game: adding unity packages (2)
added ai navigaion, input system, postprocessing and adding the starter asset charactor controler
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8
RunningLateGame/Assets/Starter Assets.meta
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RunningLateGame/Assets/Starter Assets.meta
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@ -0,0 +1,154 @@
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using System;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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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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// prefab names
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private const string MainCameraPrefabName = "MainCamera";
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private const string PlayerCapsulePrefabName = "PlayerCapsule";
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// names in hierarchy
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private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
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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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private static GameObject _cinemachineVirtualCamera;
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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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GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
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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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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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CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
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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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if (mainCameras.Length < 1)
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{
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// if there are no MainCameras, add one
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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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{
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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))
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mainCameras[0].AddComponent<CinemachineBrain>();
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}
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}
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private static void CheckVirtualCameraFollowReference(GameObject target,
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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");
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serializedProperty.objectReferenceValue = target.transform;
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serializedObject.ApplyModifiedProperties();
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}
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private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
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{
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// Locate the player armature
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string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
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for (int i = 0; i < allPrefabs.Length; ++i)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
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if (assetPath.Contains("/com.unity.starter-assets/"))
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{
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Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
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if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
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PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
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{
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GameObject loadedGo = loadedObj as GameObject;
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bool hasRequiredComponents = true;
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foreach (var componentType in requiredComponentTypes)
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{
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if (!loadedGo.TryGetComponent(componentType, out _))
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{
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hasRequiredComponents = false;
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break;
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}
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}
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if (hasRequiredComponents)
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{
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if (loadedGo.name == name)
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{
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prefab = loadedGo;
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path = assetPath;
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return true;
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}
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}
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}
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}
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}
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prefab = null;
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path = null;
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return false;
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}
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private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
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{
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prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
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prefabInstance.transform.localPosition = Vector3.zero;
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prefabInstance.transform.localEulerAngles = Vector3.zero;
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prefabInstance.transform.localScale = Vector3.one;
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}
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}
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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@ -0,0 +1,102 @@
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace StarterAssets
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{
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public partial class StarterAssetsDeployMenu : ScriptableObject
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{
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// prefab paths
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private const string PlayerArmaturePrefabName = "PlayerArmature";
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/// <summary>
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/// Check the Armature, main camera, cinemachine virtual camera, camera target and references
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/// </summary>
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[MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)]
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static void ResetThirdPersonControllerArmature()
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{
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var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
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var player = thirdPersonControllers.FirstOrDefault(controller =>
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controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
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GameObject playerGameObject = null;
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// player
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if (player == null)
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{
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if (TryLocatePrefab(PlayerArmaturePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject prefab, out string _))
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{
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HandleInstantiatingPrefab(prefab, out playerGameObject);
