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references:
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version: 2
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m_WindowsDevicePortalAddress:
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m_WindowsDevicePortalUsername:
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "GradientTexture", menuName = "Gradient Texture", order = 310)]
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public class GradientTexture : ScriptableObject
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{
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[Delayed]
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public int width = 64;
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public List<Gradient> gradients = new List<Gradient>();
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private Texture2D _texture;
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private void OnEnable()
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{
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if(_texture == null && gradients.Count > 0)
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Generate();
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}
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[ContextMenu("Generate")]
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private void Generate()
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{
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// create texture that is width x gradients.Count
|
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// for each gradient, draw a line from left to right with the gradient
|
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// save to disk
|
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|
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if(_texture != null)
|
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DestroyImmediate(_texture);
|
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_texture = new Texture2D(width, gradients.Count)
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{
|
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name = name
|
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};
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|
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for (int i = 0; i < gradients.Count; i++)
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{
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var gradient = gradients[i];
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for (int x = 0; x < width; x++)
|
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{
|
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var color = gradient.Evaluate((float)x / width);
|
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_texture.SetPixel(x, i, color);
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}
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}
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_texture.Apply();
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#if UNITY_EDITOR
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// delayed call to save the icon
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UnityEditor.EditorApplication.delayCall += SaveIcon;
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#endif
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}
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private void OnValidate()
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{
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if(gradients.Count > 0)
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Generate();
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}
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[ContextMenu("Save")]
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private void SaveToDisk()
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{
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#if UNITY_EDITOR
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// save to disk the texture using the AssetDatabase API
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var path = UnityEditor.AssetDatabase.GetAssetPath(this);
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path = path.Replace(".asset", ".png");
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var bytes = _texture.EncodeToPNG();
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System.IO.File.WriteAllBytes(path, bytes);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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#endif
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}
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#if UNITY_EDITOR
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private void SaveIcon()
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{
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// use _texture as the icon for this object
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var path = UnityEditor.AssetDatabase.GetAssetPath(this);
