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						| @@ -1 +1,3 @@ | ||||
| *.fbx filter=lfs diff=lfs merge=lfs -text | ||||
| *.png filter=lfs diff=lfs merge=lfs -text | ||||
| *.jpg filter=lfs diff=lfs merge=lfs -text | ||||
|   | ||||
							
								
								
									
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						| @@ -75,3 +75,4 @@ Assets/Resources/DOTweenSettings.asset | ||||
| Assets/Resources/DOTweenSettings.asset | ||||
| Assets/LeanTween/Framework/ | ||||
| /Assets/LeanTween/Framework | ||||
| /Assets/LeanTween | ||||
|   | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: f2aaa75c0bf864ff79ef3c0aba951aa4 | ||||
| guid: 85542efa4a532704d8e1dbc3007e92b9 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
							
								
								
									
										138
									
								
								Assets/API/FurnitureFetcher.cs
									
									
									
									
									
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						| @@ -0,0 +1,138 @@ | ||||
| using System.Collections; | ||||
| using UnityEngine; | ||||
| using UnityEngine.Networking; | ||||
| using UnityEngine.UIElements; | ||||
| using Newtonsoft.Json; | ||||
| using System.Collections.Generic; | ||||
| using System.Globalization; | ||||
|  | ||||
| class FurnitureFetcher : MonoBehaviour | ||||
| { | ||||
|     public VisualTreeAsset itemTemplate; | ||||
|     public UIDocument uiDocument; | ||||
|  | ||||
|     public static string API_URL = "http://100.123.31.103:5102/api/v1/FurnitureVariant/GetAll"; | ||||
|  | ||||
|     private static readonly Dictionary<string, string> CurrencySymbols = new() | ||||
|     { | ||||
|         { "USD", "$" }, | ||||
|         { "EUR", "€" }, | ||||
|         { "GBP", "£" }, | ||||
|         { "JPY", "¥" }, | ||||
|         { "MXN", "$" }, | ||||
|         { "CAD", "$" }, | ||||
|         { "BRL", "R$" }, | ||||
|         { "ARS", "$" }, | ||||
|         { "CLP", "$" }, | ||||
|         { "COP", "$" }, | ||||
|         { "CNY", "¥" }, | ||||
|         { "INR", "₹" } | ||||
|     }; | ||||
|  | ||||
|  | ||||
|     private void Awake() | ||||
|     { | ||||
|         StartCoroutine(GetFurnitureData()); | ||||
|     } | ||||
|  | ||||
|     IEnumerator GetFurnitureData() | ||||
|     { | ||||
|         using UnityWebRequest request = UnityWebRequest.Get(API_URL); | ||||
|         request.downloadHandler = new DownloadHandlerBuffer(); | ||||
|  | ||||
|         yield return request.SendWebRequest(); | ||||
|  | ||||
|         string rawResponse = request.downloadHandler.text; | ||||
|         //Debug.Log("📦 RAW RESPONSE:\n" + rawResponse); | ||||
|  | ||||
|         if (request.result == UnityWebRequest.Result.Success) | ||||
|         { | ||||
|             string wrappedJson = "{\"items\":" + rawResponse + "}"; | ||||
|             FurnitureVariantList list; | ||||
|  | ||||
|             try | ||||
|             { | ||||
|                 list = JsonConvert.DeserializeObject<FurnitureVariantList>(wrappedJson); | ||||
|             } | ||||
|             catch (System.Exception ex) | ||||
|             { | ||||
|                 Debug.LogError("❌ Error al deserializar JSON: " + ex.Message); | ||||
|                 yield break; | ||||
|             } | ||||
|  | ||||
|             var root = uiDocument.rootVisualElement; | ||||
|             var scrollView = root.Q<ScrollView>("furniture-list"); | ||||
|  | ||||
|             scrollView.Clear(); | ||||
|  | ||||
|             foreach (var variant in list.items) | ||||
|             { | ||||
