andytouch
4 年前
当前提交
16e5f4ed
共有 77 个文件被更改,包括 3389 次插入 和 784 次删除
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17InputSystem_Warriors_Project/Assets/DeviceDisplayConfigurator/DeviceDisplayConfigurator.asset
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18InputSystem_Warriors_Project/Assets/Input/InputActions_Player.inputactions
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32InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Canvas_World_PlayerDisplay.prefab
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4InputSystem_Warriors_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur.shader
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3InputSystem_Warriors_Project/Assets/RenderPipeline/RenderPasses/KawaseBlur_Material.mat
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4InputSystem_Warriors_Project/Assets/RenderPipeline/UniversalRenderPipeline_Renderer_MenuBlur.asset
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948InputSystem_Warriors_Project/Assets/Scenes/Scene_Example_Warriors.unity
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197InputSystem_Warriors_Project/Assets/Scripts/Managers/GameManager.cs
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5InputSystem_Warriors_Project/Assets/Scripts/Managers/OldUIMenuManager.cs
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40InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayConfigurator.cs
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1InputSystem_Warriors_Project/Assets/Warrior/Materials/MAT_Warrior_DeviceColors.mat
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6InputSystem_Warriors_Project/Assets/Warrior/ShaderGraphs/Warrior_DeviceColors_ShaderGraph.shadergraph
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2InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerAnimationBehaviour.cs.meta
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6InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuPlayerDeviceDisplayBehaviour.cs
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46InputSystem_Warriors_Project/Assets/Samples/Input System/1.0.0/Rebinding UI/RebindingUISampleScene.unity
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2InputSystem_Warriors_Project/Assets/Scripts/Editor/GameManagerEditor.cs.meta
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296InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Button_Option.prefab
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7InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Button_Option.prefab.meta
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159InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Text_Label.prefab
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7InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Text_Label.prefab.meta
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159InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Text_Paragraph.prefab
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7InputSystem_Warriors_Project/Assets/Prefabs/UI/UI_Text_Paragraph.prefab.meta
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628InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Player_Warrior.prefab
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7InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Player_Warrior.prefab.meta
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8InputSystem_Warriors_Project/Assets/Samples/Input System/1.0.0.meta
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8InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player.meta
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8InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI.meta
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8InputSystem_Warriors_Project/Assets/Scripts/Editor.meta
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33InputSystem_Warriors_Project/Assets/Scripts/Managers/CameraManager.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Managers/CameraManager.cs.meta
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33InputSystem_Warriors_Project/Assets/Scripts/Managers/EventSystemManager.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Managers/EventSystemManager.cs.meta
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26InputSystem_Warriors_Project/Assets/Scripts/Managers/UIManager.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Managers/UIManager.cs.meta
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8InputSystem_Warriors_Project/Assets/Samples/Input System/1.0.0/Rebinding UI.meta
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36InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerAnimationBehaviour.cs
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247InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerController.cs
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29InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerUIDisplayBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerUIDisplayBehaviour.cs.meta
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69InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerVisualsBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerVisualsBehaviour.cs.meta
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29InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIBillboardBehaviour.cs
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29InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIContextPanelsBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIContextPanelsBehaviour.cs.meta
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100InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuBehaviour.cs.meta
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13InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuOptionBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuOptionBehaviour.cs.meta
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16InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIPanelRebindBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIPanelRebindBehaviour.cs.meta
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46InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIRebindActionBehaviour.cs
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11InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIRebindActionBehaviour.cs.meta
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76InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplayConfiguratorEditor.cs
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98InputSystem_Warriors_Project/Assets/Scripts/Editor/GameManagerEditor.cs
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139InputSystem_Warriors_Project/Assets/Prefabs/Warrior/WeaponTrail.prefab
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7InputSystem_Warriors_Project/Assets/Prefabs/Warrior/WeaponTrail.prefab.meta
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8InputSystem_Warriors_Project/Assets/Samples/Input System/1.0.0-preview.4.meta
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215InputSystem_Warriors_Project/Assets/Scripts/Behaviours/PlayerController.cs
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135InputSystem_Warriors_Project/Assets/Scripts/Behaviours/PlayerVisualDisplayBehaviour.cs
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30InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UIBillboardBehaviour.cs
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8InputSystem_Warriors_Project/Assets/Editor.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Managers/OldUIMenuManager.cs.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Managers/OldUIMenuManager.cs
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0/InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerController.cs.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerAnimationBehaviour.cs.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIBillboardBehaviour.cs.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuPlayerDeviceDisplayBehaviour.cs
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0/InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIMenuPlayerDeviceDisplayBehaviour.cs.meta
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0/InputSystem_Warriors_Project/Assets/Samples/Input System/1.0.0/Rebinding UI
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0/InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplayConfiguratorEditor.cs.meta
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0/InputSystem_Warriors_Project/Assets/Scripts/Editor/GameManagerEditor.cs.meta
948
InputSystem_Warriors_Project/Assets/Scenes/Scene_Example_Warriors.unity
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6
InputSystem_Warriors_Project/Assets/Warrior/ShaderGraphs/Warrior_DeviceColors_ShaderGraph.shadergraph
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|||
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class CameraManager : Singleton<CameraManager> |
|||
{ |
|||
[Header("Component References")] |
|||
public GameObject gameplayCameraObject; |
|||
public GameObject uiOverlayCameraObject; |
|||
|
|||
public void SetupManager() |
|||
{ |
|||
SetCameraObjectNewState(gameplayCameraObject, true); |
|||
SetCameraObjectNewState(uiOverlayCameraObject, false); |
|||
} |
|||
|
|||
void SetCameraObjectNewState(GameObject cameraObject, bool newState) |
|||
{ |
|||
cameraObject.SetActive(newState); |
|||
} |
|||
|
|||
//This is called by UIBillboardBehaviour so they can orient to wherever the gameplay camera is.
