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Revert "Merge branch 'merge-branch' into demo-work-customrenderer"

This reverts commit f0fe4612fa78e1d43b024500595e0efded73cfcb, reversing
changes made to 5da51b1995d06466d2a6a83dc1b14e33c5ef17e8.
/demo-work-customrenderer
Mike Geig 5 年前
当前提交
2eec2193
共有 22 个文件被更改,包括 496 次插入3130 次删除
  1. 26
      Assets/Scripts/Boat/Engine.cs
  2. 71
      Assets/Unity Physics Items/AIController_DOTS.cs
  3. 2
      Assets/Unity Physics Items/AIController_DOTS.cs.meta
  4. 67
      Assets/Unity Physics Items/BuoyantObject_DOTS.cs
  5. 22
      Assets/Unity Physics Items/Components/BoatDataComponents.cs
  6. 432
      Assets/Unity Physics Items/Physics Scene.unity
  7. 980
      Assets/Unity Physics Items/Prefabs/AIBoatEntity Variant.prefab
  8. 514
      Assets/Unity Physics Items/Prefabs/BoatEntity.prefab
  9. 95
      Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs
  10. 47
      Assets/Unity Physics Items/Systems/DriveSystem.cs
  11. 13
      Assets/Unity Physics Items/Systems/GertsnerSystem.cs
  12. 2
      Assets/Unity Physics Items/Systems/InputSystem.cs
  13. 2
      Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
  14. 2
      Packages/manifest.json
  15. 13
      Assets/Scripts/Utility/PlatformFramerateLock.cs
  16. 11
      Assets/Scripts/Utility/PlatformFramerateLock.cs.meta
  17. 265
      Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab
  18. 7
      Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab.meta
  19. 36
      Assets/Unity Physics Items/BuoyancyVisualizer.cs
  20. 11
      Assets/Unity Physics Items/BuoyancyVisualizer.cs.meta
  21. 1001
      Assets/Unity Physics Items/Junk.unity
  22. 7
      Assets/Unity Physics Items/Junk.unity.meta

26
Assets/Scripts/Boat/Engine.cs


public AudioSource waterSound; // Water sound clip
//engine stats
public float steeringTorque = 5f;
public float upwardTorque = 5f;
public float horsePower = 18f;
public float torque = 5f;
public float horsePower = 15f;
private float3[] point = new float3[1]; // engine submerged check
private float3[] heights = new float3[1]; // engine submerged check
private int _guid;

if (yHeight > -0.1f) // if the engine is deeper than 0.1
{
modifier = Mathf.Clamp(modifier, -1f, 1f); // clamp for reasonable values
RB.AddRelativeTorque(new Vector3(0f, steeringTorque, -steeringTorque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
RB.AddRelativeTorque(new Vector3(0f, torque, -torque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
}
}

bool isHuman = GetComponent<BoatController>().Human;
if (!isHuman)
AIController_DOTS.Register(entity, transform.position);
AIController_DOTS.Register(entity);
var driveData = new DrivingData
var data = new DrivingData
steeringTorque = steeringTorque,
upwardTorque = upwardTorque,
isHuman = isHuman,
torque = torque,
engineOffset = enginePosition
engineOffset = transform.TransformPoint(enginePosition) - transform.position
dstManager.AddComponentData(entity, driveData);
var inputData = new InputData
{
isHuman = isHuman
};
dstManager.AddComponentData(entity, inputData);
dstManager.AddComponentData(entity, data);
}
}
}

71
Assets/Unity Physics Items/AIController_DOTS.cs


using UnityEngine;
using UnityEngine.AI;
public Vector3[] pathPoints;
public int currentPathPoint;
public WaypointGroup.Waypoint currentWaypoint;
public Vector3[] pathPoint;
public int curPoint;
public int curWP;
public bool nearEnd;
public Vector3 storedPosition;
};
public class AIController_DOTS : MonoBehaviour

public float nearDistanceSquared = 8f;
Dictionary<Entity, PathData> paths;

paths = new Dictionary<Entity, PathData>();
}
private void Update()
{
foreach (var path in paths)
{
if (path.Value.nearEnd || !path.Value.foundPath)
CalculatePath(path.Value);
}
}
public static void Register(Entity entity, Vector3 pos)
public static void Register(Entity entity)
data.currentWaypoint = WaypointGroup.instance.GetClosestWaypoint(pos);
data.storedPosition = pos;
data.nearEnd = true;
main.paths.Add(entity, data);
}

