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+114
@@ -0,0 +1,114 @@
|
||||
# Nightclub Arcadia — git attributes
|
||||
#
|
||||
# Two jobs: make Unity's YAML files mergeable, and keep line endings from
|
||||
# becoming a source of phantom diffs.
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Unity YAML — text, LF, and merged with UnityYAMLMerge
|
||||
# ---------------------------------------------------------------------------
|
||||
# The merge driver needs a one-time setup per machine; see §"Merge driver" in
|
||||
# CLAUDE.md. Without it git falls back to a normal text merge, which for scenes
|
||||
# and prefabs means conflicts that are painful but not silently wrong.
|
||||
*.unity text eol=lf merge=unityyamlmerge
|
||||
*.prefab text eol=lf merge=unityyamlmerge
|
||||
*.asset text eol=lf merge=unityyamlmerge
|
||||
*.mat text eol=lf merge=unityyamlmerge
|
||||
*.anim text eol=lf merge=unityyamlmerge
|
||||
*.controller text eol=lf merge=unityyamlmerge
|
||||
*.overrideController text eol=lf merge=unityyamlmerge
|
||||
*.physicMaterial text eol=lf merge=unityyamlmerge
|
||||
*.physicsMaterial2D text eol=lf merge=unityyamlmerge
|
||||
*.playable text eol=lf merge=unityyamlmerge
|
||||
*.mask text eol=lf merge=unityyamlmerge
|
||||
*.brush text eol=lf merge=unityyamlmerge
|
||||
*.flare text eol=lf merge=unityyamlmerge
|
||||
*.lighting text eol=lf merge=unityyamlmerge
|
||||
*.terrainlayer text eol=lf merge=unityyamlmerge
|
||||
*.signal text eol=lf merge=unityyamlmerge
|
||||
*.guiskin text eol=lf merge=unityyamlmerge
|
||||
*.fontsettings text eol=lf merge=unityyamlmerge
|
||||
*.meta text eol=lf
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# EXCEPTION — a scene that is serialized as BINARY
|
||||
# ---------------------------------------------------------------------------
|
||||
# DialogueTest.unity is a Unity binary SerializedFile, not YAML, despite the
|
||||
# project being set to Force Text. It contains 128 lone CR bytes, so treating it
|
||||
# as text would have git rewrite them as line endings and corrupt the scene.
|
||||
#
|
||||
# Remove this line the moment the file is genuinely text — verify with:
|
||||
# head -c 20 NightclubArcadia/Assets/Scenes/DialogueTest.unity # want %YAML 1.1
|
||||
# Background and the fix: docs/restructure-plan.md §0.1
|
||||
/NightclubArcadia/Assets/Scenes/DialogueTest.unity binary
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Source, config and prose
|
||||
# ---------------------------------------------------------------------------
|
||||
*.cs text eol=lf diff=csharp
|
||||
*.yarn text eol=lf
|
||||
*.yarnproject text eol=lf
|
||||
*.asmdef text eol=lf
|
||||
*.asmref text eol=lf
|
||||
*.inputactions text eol=lf
|
||||
*.shader text eol=lf
|
||||
*.compute text eol=lf
|
||||
*.cginc text eol=lf
|
||||
*.hlsl text eol=lf
|
||||
*.shadergraph text eol=lf
|
||||
*.json text eol=lf
|
||||
*.md text eol=lf
|
||||
*.txt text eol=lf
|
||||
*.py text eol=lf
|
||||
*.sh text eol=lf
|
||||
*.csproj text eol=lf
|
||||
*.xml text eol=lf
|
||||
*.gitattributes text eol=lf
|
||||
*.gitignore text eol=lf
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Binary — never diffed, never line-ending converted
|
||||
# ---------------------------------------------------------------------------
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.jpeg binary
|
||||
*.gif binary
|
||||
*.tga binary
|
||||
*.tif binary
|
||||
*.tiff binary
|
||||
*.psd binary
|
||||
*.exr binary
|
||||
*.hdr binary
|
||||
*.fbx binary
|
||||
*.obj binary
|
||||
*.blend binary
|
||||
*.wav binary
|
||||
*.mp3 binary
|
||||
*.ogg binary
|
||||
*.aif binary
|
||||
*.ttf binary
|
||||
*.otf binary
|
||||
*.pdf binary
|
||||
*.dll binary
|
||||
*.pdb binary
|
||||
*.so binary
|
||||
*.dylib binary
|
||||
*.bundle binary
|
||||
*.a binary
|
||||
*.unitypackage binary
|
||||
*.cubemap binary
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Git LFS — deliberately NOT enabled yet
|
||||
# ---------------------------------------------------------------------------
|
||||
# git-lfs is installed locally, but this repo pushes to a self-hosted server
|
||||
# whose LFS support has not been verified, and enabling LFS against a server
|
||||
# that lacks it breaks pushing. There is also almost nothing to store yet: one
|
||||
# placeholder PNG plus the StarterAssets meshes.
|
||||
#
|
||||
# When real art lands, verify the server first, then add:
|
||||
# *.png filter=lfs diff=lfs merge=lfs -text
|
||||
# *.fbx filter=lfs diff=lfs merge=lfs -text
|
||||
# *.wav filter=lfs diff=lfs merge=lfs -text
|
||||
# and migrate existing blobs with `git lfs migrate import --include=...`.
|
||||
# Adding the filter without migrating leaves old blobs outside LFS, which is
|
||||
# confusing rather than broken.
|
||||
@@ -127,3 +127,9 @@ tools/**/obj/
|
||||
*.tar.gz
|
||||
*.7z
|
||||
*.rar
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Local build and test output (Makefile targets)
|
||||
# ---------------------------------------------------------------------------
|
||||
/.test-results/
|
||||
/build/
|
||||
|
||||
@@ -58,6 +58,36 @@ AI Navigation 2.0.14, ProBuilder 6.1.2, Test Framework 1.7.0. Yarn Spinner is an
|
||||
|
||||
---
|
||||
|
||||
## 2b. Everyday commands
|
||||
|
||||
A `Makefile` at the repo root wraps everything in this document. Prefer it — the exact
|
||||
invocations live there instead of being retyped.
|
||||
|
||||
```bash
|
||||
make # list targets
|
||||
make check # yarn + voice sheets + EditMode — run this before committing
|
||||
make test # EditMode suite, with a readable summary
|
||||
make yarn # compile every Yarn script (seconds, no Unity)
|
||||
make build # macOS player into build/
|
||||
make lock # fail if the Editor has the project open
|
||||
```
|
||||
|
||||
`make test` and `make build` refuse to run while the Editor is open, which removes the most
|
||||
common way these commands fail confusingly.
