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Author SHA1 Message Date
lennartandClaude Opus 5 f5b302b3e3 add a Makefile for the common commands, and a test reporter
The invocations in CLAUDE.md were correct but long, and retyping them is how
flags get dropped. `make check` is the gate a change should pass: Yarn compiles,
voice sheets are in sync, EditMode is green.

`make test` and `make build` depend on a `lock` target that fails if the Editor
has the project open, which removes the most common confusing failure. It
filters out AssetImportWorker children, which are not a second Editor.

tools/ci/report_tests.py parses the NUnit results and exits non-zero on failure,
because Unity documents no common exit-code definition across the components
under test — the XML is the authority, not $?.

`make merge-driver` configures UnityYAMLMerge for the .gitattributes rules added
earlier. Note the binary lives in the Editor bundle under Contents/Helpers, not
Contents/Tools as most guides say; there is no Tools directory in Unity 6 on
macOS.

Also ignores the local .test-results/ and build/ output.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:29:39 +02:00
lennartandClaude Opus 5 2b35d3f754 renormalize line endings to LF
Mechanical consequence of the .gitattributes in the previous commit, done in one
deliberate pass rather than left to trickle out as surprise diffs whenever
someone next touches a vendored file.

74 files, all CRLF -> LF, 71 of them in StarterAssets. `git diff -w` over this
commit is empty: nothing but line endings changed. DialogueTest.unity is
correctly untouched, being marked binary.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:28:07 +02:00
lennartandClaude Opus 5 382f6c7f63 add .gitattributes: Unity YAML merge driver and line-ending policy
Scenes, prefabs and assets are now marked for UnityYAMLMerge, which is what
makes them mergeable at all — without it a scene conflict is resolved by a
line-oriented text merge that produces a file Unity may still load and that is
quietly wrong. The driver needs a one-time git config per machine; CLAUDE.md
carries the command.

Line endings are pinned to LF for every text type rather than left to
`text=auto`, so the 71 CRLF files vendored in StarterAssets stop being a source
of phantom diffs.

One exception, and it matters: DialogueTest.unity is marked `binary`. It is a
Unity binary SerializedFile rather than YAML, and it contains 128 lone CR bytes
— under `*.unity text eol=lf` git would rewrite those as line endings and
corrupt the scene. The rule carries the verification command and comes out as
soon as the file is genuinely text.

LFS is deliberately not enabled: the remote is self-hosted and its LFS support
is unverified, and enabling the filter against a server without it breaks
pushing. The rules to add later, and the migration step that has to accompany
them, are recorded in the file.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:28:06 +02:00
79 changed files with 14211 additions and 13951 deletions
+114
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@@ -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.
+6
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@@ -127,3 +127,9 @@ tools/**/obj/
*.tar.gz *.tar.gz
*.7z *.7z
*.rar *.rar
# ---------------------------------------------------------------------------
# Local build and test output (Makefile targets)
# ---------------------------------------------------------------------------
/.test-results/
/build/
+30
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@@ -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. Unity from the command line
### 3.0 Two different tools, both present ### 3.0 Two different tools, both present
+66
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@@ -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)
+8 -8
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folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
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folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
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guid: a725de072e7eb4d449d782a7c86fd0bf guid: a725de072e7eb4d449d782a7c86fd0bf
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
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folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
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using UnityEngine; using UnityEngine;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
#endif #endif
namespace StarterAssets namespace StarterAssets
{ {
public class StarterAssetsInputs : MonoBehaviour public class StarterAssetsInputs : MonoBehaviour
{ {
[Header("Character Input Values")] [Header("Character Input Values")]
public Vector2 move; public Vector2 move;
public Vector2 look; public Vector2 look;
public bool jump; public bool jump;
public bool sprint; public bool sprint;
[Header("Movement Settings")] [Header("Movement Settings")]
public bool analogMovement; public bool analogMovement;
[Header("Mouse Cursor Settings")] [Header("Mouse Cursor Settings")]
