- Added a title animation for The Chase.

- Lightning Round SFX no longer play in nested NetworkEventTarget.All function.
This commit is contained in:
Jamie Greunbaum 2026-03-09 01:46:11 -04:00
parent 7b9d6c08e6
commit d2072c4fcf
36 changed files with 3567 additions and 97 deletions

View File

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Carmen/Logo"
{
Properties
{
_MainTex ("Logo Image", 2D) = "white" {}
_Tint ("Tint", Color) = (1.0, 1.0, 1.0, 1.0)
[ShowAsVector2] _Skew ("Scale And Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
}
SubShader
{
Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
LOD 200
Pass {
Cull Back
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest Always
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
UNITY_DECLARE_TEX2D(_MainTex);
UNITY_DECLARE_TEX2D(_FadeMask);
half4 _Tint;
half4 _Skew;
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
V2F vert(Data v)
{
V2F o;
// Skew and scale as needed
float4x4 skewmatrix = float4x4(
1.0, _Skew.x, 0.0, 0.0,
_Skew.y, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
o.position = mul(skewmatrix, v.vertex);
o.position = UnityObjectToClipPos(o.position);
o.uv = v.uv;
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
return UNITY_SAMPLE_TEX2D(_MainTex, i.uv) * _Tint;
}
ENDCG
}
}
FallBack "Diffuse"
}

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@ -0,0 +1,108 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Carmen/SDF/The Chase"
{
Properties
{
_MainTex ("SDF", 2D) = "white" {}
[ShowAsVector2] _Skew ("Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
_LineColour ("Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
_LineThickness ("Line Thickness", float) = 0.25
}
SubShader
{
Tags { "Queue"="Overlay" "RenderType"="Opaque" "CanUseSpriteAtlas"="True" }
LOD 200
Pass {
Cull Back
Lighting Off
ZWrite Off
ZTest Always
CGPROGRAM
#include "UnityCG.cginc"
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
UNITY_DECLARE_TEX2D(_MainTex);
float4 _MainTex_ST;
half4 _Skew;
half4 _LeftColour;
half4 _RightColour;
half4 _LineColour;
float _LineThickness;
struct Data
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct V2F
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
V2F vert(Data v)
{
V2F o;
// Skew and scale as needed
float4x4 skewmatrix = float4x4(
1.0, _Skew.x, 0.0, 0.0,
_Skew.y, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
o.position = mul(skewmatrix, v.vertex);
o.position = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(o.position.x, o.position.y, 0.0, 0.0)
* float4(
length(unity_ObjectToWorld._m00_m10_m20),
length(unity_ObjectToWorld._m01_m11_m21),
1.0, 1.0));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(V2F i) : SV_TARGET
{
half texsample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
half alphastep = step(texsample, _LineThickness);
if (alphastep < 0.5) discard;
half linestep = step(texsample, 0.1);
return lerp(
_LineColour,
lerp(_LeftColour, _RightColour, i.uv.x % 1.0),
linestep);
}
ENDCG
}
}
FallBack "Diffuse"
}

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@ -57,6 +57,7 @@ public class GameManagerRound1 : GameManagerBase
[Space, Header("Effects")]
[SerializeField] private Animator _LightningRoundAnimator;
[SerializeField] private Animator _TheChaseAnimator;
private CameraControllerRound1 _CameraControllerRound1 = null;
@ -768,7 +769,7 @@ public class GameManagerRound1 : GameManagerBase
public void PlayLightningRoundAnimation()
{
_LightningRoundAnimator.SetBool("Lightning", true);
_AudioManager.SendCustomNetworkEvent(NetworkEventTarget.All, "PlaySFX", SFXEventType.Thunder);
_AudioManager.PlaySFX(SFXEventType.Thunder);
SendCustomEventDelayedSeconds(nameof(ResetLightningRoundAnimation), 5.0f);
}
public void ResetLightningRoundAnimation()
@ -893,21 +894,27 @@ public class GameManagerRound1 : GameManagerBase
{
_CameraControllerRound1.DisableAllSwitchers();
_CameraControllerRound1.SwitchToWideShotCamera();
SendCustomNetworkEvent(NetworkEventTarget.All, nameof(PlayTheChaseAnimation_Private));
}
[NetworkCallable]
public void PlayTheChaseAnimation_Private()
{
_AudioManager.PlayMusic(MusicEventType.TheChase);
SendCustomEventDelayedSeconds(nameof(_PlayTheChaseMusic_EnableInteraction_Private), 5.0f);
HostCardBetweenRoundsInterface Interface =
(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
_AudioManager.SendCustomNetworkEvent(NetworkEventTarget.All,
"PlayMusic", MusicEventType.TheChase);
Interface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.TheChase);
Interface.CommentUI.text = "All of these questions are worth 5 Acme Crimebucks. Hands on your buzzers, watch the monitor, listen carefully. Here we go.";
_TheChaseAnimator.SetBool("Play The Chase", true);
}
public void _PlayTheChaseMusic_EnableInteraction_Private()
{
_TheChaseAnimator.SetBool("Play The Chase", false);
_CameraControllerRound1.ActivateHostAllPlayersCameraSwitcher();
HostCardBetweenRoundsInterface Interface =
(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
Interface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.TheChase);
Interface.CommentUI.text = "All of these questions are worth 5 Acme Crimebucks. Hands on your buzzers, watch the monitor, listen carefully. Here we go.";
EnableBuzzers();
EnableInteraction("Here We Go");

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class TheChasePlayer : UdonSharpBehaviour
{
[SerializeField] private Animator _TheChaseAnimator;
[UdonSynced, FieldChangeCallback(nameof(PlayAnimation))] private bool _PlayAnimation = false;
public void Play()
{
PlayAnimation = true;
RequestSerialization();
}
public void Stop()
{
PlayAnimation = false;
RequestSerialization();
}
private bool PlayAnimation
{
set
{
_PlayAnimation = value;
_TheChaseAnimator.SetBool("Play The Chase", _PlayAnimation);
}
get => _PlayAnimation;
}
}

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@ -12,7 +12,7 @@ MonoBehaviour:
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@ -12,7 +12,7 @@ MonoBehaviour:
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@ -12,7 +12,7 @@ MonoBehaviour:
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@ -57,6 +57,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "vrchat.jordo.easyquestswitc
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Addressables", "UniTask.Addressables.csproj", "{6AA0AACC-56ED-4C99-7D2A-220D3B243EDD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{F0D2DA67-6857-48D9-F18C-518C9133433E}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.TextMeshPro", "UniTask.TextMeshPro.csproj", "{91F2D0BB-0290-6D83-B6CE-D722F4D01C8D}"
EndProject
Global
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{6AA0AACC-56ED-4C99-7D2A-220D3B243EDD}.Release|Any CPU.Build.0 = Release|Any CPU
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