adding raycast and collectable
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90
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Normal file
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Assets/Scripts.meta
Normal file
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11
Assets/Scripts/Collectable.cs
Normal file
11
Assets/Scripts/Collectable.cs
Normal file
|
@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class Interactable : MonoBehaviour
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{
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public virtual void Interact()
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{
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Destroy(gameObject);
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}
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}
|
11
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Normal file
11
Assets/Scripts/Collectable.cs.meta
Normal file
|
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50
Assets/Scripts/Raycasting.cs
Normal file
50
Assets/Scripts/Raycasting.cs
Normal file
|
@ -0,0 +1,50 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class Raycasting : MonoBehaviour
|
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{
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[SerializeField]
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Transform playerCamera;
|
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|
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[SerializeField]
|
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int seeDistance;
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Interactable curretInteractable;
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|
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void Update()
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{
|
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bool Raycast = Physics.Raycast(
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playerCamera.position,
|
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playerCamera.TransformDirection(Vector3.forward),
|
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out RaycastHit hitInfo,
|
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seeDistance
|
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);
|
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Debug.DrawRay(
|
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playerCamera.position,
|
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playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
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Color.green
|
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);
|
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if (Raycast)
|
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{
|
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Debug.Log(hitInfo.transform.name);
|
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if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
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else
|
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{
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|
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else
|
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{
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curretInteractable = null;
|
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}
|
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}
|
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void OnInteract()
|
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{
|
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if(curretInteractable!=null)
|
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{
|
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curretInteractable.Interact();
|
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}
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}
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|
11
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Normal file
11
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Normal file
|
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8
Assets/Starter Assets.meta
Normal file
8
Assets/Starter Assets.meta
Normal file
|
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8
Assets/Starter Assets/Editor.meta
Normal file
8
Assets/Starter Assets/Editor.meta
Normal file
|
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154
Assets/Starter Assets/Editor/StarterAssetsDeployMenu.cs
Normal file
154
Assets/Starter Assets/Editor/StarterAssetsDeployMenu.cs
Normal file
|
@ -0,0 +1,154 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
using Cinemachine;
|
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|
||||
namespace StarterAssets
|
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{
|
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// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
|
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public partial class StarterAssetsDeployMenu : ScriptableObject
|
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{
|
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public const string MenuRoot = "Tools/Starter Assets";
|
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|
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// prefab names
|
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private const string MainCameraPrefabName = "MainCamera";
|
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private const string PlayerCapsulePrefabName = "PlayerCapsule";
|
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|
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// names in hierarchy
|
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private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
|
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|
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// tags
|
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private const string PlayerTag = "Player";
|
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private const string MainCameraTag = "MainCamera";
|
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private const string CinemachineTargetTag = "CinemachineTarget";
|
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|
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private static GameObject _cinemachineVirtualCamera;
