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Added Project (2019.3f1)

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andytouch 4 年前
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c048d3f4
共有 234 个文件被更改,包括 7411 次插入0 次删除
  1. 8
      InputSystem_LocalMultiplayer_Project/Assets/DeviceColorScheme.meta
  2. 21
      InputSystem_LocalMultiplayer_Project/Assets/DeviceColorScheme/DeviceColorScheme.asset
  3. 8
      InputSystem_LocalMultiplayer_Project/Assets/DeviceColorScheme/DeviceColorScheme.asset.meta
  4. 8
      InputSystem_LocalMultiplayer_Project/Assets/Input.meta
  5. 411
      InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.cs
  6. 11
      InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.cs.meta
  7. 225
      InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.inputactions
  8. 14
      InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.inputactions.meta
  9. 8
      InputSystem_LocalMultiplayer_Project/Assets/Materials.meta
  10. 110
      InputSystem_LocalMultiplayer_Project/Assets/Materials/Material_Blue.mat
  11. 8
      InputSystem_LocalMultiplayer_Project/Assets/Materials/Material_Blue.mat.meta
  12. 115
      InputSystem_LocalMultiplayer_Project/Assets/Materials/Material_Grid.mat
  13. 8
      InputSystem_LocalMultiplayer_Project/Assets/Materials/Material_Grid.mat.meta
  14. 8
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs.meta
  15. 272
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Canvas_PlayerDisplay.prefab
  16. 7
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Canvas_PlayerDisplay.prefab.meta
  17. 8
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Warrior.meta
  18. 327
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Warrior/Warrior.prefab
  19. 7
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Warrior/Warrior.prefab.meta
  20. 165
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Warrior/Warrior_Base.prefab
  21. 7
      InputSystem_LocalMultiplayer_Project/Assets/Prefabs/Warrior/Warrior_Base.prefab.meta
  22. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline.meta
  23. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses.meta
  24. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur.meta
  25. 47
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/BasicBlitShader.shader
  26. 9
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/BasicBlitShader.shader.meta
  27. 138
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SceneBlurRenderPass.cs
  28. 11
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SceneBlurRenderPass.cs.meta
  29. 72
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SeperableBlurShader.shader
  30. 9
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SeperableBlurShader.shader.meta
  31. 68
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph
  32. 10
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph.meta
  33. 89
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat
  34. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat.meta
  35. 207
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader
  36. 9
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader.meta
  37. 54
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset.asset
  38. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset.asset.meta
  39. 52
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset
  40. 8
      InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/UniversalRenderPipelineAsset_Renderer.asset.meta
  41. 8
      InputSystem_LocalMultiplayer_Project/Assets/Scenes.meta
  42. 1001
      InputSystem_LocalMultiplayer_Project/Assets/Scenes/SampleScene.unity
  43. 7
      InputSystem_LocalMultiplayer_Project/Assets/Scenes/SampleScene.unity.meta
  44. 8
      InputSystem_LocalMultiplayer_Project/Assets/Scripts.meta
  45. 30
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/CameraFacingBillboard.cs
  46. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/CameraFacingBillboard.cs.meta
  47. 16
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/DeviceColorSchemeAsset.cs
  48. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/DeviceColorSchemeAsset.cs.meta
  49. 52
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs
  50. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs.meta
  51. 157
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs
  52. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs.meta
  53. 41
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerManager.cs
  54. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerManager.cs.meta
  55. 83
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerUIManager.cs
  56. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerUIManager.cs.meta
  57. 18
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerVisualsManager.cs
  58. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerVisualsManager.cs.meta
  59. 18
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/RebindMenuManager.cs
  60. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/RebindMenuManager.cs.meta
  61. 91
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/Singleton.cs
  62. 11
      InputSystem_LocalMultiplayer_Project/Assets/Scripts/Singleton.cs.meta
  63. 8
      InputSystem_LocalMultiplayer_Project/Assets/ShaderGraph.meta
  64. 74
      InputSystem_LocalMultiplayer_Project/Assets/ShaderGraph/ShaderGraph_Tiled_World.shadergraph
  65. 10
      InputSystem_LocalMultiplayer_Project/Assets/ShaderGraph/ShaderGraph_Tiled_World.shadergraph.meta
  66. 8
      InputSystem_LocalMultiplayer_Project/Assets/Sprites.meta
  67. 174
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/DPAD_all.png
  68. 115
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/DPAD_all.png.meta
  69. 326
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/Texture_Gradient_Ring.png
  70. 115
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/Texture_Gradient_Ring.png.meta
  71. 29
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/WhiteCircle.png
  72. 115
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/WhiteCircle.png.meta
  73. 8
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/cursorSword_silver.png
  74. 115
      InputSystem_LocalMultiplayer_Project/Assets/Sprites/cursorSword_silver.png.meta
  75. 8
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro.meta
  76. 8
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Documentation.meta
  77. 1001
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
  78. 7
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta
  79. 8
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts.meta
  80. 46
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
  81. 8
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
  82. 1001
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans.ttf
  83. 19
      InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta

8
InputSystem_LocalMultiplayer_Project/Assets/DeviceColorScheme.meta


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InputSystem_LocalMultiplayer_Project/Assets/DeviceColorScheme/DeviceColorScheme.asset


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InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.cs


// GENERATED AUTOMATICALLY FROM 'Assets/Input/InputActions_Player.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @InputActions_Player : IInputActionCollection, IDisposable
{
private InputActionAsset asset;
public @InputActions_Player()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""InputActions_Player"",
""maps"": [
{
""name"": ""Player Controls"",
""id"": ""cb4067f3-a685-4c86-b9ea-46a6eabfada7"",
""actions"": [
{
""name"": ""Movement"",
""type"": ""Value"",
""id"": ""548e32fd-77d1-40e5-8197-32ca56b41bc0"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""Attack"",
""type"": ""Button"",
""id"": ""10fecf58-9483-40e0-ae20-15c8d01a4288"",
""expectedControlType"": """",
""processors"": """",
""interactions"": ""Press""
},
{
""name"": ""OpenPauseMenu"",
""type"": ""Button"",
""id"": ""a70a208e-b491-4921-b460-a0144030ef2a"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press""
}
],
""bindings"": [
{
""name"": ""WASD"",
""id"": ""99258992-afbc-4513-a4ee-24146566e341"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Movement"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""d57e0987-ea9f-4b18-9042-239931d4c060"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""Movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""75168890-922f-4122-9968-1ecac0f33c28"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""Movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""54b99838-0c45-421e-af38-b1f25b3f6927"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""Movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""77680fb0-0b9d-4a74-97de-9e3149ad6526"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""Movement"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""df04a4e1-fc36-4ebd-b050-536736220da7"",
""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Movement"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""42716e15-291c-4c71-8ded-0d03279959df"",
""path"": ""<Keyboard>/m"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""OpenPauseMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""7e04bd42-932a-47a3-8864-5ff3db25c21b"",
""path"": ""<Gamepad>/start"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""OpenPauseMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""b12426a0-38ab-4d90-95e0-6840fcd30db6"",
""path"": ""<Keyboard>/e"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Attack"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""3e6d6425-a990-4434-b58d-57464db363d4"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Attack"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""Menu"",
""id"": ""0914fb5b-51f6-4b26-9ed7-a3e72d065118"",
""actions"": [
{
""name"": ""ClosePauseMenu"",
""type"": ""Button"",
""id"": ""e773b1f9-ce5b-4fa2-9c1f-d194202c43b7"",
""expectedControlType"": """",
""processors"": """",
""interactions"": ""Press""
}
],
""bindings"": [
{
""name"": """",
""id"": ""dfac3b8e-d348-4a7a-b60b-14745c641340"",
""path"": ""<Keyboard>/m"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""ClosePauseMenu"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""f509a7b5-e79a-485e-ba2f-da5431d6fe4c"",
""path"": ""<Gamepad>/start"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""ClosePauseMenu"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Gamepad"",
""bindingGroup"": ""Gamepad"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Keyboard&Mouse"",
""bindingGroup"": ""Keyboard&Mouse"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""Touchscreen"",
""bindingGroup"": ""Touchscreen"",
""devices"": [
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// Player Controls
m_PlayerControls = asset.FindActionMap("Player Controls", throwIfNotFound: true);
m_PlayerControls_Movement = m_PlayerControls.FindAction("Movement", throwIfNotFound: true);
m_PlayerControls_Attack = m_PlayerControls.FindAction("Attack", throwIfNotFound: true);
m_PlayerControls_OpenPauseMenu = m_PlayerControls.FindAction("OpenPauseMenu", throwIfNotFound: true);
// Menu
m_Menu = asset.FindActionMap("Menu", throwIfNotFound: true);
m_Menu_ClosePauseMenu = m_Menu.FindAction("ClosePauseMenu", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// Player Controls