public bool cursorLocked = true; public bool cursorLocked = true;
public bool cursorInputForLook = true; public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value) public void OnMove(InputValue value)
{ {
MoveInput(value.Get<Vector2>()); MoveInput(value.Get<Vector2>());
} }
public void OnLook(InputValue value) public void OnLook(InputValue value)
{ {
if(cursorInputForLook) if(cursorInputForLook)
{ {
LookInput(value.Get<Vector2>()); LookInput(value.Get<Vector2>());
} }
} }
public void OnJump(InputValue value) public void OnJump(InputValue value)
{ {
JumpInput(value.isPressed); JumpInput(value.isPressed);
} }
public void OnSprint(InputValue value) public void OnSprint(InputValue value)
{ {
SprintInput(value.isPressed); SprintInput(value.isPressed);
} }
#endif #endif
public void MoveInput(Vector2 newMoveDirection) public void MoveInput(Vector2 newMoveDirection)
{ {
move = newMoveDirection; move = newMoveDirection;
} }
public void LookInput(Vector2 newLookDirection) public void LookInput(Vector2 newLookDirection)
{ {
look = newLookDirection; look = newLookDirection;
} }
public void JumpInput(bool newJumpState) public void JumpInput(bool newJumpState)
{ {
jump = newJumpState; jump = newJumpState;
} }
public void SprintInput(bool newSprintState) public void SprintInput(bool newSprintState)
{ {
sprint = newSprintState; sprint = newSprintState;
} }
private void OnApplicationFocus(bool hasFocus) private void OnApplicationFocus(bool hasFocus)
{ {
SetCursorState(cursorLocked); SetCursorState(cursorLocked);
} }
private void SetCursorState(bool newState) private void SetCursorState(bool newState)
{ {
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None; Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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using UnityEngine; using UnityEngine;
namespace StarterAssets namespace StarterAssets
{ {
public class UICanvasControllerInput : MonoBehaviour public class UICanvasControllerInput : MonoBehaviour
{ {
[Header("Output")] [Header("Output")]
public StarterAssetsInputs starterAssetsInputs; public StarterAssetsInputs starterAssetsInputs;
public void VirtualMoveInput(Vector2 virtualMoveDirection) public void VirtualMoveInput(Vector2 virtualMoveDirection)
{ {
starterAssetsInputs.MoveInput(virtualMoveDirection); starterAssetsInputs.MoveInput(virtualMoveDirection);
} }
public void VirtualLookInput(Vector2 virtualLookDirection) public void VirtualLookInput(Vector2 virtualLookDirection)
{ {
starterAssetsInputs.LookInput(virtualLookDirection); starterAssetsInputs.LookInput(virtualLookDirection);
} }
public void VirtualJumpInput(bool virtualJumpState) public void VirtualJumpInput(bool virtualJumpState)
{ {
starterAssetsInputs.JumpInput(virtualJumpState); starterAssetsInputs.JumpInput(virtualJumpState);
} }
public void VirtualSprintInput(bool virtualSprintState) public void VirtualSprintInput(bool virtualSprintState)
{ {
starterAssetsInputs.SprintInput(virtualSprintState); starterAssetsInputs.SprintInput(virtualSprintState);
} }
} }
} }
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/* /*
The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices. 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. 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) 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. 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. 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. For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
*/ */
using UnityEngine; using UnityEngine;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
#endif #endif
public class MobileDisableAutoSwitchControls : MonoBehaviour public class MobileDisableAutoSwitchControls : MonoBehaviour
{ {
#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) #if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID)
[Header("Target")] [Header("Target")]
public PlayerInput playerInput; public PlayerInput playerInput;
void Start() void Start()
{ {
DisableAutoSwitchControls(); DisableAutoSwitchControls();
} }
void DisableAutoSwitchControls() void DisableAutoSwitchControls()
{ {
playerInput.neverAutoSwitchControlSchemes = true; playerInput.neverAutoSwitchControlSchemes = true;
} }
#endif #endif
} }
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using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.Events; using UnityEngine.Events;
public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
{ {
[System.Serializable] [System.Serializable]
public class BoolEvent : UnityEvent<bool> { } public class BoolEvent : UnityEvent<bool> { }
[System.Serializable] [System.Serializable]
public class Event : UnityEvent { } public class Event : UnityEvent { }
[Header("Output")] [Header("Output")]
public BoolEvent buttonStateOutputEvent; public BoolEvent buttonStateOutputEvent;
public Event buttonClickOutputEvent; public Event buttonClickOutputEvent;
public void OnPointerDown(PointerEventData eventData) public void OnPointerDown(PointerEventData eventData)
{ {
OutputButtonStateValue(true); OutputButtonStateValue(true);
} }