|
||||
|
||||
### Merge driver — one-time per machine
|
||||
|
||||
`.gitattributes` marks Unity YAML for `unityyamlmerge`. Git needs to be told what that is, or
|
||||
it falls back to a line-oriented text merge that can produce a scene Unity still loads and that
|
||||
is quietly wrong:
|
||||
|
||||
```bash
|
||||
make merge-driver
|
||||
```
|
||||
|
||||
That points git at `UnityYAMLMerge` inside the Editor bundle (`Contents/Helpers/`, not
|
||||
`Contents/Tools/` — the path in most online guides is wrong for Unity 6 on macOS).
|
||||
|
||||
## 3. Unity from the command line
|
||||
|
||||
### 3.0 Two different tools, both present
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
# Nightclub Arcadia — common commands.
|
||||
#
|
||||
# Everything here is documented in CLAUDE.md; this file exists so the exact
|
||||
# invocations live in one place instead of being retyped from memory.
|
||||
|
||||
UNITY_CLI ?= /Users/lennart/.unity/bin/unity
|
||||
UNITY ?= /Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity
|
||||
PROJECT ?= $(CURDIR)/NightclubArcadia
|
||||
RESULTS ?= $(CURDIR)/.test-results
|
||||
SMARTMERGE ?= /Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/Helpers/UnityYAMLMerge
|
||||
|
||||
.DEFAULT_GOAL := help
|
||||
|
||||
.PHONY: help check yarn yarn-play voices voices-sync test test-play build lock clean-results merge-driver
|
||||
|
||||
help: ## Show this help
|
||||
@grep -hE '^[a-z-]+:.*?## ' $(MAKEFILE_LIST) \
|
||||
| awk 'BEGIN {FS = ":.*?## "} {printf " \033[36m%-14s\033[0m %s\n", $$1, $$2}'
|
||||
@echo ""
|
||||
@echo " Unity must be CLOSED for test/build — run 'make lock' to check."
|
||||
|
||||
check: yarn voices test ## Everything a change should pass before commit
|
||||
|
||||
yarn: ## Compile every Yarn script (seconds, no Unity)
|
||||
@cd tools/YarnCheck && DOTNET_CLI_TELEMETRY_OPTOUT=1 dotnet run -- ../../NightclubArcadia/Assets/Dialogue
|
||||
|
||||
yarn-play: ## Play a node: make yarn-play NODE=Bartender_Talk PICKS="2 2 0 0"
|
||||
@cd tools/YarnCheck && DOTNET_CLI_TELEMETRY_OPTOUT=1 \
|
||||
dotnet run -- ../../NightclubArcadia/Assets/Dialogue $(NODE) $(PICKS)
|
||||
|
||||
voices: ## Check writing/voices/*.md against skill_bible.json
|
||||
@python3 tools/writing/sync_voices.py --check
|
||||
|
||||
voices-sync: ## Fold edited voice prose into skill_bible.json
|
||||
@python3 tools/writing/sync_voices.py --to-json
|
||||
|
||||
test: lock ## Run the EditMode suite
|
||||
@mkdir -p $(RESULTS)
|
||||
@$(UNITY_CLI) test $(PROJECT) --no-banner --mode EditMode \
|
||||
--output $(RESULTS)/editmode.xml --timeout 900 || true
|
||||
@python3 tools/ci/report_tests.py $(RESULTS)/editmode.xml
|
||||
|
||||
test-play: lock ## Run the PlayMode suite (none exist yet)
|
||||
@mkdir -p $(RESULTS)
|
||||
@$(UNITY_CLI) test $(PROJECT) --no-banner --mode PlayMode \
|
||||
--output $(RESULTS)/playmode.xml --timeout 900 || true
|
||||
@python3 tools/ci/report_tests.py $(RESULTS)/playmode.xml
|
||||
|
||||
build: lock ## Build a macOS player into build/
|
||||
@$(UNITY_CLI) build $(PROJECT) --no-banner --target StandaloneOSX -o $(CURDIR)/build/NightclubArcadia.app
|
||||
|
||||
lock: ## Fail if the Unity Editor has the project open
|
||||
@if pgrep -fl "Unity.app/Contents/MacOS/Unity" | grep -v AssetImportWorker | grep -q .; then \
|
||||
echo "The Unity Editor is running — close it first (only one instance per project)."; \
|
||||
exit 1; \
|
||||
fi
|
||||
|
||||
merge-driver: ## One-time: teach git to merge Unity YAML with UnityYAMLMerge
|
||||
@test -x "$(SMARTMERGE)" || { echo "UnityYAMLMerge not found at $(SMARTMERGE)"; exit 1; }
|
||||
@git config merge.unityyamlmerge.name "Unity SmartMerge"
|
||||
@git config merge.unityyamlmerge.driver "'$(SMARTMERGE)' merge -p --force --fallback none %O %B %A %A"
|
||||
@git config merge.unityyamlmerge.recursive binary
|
||||
@echo "configured: $$(git config merge.unityyamlmerge.name)"
|
||||
|
||||
clean-results: ## Remove local test results
|
||||
@rm -rf $(RESULTS)
|
||||
@@ -1,8 +1,8 @@
|
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@@ -1,84 +1,84 @@
|
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%YAML 1.1
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"processors": "StickDeadzone",
|
||||
"groups": "Gamepad",
|
||||
"action": "Move",
|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "ed66cbff-2900-4a62-8896-696503cfcd31",
|
||||
"path": "<Pointer>/delta",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
{
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
"path": "<Keyboard>/space",
|
||||
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|
||||
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|
||||
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|
||||
"action": "Jump",
|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "9f973413-5e27-4239-acee-38c4a63feeba",
|
||||
"path": "<Gamepad>/buttonSouth",
|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
},
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||||
{
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||||
"name": "",
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||||
"id": "dc65b89f-9bd3-43fb-92af-d0d87ba5faa4",
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||||
"path": "<Keyboard>/leftShift",
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||||
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||||
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||||
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|
||||
"action": "Sprint",
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||||
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||||
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|
||||
},
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||||
{
|
||||
"name": "",
|
||||
"id": "c8fcd86e-dcfd-4f88-8e93-b638cdbf3320",
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||||
"path": "<Gamepad>/leftTrigger",
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||||
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||||
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||||
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||||
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||||
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||||
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||||
},
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||||
{
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||||
"name": "",
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||||
"id": "0f5e00e8-de3a-454f-8338-4348e69ac91a",
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||||
"path": "<Keyboard>/tab",
|
||||
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||||
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|
||||
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|
||||
"action": "Menu",
|
||||
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||||
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|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "8533b9e3-7efc-442a-9d07-8fe1b29a3bf0",
|
||||
"path": "<Gamepad>/start",
|
||||
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|
||||
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|
||||
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|
||||
"action": "Menu",
|
||||
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|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "e5f6a7b8-c9d0-1234-ef01-345678901234",
|
||||
"path": "<Mouse>/position",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
"action": "Point",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "f6a7b8c9-d0e1-2345-f012-456789012345",
|
||||
"path": "<Mouse>/leftButton",
|
||||
"interactions": "",
|
||||
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|
||||
"groups": "KeyboardMouse",
|
||||
"action": "Click",