private readonly InputActionMap m_PlayerControls;
private IPlayerControlsActions m_PlayerControlsActionsCallbackInterface;
private readonly InputAction m_PlayerControls_Movement;
private readonly InputAction m_PlayerControls_Attack;
private readonly InputAction m_PlayerControls_OpenPauseMenu;
public struct PlayerControlsActions
{
private @InputActions_Player m_Wrapper;
public PlayerControlsActions(@InputActions_Player wrapper) { m_Wrapper = wrapper; }
public InputAction @Movement => m_Wrapper.m_PlayerControls_Movement;
public InputAction @Attack => m_Wrapper.m_PlayerControls_Attack;
public InputAction @OpenPauseMenu => m_Wrapper.m_PlayerControls_OpenPauseMenu;
public InputActionMap Get() { return m_Wrapper.m_PlayerControls; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerControlsActions set) { return set.Get(); }
public void SetCallbacks(IPlayerControlsActions instance)
{
if (m_Wrapper.m_PlayerControlsActionsCallbackInterface != null)
{
@Movement.started -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnMovement;
@Movement.performed -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnMovement;
@Movement.canceled -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnMovement;
@Attack.started -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnAttack;
@Attack.performed -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnAttack;
@Attack.canceled -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnAttack;
@OpenPauseMenu.started -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnOpenPauseMenu;
@OpenPauseMenu.performed -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnOpenPauseMenu;
@OpenPauseMenu.canceled -= m_Wrapper.m_PlayerControlsActionsCallbackInterface.OnOpenPauseMenu;
}
m_Wrapper.m_PlayerControlsActionsCallbackInterface = instance;
if (instance != null)
{
@Movement.started += instance.OnMovement;
@Movement.performed += instance.OnMovement;
@Movement.canceled += instance.OnMovement;
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
@OpenPauseMenu.started += instance.OnOpenPauseMenu;
@OpenPauseMenu.performed += instance.OnOpenPauseMenu;
@OpenPauseMenu.canceled += instance.OnOpenPauseMenu;
}
}
}
public PlayerControlsActions @PlayerControls => new PlayerControlsActions(this);
// Menu
private readonly InputActionMap m_Menu;
private IMenuActions m_MenuActionsCallbackInterface;
private readonly InputAction m_Menu_ClosePauseMenu;
public struct MenuActions
{
private @InputActions_Player m_Wrapper;
public MenuActions(@InputActions_Player wrapper) { m_Wrapper = wrapper; }
public InputAction @ClosePauseMenu => m_Wrapper.m_Menu_ClosePauseMenu;
public InputActionMap Get() { return m_Wrapper.m_Menu; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MenuActions set) { return set.Get(); }
public void SetCallbacks(IMenuActions instance)
{
if (m_Wrapper.m_MenuActionsCallbackInterface != null)
{
@ClosePauseMenu.started -= m_Wrapper.m_MenuActionsCallbackInterface.OnClosePauseMenu;
@ClosePauseMenu.performed -= m_Wrapper.m_MenuActionsCallbackInterface.OnClosePauseMenu;
@ClosePauseMenu.canceled -= m_Wrapper.m_MenuActionsCallbackInterface.OnClosePauseMenu;
}
m_Wrapper.m_MenuActionsCallbackInterface = instance;
if (instance != null)
{
@ClosePauseMenu.started += instance.OnClosePauseMenu;
@ClosePauseMenu.performed += instance.OnClosePauseMenu;
@ClosePauseMenu.canceled += instance.OnClosePauseMenu;
}
}
}
public MenuActions @Menu => new MenuActions(this);
private int m_GamepadSchemeIndex = -1;
public InputControlScheme GamepadScheme
{
get
{
if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
return asset.controlSchemes[m_GamepadSchemeIndex];
}
}
private int m_KeyboardMouseSchemeIndex = -1;
public InputControlScheme KeyboardMouseScheme
{
get
{
if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("Keyboard&Mouse");
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
private int m_TouchscreenSchemeIndex = -1;
public InputControlScheme TouchscreenScheme
{
get
{
if (m_TouchscreenSchemeIndex == -1) m_TouchscreenSchemeIndex = asset.FindControlSchemeIndex("Touchscreen");
return asset.controlSchemes[m_TouchscreenSchemeIndex];
}
}
public interface IPlayerControlsActions
{
void OnMovement(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
void OnOpenPauseMenu(InputAction.CallbackContext context);
}
public interface IMenuActions
{
void OnClosePauseMenu(InputAction.CallbackContext context);
}
}