|
|||
public Transform GetGameplayCameraTransform() |
|||
{ |
|||
return gameplayCameraObject.transform; |
|||
} |
|||
|
|||
public Camera GetGameplayCamera() |
|||
{ |
|||
return gameplayCameraObject.GetComponent<Camera>(); |
|||
} |
|||
|
|||
} |
|
|||
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|||
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|||
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.InputSystem.UI; |
|||
using UnityEngine.EventSystems; |
|||
|
|||
public class EventSystemManager : Singleton<EventSystemManager> |
|||
{ |
|||
public EventSystem eventSystem; |
|||
public InputSystemUIInputModule inputSystemUIInputModule; |
|||
|
|||
public void SetCurrentSelectedGameObject(GameObject newSelectedGameObject) |
|||
{ |
|||
eventSystem.SetSelectedGameObject(newSelectedGameObject); |
|||
Button newSelectable = newSelectedGameObject.GetComponent<Button>(); |
|||
newSelectable.Select(); |
|||
newSelectable.OnSelect(null); |
|||
} |
|||
|
|||
public void UpdateActionAssetToFocusedPlayer() |
|||
{ |
|||
PlayerController focusedPlayerController = GameManager.Instance.GetFocusedPlayerController(); |
|||
inputSystemUIInputModule.actionsAsset = focusedPlayerController.GetActionAsset(); |
|||
} |
|||
|
|||
public InputActionAsset GetInputActionAsset() |
|||
{ |
|||
return inputSystemUIInputModule.actionsAsset; |
|||
} |
|||
|
|||
} |
|
|||
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|||
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|||
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|||
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class UIManager : Singleton<UIManager> |
|||
{ |
|||
|
|||
[Header("Sub-Behaviours")] |
|||
public UIMenuBehaviour uiMenuBehaviour; |
|||
|
|||
public void SetupManager() |
|||
{ |
|||
uiMenuBehaviour.SetupBehaviour(); |
|||
} |
|||
|
|||
public void UpdateUIMenuState(bool newState) |
|||
{ |
|||
uiMenuBehaviour.UpdateUIMenuState(newState); |
|||
} |
|||
|
|||
public void MenuButtonOptionSelected(int newPanelID) |
|||
{ |
|||
uiMenuBehaviour.SwitchUIContextPanels(newPanelID); |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: fc247b7a8a1989a4ab9818ada173c4d1 |
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|||
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|||
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class PlayerAnimationBehaviour : MonoBehaviour |
|||
{ |
|||
[Header("Component References")] |
|||
public Animator playerAnimator; |
|||
|
|||
//Animation String IDs
|
|||
private int playerMovementAnimationID; |
|||
private int playerAttackAnimationID; |
|||
|
|||
public void SetupBehaviour() |
|||
{ |
|||
SetupAnimationIDs(); |
|||
} |
|||
|
|||
void SetupAnimationIDs() |
|||
{ |
|||
playerMovementAnimationID = Animator.StringToHash("Movement"); |
|||
playerAttackAnimationID = Animator.StringToHash("Attack"); |
|||
} |
|||
|
|||
public void UpdateMovementAnimation(float movementBlendValue) |
|||
{ |
|||
playerAnimator.SetFloat(playerMovementAnimationID, movementBlendValue); |
|||
} |
|||
|
|||
public void PlayAttackAnimation() |
|||
{ |
|||
playerAnimator.SetTrigger(playerAttackAnimationID); |
|||
} |
|||
|
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.EventSystems; |
|||
|
|||
public class PlayerController : MonoBehaviour |
|||
{ |
|||
|
|||
//Player ID
|
|||
private int playerID; |
|||
|
|||
[Header("Sub Behaviours")] |
|||
public PlayerAnimationBehaviour playerAnimationBehaviour; |
|||
public PlayerVisualsBehaviour playerVisualsBehaviour; |
|||
|
|||
[Header("Physics")] |
|||
public Rigidbody playerRigidbody; |
|||
|
|||
[Header("Input")] |
|||
public bool useOldInputManager = false; |
|||
public PlayerInput playerInput; |
|||
private string actionMapGameplay = "Player Controls"; |
|||
private string actionMapMenu = "Menu Controls"; |
|||
|
|||
private Vector3 inputDirection; |
|||
private Vector2 movementInput; |
|||
private bool currentInput = false; |
|||
|
|||
//Camera
|
|||
private Camera mainCamera; |
|||
|
|||
[Header("Movement Settings")] |
|||
public float movementSpeed = 3; |
|||
public float smoothingSpeed = 1; |
|||
private Vector3 currentDirection; |
|||
private Vector3 rawDirection; |
|||
private Vector3 smoothDirection; |
|||
private Vector3 movement; |
|||
|
|||
//This is called from the GameManager; after the player has been spawned
|
|||
public void SetupPlayer(int newPlayerID) |
|||
{ |
|||
playerID = newPlayerID; |
|||
playerAnimationBehaviour.SetupBehaviour(); |
|||
playerVisualsBehaviour.SetupBehaviour(playerID, playerInput.devices[0].ToString()); |
|||
FindGameplayCamera(); |
|||
|