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// add as sub asset or replace existing
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var icon = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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if (icon == null)
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{
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if(_texture != null)
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{
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UnityEditor.AssetDatabase.AddObjectToAsset(_texture, this);
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}
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}
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else
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{
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if(_texture != null)
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{
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UnityEditor.EditorUtility.CopySerialized(_texture, icon);
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}
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}
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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}
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#endif
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}
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using UnityEngine;
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public class BasicRigidBodyPush : MonoBehaviour
|
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{
|
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public LayerMask pushLayers;
|
||||
public bool canPush;
|
||||
[Range(0.5f, 5f)] public float strength = 1.1f;
|
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private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
if (canPush) PushRigidBodies(hit);
|
||||
}
|
||||
|
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private void PushRigidBodies(ControllerColliderHit hit)
|
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{
|
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// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
|
||||
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// make sure we hit a non kinematic rigidbody
|
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Rigidbody body = hit.collider.attachedRigidbody;
|
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if (body == null || body.isKinematic) return;
|
||||
|
||||
// make sure we only push desired layer(s)
|
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var bodyLayerMask = 1 << body.gameObject.layer;
|
||||
if ((bodyLayerMask & pushLayers.value) == 0) return;
|
||||
|
||||
// We dont want to push objects below us
|
||||
if (hit.moveDirection.y < -0.3f) return;
|
||||
|
||||
// Calculate push direction from move direction, horizontal motion only
|
||||
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
|
||||
|
||||
// Apply the push and take strength into account
|
||||
body.AddForce(pushDir * strength, ForceMode.Impulse);
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}
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}
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package
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using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
[RequireComponent(typeof(PlayerInput))]
|
||||
#endif
|
||||
public class FirstPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Player")]
|
||||
public float StandingSpeed = 4.0f;
|
||||
private float MoveSpeed = 4.0f;
|
||||
public float SprintSpeed = 6.0f;
|
||||
public float RotationSpeed = 1.0f;
|
||||
public float SpeedChangeRate = 10.0f;
|
||||
|
||||
[Space(10)]
|
||||
public float JumpHeight = 1.2f;
|
||||
public float Gravity = -15.0f;
|
||||
|
||||
[Space(10)]
|
||||
public float JumpTimeout = 0.1f;
|
||||
public float FallTimeout = 0.15f;
|
||||
|
||||
[Header("Posture Heights")]
|
||||
[Tooltip("Height when standing")]
|
||||
public float StandingHeight = 1.8f;
|
||||
[Tooltip("Height when crouching")]
|
||||
public float CrouchHeight = 1.2f;
|
||||
[Tooltip("Height when crawling")]
|
||||
public float CrawlHeight = 0.8f;
|
||||
|
||||
[Header("Player Grounded")]
|
||||
public bool Grounded = true;
|
||||
public float GroundedOffset = -0.14f;
|
||||
public float GroundedRadius = 0.5f;
|
||||
public LayerMask GroundLayers;
|
||||
|
||||
[Header("Cinemachine")]
|
||||
public GameObject CinemachineCameraTarget;
|
||||
public float TopClamp = 90.0f;
|
||||
public float BottomClamp = -90.0f;
|
||||
|
||||
private float _cinemachineTargetPitch;
|
||||
|
||||
private float _speed;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
private float _terminalVelocity = 53.0f;
|
||||
|
||||
private float _jumpTimeoutDelta;
|
||||
private float _fallTimeoutDelta;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
private PlayerInput _playerInput;
|
||||
#endif
|
||||
private CharacterController _controller;
|
||||
private StarterAssetsInputs _input;
|
||||
private GameObject _mainCamera;
|
||||
|
||||