|
||||
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|
||||
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|
||||
},
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||||
{
|
||||
"name": "",
|
||||
"id": "a7b8c9d0-e1f2-3456-0123-567890123456",
|
||||
"path": "<Mouse>/middleButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
"action": "CameraPan",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "b8c9d0e1-f2a3-4567-1234-678901234567",
|
||||
"path": "<Mouse>/rightButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
"action": "CameraPan",
|
||||
"isComposite": false,
|
||||
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|
||||
},
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||||
{
|
||||
"name": "",
|
||||
"id": "c9d0e1f2-a3b4-5678-2345-789012345678",
|
||||
"path": "<Mouse>/delta",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
"action": "PointerDelta",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"controlSchemes": [
|
||||
{
|
||||
"name": "KeyboardMouse",
|
||||
"bindingGroup": "KeyboardMouse",
|
||||
"devices": [
|
||||
{
|
||||
"devicePath": "<Keyboard>",
|
||||
"isOptional": false,
|
||||
"isOR": false
|
||||
},
|
||||
{
|
||||
"devicePath": "<Mouse>",
|
||||
"isOptional": false,
|
||||
"isOR": false
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Gamepad",
|
||||
"bindingGroup": "Gamepad",
|
||||
"devices": [
|
||||
{
|
||||
"devicePath": "<Gamepad>",
|
||||
"isOptional": true,
|
||||
"isOR": false
|
||||
},
|
||||
{
|
||||
"devicePath": "<XInputController>",
|
||||
"isOptional": true,
|
||||
"isOR": false
|
||||
},
|
||||
{
|
||||
"devicePath": "<DualShockGamepad>",
|
||||
"isOptional": true,
|
||||
"isOR": false
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Xbox Controller",
|
||||
"bindingGroup": "Xbox Controller",
|
||||
"devices": []
|
||||
},
|
||||
{
|
||||
"name": "PS4 Controller",
|
||||
"bindingGroup": "PS4 Controller",
|
||||
"devices": []
|
||||
}
|
||||
]
|
||||
}
|
||||
+26
-26
@@ -1,26 +1,26 @@
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||||
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@@ -1,80 +1,80 @@
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class StarterAssetsInputs : MonoBehaviour
|
||||
{
|
||||
[Header("Character Input Values")]
|
||||
public Vector2 move;
|
||||
public Vector2 look;
|
||||
public bool jump;
|
||||
public bool sprint;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public bool analogMovement;
|
||||
|
||||
[Header("Mouse Cursor Settings")]
|
||||
public bool cursorLocked = true;
|
||||
public bool cursorInputForLook = true;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
public void OnMove(InputValue value)
|
||||
{
|
||||
MoveInput(value.Get<Vector2>());
|
||||
}
|
||||
|
||||
public void OnLook(InputValue value)
|
||||
{
|
||||
if(cursorInputForLook)
|
||||
{
|
||||
LookInput(value.Get<Vector2>());
|
||||
}
|
||||
}
|
||||
|
||||
public void OnJump(InputValue value)
|
||||
{
|
||||
JumpInput(value.isPressed);
|
||||
}
|
||||
|
||||
public void OnSprint(InputValue value)
|
||||
{
|
||||
SprintInput(value.isPressed);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public void MoveInput(Vector2 newMoveDirection)
|
||||
{
|
||||
move = newMoveDirection;
|
||||
}
|
||||
|
||||
public void LookInput(Vector2 newLookDirection)
|
||||
{
|
||||
look = newLookDirection;
|
||||
}
|
||||
|
||||
public void JumpInput(bool newJumpState)
|
||||
{
|
||||
jump = newJumpState;
|
||||
}
|
||||
|
||||
public void SprintInput(bool newSprintState)
|
||||
{
|
||||
sprint = newSprintState;
|
||||
}
|
||||
|
||||
private void OnApplicationFocus(bool hasFocus)
|
||||
{
|
||||
SetCursorState(cursorLocked);
|
||||
}
|
||||
|
||||
private void SetCursorState(bool newState)
|
||||
{
|
||||
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
}
|
||||
}
|
||||
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class StarterAssetsInputs : MonoBehaviour
|
||||
{
|
||||
[Header("Character Input Values")]
|
||||
public Vector2 move;
|
||||
public Vector2 look;
|
||||
public bool jump;
|
||||
public bool sprint;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public bool analogMovement;
|
||||
|
||||
[Header("Mouse Cursor Settings")]
|
||||
public bool cursorLocked = true;
|
||||
public bool cursorInputForLook = true;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
public void OnMove(InputValue value)
|
||||
{
|
||||
MoveInput(value.Get<Vector2>());
|
||||
}
|
||||
|
||||
public void OnLook(InputValue value)
|
||||
{
|
||||
if(cursorInputForLook)
|
||||
{
|
||||
LookInput(value.Get<Vector2>());
|
||||
}
|
||||
}
|
||||
|
||||
public void OnJump(InputValue value)
|
||||
{
|
||||
JumpInput(value.isPressed);
|
||||
}
|
||||
|
||||
public void OnSprint(InputValue value)
|
||||
{
|
||||
SprintInput(value.isPressed);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public void MoveInput(Vector2 newMoveDirection)
|
||||
{
|
||||
move = newMoveDirection;
|
||||
}
|
||||
|
||||
public void LookInput(Vector2 newLookDirection)
|
||||
{
|
||||
look = newLookDirection;
|
||||
}
|
||||
|
||||
public void JumpInput(bool newJumpState)
|
||||
{
|
||||
jump = newJumpState;
|
||||
}
|
||||
|
||||
public void SprintInput(bool newSprintState)
|
||||
{
|
||||
sprint = newSprintState;
|
||||
}
|
||||
|
||||
private void OnApplicationFocus(bool hasFocus)
|
||||
{
|
||||
SetCursorState(cursorLocked);
|
||||
}
|
||||
|
||||
private void SetCursorState(bool newState)
|
||||
{
|
||||
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14344c134ca94dc42887027aebcf24a5
|
||||
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@@ -1,8 +1,8 @@
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+33
-33
@@ -1,33 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class UICanvasControllerInput : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("Output")]
|
||||
public StarterAssetsInputs starterAssetsInputs;
|
||||
|
||||
public void VirtualMoveInput(Vector2 virtualMoveDirection)
|
||||
{
|
||||
starterAssetsInputs.MoveInput(virtualMoveDirection);
|
||||
}
|
||||
|
||||
public void VirtualLookInput(Vector2 virtualLookDirection)
|
||||
{
|
||||
starterAssetsInputs.LookInput(virtualLookDirection);
|
||||
}
|
||||
|
||||
public void VirtualJumpInput(bool virtualJumpState)
|
||||
{
|
||||
starterAssetsInputs.JumpInput(virtualJumpState);
|
||||
}
|
||||
|
||||
public void VirtualSprintInput(bool virtualSprintState)
|
||||
{
|
||||
starterAssetsInputs.SprintInput(virtualSprintState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class UICanvasControllerInput : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("Output")]
|
||||
public StarterAssetsInputs starterAssetsInputs;
|
||||
|
||||
public void VirtualMoveInput(Vector2 virtualMoveDirection)
|
||||
{
|
||||
starterAssetsInputs.MoveInput(virtualMoveDirection);
|
||||
}
|
||||
|
||||
public void VirtualLookInput(Vector2 virtualLookDirection)
|
||||
{
|
||||
starterAssetsInputs.LookInput(virtualLookDirection);
|
||||
}
|
||||
|
||||
public void VirtualJumpInput(bool virtualJumpState)
|
||||
{
|
||||
starterAssetsInputs.JumpInput(virtualJumpState);
|
||||
}
|
||||
|
||||
public void VirtualSprintInput(bool virtualSprintState)
|
||||
{
|
||||
starterAssetsInputs.SprintInput(virtualSprintState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
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@@ -1,8 +1,8 @@
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fileFormatVersion: 2
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guid: a499c73a35b488449a6f9e9db9e88120
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: a499c73a35b488449a6f9e9db9e88120
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
||||
+35
-35
@@ -1,35 +1,35 @@
|
||||
/*
|
||||
The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
|
||||
IE: Switching from Keyboard to Gamepad in-game.
