浏览代码

-Cleaned up some of the scripts

-re-organized files preparing for merge into demo branch
/demo-work
mikegeig 5 年前
当前提交
d69901c9
共有 64 个文件被更改,包括 2107 次插入208 次删除
  1. 117
      Assets/Objects/Levels/Island/Environment Objects.prefab
  2. 85
      Assets/Objects/Levels/Island/Island Level.prefab
  3. 13
      Assets/Objects/Levels/Island/Logic.prefab
  4. 32
      Assets/Scripts/GameSystem/RaceManager.cs
  5. 25
      Assets/Scripts/Utility/PlatformFramerateLock.cs
  6. 202
      Assets/scenes/Island.unity
  7. 20
      Assets/Scripts/DOTS/BuoyantObject_DOTS.cs
  8. 251
      Assets/scenes/Physics Scene.unity
  9. 6
      Assets/Objects/misc/Physics Settings.prefab
  10. 2
      Assets/Objects/boats/Prefabs/BoatEntity_Human.prefab
  11. 10
      Assets/Scripts/DOTS/UpdateObjectTransformSystem.cs
  12. 8
      Assets/EntityCache.meta
  13. 76
      Assets/Objects/boats/Prefabs/BoatEntity_AI.prefab
  14. 7
      Assets/Objects/boats/Prefabs/BoatEntity_AI.prefab.meta
  15. 277
      Assets/Objects/misc/ArrowSign.prefab
  16. 7
      Assets/Objects/misc/ArrowSign.prefab.meta
  17. 55
      Assets/Objects/misc/DOTS Arrow.prefab
  18. 7
      Assets/Objects/misc/DOTS Arrow.prefab.meta
  19. 1001
      Assets/Objects/misc/DOTS Arrows.prefab
  20. 7
      Assets/Objects/misc/DOTS Arrows.prefab.meta
  21. 76
      Assets/Objects/misc/DOTS Helper.prefab
  22. 7
      Assets/Objects/misc/DOTS Helper.prefab.meta
  23. 8
      Assets/Scripts/DOTS.meta
  24. 8
      Assets/EntityCache/Resources.meta
  25. 8
      Assets/Unity Physics Items.meta
  26. 0
      /Assets/scenes/Physics Scene.unity.meta
  27. 0
      /Assets/Scripts/DOTS/BuoyantObject_DOTS.cs.meta
  28. 0
      /Assets/Scripts/DOTS/AIController_DOTS.cs
  29. 0
      /Assets/Scripts/DOTS/BoatBodyComponent.cs.meta
  30. 0
      /Assets/Scripts/DOTS/AIController_DOTS.cs.meta
  31. 0
      /Assets/Scripts/DOTS/BoatBodyComponent.cs
  32. 0
      /Assets/Scripts/DOTS/BuoyantObject_DOTS.cs
  33. 0
      /Assets/Scripts/DOTS/BoatDataComponents.cs.meta
  34. 0
      /Assets/Scripts/DOTS/BoatDataComponents.cs
  35. 0
      /Assets/Scripts/DOTS/DOTSTransformManager.cs
  36. 0
      /Assets/Scripts/DOTS/DOTSTransformManager.cs.meta
  37. 0
      /Assets/Scripts/Utility/GridSpawner.cs
  38. 0
      /Assets/Scripts/Utility/GridSpawner.cs.meta
  39. 0
      /Assets/scenes/Physics Scene.unity
  40. 0
      /Assets/Objects/misc/Physics Settings.prefab
  41. 0
      /Assets/Objects/misc/Physics Settings.prefab.meta
  42. 0
      /Assets/Objects/misc/Slippery.asset.meta
  43. 0
      /Assets/Objects/misc/Slippery.asset
  44. 0
      /Assets/Objects/misc/DOTS Buoy.prefab.meta
  45. 0
      /Assets/Objects/boats/Prefabs/BoatEntity_Human.prefab
  46. 0
      /Assets/Objects/boats/Prefabs/BoatEntity_Human.prefab.meta
  47. 0
      /Assets/Objects/misc/DOTS Buoy.prefab
  48. 0
      /Assets/Objects/misc/DOTS Buoys.prefab
  49. 0
      /Assets/Objects/misc/DOTS Buoys.prefab.meta
  50. 0
      /Assets/Scripts/DOTS/ApplyBuoyancyForceSystem.cs.meta
  51. 0
      /Assets/Scripts/DOTS/DriveSystem.cs.meta
  52. 0
      /Assets/Scripts/DOTS/GertsnerSystem.cs.meta
  53. 0
      /Assets/Scripts/DOTS/PhysicsConversionSystem.cs.meta
  54. 0
      /Assets/Scripts/DOTS/PhysicsConversionSystem.cs
  55. 0
      /Assets/Scripts/DOTS/InputSystem.cs.meta
  56. 0
      /Assets/Scripts/DOTS/ApplyBuoyancyForceSystem.cs
  57. 0
      /Assets/Scripts/DOTS/DriveSystem.cs
  58. 0
      /Assets/Scripts/DOTS/GertsnerSystem.cs
  59. 0
      /Assets/Scripts/DOTS/InputSystem.cs
  60. 0
      /Assets/Scripts/DOTS/UpdateObjectTransformSystem.cs
  61. 0
      /Assets/Scripts/DOTS/UpdateObjectTransformSystem.cs.meta

