removed fpp kit

This commit is contained in:
2025-06-07 10:39:31 +02:00
parent 8f11cbe037
commit e534ea7596
23 changed files with 20 additions and 848 deletions

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"processors": "",
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using RebootKit.Engine.Foundation;
using RebootKit.Engine.Services.Simulation;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.FPPKit {
public class FPPActor : Actor {
static readonly Logger s_logger = new(nameof(FPPActor));
// [field: SerializeField]
// public CharacterLocomotion Locomotion { get; private set; }
//
// [field: SerializeField]
// public FirstPersonCamera FPPCamera { get; private set; }
//
// [field: SerializeField]
// public PhysicsObjectDragger Dragger { get; private set; }
//
// [field: SerializeField]
// public float DragObjectDistanceFromCamera { get; private set; } = 2.0f;
[SerializeField] FPPLocomotion m_Locomotion;
[SerializeField] FPPCamera m_Camera;
[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
[SerializeField] FloatRange m_DragDistanceRange = new(1.0f, 5.0f);
void Update() {
m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position + m_Camera.transform.forward * 2.0f;
}
public void Jump() {
m_Locomotion.Jump();
}
public void Look(Vector2 input) {
m_Camera.Rotate(input.x, input.y);
}
public void MoveRight(float input) {
Vector3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * Vector3.right;
m_Locomotion.AddMovementInput(direction, input);
}
public void MoveForward(float input) {
Vector3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * Vector3.forward;
m_Locomotion.AddMovementInput(direction, input);
}
}
}

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using RebootKit.Engine.Services.Simulation.Sensors;
using Unity.Cinemachine;
using UnityEngine;
namespace RebootKit.FPPKit {
[AddComponentMenu(FPPConsts.k_AddComponentMenu + "First Person Camera")]
public class FPPCamera : MonoBehaviour {
[SerializeField] float _pickDistance = 5.0f;
[SerializeField] LayerMask _pickLayer;
[field: SerializeField]
public float Sensitivity { get; set; }
[SerializeField] float _pitchMin = -80f;
[SerializeField] float _pitchMax = 80f;
[field: SerializeField]
public CinemachineCamera Camera { get; private set; }
readonly RaycastSensor _raycastSensor = new();
public float Pitch { get; private set; }
public float Yaw { get; private set; }
public ISensor Sensor {
get {
_raycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
_raycastSensor.maxDistance = _pickDistance;
_raycastSensor.layerMask = _pickLayer;
return _raycastSensor;
}
}
void LateUpdate() {
Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f);
transform.rotation = Quaternion.Euler(0f, Yaw, 0f);
}
public void Rotate(float x, float y) {
float sens = Sensitivity;
Pitch -= y * sens;
Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax);
Yaw += x * sens;
}
public void SetLookDirection(Vector3 forward) {
Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg;
Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
}
}
}

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namespace RebootKit.FPPKit {
static class FPPConsts {
public const string k_AddComponentMenu = "Reboot Reality/FPP Kit/";
}
}