|||
} |
|||
|
|||
void FindGameplayCamera() |
|||
{ |
|||
mainCamera = CameraManager.Instance.GetGameplayCamera(); |
|||
} |
|||
|
|||
|
|||
void Update() |
|||
{ |
|||
CalculateMovementInput(); |
|||
CalculateAttackInput(); |
|||
} |
|||
|
|||
void FixedUpdate() |
|||
{ |
|||
CalculateDesiredDirection(); |
|||
ConvertDirectionFromRawToSmooth(); |
|||
MoveThePlayer(); |
|||
AnimatePlayerMovement(); |
|||
TurnThePlayer(); |
|||
} |
|||
|
|||
void CalculateMovementInput() |
|||
{ |
|||
|
|||
if(useOldInputManager) |
|||
{ |
|||
var v = Input.GetAxisRaw("Vertical"); |
|||
var h = Input.GetAxisRaw("Horizontal"); |
|||
inputDirection = new Vector3(h, 0, v); |
|||
} |
|||
|
|||
if(inputDirection == Vector3.zero) |
|||
{ |
|||
currentInput = false; |
|||
} |
|||
else if(inputDirection != Vector3.zero) |
|||
{ |
|||
currentInput = true; |
|||
} |
|||
} |
|||
|
|||
void CalculateAttackInput() |
|||
{ |
|||
|
|||
if(useOldInputManager) |
|||
{ |
|||
if(Input.GetKeyDown(KeyCode.Space)) |
|||
{ |
|||
playerAnimationBehaviour.PlayAttackAnimation(); |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|||
void CalculateDesiredDirection() |
|||
{ |
|||
//Camera Direction
|
|||
var cameraForward = mainCamera.transform.forward; |
|||
var cameraRight = mainCamera.transform.right; |
|||
|
|||
cameraForward.y = 0f; |
|||
cameraRight.y = 0f; |
|||
|
|||
rawDirection = cameraForward * inputDirection.z + cameraRight * inputDirection.x; |
|||
} |
|||
|
|||
void ConvertDirectionFromRawToSmooth() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
smoothDirection = Vector3.Lerp(smoothDirection, rawDirection, Time.deltaTime * smoothingSpeed); |
|||
} else if(currentInput == false) |
|||
{ |
|||
smoothDirection = Vector3.zero; |
|||
} |
|||
} |
|||
|
|||
void MoveThePlayer() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
movement.Set(smoothDirection.x, 0f, smoothDirection.z); |
|||
movement = movement.normalized * movementSpeed * Time.deltaTime; |
|||
playerRigidbody.MovePosition(transform.position + movement); |
|||
} |
|||
} |
|||
|
|||
void TurnThePlayer() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
Quaternion newRotation = Quaternion.LookRotation(-smoothDirection); |
|||
playerRigidbody.MoveRotation(newRotation); |
|||
} |
|||
} |
|||
|
|||
void AnimatePlayerMovement() |
|||
{ |
|||
playerAnimationBehaviour.UpdateMovementAnimation(inputDirection.sqrMagnitude); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
//Action Callbacks from the new Input System ----
|
|||
|
|||
private void OnMovement(InputValue value) |
|||
{ |
|||
Vector2 inputMovement = value.Get<Vector2>(); |
|||
inputDirection = new Vector3(inputMovement.x, 0, inputMovement.y); |
|||
} |
|||
|
|||
private void OnAttack(InputValue value) |
|||
{ |
|||
playerAnimationBehaviour.PlayAttackAnimation(); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
private void OnTogglePause(InputValue value) |
|||
{ |
|||
GameManager.Instance.TogglePauseState(this); |
|||
} |
|||
|
|||
|
|||
public void OnControlsChanged() |
|||
{ |
|||
playerVisualsBehaviour.UpdatePlayerVisuals(playerInput.devices[0].ToString()); |
|||
} |
|||
|
|||
public void OnDeviceLost() |
|||
{ |
|||
playerVisualsBehaviour.SetDisconnectedDeviceVisuals(); |
|||
} |
|||
|
|||
public void OnDeviceRegained() |
|||
{ |
|||
StartCoroutine(WaitForDeviceToBeRegained()); |
|||
|
|||
} |
|||
|
|||
IEnumerator WaitForDeviceToBeRegained() |
|||
{ |
|||
yield return new WaitForSeconds(0.1f); |
|||
playerVisualsBehaviour.UpdatePlayerVisuals(playerInput.devices[0].ToString()); |
|||
} |
|||
|
|||
|
|||
public void SetInputActiveState(bool gameIsPaused) |
|||
{ |
|||
switch (gameIsPaused) |
|||
{ |
|||
case true: |
|||
playerInput.DeactivateInput(); |
|||
break; |
|||
|
|||
case false: |
|||
playerInput.ActivateInput(); |
|||
break; |
|||
} |
|||
} |
|||
|
|||
|
|||
//Switching Action Maps ----
|
|||
|
|||
public void EnableGameplayControls() |
|||
{ |
|||
playerInput.SwitchCurrentActionMap(actionMapGameplay); |
|||
} |
|||
|
|||
public void EnablePauseMenuControls() |
|||
{ |
|||
playerInput.SwitchCurrentActionMap(actionMapMenu); |
|||
} |
|||
|
|||
//Get Data ----
|
|||
|
|||
public int GetPlayerID() |
|||
{ |
|||
return playerID; |
|||
} |
|||
|
|||
public string GetRawDevicePath() |
|||
{ |
|||
return playerInput.devices[0].ToString(); |
|||
} |
|||
|
|||
public InputActionAsset GetActionAsset() |
|||
{ |
|||
return playerInput.actions; |
|||
} |
|||
|
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using TMPro; |
|||
|
|||
public class PlayerUIDisplayBehaviour : MonoBehaviour |
|||
{ |
|||
|
|||