|
||||
When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
|
||||
In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
|
||||
This is fixed in Input System 1.1.
|
||||
For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
public class MobileDisableAutoSwitchControls : MonoBehaviour
|
||||
{
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID)
|
||||
|
||||
[Header("Target")]
|
||||
public PlayerInput playerInput;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DisableAutoSwitchControls();
|
||||
}
|
||||
|
||||
void DisableAutoSwitchControls()
|
||||
{
|
||||
playerInput.neverAutoSwitchControlSchemes = true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
/*
|
||||
The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
|
||||
IE: Switching from Keyboard to Gamepad in-game.
|
||||
When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
|
||||
In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
|
||||
This is fixed in Input System 1.1.
|
||||
For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
public class MobileDisableAutoSwitchControls : MonoBehaviour
|
||||
{
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID)
|
||||
|
||||
[Header("Target")]
|
||||
public PlayerInput playerInput;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DisableAutoSwitchControls();
|
||||
}
|
||||
|
||||
void DisableAutoSwitchControls()
|
||||
{
|
||||
playerInput.neverAutoSwitchControlSchemes = true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
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fileFormatVersion: 2
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guid: bcc364c89270bab40a69cac58f5ae926
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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||||
fileFormatVersion: 2
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||||
guid: bcc364c89270bab40a69cac58f5ae926
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||||
folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
||||
+41
-41
@@ -1,41 +1,41 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class BoolEvent : UnityEvent<bool> { }
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent { }
|
||||
|
||||
[Header("Output")]
|
||||
public BoolEvent buttonStateOutputEvent;
|
||||
public Event buttonClickOutputEvent;
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(true);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(false);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonClickEvent();
|
||||
}
|
||||
|
||||
void OutputButtonStateValue(bool buttonState)
|
||||
{
|
||||
buttonStateOutputEvent.Invoke(buttonState);
|
||||
}
|
||||
|
||||
void OutputButtonClickEvent()
|
||||
{
|
||||
buttonClickOutputEvent.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class BoolEvent : UnityEvent<bool> { }
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent { }
|
||||
|
||||
[Header("Output")]
|
||||
public BoolEvent buttonStateOutputEvent;
|
||||
public Event buttonClickOutputEvent;
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(true);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(false);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonClickEvent();
|
||||
}
|
||||
|
||||
void OutputButtonStateValue(bool buttonState)
|
||||
{
|
||||
buttonStateOutputEvent.Invoke(buttonState);
|
||||
}
|
||||
|
||||
void OutputButtonClickEvent()
|
||||
{
|
||||
buttonClickOutputEvent.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+112
-112
@@ -1,113 +1,113 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent<Vector2> { }
|
||||
|
||||
[Header("Rect References")]
|
||||
public RectTransform containerRect;
|
||||
public RectTransform handleRect;
|
||||
|
||||
[Header("Settings")]
|
||||
public float joystickRange = 50f;
|
||||
public float magnitudeMultiplier = 1f;
|
||||
public bool invertXOutputValue;
|
||||
public bool invertYOutputValue;
|
||||
|
||||
[Header("Output")]
|
||||
public Event joystickOutputEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupHandle();
|
||||
}
|
||||
|
||||
private void SetupHandle()
|
||||
{
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OnDrag(eventData);
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
|
||||
|
||||
position = ApplySizeDelta(position);
|
||||
|
||||
Vector2 clampedPosition = ClampValuesToMagnitude(position);
|
||||
|
||||
Vector2 outputPosition = ApplyInversionFilter(position);
|
||||
|
||||
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(clampedPosition * joystickRange);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputPointerEventValue(Vector2.zero);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
private void OutputPointerEventValue(Vector2 pointerPosition)
|
||||
{
|
||||
joystickOutputEvent.Invoke(pointerPosition);
|
||||
}
|
||||
|
||||
private void UpdateHandleRectPosition(Vector2 newPosition)
|
||||
{
|
||||
handleRect.anchoredPosition = newPosition;
|
||||
}
|
||||
|
||||
Vector2 ApplySizeDelta(Vector2 position)
|
||||
{
|
||||
float x = (position.x/containerRect.sizeDelta.x) * 2.5f;
|
||||
float y = (position.y/containerRect.sizeDelta.y) * 2.5f;
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
Vector2 ClampValuesToMagnitude(Vector2 position)
|
||||
{
|
||||
return Vector2.ClampMagnitude(position, 1);
|
||||
}
|
||||
|
||||
Vector2 ApplyInversionFilter(Vector2 position)
|
||||
{
|
||||
if(invertXOutputValue)
|
||||
{
|
||||
position.x = InvertValue(position.x);
|
||||
}
|
||||
|
||||
if(invertYOutputValue)
|
||||
{
|
||||
position.y = InvertValue(position.y);
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
float InvertValue(float value)
|
||||
{
|
||||
return -value;
|
||||
}
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent<Vector2> { }
|
||||
|
||||
[Header("Rect References")]
|
||||
public RectTransform containerRect;
|
||||
public RectTransform handleRect;
|
||||
|
||||
[Header("Settings")]
|
||||
public float joystickRange = 50f;
|
||||
public float magnitudeMultiplier = 1f;
|
||||
public bool invertXOutputValue;
|
||||
public bool invertYOutputValue;
|
||||
|
||||
[Header("Output")]
|
||||
public Event joystickOutputEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupHandle();
|
||||
}
|
||||
|
||||
private void SetupHandle()
|
||||
{
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OnDrag(eventData);
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
|
||||
|
||||
position = ApplySizeDelta(position);
|
||||
|
||||
Vector2 clampedPosition = ClampValuesToMagnitude(position);
|
||||
|
||||
Vector2 outputPosition = ApplyInversionFilter(position);
|
||||
|
||||
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(clampedPosition * joystickRange);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputPointerEventValue(Vector2.zero);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
private void OutputPointerEventValue(Vector2 pointerPosition)
|
||||
{
|
||||
joystickOutputEvent.Invoke(pointerPosition);
|
||||
}
|
||||
|
||||
private void UpdateHandleRectPosition(Vector2 newPosition)
|
||||
{
|
||||
handleRect.anchoredPosition = newPosition;
|
||||
}
|
||||
|
||||
Vector2 ApplySizeDelta(Vector2 position)
|
||||
{
|
||||
