public class Audio_AudioManager : MonoBehaviour
SetWwiseMusicState(WwiseMusicState.Sane);
PlayMusic.Post(gameObject);
}
@@ -0,0 +1,13 @@
using UnityEngine;
public class Audio_BreathControl : MonoBehaviour
{
[SerializeField] private AK.Wwise.Event PlayerBreath;
private void Start()
{
PlayerBreath.Post(gameObject);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 84fb04a3132ab974e96cb88e98eb4d4e
@@ -0,0 +1,64 @@
using UnityEngine;
using System.Collections.Generic;
public enum TriggerCondition
{
Awake,
Start,
OnEnable,
OnDisable,
OnDestroy,
OnTriggerEnter,
OnTriggerExit,
OnTriggerStay,
OnCollisionEnter,
OnCollisionExit
}
public class Audio_SwitchTrigger : MonoBehaviour
{
[Header("Switch Settings")]
[SerializeField] private AK.Wwise.Switch wwiseSwitch;
[SerializeField] private GameObject switchTarget;
[Header("Trigger Settings")]
[SerializeField] private string filterTag = "Player";
[SerializeField] private List<TriggerCondition> conditions;
private void Awake() => TryFire(TriggerCondition.Awake);
private void Start() => TryFire(TriggerCondition.Start);
private void OnEnable() => TryFire(TriggerCondition.OnEnable);
private void OnDisable() => TryFire(TriggerCondition.OnDisable);
private void OnDestroy() => TryFire(TriggerCondition.OnDestroy);
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerEnter);
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerExit);
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag(filterTag)) TryFire(TriggerCondition.OnTriggerStay);
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag(filterTag)) TryFire(TriggerCondition.OnCollisionEnter);
}
private void OnCollisionExit(Collision collision)
{
if (collision.gameObject.CompareTag(filterTag)) TryFire(TriggerCondition.OnCollisionExit);
}
private void TryFire(TriggerCondition condition)
{
if (conditions.Contains(condition))
wwiseSwitch.SetValue(switchTarget);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 248105068f0589c40b0dfd7ca39a26e5