unity dark mode asset, changes to player locomotion, camera bobbing
This commit is contained in:
8
Assets/Plugins/UnityEditorDarkMode.meta
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8
Assets/Plugins/UnityEditorDarkMode.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3e722869deff58e4cae41190ceee880a
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40
Assets/Plugins/UnityEditorDarkMode/README.txt
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40
Assets/Plugins/UnityEditorDarkMode/README.txt
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@@ -0,0 +1,40 @@
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DarkMode Mod for Unity Editor on Windows
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----------------------------------------------------------------------------
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v1.1 04/08/2024
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----------------------------------------------------------------------------
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A fully working runtime dark mode mod for Unity Editor on Windows with:
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- Dark title bar
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- Dark menu bar
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- Dark context menu
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- And more...
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> This runtime mod works on Windows 11 and Windows 10 1903+.
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Tested on Unity 2019, 2020, 2021, 2022, 2023 and Unity 6.
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Source code is available at: https://github.com/0x7c13/UnityEditor-DarkMode
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----------------------------------------------------------------------------
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MIT License
|
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|
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Copyright (c) 2024 Jiaqi (0x7c13) Liu
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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of this software and associated documentation files (the "Software"), to deal
|
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
|
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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SOFTWARE.
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||||
14
Assets/Plugins/UnityEditorDarkMode/README.txt.meta
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14
Assets/Plugins/UnityEditorDarkMode/README.txt.meta
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fileFormatVersion: 2
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guid: 33d8f76296a183145ae27b820db1e4b4
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 281842
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packageName: DarkMode for Unity Editor on Windows
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packageVersion: 1.1
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assetPath: Assets/Plugins/UnityEditorDarkMode/README.txt
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uploadId: 656109
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BIN
Assets/Plugins/UnityEditorDarkMode/UnityEditorDarkMode.dll
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BIN
Assets/Plugins/UnityEditorDarkMode/UnityEditorDarkMode.dll
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Binary file not shown.
@@ -0,0 +1,6 @@
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menubar_textcolor = 200,200,200
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menubar_textcolor_disabled = 160,160,160
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menubar_bgcolor = 48,48,48
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menubaritem_bgcolor = 48,48,48
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menubaritem_bgcolor_hot = 62,62,62
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menubaritem_bgcolor_selected = 62,62,62
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@@ -0,0 +1,14 @@
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fileFormatVersion: 2
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guid: 6c50fe9ef05bb7b49bf69b0c596fd1ed
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 281842
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packageName: DarkMode for Unity Editor on Windows
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packageVersion: 1.1
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assetPath: Assets/Plugins/UnityEditorDarkMode/UnityEditorDarkMode.dll.ini
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uploadId: 656109
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@@ -0,0 +1,70 @@
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fileFormatVersion: 2
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guid: c8116b2fba7c75047b30e087741eb77b
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PluginImporter:
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externalObjects: {}
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serializedVersion: 2
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iconMap: {}
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executionOrder: {}
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defineConstraints: []
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isPreloaded: 1
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isOverridable: 0
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isExplicitlyReferenced: 0
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validateReferences: 1
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platformData:
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- first:
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: Any
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second:
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enabled: 0
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settings:
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Exclude Editor: 0
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Exclude Linux64: 1
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Exclude OSXUniversal: 1
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Exclude Win: 1
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Exclude Win64: 1
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- first:
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Any:
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second:
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enabled: 0
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settings: {}
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- first:
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Editor: Editor
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second:
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enabled: 1
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settings:
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CPU: AnyCPU
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DefaultValueInitialized: true
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OS: Windows
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- first:
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Standalone: Linux64
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second:
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enabled: 0
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settings:
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CPU: None
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- first:
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Standalone: OSXUniversal
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second:
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enabled: 0
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settings:
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CPU: None
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- first:
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Standalone: Win
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second:
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enabled: 0
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settings:
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CPU: None
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- first:
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Standalone: Win64
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enabled: 0
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settings:
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CPU: None
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 281842
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packageName: DarkMode for Unity Editor on Windows
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packageVersion: 1.1
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assetPath: Assets/Plugins/UnityEditorDarkMode/UnityEditorDarkMode.dll
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uploadId: 656109
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Submodule Assets/RebootKit updated: f8fbe10c56...76b2c8c1bf
@@ -8,7 +8,6 @@ namespace RealityReboot.jelycho.Player {
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[SerializeField] float m_ForwardAngularDisplacement = 1.0f;
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[SerializeField] float m_SidewaysAngularDisplacement = 1.0f;
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[SerializeField] float m_HeightAngularDisplacement = 2.0f;
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[SerializeField] float m_LinearDisplacement = 0.05f;
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Vector3 m_SpringPosition;
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Vector3 m_SpringVelocity;
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@@ -1,7 +1,10 @@
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using RebootKit.Engine.Foundation;
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using System;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Services.Simulation.Sensors;
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using Unity.Cinemachine;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Serialization;
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namespace RealityReboot.jelycho.Player {
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[AddComponentMenu(GameConsts.k_AddComponentMenu + "Player/First Person Camera")]
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@@ -9,34 +12,47 @@ namespace RealityReboot.jelycho.Player {
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[ConfigVar("fpp.camera.fov", 60.0f, "Field of view for the first person camera.")]