11
InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.cs.meta


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InputSystem_LocalMultiplayer_Project/Assets/Input/InputActions_Player.inputactions


{
"name": "InputActions_Player",
"maps": [
{
"name": "Player Controls",
"id": "cb4067f3-a685-4c86-b9ea-46a6eabfada7",
"actions": [
{
"name": "Movement",
"type": "Value",
"id": "548e32fd-77d1-40e5-8197-32ca56b41bc0",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "Attack",
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47
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/BasicBlitShader.shader


Shader "Hidden/BasicBlit"
{
Properties
{
_BlitTex("BlitTexture", 2D) = "white" {}
_Alpha("Alpha", Float) = 0.5
}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D(_BlitTex);
SAMPLER(sampler_BlitTex);
half _Alpha;
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float2 uv0 : TEXCOORD0;
};
VertexOutput vert (float4 positionOS : POSITION, float2 uv0 : TEXCOORD0)
{
VertexOutput OUT;
OUT.positionCS = TransformObjectToHClip(positionOS.xyz);
OUT.uv0 = uv0;
return OUT;
}
half4 frag (VertexOutput IN) : SV_Target
{
half3 color = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, IN.uv0).rgb;
return half4(color, _Alpha);
}
ENDHLSL
}
}
}

9
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/BasicBlitShader.shader.meta


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138
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SceneBlurRenderPass.cs