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using UnityEngine;
using Unity.Mathematics;
namespace RebootKit.FPPKit {
public class FPPLocomotion : MonoBehaviour {
[SerializeField] CharacterController m_CharacterController;
public float maxStrafeSpeed = 2.0f;
public float maxMovementSpeedBackward = 2.0f;
public float maxMovementSpeed = 4.0f;
public float maxSprintSpeed = 15.0f;
public float jumpHeight = 1.0f;
public float gravity = 10f;
public float maxFallSpeed = 20f;
public float damping = 20.0f;
[Range(0.0f, 1.0f)]
public float airControlRatio = 0.5f;
float3 m_CurrentVelocity;
bool m_IsFalling;
bool m_IsSprinting;
bool m_JumpRequested;
float3 m_PendingInputValue;
public bool IsGrounded => m_CharacterController.isGrounded;
public bool IsMovingBackwards { get; private set; }
public bool IsSprinting => m_IsSprinting;
public bool IsStrafing { get; private set; }
public float3 Velocity => m_CurrentVelocity;
public float3 LocalVelocity => m_CharacterController.transform.InverseTransformDirection(m_CurrentVelocity);
void Update() {
ConsumePendingInput();
UpdateVerticalVelocity();
m_CharacterController.Move(m_CurrentVelocity * Time.deltaTime);
ApplyFriction();
DetectFall();
}
void DetectFall() {
if (m_IsFalling && m_CharacterController.isGrounded) {
m_IsFalling = false;
} else if (!m_CharacterController.isGrounded) {
m_IsFalling = true;
}
}
void ConsumePendingInput() {
if (!IsGrounded) {
m_PendingInputValue *= airControlRatio;
}
m_PendingInputValue.y = 0.0f;
float3 localInputValue = m_CharacterController.transform.InverseTransformDirection(m_PendingInputValue);
float pendingInputMagnitude = math.length(m_PendingInputValue);
float3 direction = float3.zero;
if (pendingInputMagnitude > 0.0f) {
direction = math.normalize(m_PendingInputValue);
}
IsStrafing = false;
IsMovingBackwards = false;
float movementSpeed;
if (math.dot(localInputValue, Vector3.forward) <= 0.0f) {
movementSpeed = maxMovementSpeedBackward;
IsMovingBackwards = true;
} else if (m_IsSprinting) {
movementSpeed = maxSprintSpeed;
} else if (math.abs(localInputValue.x) > 0.0f && math.abs(localInputValue.z) < 0.1f) {
movementSpeed = maxStrafeSpeed;
} else {
movementSpeed = maxMovementSpeed;
}
float3 movementVelocity = m_CurrentVelocity;
movementVelocity.y = 0.0f;
movementVelocity += direction * (movementSpeed * pendingInputMagnitude);
movementVelocity.y = 0.0f;
float movementVelocityMagnitude = math.length(movementVelocity);
float3 movementVelocityDirection = movementVelocityMagnitude > 0.0f ? math.normalize(movementVelocity) : float3.zero;
if (movementVelocityMagnitude > movementSpeed) {
movementVelocityMagnitude = movementSpeed;
}
movementVelocity = movementVelocityDirection * movementVelocityMagnitude;
m_CurrentVelocity.x = movementVelocity.x;
m_CurrentVelocity.z = movementVelocity.z;
m_PendingInputValue = float3.zero;
}
void UpdateVerticalVelocity() {
if (m_CharacterController.isGrounded) {
if (m_JumpRequested) {
m_CurrentVelocity.y = math.sqrt(2.0f * gravity * jumpHeight);
m_JumpRequested = false;
} else {
m_CurrentVelocity.y = -1f;
}
} else {
m_CurrentVelocity.y -= gravity * Time.deltaTime;
m_CurrentVelocity.y = math.max(m_CurrentVelocity.y, -maxFallSpeed);
}
}
void ApplyFriction() {
if (!IsGrounded) {
return;
}
float3 movementVelocity = m_CurrentVelocity;
movementVelocity.y = 0.0f;
movementVelocity = math.lerp(movementVelocity, float3.zero, damping * Time.deltaTime);
m_CurrentVelocity.x = movementVelocity.x;
m_CurrentVelocity.z = movementVelocity.z;
}
public void AddVelocity(float3 velocity) {
m_CurrentVelocity += velocity;
}
public void AddMovementInput(float3 input, float scale) {
m_PendingInputValue += input * scale;
}
public void Jump() {
if (!m_CharacterController.isGrounded) {
return;
}
m_JumpRequested = true;
}
public void StartSprint() {
m_IsSprinting = true;
}
public void StopSprint() {
m_IsSprinting = false;
}
}
}