public void OnPointerUp(PointerEventData eventData) public void OnPointerUp(PointerEventData eventData)
{ {
OutputButtonStateValue(false); OutputButtonStateValue(false);
} }
public void OnPointerClick(PointerEventData eventData) public void OnPointerClick(PointerEventData eventData)
{ {
OutputButtonClickEvent(); OutputButtonClickEvent();
} }
void OutputButtonStateValue(bool buttonState) void OutputButtonStateValue(bool buttonState)
{ {
buttonStateOutputEvent.Invoke(buttonState); buttonStateOutputEvent.Invoke(buttonState);
} }
void OutputButtonClickEvent() void OutputButtonClickEvent()
{ {
buttonClickOutputEvent.Invoke(); buttonClickOutputEvent.Invoke();
} }
} }
@@ -1,113 +1,113 @@
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.Events; using UnityEngine.Events;
public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{ {
[System.Serializable] [System.Serializable]
public class Event : UnityEvent<Vector2> { } public class Event : UnityEvent<Vector2> { }
[Header("Rect References")] [Header("Rect References")]
public RectTransform containerRect; public RectTransform containerRect;
public RectTransform handleRect; public RectTransform handleRect;
[Header("Settings")] [Header("Settings")]
public float joystickRange = 50f; public float joystickRange = 50f;
public float magnitudeMultiplier = 1f; public float magnitudeMultiplier = 1f;
public bool invertXOutputValue; public bool invertXOutputValue;
public bool invertYOutputValue; public bool invertYOutputValue;
[Header("Output")] [Header("Output")]
public Event joystickOutputEvent; public Event joystickOutputEvent;
void Start() void Start()
{ {
SetupHandle(); SetupHandle();
} }
private void SetupHandle() private void SetupHandle()
{ {
if(handleRect) if(handleRect)
{ {
UpdateHandleRectPosition(Vector2.zero); UpdateHandleRectPosition(Vector2.zero);
} }
} }
public void OnPointerDown(PointerEventData eventData) public void OnPointerDown(PointerEventData eventData)
{ {
OnDrag(eventData); OnDrag(eventData);
} }
public void OnDrag(PointerEventData eventData) public void OnDrag(PointerEventData eventData)
{ {
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position); RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
position = ApplySizeDelta(position); position = ApplySizeDelta(position);
Vector2 clampedPosition = ClampValuesToMagnitude(position); Vector2 clampedPosition = ClampValuesToMagnitude(position);
Vector2 outputPosition = ApplyInversionFilter(position); Vector2 outputPosition = ApplyInversionFilter(position);
OutputPointerEventValue(outputPosition * magnitudeMultiplier); OutputPointerEventValue(outputPosition * magnitudeMultiplier);
if(handleRect) if(handleRect)
{ {
UpdateHandleRectPosition(clampedPosition * joystickRange); UpdateHandleRectPosition(clampedPosition * joystickRange);
} }
} }
public void OnPointerUp(PointerEventData eventData) public void OnPointerUp(PointerEventData eventData)
{ {
OutputPointerEventValue(Vector2.zero); OutputPointerEventValue(Vector2.zero);
if(handleRect) if(handleRect)
{ {
UpdateHandleRectPosition(Vector2.zero); UpdateHandleRectPosition(Vector2.zero);
} }
} }
private void OutputPointerEventValue(Vector2 pointerPosition) private void OutputPointerEventValue(Vector2 pointerPosition)
{ {
joystickOutputEvent.Invoke(pointerPosition); joystickOutputEvent.Invoke(pointerPosition);
} }
private void UpdateHandleRectPosition(Vector2 newPosition) private void UpdateHandleRectPosition(Vector2 newPosition)
{ {
handleRect.anchoredPosition = newPosition; handleRect.anchoredPosition = newPosition;
} }
Vector2 ApplySizeDelta(Vector2 position) Vector2 ApplySizeDelta(Vector2 position)
{ {
float x = (position.x/containerRect.sizeDelta.x) * 2.5f; float x = (position.x/containerRect.sizeDelta.x) * 2.5f;
float y = (position.y/containerRect.sizeDelta.y) * 2.5f; float y = (position.y/containerRect.sizeDelta.y) * 2.5f;
return new Vector2(x, y); return new Vector2(x, y);
} }
Vector2 ClampValuesToMagnitude(Vector2 position) Vector2 ClampValuesToMagnitude(Vector2 position)
{ {
return Vector2.ClampMagnitude(position, 1); return Vector2.ClampMagnitude(position, 1);
} }
Vector2 ApplyInversionFilter(Vector2 position) Vector2 ApplyInversionFilter(Vector2 position)
{ {
if(invertXOutputValue) if(invertXOutputValue)
{ {
position.x = InvertValue(position.x); position.x = InvertValue(position.x);
} }
if(invertYOutputValue) if(invertYOutputValue)
{ {
position.y = InvertValue(position.y); position.y = InvertValue(position.y);
} }
return position; return position;
} }
float InvertValue(float value) float InvertValue(float value)
{ {
return -value; return -value;
} }
} }
@@ -1,125 +1,125 @@
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.Events; using UnityEngine.Events;
public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{ {
[System.Serializable] [System.Serializable]
public class Event : UnityEvent<Vector2> { } public class Event : UnityEvent<Vector2> { }
[Header("Rect References")] [Header("Rect References")]
public RectTransform containerRect; public RectTransform containerRect;
public RectTransform handleRect; public RectTransform handleRect;
