Added mobile controls

dev-main-new-version
Hazim Bin Ijaz 2 months ago
parent fa27693984
commit ea82c44cff

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@ -7,7 +7,6 @@ using Unity.Multiplayer.Samples.BossRoom;
using Unity.Netcode; using Unity.Netcode;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
//using static Codice.Client.Common.WebApi.WebApiEndpoints;
public class AbilitySystem : NetworkBehaviour public class AbilitySystem : NetworkBehaviour
{ {
@ -17,7 +16,7 @@ public class AbilitySystem : NetworkBehaviour
public AbilityUI[] abilitiesUI; public AbilityUI[] abilitiesUI;
private Ability activeAbility; private Ability activeAbility;
private bool isAbilityActive = false; public bool isAbilityActive = false;
private HashSet<Ability> abilitiesOnCooldown = new HashSet<Ability>(); private HashSet<Ability> abilitiesOnCooldown = new HashSet<Ability>();
[SerializeField] private GameObject currentAbilityIndicator; [SerializeField] private GameObject currentAbilityIndicator;
@ -44,19 +43,16 @@ public class AbilitySystem : NetworkBehaviour
private Vector3 executionerStartPos; private Vector3 executionerStartPos;
private Vector3 executionerEndPos; private Vector3 executionerEndPos;
private void InitializeAbilityCursorMap() private void InitializeAbilityCursorMap()
{ {
abilityCursorMap = new Dictionary<string, CursorState> abilityCursorMap = new Dictionary<string, CursorState>
{ {
{ GameDataSource.Instance.DashNCrashAbilityKey, CursorState.Dash }, { GameDataSource.Instance.DashNCrashAbilityKey, CursorState.Dash },
{ GameDataSource.Instance.FreezeThrowAbilityKey, CursorState.Freeze }, { GameDataSource.Instance.FreezeThrowAbilityKey, CursorState.Freeze },
{ GameDataSource.Instance.VectorWallAbilityKey, CursorState.VectorWall }, { GameDataSource.Instance.VectorWallAbilityKey, CursorState.VectorWall },
{ GameDataSource.Instance.TheExecutionerKey, CursorState.Executioner }, { GameDataSource.Instance.TheExecutionerKey, CursorState.Executioner },
{ GameDataSource.Instance.CrowsForesightKey, CursorState.Foresight }, { GameDataSource.Instance.CrowsForesightKey, CursorState.Foresight },
};
};
} }
private void Awake() private void Awake()
{ {
@ -78,7 +74,8 @@ public class AbilitySystem : NetworkBehaviour
GameStateManager.Instance.ChangeState(cursorState); GameStateManager.Instance.ChangeState(cursorState);
} }
} }
void Update()
private void Update()
{ {
HandleAbilityMode(); HandleAbilityMode();
} }
@ -89,29 +86,47 @@ public class AbilitySystem : NetworkBehaviour
{ {
if (activeAbility.abilityKey == "VectorFence") if (activeAbility.abilityKey == "VectorFence")
{ {
//GameStateManager.Instance.ChangeState(CursorState.VectorWall); // For VectorFence, manage wall indicator and placement
ManageVectorFenceIndicator(); ManageVectorFenceIndicator();
if (!isWallPlacementStarted) if (!isWallPlacementStarted)
{ {
UpdateWallIndicatorPosition(); // Follow the mouse when ability is activated UpdateWallIndicatorPosition(); // Follow pointer when ability is activated
} }
#if UNITY_ANDROID || UNITY_IOS
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (!isWallPlacementStarted && touch.phase == TouchPhase.Began)
{
StartWallPlacement();
}
if (isWallPlacementStarted && (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary))
{
RotateWallIndicator(); // Rotate while touch is moving or held
}
if (isWallPlacementStarted && touch.phase == TouchPhase.Ended)
{
UseActiveAbility(); // Place the wall when touch ends
isWallPlacementStarted = false;
}
}
#else
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
StartWallPlacement(); StartWallPlacement();
} }
if (Input.GetMouseButton(0) && isWallPlacementStarted) if (Input.GetMouseButton(0) && isWallPlacementStarted)
{ {
RotateWallIndicator(); // Rotate while holding LMB RotateWallIndicator(); // Rotate while holding LMB