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using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Services.Console;
using RebootKit.Engine.Services.Input;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
using Object = UnityEngine.Object;
namespace RebootKit.FPPKit {
public static class FPPConfig {
[ConfigVar("fpp.mouse.sens", 0.25f, "Mouse look sensitivity")] public static ConfigVar s_MouseSensitivity;
[ConfigVar("fpp.mouse.invert.y", 0, "Invert mouse look")] public static ConfigVar s_MouseInvertY;
[ConfigVar("fpp.gamepad.sens", 4.0f, "Gamepad look sensitivity")] public static ConfigVar s_GamepadSensitivity;
}
public static class SensitivityReader {
public static float2 Read(InputAction action) {
if (action == null || action.activeControl == null) {
return float2.zero;
}
float2 sensitivity = action.ReadValue<Vector2>();
bool isGamepad = action.activeControl.device is Gamepad;
if (isGamepad) {
sensitivity *= FPPConfig.s_GamepadSensitivity.FloatValue;
} else {
sensitivity *= FPPConfig.s_MouseSensitivity.FloatValue;
if (FPPConfig.s_MouseInvertY.IndexValue == 1) {
sensitivity.y *= -1;
}
}
return sensitivity;
}
}
public class FPPPlayerController : IController {
readonly Config m_Config;
FPPActor m_FPPActor;
[Inject] InputService m_InputService;
public FPPPlayerController(Config config) {
m_Config = config;
}
public void Dispose() {
}
public async UniTask OnStart(CancellationToken cancellationToken) {
m_InputService.LockCursor();
m_InputService.EnableControls();
m_FPPActor = await RR.World.SpawnActor<FPPActor>(m_Config.fppActorPrefab, cancellationToken);
await Awaitable.NextFrameAsync(cancellationToken);
}
public void OnStop() {
m_InputService.DisableControls();
m_InputService.UnlockCursor();
Object.Destroy(m_FPPActor);
RR.World.KillActor(m_FPPActor);
}
public void OnTick() {
if (m_FPPActor == null) {
return;
}
if (!Application.isFocused) {
return;
}
// m_FPPActor.Locomotion.maxMovementSpeed = m_MovementSpeedCVar.FloatValue;
Vector2 lookInput = m_Config.lookActionReference.action.ReadValue<Vector2>();
m_FPPActor.Look(lookInput * FPPConfig.s_MouseSensitivity.FloatValue);
Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
m_FPPActor.MoveRight(moveInput.x);
m_FPPActor.MoveForward(moveInput.y);
if (m_Config.jumpActionReference.action.WasPerformedThisFrame()) {
m_FPPActor.Jump();
}
// m_FPPActor.Dragger.TargetWorldPosition = m_FPPActor.FPPCamera.Camera.transform.position + m_FPPActor.FPPCamera.Camera.transform.forward * m_FPPActor.DragObjectDistanceFromCamera;
//
// if (m_Config.dragObjectActionReference.action.WasPressedThisFrame() && !m_FPPActor.Dragger.IsDragging) {
// GameObject pickedGameObject = m_FPPActor.FPPCamera.Sensor.Sense();
// if (pickedGameObject != null && pickedGameObject.TryGetComponent(out Rigidbody rigidbody)) {
// m_FPPActor.Dragger.Grab(rigidbody);
// }
// }
//
// if (m_Config.dragObjectActionReference.action.WasReleasedThisFrame()) {
// m_FPPActor.Dragger.Drop();
// }
}
[Serializable]
public class Config {
public AssetReferenceT<GameObject> fppActorPrefab;
public InputActionReference moveActionReference;
public InputActionReference lookActionReference;
public InputActionReference jumpActionReference;
public InputActionReference dragObjectActionReference;
public InputActionReference primaryActionReference;
public InputActionReference secondaryActionReference;
}
}
}

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using RebootKit.Engine.Foundation;
using UnityEngine;
namespace RebootKit.FPPKit {
[CreateAssetMenu(menuName = FPPConsts.k_AddComponentMenu + "Player Controller")]
public class FPPPlayerControllerAsset : ControllerAsset {
[SerializeField] FPPPlayerController.Config m_Config;
public override IController Create() {
FPPPlayerController instance = new(m_Config);
return instance;
}
}
}

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