//Do we have data?
PathData data;
if (!paths.TryGetValue(entity, out data) || data.pathPoints == null)
if (!paths.TryGetValue(entity, out data))
data.storedPosition = pos; //Store position for navmesh calculations
if (data.pathPoint == null)
{
WaypointGroup.Waypoint wp = WaypointGroup.instance.GetClosestWaypoint(pos);
CalculatePath(WaypointGroup.instance.GetNextWaypoint(wp), data, pos);
}
else if (data.pathPoint.Length > data.curPoint && data.foundPath)
{
if ((Vector3.Distance(pos, data.pathPoint[data.curPoint])) < 8) // If we are close to the current point on the path get the next
{
data.curPoint++; // Move on to next point
if (data.curPoint >= data.pathPoint.Length)
CalculatePath(WaypointGroup.instance.GetWaypoint(data.curWP), data, pos);
}
}
if (data.currentPathPoint < data.pathPoints.Length && data.foundPath)
if (data.pathPoint != null && data.pathPoint.Length > data.curPoint)
Vector3 normDir = data.pathPoints[data.currentPathPoint] - (Vector3)pos;
Vector3 normDir = data.pathPoint[data.curPoint] - (Vector3)pos;
normDir = normDir.normalized;
var forward = math.forward(rot);

steering = Mathf.Clamp(targetSide, -1.0f, 1.0f);
throttle = dot > 0 ? 1f : 0.25f;
if (Vector3.Distance(pos, data.pathPoints[data.currentPathPoint]) < nearDistanceSquared) // If we are close to the current point on the path get the next
{
//Debug.Log($"Distance: {Vector3.Distance(pos, data.pathPoints[data.currentPathPoint])} SqrMag: {(data.storedPosition - data.pathPoints[data.currentPathPoint]).sqrMagnitude}");
data.currentPathPoint++; // Move on to next point
if (data.currentPathPoint >= data.pathPoints.Length)
data.nearEnd = true;
}
void CalculatePath(PathData data)
void CalculatePath(WaypointGroup.Waypoint wp, PathData data, float3 pos)
var wp = WaypointGroup.instance.GetNextWaypoint(data.currentWaypoint);
data.curWP++;
if (data.curWP >= WaypointGroup.instance.WPs.Count)
data.curWP = 0;
NavMesh.CalculatePath(data.storedPosition, curWPPos, 255, navPath);
NavMesh.CalculatePath(pos, curWPPos, 255, navPath);
data.currentWaypoint = wp;
data.pathPoints = navPath.corners;
data.currentPathPoint = 1;
data.pathPoint = navPath.corners;
data.curPoint = 1;
data.nearEnd = false;
}
else if (navPath == null || navPath.status == NavMeshPathStatus.PathInvalid) // if the path is bad, we havent found a path
{

2
Assets/Unity Physics Items/AIController_DOTS.cs.meta


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67
Assets/Unity Physics Items/BuoyantObject_DOTS.cs


{
float k = Mathf.Clamp01(waterLevel - (wp.y - voxelResolution)) / (voxelResolution * 2f);
submergedAmount += k / voxels.Length;
submergedAmount += k / voxels.Length;//(math.clamp(waterLevel - (wp.y - voxelResolution), 0f, voxelResolution * 2f) / (voxelResolution * 2f)) / voxels.Count;
var velocity = RB.GetPointVelocity(wp);
velocity.y *= 2f;