} }
if (Input.GetMouseButtonUp(0) && isWallPlacementStarted) if (Input.GetMouseButtonUp(0) && isWallPlacementStarted)
{ {
UseActiveAbility(); // Place the wall when LMB is released UseActiveAbility(); // Place the wall when LMB is released
isWallPlacementStarted = false; isWallPlacementStarted = false;
} }
#endif
} }
// else if (activeAbility.abilityKey == "TheExecutioner") // else if (activeAbility.abilityKey == "TheExecutioner")
// { // {
@ -121,16 +136,26 @@ public class AbilitySystem : NetworkBehaviour
{ {
ManageStandardAbilityIndicator(); ManageStandardAbilityIndicator();
#if UNITY_ANDROID || UNITY_IOS
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
UseActiveAbility();
}
}
#else
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
UseActiveAbility(); UseActiveAbility();
} }
#endif
} }
} }
else else
{ {
// When not in ability mode, ensure indicators are hidden.
// GameStateManager.Instance.ChangeState(CursorState.Default);
DeactivateIndicators(); DeactivateIndicators();
} }
} }
@ -139,19 +164,50 @@ public class AbilitySystem : NetworkBehaviour
{ {
lineIndicator.gameObject.SetActive(true); lineIndicator.gameObject.SetActive(true);
#if UNITY_ANDROID || UNITY_IOS
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Began)
{
if (Physics.Raycast(mainCamera.ScreenPointToRay(GetPointerPosition()), out var hit))
{
executionerStartPos = hit.point;
executionerEndPos = hit.point;
lineIndicator.positionCount = 2;
lineIndicator.SetPosition(0, executionerStartPos);
lineIndicator.SetPosition(1, executionerEndPos);
}
}
if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
{
if (Physics.Raycast(mainCamera.ScreenPointToRay(GetPointerPosition()), out var hit))
{
executionerEndPos = hit.point;
lineIndicator.SetPosition(1, executionerEndPos);
}
}
if (touch.phase == TouchPhase.Ended)
{
UseActiveAbility();
lineIndicator.positionCount = 2;
lineIndicator.SetPosition(0, Vector3.zero);
lineIndicator.SetPosition(1, Vector3.zero);
lineIndicator.gameObject.SetActive(false);
}
}
#else
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out var hit)) if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out var hit))
{ {
executionerStartPos = hit.point; executionerStartPos = hit.point;
executionerEndPos = hit.point; executionerEndPos = hit.point;
lineIndicator.positionCount = 2;
lineIndicator.positionCount = 2; // Ensure it has enough positions before setting them
lineIndicator.SetPosition(0, executionerStartPos); lineIndicator.SetPosition(0, executionerStartPos);
lineIndicator.SetPosition(1, executionerEndPos); lineIndicator.SetPosition(1, executionerEndPos);
} }
} }
if (Input.GetMouseButton(0)) if (Input.GetMouseButton(0))
{ {
if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out var hit)) if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out var hit))
@ -160,19 +216,17 @@ public class AbilitySystem : NetworkBehaviour
lineIndicator.SetPosition(1, executionerEndPos); lineIndicator.SetPosition(1, executionerEndPos);
} }
} }
if (Input.GetMouseButtonUp(0)) if (Input.GetMouseButtonUp(0))
{ {
UseActiveAbility(); UseActiveAbility();
lineIndicator.positionCount = 2;
lineIndicator.positionCount = 2; // Reset to a valid number to prevent out-of-bounds errors lineIndicator.SetPosition(0, Vector3.zero);
lineIndicator.SetPosition(0, Vector3.zero); // Reset positions to avoid old values
lineIndicator.SetPosition(1, Vector3.zero); lineIndicator.SetPosition(1, Vector3.zero);
lineIndicator.gameObject.SetActive(false); lineIndicator.gameObject.SetActive(false);
} }
#endif
} }
private void ManageVectorFenceIndicator() private void ManageVectorFenceIndicator()
{ {
if (wallIndicator != null) if (wallIndicator != null)
@ -190,9 +244,9 @@ public class AbilitySystem : NetworkBehaviour