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}
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else
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{
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Debug.LogError("Couldn't find player armature prefab");
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}
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}
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else
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{
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playerGameObject = player.gameObject;
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}
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if (playerGameObject != null)
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||||
{
|
||||
// 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;
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}
|
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}
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}
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{
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|
||||
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|
||||
"references": [
|
||||
"Unity.RenderPipelines.Universal.Runtime"
|
||||
],
|
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"Editor"
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],
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"excludePlatforms": [],
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|
|||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
#if USE_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
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public class URPWizard : EditorWindow
|
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{
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[InitializeOnLoadMethod]
|
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static void OnInitialize()
|
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{
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URPCheck();
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static void URPCheck()
|
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{
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if (GraphicsSettings.currentRenderPipeline != null)
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return;
|
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var request = Client.List();
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while (!request.IsCompleted) { }
|
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|
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if (request.Status != StatusCode.Success)
|
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return;
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|
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{
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FindAndAssignPipeline();
|
||||
}
|
||||
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|
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|
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#if USE_URP
|
||||
static void FindAndAssignPipeline()
|
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{
|
||||
var existingPipelines = AssetDatabase.FindAssets("t:UniversalRenderPipelineAsset");
|
||||
|
||||
if (existingPipelines.Length == 0)
|
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{
|
||||
return;
|
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}
|
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|
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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(){}
|
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#endif
|
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"Cinemachine"
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8
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Normal file
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using UnityEngine;
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public class BasicRigidBodyPush : MonoBehaviour
|
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{
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public LayerMask pushLayers;
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public bool canPush;
|
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[Range(0.5f, 5f)] public float strength = 1.1f;
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private void OnControllerColliderHit(ControllerColliderHit hit)
|
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{
|
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if (canPush) PushRigidBodies(hit);
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}
|
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|
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private void PushRigidBodies(ControllerColliderHit hit)
|
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{
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// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
|
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// make sure we hit a non kinematic rigidbody
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Rigidbody body = hit.collider.attachedRigidbody;
|
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if (body == null || body.isKinematic) return;
|
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// make sure we only push desired layer(s)
|
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var bodyLayerMask = 1 << body.gameObject.layer;
|
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if ((bodyLayerMask & pushLayers.value) == 0) return;
|
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|
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// We dont want to push objects below us
|
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if (hit.moveDirection.y < -0.3f) return;
|
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|
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// Calculate push direction from move direction, horizontal motion only
|
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Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
|
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|
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// Apply the push and take strength into account
|
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body.AddForce(pushDir * strength, ForceMode.Impulse);
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}
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using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
||||
public class FirstPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Player")]
|
||||
[Tooltip("Move speed of the character in m/s")]
|
||||
public float MoveSpeed = 4.0f;
|
||||
[Tooltip("Sprint speed of the character in m/s")]
|
||||
public float SprintSpeed = 6.0f;
|
||||
[Tooltip("Rotation speed of the character")]
|
||||
public float RotationSpeed = 1.0f;
|
||||
[Tooltip("Acceleration and deceleration")]
|
||||
public float SpeedChangeRate = 10.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("The height the player can jump")]
|
||||
public float JumpHeight = 1.2f;
|
||||
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
|
||||
public float JumpTimeout = 0.1f;
|
||||
[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");
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
|
||||
#endif
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// reset the jump timeout timer
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
// fall timeout
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
|
||||
// if we are not grounded, do not jump
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
|
||||
{
|
||||
if (lfAngle < -360f) lfAngle += 360f;
|
||||
if (lfAngle > 360f) lfAngle -= 360f;
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
if (Grounded) Gizmos.color = transparentGreen;
|
||||
else Gizmos.color = transparentRed;
|
||||
|
||||
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
|
||||
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
|
||||
}
|
||||
}
|
||||
}
|
|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
],
|
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||||
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||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"path": "<Keyboard>/a",
|
||||
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|
||||
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|
||||
"groups": "KeyboardMouse",
|
||||
"action": "Move",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "right",
|
||||
"id": "7bdda0d6-57a8-47c8-8238-8aecf3110e47",
|
||||
