restored from pc, added .editorconfig

This commit is contained in:
2025-05-26 17:08:43 +02:00
parent c11e51ec38
commit 62cb740f69
249 changed files with 2134 additions and 596 deletions

18
Assets/jelycho/Code/Player/PlayerActor.cs Normal file → Executable file
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@@ -42,15 +42,10 @@ namespace RealityReboot.jelycho.Player {
public void Look(Vector2 input) {
m_Camera.Rotate(input.x, input.y);
}
public void MoveRight(float input) {
float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * Vector3.right;
m_Locomotion.AddMovementInput(direction, input);
}
public void MoveForward(float input) {
float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * Vector3.forward;
m_Locomotion.AddMovementInput(direction, input);
public void SetMoveInput(Vector2 input) {
float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) * new float3(input.x, 0.0f, input.y);
m_Locomotion.SetWishDirection(direction);
}
public void StartDrag() {
@@ -71,11 +66,12 @@ namespace RealityReboot.jelycho.Player {
}
void UpdateAnimator() {
float forwardNormalized = m_Locomotion.LocalVelocity.z / m_Locomotion.maxMovementSpeed;
float forwardNormalized = m_Locomotion.LocalVelocity.z / m_Locomotion.runSpeed;
m_Animator.SetFloat(AnimatorParamHashes.s_VelocityForwardNormalized, forwardNormalized);
m_Animator.SetFloat(AnimatorParamHashes.s_VelocityRightNormalized, 0.0f);
m_Animator.SetBool(AnimatorParamHashes.s_IsGrounded, true);
m_Animator.SetBool(AnimatorParamHashes.s_IsGrounded, m_Locomotion.IsGrounded);
}
}
}

0
Assets/jelycho/Code/Player/PlayerActor.cs.meta Normal file → Executable file
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13
Assets/jelycho/Code/Player/PlayerController.cs Normal file → Executable file
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@@ -17,8 +17,6 @@ namespace RealityReboot.jelycho.Player {
readonly Config m_Config;
PlayerActor m_FPPActor;
[Inject] InputService m_InputService;
public PlayerController(Config config) {
m_Config = config;
}
@@ -27,8 +25,8 @@ namespace RealityReboot.jelycho.Player {
}
public async UniTask OnStart(CancellationToken cancellationToken) {
m_InputService.LockCursor();
m_InputService.EnableControls();
RR.Input.LockCursor();
RR.Input.EnableControls();
m_FPPActor = await RR.World.SpawnActor<PlayerActor>(m_Config.playerActorPrefab, cancellationToken);
m_FPPActor.Simulate = true;
@@ -37,8 +35,8 @@ namespace RealityReboot.jelycho.Player {
}
public void OnStop() {
m_InputService.DisableControls();
m_InputService.UnlockCursor();
RR.Input.DisableControls();
RR.Input.UnlockCursor();
Object.Destroy(m_FPPActor);
RR.World.KillActor(m_FPPActor);
@@ -57,8 +55,7 @@ namespace RealityReboot.jelycho.Player {
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);
m_FPPActor.SetMoveInput(moveInput);
if (m_Config.jumpActionReference.action.WasPerformedThisFrame()) {
m_FPPActor.Jump();

0
Assets/jelycho/Code/Player/PlayerController.cs.meta Normal file → Executable file
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4
Assets/jelycho/Code/Player/PlayerControllerAsset.cs Normal file → Executable file
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@@ -6,8 +6,8 @@ namespace RealityReboot.jelycho.Player {
public class PlayerControllerAsset : ControllerAsset {
[SerializeField] PlayerController.Config m_Config;
public override IController Create(DIContext context) {
PlayerController controller = context.Create<PlayerController>(m_Config);
public override IController Create() {
PlayerController controller = new(m_Config);
return controller;
}
}