117
Assets/Objects/Levels/Island/Environment Objects.prefab


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13
Assets/Objects/Levels/Island/Logic.prefab


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32
Assets/Scripts/GameSystem/RaceManager.cs


using System.Collections.Generic;
using BoatAttack.Boat;
using UnityEngine;
using WaterSystem;
namespace BoatAttack
{

private void CreateBoats()
{
if (useDOTS)
{
CreateBoats_DOTS();
return;
}
var prefab = useDOTS ? (boat.Human ? humanBoat : aiBoat) : boat.boatPrefab;
GameObject boatObject = Instantiate(prefab, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
GameObject boatObject = Instantiate(boat.boatPrefab, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
boatObject.name = boat.boatName;
BoatController boatController = boatObject.GetComponent<BoatController>();
boatController.Human = boat.Human;

}
}
private void CreateBoats_DOTS()
{
var i = 0;
foreach (var boat in raceData.boats)
{
var matrix = WaypointGroup.instance.startingPositons[i];
var prefab = boat.Human ? humanBoat : aiBoat;
GameObject entityObj = Instantiate(prefab, matrix.GetColumn(3), Quaternion.LookRotation(matrix.GetColumn(2))) as GameObject;
GameObject boatObject = entityObj.GetComponent<BuoyantObject_DOTS>().childObject;
boatObject.name = boat.boatName;
BoatController boatController = boatObject.GetComponent<BoatController>();
boatController.cam.gameObject.layer = LayerMask.NameToLayer("Player" + (i + 1));
i++;
}
}
}
}

25
Assets/Scripts/Utility/PlatformFramerateLock.cs


public class PlatformFramerateLock : MonoBehaviour
{
public int highEndRate = 60;
public int highEndPhysRate = 60;
public int lowEndRate = 30;
public int lowEndPhysRate = 30;
public bool allowUmlimitedFPS = false;
public int highEndFPS = 60;
public float highEndFixedTimeStep = .02f;
public int lowEndFPS = 30;
public float lowEndFixedTimeStep = .033f;
int physRate = 50;
float physRate = .02f;
rate = highEndRate;
physRate = highEndPhysRate;
rate = highEndFPS;
physRate = highEndFixedTimeStep;
rate = lowEndRate;
physRate = lowEndPhysRate;
rate = lowEndFPS;
physRate = lowEndFixedTimeStep;
Time.fixedDeltaTime = 1 / physRate;
Application.targetFrameRate = 1 / rate;
Time.fixedDeltaTime = physRate;
if(!allowUmlimitedFPS)
Application.targetFrameRate = rate;
}
}

202
Assets/scenes/Island.unity


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20
Assets/Scripts/DOTS/BuoyantObject_DOTS.cs


private DebugDrawing[] debugInfo; // For drawing force gizmos
public float percentSubmerged = 0f;
public GameObject childObject;
public GameObject childObject; //Object that holds the mesh for the DOTS Entity to generate and sync with
[ContextMenu("Initialize")]
void Init()

body.Convert(conversionSystem.GetPrimaryEntity(body), dstManager, conversionSystem);
//Generate a graphical representation
GameObject go = Instantiate(childObject, transform.position, transform.rotation) as GameObject;
childObject = Instantiate(childObject, transform.position, transform.rotation) as GameObject;
if(go.GetComponent<BuoyantObject>()) Destroy(go.GetComponent<BuoyantObject>());
if(go.GetComponent<Engine>()) Destroy(go.GetComponent<Engine>());
if(go.GetComponent<BoatController>()) Destroy(go.GetComponent<BoatController>());
if (go.GetComponent<Rigidbody>()) Destroy(go.GetComponent<Rigidbody>());
if (go.GetComponent<Collider>()) Destroy(go.GetComponent<Collider>());
if(childObject.GetComponent<BuoyantObject>()) Destroy(childObject.GetComponent<BuoyantObject>());
if(childObject.GetComponent<Engine>()) Destroy(childObject.GetComponent<Engine>());
if (childObject.GetComponentInChildren<Engine>()) Destroy(childObject.GetComponentInChildren<Engine>());
if (childObject.GetComponent<BoatController>()) Destroy(childObject.GetComponent<BoatController>());
if (childObject.GetComponent<Rigidbody>()) Destroy(childObject.GetComponent<Rigidbody>());
if (childObject.GetComponent<Collider>()) Destroy(childObject.GetComponent<Collider>());
go.transform.parent = transform.parent;
childObject.transform.parent = transform.parent;
DOTSTransformManager.Register(entity, go.transform);
DOTSTransformManager.Register(entity, childObject.transform);
}
}

251
Assets/scenes/Physics Scene.unity


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/Assets/Unity Physics Items/Physics Scene.unity.meta → /Assets/scenes/Physics Scene.unity.meta