using System;
using UnityEngine;
using UnityEngine.Rendering;
public class SceneBlurRenderPass : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
[Serializable]
public class Settings
{
public UnityEngine.Rendering.Universal.RenderPassEvent m_renderPassEvent;
public Vector2 m_BlurAmount;
}
const string k_BasicBlitShader = "Hidden/BasicBlit";
private Material m_BasicBlitMaterial;
const string k_BlurShader = "Hidden/Blur";
private Material m_BlurMaterial;
private Vector2 currentBlurAmount;
public Settings settings;
private GrabPassImpl m_grabPass;
public override void Create()
{
m_grabPass = new GrabPassImpl(m_BlurMaterial, currentBlurAmount, m_BasicBlitMaterial);
m_grabPass.renderPassEvent = settings.m_renderPassEvent;
m_BasicBlitMaterial = CoreUtils.CreateEngineMaterial(Shader.Find(k_BasicBlitShader));
m_BlurMaterial = CoreUtils.CreateEngineMaterial(Shader.Find(k_BlurShader));
currentBlurAmount = settings.m_BlurAmount;
}
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
renderer.EnqueuePass(m_grabPass);
}
void Update()
{
if(m_grabPass != null)
{
if(currentBlurAmount != settings.m_BlurAmount)
{
currentBlurAmount = settings.m_BlurAmount;
m_grabPass.UpdateBlurAmount(currentBlurAmount);
}
}
}
}
public class GrabPassImpl : UnityEngine.Rendering.Universal.ScriptableRenderPass
{
const string k_RenderGrabPassTag = "Scene Blur Render Pass";
private Material m_BlurMaterial;
private Material m_BlitMaterial;
private Vector2 m_BlurAmount;
ShaderTagId screenCopyID = new ShaderTagId("_ScreenCopyTexture");
private RenderTextureDescriptor m_OpaqueDesc;
private RenderTextureDescriptor m_BaseDescriptor;
private UnityEngine.Rendering.Universal.RenderTargetHandle m_ColorHandle;
public GrabPassImpl(Material blurMaterial, Vector2 blurAmount, Material blitMaterial)
{
m_BlurMaterial = blurMaterial;
m_ColorHandle = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
m_BlitMaterial = blitMaterial;
m_BlurAmount = blurAmount;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cameraTextureDescriptor.msaaSamples = 1;
m_OpaqueDesc = cameraTextureDescriptor;
cmd.GetTemporaryRT(m_ColorHandle.id, cameraTextureDescriptor, FilterMode.Bilinear);
}
public void UpdateBlurAmount(Vector2 newBlurAmount)
{
m_BlurAmount = newBlurAmount;
}
public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
CommandBuffer buf = CommandBufferPool.Get(k_RenderGrabPassTag);
using (new ProfilingSample(buf, k_RenderGrabPassTag))
{
// copy screen into temporary RT
int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture");
buf.GetTemporaryRT(screenCopyID, m_OpaqueDesc, FilterMode.Bilinear);
buf.Blit(m_ColorHandle.Identifier(), screenCopyID);
m_OpaqueDesc.width /= 2;
m_OpaqueDesc.height /= 2;
// get two smaller RTs
int blurredID = Shader.PropertyToID("_BlurRT1");
int blurredID2 = Shader.PropertyToID("_BlurRT2");
buf.GetTemporaryRT(blurredID, m_OpaqueDesc, FilterMode.Bilinear);
buf.GetTemporaryRT(blurredID2, m_OpaqueDesc, FilterMode.Bilinear);
// downsample screen copy into smaller RT, release screen RT
buf.Blit(screenCopyID, blurredID);
buf.ReleaseTemporaryRT(screenCopyID);
// horizontal blur
buf.SetGlobalVector("offsets", new Vector4(m_BlurAmount.x / Screen.width, 0, 0, 0));
buf.Blit(blurredID, blurredID2, m_BlurMaterial);
// vertical blur
buf.SetGlobalVector("offsets", new Vector4(0, m_BlurAmount.y / Screen.height, 0, 0));
buf.Blit(blurredID2, blurredID, m_BlurMaterial);
// horizontal blur
buf.SetGlobalVector("offsets", new Vector4(m_BlurAmount.x * 2 / Screen.width, 0, 0, 0));
buf.Blit(blurredID, blurredID2, m_BlurMaterial);
// vertical blur
buf.SetGlobalVector("offsets", new Vector4(0, m_BlurAmount.y * 2 / Screen.height, 0, 0));
buf.Blit(blurredID2, blurredID, m_BlurMaterial);
//Set Texture for Shader Graph
buf.SetGlobalTexture("_GrabSceneBlurTexture", blurredID);
}
context.ExecuteCommandBuffer(buf);
CommandBufferPool.Release(buf);
}
}

11
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SceneBlurRenderPass.cs.meta


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72
InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/SceneBlur/SeperableBlurShader.shader


// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Blur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 uv01 : TEXCOORD1;
float4 uv23 : TEXCOORD2;
float4 uv45 : TEXCOORD3;
};
float4 offsets;
float4 tintColor;
sampler2D _MainTex;
v2f vert (appdata_img v) {
v2f o;
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o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0;
return o;
}
half4 frag (v2f i) : COLOR {
half4 color = float4 (0,0,0,0);
color += 0.40 * tex2D (_MainTex, i.uv);
color += 0.15 * tex2D (_MainTex, i.uv01.xy);
color += 0.15 * tex2D (_MainTex, i.uv01.zw);
color += 0.10 * tex2D (_MainTex, i.uv23.xy);
color += 0.10 * tex2D (_MainTex, i.uv23.zw);
color += 0.05 * tex2D (_MainTex, i.uv45.xy);
color += 0.05 * tex2D (_MainTex, i.uv45.zw);
return color;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader

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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_BlurPanel_Graph.shadergraph
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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Mat.mat


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InputSystem_LocalMultiplayer_Project/Assets/RenderPipeline/RenderPasses/UI_Overlay_SceneBlur_Shader.shader


Shader "Custom/UI/Overlay/Scene Blur"
{
Properties
{
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent+0"
}
Pass
{
Name "Pass"
Tags
{
// LightMode: <None>
}
// Render State
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Back
ZTest LEqual
ZWrite Off
// ColorMask: <None>
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Debug
// <None>
// --------------------------------------------------
// Pass
// Pragmas
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile_instancing
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma shader_feature _ _SAMPLE_GI
// GraphKeywords: <None>
// Defines
#define _SURFACE_TYPE_TRANSPARENT 1
#define _AlphaClip 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_POSITION_WS
#define SHADERPASS_UNLIT
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
TEXTURE2D(_GrabSceneBlurTexture); SAMPLER(sampler_GrabSceneBlurTexture); float4 _GrabSceneBlurTexture_TexelSize;
SAMPLER(_SampleTexture2D_680EF7B_Sampler_3_Linear_Repeat);
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 ScreenPosition;
};
struct SurfaceDescription
{
float3 Color;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _ScreenPosition_7A0134D4_Out_0 = float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0);
float4 _SampleTexture2D_680EF7B_RGBA_0 = SAMPLE_TEXTURE2D(_GrabSceneBlurTexture, sampler_GrabSceneBlurTexture, (_ScreenPosition_7A0134D4_Out_0.xy));
float _SampleTexture2D_680EF7B_R_4 = _SampleTexture2D_680EF7B_RGBA_0.r;
float _SampleTexture2D_680EF7B_G_5 = _SampleTexture2D_680EF7B_RGBA_0.g;
float _SampleTexture2D_680EF7B_B_6 = _SampleTexture2D_680EF7B_RGBA_0.b;
float _SampleTexture2D_680EF7B_A_7 = _SampleTexture2D_680EF7B_RGBA_0.a;
surface.Color = (_SampleTexture2D_680EF7B_RGBA_0.xyz);
surface.Alpha = 1;
surface.AlphaClipThreshold = 0.5;
return surface;
}
// --------------------------------------------------
// Structs and Packing
// Generated Type: Attributes
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
// Generated Type: Varyings
struct Varyings
{
float4 positionCS : SV_Position;
float3 positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Generated Type: PackedVaryings
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
float3 interp00 : TEXCOORD0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Packed Type: Varyings
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
output.interp00.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// Unpacked Type: Varyings
Varyings UnpackVaryings(PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp00.xyz;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Build Graph Inputs
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpacePosition = input.positionWS;
output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

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30
InputSystem_LocalMultiplayer_Project/Assets/Scripts/CameraFacingBillboard.cs


using UnityEngine;
using System.Collections;
[ExecuteAlways]
public class CameraFacingBillboard : MonoBehaviour
{
public Camera camera;
void OnEnable()
{
camera = GameObject.Find("Main Camera").GetComponent<Camera>();
}
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);
}
}
}