"path": "<Keyboard>/d",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
"action": "Move",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
"id": "bb94b405-58d3-4998-8535-d705c1218a98",
|
||||
"path": "<Keyboard>/upArrow",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "KeyboardMouse",
|
||||
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using UnityEngine;
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using System;
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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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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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public class TouchscreenInput : MonoBehaviour
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{
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[Header("Settings")]
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[Tooltip("Move joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
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public float MoveMagnitudeMultiplier = 1.0f;
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[Tooltip("Look joystick magnitude is in [-1;1] range, this multiply it before sending it to move event")]
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public float LookMagnitudeMultiplier = 1.0f;
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public bool InvertLookY;
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[Header("Events")]
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public UnityEvent<Vector2> MoveEvent;
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public UnityEvent<Vector2> LookEvent;
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public UnityEvent<bool> JumpEvent;
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public UnityEvent<bool> SprintEvent;
|
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|
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private UIDocument m_Document;
|
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|
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private VirtualJoystick m_MoveJoystick;
|
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private VirtualJoystick m_LookJoystick;
|
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|
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private void Awake()
|
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{
|
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m_Document = GetComponent<UIDocument>();
|
||||
|
||||
var safeArea = Screen.safeArea;
|
||||
|
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var root = m_Document.rootVisualElement;
|
||||
|
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root.style.position = Position.Absolute;
|
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root.style.left = safeArea.xMin;
|
||||
root.style.right = Screen.width - safeArea.xMax;
|
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root.style.top = Screen.height - safeArea.yMax;
|
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root.style.bottom = safeArea.yMin;
|
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}
|
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|
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private void Start()
|
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{
|
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var joystickMove = m_Document.rootVisualElement.Q<VisualElement>("JoystickMove");
|
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var joystickLook = m_Document.rootVisualElement.Q<VisualElement>("JoystickLook");
|
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|
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m_MoveJoystick = new VirtualJoystick(joystickMove);
|
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m_MoveJoystick.JoystickEvent.AddListener(mov =>
|
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{
|
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MoveEvent.Invoke(mov * MoveMagnitudeMultiplier);
|
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});;
|
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|
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m_LookJoystick = new VirtualJoystick(joystickLook);
|
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m_LookJoystick.JoystickEvent.AddListener(mov =>
|
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{
|
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if (InvertLookY)
|
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mov.y *= -1;
|
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|
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LookEvent.Invoke(mov * LookMagnitudeMultiplier);
|
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});
|
||||
|
||||
var jumpButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonJump");
|
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jumpButton.RegisterCallback<PointerEnterEvent>(evt => { JumpEvent.Invoke(true); });
|
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jumpButton.RegisterCallback<PointerLeaveEvent>(evt => { JumpEvent.Invoke(false); });
|
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|
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var sprintButton = m_Document.rootVisualElement.Q<VisualElement>("ButtonSprint");
|
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sprintButton.RegisterCallback<PointerEnterEvent>(evt => { SprintEvent.Invoke(true); });
|
||||
sprintButton.RegisterCallback<PointerLeaveEvent>(evt => { SprintEvent.Invoke(false); });
|
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}
|
||||
}
|
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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);
|
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}
|
||||
|
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void HandlePress(PointerDownEvent evt)
|
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{
|
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BaseElement.CapturePointer(evt.pointerId);
|
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}
|
||||
|
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void HandleRelease(PointerUpEvent evt)
|
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{
|
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BaseElement.ReleasePointer(evt.pointerId);
|
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|
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Thumbstick.style.left = Length.Percent(50);
|
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Thumbstick.style.top = Length.Percent(50);
|
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|
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JoystickEvent.Invoke(Vector2.zero);
|
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}
|
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|
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void HandleDrag(PointerMoveEvent evt)
|
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{
|
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if (!BaseElement.HasPointerCapture(evt.pointerId)) return;
|
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|
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var width = BaseElement.contentRect.width;
|
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var center = new Vector3(width / 2, width / 2);
|
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var centerToPosition = evt.localPosition - center;
|
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|
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if (centerToPosition.magnitude > width/2)
|
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{
|
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centerToPosition = centerToPosition.normalized * width / 2;
|
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}
|
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|
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var newPos = center + centerToPosition;
|
||||
|
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Thumbstick.style.left = newPos.x;
|
||||
Thumbstick.style.top = newPos.y;
|
||||
|
||||
centerToPosition /= (width / 2);
|
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//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;
|
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|
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JoystickEvent.Invoke(centerToPosition);
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}
|
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}
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/*
|
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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.
