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vrgames's Issues

Be able to pick up items

You shouldbe able to pick up items with the pull of the trigger (maybe grips?).
The controller model should become invisible and the item should take the place of the controller.

Fix Highlighting Issues

When you highlight one item then move to highlight another at the same time, they both highlight, they shouldn't.

In the above scenario, it sometimes leaves the first highlighted item still highlighted.

Create a "ToolBelt" object.

The toolbelt should be able to hold the weapons, ammo, grenades, repair device, etc around the waste or other places on the body. The player should be able to put items there for later use. The locations maybe not fixed but wherever the player puts them so that it is customizable. The items should be able to be seen by the player. Grenades and ammo should stack probably.

Create a basic zombie.

Zombies should find the shortest path to the player.
The shortest path should locate the closest entrance to the zombie, once the zombie is through the entrance (having destroyed it possibly) it should then create a shortest path to the player. When within range the zombie should attack, damaging the player.

Create a map environment

Start with a single room for now.
Doesn't need to be too fancy. Just one fixed sized room, few windows, doors.
Entrances will only be windows for now.
Computer will be the menu system, scoreboard and stats.

Add feedback for when something is interactive.

For example, if you put your hand near the gun it should light up or flash faintly to make sure you know its interactive.

Also, the laser pointer on the gun should be toggled with the other controller, not the controller holding the gun.
If the other controller comes near the laser pointer it should light up or flash as well.

Be able to pick up a "Weapon"

I don't actually want a weapon right now. Just something like a gun that orients itself properly when picked up by the controller.

Gun
Gun should be oriented properly
Controller should not be visible
Picked up with grips probable

Sword
Sword should be oriented properly
Controller should not be visible
Picked up with grips probable

Menu System

There should be a menu system, i.e. start a game, settings, leaderboards, gameover brings you back to the menu etc.

Add Recoil to guns

Add recoil to guns.
If you shoot with one hand recoil should be worse.
Two hands recoil should be better.
If using a grip attachment it should be even better.

Design Notification System

Defined a new highest level class called Notifier.
A notifier is any object in a scene that could ever need to send information about itself to a subscriber (i.e. server).
Every notifier is given a unique ID number.

An encode function was created to minimize the amount of data sent across the server. It uses a format of:
ClientID:NotifierID:AttributeName:Values
A ':' delimiter is used to separate information.

AttributeNames are defines in the AttributeNames class.
They are a series of class variables that are public const strings that have the name of the attribute that you are sending information about. i.e. position, rotation, numBullets, etc.
The ':' delimiter is defined here as well.

Notifiers are subscribers to their counterparts on other clients.
e.g. if the position of item A moves in one clients game, it will be updated in your game through this subscription.

A decode function was made that receives encoded information from other clients and determines what to do with the information.
The decode function is inherited by children but they will extend it with base.decode() and add whatever use case they require. i.e. a magzine will use Items decode function to handle position and rotation but will also add to it the updating of its numBullets variable.

A NotificationManager singleton class was made to manage the notifications from notifiers and their counterparts across the server.

Revamp attachments. How they attach.

The attachments need to work more cleanly. It would be best if they DID NOT use joints to connect them. I need to find a better way to attach them using parenting so that they move more cleanly and not look so jerky.
Will need to figure out the scaling issue when parenting objects. They change sizes and stuff when they become children.

Fix The Laser

Laser is broken. Needs to work with an empty parent object and needs to attach to the attachment points properly.

Add a grenade.

Create a grenade that can be thrown to do damage to zombies.

Add "Wall" Weapons

Add the ability to buy weapons off of walls and to get more ammo from those locations.

Game breaks when menu button is pressed.

When you are holding items in your hands and press the steam menu button, whatever you were holding is dropped but the controllers still think they are holding them.

BUG: Reloading failed

Triggers on concave MeshColliders are not supported
UnityEngine.Collider:set_isTrigger(Boolean)
Item:PickUp(WandController) (at Assets/Scripts/Items/Item.cs:186)
Item:OnGripDown(WandController) (at Assets/Scripts/Items/Item.cs:273)
WandController:Update() (at Assets/Scripts/Items/WandController.cs:168)

Happened when reloading the smg. Tried to remove magazine and the game broke with this error message.

Need to fix the gun. (And everything related to picking up items)

It's working but the code is all in the wrong spots and making a new gun would be hard.

The controller class pulls trigger. this should get passed to the thing the controller is holding something(if it is holding anything, otherwise maybe another action takes place inside the controller class). The object being held should decide what happens when the controller presses a button (e.g. gun shoots, flashlight turns on etc).
This also pertains to the "Snap-To" functionality should be built into the object. It should have a built in position and orientation grip location for when someone tries to pick it up.

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