11
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16
InputSystem_LocalMultiplayer_Project/Assets/Scripts/DeviceColorSchemeAsset.cs


using UnityEngine;
[CreateAssetMenu(fileName = "Device Color Scheme", menuName = "Scriptable Objects/Device Color Scheme", order = 1)]
public class DeviceColorScheme : ScriptableObject
{
[Header("Desktop")]
public Color keyboard;
[Header("Console")]
public Color xboxController;
public Color playstationController;
public Color nintendoSwitchController;
[Header("Fallback")]
public Color fallbackController;
}

11
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52
InputSystem_LocalMultiplayer_Project/Assets/Scripts/GameManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : Singleton<GameManager>
{
[Header("Spawn Player Settings")]
public GameObject playerPrefab;
public int numberOfPlayers;
public Vector3 spawnArea;
//Spawned Players
private List<PlayerController> spawnedPlayerControllers;
[Header("UI")]
public GameObject pauseMenu;
void Start()
{
TogglePauseMenu(false);
SpawnPlayers();
}
void SpawnPlayers()
{
spawnedPlayerControllers = new List<PlayerController>(numberOfPlayers);
for(int i = 0; i < numberOfPlayers; i++)
{
GameObject spawnedPlayer = Instantiate(playerPrefab, transform.position, transform.rotation);
spawnedPlayerControllers.Insert(i, spawnedPlayer.GetComponent<PlayerController>());
Vector3 randomSpawnPosition = new Vector3(Random.Range(-spawnArea.x, spawnArea.x), 0, Random.Range(-spawnArea.z, spawnArea.z));
spawnedPlayer.transform.position = randomSpawnPosition;
Quaternion randomSpawnRotation = Quaternion.Euler(new Vector3(0, Random.Range(0, 360), 0));
spawnedPlayer.transform.rotation = randomSpawnRotation;
}
}
public void TogglePauseMenu(bool newState)
{
pauseMenu.SetActive(newState);
}
}

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157
InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerController.cs


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;
[Header("Input")]
public PlayerInput playerInput;
private string actionMapGameplay = "Player Controls";
private string actionMapMenu = "Menu";
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();
}
void FindCamera()
{
mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
}
void FixedUpdate()
{
CalculateMovementInput();
CalculateDesiredDirection();
ConvertDirectionFromRawToSmooth();
MoveThePlayer();
AnimatePlayerMovement();
TurnThePlayer();
}
void CalculateMovementInput()
{
if(inputDirection == Vector3.zero)
{
currentInput = false;
}
else if(inputDirection != Vector3.zero)
{
currentInput = true;
}
}
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("Movement", inputDirection.sqrMagnitude);
}
//Callback 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)
{
if(value.isPressed)
{
playerAnimator.SetTrigger("Attack");
}
}
//Callback from the new Input System
private void OnOpenPauseMenu(InputValue value)
{
if(value.isPressed)
{
GameManager.Instance.TogglePauseMenu(true);
//Switch this Player Input's Action Map
playerInput.SwitchCurrentActionMap(actionMapMenu);
}
}
private void OnClosePauseMenu(InputValue value)
{
if(value.isPressed)
{
GameManager.Instance.TogglePauseMenu(false);
//Switch this PlayerInput's Action Map
playerInput.SwitchCurrentActionMap(actionMapGameplay);
}
}
}

11
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41
InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerManager : Singleton<PlayerManager>
{
[Header("Spawn Settings")]
public GameObject playerPrefab;
public int numberOfPlayers;
public Vector3 spawnArea;
//Spawned
private List<GameObject> spawnedPlayers;
void Start()
{
SpawnPlayers();
}
void SpawnPlayers()
{
spawnedPlayers = new List<GameObject>(numberOfPlayers);
for(int i = 0; i < numberOfPlayers; i++)
{
GameObject spawnedPlayer = Instantiate(playerPrefab, transform.position, transform.rotation);
spawnedPlayers.Insert(i, spawnedPlayer);
Vector3 randomSpawnPosition = new Vector3(Random.Range(-spawnArea.x, spawnArea.x), 0, Random.Range(-spawnArea.z, spawnArea.z));
spawnedPlayer.transform.position = randomSpawnPosition;
Quaternion randomSpawnRotation = Quaternion.Euler(new Vector3(0, Random.Range(0, 360), 0));
spawnedPlayer.transform.rotation = randomSpawnRotation;
}
}
}