[Header("Settings")] [Header("Settings")]
public bool clampToMagnitude; public bool clampToMagnitude;
public float magnitudeMultiplier = 1f; public float magnitudeMultiplier = 1f;
public bool invertXOutputValue; public bool invertXOutputValue;
public bool invertYOutputValue; public bool invertYOutputValue;
//Stored Pointer Values //Stored Pointer Values
private Vector2 pointerDownPosition; private Vector2 pointerDownPosition;
private Vector2 currentPointerPosition; private Vector2 currentPointerPosition;
[Header("Output")] [Header("Output")]
public Event touchZoneOutputEvent; public Event touchZoneOutputEvent;
void Start() void Start()
{ {
SetupHandle(); SetupHandle();
} }
private void SetupHandle() private void SetupHandle()
{ {
if(handleRect) if(handleRect)
{ {
SetObjectActiveState(handleRect.gameObject, false); SetObjectActiveState(handleRect.gameObject, false);
} }
} }
public void OnPointerDown(PointerEventData eventData) public void OnPointerDown(PointerEventData eventData)
{ {
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition); RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
if(handleRect) if(handleRect)
{ {
SetObjectActiveState(handleRect.gameObject, true); SetObjectActiveState(handleRect.gameObject, true);
UpdateHandleRectPosition(pointerDownPosition); UpdateHandleRectPosition(pointerDownPosition);
} }
} }
public void OnDrag(PointerEventData eventData) public void OnDrag(PointerEventData eventData)
{ {
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition); RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition); Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta); Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
Vector2 outputPosition = ApplyInversionFilter(clampedPosition); Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
OutputPointerEventValue(outputPosition * magnitudeMultiplier); OutputPointerEventValue(outputPosition * magnitudeMultiplier);
} }
public void OnPointerUp(PointerEventData eventData) public void OnPointerUp(PointerEventData eventData)
{ {
pointerDownPosition = Vector2.zero; pointerDownPosition = Vector2.zero;
currentPointerPosition = Vector2.zero; currentPointerPosition = Vector2.zero;
OutputPointerEventValue(Vector2.zero); OutputPointerEventValue(Vector2.zero);
if(handleRect) if(handleRect)
{ {
SetObjectActiveState(handleRect.gameObject, false); SetObjectActiveState(handleRect.gameObject, false);
UpdateHandleRectPosition(Vector2.zero); UpdateHandleRectPosition(Vector2.zero);
} }
} }
void OutputPointerEventValue(Vector2 pointerPosition) void OutputPointerEventValue(Vector2 pointerPosition)
{ {
touchZoneOutputEvent.Invoke(pointerPosition); touchZoneOutputEvent.Invoke(pointerPosition);
} }
void UpdateHandleRectPosition(Vector2 newPosition) void UpdateHandleRectPosition(Vector2 newPosition)
{ {
handleRect.anchoredPosition = newPosition; handleRect.anchoredPosition = newPosition;
} }
void SetObjectActiveState(GameObject targetObject, bool newState) void SetObjectActiveState(GameObject targetObject, bool newState)
{ {
targetObject.SetActive(newState); targetObject.SetActive(newState);
} }
Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition) Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
{ {
return secondPosition - firstPosition; return secondPosition - firstPosition;
} }
Vector2 ClampValuesToMagnitude(Vector2 position) Vector2 ClampValuesToMagnitude(Vector2 position)
{ {
return Vector2.ClampMagnitude(position, 1); return Vector2.ClampMagnitude(position, 1);
} }
Vector2 ApplyInversionFilter(Vector2 position) Vector2 ApplyInversionFilter(Vector2 position)
{ {
if(invertXOutputValue) if(invertXOutputValue)
{ {
position.x = InvertValue(position.x); position.x = InvertValue(position.x);
} }
if(invertYOutputValue) if(invertYOutputValue)
{ {
position.y = InvertValue(position.y); position.y = InvertValue(position.y);
} }
return position; return position;
} }
float InvertValue(float value) float InvertValue(float value)
{ {
return -value; return -value;
} }
} }
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using UnityEngine; using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour public class BasicRigidBodyPush : MonoBehaviour
{ {
public LayerMask pushLayers; public LayerMask pushLayers;
public bool canPush; public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f; [Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit) private void OnControllerColliderHit(ControllerColliderHit hit)
{ {
if (canPush) PushRigidBodies(hit); if (canPush) PushRigidBodies(hit);
} }
private void PushRigidBodies(ControllerColliderHit hit) private void PushRigidBodies(ControllerColliderHit hit)
{ {
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody // make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody; Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return; if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s) // make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer; var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return; if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us // We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return; if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only // Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account // Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse); body.AddForce(pushDir * strength, ForceMode.Impulse);