|
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|
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private static void CheckCameras(Transform targetParent, string prefabFolder)
|
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{
|
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CheckMainCamera(prefabFolder);
|
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|
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GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
|
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|
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if (!vcam)
|
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{
|
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if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
|
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{
|
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HandleInstantiatingPrefab(vcamPrefab, out vcam);
|
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_cinemachineVirtualCamera = vcam;
|
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}
|
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else
|
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{
|
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Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
|
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}
|
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}
|
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else
|
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{
|
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_cinemachineVirtualCamera = vcam;
|
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}
|
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|
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GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
|
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GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
|
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if (target == null)
|
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{
|
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target = new GameObject("PlayerCameraRoot");
|
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target.transform.SetParent(targetParent);
|
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target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
|
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target.tag = CinemachineTargetTag;
|
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Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
|
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}
|
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|
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CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
|
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}
|
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|
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private static void CheckMainCamera(string inFolder)
|
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{
|
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GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
|
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|
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if (mainCameras.Length < 1)
|
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{
|
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// if there are no MainCameras, add one
|
||||
if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
|
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{
|
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HandleInstantiatingPrefab(camera, out _);
|
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}
|
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else
|
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{
|
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Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
|
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}
|
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}
|
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else
|
||||
{
|
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// make sure the found camera has a cinemachine brain (we only need 1)
|
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if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
|
||||
mainCameras[0].AddComponent<CinemachineBrain>();
|
||||
}
|
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}
|
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|
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private static void CheckVirtualCameraFollowReference(GameObject target,
|
||||
GameObject cinemachineVirtualCamera)
|
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{
|
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var serializedObject =
|
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new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
|
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var serializedProperty = serializedObject.FindProperty("m_Follow");
|
||||
serializedProperty.objectReferenceValue = target.transform;
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
|
||||
{
|
||||
// Locate the player armature
|
||||
string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
|
||||
for (int i = 0; i < allPrefabs.Length; ++i)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
|
||||
|
||||
if (assetPath.Contains("/com.unity.starter-assets/"))
|
||||
{
|
||||
Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
|
||||
|
||||
if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
|
||||
PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
|
||||
{
|
||||
GameObject loadedGo = loadedObj as GameObject;
|
||||
bool hasRequiredComponents = true;
|
||||
foreach (var componentType in requiredComponentTypes)
|
||||
{
|
||||
if (!loadedGo.TryGetComponent(componentType, out _))
|
||||
{
|
||||
hasRequiredComponents = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasRequiredComponents)
|
||||
{
|
||||
if (loadedGo.name == name)
|
||||
{
|
||||
prefab = loadedGo;
|
||||
path = assetPath;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
prefab = null;
|
||||
path = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
|
||||
{
|
||||
prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
|
||||
Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
|
||||
