Megacity demo game for UOS
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

159 行
6.9 KiB

using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Physics;
using Unity.Physics.Authoring;
using UnityEngine;
using Unity.MegaCity.Gameplay;
namespace Unity.MegaCity.Authoring
{
/// <summary>
/// Create all the required player vehicle components
/// </summary>
public class PlayerVehicleControllerAuthoring : MonoBehaviour
{
[Header("Speed")]
public float MaxSpeed = 50.0f;
public float Acceleration = 20.0f;
public float Deceleration = 25.0f;
public float SteeringSpeed = 1.8f;
public float DragBreakForce = 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 YawVolatilityCurve = new();
[Header("Cosmetic Pitch")]
public bool InvertPitch;
public float MaxPitchAngle = 20.0f;
public float PitchForce = 4.0f;
public AnimationCurve PitchVolatilityCurve = new();
[Header("Cosmetic Roll")]
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 BankVolatility = 2.0f;
public AnimationCurve BankVolatilityCurve = new();
[Header("Camera")]
public float FollowCameraZBreakZoom = 2.0f;
public float FollowCameraZBreakSpeed = 2.0f;
public float TargetFollowDamping = 2.0f;
public float TargetSqLerpThreshold = 2500;
[Header("Laser")]
public float ForwardOffset = 5f;
public float LaserLength = 100f;
public float InitialEnergy = 100f;
public float ChargeSpeed = 16f;
[Header("Immunity")]
public float ImmunityTickAmount = 600.0f;
[BakingVersion("julian", 4)]
public class PlayerVehicleControllerBaker : Baker<PlayerVehicleControllerAuthoring>
{
public override void Bake(PlayerVehicleControllerAuthoring authoring)
{
var entity = GetEntity(authoring.gameObject, TransformUsageFlags.Dynamic);
AddComponent(entity, new VehicleLaser
{
ForwardOffset = authoring.ForwardOffset,
Length = authoring.LaserLength,
Energy = authoring.InitialEnergy,
ChargerSpeed = authoring.ChargeSpeed
});
AddComponent(entity, new VehicleHealth { Value = 100 });
AddComponent(entity, new PlayerScore { Value = 0 });
AddComponent(entity, new Immunity { TickAmount = authoring.ImmunityTickAmount, StateChangeTick = NetworkTick.Invalid });
// Add player inputs component
var input = new PlayerVehicleInput
{
ControlDirection = float3.zero,
Acceleration = 0,
Brake = 0,
RightRoll = 0,
LeftRoll = 0
};
AddComponent(entity, input);
// Get physics damping data
var physicsBody = GetComponent<PhysicsBodyAuthoring>();
var damping = new PhysicsDamping
{
Angular = physicsBody.AngularDamping,
Linear = physicsBody.LinearDamping
};
// Adding a really small constant (Time.fixedDeltaTime) to avoid subtraction to be Zero (0),
// in case damping.Linear will be 1. Also this allows to modify the speed according to Physics values.
var maxVelocity = (authoring.MaxSpeed / damping.Linear - Time.fixedDeltaTime * authoring.MaxSpeed) /
physicsBody.Mass;
// Add vehicle settings component
var settings = new PlayerVehicleSettings
{
BoostAcceleration = authoring.BoostAcceleration,
BoostMaxSpeed = authoring.BoostMaxSpeed,
Acceleration = authoring.Acceleration,
Deceleration = authoring.Deceleration,
MaxSpeed = authoring.MaxSpeed,
InvMaxVelocity = 1f / maxVelocity,
DragBreakForce = authoring.DragBreakForce,
YawKickBack = authoring.YawKickBack,
PitchForce = authoring.PitchForce,
Damping = damping,
RollAutoLevelVelocity = authoring.RollAutoLevelVelocity,
MaxBankAngle = authoring.MaxBankAngle,
MaxYawAngle = authoring.MaxYawAngle,
MaxPitchAngle = authoring.MaxPitchAngle,
BankVolatility = authoring.BankVolatility,
ManualRollMaxSpeed = authoring.ManualRollMaxSpeed,
ManualRollAcceleration = authoring.ManualRollAcceleration,
SteeringSpeed = authoring.SteeringSpeed,
InvertPitch = authoring.InvertPitch,
TargetFollowDamping = authoring.TargetFollowDamping,
TargetSqLerpThreshold = authoring.TargetSqLerpThreshold
};
AddComponent(entity, settings);
// Add vehicle state component
AddComponent<VehicleThrust>(entity);
AddComponent<VehicleBraking>(entity);
AddComponent<VehicleRoll>(entity);
// Add player camera settings
var cameraSettings = new PlayerVehicleCameraSettings
{
FollowCameraZBreakZoom = authoring.FollowCameraZBreakZoom,
FollowCameraZBreakSpeed = authoring.FollowCameraZBreakSpeed,
FollowCameraZFollow = 0
};
AddComponent(entity, cameraSettings);
// Bake vehicle animation curves
var bankCurveBlob = AnimationCurveBlob.CreateBlob(authoring.BankVolatilityCurve, Allocator.Persistent);
var pitchCurveBlob = AnimationCurveBlob.CreateBlob(authoring.PitchVolatilityCurve, Allocator.Persistent);
var yawCurveBlob = AnimationCurveBlob.CreateBlob(authoring.YawVolatilityCurve, Allocator.Persistent);
var vehicleVolatilityCurves = new VehicleVolatilityCurves
{
BankVolatilityCurve = bankCurveBlob,
PitchVolatilityCurve = pitchCurveBlob,
YawVolatilityCurve = yawCurveBlob
};
AddComponent(entity, vehicleVolatilityCurves);
}
}
}
}