public TextMeshProUGUI IDDisplayText; |
|||
public TextMeshProUGUI deviceNameDisplayText; |
|||
public Image deviceDisplayIcon; |
|||
|
|||
public void UpdatePlayerIDDisplayText(int newPlayerID) |
|||
{ |
|||
IDDisplayText.SetText((newPlayerID + 1).ToString()); |
|||
} |
|||
|
|||
public void UpdatePlayerDeviceNameDisplayText(string newDeviceName) |
|||
{ |
|||
deviceNameDisplayText.SetText(newDeviceName); |
|||
} |
|||
|
|||
public void UpdatePlayerIconDisplayColor(Color newColor) |
|||
{ |
|||
deviceDisplayIcon.color = newColor; |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 90ce320e2fa6597478b575fc077d0c27 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class PlayerVisualsBehaviour : MonoBehaviour |
|||
{ |
|||
|
|||
//Player ID
|
|||
private int playerID; |
|||
|
|||
[Header("Device Display Settings")] |
|||
public DeviceDisplayConfigurator deviceDisplaySettings; |
|||
|
|||
[Header("Sub Behaviours")] |
|||
public PlayerUIDisplayBehaviour playerUIDisplayBehaviour; |
|||
|
|||
[Header("Player Material")] |
|||
public SkinnedMeshRenderer playerSkinnedMeshRenderer; |
|||
|
|||
private int clothingTintShaderID; |
|||
|
|||
public void SetupBehaviour(int newPlayerID, string newDeviceRawPath) |
|||
{ |
|||
playerID = newPlayerID; |
|||
|
|||
SetupShaderIDs(); |
|||
|
|||
UpdatePlayerVisuals(newDeviceRawPath); |
|||
} |
|||
|
|||
void SetupShaderIDs() |
|||
{ |
|||
clothingTintShaderID = Shader.PropertyToID("_Clothing_Tint"); |
|||
} |
|||
|
|||
public void UpdatePlayerVisuals(string deviceRawPath) |
|||
{ |
|||
UpdateUIDisplay(deviceRawPath); |
|||
UpdateCharacterShader(deviceRawPath); |
|||
} |
|||
|
|||
void UpdateUIDisplay(string deviceRawPath) |
|||
{ |
|||
playerUIDisplayBehaviour.UpdatePlayerIDDisplayText(playerID); |
|||
|
|||
string deviceName = deviceDisplaySettings.GetDeviceName(deviceRawPath); |
|||
playerUIDisplayBehaviour.UpdatePlayerDeviceNameDisplayText(deviceName); |
|||
|
|||
Color deviceColor = deviceDisplaySettings.GetDeviceColor(deviceRawPath); |
|||
playerUIDisplayBehaviour.UpdatePlayerIconDisplayColor(deviceColor); |
|||
} |
|||
|
|||
void UpdateCharacterShader(string deviceRawPath) |
|||
{ |
|||
Color deviceColor = deviceDisplaySettings.GetDeviceColor(deviceRawPath); |
|||
playerSkinnedMeshRenderer.material.SetColor(clothingTintShaderID, deviceColor); |
|||
} |
|||
|
|||
public void SetDisconnectedDeviceVisuals() |
|||
{ |
|||
string disconnectedName = deviceDisplaySettings.GetDisconnectedName(); |
|||
playerUIDisplayBehaviour.UpdatePlayerDeviceNameDisplayText(disconnectedName); |
|||
|
|||
Color disconnectedColor = deviceDisplaySettings.GetDisconnectedColor(); |
|||
playerUIDisplayBehaviour.UpdatePlayerIconDisplayColor(disconnectedColor); |
|||
playerSkinnedMeshRenderer.material.SetColor(clothingTintShaderID, disconnectedColor); |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 3b9c7226a9b7db047a442efcb4f263ea |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using System.Collections; |
|||
|
|||
[ExecuteAlways] |
|||
public class UIBillboardBehaviour : MonoBehaviour |
|||
{ |
|||
private Transform gameplayCameraTransform; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
gameplayCameraTransform = CameraManager.Instance.GetGameplayCameraTransform(); |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
gameplayCameraTransform = null; |
|||
} |
|||
|
|||
void LateUpdate() |
|||
{ |
|||
|
|||
if(gameplayCameraTransform) |
|||
{ |
|||
transform.LookAt(transform.position + gameplayCameraTransform.rotation * Vector3.forward, gameplayCameraTransform.rotation * Vector3.up); |
|||
} |
|||
|
|||
|
|||
} |
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class UIContextPanelsBehaviour : MonoBehaviour |
|||
{ |
|||
public GameObject[] contextPanels; |
|||
private int currentContextPanelID; |
|||
|
|||
public void SetupContextPanels() |
|||
{ |
|||
currentContextPanelID = 0; |
|||
|
|||
for(int i = 0; i < contextPanels.Length; i++) |
|||
{ |
|||
contextPanels[i].SetActive(false); |
|||
} |
|||
|
|||
contextPanels[currentContextPanelID].SetActive(true); |
|||
} |
|||
|
|||
public void UpdateContextPanels(int newContextPanelID) |
|||
{ |
|||
contextPanels[currentContextPanelID].SetActive(false); |
|||
currentContextPanelID = newContextPanelID; |
|||
contextPanels[currentContextPanelID].SetActive(true); |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: a55701e00d9d61e4d857a2040c6c872d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using TMPro; |
|||
|
|||
public class UIMenuBehaviour : MonoBehaviour |
|||
{ |
|||
|
|||
[Header("Sub-Behaviours")] |
|||