|
||||
prefabInstance.transform.localPosition = Vector3.zero;
|
||||
prefabInstance.transform.localEulerAngles = Vector3.zero;
|
||||
prefabInstance.transform.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Starter Assets/Editor/StarterAssetsDeployMenu.cs.meta
Normal file
11
Assets/Starter Assets/Editor/StarterAssetsDeployMenu.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e75357183ea302c4d998136de2cc9669
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,102 @@
|
|||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public partial class StarterAssetsDeployMenu : ScriptableObject
|
||||
{
|
||||
// prefab paths
|
||||
private const string PlayerArmaturePrefabName = "PlayerArmature";
|
||||
|
||||
/// <summary>
|
||||
/// Check the Armature, main camera, cinemachine virtual camera, camera target and references
|
||||
/// </summary>
|
||||
[MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)]
|
||||
static void ResetThirdPersonControllerArmature()
|
||||
{
|
||||
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
|
||||
var player = thirdPersonControllers.FirstOrDefault(controller =>
|
||||
controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
|
||||
|
||||
GameObject playerGameObject = null;
|
||||
|
||||
// player
|
||||
if (player == null)
|
||||
{
|
||||
if (TryLocatePrefab(PlayerArmaturePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject prefab, out string _))
|
||||
{
|
||||
HandleInstantiatingPrefab(prefab, out playerGameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Couldn't find player armature prefab");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
playerGameObject = player.gameObject;
|
||||
}
|
||||
|
||||
if (playerGameObject != null)
|
||||
{
|
||||
// cameras
|
||||
CheckCameras(playerGameObject.transform, GetThirdPersonPrefabPath());
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem(MenuRoot + "/Reset Third Person Controller Capsule", false)]
|
||||
static void ResetThirdPersonControllerCapsule()
|
||||
{
|
||||
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
|
||||
var player = thirdPersonControllers.FirstOrDefault(controller =>
|
||||
!controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
|
||||
|
||||
GameObject playerGameObject = null;
|
||||
|
||||
// player
|
||||
if (player == null)
|
||||
{
|
||||
if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject prefab, out string _))
|
||||
{
|
||||
HandleInstantiatingPrefab(prefab, out playerGameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Couldn't find player capsule prefab");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
playerGameObject = player.gameObject;
|
||||
}
|
||||
|
||||
if (playerGameObject != null)
|
||||
{
|
||||
// cameras
|
||||
CheckCameras(playerGameObject.transform, GetThirdPersonPrefabPath());
|
||||
}
|
||||
}
|
||||
|
||||
static string GetThirdPersonPrefabPath()
|
||||
{
|
||||
if (TryLocatePrefab(PlayerArmaturePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
|
||||
{
|
||||
var pathString = new StringBuilder();
|
||||
var currentDirectory = new FileInfo(prefabPath).Directory;
|
||||
while (currentDirectory.Name != "Packages")
|
||||
{
|
||||
pathString.Insert(0, $"/{currentDirectory.Name}");
|
||||
currentDirectory = currentDirectory.Parent;
|
||||
}
|
||||
|
||||
pathString.Insert(0, currentDirectory.Name);
|
||||
return pathString.ToString();
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b70f45aa92a641feb261c5d55ce46edf
|
||||
timeCreated: 1621532436
|
8
Assets/Starter Assets/Editor/URPWizard.meta
Normal file
8
Assets/Starter Assets/Editor/URPWizard.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a936c3509519d6b48bb3a44692f8695a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Starter Assets/Editor/URPWizard/URPWizard.asmdef
Normal file
24
Assets/Starter Assets/Editor/URPWizard/URPWizard.asmdef
Normal file
|
@ -0,0 +1,24 @@
|
|||
{
|
||||
"name": "URPWizard",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"Unity.RenderPipelines.Universal.Runtime"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [
|
||||
{
|
||||
"name": "com.unity.render-pipelines.universal",
|
||||
"expression": "",
|
||||
"define": "USE_URP"
|
||||
}
|
||||
],
|
||||
"noEngineReferences": false
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 18828b1d1020dde47bec693eef18a5b9
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
71
Assets/Starter Assets/Editor/URPWizard/URPWizard.cs
Normal file
71
Assets/Starter Assets/Editor/URPWizard/URPWizard.cs
Normal file
|
@ -0,0 +1,71 @@
|
|||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if USE_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
public class URPWizard : EditorWindow
|
||||
{
|
||||
[InitializeOnLoadMethod]
|
||||
static void OnInitialize()
|
||||
{
|
||||
URPCheck();
|
||||
}
|
||||
|
||||
static void URPCheck()
|
||||
{
|
||||
if (GraphicsSettings.currentRenderPipeline != null)
|
||||
return;
|
||||
|
||||
var request = Client.List();
|
||||
while (!request.IsCompleted) { }
|
||||
|
||||
if (request.Status != StatusCode.Success)
|
||||
return;
|
||||
|
||||
if (request.Result.All(info => info.name != "com.unity.render-pipelines.universal"))
|
||||
{
|
||||
var addRequest = Client.Add("com.unity.render-pipelines.universal");
|
||||
|
||||
while (!addRequest.IsCompleted) { }
|
||||
|
||||
Client.Resolve();
|
||||
}
|
||||
else
|
||||
{
|
||||
FindAndAssignPipeline();
|
||||
}
|
||||
}
|
||||
|
||||
#if USE_URP
|
||||
static void FindAndAssignPipeline()
|
||||
{
|
||||
var existingPipelines = AssetDatabase.FindAssets("t:UniversalRenderPipelineAsset");
|
||||
|
||||
if (existingPipelines.Length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var pipeline = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>(AssetDatabase.GUIDToAssetPath(existingPipelines[0]));
|
||||
GraphicsSettings.defaultRenderPipeline = pipeline;
|
||||
}
|
||||
|
||||
class PipelineAssetProcessor : AssetPostprocessor
|
||||
{
|
||||
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
|
||||
{
|
||||
//if we have no pipeline set, we try to find one as one may have been imported
|
||||
if (GraphicsSettings.currentRenderPipeline != null)
|
||||
return;
|
||||
|
||||
FindAndAssignPipeline();
|
||||
}
|
||||
}
|
||||
#else
|
||||
static void FindAndAssignPipeline(){}
|
||||
#endif
|
||||
}
|
11
Assets/Starter Assets/Editor/URPWizard/URPWizard.cs.meta
Normal file
11
Assets/Starter Assets/Editor/URPWizard/URPWizard.cs.meta
Normal file
|
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|