float x = (position.x/containerRect.sizeDelta.x) * 2.5f;
|
||||
float y = (position.y/containerRect.sizeDelta.y) * 2.5f;
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
Vector2 ClampValuesToMagnitude(Vector2 position)
|
||||
{
|
||||
return Vector2.ClampMagnitude(position, 1);
|
||||
}
|
||||
|
||||
Vector2 ApplyInversionFilter(Vector2 position)
|
||||
{
|
||||
if(invertXOutputValue)
|
||||
{
|
||||
position.x = InvertValue(position.x);
|
||||
}
|
||||
|
||||
if(invertYOutputValue)
|
||||
{
|
||||
position.y = InvertValue(position.y);
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
float InvertValue(float value)
|
||||
{
|
||||
return -value;
|
||||
}
|
||||
|
||||
}
|
||||
+125
-125
@@ -1,125 +1,125 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent<Vector2> { }
|
||||
|
||||
[Header("Rect References")]
|
||||
public RectTransform containerRect;
|
||||
public RectTransform handleRect;
|
||||
|
||||
[Header("Settings")]
|
||||
public bool clampToMagnitude;
|
||||
public float magnitudeMultiplier = 1f;
|
||||
public bool invertXOutputValue;
|
||||
public bool invertYOutputValue;
|
||||
|
||||
//Stored Pointer Values
|
||||
private Vector2 pointerDownPosition;
|
||||
private Vector2 currentPointerPosition;
|
||||
|
||||
[Header("Output")]
|
||||
public Event touchZoneOutputEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupHandle();
|
||||
}
|
||||
|
||||
private void SetupHandle()
|
||||
{
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, true);
|
||||
UpdateHandleRectPosition(pointerDownPosition);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
|
||||
|
||||
Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
|
||||
|
||||
Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
|
||||
|
||||
Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
|
||||
|
||||
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
pointerDownPosition = Vector2.zero;
|
||||
currentPointerPosition = Vector2.zero;
|
||||
|
||||
OutputPointerEventValue(Vector2.zero);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, false);
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
void OutputPointerEventValue(Vector2 pointerPosition)
|
||||
{
|
||||
touchZoneOutputEvent.Invoke(pointerPosition);
|
||||
}
|
||||
|
||||
void UpdateHandleRectPosition(Vector2 newPosition)
|
||||
{
|
||||
handleRect.anchoredPosition = newPosition;
|
||||
}
|
||||
|
||||
void SetObjectActiveState(GameObject targetObject, bool newState)
|
||||
{
|
||||
targetObject.SetActive(newState);
|
||||
}
|
||||
|
||||
Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
|
||||
{
|
||||
return secondPosition - firstPosition;
|
||||
}
|
||||
|
||||
Vector2 ClampValuesToMagnitude(Vector2 position)
|
||||
{
|
||||
return Vector2.ClampMagnitude(position, 1);
|
||||
}
|
||||
|
||||
Vector2 ApplyInversionFilter(Vector2 position)
|
||||
{
|
||||
if(invertXOutputValue)
|
||||
{
|
||||
position.x = InvertValue(position.x);
|
||||
}
|
||||
|
||||
if(invertYOutputValue)
|
||||
{
|
||||
position.y = InvertValue(position.y);
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
float InvertValue(float value)
|
||||
{
|
||||
return -value;
|
||||
}
|
||||
|
||||
}
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent<Vector2> { }
|
||||
|
||||
[Header("Rect References")]
|
||||
public RectTransform containerRect;
|
||||
public RectTransform handleRect;
|
||||
|
||||
[Header("Settings")]
|
||||
public bool clampToMagnitude;
|
||||
public float magnitudeMultiplier = 1f;
|
||||
public bool invertXOutputValue;
|
||||
public bool invertYOutputValue;
|
||||
|
||||
//Stored Pointer Values
|
||||
private Vector2 pointerDownPosition;
|
||||
private Vector2 currentPointerPosition;
|
||||
|
||||
[Header("Output")]
|
||||
public Event touchZoneOutputEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupHandle();
|
||||
}
|
||||
|
||||
private void SetupHandle()
|
||||
{
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, true);
|
||||
UpdateHandleRectPosition(pointerDownPosition);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
|
||||
|
||||
Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
|
||||
|
||||
Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
|
||||
|
||||
Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
|
||||
|
||||
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
pointerDownPosition = Vector2.zero;
|
||||
currentPointerPosition = Vector2.zero;
|
||||
|
||||
OutputPointerEventValue(Vector2.zero);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
SetObjectActiveState(handleRect.gameObject, false);
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
void OutputPointerEventValue(Vector2 pointerPosition)
|
||||
{
|
||||
touchZoneOutputEvent.Invoke(pointerPosition);
|
||||
}
|
||||
|
||||
void UpdateHandleRectPosition(Vector2 newPosition)
|
||||
{
|
||||
handleRect.anchoredPosition = newPosition;
|
||||
}
|
||||
|
||||
void SetObjectActiveState(GameObject targetObject, bool newState)
|
||||
{
|
||||
targetObject.SetActive(newState);
|
||||
}
|
||||
|
||||
Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
|
||||
{
|
||||
return secondPosition - firstPosition;
|
||||
}
|
||||
|
||||
Vector2 ClampValuesToMagnitude(Vector2 position)
|
||||
{
|
||||
return Vector2.ClampMagnitude(position, 1);
|
||||
}
|
||||
|
||||
Vector2 ApplyInversionFilter(Vector2 position)
|
||||
{
|
||||
if(invertXOutputValue)
|
||||
{
|
||||
position.x = InvertValue(position.x);
|
||||
}
|
||||
|
||||
if(invertYOutputValue)
|
||||
{
|
||||
position.y = InvertValue(position.y);
|
||||
}
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
float InvertValue(float value)
|
||||
{
|
||||
return -value;
|
||||
}
|
||||
|
||||
}
|
||||
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+34
-34
@@ -1,35 +1,35 @@
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using UnityEngine;
|
||||
|
||||
public class BasicRigidBodyPush : MonoBehaviour
|
||||
{
|
||||
public LayerMask pushLayers;
|
||||
public bool canPush;
|
||||
[Range(0.5f, 5f)] public float strength = 1.1f;
|
||||
|
||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
if (canPush) PushRigidBodies(hit);
|
||||
}
|
||||
|
||||
private void PushRigidBodies(ControllerColliderHit hit)
|
||||
{
|
||||
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
|
||||
|
||||
// make sure we hit a non kinematic rigidbody
|
||||
Rigidbody body = hit.collider.attachedRigidbody;
|
||||
if (body == null || body.isKinematic) return;
|
||||
|
||||
// make sure we only push desired layer(s)
|
||||
var bodyLayerMask = 1 << body.gameObject.layer;
|
||||
if ((bodyLayerMask & pushLayers.value) == 0) return;
|
||||
|
||||
// We dont want to push objects below us
|
||||
if (hit.moveDirection.y < -0.3f) return;
|
||||
|
||||
// Calculate push direction from move direction, horizontal motion only
|
||||
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
|
||||
|
||||
// Apply the push and take strength into account
|
||||
body.AddForce(pushDir * strength, ForceMode.Impulse);
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
public class BasicRigidBodyPush : MonoBehaviour
|
||||
{
|
||||
public LayerMask pushLayers;
|
||||
public bool canPush;
|
||||