//Will be called by the PhysicsConversionSystem
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
// Calculate all initial values
dstManager.AddComponentData(entity, new BuoyancyNormal { Value = float3.zero });
BuoyantData data = new BuoyantData();
data.type = _buoyancyType;
data.voxelResolution = voxelResolution;
data.localArchimedesForce = localArchimedesForce;
data.percentSubmerged = 0f;
data.baseDrag = baseDrag;
data.baseAngularDrag = baseAngularDrag;
dstManager.AddComponentData(entity, data);
if (_buoyancyType == BuoyancyType.PhysicalVoxel)
{
//Add data needed for buoyancy
BuoyantData data = new BuoyantData();
data.voxelResolution = voxelResolution;
data.localArchimedesForce = localArchimedesForce;
data.baseDrag = baseDrag;
data.baseAngularDrag = baseAngularDrag;
dstManager.AddComponentData(entity, data);
//Add center of mass. This is why we had to use a custom conversion system since we needed the physics stuff to be converted before this step
var mass = dstManager.GetComponentData<Unity.Physics.PhysicsMass>(entity);
mass.CenterOfMass = centerOfMass;
dstManager.SetComponentData(entity, mass);
}
else if (_buoyancyType == BuoyancyType.NonPhysical)
{
dstManager.AddComponent(entity, typeof(SimpleBuoyantTag));
}
//Initialize the voxel and height buffers
DynamicBuffer<VoxelOffset> offsets = dstManager.GetBuffer<VoxelOffset>(entity);
var mass = dstManager.GetComponentData<Unity.Physics.PhysicsMass>(entity);
mass.CenterOfMass = centerOfMass;
dstManager.SetComponentData(entity, mass);
DynamicBuffer<VoxelOffset> offsets = dstManager.GetBuffer<VoxelOffset>(entity);
//Add engine position as first point
var engine = GetComponent<Engine>();
if (engine)
{
offsets.Add(new VoxelOffset { Value = new float3(engine.enginePosition - centerOfMass) });
heights.Add(new VoxelHeight { Value = float3.zero });
}
//Add the rest of the positions
for (int i = 0; i < voxels.Length; i++)
for (int i = 0; i < voxels.Length; i++)
offsets.Add(new VoxelOffset { Value = voxels[i] });
offsets.Add(new VoxelOffset { Value = voxels[i] - centerOfMass });// transform.TransformPoint(voxels[i]) - transform.position }); // << Is this right?
// Call other Convert methods
if (engine)
engine.Convert(conversionSystem.GetPrimaryEntity(engine), dstManager, conversionSystem);
var body = GetComponentInChildren<BoatBodyComponent>();
if (body)
body.Convert(conversionSystem.GetPrimaryEntity(body), dstManager, conversionSystem);
//Call other Convert methods
var body = GetComponentInChildren<BoatBodyComponent>();
body.Convert(conversionSystem.GetPrimaryEntity(body), dstManager, conversionSystem);
}
var engine = GetComponent<Engine>();
engine.Convert(conversionSystem.GetPrimaryEntity(engine), dstManager, conversionSystem);
}
struct DebugDrawing
struct DebugDrawing
{
public Vector3 force;
public Vector3 position;

22
Assets/Unity Physics Items/Components/BoatDataComponents.cs


using Unity.Entities;
using Unity.Mathematics;
using static WaterSystem.BuoyantObject_DOTS;
public BuoyancyType type;
public float percentSubmerged;
public float percentSubmerged;
}
public struct VoxelOffset : IBufferElementData

public struct DrivingData : IComponentData
{
public float steeringTorque;
public float upwardTorque;
public bool isHuman;
public float torque;
}
public struct InputData : IComponentData
{
public bool isHuman;
}
public struct BuoyancyNormal : IComponentData
{
public float3 Value;
}
public struct SimpleBuoyantTag : IComponentData { }
}

432
Assets/Unity Physics Items/Physics Scene.unity


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980
Assets/Unity Physics Items/Prefabs/AIBoatEntity Variant.prefab
文件差异内容过多而无法显示
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514
Assets/Unity Physics Items/Prefabs/BoatEntity.prefab


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waterSound: {fileID: 3376468742497974653}
steeringTorque: 5
upwardTorque: 15
torque: 5
horsePower: 18
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95
Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs


using Unity.Physics.Systems;
using Unity.Physics;
[UpdateAfter(typeof(GertsnerSystem)), UpdateAfter(typeof(ExportPhysicsWorld))]
[UpdateAfter(typeof(GertsnerSystem)), UpdateBefore(typeof(BuildPhysicsWorld))]
public class ApplyBuoyancyForceSystem : JobComponentSystem
{

