game: adding unity packages (2)

added ai navigaion, input system, postprocessing and adding the starter asset charactor controler
This commit is contained in:
Sc0rch-thinks 2024-07-28 13:34:47 +08:00
parent 76b09f88ad
commit 1df2624133
343 changed files with 45856 additions and 262 deletions

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using System;
using System.Linq;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
using Cinemachine;
namespace StarterAssets
{
// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
public partial class StarterAssetsDeployMenu : ScriptableObject
{
public const string MenuRoot = "Tools/Starter Assets";
// prefab names
private const string MainCameraPrefabName = "MainCamera";
private const string PlayerCapsulePrefabName = "PlayerCapsule";
// names in hierarchy
private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
// tags
private const string PlayerTag = "Player";
private const string MainCameraTag = "MainCamera";
private const string CinemachineTargetTag = "CinemachineTarget";
private static GameObject _cinemachineVirtualCamera;
private static void CheckCameras(Transform targetParent, string prefabFolder)
{
CheckMainCamera(prefabFolder);
GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
if (!vcam)
{
if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
{
HandleInstantiatingPrefab(vcamPrefab, out vcam);
_cinemachineVirtualCamera = vcam;
}
else
{
Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
}
}
else
{
_cinemachineVirtualCamera = vcam;
}
GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
if (target == null)
{
target = new GameObject("PlayerCameraRoot");
target.transform.SetParent(targetParent);
target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
target.tag = CinemachineTargetTag;
Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
}
CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
}
private static void CheckMainCamera(string inFolder)
{
GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
if (mainCameras.Length < 1)
{
// if there are no MainCameras, add one
if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
{
HandleInstantiatingPrefab(camera, out _);
}
else
{
Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
}
}
else
{
// make sure the found camera has a cinemachine brain (we only need 1)
if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
mainCameras[0].AddComponent<CinemachineBrain>();
}
}
private static void CheckVirtualCameraFollowReference(GameObject target,
GameObject cinemachineVirtualCamera)
{
var serializedObject =
new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
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;
}
}
}

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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;
}
}
}

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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
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
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using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}
private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
}
}

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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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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 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);
}
}

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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 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);
}
#endif
}

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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);
}
}

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.touchscreen-button {
margin: 0;
padding: 0;
background-color: rgba(0,0,0,0);
background-image: url("./Images/UI_Circle_Bevel_Base.png#UI_Circle_Bevel_Base");
}
#JoystickMove {
position: absolute;
width: 330px;
height: 330px;
left: 25px;
bottom: 15px;
}
#JoystickLook {
position: absolute;
width: 240px;
height: 240px;
right: 55px;
bottom: 245px;
}
#JoystickBackground {
flex-grow: 1.0;
background-image: url("./Images/UI_Circle_Faded.png#UI_Circle_Faded");
}
#JoystickHandle {
width: 130px;
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