} }
} }
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using UnityEngine; using UnityEngine;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
#endif #endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks /* Note: animations are called via the controller for both the character and capsule using animator null checks
*/ */
namespace StarterAssets namespace StarterAssets
{ {
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))] [RequireComponent(typeof(PlayerInput))]
#endif #endif
public class ThirdPersonController : MonoBehaviour public class ThirdPersonController : MonoBehaviour
{ {
[Header("Player")] [Header("Player")]
[Tooltip("Move speed of the character in m/s")] [Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f; public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")] [Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f; public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")] [Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)] [Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f; public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")] [Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f; public float SpeedChangeRate = 10.0f;
public AudioSource AudioFootsteps; public AudioSource AudioFootsteps;
public AudioSource LandingAudio; public AudioSource LandingAudio;
public AudioSource AudioFoley; public AudioSource AudioFoley;
public AudioClip LandingAudioClip; public AudioClip LandingAudioClip;
public AudioClip[] FootstepAudioClips; public AudioClip[] FootstepAudioClips;
[Range(0, 1)] public float FootstepAudioVolume = 0.5f; [Range(0, 1)] public float FootstepAudioVolume = 0.5f;
[Space(10)] [Space(10)]
[Tooltip("The height the player can jump")] [Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f; public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")] [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f; public float Gravity = -15.0f;
[Space(10)] [Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f; public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f; public float FallTimeout = 0.15f;
[Header("Player Grounded")] [Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true; public bool Grounded = true;
[Tooltip("Useful for rough ground")] [Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f; public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f; public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")] [Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers; public LayerMask GroundLayers;
[Header("Cinemachine")] [Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget; public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")] [Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 70.0f; public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")] [Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f; public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")] [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f; public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")] [Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false; public bool LockCameraPosition = false;
// cinemachine // cinemachine
private float _cinemachineTargetYaw; private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch; private float _cinemachineTargetPitch;
// player // player
private float _speed; private float _speed;
private float _animationBlend; private float _animationBlend;
private float _targetRotation = 0.0f; private float _targetRotation = 0.0f;
private float _rotationVelocity; private float _rotationVelocity;
private float _verticalVelocity; private float _verticalVelocity;
private float _terminalVelocity = 53.0f; private float _terminalVelocity = 53.0f;
// timeout deltatime // timeout deltatime
private float _jumpTimeoutDelta; private float _jumpTimeoutDelta;
private float _fallTimeoutDelta; private float _fallTimeoutDelta;
// animation IDs // animation IDs
private int _animIDSpeed; private int _animIDSpeed;
private int _animIDGrounded; private int _animIDGrounded;
private int _animIDJump; private int _animIDJump;
private int _animIDFreeFall; private int _animIDFreeFall;
private int _animIDMotionSpeed; private int _animIDMotionSpeed;
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput; private PlayerInput _playerInput;
#endif #endif
private Animator _animator; private Animator _animator;
private CharacterController _controller; private CharacterController _controller;
private StarterAssetsInputs _input; private StarterAssetsInputs _input;
private GameObject _mainCamera; private GameObject _mainCamera;
private const float _threshold = 0.01f; private const float _threshold = 0.01f;
private bool _hasAnimator; private bool _hasAnimator;
private bool IsCurrentDeviceMouse private bool IsCurrentDeviceMouse
{ {
get get