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static ConfigVar s_cameraFOV;
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[SerializeField] float _pickDistance = 5.0f;
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[SerializeField] LayerMask _pickLayer;
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[Header("Base")]
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[field: SerializeField]
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public float Sensitivity { get; set; }
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[SerializeField] float _pitchMin = -80f;
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[SerializeField] float _pitchMax = 80f;
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[SerializeField] float m_PitchMin = -80f;
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[SerializeField] float m_PitchMax = 80f;
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[field: SerializeField]
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public CinemachineCamera Camera { get; private set; }
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readonly RaycastSensor _raycastSensor = new();
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CinemachineBasicMultiChannelPerlin m_BobbingNoiseComponent;
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[SerializeField] float m_BobbingFrequency = 0.5f;
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[SerializeField] float m_BobbingAmplitude = 0.75f;
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[Header("Picking")]
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[SerializeField] float m_PickDistance = 5.0f;
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[SerializeField] LayerMask m_PickLayer;
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readonly RaycastSensor m_RaycastSensor = new();
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public float Pitch { get; private set; }
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public float Yaw { get; private set; }
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public ISensor Sensor {
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get {
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_raycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
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_raycastSensor.maxDistance = _pickDistance;
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_raycastSensor.layerMask = _pickLayer;
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return _raycastSensor;
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m_RaycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
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m_RaycastSensor.maxDistance = m_PickDistance;
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m_RaycastSensor.layerMask = m_PickLayer;
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return m_RaycastSensor;
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}
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}
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void Awake() {
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m_BobbingNoiseComponent =
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Camera.GetCinemachineComponent(CinemachineCore.Stage.Noise) as CinemachineBasicMultiChannelPerlin;
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Assert.IsNotNull(m_BobbingNoiseComponent);
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SetBobbing(0.0f);
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}
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public void Tick() {
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Camera.Lens.FieldOfView = s_cameraFOV.FloatValue;
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Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f);
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@@ -46,7 +62,7 @@ namespace RealityReboot.jelycho.Player {
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float sens = Sensitivity;
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Pitch -= y * sens;
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Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax);
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Pitch = Mathf.Clamp(Pitch, m_PitchMin, m_PitchMax);
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Yaw += x * sens;
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}
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@@ -55,5 +71,10 @@ namespace RealityReboot.jelycho.Player {
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Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg;
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Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
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}
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public void SetBobbing(float t) {
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m_BobbingNoiseComponent.AmplitudeGain = m_BobbingAmplitude * t;
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m_BobbingNoiseComponent.FrequencyGain = m_BobbingFrequency * t;
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}
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}
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}
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@@ -18,6 +18,17 @@ namespace RealityReboot.jelycho.Player {
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] CameraSpring m_CameraSpring;
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[SerializeField, Range(0.0f, 1.0f), Tooltip("Percentage of run speed")]
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float m_EnableCameraBobbingPercentThreshold = 0.5f;
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[SerializeField] float m_SprintCameraBobbing = 1.0f;
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[SerializeField] float m_RunCameraBobbing = 0.5f;
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[SerializeField] float m_IdleCameraBobbing = 0.0f;
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[SerializeField] float m_CameraBobbingTransitionSpeed = 5.0f;
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float m_TargetCameraBobbing = 0.0f;
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float m_CurrentCameraBobbing = 0.0f;