private void UpdateWallIndicatorPosition() private void UpdateWallIndicatorPosition()
{ {
if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) if (Physics.Raycast(mainCamera.ScreenPointToRay(GetPointerPosition()), out RaycastHit hit))
{ {
//wallIndicator.transform.position = hit.point; // Update position to follow the mouse // Update position to follow the pointer (only XZ plane)
wallIndicator.transform.position = new Vector3(hit.point.x, 0, hit.point.z); wallIndicator.transform.position = new Vector3(hit.point.x, 0, hit.point.z);
isValidPlacement = IsPlacementValid(hit.point, wallIndicator.transform.rotation, playerLayer); isValidPlacement = IsPlacementValid(hit.point, wallIndicator.transform.rotation, playerLayer);
} }
@ -200,29 +254,28 @@ public class AbilitySystem : NetworkBehaviour
private void StartWallPlacement() private void StartWallPlacement()
{ {
if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) if (Physics.Raycast(mainCamera.ScreenPointToRay(GetPointerPosition()), out RaycastHit hit))
{ {
wallSpawnPosition = new Vector3(hit.point.x, 0, hit.point.z); // Save spawn position wallSpawnPosition = new Vector3(hit.point.x, 0, hit.point.z); // Save spawn position
initialMousePosition = Input.mousePosition; // Store the initial mouse position on click initialMousePosition = GetPointerPosition(); // Store the initial pointer position on click
isWallPlacementStarted = true; isWallPlacementStarted = true;
Debug.Log($"[AbilitySystem] Wall placement started at {wallSpawnPosition}"); Debug.Log($"[AbilitySystem] Wall placement started at {wallSpawnPosition}");
} }
} }
private void RotateWallIndicator() private void RotateWallIndicator()
{ {
if (isWallPlacementStarted && wallIndicator != null) if (isWallPlacementStarted && wallIndicator != null)
{ {
// Get the current mouse position in screen space // Get the current pointer position
Vector3 currentMousePosition = Input.mousePosition; Vector3 currentPointerPosition = GetPointerPosition();
// Calculate the distance the mouse has moved since the initial click // Calculate the distance the pointer has moved since the initial press
float mouseDistance = Vector3.Distance(initialMousePosition, currentMousePosition); float pointerDistance = Vector3.Distance(initialMousePosition, currentPointerPosition);
// Check if the movement exceeds the threshold // Check if the movement exceeds the threshold
if (mouseDistance >= mouseMoveThreshold) if (pointerDistance >= mouseMoveThreshold)
{ {
Ray ray = mainCamera.ScreenPointToRay(currentMousePosition); Ray ray = mainCamera.ScreenPointToRay(currentPointerPosition);
if (Physics.Raycast(ray, out RaycastHit hit)) if (Physics.Raycast(ray, out RaycastHit hit))
{ {
Vector3 direction = (new Vector3(hit.point.x, 0, hit.point.z) - wallIndicator.transform.position).normalized; Vector3 direction = (new Vector3(hit.point.x, 0, hit.point.z) - wallIndicator.transform.position).normalized;
@ -232,26 +285,20 @@ public class AbilitySystem : NetworkBehaviour
wallIndicator.transform.rotation = Quaternion.Lerp(wallIndicator.transform.rotation, targetRotation, 0.5f); wallIndicator.transform.rotation = Quaternion.Lerp(wallIndicator.transform.rotation, targetRotation, 0.5f);
isValidPlacement = IsPlacementValid(wallIndicator.transform.position, wallIndicator.transform.rotation, playerLayer); isValidPlacement = IsPlacementValid(wallIndicator.transform.position, wallIndicator.transform.rotation, playerLayer);
} }
} }
} }
} }
private bool IsPlacementValid(Vector3 position, Quaternion rotation, LayerMask layerMask) private bool IsPlacementValid(Vector3 position, Quaternion rotation, LayerMask layerMask)
{ {
// Perform overlap check after applying rotation // Perform overlap check after applying rotation
Vector3 halfExtents = new Vector3( Vector3 halfExtents = new Vector3(
