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Initial push of the project

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mikegeig 5 年前
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56bfa605
共有 53 个文件被更改,包括 3563 次插入0 次删除
  1. 126
      DOTS_Pong/Assets/Ball.prefab
  2. 7
      DOTS_Pong/Assets/Ball.prefab.meta
  3. 14
      DOTS_Pong/Assets/Bouncy.physicMaterial
  4. 8
      DOTS_Pong/Assets/Bouncy.physicMaterial.meta
  5. 143
      DOTS_Pong/Assets/Paddle.prefab
  6. 7
      DOTS_Pong/Assets/Paddle.prefab.meta
  7. 8
      DOTS_Pong/Assets/Scenes.meta
  8. 1001
      DOTS_Pong/Assets/Scenes/SampleScene.unity
  9. 7
      DOTS_Pong/Assets/Scenes/SampleScene.unity.meta
  10. 8
      DOTS_Pong/Assets/Scripts.meta
  11. 30
      DOTS_Pong/Assets/Scripts/BallGoalCheckSystem.cs
  12. 11
      DOTS_Pong/Assets/Scripts/BallGoalCheckSystem.cs.meta
  13. 24
      DOTS_Pong/Assets/Scripts/DataComponents.cs
  14. 11
      DOTS_Pong/Assets/Scripts/DataComponents.cs.meta
  15. 93
      DOTS_Pong/Assets/Scripts/GameManager.cs
  16. 11
      DOTS_Pong/Assets/Scripts/GameManager.cs.meta
  17. 26
      DOTS_Pong/Assets/Scripts/PaddleConversion.cs
  18. 11
      DOTS_Pong/Assets/Scripts/PaddleConversion.cs.meta
  19. 40
      DOTS_Pong/Assets/Scripts/PaddleMovementSystem.cs
  20. 11
      DOTS_Pong/Assets/Scripts/PaddleMovementSystem.cs.meta
  21. 18
      DOTS_Pong/Assets/Scripts/PlayerInputSystem.cs
  22. 11
      DOTS_Pong/Assets/Scripts/PlayerInputSystem.cs.meta
  23. 77
      DOTS_Pong/Assets/Unlit.mat
  24. 8
      DOTS_Pong/Assets/Unlit.mat.meta
  25. 126
      DOTS_Pong/Assets/Wall.prefab
  26. 7
      DOTS_Pong/Assets/Wall.prefab.meta
  27. 45
      DOTS_Pong/Logs/Packages-Update.log
  28. 45
      DOTS_Pong/Packages/manifest.json
  29. 19
      DOTS_Pong/ProjectSettings/AudioManager.asset
  30. 6
      DOTS_Pong/ProjectSettings/ClusterInputManager.asset
  31. 34
      DOTS_Pong/ProjectSettings/DynamicsManager.asset
  32. 8
      DOTS_Pong/ProjectSettings/EditorBuildSettings.asset
  33. 35
      DOTS_Pong/ProjectSettings/EditorSettings.asset
  34. 63
      DOTS_Pong/ProjectSettings/GraphicsSettings.asset
  35. 295
      DOTS_Pong/ProjectSettings/InputManager.asset
  36. 91
      DOTS_Pong/ProjectSettings/NavMeshAreas.asset
  37. 56
      DOTS_Pong/ProjectSettings/Physics2DSettings.asset
  38. 7
      DOTS_Pong/ProjectSettings/PresetManager.asset
  39. 673
      DOTS_Pong/ProjectSettings/ProjectSettings.asset
  40. 2
      DOTS_Pong/ProjectSettings/ProjectVersion.txt
  41. 232
      DOTS_Pong/ProjectSettings/QualitySettings.asset
  42. 43
      DOTS_Pong/ProjectSettings/TagManager.asset
  43. 9
      DOTS_Pong/ProjectSettings/TimeManager.asset
  44. 34
      DOTS_Pong/ProjectSettings/UnityConnectSettings.asset
  45. 12
      DOTS_Pong/ProjectSettings/VFXManager.asset
  46. 10
      DOTS_Pong/ProjectSettings/XRSettings.asset

126
DOTS_Pong/Assets/Ball.prefab


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DOTS_Pong/Assets/Bouncy.physicMaterial


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143
DOTS_Pong/Assets/Paddle.prefab


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7
DOTS_Pong/Assets/Paddle.prefab.meta


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DOTS_Pong/Assets/Scenes.meta


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1001
DOTS_Pong/Assets/Scenes/SampleScene.unity
文件差异内容过多而无法显示
查看文件

7
DOTS_Pong/Assets/Scenes/SampleScene.unity.meta


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DOTS_Pong/Assets/Scripts.meta


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30
DOTS_Pong/Assets/Scripts/BallGoalCheckSystem.cs


using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Transforms;
using UnityEngine;
using Unity.Collections;
using Unity.Mathematics;
public class BallGoalCheckSystem : ComponentSystem
{
protected override void OnUpdate()
{
Entities.WithAll<BallTag>().ForEach((Entity entity, ref Translation trans) =>
{
float3 pos = trans.Value;
float bound = GameManager.main.xBound;
if (pos.x >= bound)
{
GameManager.main.PlayerScored(0);
PostUpdateCommands.DestroyEntity(entity);
}
else if (pos.x <= -bound)
{
GameManager.main.PlayerScored(1);
PostUpdateCommands.DestroyEntity(entity);
}
});
}
}