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[Header("Dragging")]
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
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||||
@@ -29,10 +40,29 @@ namespace RealityReboot.jelycho.Player {
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}
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public override void OnTick() {
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m_Locomotion.YawRotation = m_Camera.Yaw;
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m_Camera.Tick();
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position + m_Camera.Camera.transform.forward * 2.0f;
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m_Locomotion.YawRotation = m_Camera.Yaw;
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// Camera bobbing
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if (m_Locomotion.IsGrounded &&
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m_Locomotion.SpeedXZ >= m_Locomotion.runSpeed * m_EnableCameraBobbingPercentThreshold) {
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if (m_Locomotion.IsSprinting) {
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m_TargetCameraBobbing = m_SprintCameraBobbing;
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} else {
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m_TargetCameraBobbing = m_RunCameraBobbing;
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}
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} else {
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m_TargetCameraBobbing = m_IdleCameraBobbing;
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}
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m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
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m_TargetCameraBobbing,
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m_CameraBobbingTransitionSpeed * Time.deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position +
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m_Camera.Camera.transform.forward * 2.0f;
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if (m_PhysicsDragger.Current.OrNull() is not null) {
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m_LineRenderer.enabled = true;
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@@ -1,6 +1,8 @@
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using System;
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using System.Runtime.CompilerServices;
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using KinematicCharacterController;
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using RebootKit.Engine.Extensions;
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using RebootKit.Engine.Foundation;
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using Unity.Mathematics;
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using UnityEngine;
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using Logger = RebootKit.Engine.Foundation.Logger;
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@@ -9,16 +11,17 @@ namespace RealityReboot.jelycho.Player {
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public class PlayerFPPLocomotion : MonoBehaviour, ICharacterController {
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static readonly Logger s_logger = new(nameof(PlayerFPPLocomotion));
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[ConfigVar("fpp.show_debug", 1)]
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static ConfigVar s_showDebug;
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[SerializeField] KinematicCharacterMotor m_Motor;
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public float runSpeed = 10.0f;
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public float sprintSpeed = 20.0f;
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public float groundAcceleration = 10.0f;
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public float acceleration = 8.0f;
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public float groundFriction = 10.0f;
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public float airFriction = 1.0f;
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public float jumpHeight = 2.0f;
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public float jumpInputDuration = 0.2f;
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public float coyoteDuration = 0.2f;
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@@ -29,14 +32,31 @@ namespace RealityReboot.jelycho.Player {
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public float YawRotation { get; set; }
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Vector3 m_WishDir;
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bool m_IsSprinting;
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public bool IsSprinting {
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[MethodImpl(MethodImplOptions.AggressiveInlining)] get;
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[MethodImpl(MethodImplOptions.AggressiveInlining)] private set;
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}
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bool m_IsJumpRequested;
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float m_JumpRequestedTime;
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float m_LastGroundedTime;
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Vector3 m_LastVelocity;
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public bool IsGrounded => m_Motor.GroundingStatus.IsStableOnGround;
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public bool IsGrounded {
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get {
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return m_Motor.GroundingStatus.IsStableOnGround;
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}
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}
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public float SpeedXZ {
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get {
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return m_Motor.Velocity.With(y: 0.0f).magnitude;
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}
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}
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void Awake() {
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m_Motor.CharacterController = this;
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@@ -48,19 +68,35 @@ namespace RealityReboot.jelycho.Player {
|
||||
transform.position + m_WishDir * 2.0f);
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}
|
||||
|
||||
static GUIStyle s_debugLabelStyle;
|
||||
|
||||
void OnGUI() {
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||||
if (s_showDebug.IndexValue == 0) {
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||||
return;
|
||||
}
|
||||
|
||||
if (s_debugLabelStyle == null) {
|
||||
s_debugLabelStyle = new GUIStyle(GUI.skin.label) {
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||||
fontSize = 20,
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||||
normal = { textColor = Color.white },
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||||
alignment = TextAnchor.LowerLeft
|
||||
};
|
||||
}
|
||||
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GUI.Label(new Rect(0, 0, Screen.width, Screen.height),
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$"Wish Direction: {m_WishDir}\n" +
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$"Is Grounded: {m_Motor.GroundingStatus.IsStableOnGround}\n" +
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$"Is Jump Requested: {m_IsJumpRequested}\n" +
|
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$"Motor Velocity: {m_Motor.Velocity}, magnitude: {m_Motor.Velocity.magnitude}\n" +
|
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$"Motor Base Velocity: {m_Motor.BaseVelocity}, magnitude: {m_Motor.BaseVelocity.magnitude}\n" +
|
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$"Last Velocity: {m_LastVelocity}, magnitude: {math.length(m_LastVelocity)}\n");
|
||||
$"Last Velocity: {m_LastVelocity}, magnitude: {math.length(m_LastVelocity)}\n" +
|
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$"XZ Last Velocity: {m_LastVelocity.With(y: 0.0f).magnitude}",
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||||
s_debugLabelStyle);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
public void SetWishDirection(Vector3 dir) {
|
||||
m_WishDir = dir;
|
||||
m_WishDir = dir.normalized;
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||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
@@ -71,7 +107,7 @@ namespace RealityReboot.jelycho.Player {
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetSprint(bool isSprinting) {
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||||
m_IsSprinting = isSprinting;
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IsSprinting = isSprinting;
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||||
}
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||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
@@ -94,7 +130,7 @@ namespace RealityReboot.jelycho.Player {
|
||||
return;
|
||||
}
|
||||
|
||||
float accelSpeed = groundAcceleration * deltaTime * wishSpeed;
|
||||
float accelSpeed = acceleration * deltaTime * wishSpeed;
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||||
if (accelSpeed > addSpeed) {
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||||
accelSpeed = addSpeed;
|
||||
}
|
||||
@@ -102,24 +138,51 @@ namespace RealityReboot.jelycho.Player {
|
||||
currentVelocity += accelSpeed * control * m_WishDir;
|
||||
}
|
||||
|
||||
void AirAccelerate(ref Vector3 currentVelocity,
|
||||
float deltaTime) {
|
||||
float wishSpeed = currentVelocity.magnitude;
|
||||
if (wishSpeed >= runSpeed) {
|
||||
wishSpeed = runSpeed;
|
||||
}
|
||||
|
||||
float currentSpeed = Vector3.Dot(currentVelocity, m_WishDir);
|
||||
float addSpeed = wishSpeed - currentSpeed;
|
||||
if (addSpeed <= 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
float accelSpeed = deltaTime * wishSpeed;
|
||||
if (accelSpeed > addSpeed) {
|
||||
accelSpeed = addSpeed;
|
||||
}
|
||||
|
||||
currentVelocity += accelSpeed * m_WishDir;
|
||||
}
|
||||
|
||||
void ApplyFriction(ref Vector3 currentVelocity, float friction, float deltaTime) {
|
||||
float speed = currentVelocity.magnitude;
|
||||
float speed = currentVelocity.With(y: 0.0f).magnitude;
|
||||
if (speed <= 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
float drop = speed * friction * deltaTime;
|
||||
if (drop < speed) {
|
||||
currentVelocity *= (speed - drop) / speed;
|
||||
} else {
|
||||
currentVelocity = Vector3.zero;
|
||||
float stopSpeed = 12.0f;
|
||||
float control = speed < stopSpeed ? stopSpeed : speed;
|
||||
float newSpeed = speed - friction * control * deltaTime;
|
||||
|
||||
if (newSpeed <= 0.0f) {
|
||||
newSpeed = 0.0f;
|
||||
}
|
||||
newSpeed /= speed;
|
||||
|
||||
currentVelocity.x *= newSpeed;
|
||||
currentVelocity.z *= newSpeed;
|
||||
}
|
||||
|
||||
void GroundMovement(ref Vector3 currentVelocity, float deltaTime) {
|
||||
float wishSpeed = m_IsSprinting ? sprintSpeed : runSpeed;
|
||||
Accelerate(ref currentVelocity, wishSpeed, 1.0f, deltaTime);
|
||||
float wishSpeed = IsSprinting ? sprintSpeed : runSpeed;
|
||||
|
||||
ApplyFriction(ref currentVelocity, groundFriction, deltaTime);
|
||||
Accelerate(ref currentVelocity, wishSpeed, 1.0f, deltaTime);
|
||||
}
|
||||
|
||||
void ApplyGravity(ref Vector3 currentVelocity, float deltaTime) {
|
||||
@@ -149,9 +212,7 @@ namespace RealityReboot.jelycho.Player {
|
||||
if (m_Motor.GroundingStatus.IsStableOnGround) {
|
||||
GroundMovement(ref currentVelocity, deltaTime);
|
||||
} else {
|
||||
Accelerate(ref currentVelocity, runSpeed, airControl, deltaTime);
|
||||
ApplyFriction(ref currentVelocity, airFriction, deltaTime);
|
||||
|
||||
AirAccelerate(ref currentVelocity, deltaTime);
|
||||
ApplyGravity(ref currentVelocity, deltaTime);
|
||||
}
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace RealityReboot.jelycho {
|
||||
void Start() {
|
||||
Clear();
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
AddSegment();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,306 @@
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||||
{
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||||
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136
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136
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Reference in New Issue
Block a user