|||
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||||
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19
Assets/Starter Assets/Editor/Unity.StartAssets.Editor.asmdef
Normal file
19
Assets/Starter Assets/Editor/Unity.StartAssets.Editor.asmdef
Normal file
|
@ -0,0 +1,19 @@
|
|||
{
|
||||
"name": "Unity.StarterAssets.Editor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"Unity.StarterAssets",
|
||||
"Cinemachine"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
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"allowUnsafeCode": false,
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"overrideReferences": false,
|
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"precompiledReferences": [],
|
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"autoReferenced": true,
|
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"defineConstraints": [],
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"noEngineReferences": false
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}
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assetBundleName:
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assetBundleVariant:
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8
Assets/Starter Assets/Runtime.meta
Normal file
8
Assets/Starter Assets/Runtime.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 86764a910a1ef6042bd6232da5be8ea8
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assetBundleName:
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assetBundleVariant:
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8
Assets/Starter Assets/Runtime/Common.meta
Normal file
8
Assets/Starter Assets/Runtime/Common.meta
Normal file
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 3830e597529e5814b8e9ee9815399c33
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assetBundleVariant:
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35
Assets/Starter Assets/Runtime/Common/BasicRigidBodyPush.cs
Normal file
35
Assets/Starter Assets/Runtime/Common/BasicRigidBodyPush.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
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);
|
||||
}
|
||||
}
|
|
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||||
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8
Assets/Starter Assets/Runtime/FirstPersonController.meta
Normal file
8
Assets/Starter Assets/Runtime/FirstPersonController.meta
Normal file
|
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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||||
namespace StarterAssets
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||||
{
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[RequireComponent(typeof(CharacterController))]
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#if ENABLE_INPUT_SYSTEM
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[RequireComponent(typeof(PlayerInput))]
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#endif
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public class FirstPersonController : MonoBehaviour
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{
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[Header("Player")]
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[Tooltip("Move speed of the character in m/s")]
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||||
public float MoveSpeed = 4.0f;
|
||||
[Tooltip("Sprint speed of the character in m/s")]
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public float SprintSpeed = 6.0f;
|
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[Tooltip("Rotation speed of the character")]
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public float RotationSpeed = 1.0f;
|
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[Tooltip("Acceleration and deceleration")]
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public float SpeedChangeRate = 10.0f;
|
||||
|
||||
[Space(10)]
|
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[Tooltip("The height the player can jump")]
|
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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)]
|
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[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.1f;
|
||||
[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 = 0.5f;
|
||||
[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 = 90.0f;
|
||||
[Tooltip("How far in degrees can you move the camera down")]
|
||||
public float BottomClamp = -90.0f;
|
||||
|
||||
// cinemachine
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
// player
|
||||
private float _speed;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
// timeout deltatime
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
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private void Start()
|
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{
|
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_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
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#if ENABLE_INPUT_SYSTEM
|
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_playerInput = GetComponent<PlayerInput>();
|
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#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
// reset our timeouts on start
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
CameraRotation();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
// if there is an input
|
||||
if (_input.look.sqrMagnitude >= _threshold)
|
||||
{
|
||||
//Don't multiply mouse input by Time.deltaTime
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
|
||||
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
|
||||
|
||||
// clamp our pitch rotation
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
// Update Cinemachine camera target pitch
|
||||
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
|
||||
|
||||
// rotate the player left and right
|
||||
transform.Rotate(Vector3.up * _rotationVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
// move
|
||||
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
|
||||
}
|
||||
|
||||
// move the player
|
||||
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
// reset the fall timeout timer
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// jump timeout
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
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|
||||
else
|
||||
{
|
||||
