basic player controller and input handling
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@ -1,294 +1,294 @@
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#if ENABLE_INPUT_SYSTEM
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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#endif
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#endif
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using UnityEngine;
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using UnityEngine;
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namespace UnityTemplateProjects
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namespace UnityTemplateProjects
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{
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{
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public class SimpleCameraController : MonoBehaviour
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public class SimpleCameraController : MonoBehaviour
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{
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{
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class CameraState
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class CameraState
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{
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{
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public float yaw;
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public float yaw;
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public float pitch;
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public float pitch;
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public float roll;
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public float roll;
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public float x;
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public float x;
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public float y;
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public float y;
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public float z;
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public float z;
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public void SetFromTransform(Transform t)
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public void SetFromTransform(Transform t)
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{
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{
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pitch = t.eulerAngles.x;
|
pitch = t.eulerAngles.x;
|
||||||
yaw = t.eulerAngles.y;
|
yaw = t.eulerAngles.y;
|
||||||
roll = t.eulerAngles.z;
|
roll = t.eulerAngles.z;
|
||||||
x = t.position.x;
|
x = t.position.x;
|
||||||
y = t.position.y;
|
y = t.position.y;
|
||||||
z = t.position.z;
|
z = t.position.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Translate(Vector3 translation)
|
public void Translate(Vector3 translation)
|
||||||
{
|
{
|
||||||
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
||||||
|
|
||||||
x += rotatedTranslation.x;
|
x += rotatedTranslation.x;
|
||||||
y += rotatedTranslation.y;
|
y += rotatedTranslation.y;
|
||||||
z += rotatedTranslation.z;
|
z += rotatedTranslation.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
|
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
|
||||||
{
|
{
|
||||||
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
|
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
|
||||||
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
|
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
|
||||||
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
|
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
|
||||||
|
|
||||||
x = Mathf.Lerp(x, target.x, positionLerpPct);
|
x = Mathf.Lerp(x, target.x, positionLerpPct);
|
||||||
y = Mathf.Lerp(y, target.y, positionLerpPct);
|
y = Mathf.Lerp(y, target.y, positionLerpPct);
|
||||||
z = Mathf.Lerp(z, target.z, positionLerpPct);
|
z = Mathf.Lerp(z, target.z, positionLerpPct);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateTransform(Transform t)
|
public void UpdateTransform(Transform t)
|
||||||
{
|
{
|
||||||
t.eulerAngles = new Vector3(pitch, yaw, roll);
|
t.eulerAngles = new Vector3(pitch, yaw, roll);
|
||||||
t.position = new Vector3(x, y, z);
|
t.position = new Vector3(x, y, z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
CameraState m_TargetCameraState = new CameraState();
|
CameraState m_TargetCameraState = new CameraState();
|
||||||
CameraState m_InterpolatingCameraState = new CameraState();
|
CameraState m_InterpolatingCameraState = new CameraState();
|
||||||
|
|
||||||
[Header("Movement Settings")]
|
[Header("Movement Settings")]
|
||||||
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
|
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
|
||||||
public float boost = 3.5f;
|
public float boost = 3.5f;
|
||||||
|
|
||||||
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
|
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
|
||||||
public float positionLerpTime = 0.2f;
|
public float positionLerpTime = 0.2f;
|
||||||
|
|
||||||
[Header("Rotation Settings")]
|
[Header("Rotation Settings")]
|
||||||
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
|
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
|
||||||
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
|
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
|
||||||
|
|
||||||