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83
InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerUIManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;
public class PlayerUIManager : MonoBehaviour
{
[Header("Input")]
public PlayerInput playerInput;
[Header("Color Schemes")]
public DeviceColorScheme deviceColorScheme;
[Header("UI")]
public TextMeshProUGUI playerDisplayText;
private int currentPlayerID;
private string currentPlayerDevice;
private Color currentDeviceColor;
void Start()
{
GetPlayerInputID();
GetPlayerInputDevice();
SetDisplayText();
}
void GetPlayerInputID()
{
currentPlayerID = playerInput.playerIndex;
}
void GetPlayerInputDevice()
{
currentPlayerDevice = ConfigureDevice(playerInput.devices[0].ToString());
}
string ConfigureDevice(string currentDevice)
{
switch(currentDevice)
{
case "Keyboard:/Keyboard":
currentDeviceColor = deviceColorScheme.keyboard;
return "Keyboard";
break;
case "XInputControllerWindows:/XInputControllerWindows":
currentDeviceColor = deviceColorScheme.xboxController;
return "Xbox Controller";
break;
case "DualShock4GamepadHID:/DualShock4GamepadHID":
currentDeviceColor = deviceColorScheme.playstationController;
return "PlayStation Controller";
break;
case "SwitchProControllerHID:/SwitchProControllerHID":
currentDeviceColor = deviceColorScheme.nintendoSwitchController;
return "Nintendo Switch Controller";
break;
default:
currentDeviceColor = deviceColorScheme.fallbackController;
return currentDevice;
break;
}
}
void SetDisplayText()
{
playerDisplayText.SetText("Player: " + (currentPlayerID + 1) + "\n" + currentPlayerDevice);
playerDisplayText.color = currentDeviceColor;
}
}

11
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18
InputSystem_LocalMultiplayer_Project/Assets/Scripts/PlayerVisualsManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerVisualsManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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18
InputSystem_LocalMultiplayer_Project/Assets/Scripts/RebindMenuManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RebindMenuManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

11
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91
InputSystem_LocalMultiplayer_Project/Assets/Scripts/Singleton.cs


using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
private static object _lock = new object();
public static T Instance
{
get
{
if (applicationIsQuitting)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created.");
}
else
{
//Debug.Log("[Singleton] Using instance already created: " + _instance.gameObject.name);
}
}
return _instance;
}
}
}
private static bool IsDontDestroyOnLoad()
{
if (_instance == null)
{
return false;
}
// Object exists independent of Scene lifecycle, assume that means it has DontDestroyOnLoad set
if ((_instance.gameObject.hideFlags & HideFlags.DontSave) == HideFlags.DontSave)
{
return true;
}
return false;
}
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
if (IsDontDestroyOnLoad())
{
applicationIsQuitting = true;
}
}
}

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InputSystem_LocalMultiplayer_Project/Assets/ShaderGraph/ShaderGraph_Tiled_World.shadergraph
文件差异内容过多而无法显示
查看文件

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InputSystem_LocalMultiplayer_Project/Assets/Sprites/DPAD_all.png

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宽度: 100  |  高度: 100  |  大小: 15 KiB

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InputSystem_LocalMultiplayer_Project/Assets/Sprites/Texture_Gradient_Ring.png

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宽度: 512  |  高度: 512  |  大小: 60 KiB

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InputSystem_LocalMultiplayer_Project/Assets/Sprites/WhiteCircle.png
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InputSystem_LocalMultiplayer_Project/Assets/Sprites/cursorSword_silver.png

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InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro.meta


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InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
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InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt


Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta


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InputSystem_LocalMultiplayer_Project/Assets/TextMesh Pro/Fonts/LiberationSans.ttf
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