|
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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 System;
|
||||
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;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Debug.Log(playerInput.currentControlScheme);
|
||||
}
|
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|
||||
#endif
|
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|
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}
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@ -0,0 +1,28 @@
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using StarterAssets;
|
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using UnityEngine;
|
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|
||||
public class VirtualInput : MonoBehaviour
|
||||
{
|
||||
[Header("Output")]
|
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public StarterAssetsInputs StarterAssetsInputs;
|
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|
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public void VirtualMoveInput(Vector2 virtualMoveDirection)
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{
|
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StarterAssetsInputs.MoveInput(virtualMoveDirection);
|
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}
|
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|
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public void VirtualLookInput(Vector2 virtualLookDirection)
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{
|
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StarterAssetsInputs.LookInput(virtualLookDirection);
|
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}
|
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|
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public void VirtualJumpInput(bool virtualJumpState)
|
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{
|
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StarterAssetsInputs.JumpInput(virtualJumpState);
|
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}
|
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|
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public void VirtualSprintInput(bool virtualSprintState)
|
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{
|
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StarterAssetsInputs.SprintInput(virtualSprintState);
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}
|
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}
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m_UseSRPBatcher: 1
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m_SupportsDynamicBatching: 0
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m_MixedLightingSupported: 1
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m_SupportsLightCookies: 1
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m_SupportsLightLayers: 0
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m_DebugLevel: 0
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m_StoreActionsOptimization: 0
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m_UseAdaptivePerformance: 1
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m_ColorGradingMode: 0
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m_ColorGradingLutSize: 32
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m_UseFastSRGBLinearConversion: 0
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m_SupportDataDrivenLensFlare: 1
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m_SupportScreenSpaceLensFlare: 1
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m_GPUResidentDrawerMode: 0
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m_SmallMeshScreenPercentage: 0
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m_GPUResidentDrawerEnableOcclusionCullingInCameras: 0
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m_ShadowType: 1
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m_LocalShadowsSupported: 0
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m_LocalShadowsAtlasResolution: 256
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m_MaxPixelLights: 0
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m_ShadowAtlasResolution: 256
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m_VolumeFrameworkUpdateMode: 0
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m_VolumeProfile: {fileID: 0}
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apvScenesData:
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obsoleteSceneBounds:
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m_Keys: []
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m_Values: []
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obsoleteHasProbeVolumes:
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m_Keys: []
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m_Values:
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m_PrefilteringModeMainLightShadows: 1
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m_PrefilteringModeAdditionalLight: 4
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m_PrefilteringModeAdditionalLightShadows: 1
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m_PrefilterXRKeywords: 0
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m_PrefilteringModeForwardPlus: 1
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m_PrefilteringModeDeferredRendering: 1
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m_PrefilteringModeScreenSpaceOcclusion: 1
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m_PrefilterDebugKeywords: 0
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m_PrefilterWriteRenderingLayers: 0
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m_PrefilterHDROutput: 0
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m_PrefilterSSAODepthNormals: 0
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m_PrefilterSSAOSourceDepthLow: 0
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m_PrefilterSSAOSourceDepthMedium: 0
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m_PrefilterSSAOSourceDepthHigh: 0
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m_PrefilterSSAOInterleaved: 0
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m_PrefilterSSAOBlueNoise: 0
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m_PrefilterSSAOSampleCountLow: 0
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m_PrefilterSSAOSampleCountMedium: 0
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m_PrefilterSSAOSampleCountHigh: 0
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m_PrefilterDBufferMRT1: 0
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m_PrefilterDBufferMRT2: 0
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m_PrefilterDBufferMRT3: 0
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m_PrefilterSoftShadowsQualityLow: 0
|
||||
m_PrefilterSoftShadowsQualityMedium: 0
|
||||
m_PrefilterSoftShadowsQualityHigh: 0
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||||
m_PrefilterSoftShadows: 0
|
||||
m_PrefilterScreenCoord: 0
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||||
m_PrefilterNativeRenderPass: 0
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m_PrefilterUseLegacyLightmaps: 0
|
||||
m_ShaderVariantLogLevel: 0
|
||||
m_ShadowCascades: 0
|
||||
m_Textures:
|
||||
blueNoise64LTex: {fileID: 2800000, guid: e3d24661c1e055f45a7560c033dbb837, type: 3}
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||||
bayerMatrixTex: {fileID: 2800000, guid: f9ee4ed84c1d10c49aabb9b210b0fc44, type: 3}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 69480fc1192f04488be5781c2ec080a9
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show more
Reference in a new issue