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using System;
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using UnityEngine;
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|
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namespace UnityStandardAssets._2D
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{
|
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public class Camera2DFollow : MonoBehaviour
|
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{
|
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public Transform target;
|
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public float damping = 1;
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public float lookAheadFactor = 3;
|
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public float lookAheadReturnSpeed = 0.5f;
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public float lookAheadMoveThreshold = 0.1f;
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private float m_OffsetZ;
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private Vector3 m_LastTargetPosition;
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private Vector3 m_CurrentVelocity;
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private Vector3 m_LookAheadPos;
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// Use this for initialization
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private void Start()
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{
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m_LastTargetPosition = target.position;
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m_OffsetZ = (transform.position - target.position).z;
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transform.parent = null;
|
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}
|
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// Update is called once per frame
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private void Update()
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{
|
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// only update lookahead pos if accelerating or changed direction
|
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float xMoveDelta = (target.position - m_LastTargetPosition).x;
|
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bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
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if (updateLookAheadTarget)
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{
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m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
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}
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else
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{
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m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
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}
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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;
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}
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||||
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<PlatformerCharacter2D>();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
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}
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}
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||||
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<Animator>();
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
|
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// Multiply the player's x local scale by -1.
|
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Vector3 theScale = transform.localScale;
|
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theScale.x *= -1;
|
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}
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using System;
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namespace UnityStandardAssets._2D
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{
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public class Restarter : MonoBehaviour
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private void OnTriggerEnter2D(Collider2D other)
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@ -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<Rigidbody>();
|
||||
}
|
||||
|
||||
|
||||
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; }
|
||||
}
|
||||
}
|
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}
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|
||||
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. The camera will resume following the rotation
|
||||
// of the target when the target's angular velocity slows below the threshold.
|
||||
var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg;
|
||||
if (m_SpinTurnLimit > 0)
|
||||
{
|
||||
var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime;
|
||||
var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed);
|
||||
var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f);
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount,
|
||||
ref m_TurnSpeedVelocityChange, turnReactSpeed);
|
||||
}
|
||||
else
|
||||
{
|
||||
// for editor mode, smoothdamp won't work because it uses deltaTime internally
|
||||
m_CurrentTurnAmount = desiredTurnAmount;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_CurrentTurnAmount = 1;
|
||||
}
|
||||
m_LastFlatAngle = currentFlatAngle;
|
||||
}
|
||||
|
||||
// camera position moves towards target position:
|
||||
transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
|
||||
|
||||
// camera's rotation is split into two parts, which can have independend speed settings:
|
||||
// rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch')
|
||||
if (!m_FollowTilt)
|
||||
{
|
||||
targetForward.y = 0;
|
||||
if (targetForward.sqrMagnitude < float.Epsilon)
|
||||
{
|
||||
targetForward = transform.forward;
|
||||
}
|
||||
}
|
||||
var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp);
|
||||
|
||||
// and aligning with the target object's up direction (i.e. its 'roll')
|
||||
m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up;
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime);
|
||||
}
|
||||
}
|
||||
}
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@ -0,0 +1,28 @@
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace UnityStandardAssets.Cameras
|
||||
{
|
||||
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
|
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