public UIContextPanelsBehaviour uiContextPanelsBehaviour; |
|||
public UIPanelRebindBehaviour uiPanelRebindBehaviour; |
|||
|
|||
[Header("Core Object References")] |
|||
public GameObject uiMenuCameraObject; |
|||
public GameObject uiMenuCanvasObject; |
|||
|
|||
[Header("Default Selected")] |
|||
public GameObject defaultSelectedGameObject; |
|||
|
|||
|
|||
[Header("Player Display")] |
|||
public DeviceDisplayConfigurator deviceDisplayconfigurator; |
|||
public Image deviceDisplayIcon; |
|||
public TextMeshProUGUI IDDisplayText; |
|||
|
|||
|
|||
public void SetupBehaviour() |
|||
{ |
|||
UpdateUIMenuState(false); |
|||
} |
|||
|
|||
public void UpdateUIMenuState(bool newState) |
|||
{ |
|||
switch (newState) |
|||
{ |
|||
case true: |
|||
ResetContextPanels(); |
|||
UpdateEventSystemDefaultSelected(); |
|||
UpdateEventSystemUIInputModule(); |
|||
UpdateUIPlayerDisplay(); |
|||
UpdateUIRebindActions(); |
|||
break; |
|||
|
|||
case false: |
|||
|
|||
break; |
|||
} |
|||
|
|||
UpdateCoreUIObjectsState(newState); |
|||
} |
|||
|
|||
void ResetContextPanels() |
|||
{ |
|||
uiContextPanelsBehaviour.SetupContextPanels(); |
|||
} |
|||
|
|||
|
|||
|
|||
void UpdateCoreUIObjectsState(bool newState) |
|||
{ |
|||
uiMenuCameraObject.SetActive(newState); |
|||
uiMenuCanvasObject.SetActive(newState); |
|||
} |
|||
|
|||
|
|||
void UpdateUIPlayerDisplay() |
|||
{ |
|||
PlayerController focusedPlayerController = GameManager.Instance.GetFocusedPlayerController(); |
|||
|
|||
//ID
|
|||
int focusedPlayerID = focusedPlayerController.GetPlayerID(); |
|||
IDDisplayText.SetText((focusedPlayerID + 1).ToString()); |
|||
|
|||
//Color
|
|||
Color focusedPlayerDeviceColor = deviceDisplayconfigurator.GetDeviceColor(focusedPlayerController.GetRawDevicePath()); |
|||
deviceDisplayIcon.color = focusedPlayerDeviceColor; |
|||
} |
|||
|
|||
void UpdateEventSystemDefaultSelected() |
|||
{ |
|||
EventSystemManager.Instance.SetCurrentSelectedGameObject(defaultSelectedGameObject); |
|||
} |
|||
|
|||
void UpdateEventSystemUIInputModule() |
|||
{ |
|||
EventSystemManager.Instance.UpdateActionAssetToFocusedPlayer(); |
|||
} |
|||
|
|||
void UpdateUIRebindActions() |
|||
{ |
|||
uiPanelRebindBehaviour.UpdateRebindActions(); |
|||
} |
|||
|
|||
public void SwitchUIContextPanels(int selectedPanelID) |
|||
{ |
|||
uiContextPanelsBehaviour.UpdateContextPanels(selectedPanelID); |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: d4cf0d34234797b4f8e05fdf8db216f7 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class UIMenuOptionBehaviour : MonoBehaviour |
|||
{ |
|||
public int contextPanelID; |
|||
|
|||
public void ButtonOptionSelected() |
|||
{ |
|||
UIManager.Instance.MenuButtonOptionSelected(contextPanelID); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: ab404cb73cfd59041ae6fa39d672efef |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class UIPanelRebindBehaviour : MonoBehaviour |
|||
{ |
|||
public UIRebindActionBehaviour[] uiRebindActionBehaviours; |
|||
|
|||
public void UpdateRebindActions() |
|||
{ |
|||
for(int i = 0; i < uiRebindActionBehaviours.Length; i++) |
|||
{ |
|||
uiRebindActionBehaviours[i].UpdateBehaviour(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1d0ee8987180cc640b92a50bdf409025 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.UI; |
|||
using TMPro; |
|||
|
|||
public class UIRebindActionBehaviour : MonoBehaviour |
|||
{ |
|||
|
|||
private InputActionAsset focusedInputActionAsset; |
|||
|
|||
private bool listeningForInput; |
|||
|
|||
[Header("Rebind Settings")] |
|||
public string actionName; |
|||
|
|||
[Header("UI Display")] |
|||
public Image bindingIconDisplayImage; |
|||
public GameObject listeningObject; |
|||
|
|||
|
|||
public void UpdateBehaviour() |
|||
{ |
|||
GetFocusedInputActionAsset(); |
|||
} |
|||
|
|||
void GetFocusedInputActionAsset() |
|||
{ |
|||
focusedInputActionAsset = EventSystemManager.Instance.GetInputActionAsset(); |
|||
} |
|||
|
|||
public void RebindButtonPressed() |
|||
{ |
|||
StartListeningForRebind(); |
|||
} |
|||
|
|||
void StartListeningForRebind() |
|||
{ |
|||
listeningForInput = true; |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: d6005e3b6c6ebbd4a98d34a9488cf066 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEditorInternal; |
|||
|
|||
[CustomEditor(typeof(DeviceDisplayConfigurator))] |
|||
public class DeviceDisplayConfiguratorEditor : Editor |
|||
{ |
|||
|
|||
private ReorderableList listDevices; |
|||
private SerializedProperty disconnectedDeviceProperty; |
|||
|
|||
private Rect rawPathColumn; |
|||
private Rect displayNameColumn; |
|||