{
var offsets = GetBufferFromEntity<VoxelOffset>(false);
var heights = GetBufferFromEntity<VoxelHeight>(false);
var forceJob = new ForceJob()
{
dt = Time.fixedDeltaTime,
offsetBuffer = offsets,
heightBuffer = heights
};
var forceJobHandle = forceJob.Schedule(this, inputDeps);
var simpleJob = new SimpleForceJob()
//Debug.Log(string.Format("DeltaTime: {0}, Time.time {1}, Calc Delta: {2}", Time.deltaTime, Time.time, Time.time - lastTime));
//lastTime = Time.time;
var job = new ForceJob()
dt = Time.fixedDeltaTime,
heightBuffer = heights
dt = Time.deltaTime,
offsetBuffer = GetBufferFromEntity<VoxelOffset>(false),
heightBuffer = GetBufferFromEntity<VoxelHeight>(false)
return simpleJob.Schedule(this, forceJobHandle);
return job.Schedule(this, inputDeps);
}
//[BurstCompile]

[ReadOnly]
public BufferFromEntity<VoxelHeight> heightBuffer;
public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref PhysicsVelocity vel, ref PhysicsMass mass, ref PhysicsDamping damping, [ReadOnly] ref BuoyantData data)
public void Execute(Entity entity, int index, ref Translation pos, ref Rotation rot, ref PhysicsVelocity vel, ref PhysicsMass mass, ref PhysicsDamping damping, ref BuoyantData data)
float submergedAmount = 0f;
//Debug.Log("new pass: " + entity.ToString());
float avgHeight = 0;
int total = 0;
//Apply buoyant force
float submergedAmount = 0f;
for (var i = 0; i < offsets.Length; i++)
//Apply buoyant force
for (var i = 0; i < offsets.Length; i++)
{
var wp = math.transform(entityTransform, offsets[i].Value);
float waterLevel = heights[i].Value.y;

float subFactor = Mathf.Clamp01((waterLevel - (wp.y - data.voxelResolution)) / (data.voxelResolution * 2f));
//float depth = waterLevel - wp.y + (data.voxelResolution * 2f);
float subFactor = Mathf.Clamp01((waterLevel - (wp.y - data.voxelResolution)) / (data.voxelResolution * 2f));//depth / data.voxelResolution);
submergedAmount += subFactor / offsets.Length;
submergedAmount += subFactor / offsets.Length;//(math.clamp(waterLevel - (wp.y - voxelResolution), 0f, voxelResolution * 2f) / (voxelResolution * 2f)) / voxels.Count;
var velocity = vel.GetLinearVelocity(mass, pos, rot, wp);
//var force2 = data.localArchimedesForce * subFactor;
var velocity = ComponentExtensions.GetLinearVelocity(vel, mass, pos, rot, wp);
var force = localDampingForce + math.sqrt(subFactor) * data.localArchimedesForce;
vel.ApplyImpulse(mass, pos, rot, force * dt, wp);
var force = localDampingForce + math.sqrt(subFactor) * data.localArchimedesForce;//\
ComponentExtensions.ApplyImpulse(ref vel, mass, pos, rot, force * dt, wp);
//entity.ApplyImpulse(force, wp);//RB.AddForceAtPosition(force, wp);
avgHeight += force.y;
total++;
//Debug.Log(string.Format("ECS: Position: {0:f1} -- Force: {1:f2} -- Height: {2:f2}\nVelocty: {3:f2} -- Damp: {4:f2} -- Mass: {5:f1} -- K: {6:f2}", wp, force, waterLevel, velocity, localDampingForce, math.rcp(mass.InverseMass), dt));
//Update drag
// Debug.Log("Average height: " + avgHeight / total);
//submergedAmount /= offsets.Length;
//damping.Linear = Mathf.Lerp(data.baseDrag, 1f, submergedAmount);
//damping.Angular = Mathf.Lerp(data.baseAngularDrag, 1f, submergedAmount);
//Apply drag
//data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
//damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
//damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
}
}
data.percentSubmerged = Mathf.Lerp(data.percentSubmerged, submergedAmount, 0.25f);
damping.Linear = data.baseDrag + (data.baseDrag * (data.percentSubmerged * 10f));
damping.Angular = data.baseAngularDrag + (data.percentSubmerged * 0.5f);
[BurstCompile]
[RequireComponentTag(typeof(SimpleBuoyantTag))]
public struct SimpleForceJob : IJobForEachWithEntity<Translation, Rotation, BuoyancyNormal>
{
public float dt;
[ReadOnly]
public BufferFromEntity<VoxelHeight> heightBuffer;
public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, [ReadOnly] ref BuoyancyNormal normal)
{
DynamicBuffer<VoxelHeight> heights = heightBuffer[entity];
var entityTransform = new RigidTransform(rot.Value, pos.Value);
pos.Value.y = heights[0].Value.y;
//var position = pos.Value;
//position.y = heights[0].Value.y;
//pos.Value = position;
rot.Value = quaternion.LookRotation(math.forward(rot.Value), normal.Value);
//transform.up = Vector3.Slerp(transform.up, normals[0], Time.deltaTime);
}
}
}

