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refine code + remove unused files

/add_example_scene
Xingwei Zhu 3 年前
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ae1860de
共有 6 个文件被更改,包括 48 次插入178 次删除
  1. 2
      AwesomeUIWidgets/Assets/FirstPersion AIO Pack/FirstPersonAIO/FirstPersonAIO.cs
  2. 94
      AwesomeUIWidgets/Assets/Scenes/ShowRoom.unity
  3. 74
      AwesomeUIWidgets/Assets/Scripts/Utils/FlyCamera.cs
  4. 3
      AwesomeUIWidgets/Assets/Scripts/Utils/FlyCamera.cs.meta
  5. 42
      AwesomeUIWidgets/Assets/Scripts/Utils/Example.cs
  6. 11
      AwesomeUIWidgets/Assets/Scripts/Utils/Example.cs.meta

2
AwesomeUIWidgets/Assets/FirstPersion AIO Pack/FirstPersonAIO/FirstPersonAIO.cs


//mouseYInput = mouseInputInversion == InvertMouseInput.None || mouseInputInversion == InvertMouseInput.X ? Input.GetAxis("Mouse Y") : -Input.GetAxis("Mouse Y");
//mouseXInput = mouseInputInversion == InvertMouseInput.None || mouseInputInversion == InvertMouseInput.Y ? Input.GetAxis("Mouse X") : -Input.GetAxis("Mouse X")));
mouseYInput = 0;
mouseXInput = (Input.GetKey(KeyCode.J) ? 1 : 0) * 0.04f + (Input.GetKey(KeyCode.L) ? 1 : 0) * -0.04f;
mouseXInput = (Input.GetKey(KeyCode.J) ? 1 : 0) * -0.04f + (Input.GetKey(KeyCode.L) ? 1 : 0) * 0.04f;
}
else{
mouseXInput= Input.GetAxis("Horizontal") * (mouseInputInversion == InvertMouseInput.None || mouseInputInversion == InvertMouseInput.Y ? 1 : -1);

94
AwesomeUIWidgets/Assets/Scenes/ShowRoom.unity


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74
AwesomeUIWidgets/Assets/Scripts/Utils/FlyCamera.cs


using UnityEngine;
using System.Collections;
namespace UIWidgetsSample.Utils
{
public class FlyCamera : MonoBehaviour {
/*
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
Converted to C# 27-02-13 - no credit wanted.
Simple flycam I made, since I couldn't find any others made public.
Made simple to use (drag and drop, done) for regular keyboard layout
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
float mainSpeed = 10.0f; //regular speed
float shiftAdd = 25.0f; //multiplied by how long shift is held. Basically running
float maxShift = 100.0f; //Maximum speed when holdin gshift
float camSens = 0.025f; //How sensitive it with mouse
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private float totalRun= 1.0f;
void Update () {
lastMouse = Input.mousePosition - lastMouse ;
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
//Mouse camera angle done.
//Keyboard commands
float f = 0.0f;
Vector3 p = GetBaseInput();
if (p.sqrMagnitude > 0){ // only move while a direction key is pressed
if (Input.GetKey (KeyCode.LeftShift)){
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
} else {
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
}
}
private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active.
Vector3 p_Velocity = new Vector3();
if (Input.GetKey (KeyCode.W)){
p_Velocity += new Vector3(0, 0 , 1);
}
if (Input.GetKey (KeyCode.S)){
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey (KeyCode.A)){
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey (KeyCode.D)){
p_Velocity += new Vector3(1, 0, 0);
}
return p_Velocity;
}
}
}

3
AwesomeUIWidgets/Assets/Scripts/Utils/FlyCamera.cs.meta


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42
AwesomeUIWidgets/Assets/Scripts/Utils/Example.cs


using UnityEngine;
public class Example : MonoBehaviour
{
private CharacterController controller;
private Vector3 playerVelocity;
private bool groundedPlayer;
private float playerSpeed = 2.0f;
private float jumpHeight = 1.0f;
private float gravityValue = -9.81f;
private void Start()
{
controller = gameObject.GetComponent<CharacterController>();
}
void Update()
{
groundedPlayer = controller.isGrounded;
if (groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
controller.Move(move * Time.deltaTime * playerSpeed);
if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}
// Changes the height position of the player..
if (Input.GetButtonDown("Jump") && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
}
playerVelocity.y += gravityValue * Time.deltaTime;
controller.Move(playerVelocity * Time.deltaTime);
}
}

11
AwesomeUIWidgets/Assets/Scripts/Utils/Example.cs.meta


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