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
|
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
|
||||||
public float rotationLerpTime = 0.01f;
|
public float rotationLerpTime = 0.01f;
|
||||||
|
|
||||||
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
|
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
|
||||||
public bool invertY = false;
|
public bool invertY = false;
|
||||||
|
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
InputAction movementAction;
|
InputAction movementAction;
|
||||||
InputAction verticalMovementAction;
|
InputAction verticalMovementAction;
|
||||||
InputAction lookAction;
|
InputAction lookAction;
|
||||||
InputAction boostFactorAction;
|
InputAction boostFactorAction;
|
||||||
bool mouseRightButtonPressed;
|
bool mouseRightButtonPressed;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
var map = new InputActionMap("Simple Camera Controller");
|
var map = new InputActionMap("Simple Camera Controller");
|
||||||
|
|
||||||
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
|
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
|
||||||
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
|
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
|
||||||
verticalMovementAction = map.AddAction("Vertical Movement");
|
verticalMovementAction = map.AddAction("Vertical Movement");
|
||||||
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
|
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
|
||||||
|
|
||||||
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
|
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
|
||||||
movementAction.AddCompositeBinding("Dpad")
|
movementAction.AddCompositeBinding("Dpad")
|
||||||
.With("Up", "<Keyboard>/w")
|
.With("Up", "<Keyboard>/w")
|
||||||
.With("Up", "<Keyboard>/upArrow")
|
.With("Up", "<Keyboard>/upArrow")
|
||||||
.With("Down", "<Keyboard>/s")
|
.With("Down", "<Keyboard>/s")
|
||||||
.With("Down", "<Keyboard>/downArrow")
|
.With("Down", "<Keyboard>/downArrow")
|
||||||
.With("Left", "<Keyboard>/a")
|
.With("Left", "<Keyboard>/a")
|
||||||
.With("Left", "<Keyboard>/leftArrow")
|
.With("Left", "<Keyboard>/leftArrow")
|
||||||
.With("Right", "<Keyboard>/d")
|
.With("Right", "<Keyboard>/d")
|
||||||
.With("Right", "<Keyboard>/rightArrow");
|
.With("Right", "<Keyboard>/rightArrow");
|
||||||
verticalMovementAction.AddCompositeBinding("Dpad")
|
verticalMovementAction.AddCompositeBinding("Dpad")
|
||||||
.With("Up", "<Keyboard>/pageUp")
|
.With("Up", "<Keyboard>/pageUp")
|
||||||
.With("Down", "<Keyboard>/pageDown")
|
.With("Down", "<Keyboard>/pageDown")
|
||||||
.With("Up", "<Keyboard>/e")
|
.With("Up", "<Keyboard>/e")
|
||||||
.With("Down", "<Keyboard>/q")
|
.With("Down", "<Keyboard>/q")
|
||||||
.With("Up", "<Gamepad>/rightshoulder")
|
.With("Up", "<Gamepad>/rightshoulder")
|
||||||
.With("Down", "<Gamepad>/leftshoulder");
|
.With("Down", "<Gamepad>/leftshoulder");
|
||||||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
||||||
|
|
||||||
movementAction.Enable();
|
movementAction.Enable();
|
||||||
lookAction.Enable();
|
lookAction.Enable();
|
||||||
verticalMovementAction.Enable();
|
verticalMovementAction.Enable();
|
||||||
boostFactorAction.Enable();
|
boostFactorAction.Enable();
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
m_TargetCameraState.SetFromTransform(transform);
|
m_TargetCameraState.SetFromTransform(transform);
|
||||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
m_InterpolatingCameraState.SetFromTransform(transform);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 GetInputTranslationDirection()
|
Vector3 GetInputTranslationDirection()
|
||||||
{
|
{
|
||||||
Vector3 direction = Vector3.zero;
|
Vector3 direction = Vector3.zero;
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
var moveDelta = movementAction.ReadValue<Vector2>();
|
var moveDelta = movementAction.ReadValue<Vector2>();
|
||||||
direction.x = moveDelta.x;
|
direction.x = moveDelta.x;
|
||||||
direction.z = moveDelta.y;
|
direction.z = moveDelta.y;
|
||||||
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
||||||
#else
|
#else
|
||||||
if (Input.GetKey(KeyCode.W))
|
if (Input.GetKey(KeyCode.W))
|
||||||
{
|
{
|
||||||
direction += Vector3.forward;
|
direction += Vector3.forward;
|
||||||
}
|
}
|
||||||
if (Input.GetKey(KeyCode.S))
|
if (Input.GetKey(KeyCode.S))
|
||||||
{
|
{
|
||||||
direction += Vector3.back;
|
direction += Vector3.back;
|
||||||
}
|
}
|
||||||
if (Input.GetKey(KeyCode.A))
|
if (Input.GetKey(KeyCode.A))
|
||||||
{
|
{
|
||||||
direction += Vector3.left;
|
direction += Vector3.left;
|
||||||
}
|
}
|
||||||
if (Input.GetKey(KeyCode.D))
|
if (Input.GetKey(KeyCode.D))
|
||||||
{
|
{
|
||||||
direction += Vector3.right;
|
direction += Vector3.right;
|
||||||
}
|
}
|
||||||
if (Input.GetKey(KeyCode.Q))
|
if (Input.GetKey(KeyCode.Q))
|
||||||
{
|
{
|
||||||
direction += Vector3.down;
|
direction += Vector3.down;
|
||||||
}
|
}
|
||||||
if (Input.GetKey(KeyCode.E))
|
if (Input.GetKey(KeyCode.E))
|
||||||
{
|
{
|
||||||
direction += Vector3.up;
|
direction += Vector3.up;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
return direction;
|
return direction;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// Exit Sample
|
// Exit Sample
|
||||||
|
|
||||||
if (IsEscapePressed())
|
if (IsEscapePressed())
|
||||||
{
|
{
|
||||||
Application.Quit();
|
Application.Quit();
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
UnityEditor.EditorApplication.isPlaying = false;
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