{ {
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse"; return _playerInput.currentControlScheme == "KeyboardMouse";
#else #else
return false; return false;
#endif #endif
} }
} }
private void Awake() private void Awake()
{ {
// get a reference to our main camera // get a reference to our main camera
if (_mainCamera == null) if (_mainCamera == null)
{ {
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
} }
} }
private void Start() private void Start()
{ {
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y; _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
_hasAnimator = TryGetComponent(out _animator); _hasAnimator = TryGetComponent(out _animator);
_controller = GetComponent<CharacterController>(); _controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>(); _input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM #if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>(); _playerInput = GetComponent<PlayerInput>();
#else #else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif #endif
AssignAnimationIDs(); AssignAnimationIDs();
// reset our timeouts on start // reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout; _jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout; _fallTimeoutDelta = FallTimeout;
} }
private void Update() private void Update()
{ {
_hasAnimator = TryGetComponent(out _animator); _hasAnimator = TryGetComponent(out _animator);
JumpAndGravity(); JumpAndGravity();
GroundedCheck(); GroundedCheck();
Move(); Move();
} }
private void LateUpdate() private void LateUpdate()
{ {
CameraRotation(); CameraRotation();
} }
private void AssignAnimationIDs() private void AssignAnimationIDs()
{ {
_animIDSpeed = Animator.StringToHash("Speed"); _animIDSpeed = Animator.StringToHash("Speed");
_animIDGrounded = Animator.StringToHash("Grounded"); _animIDGrounded = Animator.StringToHash("Grounded");
_animIDJump = Animator.StringToHash("Jump"); _animIDJump = Animator.StringToHash("Jump");
_animIDFreeFall = Animator.StringToHash("FreeFall"); _animIDFreeFall = Animator.StringToHash("FreeFall");
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed"); _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
} }
private void GroundedCheck() private void GroundedCheck()
{ {
// set sphere position, with offset // set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
transform.position.z); transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
QueryTriggerInteraction.Ignore); QueryTriggerInteraction.Ignore);
// update animator if using character // update animator if using character
if (_hasAnimator) if (_hasAnimator)
{ {
_animator.SetBool(_animIDGrounded, Grounded); _animator.SetBool(_animIDGrounded, Grounded);
} }
} }
private void CameraRotation() private void CameraRotation()
{ {
// if there is an input and camera position is not fixed // if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition) if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{ {
//Don't multiply mouse input by Time.deltaTime; //Don't multiply mouse input by Time.deltaTime;
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier; _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier; _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
} }
// clamp our rotations so our values are limited 360 degrees // clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue); _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target // Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
_cinemachineTargetYaw, 0.0f); _cinemachineTargetYaw, 0.0f);
} }
private void Move() private void Move()
{ {
// set target speed based on move speed, sprint speed and if sprint is pressed // set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon // 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 // 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 there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f; if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity // a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f; float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed // accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || if (currentHorizontalSpeed < targetSpeed - speedOffset ||
currentHorizontalSpeed > targetSpeed + speedOffset) currentHorizontalSpeed > targetSpeed + speedOffset)
{ {
// creates curved result rather than a linear one giving a more organic speed change // 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 // note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate); Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places // round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f; _speed = Mathf.Round(_speed * 1000f) / 1000f;
} }
else else
{ {
_speed = targetSpeed; _speed = targetSpeed;
} }
// NightclubArcadia: blend toward speed scaled by input magnitude so // NightclubArcadia: blend toward speed scaled by input magnitude so
// partial stick / click-to-move arrival uses walk cycles, not a // partial stick / click-to-move arrival uses walk cycles, not a
// slowed run clip via MotionSpeed alone. // slowed run clip via MotionSpeed alone.