11
DOTS_Pong/Assets/Scripts/BallGoalCheckSystem.cs.meta


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24
DOTS_Pong/Assets/Scripts/DataComponents.cs


using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;
public struct PlayerInputData : IComponentData
{
public KeyCode upKey;
public KeyCode downKey;
}
public struct PlayerData : IComponentData
{
public int playerID;
}
public struct PaddleMovementData : IComponentData
{
public int direction;
public float speed;
}
public struct BallTag : IComponentData
{ }

11
DOTS_Pong/Assets/Scripts/DataComponents.cs.meta


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93
DOTS_Pong/Assets/Scripts/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Physics;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager main;
public GameObject ballPrefab;
public float xBound = 3f;
public float yBound = 3f;
public float ballSpeed = 3f;
public float respawnDelay = 2f;
public int[] playerScores;
public Text mainText;
public Text player0Text;
public Text player1Text;
Entity ballEntityPrefab;
EntityManager manager;
private void Awake()
{
if (main != null && main != this)
{
Destroy(gameObject);
return;
}
main = this;
playerScores = new int[2];
manager = World.Active.EntityManager;
ballEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefab, World.Active);
StartCoroutine(CountdownAndSpawnBall());
}
public void PlayerScored(int playerID)
{
playerScores[playerID]++;
player0Text.text = playerScores[0].ToString();
player1Text.text = playerScores[1].ToString();
StartCoroutine(CountdownAndSpawnBall());
}
IEnumerator CountdownAndSpawnBall()
{
mainText.text = "Get Ready";
yield return new WaitForSeconds(respawnDelay);
mainText.text = "3";
WaitForSeconds delay = new WaitForSeconds(1f);
yield return delay;
mainText.text = "2";
yield return delay;
mainText.text = "1";
yield return delay;
mainText.text = "";
SpawnBall();
}
void SpawnBall()
{
Entity ball = manager.Instantiate(ballEntityPrefab);
manager.AddComponent(ball, typeof(BallTag));
Vector3 dir = new Vector3(UnityEngine.Random.Range(0, 2) == 0 ? -1 : 1, UnityEngine.Random.Range(-.5f, .5f), 0f).normalized;
Vector3 speed = dir * ballSpeed;//UnityEngine.Random.insideUnitCircle * ballSpeed;
PhysicsVelocity velocity = new PhysicsVelocity()
{
Linear = speed,
Angular = float3.zero
};
manager.AddComponentData(ball, velocity);
}
}

11
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26
DOTS_Pong/Assets/Scripts/PaddleConversion.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
public class PaddleConversion : MonoBehaviour, IConvertGameObjectToEntity
{
public int playerID;
public float speed = 3f;
public KeyCode upKey;
public KeyCode downKey;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new PlayerData { playerID = playerID });
dstManager.AddComponentData(entity, new PaddleMovementData { direction = 0, speed = speed });
PlayerInputData data = new PlayerInputData
{
upKey = upKey,
downKey = downKey
};
dstManager.AddComponentData(entity, data);
}
}

11
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40
DOTS_Pong/Assets/Scripts/PaddleMovementSystem.cs


using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
public class PaddleMovementSystem : JobComponentSystem
{
public struct MoveJob : IJobForEach<PaddleMovementData, Translation>
{
public float deltaTime;
public float yBound;
public void Execute([ReadOnly] ref PaddleMovementData data, ref Translation trans)
{
float3 pos = trans.Value;
pos.y += data.speed * data.direction * deltaTime;
if (pos.y > yBound) pos.y = yBound;
if (pos.y < -yBound) pos.y = -yBound;
trans.Value = pos;
}
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
MoveJob job = new MoveJob
{
deltaTime = Time.DeltaTime,
yBound = GameManager.main.yBound
};
return job.Schedule(this, inputDeps);
}
}

11
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DOTS_Pong/Assets/Scripts/PlayerInputSystem.cs


using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;
public class PlayerInputSystem : ComponentSystem
{
protected override void OnUpdate()
{
Entities.ForEach((ref PlayerInputData inputData, ref PaddleMovementData moveData) =>
{
moveData.direction = 0;
moveData.direction += Input.GetKey(inputData.upKey) ? 1 : 0;
moveData.direction -= Input.GetKey(inputData.downKey) ? 1 : 0;
});
}
}

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DOTS_Pong/Assets/Unlit.mat


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DOTS_Pong/Logs/Packages-Update.log


=== Tue Dec 3 06:49:49 2019
Packages were changed.
Update Mode: mergeDefaultDependencies
The following packages were added:
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45
DOTS_Pong/Packages/manifest.json


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43
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10
DOTS_Pong/ProjectSettings/XRSettings.asset


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