- Foghorn and Crook In Jail animations implemented

- GameManager initialisation now also enables interactions no matter what
- Markers are no longer unnecessarily deactivated at the end of a round
- Markers have better physics when dropped and disabled
- Attempted to add fallback support to video players
This commit is contained in:
2025-08-23 23:02:39 -04:00
parent 20c481001f
commit 1f921988ef
19 changed files with 945 additions and 600 deletions
+3 -5
View File
@@ -1,5 +1,4 @@
using MMMaellon.LightSync;
using UdonSharp;
using UnityEngine;
using VRC.SDK3.Components;
@@ -129,7 +128,7 @@ public class FloorMapMarker : UdonSharpBehaviour
{
_RigidBodyComponent.constraints = RigidbodyConstraints.None;
_EnableCollisionChecks = true;
if (Active) _EnableCollisionChecks = true;
_NoCollisionCounter = 0;
_CollidingLocations.Clear();
}
@@ -141,7 +140,7 @@ public class FloorMapMarker : UdonSharpBehaviour
transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
}
_RigidBodyComponent.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
_RigidBodyComponent.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
_NoCollisionCounter = 0;
}
@@ -262,9 +261,8 @@ public class FloorMapMarker : UdonSharpBehaviour
private void DisableMovementCompletely(Vector3 CorrectLocation = new Vector3())
{
_RigidBodyComponent.constraints = RigidbodyConstraints.FreezeAll;
transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
if (CorrectLocation != Vector3.zero)
{
transform.position = CorrectLocation;