Baked Lighting maps
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using TMPro;
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using UnityEngine;
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using Random = UnityEngine.Random;
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@@ -10,6 +11,7 @@ public class Dice : MonoBehaviour
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[SerializeField] private TMP_Text[] numbers;
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[SerializeField] private Rigidbody rb;
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private bool started;
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private float timeLastNumberChanged = 0;
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private void Start()
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@@ -17,6 +19,17 @@ public class Dice : MonoBehaviour
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rb.useGravity = false;
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gameObject.SetActive(false);
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}
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private void Update()
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{
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if(started)
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{
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if (Time.time - timeLastNumberChanged >= .100f)
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{
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RandomNumbers();
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}
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}
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}
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public void StartRandom()
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{
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@@ -25,15 +38,13 @@ public class Dice : MonoBehaviour
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rb.useGravity = false;
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gameObject.SetActive(true);
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started = true;
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InvokeRepeating("RandomNumbers", 0f, 0.1f);
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}
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}
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public void StopRandom(int dec)
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{
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started = false;
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CancelInvoke("RandomNumbers");
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rb.angularVelocity = new Vector3(5, 5, 5);
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rb.useGravity = true;
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@@ -45,6 +56,7 @@ public class Dice : MonoBehaviour
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private void RandomNumbers()
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{
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timeLastNumberChanged = Time.time;
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int random = Random.Range(1, 7);
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rb.angularVelocity = new Vector3(5, 5, 5);
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@@ -25,8 +25,11 @@ public class Client : MonoBehaviour
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[SerializeField] private TMP_Text[] playerNameTexts;
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[SerializeField] private GameObject[] playerInfo;
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[SerializeField] private TMP_Text fpsText;
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private void Start()
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{
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for (int i = 0; i < 4; i++)
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{
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playerInfo[i].SetActive(false);
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@@ -48,6 +51,8 @@ public class Client : MonoBehaviour
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private void Update()
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{
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fpsText.text = (int)(Time.frameCount / Time.time) + " FPS";
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if (jobs.Count > 0)
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{
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Job job = jobs.Dequeue();
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@@ -131,7 +136,7 @@ public class Client : MonoBehaviour
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{
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for (int i = 0; i < players.Length; i++)
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{
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if (players[i] != null)
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if (!(players[i] is null))
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{
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if (i == player)
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{
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@@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class AnimationHandler : MonoBehaviour
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@@ -125,10 +125,12 @@ public class NoPlayablePlayer : Player
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}
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}
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private Vector3 nextPoint;
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//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
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private void InterPolerate()
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{
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Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
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interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
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}
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@@ -31,7 +31,7 @@ public class PlayablePlayer : Player
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activated = false;
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QualitySettings.vSyncCount = 0;
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Application.targetFrameRate = 59;
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Application.targetFrameRate = 61;
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diceScript = dice.GetComponent<Dice>();
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}
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@@ -170,9 +170,11 @@ public class PlayablePlayer : Player
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}
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//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
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private Vector3 nextPoint;
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private void InterPolerate()
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{
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Vector3 nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
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interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
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}
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