47
Assets/Unity Physics Items/Systems/DriveSystem.cs


}
[BurstCompile]
public struct DriveWithInputJob : IJobForEachWithEntity<Translation, Rotation, PhysicsVelocity, PhysicsMass, DrivingData, InputData>
public struct DriveWithInputJob : IJobForEachWithEntity<Translation, Rotation, PhysicsVelocity, PhysicsMass, DrivingData>
public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref PhysicsVelocity vel, [ReadOnly] ref PhysicsMass mass, ref DrivingData driveData, ref InputData inputData)
public void Execute(Entity entity, int index, [ReadOnly] ref Translation pos, [ReadOnly] ref Rotation rot, ref PhysicsVelocity vel, [ReadOnly] ref PhysicsMass mass, ref DrivingData data)
var entityTransform = new RigidTransform(rot.Value, pos.Value);
var wp = math.transform(entityTransform, driveData.engineOffset);// + mass.CenterOfMass);
//if (wp.y <= -0.1f) // if the engine is deeper than 0.1
var wp = pos.Value + data.engineOffset;
//if (wp.y <= -0.1f) // if the engine is deeper than 0.1
inputData.throttle = Mathf.Clamp(inputData.throttle, 0f, 1f); // clamp for reasonable values
float3 forward = math.forward(rot.Value);
forward.y = 0f;
forward = math.normalize(forward);
//accel
data.throttle = Mathf.Clamp(data.throttle, 0f, 1f); // clamp for reasonable values
float3 forward = math.forward(rot.Value);
forward.y = 0f;
forward = math.normalize(forward);
var force = (forward * data.throttle * data.horsePower) / mass.InverseMass; //divide by iMass to counteract mass in impulse method
var torque = (data.throttle * new float3(-1, 0, 0)) / mass.InverseInertia;
//accel
var force = (forward * inputData.throttle * driveData.horsePower) / mass.InverseMass; //divide by iMass to counteract mass in impulse method
vel.ApplyLinearImpulse(mass, force * dt);
ComponentExtensions.ApplyLinearImpulse(ref vel, mass, force * dt);
ComponentExtensions.ApplyLinearImpulse(ref vel, mass, up * 20000f * dt);
//ComponentExtensions.ApplyAngularImpulse(ref vel, mass, torque * dt);
//RB.AddForce(forward * modifier * horsePower, ForceMode.Acceleration); // add force forward based on input and horsepower
//RB.AddRelativeTorque(-Vector3.right * modifier, ForceMode.Acceleration);
//Lift the nose up
var upTorque = (inputData.throttle * new float3(-1, 0, 0) * driveData.upwardTorque) / mass.InverseInertia;
vel.ApplyAngularImpulse(mass, upTorque * dt);
//Turning
// var torque = (data.throttle * new float3(-1, 0, 0)) / mass.InverseInertia;
inputData.steering = Mathf.Clamp(inputData.steering, -1f, 1f); // clamp for reasonable values
var sTorque = new float3(0f, driveData.steeringTorque, -driveData.steeringTorque * .5f) * inputData.steering / mass.InverseInertia;
vel.ApplyAngularImpulse(mass, sTorque * dt);
//Turning
data.steering = Mathf.Clamp(data.steering, -1f, 1f); // clamp for reasonable values
var sTorque = new float3(0f, data.torque, -data.torque * .5f) * data.steering / mass.InverseInertia;
ComponentExtensions.ApplyAngularImpulse(ref vel, mass, sTorque * dt);
//Debug.Log(string.Format("Force: {0}, Torque: {1} Throttle: {2}", force, sTorque, throttle));
//RB.AddRelativeTorque(new Vector3(0f, torque, -torque * 0.5f) * modifier, ForceMode.Acceleration); // add torque based on input and torque amount
//}
}
}