private Rect displayColorColumn; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
DrawListOfDevices(); |
|||
disconnectedDeviceProperty = serializedObject.FindProperty("disconnectedDeviceSettings"); |
|||
} |
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
serializedObject.Update(); |
|||
|
|||
EditorGUILayout.LabelField("Device Settings", EditorStyles.boldLabel); |
|||
listDevices.DoLayoutList(); |
|||
|
|||
EditorGUILayout.PropertyField(disconnectedDeviceProperty); |
|||
|
|||
serializedObject.ApplyModifiedProperties(); |
|||
} |
|||
|
|||
void DrawListOfDevices() |
|||
{ |
|||
listDevices = new ReorderableList(serializedObject, serializedObject.FindProperty("listDeviceSettings"), true, true, true, true); |
|||
|
|||
listDevices.drawHeaderCallback = (Rect rect) => { |
|||
|
|||
DrawColumnHeaders(rect); |
|||
}; |
|||
|
|||
listDevices.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => { |
|||
|
|||
var element = listDevices.serializedProperty.GetArrayElementAtIndex(index); |
|||
|
|||
rect.y += 2; |
|||
|
|||
CalculateColumnSizes(rect); |
|||
|
|||
EditorGUI.PropertyField(rawPathColumn, element.FindPropertyRelative("deviceRawPath"), GUIContent.none); |
|||
EditorGUI.PropertyField(displayNameColumn, element.FindPropertyRelative("deviceDisplayName"), GUIContent.none); |
|||
EditorGUI.PropertyField(displayColorColumn, element.FindPropertyRelative("deviceDisplayColor"), GUIContent.none); |
|||
}; |
|||
|
|||
} |
|||
|
|||
void DrawColumnHeaders(Rect rect) |
|||
{ |
|||
|
|||
CalculateColumnSizes(rect); |
|||
|
|||
EditorGUI.LabelField(rawPathColumn, "Raw Path Name"); |
|||
EditorGUI.LabelField(displayNameColumn, "Display Name"); |
|||
EditorGUI.LabelField(displayColorColumn, "Display Color"); |
|||
} |
|||
|
|||
void CalculateColumnSizes(Rect rect) |
|||
{ |
|||
rawPathColumn = new Rect(rect.x, rect.y, rect.width/2 - 50 - 10, EditorGUIUtility.singleLineHeight); |
|||
displayNameColumn = new Rect(rect.x + rect.width/2 - 50, rect.y, rect.width/2 - 60, EditorGUIUtility.singleLineHeight); |
|||
displayColorColumn = new Rect(rect.x + rect.width - 100, rect.y, 100, EditorGUIUtility.singleLineHeight); |
|||
} |
|||
|
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
[CustomEditor(typeof(GameManager))] |
|||
public class GameManagerEditor : Editor |
|||
{ |
|||
|
|||
private GameManager gameManager; |
|||
|
|||
//Game Mode
|
|||
private SerializedProperty currentGameModeProperty; |
|||
|
|||
//Single Player
|
|||
private SerializedProperty inScenePlayerProperty; |
|||
|
|||
//Local Multiplayer
|
|||
private SerializedProperty playerPrefabProperty; |
|||
private SerializedProperty numberOfPlayersProperty; |
|||
private SerializedProperty spawnRingCenterProperty; |
|||
private SerializedProperty spawnRingRadiusProperty; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
|
|||
//Game Mode
|
|||
currentGameModeProperty = serializedObject.FindProperty("currentGameMode"); |
|||
|
|||
//Single Player
|
|||
inScenePlayerProperty = serializedObject.FindProperty("inScenePlayer"); |
|||
|
|||
//Local Multiplayer
|
|||
playerPrefabProperty = serializedObject.FindProperty("playerPrefab"); |
|||
numberOfPlayersProperty = serializedObject.FindProperty("numberOfPlayers"); |
|||
spawnRingCenterProperty = serializedObject.FindProperty("spawnRingCenter"); |
|||
spawnRingRadiusProperty = serializedObject.FindProperty("spawnRingRadius"); |
|||
|
|||
} |
|||
|
|||
|
|||
public override void OnInspectorGUI() |
|||
{ |
|||
|
|||
gameManager = (GameManager)target; |
|||
|
|||
serializedObject.Update(); |
|||
|
|||
DrawGameModeGUI(); |
|||
|
|||
DrawSpaceGUI(3); |
|||
|
|||
EditorGUILayout.LabelField("Mode Settings", EditorStyles.boldLabel); |
|||
|
|||
if(gameManager.currentGameMode == GameMode.SinglePlayer) |
|||
{ |
|||
DrawSinglePlayerGUI(); |
|||
} |
|||
|
|||
if(gameManager.currentGameMode == GameMode.LocalMultiplayer) |
|||
{ |
|||
DrawLocalMultiplayerGUI(); |
|||
} |
|||
|
|||
serializedObject.ApplyModifiedProperties(); |
|||
} |
|||
|
|||
void DrawGameModeGUI() |
|||
{ |
|||
EditorGUILayout.LabelField("Game Mode", EditorStyles.boldLabel); |
|||
EditorGUILayout.PropertyField(currentGameModeProperty); |
|||
} |
|||
|
|||
void DrawSinglePlayerGUI() |
|||
{ |
|||
EditorGUILayout.PropertyField(inScenePlayerProperty); |
|||
} |
|||
|
|||
void DrawLocalMultiplayerGUI() |
|||
{ |
|||
|
|||
EditorGUILayout.PropertyField(playerPrefabProperty); |
|||
|
|||
EditorGUILayout.PropertyField(numberOfPlayersProperty); |
|||
|
|||
EditorGUILayout.PropertyField(spawnRingCenterProperty); |
|||
EditorGUILayout.PropertyField(spawnRingRadiusProperty); |
|||
} |
|||
|
|||