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed * inputMagnitude, _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate); Time.deltaTime * SpeedChangeRate);
if (_animationBlend < 0.01f) _animationBlend = 0f; if (_animationBlend < 0.01f) _animationBlend = 0f;
// normalise input direction // normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; 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 // 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 there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero) if (_input.move != Vector2.zero)
{ {
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
_mainCamera.transform.eulerAngles.y; _mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
RotationSmoothTime); RotationSmoothTime);
// rotate to face input direction relative to camera position // rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f); transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
} }
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward; Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player // move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character // update animator if using character
if (_hasAnimator) if (_hasAnimator)
{ {
_animator.SetFloat(_animIDSpeed, _animationBlend); _animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude); _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
} }
} }
private void JumpAndGravity() private void JumpAndGravity()
{ {
if (Grounded) if (Grounded)
{ {
// reset the fall timeout timer // reset the fall timeout timer
_fallTimeoutDelta = FallTimeout; _fallTimeoutDelta = FallTimeout;
// update animator if using character // update animator if using character
if (_hasAnimator) if (_hasAnimator)
{ {
_animator.SetBool(_animIDJump, false); _animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false); _animator.SetBool(_animIDFreeFall, false);
} }
// stop our velocity dropping infinitely when grounded // stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f) if (_verticalVelocity < 0.0f)
{ {
_verticalVelocity = -2f; _verticalVelocity = -2f;
} }
// Jump // Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f) if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{ {
// the square root of H * -2 * G = how much velocity needed to reach desired height // the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
// update animator if using character // update animator if using character
if (_hasAnimator) if (_hasAnimator)
{ {
_animator.SetBool(_animIDJump, true); _animator.SetBool(_animIDJump, true);
} }
} }
// jump timeout // jump timeout
if (_jumpTimeoutDelta >= 0.0f) if (_jumpTimeoutDelta >= 0.0f)
{ {
_jumpTimeoutDelta -= Time.deltaTime; _jumpTimeoutDelta -= Time.deltaTime;
} }
} }
else else
{ {
// reset the jump timeout timer // reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout; _jumpTimeoutDelta = JumpTimeout;
// fall timeout // fall timeout
if (_fallTimeoutDelta >= 0.0f) if (_fallTimeoutDelta >= 0.0f)
{ {
_fallTimeoutDelta -= Time.deltaTime; _fallTimeoutDelta -= Time.deltaTime;
} }
else else
{ {
// update animator if using character // update animator if using character
if (_hasAnimator) if (_hasAnimator)
{ {
_animator.SetBool(_animIDFreeFall, true); _animator.SetBool(_animIDFreeFall, true);
} }
} }
// if we are not grounded, do not jump // if we are not grounded, do not jump
_input.jump = false; _input.jump = false;
} }
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity) if (_verticalVelocity < _terminalVelocity)
{ {
_verticalVelocity += Gravity * Time.deltaTime; _verticalVelocity += Gravity * Time.deltaTime;
} }
} }
private static float ClampAngle(float lfAngle, float lfMin, float lfMax) private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{ {
if (lfAngle < -360f) lfAngle += 360f; if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f; if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax); return Mathf.Clamp(lfAngle, lfMin, lfMax);
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen; if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed; else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere( Gizmos.DrawSphere(
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
GroundedRadius); GroundedRadius);
} }
private void OnFootstep(AnimationEvent animationEvent) private void OnFootstep(AnimationEvent animationEvent)
{ {
if (animationEvent.animatorClipInfo.weight > 0.5f) if (animationEvent.animatorClipInfo.weight > 0.5f)
{ {
if (AudioFootsteps != null) if (AudioFootsteps != null)
AudioFootsteps.Play(); AudioFootsteps.Play();
if (AudioFoley != null) if (AudioFoley != null)
AudioFoley.Play(); AudioFoley.Play();
} }
} }
private void OnLand(AnimationEvent animationEvent) private void OnLand(AnimationEvent animationEvent)
{ {
if (animationEvent.animatorClipInfo.weight > 0.5f) if (animationEvent.animatorClipInfo.weight > 0.5f)
{ {
if (LandingAudio != null) if (LandingAudio != null)
LandingAudio.Play(); LandingAudio.Play();
} }
} }
} }
} }
@@ -1,8 +1,8 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: d9b1ba53f81715d4a8405a40b0a1e2c1 guid: d9b1ba53f81715d4a8405a40b0a1e2c1
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: 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 For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License
@@ -1,158 +1,158 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEditor; using UnityEditor;
using System; using System;
using System.IO; using System.IO;
using System.Reflection; using System.Reflection;
[CustomEditor(typeof(Readme))] [CustomEditor(typeof(Readme))]
[InitializeOnLoad] [InitializeOnLoad]
public class ReadmeEditor : Editor { public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 16f; static float kSpace = 16f;