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230
Assets/jelycho/Code/Player/PlayerFPPLocomotion.cs Normal file → Executable file
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@@ -1,68 +1,164 @@
using System;
using RebootKit.Engine.Extensions;
using Unity.Mathematics;
using UnityEngine;
namespace RealityReboot.jelycho.Player {
[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
public class PlayerFPPLocomotion : MonoBehaviour {
[SerializeField] Rigidbody m_Rigidbody;
public float acceleration = 10.0f;
public float accelerationBackwards = 2.0f;
public float accelerationStrafe = 2.0f;
public float maxMovementSpeed = 8.0f;
public float maxMovementSpeedBackwards = 2.0f;
public float maxStrafeSpeed = 2.0f;
public float3 Velocity => m_Rigidbody.linearVelocity;
public float3 LocalVelocity => m_Rigidbody.transform.InverseTransformDirection(m_Rigidbody.linearVelocity);
float3 m_PendingInputValue;
bool m_IsJumpRequested;
void Awake() {
}
void FixedUpdate() {
if (m_PendingInputValue.IsZero()) {
return;
}
float3 localVelocity = LocalVelocity;
m_PendingInputValue = math.normalize(m_PendingInputValue);
float3 localInput = m_Rigidbody.transform.InverseTransformDirection(m_PendingInputValue);
float3 velocityToAdd = float3.zero;
if (localInput.z > 0.0f) {
if (localVelocity.z < maxMovementSpeed) {
velocityToAdd.z += localInput.z * acceleration * Time.fixedDeltaTime;
}
} else {
velocityToAdd.z += localInput.z * accelerationBackwards * Time.fixedDeltaTime;
}
velocityToAdd.x += localInput.x * accelerationStrafe * Time.fixedDeltaTime;
float3 velocityToAddWorldSpace = m_Rigidbody.transform.TransformDirection(velocityToAdd);
m_Rigidbody.AddForce(velocityToAddWorldSpace, ForceMode.VelocityChange);
m_PendingInputValue = float3.zero;
}
void OnValidate() {
if (m_Rigidbody == null) {
m_Rigidbody = GetComponent<Rigidbody>();
}
}
public void AddMovementInput(float3 input, float scale) {
m_PendingInputValue += input * scale;
}
public void Jump() {
m_IsJumpRequested = true;
}
}
using System;
using System.Runtime.CompilerServices;
using RebootKit.Engine.Extensions;
using Unity.Mathematics;
using UnityEngine;
namespace RealityReboot.jelycho.Player {
[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
public class PlayerFPPLocomotion : MonoBehaviour {
static readonly RaycastHit[] s_HitBuffer = new RaycastHit[32];
[SerializeField] Rigidbody m_Rigidbody;
[SerializeField] CapsuleCollider m_CapsuleCollider;
[SerializeField] LayerMask m_GroundLayerMask;
public float runSpeed = 10.0f;
public float sprintSpeed = 20.0f;
public float groundAcceleration = 10.0f;
public float groundFriction = 10.0f;
public float jumpHeight = 2.0f;
public float inAirAcceleration = 10.0f;
public float gravity = 9.8f;
public float3 Velocity => m_Rigidbody.linearVelocity;
public float3 LocalVelocity => m_Rigidbody.transform.InverseTransformDirection(m_Rigidbody.linearVelocity);
float3 m_WishDir;
bool m_IsSprinting;
public bool IsGrounded { get; private set; }
void Awake() {
}
void FixedUpdate() {
IsGrounded = CheckGrounded();
float3 vel = m_Rigidbody.linearVelocity;
if (IsGrounded) {
UpdateGroundVelocity(ref vel, Time.fixedDeltaTime);
} else {
UpdateAirVelocity(ref vel, Time.fixedDeltaTime);
}
m_Rigidbody.linearVelocity = vel;
}
void ApplyGroundFriction(ref float3 vel, float dt) {
float speed = math.length(vel);
if (speed < 0.1f) {
vel = float3.zero;
return;
}
float drop = speed * groundFriction * dt;
float newSpeed = speed - drop;
if (newSpeed < 0.0f) {
newSpeed = 0.0f;
}
newSpeed /= speed;
vel *= newSpeed;
}
void ApplyGravity(ref float3 vel, float dt) {
vel.y -= gravity * dt;
}
void Accelerate(ref float3 vel, float3 wishDir, float wishSpeed, float acceleration, float dt) {
float currentSpeed = math.dot(vel, wishDir);
float addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0.0f) {
return;
}
float accelSpeed = acceleration * dt * wishSpeed;
if (accelSpeed > addSpeed) {
accelSpeed = addSpeed;
}
vel += accelSpeed * wishDir;
}
void UpdateGroundVelocity(ref float3 vel, float dt) {
ApplyGroundFriction(ref vel, dt);
float wishSpeed;
if (m_IsSprinting) {
wishSpeed = sprintSpeed;
} else {
wishSpeed = runSpeed;
}
Accelerate(ref vel, m_WishDir, wishSpeed, groundAcceleration, dt);
ApplyGravity(ref vel, dt);
}
void UpdateAirVelocity(ref float3 vel, float dt) {
ApplyGravity(ref vel, dt);
Accelerate(ref vel, m_WishDir, runSpeed, inAirAcceleration, dt);
}
void OnValidate() {
if (m_Rigidbody == null) {
m_Rigidbody = GetComponent<Rigidbody>();
}
}
void OnDrawGizmosSelected() {
float3 origin = transform.position;
Gizmos.color = Color.blue;
Gizmos.DrawLine(origin, origin + m_WishDir);
Gizmos.color = Color.green;
Gizmos.DrawLine(origin, origin + Velocity);
}
bool CheckGrounded() {
float3 origin = transform.position + Vector3.up * 0.1f;
float3 direction = Vector3.down;
float distance = 0.2f;
int hitCount = Physics.SphereCastNonAlloc(origin,
m_CapsuleCollider.radius,
direction,
s_HitBuffer,
distance,
m_GroundLayerMask,
QueryTriggerInteraction.Ignore);
for (int i = 0; i < hitCount; i++) {
RaycastHit hit = s_HitBuffer[i];
if (hit.collider is not null && hit.collider.gameObject != gameObject) {
return true;
}
}
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetWishDirection(float3 dir) {
m_WishDir = dir;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Jump() {
if (IsGrounded) {
m_Rigidbody.AddForce(Vector3.up * CalculateJumpVelocity(jumpHeight, gravity), ForceMode.VelocityChange);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static float CalculateJumpVelocity(float jumpHeight, float gravity) {
return math.sqrt(2.0f * gravity * jumpHeight);
}
}
}

0
Assets/jelycho/Code/Player/PlayerFPPLocomotion.cs.meta Normal file → Executable file
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