/Assets/Unity Physics Items/BuoyantObject_DOTS.cs.meta → /Assets/Scripts/DOTS/BuoyantObject_DOTS.cs.meta

/Assets/Unity Physics Items/AIController_DOTS.cs → /Assets/Scripts/DOTS/AIController_DOTS.cs

/Assets/Unity Physics Items/BoatBodyComponent.cs.meta → /Assets/Scripts/DOTS/BoatBodyComponent.cs.meta

/Assets/Unity Physics Items/AIController_DOTS.cs.meta → /Assets/Scripts/DOTS/AIController_DOTS.cs.meta

/Assets/Unity Physics Items/BoatBodyComponent.cs → /Assets/Scripts/DOTS/BoatBodyComponent.cs

/Assets/Unity Physics Items/BuoyantObject_DOTS.cs → /Assets/Scripts/DOTS/BuoyantObject_DOTS.cs

/Assets/Unity Physics Items/Components/BoatDataComponents.cs.meta → /Assets/Scripts/DOTS/BoatDataComponents.cs.meta

/Assets/Unity Physics Items/Components/BoatDataComponents.cs → /Assets/Scripts/DOTS/BoatDataComponents.cs

/Assets/Unity Physics Items/DOTSTransformManager.cs → /Assets/Scripts/DOTS/DOTSTransformManager.cs

/Assets/Unity Physics Items/DOTSTransformManager.cs.meta → /Assets/Scripts/DOTS/DOTSTransformManager.cs.meta

/Assets/Unity Physics Items/GridSpawner.cs → /Assets/Scripts/Utility/GridSpawner.cs

/Assets/Unity Physics Items/GridSpawner.cs.meta → /Assets/Scripts/Utility/GridSpawner.cs.meta

/Assets/Unity Physics Items/Physics Scene.unity → /Assets/scenes/Physics Scene.unity

/Assets/Unity Physics Items/Prefabs/Physics Settings.prefab → /Assets/Objects/misc/Physics Settings.prefab

/Assets/Unity Physics Items/Prefabs/Physics Settings.prefab.meta → /Assets/Objects/misc/Physics Settings.prefab.meta

/Assets/Unity Physics Items/Prefabs/Slippery.asset.meta → /Assets/Objects/misc/Slippery.asset.meta

/Assets/Unity Physics Items/Prefabs/Slippery.asset → /Assets/Objects/misc/Slippery.asset

/Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab.meta → /Assets/Objects/misc/DOTS Buoy.prefab.meta

/Assets/Unity Physics Items/Prefabs/BoatEntityNew.prefab → /Assets/Objects/boats/Prefabs/BoatEntity_Human.prefab

/Assets/Unity Physics Items/Prefabs/BoatEntityNew.prefab.meta → /Assets/Objects/boats/Prefabs/BoatEntity_Human.prefab.meta

/Assets/Unity Physics Items/Prefabs/DOTS Buoy.prefab → /Assets/Objects/misc/DOTS Buoy.prefab

/Assets/Unity Physics Items/Prefabs/DOTS Buoys.prefab → /Assets/Objects/misc/DOTS Buoys.prefab

/Assets/Unity Physics Items/Prefabs/DOTS Buoys.prefab.meta → /Assets/Objects/misc/DOTS Buoys.prefab.meta

/Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs.meta → /Assets/Scripts/DOTS/ApplyBuoyancyForceSystem.cs.meta

/Assets/Unity Physics Items/Systems/DriveSystem.cs.meta → /Assets/Scripts/DOTS/DriveSystem.cs.meta

/Assets/Unity Physics Items/Systems/GertsnerSystem.cs.meta → /Assets/Scripts/DOTS/GertsnerSystem.cs.meta

/Assets/Unity Physics Items/Systems/PhysicsConversionSystem.cs.meta → /Assets/Scripts/DOTS/PhysicsConversionSystem.cs.meta

/Assets/Unity Physics Items/Systems/PhysicsConversionSystem.cs → /Assets/Scripts/DOTS/PhysicsConversionSystem.cs

/Assets/Unity Physics Items/Systems/InputSystem.cs.meta → /Assets/Scripts/DOTS/InputSystem.cs.meta

/Assets/Unity Physics Items/Systems/ApplyBuoyancyForceSystem.cs → /Assets/Scripts/DOTS/ApplyBuoyancyForceSystem.cs

/Assets/Unity Physics Items/Systems/DriveSystem.cs → /Assets/Scripts/DOTS/DriveSystem.cs

/Assets/Unity Physics Items/Systems/GertsnerSystem.cs → /Assets/Scripts/DOTS/GertsnerSystem.cs

/Assets/Unity Physics Items/Systems/InputSystem.cs → /Assets/Scripts/DOTS/InputSystem.cs

/Assets/Unity Physics Items/Systems/UpdateObjectTransformSystem.cs → /Assets/Scripts/DOTS/UpdateObjectTransformSystem.cs

/Assets/Unity Physics Items/Systems/UpdateObjectTransformSystem.cs.meta → /Assets/Scripts/DOTS/UpdateObjectTransformSystem.cs.meta

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