wallIndicator.transform.localScale.x / 2f, wallIndicator.transform.localScale.x / 2f,
wallIndicator.transform.localScale.y / 2f, wallIndicator.transform.localScale.y / 2f,
wallIndicator.transform.localScale.z / 2f wallIndicator.transform.localScale.z / 2f
); );
// Perform a CheckBox for the given parameters
bool isOverlap = Physics.CheckBox(position, halfExtents, rotation, layerMask); bool isOverlap = Physics.CheckBox(position, halfExtents, rotation, layerMask);
return !isOverlap; // Return true if valid placement (no overlap) return !isOverlap; // Return true if valid placement (no overlap)
} }
@ -289,13 +336,13 @@ public class AbilitySystem : NetworkBehaviour
} }
else else
{ {
ToggleAbilityMode(ability,key); ToggleAbilityMode(ability, key);
} }
} }
public bool IsAbilityModeActive() => isAbilityActive; public bool IsAbilityModeActive() => isAbilityActive;
private void ToggleAbilityMode(Ability ability,string abilitykey) private void ToggleAbilityMode(Ability ability, string abilityKey)
{ {
if (isAbilityActive && activeAbility == ability) if (isAbilityActive && activeAbility == ability)
{ {
@ -304,7 +351,7 @@ public class AbilitySystem : NetworkBehaviour
else else
{ {
ActivateAbilityMode(ability); ActivateAbilityMode(ability);
UpdateCursorState(abilitykey); UpdateCursorState(abilityKey);
} }
} }
@ -329,13 +376,11 @@ public class AbilitySystem : NetworkBehaviour
private bool IsPlacementWithinRadius(Vector3 targetPosition) private bool IsPlacementWithinRadius(Vector3 targetPosition)
{ {
float placementRadius = activeAbility.abilityApplicationRadius; // Fetch radius from the active ability float placementRadius = activeAbility.abilityApplicationRadius;
float distance = Vector3.Distance(transform.position, targetPosition); float distance = Vector3.Distance(transform.position, targetPosition);
return distance <= placementRadius; return distance <= placementRadius;
} }
public void UseActiveAbility() public void UseActiveAbility()
{ {
if (activeAbility == null) return; if (activeAbility == null) return;
@ -352,7 +397,7 @@ public class AbilitySystem : NetworkBehaviour
{ {
GameObject indicator = activeAbility.abilityKey == "VectorFence" ? wallIndicator : currentAbilityIndicator; GameObject indicator = activeAbility.abilityKey == "VectorFence" ? wallIndicator : currentAbilityIndicator;
startPosition = indicator.transform.position; startPosition = indicator.transform.position;
direction = indicator.transform.rotation.eulerAngles; direction = indicator.transform.forward;
} }
if (!IsPlacementWithinRadius(startPosition)) if (!IsPlacementWithinRadius(startPosition))
@ -422,7 +467,7 @@ public class AbilitySystem : NetworkBehaviour
private void UpdateIndicatorPosition() private void UpdateIndicatorPosition()
{ {
if (Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit)) if (Physics.Raycast(mainCamera.ScreenPointToRay(GetPointerPosition()), out RaycastHit hit))
{ {
currentAbilityIndicator.transform.position = new Vector3(hit.point.x, 0, hit.point.z); currentAbilityIndicator.transform.position = new Vector3(hit.point.x, 0, hit.point.z);
currentAbilityIndicator.transform.localScale = Vector3.one * activeAbility.abilityRadius; currentAbilityIndicator.transform.localScale = Vector3.one * activeAbility.abilityRadius;
@ -440,7 +485,21 @@ public class AbilitySystem : NetworkBehaviour
} }
else else
{ {
Debug.Log($"InitiateGlobalCooldown: Count find ability: {abilityKey}"); Debug.Log($"InitiateGlobalCooldown: Could not find ability: {abilityKey}");
}
}
// Helper method to get the current pointer position based on platform
private Vector3 GetPointerPosition()
{
#if UNITY_ANDROID || UNITY_IOS
if (Input.touchCount > 0)
{
return Input.GetTouch(0).position;
} }
return Vector3.zero;
#else
return Input.mousePosition;
#endif
} }
} }