private const float _threshold = 0.01f;
|
||||
|
||||
// Posture state
|
||||
private enum PlayerPosture { Standing, Crouching, Crawling }
|
||||
private PlayerPosture _currentPosture = PlayerPosture.Standing;
|
||||
private PlayerPosture _OldPosture = PlayerPosture.Standing;
|
||||
|
||||
private bool IsCurrentDeviceMouse
|
||||
{
|
||||
get
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return _playerInput.currentControlScheme == "KeyboardMouse";
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
MoveSpeed = StandingSpeed;
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_input = GetComponent<StarterAssetsInputs>();
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
#else
|
||||
Debug.LogError("Starter Assets package is missing dependencies.");
|
||||
#endif
|
||||
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
// Initialise posture
|
||||
SetPosture(PlayerPosture.Standing);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
JumpAndGravity();
|
||||
GroundedCheck();
|
||||
HandlePosture();
|
||||
Move();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
CameraRotation();
|
||||
}
|
||||
|
||||
private void GroundedCheck()
|
||||
{
|
||||
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
|
||||
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
|
||||
}
|
||||
|
||||
private void CameraRotation()
|
||||
{
|
||||
if (_input.look.sqrMagnitude >= _threshold)
|
||||
{
|
||||
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
|
||||
|
||||
_cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
|
||||
_rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
|
||||
|
||||
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
|
||||
|
||||
CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
|
||||
|
||||
transform.Rotate(Vector3.up * _rotationVelocity);
|
||||
}
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
|
||||
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
|
||||
|
||||
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
|
||||
float speedOffset = 0.1f;
|
||||
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
|
||||
|
||||
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
|
||||
{
|
||||
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
|
||||
_speed = Mathf.Round(_speed * 1000f) / 1000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_speed = targetSpeed;
|
||||
}
|
||||
|
||||
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
|
||||
|
||||
if (_input.move != Vector2.zero)
|
||||
{
|
||||
inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y;
|
||||
}
|
||||
|
||||
_controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void JumpAndGravity()
|
||||
{
|
||||
if (Grounded)
|
||||
{
|
||||
_fallTimeoutDelta = FallTimeout;
|
||||
|
||||
if (_verticalVelocity < 0.0f)
|
||||
{
|
||||
_verticalVelocity = -2f;
|
||||
}
|
||||
|
||||
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
|
||||
{
|
||||
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
|
||||
}
|
||||
|
||||
if (_jumpTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_jumpTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_jumpTimeoutDelta = JumpTimeout;
|
||||
|
||||
if (_fallTimeoutDelta >= 0.0f)
|
||||
{
|
||||
_fallTimeoutDelta -= Time.deltaTime;
|
||||
}
|
||||
|
||||
_input.jump = false;
|
||||
}
|
||||
|
||||
if (_verticalVelocity < _terminalVelocity)
|
||||
{
|
||||
_verticalVelocity += Gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandlePosture()
|
||||
{
|
||||
// Appui sur 'C' : Passage entre Crouch et Standing
|
||||
if (_input.crouch)
|
||||
{
|
||||
// Debug.Log("_input.crouch : " + _input.crouch);
|
||||
_input.crouch = false;
|
||||
|
||||
if (_currentPosture == PlayerPosture.Crouching)
|
||||
{
|
||||
// Vérification de la hauteur du plafond avant de se redresser
|
||||
if (CheckCeilingHeight() >= StandingHeight)
|
||||
{
|
||||
SetPosture(PlayerPosture.Standing);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Pas assez de hauteur pour se lever.");
|
||||
}
|
||||
}
|
||||
else if (_currentPosture == PlayerPosture.Standing || _currentPosture == PlayerPosture.Crawling )
|
||||
{
|
||||
if (CheckCeilingHeight() >= CrouchHeight)
|
||||
{
|
||||
SetPosture(PlayerPosture.Crouching);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Pas assez de hauteur pour se baisser.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Appui sur 'V' : Passage entre Crawl et Standing
|
||||
if (_input.crawl)
|
||||
{
|
||||
// Debug.Log("_input.crawl : " + _input.crawl);
|
||||
_input.crawl = false;
|
||||
|
||||
if (_currentPosture == PlayerPosture.Crawling)
|
||||
{
|
||||
// Vérification de la hauteur du plafond avant de se redresser
|
||||
if (CheckCeilingHeight() >= StandingHeight)
|
||||
{
|
||||
SetPosture(PlayerPosture.Standing);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Pas assez de hauteur pour se lever.");
|
||||
if (CheckCeilingHeight() >= CrouchHeight)
|
||||
{
|
||||
SetPosture(PlayerPosture.Crouching);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Pas assez de hauteur pour se baisser.");
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (_currentPosture == PlayerPosture.Standing)