static ReadmeEditor() static ReadmeEditor()
{ {
EditorApplication.delayCall += SelectReadmeAutomatically; EditorApplication.delayCall += SelectReadmeAutomatically;
} }
static void SelectReadmeAutomatically() static void SelectReadmeAutomatically()
{ {
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{ {
var readme = SelectReadme(); var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, true); SessionState.SetBool(kShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout) if (readme && !readme.loadedLayout)
{ {
LoadLayout(); LoadLayout();
readme.loadedLayout = true; readme.loadedLayout = true;
} }
} }
} }
static void LoadLayout() static void LoadLayout()
{ {
var assembly = typeof(EditorApplication).Assembly; var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
} }
[MenuItem("Tutorial/Show Tutorial Instructions")] [MenuItem("Tutorial/Show Tutorial Instructions")]
static Readme SelectReadme() static Readme SelectReadme()
{ {
var ids = AssetDatabase.FindAssets("Readme t:Readme"); var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1) if (ids.Length == 1)
{ {
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[]{readmeObject}; Selection.objects = new UnityEngine.Object[]{readmeObject};
return (Readme)readmeObject; return (Readme)readmeObject;
} }
else else
{ {
Debug.Log("Couldn't find a readme"); Debug.Log("Couldn't find a readme");
return null; return null;
} }
} }
protected override void OnHeaderGUI() protected override void OnHeaderGUI()
{ {
var readme = (Readme)target; var readme = (Readme)target;
Init(); Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle"); GUILayout.BeginHorizontal("In BigTitle");
{ {
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
GUILayout.Label(readme.title, TitleStyle); GUILayout.Label(readme.title, TitleStyle);
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
public override void OnInspectorGUI() public override void OnInspectorGUI()
{ {
var readme = (Readme)target; var readme = (Readme)target;
Init(); Init();
foreach (var section in readme.sections) foreach (var section in readme.sections)
{ {
if (!string.IsNullOrEmpty(section.heading)) if (!string.IsNullOrEmpty(section.heading))
{ {
GUILayout.Label(section.heading, HeadingStyle); GUILayout.Label(section.heading, HeadingStyle);
} }
if (!string.IsNullOrEmpty(section.text)) if (!string.IsNullOrEmpty(section.text))
{ {
GUILayout.Label(section.text, BodyStyle); GUILayout.Label(section.text, BodyStyle);
} }
if (!string.IsNullOrEmpty(section.linkText)) if (!string.IsNullOrEmpty(section.linkText))
{ {
if (LinkLabel(new GUIContent(section.linkText))) if (LinkLabel(new GUIContent(section.linkText)))
{ {
Application.OpenURL(section.url); Application.OpenURL(section.url);
} }
} }
GUILayout.Space(kSpace); GUILayout.Space(kSpace);
} }
} }
bool m_Initialized; bool m_Initialized;
GUIStyle LinkStyle { get { return m_LinkStyle; } } GUIStyle LinkStyle { get { return m_LinkStyle; } }
[SerializeField] GUIStyle m_LinkStyle; [SerializeField] GUIStyle m_LinkStyle;
GUIStyle TitleStyle { get { return m_TitleStyle; } } GUIStyle TitleStyle { get { return m_TitleStyle; } }
[SerializeField] GUIStyle m_TitleStyle; [SerializeField] GUIStyle m_TitleStyle;
GUIStyle HeadingStyle { get { return m_HeadingStyle; } } GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
[SerializeField] GUIStyle m_HeadingStyle; [SerializeField] GUIStyle m_HeadingStyle;
GUIStyle BodyStyle { get { return m_BodyStyle; } } GUIStyle BodyStyle { get { return m_BodyStyle; } }
[SerializeField] GUIStyle m_BodyStyle; [SerializeField] GUIStyle m_BodyStyle;
void Init() void Init()
{ {
if (m_Initialized) if (m_Initialized)
return; return;
m_BodyStyle = new GUIStyle(EditorStyles.label); m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true; m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14; m_BodyStyle.fontSize = 14;
m_TitleStyle = new GUIStyle(m_BodyStyle); m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26; m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle); m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontSize = 18 ; m_HeadingStyle.fontSize = 18 ;
m_LinkStyle = new GUIStyle(m_BodyStyle); m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false; m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins // 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.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
m_LinkStyle.stretchWidth = false; m_LinkStyle.stretchWidth = false;
m_Initialized = true; m_Initialized = true;
} }
bool LinkLabel (GUIContent label, params GUILayoutOption[] options) bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
{ {
var position = GUILayoutUtility.GetRect(label, LinkStyle, options); var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI (); Handles.BeginGUI ();
Handles.color = LinkStyle.normal.textColor; Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white; Handles.color = Color.white;
Handles.EndGUI (); Handles.EndGUI ();
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
return GUI.Button (position, label, LinkStyle); return GUI.Button (position, label, LinkStyle);
} }
} }
@@ -1,14 +1,14 @@
using System; using System;
using UnityEngine; using UnityEngine;
public class Readme : ScriptableObject { public class Readme : ScriptableObject {
public Texture2D icon; public Texture2D icon;
public string title; public string title;
public Section[] sections; public Section[] sections;
public bool loadedLayout; public bool loadedLayout;
[Serializable] [Serializable]
public class Section { public class Section {
public string heading, text, linkText, url; public string heading, text, linkText, url;
} }
} }
+44
View File
@@ -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"))