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feat: press shift to boost

/main/feat-boost
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共有 15 个文件被更改,包括 867 次插入805 次删除
  1. 6
      .gitignore
  2. 167
      Assets/Art/Textures/UI/AtlasUI.psd.meta
  3. 1001
      Assets/Prefabs/Vehicles/VehicleControl.prefab
  4. 362
      Assets/Scenes/MegaCity.unity
  5. 20
      Assets/Scripts/Authoring/Player/PlayerVehicleControllerAuthoring.cs
  6. 1
      Assets/Scripts/Components/Gameplay/Player/Input/PlayerVehicleInput.cs
  7. 2
      Assets/Scripts/Components/Gameplay/Vehicle/PlayerVehicleComponents.cs
  8. 25
      Assets/Scripts/Gameplay/Player/Jobs/PlayerVehicleJobs.cs
  9. 1
      Assets/Scripts/Gameplay/Player/PlayerVehicleInputSystem.cs
  10. 2
      Assets/UI/HUD/Tutorial.uxml
  11. 45
      Assets/UI/NetcodePanelStats/FiraCode-Regular SDF.asset
  12. 2
      ProjectSettings/ProjectSettings.asset
  13. 4
      ProjectSettings/ProjectVersion.txt
  14. 34
      ProjectSettings/VFXManager.asset

6
.gitignore


# Unity tutorial defaults
/Tutorial Defaults/
InitCodeMarker
ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json
ProjectSettings/Packages/com.unity.learn.iet-framework/Settings.json
# Plastic SCM
ignore.conf
.plastic

167
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1001
Assets/Prefabs/Vehicles/VehicleControl.prefab
文件差异内容过多而无法显示
查看文件

362
Assets/Scenes/MegaCity.unity


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20
Assets/Scripts/Authoring/Player/PlayerVehicleControllerAuthoring.cs


{
[Header("Speed")]
public float MaxSpeed = 50.0f;
public float Acceleration = 5.0f;
public float Deceleration = 10.0f;
public float SteeringSpeed = 5.0f;
public float Acceleration = 20.0f;
public float Deceleration = 25.0f;
public float SteeringSpeed = 1.8f;
[Header("Boost")]
public float BoostMaxSpeed = 100.0f;
public float BoostAcceleration = 100.0f;
[Header("Cosmetic Yaw")]
public float MaxYawAngle = 45.0f;
public float YawKickBack = 2.0f;

public AnimationCurve PitchVolatilityCurve = new();
[Header("Cosmetic Roll")]
public float ManualRollMaxSpeed = 4.0f;
public float ManualRollAcceleration = 0.5f;
public float RollAutoLevelVelocity = 5.0f;
public float ManualRollMaxSpeed = 3.0f;
public float ManualRollAcceleration = 0.1f;
public float RollAutoLevelVelocity = 10.0f;
[Header("Cosmetic Banking")]
public float MaxBankAngle = 45.0f;

public float ForwardOffset = 5f;
public float LaserLength = 100f;
public float InitialEnergy = 100f;
public float ChargeSpeed = 2.5f;
public float ChargeSpeed = 16f;
[Header("Immunity")]
public float ImmunityTickAmount = 600.0f;

// Add vehicle settings component
var settings = new PlayerVehicleSettings
{
BoostAcceleration = authoring.BoostAcceleration,
BoostMaxSpeed = authoring.BoostMaxSpeed,
Acceleration = authoring.Acceleration,
Deceleration = authoring.Deceleration,
MaxSpeed = authoring.MaxSpeed,

1
Assets/Scripts/Components/Gameplay/Player/Input/PlayerVehicleInput.cs


public float RightRoll; // manual roll to right
public float LeftRoll; // manual roll to left
public bool Shoot; // Shoot laser (X or A)
public bool Boost; // Boost (Shift)
// Cheats
public bool Cheat_1; // Autohurt

2
Assets/Scripts/Components/Gameplay/Vehicle/PlayerVehicleComponents.cs


/// </summary>
public struct PlayerVehicleSettings : IComponentData
{
public float BoostAcceleration;
public float BoostMaxSpeed;
public float Acceleration;
public float Deceleration;
public float MaxSpeed;

25
Assets/Scripts/Gameplay/Player/Jobs/PlayerVehicleJobs.cs


ref VehicleThrust vehicleThrust,
ref PhysicsDamping damping)
{
vehicleThrust.Thrust += vehicleSettings.Acceleration * deltaTime * controlInput.Acceleration;
vehicleThrust.Thrust += (controlInput.Boost ? vehicleSettings.BoostAcceleration : vehicleSettings.Acceleration) * deltaTime * controlInput.Acceleration;
if (controlInput.Brake > 0)
{

damping.Linear = vehicleSettings.Damping.Linear;
}
var maxThrust = vehicleSettings.MaxSpeed * controlInput.Acceleration;
var maxThrust = (controlInput.Boost ? vehicleSettings.BoostMaxSpeed : vehicleSettings.MaxSpeed) * controlInput.Acceleration;
if (math.abs(vehicleThrust.Thrust) > math.abs(maxThrust))
{
vehicleThrust.Thrust = maxThrust;

var newRotation = math.mul(math.mul(localTransform.Rotation, xRotation), yRotation);
localTransform.Rotation = math.slerp(localTransform.Rotation, newRotation, DeltaTime * vehicleSettings.SteeringSpeed);
velocity.Linear += localToWorld.Forward * vehicleThrust.Thrust * DeltaTime * mass.InverseMass;
// Check for boost
// float speedMultiplier = controlInput.Boost ? 2.0f : 1.0f; // 2 times speed when boosting
if (math.lengthsq(velocity.Linear) > vehicleSettings.MaxSpeed * vehicleSettings.MaxSpeed)
// Modify thrust based on boost
velocity.Linear += localToWorld.Forward * vehicleThrust.Thrust * DeltaTime * mass.InverseMass; // * speedMultiplier;
// Optionally, limit max speed when boosting
float maxPossibleSpeed = controlInput.Boost ? vehicleSettings.BoostMaxSpeed : vehicleSettings.MaxSpeed;
if (math.lengthsq(velocity.Linear) > maxPossibleSpeed * maxPossibleSpeed)
velocity.Linear = math.normalize(velocity.Linear) * vehicleSettings.MaxSpeed;
velocity.Linear = math.normalize(velocity.Linear) * maxPossibleSpeed;
/* velocity.Linear += localToWorld.Forward * vehicleThrust.Thrust * DeltaTime * mass.InverseMass;
if (math.lengthsq(velocity.Linear) > vehicleSettings.MaxSpeed * vehicleSettings.MaxSpeed)
{
velocity.Linear = math.normalize(velocity.Linear) * vehicleSettings.MaxSpeed;
}*/
grav.Value = 0;
}

1
Assets/Scripts/Gameplay/Player/PlayerVehicleInputSystem.cs


GamepadDirection = new float3(Input.GetAxis("RightStickY") * invertVertical,
Input.GetAxis("RightStickX") * invertHorizontal, 0) * controlSettings.MouseSensitivity,
Shoot = Input.GetButton("Jump"),
Boost = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift),
#if DEVELOPMENT_BUILD || UNITY_EDITOR
Cheat_1 = Input.GetKey(KeyCode.Alpha1)
#endif

2
Assets/UI/HUD/Tutorial.uxml


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45
Assets/UI/NetcodePanelStats/FiraCode-Regular SDF.asset
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2
ProjectSettings/ProjectSettings.asset


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4
ProjectSettings/ProjectVersion.txt


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34
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