void DrawSpaceGUI(int amountOfSpace) |
|||
{ |
|||
for(int i = 0; i < amountOfSpace; i++) |
|||
{ |
|||
EditorGUILayout.Space(); |
|||
} |
|||
} |
|||
} |
|
|||
%YAML 1.1 |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
public class PlayerController : MonoBehaviour |
|||
{ |
|||
|
|||
//Camera
|
|||
private Camera mainCamera; |
|||
|
|||
[Header("Physics")] |
|||
public Rigidbody playerRigidbody; |
|||
|
|||
[Header("Animation")] |
|||
public Animator playerAnimator; |
|||
private int playerMovementID; |
|||
private int playerAttackID; |
|||
|
|||
[Header("Input")] |
|||
public bool useOldInputManager = false; |
|||
public PlayerInput playerInput; |
|||
private string actionMapGameplay = "Player Controls"; |
|||
private string actionMapMenu = "Menu Controls"; |
|||
|
|||
private Vector3 inputDirection; |
|||
private Vector2 movementInput; |
|||
private bool currentInput = false; |
|||
|
|||
[Header("Movement Settings")] |
|||
public float movementSpeed = 3; |
|||
public float smoothingSpeed = 1; |
|||
private Vector3 currentDirection; |
|||
private Vector3 rawDirection; |
|||
private Vector3 smoothDirection; |
|||
private Vector3 movement; |
|||
|
|||
void Start() |
|||
{ |
|||
FindCamera(); |
|||
SetupAnimationIDs(); |
|||
} |
|||
|
|||
void FindCamera() |
|||
{ |
|||
mainCamera = GameManager.Instance.mainCamera; |
|||
} |
|||
|
|||
void SetupAnimationIDs() |
|||
{ |
|||
playerMovementID = Animator.StringToHash("Movement"); |
|||
playerAttackID = Animator.StringToHash("Attack"); |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
CalculateMovementInput(); |
|||
CalculateAttackInput(); |
|||
} |
|||
|
|||
void FixedUpdate() |
|||
{ |
|||
CalculateDesiredDirection(); |
|||
ConvertDirectionFromRawToSmooth(); |
|||
MoveThePlayer(); |
|||
AnimatePlayerMovement(); |
|||
TurnThePlayer(); |
|||
} |
|||
|
|||
void CalculateMovementInput() |
|||
{ |
|||
|
|||
if(useOldInputManager) |
|||
{ |
|||
var v = Input.GetAxisRaw("Vertical"); |
|||
var h = Input.GetAxisRaw("Horizontal"); |
|||
inputDirection = new Vector3(h, 0, v); |
|||
} |
|||
|
|||
if(inputDirection == Vector3.zero) |
|||
{ |
|||
currentInput = false; |
|||
} |
|||
else if(inputDirection != Vector3.zero) |
|||
{ |
|||
currentInput = true; |
|||
} |
|||
} |
|||
|
|||
void CalculateAttackInput() |
|||
{ |
|||
|
|||
if(useOldInputManager) |
|||
{ |
|||
if(Input.GetKeyDown(KeyCode.Space)) |
|||
{ |
|||
playerAnimator.SetTrigger(playerAttackID); |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|||
void CalculateDesiredDirection() |
|||
{ |
|||
//Camera Direction
|
|||
var cameraForward = mainCamera.transform.forward; |
|||
var cameraRight = mainCamera.transform.right; |
|||
|
|||
cameraForward.y = 0f; |
|||
cameraRight.y = 0f; |
|||
|
|||
rawDirection = cameraForward * inputDirection.z + cameraRight * inputDirection.x; |
|||
} |
|||
|
|||
void ConvertDirectionFromRawToSmooth() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
smoothDirection = Vector3.Lerp(smoothDirection, rawDirection, Time.deltaTime * smoothingSpeed); |
|||
} else if(currentInput == false) |
|||
{ |
|||
smoothDirection = Vector3.zero; |
|||
} |
|||
|
|||
} |
|||
|
|||
void MoveThePlayer() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
movement.Set(smoothDirection.x, 0f, smoothDirection.z); |
|||
movement = movement.normalized * movementSpeed * Time.deltaTime; |
|||
playerRigidbody.MovePosition(transform.position + movement); |
|||
} |
|||
|
|||
} |
|||
|
|||
void TurnThePlayer() |
|||
{ |
|||
if(currentInput == true) |
|||
{ |
|||
Quaternion newRotation = Quaternion.LookRotation(smoothDirection); |
|||
playerRigidbody.MoveRotation(newRotation); |
|||
} |
|||
} |
|||
|
|||
void AnimatePlayerMovement() |
|||
{ |
|||
playerAnimator.SetFloat(playerMovementID, inputDirection.sqrMagnitude); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
//Action Callbacks from the new Input System ----
|
|||
|
|||
private void OnMovement(InputValue value) |
|||
{ |
|||
Vector2 inputMovement = value.Get<Vector2>(); |
|||
inputDirection = new Vector3(inputMovement.x, 0, inputMovement.y); |
|||
} |
|||
|
|||
private void OnAttack(InputValue value) |
|||
{ |
|||
playerAnimator.SetTrigger("Attack"); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
private void OnOpenPauseMenu(InputValue value) |
|||
{ |
|||
|
|||
if(value.isPressed) |
|||
{ |
|||
GameManager.Instance.TogglePauseMenu(true); |
|||
} |
|||
} |
|||
|
|||
private void OnClosePauseMenu(InputValue value) |
|||
{ |
|||
if(value.isPressed) |
|||
{ |
|||
GameManager.Instance.TogglePauseMenu(false); |
|||
} |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