|
||||
{
|
||||
SetPosture(PlayerPosture.Crawling);
|
||||
}
|
||||
else if (_currentPosture == PlayerPosture.Crouching)
|
||||
{
|
||||
SetPosture(PlayerPosture.Crawling);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private float CheckCeilingHeight()
|
||||
{
|
||||
// Calculer la position de la tête, qui est à la hauteur maximale de la capsule
|
||||
Vector3 headPosition = transform.position + Vector3.up * (_controller.height / 2);
|
||||
|
||||
// Effectuer un rayon vers le haut à partir de la position de la tête
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(headPosition, Vector3.up, out hit, 2f))
|
||||
{
|
||||
// Si le rayon touche un objet, on retourne la distance entre la tête et le plafond
|
||||
Debug.Log ("hit.distance : " + hit.distance + ", headPosition : " + headPosition);
|
||||
return 10.0f;
|
||||
// return hit.distance;
|
||||
}
|
||||
return 10.0f;
|
||||
// return Mathf.Infinity; // Si rien n'est touché, on considère qu'il n'y a pas de plafond
|
||||
}
|
||||
|
||||
|
||||
private void SetPosture(PlayerPosture posture)
|
||||
{
|
||||
float h=0.0f;
|
||||
|
||||
_OldPosture = _currentPosture;
|
||||
_currentPosture = posture;
|
||||
|
||||
if ( _OldPosture == PlayerPosture.Standing) h = StandingHeight;
|
||||
else if ( _OldPosture == PlayerPosture.Crouching) h = CrouchHeight;
|
||||
else if ( _OldPosture == PlayerPosture.Crawling) h = CrawlHeight;
|
||||
|
||||
Debug.Log ("_OldPosture : " + _OldPosture + ", _currentPosture : " + _currentPosture);
|
||||
|
||||
switch (posture)
|
||||
{
|
||||
case PlayerPosture.Standing:
|
||||
_controller.height = StandingHeight;
|
||||
_controller.center = new Vector3(0.0f, StandingHeight / 2.0f, 0.0f);
|
||||
|
||||
MoveSpeed = StandingSpeed;
|
||||
CinemachineCameraTarget.transform.position = new Vector3(
|
||||
CinemachineCameraTarget.transform.position.x,
|
||||
CinemachineCameraTarget.transform.position.y + StandingHeight - h,
|
||||
CinemachineCameraTarget.transform.position.z
|
||||
);
|
||||
break;
|
||||
case PlayerPosture.Crouching:
|
||||
_controller.height = CrouchHeight;
|
||||
_controller.center = new Vector3(0.0f, CrouchHeight / 2.0f, 0.0f);
|
||||
MoveSpeed = StandingSpeed*0.6f;
|
||||
CinemachineCameraTarget.transform.position = new Vector3(
|
||||
CinemachineCameraTarget.transform.position.x,
|
||||
CinemachineCameraTarget.transform.position.y + CrouchHeight - h,
|
||||
CinemachineCameraTarget.transform.position.z
|
||||
);
|
||||
break;
|
||||
case PlayerPosture.Crawling:
|
||||
_controller.height = CrawlHeight;
|
||||
_controller.center = new Vector3(0.0f, CrawlHeight / 2.0f, 0.0f);
|
||||
MoveSpeed = StandingSpeed*0.4f;
|
||||
CinemachineCameraTarget.transform.position = new Vector3(
|
||||
CinemachineCameraTarget.transform.position.x,
|
||||
CinemachineCameraTarget.transform.position.y + CrawlHeight - h,
|
||||
CinemachineCameraTarget.transform.position.z
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
|
||||
{
|
||||
if (lfAngle < -360f) lfAngle += 360f;
|
||||
if (lfAngle > 360f) lfAngle -= 360f;
|
||||
return Mathf.Clamp(lfAngle, lfMin, lfMax);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
|
||||
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
|
||||
|
||||
Gizmos.color = Grounded ? transparentGreen : transparentRed;
|
||||
|
||||
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 55919ac34a26952479f3fc91f777b2fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3
|
||||
assetPath: Assets/StarterAssets/FirstPersonController/Scripts/FirstPersonController.cs
|
||||
uploadId: 691166
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2fbc3ed380cd3664eb239eae97bcb586
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,93 @@
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class StarterAssetsInputs : MonoBehaviour
|
||||
{
|
||||
[Header("Character Input Values")]
|
||||
public Vector2 move;
|
||||
public Vector2 look;
|
||||
public bool jump;
|
||||
public bool sprint;
|
||||
public bool crouch;
|
||||
public bool crawl;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public bool analogMovement;
|
||||
|
||||
[Header("Mouse Cursor Settings")]
|
||||
public bool cursorLocked = true;
|
||||
public bool cursorInputForLook = true;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
public void OnMove(InputValue value)
|
||||
{
|
||||
MoveInput(value.Get<Vector2>());
|
||||
}
|
||||
|
||||
public void OnLook(InputValue value)
|
||||
{
|
||||
if(cursorInputForLook)
|
||||
{
|
||||
LookInput(value.Get<Vector2>());
|
||||
}
|
||||
}
|
||||
|
||||
public void OnJump(InputValue value)
|
||||
{
|
||||
JumpInput(value.isPressed);
|
||||
}
|
||||
|
||||
public void OnSprint(InputValue value)
|
||||
{
|
||||
SprintInput(value.isPressed);
|
||||
}
|
||||
|
||||
public void OnCrouch(InputValue value)
|
||||
{
|
||||
crouch = value.isPressed;
|
||||
}
|
||||
|
||||
public void OnCrawl(InputValue value)
|
||||
{
|
||||
crawl = value.isPressed;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
public void MoveInput(Vector2 newMoveDirection)
|
||||
{
|
||||
move = newMoveDirection;
|