13
Assets/Unity Physics Items/Systems/GertsnerSystem.cs


{
var job = new HeightJob {
waveData = waveData,
time = Time.time,
time = Time.deltaTime,
offsetBuffer = GetBufferFromEntity<VoxelOffset>(false),
heightBuffer = GetBufferFromEntity<VoxelHeight>(false)
};

[BurstCompile]
public struct HeightJob : IJobForEachWithEntity<Translation, Rotation, BuoyancyNormal>
public struct HeightJob : IJobForEachWithEntity<Translation, BuoyantData>
{
[ReadOnly]
public NativeArray<Wave> waveData; // wave data stroed in vec4's like the shader version but packed into one

public BufferFromEntity<VoxelHeight> heightBuffer;
// The code actually running on the job
public void Execute(Entity entity, int i, [ReadOnly] ref Translation translation, ref Rotation rot, ref BuoyancyNormal normal)
public void Execute(Entity entity, int i, [ReadOnly] ref Translation translation, ref BuoyantData data)
var entityTransform = new RigidTransform(rot.Value, translation.Value);
float3 voxelPos = math.transform(entityTransform, offsets[vi].Value);
float3 voxelPos = translation.Value + offsets[vi].Value;
var waveCountMulti = 1f / waveData.Length;
float3 wavePos = new float3(0f, 0f, 0f);

}
heights[vi] = new VoxelHeight{Value = wavePos};
normal.Value = math.normalize(waveNorm.xzy);
data.normal = math.normalize(waveNorm.xzy);
}
}
}

2
Assets/Unity Physics Items/Systems/InputSystem.cs


if (Time.time < startTime)
return;
Entities.ForEach((Entity entity, ref Translation pos, ref Rotation rot, ref InputData data ) =>
Entities.ForEach((Entity entity, ref Translation pos, ref Rotation rot, ref DrivingData data ) =>
{
if (data.isHuman)
{

2
Packages/com.verasl.water-system/Scripts/BuoyantObject.cs


for(var i = 0; i < voxels.Length; i++) BuoyancyForce(voxels[i], heights[i].y, ref submergedAmount, ref debugInfo[i]);
Physics.SyncTransforms();
Physics.autoSyncTransforms = true;
UpdateDrag(submergedAmount);
// UpdateDrag(submergedAmount);
}
else if(_buoyancyType == BuoyancyType.Physical)
{

2
Packages/manifest.json


{
"com.unity.properties" : "0.6.4-preview",
"com.unity.collab-proxy": "1.2.16",
"com.unity.entities": "0.1.1-preview",
"com.unity.ide.rider": "1.1.0",

13
Assets/Scripts/Utility/PlatformFramerateLock.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlatformFramerateLock : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
//Basic for now. Replace with the platform logic
Application.targetFrameRate = (int)(1f / Time.fixedDeltaTime);
}
}

11
Assets/Scripts/Utility/PlatformFramerateLock.cs.meta


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265
Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab


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7
Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab.meta


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36
Assets/Unity Physics Items/BuoyancyVisualizer.cs


using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
using Unity.Entities;
public class BuoyancyVisualizer : MonoBehaviour, IConvertGameObjectToEntity
{
public Entity boat;
private void OnDrawGizmos()
{
if (!Application.isPlaying)
return;
DynamicBuffer<VoxelHeight> heights = World.Active.EntityManager.GetBuffer<VoxelHeight>(boat);
DynamicBuffer<VoxelOffset> offsets = World.Active.EntityManager.GetBuffer<VoxelOffset>(boat);
Gizmos.color = Color.red;
for (int i = 0; i < heights.Length; i++)
Gizmos.DrawSphere(new Vector3(transform.position.x + offsets[i].Value.x, heights[i].Value.y, offsets[i].Value.z + transform.position.z), .1f);
}
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
if (boat == Entity.Null)
{
boat = conversionSystem.GetPrimaryEntity(transform.parent);
}
}
}

11
Assets/Unity Physics Items/BuoyancyVisualizer.cs.meta


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1001
Assets/Unity Physics Items/Junk.unity
文件差异内容过多而无法显示
查看文件

7
Assets/Unity Physics Items/Junk.unity.meta


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