//Switching Action Maps ----
|
|||
|
|||
public void EnableGameplayControls() |
|||
{ |
|||
playerInput.SwitchCurrentActionMap(actionMapGameplay); |
|||
} |
|||
|
|||
public void EnablePauseMenuControls() |
|||
{ |
|||
playerInput.SwitchCurrentActionMap(actionMapMenu); |
|||
} |
|||
|
|||
|
|||
public PlayerInput GetPlayerInput() |
|||
{ |
|||
return playerInput; |
|||
} |
|||
|
|||
} |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using TMPro; |
|||
using UnityEngine.UI; |
|||
|
|||
public class PlayerVisualDisplayBehaviour : MonoBehaviour |
|||
{ |
|||
|
|||
[Header("Input")] |
|||
public PlayerInput playerInput; |
|||
|
|||
[Header("Device Display")] |
|||
public DeviceDisplayConfigurator deviceDisplayConfigurator; |
|||
|
|||
[Header("UI")] |
|||
public GameObject playerDisplay; |
|||
public TextMeshProUGUI playerIDDisplayText; |
|||
public TextMeshProUGUI playerDeviceDisplayText; |
|||
public Image playerDeviceDisplayIcon; |
|||
|
|||
[Header("Material")] |
|||
public SkinnedMeshRenderer playerSkinnedMeshRenderer; |
|||
|
|||
//Current Values
|
|||
private int currentPlayerID; |
|||
private string currentPlayerDevice; |
|||
private Color currentDeviceColor; |
|||
|
|||
//Shader IDs
|
|||
private string armorTintString = "_Tint_Armor"; |
|||
private int armorTintShaderID; |
|||
|
|||
void Start() |
|||
{ |
|||
SetupShaderIDs(); |
|||
|
|||
if(playerInput.enabled) |
|||
{ |
|||
TogglePlayerVisualDisplay(true); |
|||
SetPlayerVisualDisplay(); |
|||
|
|||
} else if(!playerInput.enabled) |
|||
{ |
|||
|
|||
TogglePlayerVisualDisplay(false); |
|||
|
|||
} |
|||
} |
|||
|
|||
void SetupShaderIDs() |
|||
{ |
|||
armorTintShaderID = Shader.PropertyToID(armorTintString); |
|||
} |
|||
|
|||
void GetPlayerInputID() |
|||
{ |
|||
currentPlayerID = playerInput.playerIndex; |
|||
} |
|||
|
|||
void SetPlayerVisualDisplay() |
|||
{ |
|||
|
|||
GetPlayerInputID(); |
|||
GetPlayerDeviceDisplayName(); |
|||
GetPlayerDeviceDisplayColor(); |
|||
SetPlayerDisplayText(); |
|||
SetPlayerDisplayColor(); |
|||
} |
|||
|
|||
void GetPlayerDeviceDisplayName() |
|||
{ |
|||
currentPlayerDevice = deviceDisplayConfigurator.GetDeviceDisplayName(playerInput.devices[0].ToString()); |
|||
} |
|||
|
|||
void GetPlayerDeviceDisplayColor() |
|||
{ |
|||
currentDeviceColor = deviceDisplayConfigurator.GetDeviceDisplayColor(playerInput.devices[0].ToString()); |
|||
} |
|||
|
|||
void SetPlayerDisplayText() |
|||
{ |
|||
playerIDDisplayText.SetText((currentPlayerID + 1).ToString()); |
|||
playerDeviceDisplayText.SetText(currentPlayerDevice); |
|||
} |
|||
|
|||
void SetPlayerDisplayColor() |
|||
{ |
|||
playerSkinnedMeshRenderer.material.SetColor(armorTintShaderID, currentDeviceColor); |
|||
playerDeviceDisplayIcon.color = currentDeviceColor; |
|||
} |
|||
|
|||
//Device Callbacks from the new Input System ----
|
|||
|
|||
private void OnDeviceLost() |
|||
{ |
|||
SetDisconnectedPlayerText(); |
|||
SetDisconnectedPlayerColor(); |
|||
} |
|||
|
|||
private void OnDeviceRegained() |
|||
{ |
|||
|
|||
SetPlayerDisplayText(); |
|||
SetPlayerDisplayColor(); |
|||
} |
|||
|
|||
//Disconnect Behaviours
|
|||
|
|||
void SetDisconnectedPlayerText() |
|||
{ |
|||
playerIDDisplayText.SetText("X"); |
|||
playerDeviceDisplayText.SetText("Controller Disconnected!"); |
|||
} |
|||
|
|||
void SetDisconnectedPlayerColor() |
|||
{ |
|||
playerSkinnedMeshRenderer.material.SetColor(armorTintShaderID, new Color(1, 1, 1)); |
|||
playerDeviceDisplayIcon.color = new Color(0,0,0); |
|||
} |
|||
|
|||
//Utilities
|
|||
|
|||
void TogglePlayerVisualDisplay(bool newState) |
|||
{ |
|||
playerDisplay.SetActive(newState); |
|||
} |
|||
|
|||
|
|||
void OnControlsChanged() |
|||
{ |
|||
SetPlayerVisualDisplay(); |
|||
} |
|||
} |
|
|||
using UnityEngine; |
|||
using System.Collections; |
|||
|
|||
[ExecuteAlways] |
|||
public class UIBillboardBehaviour : MonoBehaviour |
|||
{ |
|||
public Camera camera; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
camera = GameManager.Instance.mainCamera; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
camera = null; |
|||
} |
|||
|
|||
//Orient the camera after all movement is completed this frame to avoid jittering
|
|||
void LateUpdate() |
|||
{ |
|||
|
|||
if(camera) |
|||
{ |
|||
transform.LookAt(transform.position + camera.transform.rotation * Vector3.forward, camera.transform.rotation * Vector3.up); |
|||
} |
|||
|
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4b040754be1771c4abd3bff57e84302e |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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