[Range(0.5f, 5f)] public float strength = 1.1f;
|
||||
|
||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
if (canPush) PushRigidBodies(hit);
|
||||
}
|
||||
|
||||
private void PushRigidBodies(ControllerColliderHit hit)
|
||||
{
|
||||
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
|
||||
|
||||
// make sure we hit a non kinematic rigidbody
|
||||
Rigidbody body = hit.collider.attachedRigidbody;
|
||||
if (body == null || body.isKinematic) return;
|
||||
|
||||
// make sure we only push desired layer(s)
|
||||
var bodyLayerMask = 1 << body.gameObject.layer;
|
||||
if ((bodyLayerMask & pushLayers.value) == 0) return;
|
||||
|
||||
// We dont want to push objects below us
|
||||
if (hit.moveDirection.y < -0.3f) return;
|
||||
|
||||
// Calculate push direction from move direction, horizontal motion only
|
||||
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
|
||||
|
||||
// Apply the push and take strength into account
|
||||
body.AddForce(pushDir * strength, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
+400
-400
@@ -1,401 +1,401 @@
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
/* Note: animations are called via the controller for both the character and capsule using animator null checks
|
||||
*/
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
||||
public class ThirdPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Player")]
|
||||
[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 2.0f;
|
||||
|
||||
[Tooltip("Sprint speed of the character in m/s")]
|
||||
public float SprintSpeed = 5.335f;
|
||||
|
||||
[Tooltip("How fast the character turns to face movement direction")]
|
||||
[Range(0.0f, 0.3f)]
|
||||
public float RotationSmoothTime = 0.12f;
|
||||
|
||||
[Tooltip("Acceleration and deceleration")]
|
||||
public float SpeedChangeRate = 10.0f;
|
||||
|
||||
public AudioSource AudioFootsteps;
|
||||
public AudioSource LandingAudio;
|
||||
public AudioSource AudioFoley;
|
||||
public AudioClip LandingAudioClip;
|
||||
public AudioClip[] FootstepAudioClips;
|
||||
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("The height the player can jump")]
|
||||
public float JumpHeight = 1.2f;
|
||||
|
||||
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.50f;
|
||||
|
||||
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
|
||||
public float FallTimeout = 0.15f;
|
||||
|
||||
[Header("Player Grounded")]
|
||||
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
|
||||
public bool Grounded = true;
|
||||
|
||||
[Tooltip("Useful for rough ground")]
|
||||
public float GroundedOffset = -0.14f;
|
||||
|
||||
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
|
||||
public float GroundedRadius = 0.28f;
|
||||
|
||||
[Tooltip("What layers the character uses as ground")]
|
||||
public LayerMask GroundLayers;
|
||||
|
||||
[Header("Cinemachine")]
|
||||
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
|
||||
public GameObject CinemachineCameraTarget;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera up")]
|
||||
public float TopClamp = 70.0f;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
||||
public float BottomClamp = -30.0f;
|
||||
|
||||
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
|
||||
public float CameraAngleOverride = 0.0f;
|
||||
|
||||
[Tooltip("For locking the camera position on all axis")]
|
||||
public bool LockCameraPosition = false;
|
||||
|
||||
// cinemachine
|
||||
private float _cinemachineTargetYaw;
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
||||
private float _speed;
|
||||
private float _animationBlend;
|
||||
private float _targetRotation = 0.0f;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
// timeout deltatime
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
// animation IDs
|
||||
private int _animIDSpeed;
|
||||
private int _animIDGrounded;
|
||||
private int _animIDJump;
|
||||
private int _animIDFreeFall;
|
||||
private int _animIDMotionSpeed;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private Animator _animator;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
private bool _hasAnimator;
|
||||
|
||||
private bool IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// get a reference to our main camera
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
|
||||
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
AssignAnimationIDs();
|
||||
|
||||
// reset our timeouts on start
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
CameraRotation();
|
||||
}
|
||||
|
||||
private void AssignAnimationIDs()
|
||||
{
|
||||
_animIDSpeed = Animator.StringToHash("Speed");
|
||||
_animIDGrounded = Animator.StringToHash("Grounded");
|
||||
_animIDJump = Animator.StringToHash("Jump");
|
||||
_animIDFreeFall = Animator.StringToHash("FreeFall");
|
||||
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
|
||||
}
|
||||
|
||||
private void GroundedCheck()
|
||||
{
|
||||
// set sphere position, with offset
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
|
||||
transform.position.z);
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
|
||||
QueryTriggerInteraction.Ignore);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDGrounded, Grounded);
|
||||
}
|
||||
}
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
// if there is an input and camera position is not fixed
|
||||
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
|
||||
{
|
||||
//Don't multiply mouse input by Time.deltaTime;
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
|
||||
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
|
||||
}
|
||||
|
||||
// clamp our rotations so our values are limited 360 degrees
|
||||
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Cinemachine will follow this target
|
||||
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
|
||||
_cinemachineTargetYaw, 0.0f);
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
// set target speed based on move speed, sprint speed and if sprint is pressed
|
||||
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
|
||||
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
|
||||
|
||||
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is no input, set the target speed to 0
|
||||
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
|
||||
|
||||
// a reference to the players current horizontal velocity
|
||||
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
|
||||
|
||||
float speedOffset = 0.1f;
|
||||
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
|
||||
|
||||
// accelerate or decelerate to target speed
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
|
||||
currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
{
|
||||
// creates curved result rather than a linear one giving a more organic speed change
|
||||
// note T in Lerp is clamped, so we don't need to clamp our speed
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
|
||||
// round speed to 3 decimal places
|
||||
_speed = Mathf.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
// NightclubArcadia: blend toward speed scaled by input magnitude so
|
||||
// partial stick / click-to-move arrival uses walk cycles, not a
|
||||
// slowed run clip via MotionSpeed alone.
