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Binary file modified .vs/ViveGame/v14/.suo
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2 changes: 2 additions & 0 deletions Assembly-CSharp.csproj
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Expand Up @@ -47,6 +47,8 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\HSPackages\InfiniteGround\Script\Ground.cs" />
<Compile Include="Assets\Scripts\ArrowRotate.cs" />
<Compile Include="Assets\Scripts\Collide.cs" />
<Compile Include="Assets\Scripts\ControllerGrabObject.cs" />
<Compile Include="Assets\Scripts\LaserPointer.cs" />
<Compile Include="Assets\Scripts\MarkerDestroy.cs" />
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Binary file added Assets/Materials/StartMarker.mat
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9 changes: 9 additions & 0 deletions Assets/Materials/StartMarker.mat.meta

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Binary file modified Assets/Materials/ViveMap.mat
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Binary file added Assets/Materials/marker.mat
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9 changes: 9 additions & 0 deletions Assets/Materials/marker.mat.meta

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Binary file modified Assets/Materials/red.mat
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9 changes: 9 additions & 0 deletions Assets/Models/Materials.meta

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Binary file added Assets/Models/Materials/lambert1.mat
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9 changes: 9 additions & 0 deletions Assets/Models/Materials/lambert1.mat.meta

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Binary file added Assets/Models/ringarrow.fbx
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93 changes: 93 additions & 0 deletions Assets/Models/ringarrow.fbx.meta

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Binary file added Assets/Models/ringarrow.prefab
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9 changes: 9 additions & 0 deletions Assets/Models/ringarrow.prefab.meta

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63 changes: 63 additions & 0 deletions Assets/Scripts/ArrowRotate.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ArrowRotate : MonoBehaviour {
public static int randNum;
public static int randDegree;
GameObject marker;
float markerX;
float markerZ;

//Random rand = new Random();
//ArrayList angleArray = new ArrayList();

int[] angleArray = new int[] { 0, 45, 90, 135, 180, 225, 270, 315 };
//int randNum;


// Use this for initialization
void Start () {

//if marker is in a certain position, prevent degree from being such that it points back to the origin
marker = GameObject.Find("FirstMarker");
markerX = marker.transform.position.x;
markerZ = marker.transform.position.z;

if (((marker.transform.position.z < 0) && (marker.transform.position.x == 0)) || ((markerZ > 0) && (markerX == 0)))
{
GetRandDegree(180, 0);
}
else if (((markerZ < 0) && (markerX < 0)) || ((markerZ > 0) && (markerX > 0)))
{
GetRandDegree(225, 45);
}
else if (((markerZ == 0) && (markerX < 0)) || ((markerZ == 0) && (markerX > 0)))
{
GetRandDegree(270, 90);
}
else if (((markerZ > 0) && (markerX < 0)) || ((markerZ < 0) && (markerX > 0)))
{
GetRandDegree(315, 135);
}

this.transform.Rotate(0, randDegree, 0);
}

// Update is called once per frame
void Update () {

}

public void GetRandDegree(int wrongDegree, int wrongDegree2) {
do
{
randNum = Random.Range(0, 8);
randDegree = angleArray[randNum];
} while (randDegree == wrongDegree || randDegree == wrongDegree2);




}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/ArrowRotate.cs.meta

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23 changes: 23 additions & 0 deletions Assets/Scripts/Collide.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Collide : MonoBehaviour
{
//private GameObject rig;
private GameObject cam;
// Use this for initialization
void Start()
{
//rig = GetComponent<GameObject>();
cam = GameObject.Find("Camera (head)");

}

// Update is called once per frame
void Update()
{
//sets the center of the collider to the camera location
this.GetComponent<BoxCollider>().center = cam.GetComponent<Transform>().position;
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/Collide.cs.meta

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93 changes: 93 additions & 0 deletions Assets/Scripts/FirstMarkerSpawn.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FirstMarkerSpawn : MonoBehaviour {

private GameObject FirstMarker;
private GameObject StartMarker;
private GameObject arrow;

Renderer rend; //renderer for FirstMarker
Renderer rend2; //renderer for FirstArrow
int startDegree; //degree of start arrow
float degree; //degree of first arrow
float currentRotation;
float randNum; //determines which random length is picked
float randNum2; //determines which random degree is picked

int startPosition; //determines which start position was picked
int[] degreeChange = new int[] {-70, -42, -14, 14, 42, 70}; //degrees plus or minus the current heading -- change this to change angles of triangles

void Start () {
//how much distance the first marker will change by, randomly
randNum = Random.Range(0, 6) / 3.28f; //divide to convert to meter amt
randNum2 = Random.Range(0, 6); //number of options for degree picked
//Debug.Log(randNum2);


//start marker
StartMarker = GameObject.Find("StartMarker");
StartMarkerSpawn StartMarkerScript = StartMarker.GetComponent<StartMarkerSpawn>();
startPosition = StartMarkerScript.randNum; //number of options for degrees picked

//firstmarker's arrow
arrow = GameObject.Find("ringarrow");


rend = this.GetComponent<Renderer>();
rend2 = arrow.GetComponent<Renderer>();

//make firstmarker invisible on start, until startmarker collision
rend.enabled = false;
rend2.enabled = false;
}

// Update is called once per frame
void Update () {

}

public void SpawnFirstMarker()
{

rend.enabled = true;
rend2.enabled = true;

//changing first marker position depending on starting position
if (startPosition == 1)
{
this.transform.position = new Vector3(1.524f + randNum, 0, 0);
}
else if (startPosition == 2)
{
this.transform.position = new Vector3(0, 0, -1.524f - randNum);
}
else if (startPosition == 3)
{
this.transform.position = new Vector3(-1.524f - randNum, 0, 0);
}
else {
this.transform.position = new Vector3(0, 0, 1.524f + randNum);
}

//changing rotation of firstmarker

//finding the rotation of start arrow
startDegree = (int)StartMarker.transform.rotation.y;

//and setting the second arrow to the same rotation
this.transform.Rotate(0, startDegree, 0);

float currentDegree = this.transform.rotation.y;

//then transforming rotation by a random amount
degree = currentDegree + degreeChange[(int)randNum2];
//this.transform.Rotate(0, degree, 0);
Debug.Log("Start degree is: " + startDegree);
Debug.Log("Current degree is: " + currentDegree);
Debug.Log("Adding: " + degreeChange[(int)randNum2]);
Debug.Log("Final result: " + degree);

}
}

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