// Hide and lock cursor when right mouse button pressed
|
// Hide and lock cursor when right mouse button pressed
|
||||||
if (IsRightMouseButtonDown())
|
if (IsRightMouseButtonDown())
|
||||||
{
|
{
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Unlock and show cursor when right mouse button released
|
// Unlock and show cursor when right mouse button released
|
||||||
if (IsRightMouseButtonUp())
|
if (IsRightMouseButtonUp())
|
||||||
{
|
{
|
||||||
Cursor.visible = true;
|
Cursor.visible = true;
|
||||||
Cursor.lockState = CursorLockMode.None;
|
Cursor.lockState = CursorLockMode.None;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rotation
|
// Rotation
|
||||||
if (IsCameraRotationAllowed())
|
if (IsCameraRotationAllowed())
|
||||||
{
|
{
|
||||||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
||||||
if (invertY)
|
if (invertY)
|
||||||
mouseMovement.y = -mouseMovement.y;
|
mouseMovement.y = -mouseMovement.y;
|
||||||
|
|
||||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
||||||
|
|
||||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Translation
|
// Translation
|
||||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||||
|
|
||||||
// Speed up movement when shift key held
|
// Speed up movement when shift key held
|
||||||
if (IsBoostPressed())
|
if (IsBoostPressed())
|
||||||
{
|
{
|
||||||
translation *= 10.0f;
|
translation *= 10.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||||
boost += GetBoostFactor();
|
boost += GetBoostFactor();
|
||||||
translation *= Mathf.Pow(2.0f, boost);
|
translation *= Mathf.Pow(2.0f, boost);
|
||||||
|
|
||||||
m_TargetCameraState.Translate(translation);
|
m_TargetCameraState.Translate(translation);
|
||||||
|
|
||||||
// Framerate-independent interpolation
|
// Framerate-independent interpolation
|
||||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||||
|
|
||||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||||
}
|
}
|
||||||
|
|
||||||
float GetBoostFactor()
|
float GetBoostFactor()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||||
#else
|
#else
|
||||||
return Input.mouseScrollDelta.y * 0.2f;
|
return Input.mouseScrollDelta.y * 0.2f;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 GetInputLookRotation()
|
Vector2 GetInputLookRotation()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
return lookAction.ReadValue<Vector2>();
|
return lookAction.ReadValue<Vector2>();
|
||||||
#else
|
#else
|
||||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsBoostPressed()
|
bool IsBoostPressed()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||||
return boost;
|
return boost;
|
||||||
#else
|
#else
|
||||||
return Input.GetKey(KeyCode.LeftShift);
|
return Input.GetKey(KeyCode.LeftShift);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsEscapePressed()
|
bool IsEscapePressed()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||||
#else
|
#else
|
||||||
return Input.GetKey(KeyCode.Escape);
|
return Input.GetKey(KeyCode.Escape);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsCameraRotationAllowed()
|
bool IsCameraRotationAllowed()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||||
return canRotate;
|
return canRotate;
|
||||||
#else
|
#else
|
||||||
return Input.GetMouseButton(1);
|
return Input.GetMouseButton(1);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsRightMouseButtonDown()
|
bool IsRightMouseButtonDown()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||||
#else
|
#else
|
||||||
return Input.GetMouseButtonDown(1);
|
return Input.GetMouseButtonDown(1);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsRightMouseButtonUp()
|
bool IsRightMouseButtonUp()
|
||||||
{
|
{
|
||||||
#if ENABLE_INPUT_SYSTEM
|
#if ENABLE_INPUT_SYSTEM
|
||||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||||
#else
|
#else
|
||||||
return Input.GetMouseButtonUp(1);
|
return Input.GetMouseButtonUp(1);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
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@ -0,0 +1,56 @@
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||||||
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using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public struct BufferedInput
|
||||||
|
{
|
||||||
|
public BufferedInput( float bufferTime )
|
||||||
|
{
|
||||||
|
_bufferTime = bufferTime;
|
||||||
|
_value = false;
|
||||||
|
_timeSincePress = 0f;
|
||||||
|
_timeSinceRelease = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private float _bufferTime;
|
||||||
|
private bool _value;
|
||||||
|
private float _timeSinceRelease;
|
||||||
|
private float _timeSincePress;
|
||||||
|
|
||||||
|
public void Set( bool newValue )
|
||||||
|
{
|
||||||
|
if ( newValue && !_value )
|
||||||
|
{
|
||||||
|
_timeSincePress = 0f;
|
||||||
|
_timeSinceRelease = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
_value = newValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update( float deltaTime )
|
||||||
|
{
|
||||||
|
if ( !_value )
|
||||||
|
{
|
||||||
|
_timeSinceRelease += deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
_timeSincePress += deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool GetValue()
|
||||||
|
{
|
||||||
|
return _value || _timeSinceRelease <= _bufferTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool GetDown()
|
||||||
|
{
|
||||||
|
return _value && _timeSincePress <= _bufferTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool GetRelease()
|
||||||
|
{
|
||||||
|
return !_value && _timeSinceRelease < _bufferTime;
|
||||||
|
}
|
||||||
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}
|
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@ -0,0 +1,28 @@
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||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerMovementSettings _movementSettings;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerInputHandler _inputHandler;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Rigidbody _rigidbody;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
Vector2 moveVector2 = _inputHandler.InputState.Move;
|
||||||
|
Vector3 moveVector = new Vector3( moveVector2.x, 0f, moveVector2.y );
|
||||||
|
|
||||||
|
_rigidbody.velocity = moveVector * _movementSettings.BaseMovementSpeed;
|
||||||
|
}
|
||||||
|
}
|
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@ -0,0 +1,53 @@
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||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class PlayerInputHandler : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerInputSettings _inputSettings;
|
||||||
|
|
||||||
|
public struct PlayerInputState
|
||||||
|
{
|
||||||
|
public BufferedInput Jump;
|
||||||
|
public BufferedInput Use;
|
||||||
|
public Vector2 Move;
|
||||||
|
public Vector2 Look;
|
||||||
|
}
|
||||||
|
|
||||||
|
public PlayerInputState InputState => _state;
|
||||||
|
|
||||||
|
private PlayerInputState _state;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_state = new PlayerInputState();
|
||||||
|
|
||||||
|
_state.Jump = new BufferedInput( _inputSettings.JumpBufferTime );
|
||||||
|
_state.Use = new BufferedInput( _inputSettings.UseBufferTime );
|
||||||
|
_state.Look = Vector2.zero;
|
||||||
|
_state.Move = Vector2.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
float deltaTime = Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
_state.Jump.Update( deltaTime );
|
||||||
|
_state.Use.Update( deltaTime );
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Look( InputAction.CallbackContext context )
|
||||||
|
=> _state.Look = context.ReadValue<Vector2>();
|
||||||
|
|
||||||
|
public void Move( InputAction.CallbackContext context )
|
||||||
|
=> _state.Move = context.ReadValue<Vector2>();
|
||||||
|
|
||||||
|
public void Jump( InputAction.CallbackContext context )
|
||||||
|
=> _state.Jump.Set( context.ReadValue<float>() > 0.5f );
|
||||||
|
|
||||||
|
public void Use( InputAction.CallbackContext context )
|
||||||
|
=> _state.Use.Set( context.ReadValue<float>() > 0.5f );
|
||||||
|
}
|
|
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||||||
|
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@ -0,0 +1,10 @@
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||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
|
||||||
|
public class PlayerInputSettings : ScriptableObject
|
||||||
|
{
|
||||||
|
public float JumpBufferTime;
|
||||||
|
public float UseBufferTime;
|
||||||
|
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|
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||||||
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "PlayerMovementSettings.asset", menuName = "KernelPanic/Player/MovementSettings")]
|
||||||
|
public class PlayerMovementSettings : ScriptableObject
|
||||||
|
{
|
||||||
|
public float BaseMovementSpeed;
|
||||||
|
}
|
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||||||
|
{
|
||||||
|
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|
||||||
|
"maps": [
|
||||||
|
{
|
||||||
|
"name": "CoreMap",
|
||||||
|
"id": "42a3f7fb-1c95-4d1b-a244-297b0a9195ef",
|
||||||
|
"actions": [
|
||||||
|
{
|
||||||
|
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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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|
||||||
|
"type": "Value",
|
||||||
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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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||||||
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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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||||||
|
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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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|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "smoothing.showHelp",
|
||||||
|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||||
|
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "uv.uvEditorGridSnapIncrement",
|
||||||
|
"value": "{\"m_Value\":0.125}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.userMaterial",
|
||||||
|
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.defaultStaticEditorFlags",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapePivotLocation",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.shadowCastingMode",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapeColliderType",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "editor.rectSelectModifier",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "editor.dragSelectRectMode",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "editor.selectMode",
|
||||||
|
"value": "{\"m_Value\":8}"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,7 +12,7 @@ PlayerSettings:
|
||||||
targetDevice: 2
|
targetDevice: 2
|
||||||
useOnDemandResources: 0
|
useOnDemandResources: 0
|
||||||
accelerometerFrequency: 60
|
accelerometerFrequency: 60
|
||||||
companyName: DefaultCompany
|
companyName: kernel panic!
|
||||||
productName: game
|
productName: game
|
||||||
defaultCursor: {fileID: 0}
|
defaultCursor: {fileID: 0}
|
||||||
cursorHotspot: {x: 0, y: 0}
|
cursorHotspot: {x: 0, y: 0}
|
||||||
|
@ -145,7 +145,8 @@ PlayerSettings:
|
||||||
resolutionScalingMode: 0
|
resolutionScalingMode: 0
|
||||||
androidSupportedAspectRatio: 1
|
androidSupportedAspectRatio: 1
|
||||||
androidMaxAspectRatio: 2.1
|
androidMaxAspectRatio: 2.1
|
||||||
applicationIdentifier: {}
|
applicationIdentifier:
|
||||||
|
Standalone: com.kernelpanic.game
|
||||||
buildNumber:
|
buildNumber:
|
||||||
Standalone: 0
|
Standalone: 0
|
||||||
iPhone: 0
|
iPhone: 0
|
||||||
|
@ -602,8 +603,8 @@ PlayerSettings:
|
||||||
Standalone: 3
|
Standalone: 3
|
||||||
m_RenderingPath: 1
|
m_RenderingPath: 1
|
||||||
m_MobileRenderingPath: 1
|
m_MobileRenderingPath: 1
|
||||||
metroPackageName: Template_Lightweight
|
metroPackageName: TemplateLightweight
|
||||||
metroPackageVersion:
|
metroPackageVersion: 1.0.0.0
|
||||||
metroCertificatePath:
|
metroCertificatePath:
|
||||||
metroCertificatePassword:
|
metroCertificatePassword:
|
||||||
metroCertificateSubject:
|
metroCertificateSubject:
|
||||||
|
@ -611,7 +612,7 @@ PlayerSettings:
|
||||||
metroCertificateNotAfter: 0000000000000000
|
metroCertificateNotAfter: 0000000000000000
|
||||||
metroApplicationDescription: Template_Lightweight
|
metroApplicationDescription: Template_Lightweight
|
||||||
wsaImages: {}
|
wsaImages: {}
|
||||||
metroTileShortName:
|
metroTileShortName: game
|
||||||
metroTileShowName: 0
|
metroTileShowName: 0
|
||||||
metroMediumTileShowName: 0
|
metroMediumTileShowName: 0
|
||||||
metroLargeTileShowName: 0
|
metroLargeTileShowName: 0
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
%YAML 1.1
|
%YAML 1.1
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
--- !u!5 &1
|
--- !u!5 &1
|
||||||
TimeManager:
|
TimeManager:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
Fixed Timestep: 0.02
|
Fixed Timestep: 0.005
|
||||||
Maximum Allowed Timestep: 0.1
|
Maximum Allowed Timestep: 0.1
|
||||||
m_TimeScale: 1
|
m_TimeScale: 1
|
||||||
Maximum Particle Timestep: 0.03
|
Maximum Particle Timestep: 0.03
|
||||||
|
|
|
@ -8,6 +8,9 @@ EditorUserSettings:
|
||||||
RecentlyUsedScenePath-0:
|
RecentlyUsedScenePath-0:
|
||||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||||
flags: 0
|
flags: 0
|
||||||
|
RecentlyUsedScenePath-1:
|
||||||
|
value: 22424703114646680e0b0227036c72111f19563f22213229
|
||||||
|
flags: 0
|
||||||
vcSharedLogLevel:
|
vcSharedLogLevel:
|
||||||
value: 0d5e400f0650
|
value: 0d5e400f0650
|
||||||
flags: 0
|
flags: 0
|
||||||
|
|
Loading…
Reference in New Issue