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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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|
||||
|
||||
// if we are not grounded, do not jump
|
||||
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|
||||
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|
||||
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||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
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||||
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|
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{
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{
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||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
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||||
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||||
private void OnDrawGizmosSelected()
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{
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|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
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||||
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||||
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|
||||
else Gizmos.color = transparentRed;
|
||||
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||||
// 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);
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||||
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||||
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class StarterAssetsInputs : MonoBehaviour
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||||
{
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||||
[Header("Character Input Values")]
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public Vector2 move;
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||||
public Vector2 look;
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||||
public bool jump;
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||||
public bool sprint;
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||||
|
||||
[Header("Movement Settings")]
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public bool analogMovement;
|
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|
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[Header("Mouse Cursor Settings")]
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public bool cursorLocked = true;
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public bool cursorInputForLook = true;
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#if ENABLE_INPUT_SYSTEM
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public void OnMove(InputValue value)
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{
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MoveInput(value.Get<Vector2>());
|
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}
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public void OnLook(InputValue value)
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{
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LookInput(value.Get<Vector2>());
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{
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JumpInput(value.isPressed);
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|
||||
|
||||
public void OnSprint(InputValue value)
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|
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SprintInput(value.isPressed);
|
||||
}
|
||||
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|
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move = newMoveDirection;
|
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|
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|
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|
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|
||||
|
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{
|
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jump = newJumpState;
|
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}
|
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|
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{
|
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sprint = newSprintState;
|
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}
|
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{
|
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SetCursorState(cursorLocked);
|
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}
|
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|
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private void SetCursorState(bool newState)
|
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{
|
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Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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8
Assets/Starter Assets/Runtime/Mobile.meta
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8
Assets/Starter Assets/Runtime/Mobile.meta
Normal file
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8
Assets/Starter Assets/Runtime/Mobile/Scripts.meta
Normal file
8
Assets/Starter Assets/Runtime/Mobile/Scripts.meta
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@ -0,0 +1,33 @@
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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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}
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}
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129
Assets/Starter Assets/Runtime/Mobile/Scripts/TouchscreenInput.cs
Normal file
129
Assets/Starter Assets/Runtime/Mobile/Scripts/TouchscreenInput.cs
Normal file
|
@ -0,0 +1,129 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class TouchscreenInput : MonoBehaviour
|
||||
{
|
||||
[Header("Settings")]
|
||||
[Tooltip("Move joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
|
||||
public float MoveMagnitudeMultiplier = 1.0f;
|
||||
[Tooltip("Look joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
|
||||
public float LookMagnitudeMultiplier = 1.0f;
|
||||
public bool InvertLookY;
|
||||
|
||||
[Header("Events")]
|
||||
public UnityEvent<Vector2> MoveEvent;
|
||||
public UnityEvent<Vector2> LookEvent;
|
||||
public UnityEvent<bool> JumpEvent;
|
||||
public UnityEvent<bool> SprintEvent;
|
||||
|
||||
private UIDocument m_Document;
|
||||
|
||||
private VirtualJoystick m_MoveJoystick;
|
||||