|
||||
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
if (_animationBlend < 0.01f) _animationBlend = 0f;
|
||||
|
||||
// normalise input direction
|
||||
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
|
||||
|
||||
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is a move input rotate player when the player is moving
|
||||
if (_input.move != Vector2.zero)
|
||||
{
|
||||
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
|
||||
_mainCamera.transform.eulerAngles.y;
|
||||
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
|
||||
RotationSmoothTime);
|
||||
|
||||
// rotate to face input direction relative to camera position
|
||||
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
|
||||
|
||||
// move the player
|
||||
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
|
||||
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetFloat(_animIDSpeed, _animationBlend);
|
||||
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
|
||||
}
|
||||
}
|
||||
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, false);
|
||||
_animator.SetBool(_animIDFreeFall, false);
|
||||
}
|
||||
|
||||
// stop our velocity dropping infinitely when grounded
|
||||
if (_verticalVelocity < 0.0f)
|
||||
{
|
||||
_verticalVelocity = -2f;
|
||||
}
|
||||
|
||||
// Jump
|
||||
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
|
||||
{
|
||||
// the square root of H * -2 * G = how much velocity needed to reach desired height
|
||||
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, true);
|
||||
}
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDFreeFall, true);
|
||||
}
|
||||
}
|
||||
|
||||
// if we are not grounded, do not jump
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
|
||||
{
|
||||
if (lfAngle < -360f) lfAngle += 360f;
|
||||
if (lfAngle > 360f) lfAngle -= 360f;
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
if (Grounded) Gizmos.color = transparentGreen;
|
||||
else Gizmos.color = transparentRed;
|
||||
|
||||
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
|
||||
Gizmos.DrawSphere(
|
||||
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
|
||||
GroundedRadius);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
|
||||
if (AudioFootsteps != null)
|
||||
AudioFootsteps.Play();
|
||||
if (AudioFoley != null)
|
||||
AudioFoley.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
if (LandingAudio != null)
|
||||
LandingAudio.Play();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
/* Note: animations are called via the controller for both the character and capsule using animator null checks
|
||||
*/
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
||||
public class ThirdPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Player")]
|
||||
[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 2.0f;
|
||||
|
||||
[Tooltip("Sprint speed of the character in m/s")]
|
||||
public float SprintSpeed = 5.335f;
|
||||
|
||||
[Tooltip("How fast the character turns to face movement direction")]
|
||||
[Range(0.0f, 0.3f)]
|
||||
public float RotationSmoothTime = 0.12f;
|
||||
|
||||
[Tooltip("Acceleration and deceleration")]
|
||||
public float SpeedChangeRate = 10.0f;
|
||||
|
||||
public AudioSource AudioFootsteps;
|
||||
public AudioSource LandingAudio;
|
||||
public AudioSource AudioFoley;
|
||||
public AudioClip LandingAudioClip;
|
||||
public AudioClip[] FootstepAudioClips;
|
||||
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("The height the player can jump")]
|
||||
public float JumpHeight = 1.2f;
|
||||
|
||||
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.50f;
|
||||
|
||||
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
|
||||
public float FallTimeout = 0.15f;
|
||||
|
||||
[Header("Player Grounded")]
|
||||
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
|
||||
public bool Grounded = true;
|
||||
|
||||
[Tooltip("Useful for rough ground")]
|
||||
public float GroundedOffset = -0.14f;
|
||||
|
||||
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
|
||||
public float GroundedRadius = 0.28f;
|
||||
|
||||
[Tooltip("What layers the character uses as ground")]
|
||||
public LayerMask GroundLayers;
|
||||
|
||||
[Header("Cinemachine")]
|
||||
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
|
||||
public GameObject CinemachineCameraTarget;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera up")]
|
||||
public float TopClamp = 70.0f;
|
||||
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
||||
public float BottomClamp = -30.0f;
|
||||
|
||||
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
|
||||
public float CameraAngleOverride = 0.0f;
|
||||
|
||||
[Tooltip("For locking the camera position on all axis")]
|
||||
public bool LockCameraPosition = false;
|
||||
|
||||
// cinemachine
|
||||
private float _cinemachineTargetYaw;
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
||||
private float _speed;
|
||||
private float _animationBlend;
|
||||
private float _targetRotation = 0.0f;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
// timeout deltatime
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
// animation IDs
|
||||
private int _animIDSpeed;
|
||||
private int _animIDGrounded;
|
||||
private int _animIDJump;
|
||||
private int _animIDFreeFall;
|
||||
private int _animIDMotionSpeed;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private Animator _animator;
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
private bool _hasAnimator;
|
||||
|
||||
private bool IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// get a reference to our main camera
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
|
||||
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
AssignAnimationIDs();
|
||||
|
||||
// reset our timeouts on start
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_hasAnimator = TryGetComponent(out _animator);
|
||||
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
CameraRotation();
|
||||
}
|
||||
|
||||
private void AssignAnimationIDs()
|
||||
{
|
||||
_animIDSpeed = Animator.StringToHash("Speed");
|
||||
_animIDGrounded = Animator.StringToHash("Grounded");
|
||||
_animIDJump = Animator.StringToHash("Jump");
|
||||
_animIDFreeFall = Animator.StringToHash("FreeFall");
|
||||
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
|
||||
}
|
||||
|
||||
private void GroundedCheck()
|
||||
{
|
||||
// set sphere position, with offset
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
|
||||
transform.position.z);
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
|
||||
QueryTriggerInteraction.Ignore);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDGrounded, Grounded);
|
||||
}
|
||||
}
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
// if there is an input and camera position is not fixed
|
||||
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
|
||||
{
|
||||
//Don't multiply mouse input by Time.deltaTime;
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
|
||||
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
|
||||
}
|
||||
|
||||
// clamp our rotations so our values are limited 360 degrees
|
||||
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Cinemachine will follow this target
|
||||
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
|
||||
_cinemachineTargetYaw, 0.0f);
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
// set target speed based on move speed, sprint speed and if sprint is pressed
|
||||
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
|
||||
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
|
||||
|
||||
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is no input, set the target speed to 0
|
||||
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
|
||||
|
||||
// a reference to the players current horizontal velocity
|
||||
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
|
||||
|
||||
float speedOffset = 0.1f;
|
||||
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
|
||||
|
||||
// accelerate or decelerate to target speed
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
|
||||
currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
{
|
||||
// creates curved result rather than a linear one giving a more organic speed change
|
||||
// note T in Lerp is clamped, so we don't need to clamp our speed
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
|
||||
// round speed to 3 decimal places
|
||||
_speed = Mathf.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
// NightclubArcadia: blend toward speed scaled by input magnitude so
|
||||
// partial stick / click-to-move arrival uses walk cycles, not a
|
||||
// slowed run clip via MotionSpeed alone.