||||
}
|
||||
|
||||
public void LookInput(Vector2 newLookDirection)
|
||||
{
|
||||
look = newLookDirection;
|
||||
}
|
||||
|
||||
public void JumpInput(bool newJumpState)
|
||||
{
|
||||
jump = newJumpState;
|
||||
}
|
||||
|
||||
public void SprintInput(bool newSprintState)
|
||||
{
|
||||
sprint = newSprintState;
|
||||
}
|
||||
|
||||
private void OnApplicationFocus(bool hasFocus)
|
||||
{
|
||||
SetCursorState(cursorLocked);
|
||||
}
|
||||
|
||||
private void SetCursorState(bool newState)
|
||||
{
|
||||
Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e087ecce43ebbff45a1b360637807d93
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3
|
||||
assetPath: Assets/StarterAssets/InputSystem/StarterAssetsInputs.cs
|
||||
uploadId: 691166
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 109e82bf2c4b22140a3c50773a9be4fe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e614526bd44fc9b4bb59cb208160066a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f59bfd1cbb64ca44be97f8939b7b258
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
public class UICanvasControllerInput : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("Output")]
|
||||
public StarterAssetsInputs starterAssetsInputs;
|
||||
|
||||
public void VirtualMoveInput(Vector2 virtualMoveDirection)
|
||||
{
|
||||
starterAssetsInputs.MoveInput(virtualMoveDirection);
|
||||
}
|
||||
|
||||
public void VirtualLookInput(Vector2 virtualLookDirection)
|
||||
{
|
||||
starterAssetsInputs.LookInput(virtualLookDirection);
|
||||
}
|
||||
|
||||
public void VirtualJumpInput(bool virtualJumpState)
|
||||
{
|
||||
starterAssetsInputs.JumpInput(virtualJumpState);
|
||||
}
|
||||
|
||||
public void VirtualSprintInput(bool virtualSprintState)
|
||||
{
|
||||
starterAssetsInputs.SprintInput(virtualSprintState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a300d010f57451488aa99000126fbd5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3
|
||||
assetPath: Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs
|
||||
uploadId: 691166
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b828a5c3b624c34c995caf4f36f470e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
The PlayerInput component has an auto-switch control scheme action that allows automatic changing of connected devices.
|
||||
IE: Switching from Keyboard to Gamepad in-game.
|
||||
When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc)
|
||||
In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance.
|
||||
This is fixed in Input System 1.1.
|
||||
For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
public class MobileDisableAutoSwitchControls : MonoBehaviour
|
||||
{
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID)
|
||||
|
||||
[Header("Target")]
|
||||
public PlayerInput playerInput;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DisableAutoSwitchControls();
|
||||
}
|
||||
|
||||
void DisableAutoSwitchControls()
|
||||
{
|
||||
playerInput.neverAutoSwitchControlSchemes = true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 901182334643ba1438a25accc6bd0c79
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3
|
||||
assetPath: Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs
|
||||
uploadId: 691166
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ce59d517e01d14479a15ea4d9f9dcee
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,41 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class BoolEvent : UnityEvent<bool> { }
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent { }
|
||||
|
||||
[Header("Output")]
|
||||
public BoolEvent buttonStateOutputEvent;
|
||||
public Event buttonClickOutputEvent;
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(true);
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonStateValue(false);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
OutputButtonClickEvent();
|
||||
}
|
||||
|
||||
void OutputButtonStateValue(bool buttonState)
|
||||
{
|
||||
buttonStateOutputEvent.Invoke(buttonState);
|
||||
}
|
||||
|
||||
void OutputButtonClickEvent()
|
||||
{
|
||||
buttonClickOutputEvent.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 448cd6d8e2f2cb04096e777d99974bc4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 196525
|
||||
packageName: Starter Assets - FirstPerson | Updates in new CharacterController
|
||||
package
|
||||
packageVersion: 1.3
|
||||
assetPath: Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs
|
||||
uploadId: 691166
|
||||
@@ -0,0 +1,113 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Event : UnityEvent<Vector2> { }
|
||||
|
||||
[Header("Rect References")]
|
||||
public RectTransform containerRect;
|
||||
public RectTransform handleRect;
|
||||
|
||||
[Header("Settings")]
|
||||
public float joystickRange = 50f;
|
||||
public float magnitudeMultiplier = 1f;
|
||||
public bool invertXOutputValue;
|
||||
public bool invertYOutputValue;
|
||||
|
||||
[Header("Output")]
|
||||
public Event joystickOutputEvent;
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupHandle();
|
||||
}
|
||||
|
||||
private void SetupHandle()
|
||||
{
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
OnDrag(eventData);
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position);
|
||||
|
||||
position = ApplySizeDelta(position);
|
||||
|
||||
Vector2 clampedPosition = ClampValuesToMagnitude(position);
|
||||
|
||||
Vector2 outputPosition = ApplyInversionFilter(position);
|
||||
|
||||
OutputPointerEventValue(outputPosition * magnitudeMultiplier);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(clampedPosition * joystickRange);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
OutputPointerEventValue(Vector2.zero);
|
||||
|
||||
if(handleRect)
|
||||
{
|
||||
UpdateHandleRectPosition(Vector2.zero);
|
||||
}
|
||||
}
|
||||
|
||||
private void OutputPointerEventValue(Vector2 pointerPosition)
|
||||
{
|
||||
joystickOutputEvent.Invoke(pointerPosition);
|
||||
}
|
||||
|
||||
private void UpdateHandleRectPosition(Vector2 newPosition)
|
||||
{
|
||||
handleRect.anchoredPosition = newPosition;
|
||||
}
|
||||
|
||||
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Vector2 ApplyInversionFilter(Vector2 position)
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{
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return position;
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float InvertValue(float value)
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using UnityEngine;
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public Event touchZoneOutputEvent;
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void Start()
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SetupHandle();
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UpdateHandleRectPosition(pointerDownPosition);
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OutputPointerEventValue(Vector2.zero);
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touchZoneOutputEvent.Invoke(pointerPosition);
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Digitized data copyright (c) 2010 Google Corporation
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Copyright (c) 2012 Red Hat, Inc.
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
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|
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DEFINITIONS
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"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
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2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
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5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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//faceColor.rgb += col * faceColor.a;
|
||||
col *= 1 - (dot(n, light) * _Diffuse);
|
||||
col *= lerp(_Ambient, 1, n.z * n.z);
|
||||
|
||||
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
|
||||
color = float4(col, faceColor.a);
|
||||
}
|
||||
|
||||
// Add custom function to handle time in HDRP
|
||||
|
||||
|
||||
//
|
||||
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
||||
{
|
||||
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
||||
}
|
||||
|
||||
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||
{
|
||||
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
||||
}
|
||||
|
||||
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||
{
|
||||
float2 pixelSize = position.w;
|
||||
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||
}
|
||||
|
||||
// UV : Texture coordinate of the source distance field texture
|
||||
// TextureSize : Size of the source distance field texture
|
||||
// Filter : Enable perspective filter (soften)
|
||||
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||
{
|
||||
if(Filter)
|
||||
{
|
||||
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
||||
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
||||
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||
SSR = rsqrt(s) / TextureSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||
SSR = s / TextureSize;
|
||||
}
|
||||
}
|
||||
|
||||
// SSR : Screen Space Ratio
|
||||
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||
// SDR : Signed Distance Ratio
|
||||
//
|
||||
// IsoPerimeter : Dilate / Contract the shape
|
||||
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||
}
|
||||
|
||||
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float4 d = (SD - 0.5f) * SDR;
|
||||
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||
{
|
||||
outColor = BlendARGB(overlying, underlying);
|
||||
}
|
||||
|
||||
// Face only
|
||||
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||
{
|
||||
color0.a *= alpha;
|
||||
outColor = color0;
|
||||
}
|
||||
|
||||
// Face + 1 Outline
|
||||
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||
{
|
||||
color1.a *= alpha.y;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||
outColor = lerp(color1, color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
|
||||
// Face + 3 Outline
|
||||
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||
{
|
||||
color3.a *= alpha.w;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96de908384869cd409c75efa351d5edf
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user