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#if UNITY_EDITOR
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using UnityEngine.EventSystems;
using Object = UnityEngine.Object;
namespace CnControls
{
/// <summary>
/// Some helping and guiding info trying to fix some common CNControls setup mistakes
/// </summary>
[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<EventSystem>();
if (eventSystem == null)
{
ErrorPopupWindow.ShowWindow();
}
}
}
}
#endif

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using UnityEngine.EventSystems;
namespace CnControls
{
public class ErrorPopupWindow : EditorWindow
{
public static void ShowWindow()
{
var window = EditorWindow.GetWindow<ErrorPopupWindow>();
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<EventSystem>();
eventSystemGo.AddComponent<StandaloneInputModule>();
Close();
}
}
}
}
#endif

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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;
}
}
}

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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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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;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}

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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);
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}
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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 = 1; i < directionalVectors.Length; i++)
{
float dot = Vector3.Dot(movementVector, directionalVectors[i]);
if (dot < closestDot)
{
closestDirectionVector = directionalVectors[i];
closestDot = dot;
}
}
// closestDirectionVector is what we need
var transformedDirection = _mainCameraTransform.InverseTransformDirection(closestDirectionVector);
transformedDirection.y = 0f;
transformedDirection.Normalize();
transform.position += transformedDirection * Time.deltaTime;
}
}
}

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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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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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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
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<Camera>().transform;
m_Pivot = m_Cam.parent;
}
}
}

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using UnityEngine;
using CnControls;
// This is merely an example, it's for an example purpose only
// Your game WILL require a custom controller scripts, there's just no generic character control systems,
// they at least depend on the animations
[RequireComponent(typeof(CharacterController))]
public class ThidPersonExampleController : MonoBehaviour
{
public float MovementSpeed = 10f;
private Transform _mainCameraTransform;
private Transform _transform;
private CharacterController _characterController;
private void OnEnable()
{
_mainCameraTransform = Camera.main.GetComponent<Transform>();
_characterController = GetComponent<CharacterController>();
_transform = GetComponent<Transform>();
}
public void Update()
{
// Just use CnInputManager. instead of Input. and you're good to go
var inputVector = new Vector3(CnInputManager.GetAxis("Horizontal"), CnInputManager.GetAxis("Vertical"));
Vector3 movementVector = Vector3.zero;
// If we have some input
if (inputVector.sqrMagnitude > 0.001f)
{
movementVector = _mainCameraTransform.TransformDirection(inputVector);
movementVector.y = 0f;
movementVector.Normalize();
_transform.forward = movementVector;
}
movementVector += Physics.gravity;
_characterController.Move(movementVector * Time.deltaTime);
}
}

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using CnControls;
using UnityEngine;
namespace Examples.Scenes.TouchpadCamera
{
public class RotateCamera : MonoBehaviour
{
public float RotationSpeed = 15f;
public Transform OriginTransform;
public void Update()
{
var horizontalMovement = CnInputManager.GetAxis("Horizontal");
OriginTransform.Rotate(Vector3.up, horizontalMovement * Time.deltaTime * RotationSpeed);
}
}
}

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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);
if (angleFromMin <= _range && angleFromMax <= _range)
{
return; // within range
}
else
{
// Let's keep the current rotations around other axes and only
// correct the axis that has fallen out of range.
var euler = localRotation.eulerAngles;
if (angleFromMin > angleFromMax)
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