checkpoint

This commit is contained in:
Mark Joshwel 2024-06-07 19:08:21 +08:00
parent 3a1dd03cad
commit 7392dc36b1
203 changed files with 45677 additions and 1129 deletions

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{
"name": "StarterAssets",
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace StarterAssets
{
public class StarterAssetsInputs : MonoBehaviour
{
[Header("Character Input Values")]
public Vector2 move;
public Vector2 look;
public bool jump;
public bool sprint;
[Header("Movement Settings")]
public bool analogMovement;
[Header("Mouse Cursor Settings")]
public bool cursorLocked = true;
public bool cursorInputForLook = true;
#if ENABLE_INPUT_SYSTEM
public void OnMove(InputValue value)
{
MoveInput(value.Get<Vector2>());
}
public void OnLook(InputValue value)
{
if(cursorInputForLook)
{
LookInput(value.Get<Vector2>());
}
}
public void OnJump(InputValue value)
{
JumpInput(value.isPressed);
}
public void OnSprint(InputValue value)
{
SprintInput(value.isPressed);
}
#endif
public void MoveInput(Vector2 newMoveDirection)
{
move = newMoveDirection;
}
public void LookInput(Vector2 newLookDirection)
{
look = newLookDirection;
}
public void JumpInput(bool newJumpState)
{
jump = newJumpState;
}
public void SprintInput(bool newSprintState)
{
sprint = newSprintState;
}
private void OnApplicationFocus(bool hasFocus)
{
SetCursorState(cursorLocked);
}
private void SetCursorState(bool newState)
{
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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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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/*
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
}

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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();
}
}

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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;
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;
public class UIVirtualTouchZone : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
[System.Serializable]
public class Event : UnityEvent<Vector2> { }
[Header("Rect References")]
public RectTransform containerRect;
public RectTransform handleRect;
[Header("Settings")]
public bool clampToMagnitude;
public float magnitudeMultiplier = 1f;
public bool invertXOutputValue;
public bool invertYOutputValue;
//Stored Pointer Values
private Vector2 pointerDownPosition;
private Vector2 currentPointerPosition;
[Header("Output")]
public Event touchZoneOutputEvent;
void Start()
{
SetupHandle();
}
private void SetupHandle()
{
if(handleRect)
{
SetObjectActiveState(handleRect.gameObject, false);
}
}
public void OnPointerDown(PointerEventData eventData)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition);
if(handleRect)
{
SetObjectActiveState(handleRect.gameObject, true);
UpdateHandleRectPosition(pointerDownPosition);
}
}
public void OnDrag(PointerEventData eventData)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition);
Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition);
Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta);
Vector2 outputPosition = ApplyInversionFilter(clampedPosition);
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
}
public void OnPointerUp(PointerEventData eventData)
{
pointerDownPosition = Vector2.zero;
currentPointerPosition = Vector2.zero;
OutputPointerEventValue(Vector2.zero);
if(handleRect)
{
SetObjectActiveState(handleRect.gameObject, false);
UpdateHandleRectPosition(Vector2.zero);
}
}
void OutputPointerEventValue(Vector2 pointerPosition)
{
touchZoneOutputEvent.Invoke(pointerPosition);
}
void UpdateHandleRectPosition(Vector2 newPosition)
{
handleRect.anchoredPosition = newPosition;
}
void SetObjectActiveState(GameObject targetObject, bool newState)
{
targetObject.SetActive(newState);
}
Vector2 GetDeltaBetweenPositions(Vector2 firstPosition, Vector2 secondPosition)
{
return secondPosition - firstPosition;
}
Vector2 ClampValuesToMagnitude(Vector2 position)
{
return Vector2.ClampMagnitude(position, 1);
}
Vector2 ApplyInversionFilter(Vector2 position)
{
if(invertXOutputValue)
{
position.x = InvertValue(position.x);
}
if(invertYOutputValue)
{
position.y = InvertValue(position.y);
}
return position;
}
float InvertValue(float value)
{
return -value;
}
}

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scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.03948371, y: -0.000000052504312, z: -0.000005515076, w: 0.99922025}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -5.5511138e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.026226329, y: -0.0000007450579, z: -0.0000027469353, w: 0.9996561}
scale: {x: 1, y: 1, z: 1}
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position: {x: 0.00000014287376, y: -0.028283618, z: 0.00000019378916}
rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleDistalEnd
parentName: Right_MiddleDistal
position: {x: 0.000000038619483, y: -0.023345316, z: 0.0000005352584}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.020058475, y: -0.55049545, z: -0.008249418, w: 0.83455646}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.02811499, y: -0.0000035166731, z: -0.00000016298141, w: 0.9996047}
scale: {x: 1, y: 1, z: 1}
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position: {x: 0.00000023899057, y: -0.02022493, z: 0.00000055474345}
rotation: {x: 0.03642403, y: -0.0000024211556, z: -0.000008829222, w: 0.9993365}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyDistalEnd
parentName: Right_PinkyDistal
position: {x: 0.000000632002, y: -0.018518865, z: 0.0000001154108}
rotation: {x: -1.7347236e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.00952738, y: -0.08161427, z: 0.012242128}
rotation: {x: -0.017649079, y: -0.6027014, z: -0.0040535578, w: 0.7977614}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingIntermediate
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position: {x: 0.0000000695935, y: -0.04362872, z: 0.00000080048335}
rotation: {x: 0.023547903, y: 0.0000024139879, z: 0.0000069094813, w: 0.9997228}
scale: {x: 1, y: 1, z: 1}
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parentName: Right_RingIntermediate
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