private VirtualJoystick m_LookJoystick;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_Document = GetComponent<UIDocument>();
|
||||
|
||||
var safeArea = Screen.safeArea;
|
||||
|
||||
var root = m_Document.rootVisualElement;
|
||||
|
||||
root.style.position = Position.Absolute;
|
||||
root.style.left = safeArea.xMin;
|
||||
root.style.right = Screen.width - safeArea.xMax;
|
||||
root.style.top = Screen.height - safeArea.yMax;
|
||||
root.style.bottom = safeArea.yMin;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
var joystickMove = m_Document.rootVisualElement.Q<VisualElement>("JoystickMove");
|
||||
var joystickLook = m_Document.rootVisualElement.Q<VisualElement>("JoystickLook");
|
||||
|
||||
m_MoveJoystick = new VirtualJoystick(joystickMove);
|
||||
m_MoveJoystick.JoystickEvent.AddListener(mov =>
|
||||
{
|
||||
MoveEvent.Invoke(mov * MoveMagnitudeMultiplier);
|
||||
});;
|
||||
|
||||
m_LookJoystick = new VirtualJoystick(joystickLook);
|
||||
m_LookJoystick.JoystickEvent.AddListener(mov =>
|
||||
{
|
||||
if (InvertLookY)
|
||||
mov.y *= -1;
|
||||
|
||||
LookEvent.Invoke(mov * LookMagnitudeMultiplier);
|
||||
});
|
||||
|
||||
var jumpButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonJump");
|
||||
jumpButton.RegisterCallback<PointerEnterEvent>(evt => { JumpEvent.Invoke(true); });
|
||||
jumpButton.RegisterCallback<PointerLeaveEvent>(evt => { JumpEvent.Invoke(false); });
|
||||
|
||||
var sprintButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonSprint");
|
||||
sprintButton.RegisterCallback<PointerEnterEvent>(evt => { SprintEvent.Invoke(true); });
|
||||
sprintButton.RegisterCallback<PointerLeaveEvent>(evt => { SprintEvent.Invoke(false); });
|
||||
}
|
||||
}
|
||||
public class VirtualJoystick
|
||||
{
|
||||
public VisualElement BaseElement;
|
||||
public VisualElement Thumbstick;
|
||||
|
||||
public UnityEvent<Vector2> JoystickEvent = new();
|
||||
|
||||
public VirtualJoystick(VisualElement root)
|
||||
{
|
||||
BaseElement = root;
|
||||
Thumbstick = root.Q<VisualElement>("JoystickHandle");
|
||||
|
||||
BaseElement.RegisterCallback<PointerDownEvent>(HandlePress);
|
||||
BaseElement.RegisterCallback<PointerMoveEvent>(HandleDrag);
|
||||
BaseElement.RegisterCallback<PointerUpEvent>(HandleRelease);
|
||||
}
|
||||
|
||||
void HandlePress(PointerDownEvent evt)
|
||||
{
|
||||
BaseElement.CapturePointer(evt.pointerId);
|
||||
}
|
||||
|
||||
void HandleRelease(PointerUpEvent evt)
|
||||
{
|
||||
BaseElement.ReleasePointer(evt.pointerId);
|
||||
|
||||
Thumbstick.style.left = Length.Percent(50);
|
||||
Thumbstick.style.top = Length.Percent(50);
|
||||
|
||||
JoystickEvent.Invoke(Vector2.zero);
|
||||
}
|
||||
|
||||
void HandleDrag(PointerMoveEvent evt)
|
||||
{
|
||||
if (!BaseElement.HasPointerCapture(evt.pointerId)) return;
|
||||
|
||||
var width = BaseElement.contentRect.width;
|
||||
var center = new Vector3(width / 2, width / 2);
|
||||
var centerToPosition = evt.localPosition - center;
|
||||
|
||||
if (centerToPosition.magnitude > width/2)
|
||||
{
|
||||
centerToPosition = centerToPosition.normalized * width / 2;
|
||||
}
|
||||
|
||||
var newPos = center + centerToPosition;
|
||||
|
||||
Thumbstick.style.left = newPos.x;
|
||||
Thumbstick.style.top = newPos.y;
|
||||
|
||||
centerToPosition /= (width / 2);
|
||||
//we invert y as the y of UI goes down, but pushing the joystick up is expected to give a positive y value
|
||||
centerToPosition.y *= -1;
|
||||
|
||||
JoystickEvent.Invoke(centerToPosition);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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|
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|
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|
@ -0,0 +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
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
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28
Assets/Starter Assets/Runtime/Mobile/Scripts/VirtualInput.cs
Normal file
28
Assets/Starter Assets/Runtime/Mobile/Scripts/VirtualInput.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
using StarterAssets;
|
||||
using UnityEngine;
|
||||
|
||||
public class VirtualInput : 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);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ed06e3b6fec5ecc4696004cedc31f0ac
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bcc364c89270bab40a69cac58f5ae926
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +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();
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 448cd6d8e2f2cb04096e777d99974bc4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +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;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f2cb8c4d669392748bb924209de33b85
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +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;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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||||
guid: 65870f34fef70aa44b0f562cfc810220
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||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
8
Assets/Starter Assets/Runtime/Mobile/UI.meta
Normal file
8
Assets/Starter Assets/Runtime/Mobile/UI.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: e7fdf9603bb47074a9b04a3eb60ffcd8
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Starter Assets/Runtime/Mobile/UI/Images.meta
Normal file
8
Assets/Starter Assets/Runtime/Mobile/UI/Images.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d68d011be6097c342b084b74a7853323
|
||||
folderAsset: yes
|
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DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Starter Assets/Runtime/Mobile/UI/Images/UI_Circle_Bevel_Base.png
(Stored with Git LFS)
Normal file
BIN
Assets/Starter Assets/Runtime/Mobile/UI/Images/UI_Circle_Bevel_Base.png
(Stored with Git LFS)
Normal file
Binary file not shown.
|
@ -0,0 +1,132 @@
|
|||
fileFormatVersion: 2
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guid: b74c31d447d2f5d41a61081bdf5e7126
|
||||
TextureImporter:
|
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internalIDToNameTable: []
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externalObjects: {}
|
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serializedVersion: 11
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||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: -1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue