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{fileID: 1393176245088499941} + - {fileID: 6536527981872670668} + - {fileID: 6795637594616787221} - {fileID: 1496848312} - {fileID: 783114426} - {fileID: 128639023} diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..e01ced9 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f4f59dea09b19c242823a5e761459492 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Building.cs b/Assets/Scripts/Building.cs similarity index 100% rename from Assets/Building.cs rename to Assets/Scripts/Building.cs diff --git a/Assets/Building.cs.meta b/Assets/Scripts/Building.cs.meta similarity index 100% rename from Assets/Building.cs.meta rename to Assets/Scripts/Building.cs.meta diff --git a/Assets/BuildingExitCollider.cs b/Assets/Scripts/BuildingExitCollider.cs similarity index 100% rename from Assets/BuildingExitCollider.cs rename to Assets/Scripts/BuildingExitCollider.cs diff --git a/Assets/BuildingExitCollider.cs.meta b/Assets/Scripts/BuildingExitCollider.cs.meta similarity index 100% rename from Assets/BuildingExitCollider.cs.meta rename to Assets/Scripts/BuildingExitCollider.cs.meta diff --git a/Assets/BuildingParent.cs b/Assets/Scripts/BuildingParent.cs similarity index 100% rename from Assets/BuildingParent.cs rename to Assets/Scripts/BuildingParent.cs diff --git a/Assets/BuildingParent.cs.meta b/Assets/Scripts/BuildingParent.cs.meta similarity index 100% rename from Assets/BuildingParent.cs.meta rename to Assets/Scripts/BuildingParent.cs.meta diff --git a/Assets/CameraFollow.cs b/Assets/Scripts/CameraFollow.cs similarity index 100% rename from Assets/CameraFollow.cs rename to Assets/Scripts/CameraFollow.cs diff --git a/Assets/CameraFollow.cs.meta b/Assets/Scripts/CameraFollow.cs.meta similarity index 100% rename from Assets/CameraFollow.cs.meta rename to Assets/Scripts/CameraFollow.cs.meta diff --git a/Assets/CharacterController.cs b/Assets/Scripts/CharacterController.cs similarity index 89% rename from Assets/CharacterController.cs rename to Assets/Scripts/CharacterController.cs index ed7a030..23f5779 100644 --- a/Assets/CharacterController.cs +++ b/Assets/Scripts/CharacterController.cs @@ -1,3 +1,4 @@ +using CnControls; using UnityEngine; public class CharacterController : MonoBehaviour @@ -10,7 +11,7 @@ public class CharacterController : MonoBehaviour void Update() { // Control the character with horizontal input - float input = Input.GetAxis("Horizontal"); + float input = CnInputManager.GetAxis("Horizontal"); characterRigidbody.AddForce(Vector2.right * input * swingForce); } private void OnCollisionEnter(Collision collision) diff --git a/Assets/CharacterController.cs.meta b/Assets/Scripts/CharacterController.cs.meta similarity index 100% rename from Assets/CharacterController.cs.meta rename to Assets/Scripts/CharacterController.cs.meta diff --git a/Assets/GameManager.cs b/Assets/Scripts/GameManager.cs similarity index 88% rename from Assets/GameManager.cs rename to Assets/Scripts/GameManager.cs index 27fdc97..7a8a0a1 100644 --- a/Assets/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Events; public enum DifficultyLevel { easy, medium, hard, @@ -12,7 +13,7 @@ public class GameManager : MonoBehaviour public float Score; public static GameManager instance; public bool isGameOver = false; - + public static UnityEvent DifficultyIncreased=new(); public void Awake() { instance = this; @@ -31,8 +32,8 @@ public class GameManager : MonoBehaviour if(Score > difficultyScores[(int)difficultyLevel] && (int)difficultyLevel< difficultyScores.Count-1) { difficultyLevel++; + DifficultyIncreased.Invoke(); } - Debug.Log("difficulty Level: " + (int)difficultyLevel); yield return new WaitForSeconds(1); } } diff --git a/Assets/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta similarity index 100% rename from Assets/GameManager.cs.meta rename to Assets/Scripts/GameManager.cs.meta diff --git a/Assets/Obstacle.cs b/Assets/Scripts/Obstacle.cs similarity index 94% rename from Assets/Obstacle.cs rename to Assets/Scripts/Obstacle.cs index c207c77..a209c96 100644 --- a/Assets/Obstacle.cs +++ b/Assets/Scripts/Obstacle.cs @@ -15,7 +15,6 @@ public class Obstacle : MonoBehaviour public void Starter() { List list = DifficultyList(); - Debug.Log("list: " + list[list.Count-1].name); int rand = Random.Range(0, list.Count); list[rand].gameObject.SetActive(true); } diff --git a/Assets/Obstacle.cs.meta b/Assets/Scripts/Obstacle.cs.meta similarity index 100% rename from Assets/Obstacle.cs.meta rename to Assets/Scripts/Obstacle.cs.meta diff --git a/Assets/ObstacleHitReceiver.cs b/Assets/Scripts/ObstacleHitReceiver.cs similarity index 58% rename from Assets/ObstacleHitReceiver.cs rename to Assets/Scripts/ObstacleHitReceiver.cs index e74a9d5..11369e9 100644 --- a/Assets/ObstacleHitReceiver.cs +++ b/Assets/Scripts/ObstacleHitReceiver.cs @@ -12,4 +12,12 @@ public class ObstacleHitReceiver : MonoBehaviour UIManager.instance.UpdateHealth(); } } + private void OnCollisionStay(Collision collision) + { + //if (collision.gameObject.layer == LayerMask.NameToLayer("Player")) + //{ + // UIManager.instance.player.Health -= Random.Range(1, 5); + // UIManager.instance.UpdateHealth(); + //} + } } diff --git a/Assets/ObstacleHitReceiver.cs.meta b/Assets/Scripts/ObstacleHitReceiver.cs.meta similarity index 100% rename from Assets/ObstacleHitReceiver.cs.meta rename to Assets/Scripts/ObstacleHitReceiver.cs.meta diff --git a/Assets/Scripts/RocketMovement.cs b/Assets/Scripts/RocketMovement.cs new file mode 100644 index 0000000..f98cd68 --- /dev/null +++ b/Assets/Scripts/RocketMovement.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using CnControls; +public class RocketMovement : MonoBehaviour +{ + public static RocketMovement Instance; + public float speed; + float newHorPos= 0f; + float newVerPos= 0f; + private void Awake() + { + Instance = this; + } + private void Start() + { + GameManager.DifficultyIncreased.AddListener(() => SpeedIncreaser()); + } + void FixedUpdate() + { + // Move the rocket upward + newHorPos = Mathf.Lerp(newHorPos ,CnInputManager.GetAxis("Horizontal"),Time.deltaTime); + newVerPos = Mathf.Lerp(newVerPos, CnInputManager.GetAxis("Vertical"),Time.deltaTime); + transform.position=new Vector3(newHorPos, transform.position.y, -newVerPos); + transform.Translate(Vector3.up * speed * Time.deltaTime ); + } + void SpeedIncreaser() + { + speed += 0.5f; + } +} diff --git a/Assets/RocketMovement.cs.meta b/Assets/Scripts/RocketMovement.cs.meta similarity index 100% rename from Assets/RocketMovement.cs.meta rename to Assets/Scripts/RocketMovement.cs.meta diff --git a/Assets/UIManager.cs b/Assets/Scripts/UIManager.cs similarity index 95% rename from Assets/UIManager.cs rename to Assets/Scripts/UIManager.cs index d60182e..64b9781 100644 --- a/Assets/UIManager.cs +++ b/Assets/Scripts/UIManager.cs @@ -36,9 +36,10 @@ public class UIManager : MonoBehaviour } } } - void GameOver() + public void GameOver() { GameManager.instance.isGameOver = true; + Debug.Log("GameOver"); Destroy(player.SpineHingeJoint); GameOverPanel.SetActive(true); cameraFollow.isPlaying = false; diff --git a/Assets/UIManager.cs.meta b/Assets/Scripts/UIManager.cs.meta similarity index 100% rename from Assets/UIManager.cs.meta rename to Assets/Scripts/UIManager.cs.meta diff --git a/Assets/Standard Assets.meta b/Assets/Standard Assets.meta new file mode 100644 index 0000000..1439502 --- /dev/null +++ b/Assets/Standard Assets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7843523349359d64080d7d1fce9190b3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls.meta b/Assets/Standard Assets/CNControls.meta new file mode 100644 index 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+using System; +using System.Linq; +using System.Reflection; +using UnityEngine; +using UnityEditor; +using UnityEngine.EventSystems; +using Object = UnityEngine.Object; + +namespace CnControls +{ + /// + /// Some helping and guiding info trying to fix some common CNControls setup mistakes + /// + [InitializeOnLoad] + public class AdditionaHelpingGuidance + { + static AdditionaHelpingGuidance() + { + EditorApplication.playmodeStateChanged += PlaymodeStateChanged; + } + + private static void PlaymodeStateChanged() + { + // If we've just changed our mode to a playmode + if (EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) + { + var types = from t in Assembly.GetAssembly(typeof(SimpleButton)).GetTypes() + where + t.IsClass + && t.Namespace == "CnControls" + && t.IsSubclassOf(typeof(MonoBehaviour)) + select t; + + // If there are any CnControls on the scene + bool shouldCheckForErrors = types.Any(type => Object.FindObjectOfType(type)); + + if (shouldCheckForErrors) + { + CheckForEventSystemPresence(); + } + } + } + + private static void CheckForEventSystemPresence() + { + var eventSystem = Object.FindObjectOfType(); + + if (eventSystem == null) + { + ErrorPopupWindow.ShowWindow(); + } + } + } +} diff --git a/Assets/Standard Assets/CNControls/Editor/AdditionaHelpingGuidance.cs.meta b/Assets/Standard Assets/CNControls/Editor/AdditionaHelpingGuidance.cs.meta new file mode 100644 index 0000000..fa92af4 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Editor/AdditionaHelpingGuidance.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: de2fdbbbfd047264c838afb6aa9e0c4d +timeCreated: 1471342566 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Editor/ErrorPopupWindow.cs b/Assets/Standard Assets/CNControls/Editor/ErrorPopupWindow.cs new file mode 100644 index 0000000..70b14d6 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Editor/ErrorPopupWindow.cs @@ -0,0 +1,52 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.EventSystems; + +namespace CnControls +{ + public class ErrorPopupWindow : EditorWindow + { + public static void ShowWindow() + { + var window = EditorWindow.GetWindow(); + window.position = new Rect(Screen.width / 2f, Screen.height / 2f, 250, 133); + window.titleContent = new GUIContent("ERROR"); + } + + void OnGUI() + { + EditorGUILayout.LabelField( + "There's no EventSystem object in your scene (or it is disabled), CnControls won't work. Please add one using GameObject -> UI -> Event System menu or push the button below", + EditorStyles.wordWrappedLabel); + + GUILayout.Space(12); + if (GUILayout.Button("Create now!")) + { + EditorApplication.isPlaying = false; + + EditorApplication.playmodeStateChanged += OnPlaymodeChanged; + } + + GUILayout.Space(6); + + if (GUILayout.Button("Close this window")) + { + Close(); + } + } + + private void OnPlaymodeChanged() + { + if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode) + { + EditorApplication.playmodeStateChanged -= OnPlaymodeChanged; + + var eventSystemGo = new GameObject("EventSystem"); + eventSystemGo.AddComponent(); + eventSystemGo.AddComponent(); + + Close(); + } + } + } +} diff --git a/Assets/Standard Assets/CNControls/Editor/ErrorPopupWindow.cs.meta b/Assets/Standard Assets/CNControls/Editor/ErrorPopupWindow.cs.meta new file mode 100644 index 0000000..2b99c30 --- /dev/null +++ b/Assets/Standard 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Assets/CNControls/Examples/Scenes/2D/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ad731d04a25b38429839a27334d916f +folderAsset: yes +timeCreated: 1471272982 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs new file mode 100644 index 0000000..93c9021 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs @@ -0,0 +1,53 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets._2D +{ + public class Camera2DFollow : MonoBehaviour + { + public Transform target; + public float damping = 1; + public float lookAheadFactor = 3; + public float lookAheadReturnSpeed = 0.5f; + public float lookAheadMoveThreshold = 0.1f; + + private float m_OffsetZ; + private Vector3 m_LastTargetPosition; + private Vector3 m_CurrentVelocity; + private Vector3 m_LookAheadPos; + + // Use this for initialization + private void Start() + { + m_LastTargetPosition = target.position; + m_OffsetZ = (transform.position - target.position).z; + transform.parent = null; + } + + + // Update is called once per frame + private void Update() + { + // only update lookahead pos if accelerating or changed direction + float xMoveDelta = (target.position - m_LastTargetPosition).x; + + bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold; + + if (updateLookAheadTarget) + { + m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); + } + else + { + m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); + } + + Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; + Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); + + transform.position = newPos; + + m_LastTargetPosition = target.position; + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs.meta new file mode 100644 index 0000000..81be27c --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Camera2DFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d8238cc53530b64fbb7828c3d3bb591 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs new file mode 100644 index 0000000..9e461a8 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using CnControls; + +// Just in case so no "duplicate definition" stuff shows up +namespace UnityStandardAssets.Copy._2D +{ + [RequireComponent(typeof (PlatformerCharacter2D))] + public class Platformer2DUserControl : MonoBehaviour + { + private PlatformerCharacter2D m_Character; + private bool m_Jump; + + private void Awake() + { + m_Character = GetComponent(); + } + + private void Update() + { + if (!m_Jump) + { + // Read the jump input in Update so button presses aren't missed. + m_Jump = CnInputManager.GetButtonDown("Jump"); + } + } + + private void FixedUpdate() + { + float h = CnInputManager.GetAxis("Horizontal"); + // Pass all parameters to the character control script. + m_Character.Move(h, m_Jump); + m_Jump = false; + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs.meta new file mode 100644 index 0000000..98fa909 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Platformer2DUserControl.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: faa4c921e52aa4c4892eeed83f878356 +timeCreated: 1471678007 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs new file mode 100644 index 0000000..71ec909 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs @@ -0,0 +1,96 @@ +using System; +using UnityEngine; + +// Just in case so no "duplicate definition" stuff shows up +namespace UnityStandardAssets.Copy._2D +{ + public class PlatformerCharacter2D : MonoBehaviour + { + [SerializeField] + private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. + [SerializeField] + private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [SerializeField] + private bool m_AirControl = false; // Whether or not a player can steer while jumping; + [SerializeField] + private LayerMask m_WhatIsGround; // A mask determining what is ground to the character + + private Transform m_GroundCheck; // A position marking where to check if the player is grounded. + const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded + private bool m_Grounded; // Whether or not the player is grounded. + private Animator m_Anim; // Reference to the player's animator component. + private Rigidbody2D m_Rigidbody2D; + private bool m_FacingRight = true; // For determining which way the player is currently facing. + + private void Awake() + { + // Setting up references. + m_GroundCheck = transform.Find("GroundCheck"); + m_Anim = GetComponent(); + m_Rigidbody2D = GetComponent(); + } + + + private void FixedUpdate() + { + m_Grounded = false; + + // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground + // This can be done using layers instead but Sample Assets will not overwrite your project settings. + Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i].gameObject != gameObject) + m_Grounded = true; + } + m_Anim.SetBool("Ground", m_Grounded); + } + + + public void Move(float move, bool jump) + { + //only control the player if grounded or airControl is turned on + if (m_Grounded || m_AirControl) + { + // The Speed animator parameter is set to the absolute value of the horizontal input. + m_Anim.SetFloat("Speed", Mathf.Abs(move)); + + // Move the character + m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y); + + // If the input is moving the player right and the player is facing left... + if (move > 0 && !m_FacingRight) + { + // ... flip the player. + Flip(); + } + // Otherwise if the input is moving the player left and the player is facing right... + else if (move < 0 && m_FacingRight) + { + // ... flip the player. + Flip(); + } + } + // If the player should jump... + if (m_Grounded && jump && m_Anim.GetBool("Ground")) + { + // Add a vertical force to the player. + m_Grounded = false; + m_Anim.SetBool("Ground", false); + m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); + } + } + + + private void Flip() + { + // Switch the way the player is labelled as facing. + m_FacingRight = !m_FacingRight; + + // Multiply the player's x local scale by -1. + Vector3 theScale = transform.localScale; + theScale.x *= -1; + transform.localScale = theScale; + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs.meta new file mode 100644 index 0000000..5dd33b1 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/PlatformerCharacter2D.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d08f91df3bd212f429df17f53ce2f364 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs new file mode 100644 index 0000000..9574f4b --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace UnityStandardAssets._2D +{ + public class Restarter : MonoBehaviour + { + private void OnTriggerEnter2D(Collider2D other) + { + if (other.tag == "Player") + { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + } + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs.meta new file mode 100644 index 0000000..7fc891b --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/2D/Scripts/Restarter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e053b0a94752146e79954ce4df1b5565 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Custom Joystick.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/Custom Joystick.meta new file mode 100644 index 0000000..145d637 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Custom Joystick.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 31d92ce00799e3c4e90a9f94ec23c4fc 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Joystick/FourWayController.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/Custom Joystick/FourWayController.cs new file mode 100644 index 0000000..c959e5b --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Custom Joystick/FourWayController.cs @@ -0,0 +1,43 @@ +using CnControls; +using UnityEngine; + +namespace CustomJoystick +{ + public class FourWayController : MonoBehaviour + { + private Vector3[] directionalVectors = { Vector3.forward, Vector3.back, Vector3.right, Vector3.left }; + + private Transform _mainCameraTransform; + + private void Awake() + { + _mainCameraTransform = Camera.main.transform; + } + + private void Update() + { + var movementVector = new Vector3(CnInputManager.GetAxis("Horizontal"), 0f, CnInputManager.GetAxis("Vertical")); + if (movementVector.sqrMagnitude < 0.00001f) return; + + // Clamping + Vector3 closestDirectionVector = directionalVectors[0]; + float closestDot = Vector3.Dot(movementVector, closestDirectionVector); + for (int i = 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/dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AbstractTargetFollower.cs @@ -0,0 +1,104 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Cameras +{ + public abstract class AbstractTargetFollower : MonoBehaviour + { + public enum UpdateType // The available methods of updating are: + { + FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies). + LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update) + ManualUpdate, // user must call to update camera + } + + [SerializeField] protected Transform m_Target; // The target object to follow + [SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player. + [SerializeField] private UpdateType m_UpdateType; // stores the selected update type + + protected Rigidbody targetRigidbody; + + + protected virtual void Start() + { + // if auto targeting is used, find the object tagged "Player" + // any class inheriting from this should call base.Start() to perform this action! + if (m_AutoTargetPlayer) + { + FindAndTargetPlayer(); + } + if (m_Target == null) return; + targetRigidbody = m_Target.GetComponent(); + } + + + private void FixedUpdate() + { + // we update from here if updatetype is set to Fixed, or in auto mode, + // if the target has a rigidbody, and isn't kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.FixedUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + + private void LateUpdate() + { + // we update from here if updatetype is set to Late, or in auto mode, + // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.LateUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + + public void ManualUpdate() + { + // we update from here if updatetype is set to Late, or in auto mode, + // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.ManualUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + protected abstract void FollowTarget(float deltaTime); + + + public void FindAndTargetPlayer() + { + // auto target an object tagged player, if no target has been assigned + var targetObj = GameObject.FindGameObjectWithTag("Player"); + if (targetObj) + { + SetTarget(targetObj.transform); + } + } + + + public virtual void SetTarget(Transform newTransform) + { + m_Target = newTransform; + } + + + public Transform Target + { + get { return m_Target; } + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AbstractTargetFollower.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AbstractTargetFollower.cs.meta new file mode 100644 index 0000000..da819d7 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AbstractTargetFollower.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 89a534d869bfccd49bebf7cb6fb244b6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AutoCam.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AutoCam.cs new file mode 100644 index 0000000..906ae0f --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/AutoCam.cs @@ -0,0 +1,107 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR + +#endif + +namespace UnityStandardAssets.Cameras +{ + [ExecuteInEditMode] + public class AutoCam : PivotBasedCameraRig + { + [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position + [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation + [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll. + [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity. + [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target. + [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example) + [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction. + [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation + + private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame. + private float m_CurrentTurnAmount; // How much to turn the camera + private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity + private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up ) + + + protected override void FollowTarget(float deltaTime) + { + // if no target, or no time passed then we quit early, as there is nothing to do + if (!(deltaTime > 0) || m_Target == null) + { + return; + } + + // initialise some vars, we'll be modifying these in a moment + var targetForward = m_Target.forward; + var targetUp = m_Target.up; + + if (m_FollowVelocity && Application.isPlaying) + { + // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction + // but only if the object is traveling faster than a given threshold. + + if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit) + { + // velocity is high enough, so we'll use the target's velocty + targetForward = targetRigidbody.velocity.normalized; + targetUp = Vector3.up; + } + else + { + targetUp = Vector3.up; + } + m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime); + } + else + { + // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation. + + // This section allows the camera to stop following the target's rotation when the target is spinning too fast. + // eg when a car has been knocked into a spin. 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public abstract class PivotBasedCameraRig : AbstractTargetFollower + { + // This script is designed to be placed on the root object of a camera rig, + // comprising 3 gameobjects, each parented to the next: + + // Camera Rig + // Pivot + // Camera + + protected Transform m_Cam; // the transform of the camera + protected Transform m_Pivot; // the point at which the camera pivots around + protected Vector3 m_LastTargetPosition; + + + protected virtual void Awake() + { + // find the camera in the object hierarchy + m_Cam = GetComponentInChildren().transform; + m_Pivot = m_Cam.parent; + } + } +} diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/PivotBasedCameraRig.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/PivotBasedCameraRig.cs.meta new file mode 100644 index 0000000..701f56f --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Third Person/PivotBasedCameraRig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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\ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotateCamera.cs.meta b/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotateCamera.cs.meta new file mode 100644 index 0000000..20b982d --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotateCamera.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 60aafd75dd462f2449b270080f141917 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotationConstraint.cs b/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotationConstraint.cs new file mode 100644 index 0000000..fa74998 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Examples/Scenes/Touchpad Camera/RotationConstraint.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using System.Collections; + +namespace Examples.Scenes.TouchpadCamera +{ + public class RotationConstraint : MonoBehaviour + { + public float Min = -15f; + public float Max = 15f; + + private Transform _transformCache; + private Quaternion _minQuaternion; + private Quaternion _maxQuaternion; + private Vector3 _rotateAround; + private float _range; + + private void Awake() + { + _transformCache = transform; + + _rotateAround = Vector3.right; + var axisRotation = Quaternion.AngleAxis(_transformCache.localRotation.eulerAngles[0], _rotateAround); + _minQuaternion = axisRotation * Quaternion.AngleAxis(Min, _rotateAround); + _maxQuaternion = axisRotation * Quaternion.AngleAxis(Max, _rotateAround); + _range = Max - Min; + } + + private void LateUpdate() + { + var localRotation = _transformCache.localRotation; + var axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles[0], _rotateAround); + var angleFromMin = Quaternion.Angle(axisRotation, _minQuaternion); + var angleFromMax = Quaternion.Angle(axisRotation, _maxQuaternion); 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System.Collections.Generic; +using UnityEngine; + +namespace CnControls +{ + /// + /// Common input manager class + /// Can be used instead of Input logic, as it replicates the standard behaviour but adds additional logic + /// + public class CnInputManager + { + private static CnInputManager _instance; + + private static CnInputManager Instance + { + get { return _instance ?? (_instance = new CnInputManager()); } + } + + private CnInputManager() { } + + /// + /// Dictionary of virtual axis + /// Every axis can be mapped to a number of actual virtual axis, + /// as with standard Unity Input system where you can create different buttons for, say, "Horizontal" axis + /// + private Dictionary> _virtualAxisDictionary = + new Dictionary>(); + + /// + /// Dictionary of virtual buttons + /// Every button can be mapped to a number of actual virtual buttons, + /// as with standard Unity Input system where you can create different buttons for, say, "Jump" button + /// + private Dictionary> _virtualButtonsDictionary = + new Dictionary>(); + + /// + /// Additional logic for touch retreival + /// It's possible to add some reflection-based emulated touches + /// + public static int TouchCount + { + get + { + return Input.touchCount; + } + } + + /// + /// Additional logic for touch retreival + /// It's possible to add some reflection-based emulated touches + /// + public static Touch GetTouch(int touchIndex) + { + return Input.GetTouch(touchIndex); + } + + /// + /// GetAxis method for getting current values for any desired axis + /// + /// The name of the axis to get value from + /// + /// Current value of FIRST NON ZERO axis that are registered for that name + /// ZERO if non if the virtual axis are being tweaked + /// + public static float GetAxis(string axisName) + { + return GetAxis(axisName, false); + } + + /// + /// "Copy" of the Input.GetAxisRaw method + /// + /// The name of the axis to get value from + /// + /// Current value of FIRST NON ZERO axis that are registered for that name + /// ZERO if non if the virtual axis are being tweaked + /// + public static float GetAxisRaw(string axisName) + { + return GetAxis(axisName, true); + } + + /// + /// Common private method for getting the axis values + /// + /// The name of the axis to get value from + /// Whether the method sould return the raw value of the axis + /// + private static float GetAxis(string axisName, bool isRaw) + { + // If we have the axis registered as virtual, we call the retreival logic + if (AxisExists(axisName)) + { + return GetVirtualAxisValue(Instance._virtualAxisDictionary[axisName], axisName, isRaw); + } + + // If we don't have the desired virtual axis registered, we just fallback to the default Unity Input behaviour + return isRaw ? Input.GetAxisRaw(axisName) : Input.GetAxis(axisName); + } + + /// + /// Method for retrieval of the desired button pressed state + /// + /// The name of the desired button + /// Is the button being currently pressed? + public static bool GetButton(string buttonName) + { + // We first check the stadard Button behaviour + var standardInputButtonState = Input.GetButton(buttonName); + // If the stadard Unity Input button is being pressed, we just retur true + if (standardInputButtonState == true) return true; + + // If not, we check our virtual buttons + if (ButtonExists(buttonName)) + { + return GetAnyVirtualButton(Instance._virtualButtonsDictionary[buttonName]);; + } + + // If there is no such button registered, we return false; + return false; + } + + /// + /// Method for retrieval of the desired button "has just been pressed" state + /// + /// The name of the desired button + /// Is the button has just been pressed? + public static bool GetButtonDown(string buttonName) + { + // We first check the stadard Button behaviour + var standardInputButtonState = Input.GetButtonDown(buttonName); + // If the stadard Unity Input button is being pressed, we just retur true + if (standardInputButtonState == true) return true; + + // If not, we check our virtual buttons + if (ButtonExists(buttonName)) + { + return GetAnyVirtualButtonDown(Instance._virtualButtonsDictionary[buttonName]); + } + + // If there is no such button registered, we return false; + return false; + } + + /// + /// Method for retrieval of the desired button "has just been released" state + /// + /// The name of the desired button + /// Is the button has just been released? + public static bool GetButtonUp(string buttonName) + { + // We first check the stadard Button behaviour + var standardInputButtonState = Input.GetButtonUp(buttonName); + // If the stadard Unity Input button is being pressed, we just retur true + if (standardInputButtonState == true) return true; + + // If not, we check our virtual buttons + if (ButtonExists(buttonName)) + { + return GetAnyVirtualButtonUp(Instance._virtualButtonsDictionary[buttonName]); + } + + // If there is no such button registered, we return false; + return false; + } + + /// + /// Check whether the specified axis exists + /// + /// Name of the axis to check + /// Does this axis exist? + public static bool AxisExists(string axisName) + { + return Instance._virtualAxisDictionary.ContainsKey(axisName); + } + + /// + /// Check whether the specified button exists + /// + /// Name of the button to check + /// Does this button exist? + public static bool ButtonExists(string buttonName) + { + return Instance._virtualButtonsDictionary.ContainsKey(buttonName); + } + + /// + /// Registers the provided virtual axis + /// + /// Virtual axis to register + public static void RegisterVirtualAxis(VirtualAxis virtualAxis) + { + // If it's the first such virtual axis, create a new list for that axis name + if (!Instance._virtualAxisDictionary.ContainsKey(virtualAxis.Name)) + { + Instance._virtualAxisDictionary[virtualAxis.Name] = new List(); + } + + Instance._virtualAxisDictionary[virtualAxis.Name].Add(virtualAxis); + } + + /// + /// Unregisters the provided virtual axis + /// + /// Virtual axis to unregister + public static void UnregisterVirtualAxis(VirtualAxis virtualAxis) + { + // If it's the first such virtual axis, create a new list for that axis name + if (Instance._virtualAxisDictionary.ContainsKey(virtualAxis.Name)) + { + if (!Instance._virtualAxisDictionary[virtualAxis.Name].Remove(virtualAxis)) + { + Debug.LogError("Requested axis " + virtualAxis.Name + " exists, but there's no such virtual axis that you're trying to unregister"); + } + } + else + { + Debug.LogError("Trying to unregister an axis " + virtualAxis.Name + " that was never registered"); + } + } + + /// + /// Registers the provided virtual button + /// + /// Virtual button to register + public static void RegisterVirtualButton(VirtualButton virtualButton) + { + if (!Instance._virtualButtonsDictionary.ContainsKey(virtualButton.Name)) + { + Instance._virtualButtonsDictionary[virtualButton.Name] = new List(); + } + + Instance._virtualButtonsDictionary[virtualButton.Name].Add(virtualButton); + } + + /// + /// Unregisters the provided virtual button + /// + /// Virtual button to unregister + public static void UnregisterVirtualButton(VirtualButton virtualButton) + { + if (Instance._virtualButtonsDictionary.ContainsKey(virtualButton.Name)) + { + if (!Instance._virtualButtonsDictionary[virtualButton.Name].Remove(virtualButton)) + { + Debug.LogError("Requested button axis exists, but there's no such virtual button that you're trying to unregister"); + } + } + else + { + Debug.LogError("Trying to unregister a button that was never registered"); + } + } + + /// + /// Private method that get's the value of the first non-zero virtual axis, registered with the specified name + /// + /// List of virtual axis to search through + /// Name of the axis (for the standard Input behaviour) + /// Whether the method should return the Raw value of the axis + /// + private static float GetVirtualAxisValue(List virtualAxisList, string axisName, bool isRaw) + { + // The method is really straightforward here + // First, we check the standard Input.GetAxis method + // If it's not zero, we return the value + // If it IS zero, we return first non-zero value of any of the passed virtual axis + // Or zero if all of them are zero + + float axisValue = isRaw ? Input.GetAxisRaw(axisName) : Input.GetAxis(axisName); + if (!Mathf.Approximately(axisValue, 0f)) + { + return axisValue; + } + + for (int i = 0; i < virtualAxisList.Count; i++) + { + var currentAxisValue = virtualAxisList[i].Value; + if (!Mathf.Approximately(currentAxisValue, 0f)) + { + return currentAxisValue; + } + } + + return 0f; + } + + /// + /// Simple logic for checking whether is any of the virtual buttons has been just pressed + /// + /// Virtual buttons to search through + /// Is any of the buttons has just been pressed? + private static bool GetAnyVirtualButtonDown(List virtualButtons) + { + for (int i = 0; i < virtualButtons.Count; i++) + { + if (virtualButtons[i].GetButtonDown) return true; + } + + return false; + } + + /// + /// Simple logic for checking whether is any of the virtual buttons has been just released + /// + /// Virtual buttons to search through + /// Is any of the buttons has just been released? + private static bool GetAnyVirtualButtonUp(List virtualButtons) + { + for (int i = 0; i < virtualButtons.Count; i++) + { + if (virtualButtons[i].GetButtonUp) return true; + } + + return false; + } + + /// + /// Simple logic for checking whether is any of the virtual buttons is currently pressed + /// + /// Virtual buttons to search through + /// Is any of the buttons currently pressed? + private static bool GetAnyVirtualButton(List virtualButtons) + { + for (int i = 0; i < virtualButtons.Count; i++) + { + if (virtualButtons[i].GetButton) return true; + } + + return false; + } + + } +} + diff --git a/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/CnInputManager.cs.meta b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/CnInputManager.cs.meta new file mode 100644 index 0000000..303aba4 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/CnInputManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2cfc89c3e4780c94b9c4bf0df5faf591 +timeCreated: 1437294313 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs new file mode 100644 index 0000000..46289f0 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs @@ -0,0 +1,23 @@ +namespace CnControls +{ + /// + /// Virtual axis class + /// + public class VirtualAxis + { + /// + /// Name of the axis for which this virtual axis has to be registered + /// + public string Name { get; set; } + + /// + /// Curret value of the axis + /// + public float Value { get; set; } + + public VirtualAxis(string name) + { + Name = name; + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs.meta b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs.meta new file mode 100644 index 0000000..6c3ab45 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualAxis.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1088a533affeb5e48971abf7fcc1d038 +timeCreated: 1437295312 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs new file mode 100644 index 0000000..7e60353 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs @@ -0,0 +1,87 @@ +using UnityEngine; + +namespace CnControls +{ + /// + /// Virtual button class + /// + public class VirtualButton + { + /// + /// Name of the button for which this virtual button has to be registered + /// + public string Name { get; set; } + + /// + /// Is this button currently pressed? + /// + public bool IsPressed { get; private set; } + + /// + /// The last frame this button was pressed + /// + private int _lastPressedFrame = -1; + + /// + /// The last frame this butto was released + /// + private int _lastReleasedFrame = -1; + + public VirtualButton(string name) + { + Name = name; + } + + /// + /// Press logic sets the current state of the button to "IsPressed" untill the Release() method is called + /// + public void Press() + { + if (IsPressed) + { + return; + } + IsPressed = true; + _lastPressedFrame = Time.frameCount; + } + + /// + /// Release logic frees the button from its "IsPressed" state + /// + public void Release() + { + IsPressed = false; + _lastReleasedFrame = Time.frameCount; + } + + /// + /// Is this button currently pressed? + /// + public bool GetButton + { + get { return IsPressed; } + } + + /// + /// Check whether this button has just been pressed + /// + public bool GetButtonDown + { + get + { + return _lastPressedFrame != -1 && _lastPressedFrame - Time.frameCount == -1; + } + } + + /// + /// Check whether this button has just been released + /// + public bool GetButtonUp + { + get + { + return _lastReleasedFrame != -1 && _lastReleasedFrame == Time.frameCount - 1; + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs.meta b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs.meta new file mode 100644 index 0000000..28dfe2b --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/CnInputSystem/VirtualButton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31e002a3108352a4ba5d5ff7719fe265 +timeCreated: 1437295313 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers.meta new file mode 100644 index 0000000..44ae980 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ad022afeb51162240a2e4d9b119d7532 +folderAsset: yes +timeCreated: 1471272981 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs new file mode 100644 index 0000000..92ccc9b --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs @@ -0,0 +1,6 @@ +using UnityEngine; + +public class CommonOnScreenControl : MonoBehaviour +{ + +} diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs.meta new file mode 100644 index 0000000..1a59a6d --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/CommonOnScreenControl.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2cc30ec9654a3874699b5f5a8af57270 +timeCreated: 1471369077 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs new file mode 100644 index 0000000..68be85d --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +namespace CnControls +{ + public class Dpad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + public DpadAxis[] DpadAxis; + + /// + /// Current event camera reference. Needed for the sake of Unity Remote input + /// + public Camera CurrentEventCamera { get; set; } + + public void OnPointerDown(PointerEventData eventData) + { + CurrentEventCamera = eventData.pressEventCamera ?? CurrentEventCamera; + + foreach (var dpadAxis in DpadAxis) + { + if (RectTransformUtility.RectangleContainsScreenPoint(dpadAxis.RectTransform, eventData.position, + CurrentEventCamera)) + { + dpadAxis.Press(eventData.position, CurrentEventCamera, eventData.pointerId); + } + } + } + + public void OnPointerUp(PointerEventData eventData) + { + foreach (var dpadAxis in DpadAxis) + { + dpadAxis.TryRelease(eventData.pointerId); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs.meta new file mode 100644 index 0000000..b1af2b2 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/Dpad.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2fa290c3290a9e04cb780c61b130e5af +timeCreated: 1437919838 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs new file mode 100644 index 0000000..349c504 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +namespace CnControls +{ + public class DpadAxis : MonoBehaviour + { + public string AxisName; + public float AxisMultiplier; + + public RectTransform RectTransform { get; private set; } + public int LastFingerId { get; set; } + private VirtualAxis _virtualAxis; + + private void Awake() + { + RectTransform = GetComponent(); + } + + private void OnEnable() + { + _virtualAxis = _virtualAxis ?? new VirtualAxis(AxisName); + LastFingerId = -1; + + CnInputManager.RegisterVirtualAxis(_virtualAxis); + } + + private void OnDisable() + { + CnInputManager.UnregisterVirtualAxis(_virtualAxis); + } + + public void Press(Vector2 screenPoint, Camera eventCamera, int pointerId) + { + _virtualAxis.Value = Mathf.Clamp(AxisMultiplier, -1f, 1f); + LastFingerId = pointerId; + } + + public void TryRelease(int pointerId) + { + if (LastFingerId == pointerId) + { + _virtualAxis.Value = 0f; + LastFingerId = -1; + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs.meta new file mode 100644 index 0000000..2be73f5 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/DpadAxis.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0f6ae34570738c447a8f81bcb10d610c +timeCreated: 1437920835 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs new file mode 100644 index 0000000..48ee853 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs @@ -0,0 +1,26 @@ +using UnityEngine.EventSystems; +using UnityEngine; + +namespace CnControls +{ + public class SensitiveJoystick : SimpleJoystick + { + public AnimationCurve SensitivityCurve = new AnimationCurve( + new Keyframe(0f, 0f, 1f, 1f), + new Keyframe(1f, 1f, 1f, 1f)); + + public override void OnDrag(PointerEventData eventData) + { + base.OnDrag(eventData); + + var linearHorizontalValue = HorizintalAxis.Value; + var linearVecticalValue = VerticalAxis.Value; + + var horizontalSign = Mathf.Sign(linearHorizontalValue); + var verticalSign = Mathf.Sign(linearVecticalValue); + + HorizintalAxis.Value = horizontalSign * SensitivityCurve.Evaluate(horizontalSign * linearHorizontalValue); + VerticalAxis.Value = verticalSign * SensitivityCurve.Evaluate(verticalSign * linearVecticalValue); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs.meta new file mode 100644 index 0000000..1eceb14 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SensitiveJoystick.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 82b762eb0f3558f409212c8907843e62 +timeCreated: 1440831255 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs new file mode 100644 index 0000000..752a013 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +namespace CnControls +{ + /// + /// Simple button class + /// Handles press, hold and release, just like a normal button + /// + public class SimpleButton : MonoBehaviour, IPointerUpHandler, IPointerDownHandler + { + /// + /// The name of the button + /// + public string ButtonName = "Jump"; + + /// + /// Utility object that is registered in the system + /// + private VirtualButton _virtualButton; + + /// + /// It's pretty simple here + /// When we enable, we register our button in the input system + /// + private void OnEnable() + { + _virtualButton = _virtualButton ?? new VirtualButton(ButtonName); + CnInputManager.RegisterVirtualButton(_virtualButton); + } + + /// + /// When we disable, we unregister our button + /// + private void OnDisable() + { + CnInputManager.UnregisterVirtualButton(_virtualButton); + } + + /// + /// uGUI Event system stuff + /// It's also utilised by the editor input helper + /// + /// Data of the passed event + public void OnPointerUp(PointerEventData eventData) + { + _virtualButton.Release(); + } + + /// + /// uGUI Event system stuff + /// It's also utilised by the editor input helper + /// + /// Data of the passed event + public void OnPointerDown(PointerEventData eventData) + { + _virtualButton.Press(); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs.meta new file mode 100644 index 0000000..5944486 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleButton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f80d719f998a67438e69f9f995732ae +timeCreated: 1437737392 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs new file mode 100644 index 0000000..ca45fde --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs @@ -0,0 +1,265 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace CnControls +{ + [Flags] + public enum ControlMovementDirection + { + Horizontal = 0x1, + Vertical = 0x2, + Both = Horizontal | Vertical + } + + /// + /// Simple joystick class + /// Contains logic for creating a simple joystick + /// + public class SimpleJoystick : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler + { + /// + /// Current event camera reference. Needed for the sake of Unity Remote input + /// + public Camera CurrentEventCamera { get; set; } + + // ------- Inspector visible variables --------------------------------------- + + /// + /// The range in non-scaled pixels for which we can drag the joystick around + /// + public float MovementRange = 50f; + + /// + /// The name of the horizontal axis for this joystick to update + /// + public string HorizontalAxisName = "Horizontal"; + + /// + /// The name of the vertical axis for this joystick to update + /// + public string VerticalAxisName = "Vertical"; + + /// + /// Should the joystick be hidden when the user releases the finger? + /// [Space(15f)] attribute is needed only for the editor, it creates some spacing in the inspector + /// + [Space(15f)] + [Tooltip("Should the joystick be hidden on release?")] + public bool HideOnRelease; + + /// + /// Should the joystick be moved along with the finger + /// + [Tooltip("Should the Base image move along with the finger without any constraints?")] + public bool MoveBase = true; + + /// + /// Should the joystick be moved along with the finger + /// + [Tooltip("Should the joystick snap to finger? If it's FALSE, the MoveBase checkbox logic will be ommited")] + public bool SnapsToFinger = true; + + /// + /// Joystick movement direction + /// Specifies the axis along which it can move + /// + [Tooltip("Constraints on the joystick movement axis")] + public ControlMovementDirection JoystickMoveAxis = ControlMovementDirection.Both; + + /// + /// Image of the joystick base + /// + [Tooltip("Image of the joystick base")] + public Image JoystickBase; + + /// + /// Image of the stick itself + /// + [Tooltip("Image of the stick itself")] + public Image Stick; + + /// + /// Rect Transform of the touch zone + /// + [Tooltip("Touch Zone transform")] + public RectTransform TouchZone; + + // --------------------------------------------------------------------------- + + private Vector2 _initialStickPosition; + private Vector2 _intermediateStickPosition; + private Vector2 _initialBasePosition; + private RectTransform _baseTransform; + private RectTransform _stickTransform; + + private float _oneOverMovementRange; + + protected VirtualAxis HorizintalAxis; + protected VirtualAxis VerticalAxis; + + private void Awake() + { + _stickTransform = Stick.GetComponent(); + _baseTransform = JoystickBase.GetComponent(); + + _initialStickPosition = _stickTransform.anchoredPosition; + _intermediateStickPosition = _initialStickPosition; + _initialBasePosition = _baseTransform.anchoredPosition; + + _stickTransform.anchoredPosition = _initialStickPosition; + _baseTransform.anchoredPosition = _initialBasePosition; + + _oneOverMovementRange = 1f / MovementRange; + + if (HideOnRelease) + { + Hide(true); + } + } + + private void OnEnable() + { + // When we enable, we get our virtual axis + + HorizintalAxis = HorizintalAxis ?? new VirtualAxis(HorizontalAxisName); + VerticalAxis = VerticalAxis ?? new VirtualAxis(VerticalAxisName); + + // And register them in our input system + CnInputManager.RegisterVirtualAxis(HorizintalAxis); + CnInputManager.RegisterVirtualAxis(VerticalAxis); + } + + private void OnDisable() + { + // When we disable, we just unregister our axis + // It also happens before the game object is Destroyed + CnInputManager.UnregisterVirtualAxis(HorizintalAxis); + CnInputManager.UnregisterVirtualAxis(VerticalAxis); + } + + public virtual void OnDrag(PointerEventData eventData) + { + // Unity remote multitouch related thing + // When we feed fake PointerEventData we can't really provide a camera, + // it has a lot of private setters via not created objects, so even the Reflection magic won't help a lot here + // Instead, we just provide an actual event camera as a public property so we can easily set it in the Input Helper class + CurrentEventCamera = eventData.pressEventCamera ?? CurrentEventCamera; + + // We get the local position of the joystick + Vector3 worldJoystickPosition; + RectTransformUtility.ScreenPointToWorldPointInRectangle(_stickTransform, eventData.position, + CurrentEventCamera, out worldJoystickPosition); + + // Then we change it's actual position so it snaps to the user's finger + _stickTransform.position = worldJoystickPosition; + // We then query it's anchored position. It's calculated internally and quite tricky to do from scratch here in C# + var stickAnchoredPosition = _stickTransform.anchoredPosition; + + // Some bitwise logic for constraining the joystick along one of the axis + // If the "Both" option was selected, non of these two checks will yield "true" + if ((JoystickMoveAxis & ControlMovementDirection.Horizontal) == 0) + { + stickAnchoredPosition.x = _intermediateStickPosition.x; + } + if ((JoystickMoveAxis & ControlMovementDirection.Vertical) == 0) + { + stickAnchoredPosition.y = _intermediateStickPosition.y; + } + + _stickTransform.anchoredPosition = stickAnchoredPosition; + + // Find current difference between the previous central point of the joystick and it's current position + Vector2 difference = new Vector2(stickAnchoredPosition.x, stickAnchoredPosition.y) - _intermediateStickPosition; + + // Normalisation stuff + var diffMagnitude = difference.magnitude; + var normalizedDifference = difference / diffMagnitude; + + // If the joystick is being dragged outside of it's range + if (diffMagnitude > MovementRange) + { + if (MoveBase && SnapsToFinger) + { + // We move the base so it maps the new joystick center position + var baseMovementDifference = difference.magnitude - MovementRange; + var addition = normalizedDifference * baseMovementDifference; + _baseTransform.anchoredPosition += addition; + _intermediateStickPosition += addition; + } + else + { + _stickTransform.anchoredPosition = _intermediateStickPosition + normalizedDifference * MovementRange; + } + } + + // We should now calculate axis values based on final position and not on "virtual" one + var finalStickAnchoredPosition = _stickTransform.anchoredPosition; + // Sanity recalculation + Vector2 finalDifference = new Vector2(finalStickAnchoredPosition.x, finalStickAnchoredPosition.y) - _intermediateStickPosition; + // We don't need any values that are greater than 1 or less than -1 + var horizontalValue = Mathf.Clamp(finalDifference.x * _oneOverMovementRange, -1f, 1f); + var verticalValue = Mathf.Clamp(finalDifference.y * _oneOverMovementRange, -1f, 1f); + + // Finally, we update our virtual axis + HorizintalAxis.Value = horizontalValue; + VerticalAxis.Value = verticalValue; + } + + public void OnPointerUp(PointerEventData eventData) + { + // When we lift our finger, we reset everything to the initial state + _baseTransform.anchoredPosition = _initialBasePosition; + _stickTransform.anchoredPosition = _initialStickPosition; + _intermediateStickPosition = _initialStickPosition; + + HorizintalAxis.Value = VerticalAxis.Value = 0f; + + // We also hide it if we specified that behaviour + if (HideOnRelease) + { + Hide(true); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + // When we press, we first want to snap the joystick to the user's finger + if (SnapsToFinger) + { + CurrentEventCamera = eventData.pressEventCamera ?? CurrentEventCamera; + + Vector3 localStickPosition; + Vector3 localBasePosition; + RectTransformUtility.ScreenPointToWorldPointInRectangle(_stickTransform, eventData.position, + CurrentEventCamera, out localStickPosition); + RectTransformUtility.ScreenPointToWorldPointInRectangle(_baseTransform, eventData.position, + CurrentEventCamera, out localBasePosition); + + _baseTransform.position = localBasePosition; + _stickTransform.position = localStickPosition; + _intermediateStickPosition = _stickTransform.anchoredPosition; + } + else + { + OnDrag(eventData); + } + // We also want to show it if we specified that behaviour + if (HideOnRelease) + { + Hide(false); + } + } + + /// + /// Simple "Hide" behaviour + /// + /// Whether the joystick should be hidden + private void Hide(bool isHidden) + { + JoystickBase.gameObject.SetActive(!isHidden); + Stick.gameObject.SetActive(!isHidden); + } + } +} diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs.meta new file mode 100644 index 0000000..8e8bfc9 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/SimpleJoystick.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: eeb64258239543b4db1c80658a0d4f2c +timeCreated: 1437298014 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs b/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs new file mode 100644 index 0000000..cb010d7 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs @@ -0,0 +1,112 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +namespace CnControls +{ + public class Touchpad : MonoBehaviour, IDragHandler, IPointerUpHandler, IPointerDownHandler + { + /// + /// Current event camera reference. Needed for the sake of Unity Remote input + /// + public Camera CurrentEventCamera { get; set; } + + /// + /// The name of the horizontal axis for this touchpad to update + /// + public string HorizontalAxisName = "Horizontal"; + + /// + /// The name of the vertical axis for this touchpad to update + /// + public string VerticalAxisName = "Vertical"; + + /// + /// Whether this touchpad should preserve inertia when the finger is lifted + /// + public bool PreserveInertia = true; + + /// + /// The speed of decay of inertia + /// + public float Friction = 3f; + + private VirtualAxis _horizintalAxis; + private VirtualAxis _verticalAxis; + private int _lastDragFrameNumber; + private bool _isCurrentlyTweaking; + + /// + /// Joystick movement direction + /// Specifies the axis along which it can move + /// + [Tooltip("Constraints on the joystick movement axis")] + public ControlMovementDirection ControlMoveAxis = ControlMovementDirection.Both; + + private void OnEnable() + { + // When we enable, we get our virtual axis + + _horizintalAxis = _horizintalAxis ?? new VirtualAxis(HorizontalAxisName); + _verticalAxis = _verticalAxis ?? new VirtualAxis(VerticalAxisName); + + // And register them in our input system + CnInputManager.RegisterVirtualAxis(_horizintalAxis); + CnInputManager.RegisterVirtualAxis(_verticalAxis); + } + + private void OnDisable() + { + // When we disable, we just unregister our axis + // It also happens before the game object is Destroyed + CnInputManager.UnregisterVirtualAxis(_horizintalAxis); + CnInputManager.UnregisterVirtualAxis(_verticalAxis); + } + + public virtual void OnDrag(PointerEventData eventData) + { + // Some bitwise logic for constraining the touchpad along one of the axis + // If the "Both" option was selected, non of these two checks will yield "true" + if ((ControlMoveAxis & ControlMovementDirection.Horizontal) != 0) + { + _horizintalAxis.Value = eventData.delta.x; + } + if ((ControlMoveAxis & ControlMovementDirection.Vertical) != 0) + { + _verticalAxis.Value = eventData.delta.y; + } + + _lastDragFrameNumber = Time.renderedFrameCount; + } + + public void OnPointerUp(PointerEventData eventData) + { + _isCurrentlyTweaking = false; + if (!PreserveInertia) + { + _horizintalAxis.Value = 0f; + _verticalAxis.Value = 0f; + } + } + + public void OnPointerDown(PointerEventData eventData) + { + _isCurrentlyTweaking = true; + OnDrag(eventData); + } + + private void Update() + { + if (_isCurrentlyTweaking && _lastDragFrameNumber < Time.renderedFrameCount - 2) + { + _horizintalAxis.Value = 0f; + _verticalAxis.Value = 0f; + } + + if (PreserveInertia && !_isCurrentlyTweaking) + { + _horizintalAxis.Value = Mathf.Lerp(_horizintalAxis.Value, 0f, Friction * Time.deltaTime); + _verticalAxis.Value = Mathf.Lerp(_verticalAxis.Value, 0f, Friction * Time.deltaTime); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs.meta b/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs.meta new file mode 100644 index 0000000..48fda62 --- /dev/null +++ b/Assets/Standard Assets/CNControls/Scripts/Controllers/Touchpad.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 15aa632517b93b5438ffbbbdfe98661d +timeCreated: 1440872696 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index a337506..c1a2aaa 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -18,7 +18,7 @@ PhysicsManager: m_ClothInterCollisionDistance: 0 m_ClothInterCollisionStiffness: 0 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffbffffffffffcffff7fffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffcffff7fffffff7fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_SimulationMode: 0 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 0147887..40917b0 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -4,5 +4,8 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 - m_Scenes: [] + m_Scenes: + - enabled: 1 + path: Assets/Scenes/SampleScene.unity + guid: 9fc0d4010bbf28b4594072e72b8655ab m_configObjects: {}