|                 VisualElement item = itemTemplate.CloneTree(); | ||||
|                 item.Q<Label>("nameLabel").text = $"Name: {variant.name}"; | ||||
|                 item.Q<Label>("colorLabel").text = $"Color: {variant.color}"; | ||||
|                 item.Q<Label>("lineLabel").text = $"Line: {variant.line}"; | ||||
|  | ||||
|                 string currencySymbol = CurrencySymbols.TryGetValue(variant.currency, out string symbol) | ||||
|                     ? symbol | ||||
|                     : variant.currency; | ||||
|  | ||||
|                 string formattedPrice = $"{currencySymbol}{variant.price.ToString("N2", CultureInfo.InvariantCulture)} {variant.currency}"; | ||||
|                 item.Q<Label>("priceLabel").text = $"Price: {formattedPrice}"; | ||||
|  | ||||
|                 item.Q<Label>("stockLabel").text = $"Stock: {variant.stock}"; | ||||
|  | ||||
|                 var attributesContainer = item.Q<VisualElement>("attributesContainer"); | ||||
|                 if (variant.attributes != null) | ||||
|                 { | ||||
|                     string attributesText = "Attributes:\n"; | ||||
|                     foreach (var kvp in variant.attributes) | ||||
|                     { | ||||
|                         attributesText += $"{kvp.Key}: {kvp.Value}\n"; | ||||
|                     } | ||||
|                     //Debug.Log(attributesText); | ||||
|                     //Debug.Log($"--- ATRIBUTOS PARA: {variant.name} ---"); | ||||
|                     //Debug.Log($"Total keys: {variant.attributes.Count}"); | ||||
|  | ||||
|                     int index = 0; | ||||
|                     foreach (var kvp in variant.attributes) | ||||
|                     { | ||||
|                         //Debug.Log($"[{index}] {kvp.Key}: {kvp.Value}"); | ||||
|  | ||||
|                         string formattedKey = FormatKey(kvp.Key); | ||||
|                         Label attrLabel = new Label($"{formattedKey}: {kvp.Value}"); | ||||
|                         attrLabel.AddToClassList("furniture-attribute"); // estilo opcional | ||||
|                         attrLabel.style.whiteSpace = WhiteSpace.Normal; | ||||
|                         attributesContainer.Add(attrLabel); | ||||
|  | ||||
|                         index++; | ||||
|                     } | ||||
|  | ||||
|                     if (index == 0) | ||||
|                         Debug.Log("⚠️ El diccionario está vacío aunque no es null."); | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     Debug.Log($"❌ 'attributes' es NULL para {variant.name}"); | ||||
|                 } | ||||
|  | ||||
|                 scrollView.Add(item); | ||||
|             } | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Debug.LogError("Error: " + request.error); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     private string FormatKey(string rawKey) | ||||
|     { | ||||
|         if (string.IsNullOrWhiteSpace(rawKey)) | ||||
|             return ""; | ||||
|  | ||||
|         // Inserta espacio antes de mayúsculas | ||||
|         string spaced = System.Text.RegularExpressions.Regex.Replace(rawKey, "([a-z])([A-Z])", "$1 $2"); | ||||
|  | ||||
|         // Capitaliza primera letra | ||||
|         return char.ToUpper(spaced[0]) + spaced.Substring(1); | ||||
|     } | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 1cb30ff5563cf47d68f63a0facef788f | ||||
| guid: 3cef81e5bb5c96f40a4dd2c92b625461 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
							
								
								
									
										18
									
								
								Assets/API/FurnitureSceneLoader.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,18 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using UnityEngine.SceneManagement; | ||||
|  | ||||
| public class FurnitureSceneLoader : MonoBehaviour | ||||
| { | ||||
|     public void LoadSceneByName(string sceneName) | ||||
|     { | ||||
|         SceneManager.LoadScene(sceneName); | ||||
|     } | ||||
|  | ||||
|     // También puedes usar índice si prefieres: | ||||
|     public void LoadSceneByIndex(int index) | ||||
|     { | ||||
|         SceneManager.LoadScene(index); | ||||
|     } | ||||
| } | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: fce6d6a4ed50946b783c5622e4b58b47 | ||||
| guid: 91f284e82a188974b93e9fe03f967300 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
| @@ -1,5 +1,5 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: a08f85c0b6df84ee0a1e66d216a6763b | ||||
| guid: e6667553da6104042891509ac68a2089 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
							
								
								
									
										39
									
								
								Assets/API/Models/FurnitureItem.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,39 @@ | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using Newtonsoft.Json; | ||||
|  | ||||
| [Serializable] | ||||
| public class FurnitureIdsRequest | ||||
| { | ||||
|     public List<string> ids; | ||||
| } | ||||
|  | ||||
| [Serializable] | ||||
| public class FurnitureVariant | ||||
| { | ||||
|     public string modelId; | ||||
|     public string name; | ||||
|     public string color; | ||||
|     public string line; | ||||
|     public int stock; | ||||
|     public float price; | ||||
|     public string currency; | ||||
|     public string categoryId; | ||||
|     public string providerId; | ||||
|  | ||||
|     [JsonProperty("attributes")] | ||||
|     public Dictionary<string, string> attributes; | ||||
|     public string _id; | ||||
|     public string id; | ||||
|     public string createdAt; | ||||
|     public string createdBy; | ||||
|     public string updatedAt; | ||||
|     public string updatedBy; | ||||
|     public string status; | ||||
| } | ||||
|  | ||||
| [Serializable] | ||||
| public class FurnitureVariantList | ||||
| { | ||||
|     public List<FurnitureVariant> items; | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/API/Models/FurnitureItem.cs.meta
									
									
									
									
									
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						| @@ -0,0 +1,11 @@ | ||||
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|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
							
								
								
									
										
											BIN
										
									
								
								Assets/Common/Prefabs/CustomColoredAnimatedYeti/Animation/A_Yeti_BinocularLoop.fbx
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
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											BIN
										
									
								
								Assets/Common/Prefabs/CustomColoredAnimatedYeti/Animation/A_Yeti_Idle.fbx
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
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| Shader "Custom/YetiShader" | ||||
| { | ||||
|     Properties | ||||
|     { | ||||
|         _Color ("Color", Color) = (1,1,1,1) | ||||
|         _Color1 ("Color1", Color) = (1,1,1,1) | ||||
|         _Color2 ("Color2", Color) = (1,1,1,1) | ||||
|         _Color3 ("Color3", Color) = (1,1,1,1) | ||||
|          | ||||
|         _ColorMask ("ColorMask", 2D) = "white" {} | ||||
|         _BWTex ("BWTex", 2D) = "white" {} | ||||
|          | ||||
|          | ||||
|         _MainTex ("Albedo (RGB)", 2D) = "white" {} | ||||
|         _BumpMap ("Bumpmap", 2D) = "bump" {} | ||||
|         _Glossiness ("Smoothness", Range(0,1)) = 0.5 | ||||
|         _Metallic ("Metallic", Range(0,1)) = 0.0 | ||||
|     } | ||||
|     SubShader | ||||
|     { | ||||
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|         LOD 200 | ||||
|  | ||||
|         Pass | ||||
|         { | ||||
|             CGPROGRAM | ||||
|              | ||||
|             #pragma vertex vert | ||||
|             #pragma fragment frag | ||||
|              | ||||
|             // Use shader model 3.0 target, to get nicer looking lighting | ||||
|             #pragma target 3.0 | ||||
|             sampler2D _MainTex; | ||||
|             sampler2D _BumpMap; | ||||
|             sampler2D _ColorMask; | ||||
|             sampler2D _BWTex; | ||||
|              | ||||
|             #include "UnityCG.cginc" | ||||
|             struct v2f | ||||
|             { | ||||
|                 float4 pos : SV_POSITION; | ||||
|                 float2 uv : TEXCOORD0; | ||||
|             }; | ||||
|          | ||||
|             half _Glossiness; | ||||
|             half _Metallic; | ||||
|             fixed4 _Color; | ||||
|             fixed4 _Color1; | ||||
|             fixed4 _Color2; | ||||
|             fixed4 _Color3; | ||||
|              | ||||
|             v2f vert (appdata_base d) | ||||
|             { | ||||
|                 v2f o; | ||||
|                 o.pos = UnityObjectToClipPos(d.vertex); | ||||
|                 o.uv = d.texcoord; | ||||
|                | ||||
|                 return o; | ||||
|             } | ||||
|          | ||||
|             fixed4 frag (v2f i) : SV_Target | ||||
|             { | ||||
|                 // Albedo comes from a texture tinted by color | ||||
|                 fixed4 mask = tex2D (_ColorMask, i.uv); | ||||
|                 fixed4 c = tex2D (_MainTex, i.uv); | ||||
|                 fixed4 bw = tex2D (_BWTex, i.uv); | ||||
|                  | ||||
|                 //these are overrides full replace the color in this region | ||||
|                 float4 fur = bw*mask.r * _Color; | ||||
|                 float4 face = bw*mask.b * _Color1; | ||||
|                 //this is a tint of the existing color not an override | ||||
|                 float4 bag = c*mask.g * _Color2; | ||||
|                  | ||||
|                 //combine the bits | ||||
|                 float4 colors = fur+face+bag;  | ||||
|                 float full_mask = clamp(mask.r+mask.b+mask.g,0,1); | ||||
|                 float full_mask_inv = 1.0-clamp(mask.r+mask.b+mask.g,0,1); | ||||
|                  | ||||
|                 //composite bg with character. | ||||
|                 c = ((c*full_mask_inv )+ face + fur+bag); | ||||
|                 return c; | ||||
|           | ||||
|             } | ||||
|             ENDCG | ||||
|         } | ||||
|         pass | ||||
|         { | ||||
|             Tags{ "LightMode" = "ShadowCaster" } | ||||
|             CGPROGRAM | ||||
|             #pragma vertex VSMain | ||||
|             #pragma fragment PSMain | ||||
|   | ||||
|             float4 VSMain (float4 vertex:POSITION) : SV_POSITION | ||||
|             { | ||||
|                 return UnityObjectToClipPos(vertex); | ||||
|             } | ||||
|   | ||||
|             float4 PSMain (float4 vertex:SV_POSITION) : SV_TARGET | ||||
|             { | ||||
|                 return 0; | ||||
|             } | ||||
|             | ||||
|             ENDCG       | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @@ -1,10 +0,0 @@ | ||||
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											BIN
										
									
								
								Assets/Common/Prefabs/CustomColoredAnimatedYeti/Model/Yeti.fbx
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
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| // Copyright 2022-2024 Niantic. | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class YetMotion : MonoBehaviour | ||||
| { | ||||
|     Vector2 _lastPos = new Vector2(0, 0); | ||||
|     Animator _animator; | ||||
|  | ||||
|     // Start is called before the first frame update | ||||
|     void Start() | ||||
|     { | ||||
|         //get my animator so i can set variables in the anim state machine. | ||||
|         _animator = GetComponent<Animator>(); | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|         //am i moving, if so tell the animation controller that. | ||||
|         //only handles walking and idle. | ||||
|         Vector2 pos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.z); | ||||
|         float dist = (pos - _lastPos).magnitude; | ||||
|         _lastPos = pos; | ||||
|  | ||||
|         float speed = dist / Time.deltaTime; | ||||
|         _animator.SetFloat("speed", speed); | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -1,61 +0,0 @@ | ||||
| // Copyright 2022-2024 Niantic. | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| //so you can see the edits in edidor as its all shader stuff | ||||
| //[ExecuteInEditMode] | ||||
| public class YetiCustomizer : MonoBehaviour | ||||
| { | ||||
|     public Color _furColor = new Color(1,0,0); | ||||
|     public Color _faceColor = new Color (0,1,0); | ||||
|     public Color _shirtColor  = new Color (0,0,1); | ||||
|     public Color _waterBottleColor = new Color (1,1,1); | ||||
|      | ||||
|     public Color _bagTint = new Color (1,1,1); | ||||
|     public Color _propsTint = new Color (1,1,1); | ||||
|  | ||||
|     public Vector3 _scale = new Vector3(1,1,1); | ||||
|  | ||||
|     public bool _hasBag=true; | ||||
|      | ||||
|     public void ApplySettings() | ||||
|     { | ||||
|  | ||||
|         transform.localScale = _scale; | ||||
|   | ||||
|         var thing = transform.Find("YETI_GEO/Yeti_Body_geo"); | ||||
|         Renderer meshRenderer = thing.GetComponent<Renderer>(); | ||||
|  | ||||
|         //fur | ||||
|         meshRenderer.material.SetColor("_Color", _furColor); | ||||
|  | ||||
|         //face | ||||
|         meshRenderer.material.SetColor("_Color1", _faceColor); | ||||
|  | ||||
|         //bag | ||||
|         meshRenderer.material.SetColor("_Color2", _bagTint); | ||||
|  | ||||
|         thing = gameObject.transform.Find("YETI_GEO/Yeti_props_geo"); | ||||
|         meshRenderer = thing.GetComponent<Renderer>(); | ||||
|  | ||||
|         //shirt | ||||
|         meshRenderer.material.SetColor("_Color", _shirtColor); | ||||
|         meshRenderer.material.SetColor("_Color1", _waterBottleColor); | ||||
|         meshRenderer.material.SetColor("_Color2", _propsTint); | ||||
|          | ||||
|     } | ||||
|  | ||||
|     void Start() | ||||
|     { | ||||
|         ApplySettings(); | ||||
|     } | ||||
|  | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|         #if UNITY_EDITOR | ||||
|             ApplySettings(); | ||||
|         #endif | ||||
|     } | ||||
| } | ||||
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