|
||||
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed * inputMagnitude,
|
||||
Time.deltaTime * SpeedChangeRate);
|
||||
if (_animationBlend < 0.01f) _animationBlend = 0f;
|
||||
|
||||
// normalise input direction
|
||||
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
|
||||
|
||||
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
|
||||
// if there is a move input rotate player when the player is moving
|
||||
if (_input.move != Vector2.zero)
|
||||
{
|
||||
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
|
||||
_mainCamera.transform.eulerAngles.y;
|
||||
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
|
||||
RotationSmoothTime);
|
||||
|
||||
// rotate to face input direction relative to camera position
|
||||
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
|
||||
|
||||
// move the player
|
||||
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
|
||||
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetFloat(_animIDSpeed, _animationBlend);
|
||||
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
|
||||
}
|
||||
}
|
||||
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, false);
|
||||
_animator.SetBool(_animIDFreeFall, false);
|
||||
}
|
||||
|
||||
// stop our velocity dropping infinitely when grounded
|
||||
if (_verticalVelocity < 0.0f)
|
||||
{
|
||||
_verticalVelocity = -2f;
|
||||
}
|
||||
|
||||
// Jump
|
||||
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
|
||||
{
|
||||
// the square root of H * -2 * G = how much velocity needed to reach desired height
|
||||
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
|
||||
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDJump, true);
|
||||
}
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// update animator if using character
|
||||
if (_hasAnimator)
|
||||
{
|
||||
_animator.SetBool(_animIDFreeFall, true);
|
||||
}
|
||||
}
|
||||
|
||||
// if we are not grounded, do not jump
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
|
||||
{
|
||||
if (lfAngle < -360f) lfAngle += 360f;
|
||||
if (lfAngle > 360f) lfAngle -= 360f;
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
if (Grounded) Gizmos.color = transparentGreen;
|
||||
else Gizmos.color = transparentRed;
|
||||
|
||||
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
|
||||
Gizmos.DrawSphere(
|
||||
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
|
||||
GroundedRadius);
|
||||
}
|
||||
|
||||
private void OnFootstep(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
|
||||
if (AudioFootsteps != null)
|
||||
AudioFootsteps.Play();
|
||||
if (AudioFoley != null)
|
||||
AudioFoley.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnLand(AnimationEvent animationEvent)
|
||||
{
|
||||
if (animationEvent.animatorClipInfo.weight > 0.5f)
|
||||
{
|
||||
if (LandingAudio != null)
|
||||
LandingAudio.Play();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9b1ba53f81715d4a8405a40b0a1e2c1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: d9b1ba53f81715d4a8405a40b0a1e2c1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
This package is licensed under the Unity Companion License.
|
||||
This package is licensed under the Unity Companion License.
|
||||
For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
|
||||
@@ -1,158 +1,158 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(Readme))]
|
||||
[InitializeOnLoad]
|
||||
public class ReadmeEditor : Editor {
|
||||
|
||||
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
|
||||
|
||||
static float kSpace = 16f;
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(kShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
|
||||
}
|
||||
|
||||
[MenuItem("Tutorial/Show Tutorial Instructions")]
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[]{readmeObject};
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
GUILayout.Space(kSpace);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle { get { return m_LinkStyle; } }
|
||||
[SerializeField] GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle { get { return m_TitleStyle; } }
|
||||
[SerializeField] GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
|
||||
[SerializeField] GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle { get { return m_BodyStyle; } }
|
||||
[SerializeField] GUIStyle m_BodyStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontSize = 18 ;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI ();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI ();
|
||||
|
||||
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button (position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(Readme))]
|
||||
[InitializeOnLoad]
|
||||
public class ReadmeEditor : Editor {
|
||||
|
||||
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
|
||||
|
||||
static float kSpace = 16f;
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(kShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
|
||||
}
|
||||
|
||||
[MenuItem("Tutorial/Show Tutorial Instructions")]
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[]{readmeObject};
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
GUILayout.Space(kSpace);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle { get { return m_LinkStyle; } }
|
||||
[SerializeField] GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle { get { return m_TitleStyle; } }
|
||||
[SerializeField] GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
|
||||
[SerializeField] GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle { get { return m_BodyStyle; } }
|
||||
[SerializeField] GUIStyle m_BodyStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontSize = 18 ;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI ();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI ();
|
||||
|
||||
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button (position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Readme : ScriptableObject {
|
||||
public Texture2D icon;
|
||||
public string title;
|
||||
public Section[] sections;
|
||||
public bool loadedLayout;
|
||||
|
||||
[Serializable]
|
||||
public class Section {
|
||||
public string heading, text, linkText, url;
|
||||
}
|
||||
}
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Readme : ScriptableObject {
|
||||
public Texture2D icon;
|
||||
public string title;
|
||||
public Section[] sections;
|
||||
public bool loadedLayout;
|
||||
|
||||
[Serializable]
|
||||
public class Section {
|
||||
public string heading, text, linkText, url;
|
||||
}
|
||||
}
|
||||
|
||||
Executable
+44
@@ -0,0 +1,44 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Summarise an NUnit results file and exit non-zero if anything failed.
|
||||
|
||||
Unity's own docs state there is no common exit-code definition across the
|
||||
components under test, so the results XML is the authority, not $?.
|
||||
"""
|
||||
|
||||
import sys
|
||||
import xml.etree.ElementTree as ET
|
||||
|
||||
|
||||
def main(path):
|
||||
try:
|
||||
root = ET.parse(path).getroot()
|
||||
except FileNotFoundError:
|
||||
print(f"no results at {path} — the run did not get far enough to write one")
|
||||
return 1
|
||||
except ET.ParseError as exc:
|
||||
print(f"could not parse {path}: {exc}")
|
||||
return 1
|
||||
|
||||
total = int(root.get("total") or 0)
|
||||
passed = int(root.get("passed") or 0)
|
||||
failed = int(root.get("failed") or 0)
|
||||
skipped = int(root.get("skipped") or 0)
|
||||
|
||||
for case in root.iter("test-case"):
|
||||
if case.get("result") == "Passed":
|
||||
continue
|
||||
print(f"FAIL {case.get('fullname')}")
|
||||
message = case.find("failure/message")
|
||||
if message is not None and message.text:
|
||||
for line in message.text.strip().splitlines()[:6]:
|
||||
print(f" {line}")
|
||||
|
||||
if total == 0:
|
||||
print("no tests ran")
|
||||
else:
|
||||
print(f"{passed}/{total} passed" + (f", {skipped} skipped" if skipped else ""))
|
||||
return 1 if failed else 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main(sys.argv[1] if len(sys.argv) > 1 else ".test-results/editmode.xml"))
|
||||
Reference in New Issue
Block a user