diff --git a/Assets/Code.meta b/Assets/Code.meta new file mode 100644 index 0000000..68896d8 --- /dev/null +++ b/Assets/Code.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 70d69235f3cd43ef9ceb4349270ff0da +timeCreated: 1771430806 \ No newline at end of file diff --git a/Assets/Code/DI.meta b/Assets/Code/DI.meta new file mode 100644 index 0000000..733cc42 --- /dev/null +++ b/Assets/Code/DI.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c5ff52f5fb054d67bf29e3f537dcbb22 +timeCreated: 1771430840 \ No newline at end of file diff --git a/Assets/Code/DI/Bootstrapper.cs b/Assets/Code/DI/Bootstrapper.cs new file mode 100644 index 0000000..25c176f --- /dev/null +++ b/Assets/Code/DI/Bootstrapper.cs @@ -0,0 +1,18 @@ +using Code.Input; +using UnityEngine; +using UnityEngine.InputSystem; + +namespace Code.DI +{ + public class Bootstrapper : MonoBehaviour + { + [SerializeField] private InputActionAsset inputActionAsset; + + private void Awake() + { + var container = new GameObject("DIContainer").AddComponent(); + + container.Register(new InputService(inputActionAsset)); + } + } +} \ No newline at end of file diff --git a/Assets/Code/DI/Bootstrapper.cs.meta b/Assets/Code/DI/Bootstrapper.cs.meta new file mode 100644 index 0000000..dd84b8b --- /dev/null +++ b/Assets/Code/DI/Bootstrapper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 65859af4acde4a76adb00a20e8f85134 +timeCreated: 1771430870 \ No newline at end of file diff --git a/Assets/Code/DI/DIContainer.cs b/Assets/Code/DI/DIContainer.cs new file mode 100644 index 0000000..b4476dc --- /dev/null +++ b/Assets/Code/DI/DIContainer.cs @@ -0,0 +1,35 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Code.DI +{ + public class DIContainer : MonoBehaviour + { + private readonly Dictionary _services = new(); + + private void Awake() + { + DontDestroyOnLoad(gameObject); + } + + public void Register(T service) + { + var type = typeof(T); + if (!_services.TryAdd(type, service)) + { + Debug.LogWarning($"Service {type} is already registered."); + } + } + + public T Resolve() + { + var type = typeof(T); + if (_services.TryGetValue(type, out var service)) + { + return (T)service; + } + throw new Exception($"Service {type} not found."); + } + } +} \ No newline at end of file diff --git a/Assets/Code/DI/DIContainer.cs.meta b/Assets/Code/DI/DIContainer.cs.meta new file mode 100644 index 0000000..a85f751 --- /dev/null +++ b/Assets/Code/DI/DIContainer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9af57c4618e949c0a0242ed71006116f +timeCreated: 1771430880 \ No newline at end of file diff --git a/Assets/Code/Gameplay.meta b/Assets/Code/Gameplay.meta new file mode 100644 index 0000000..b0ce98d --- /dev/null +++ b/Assets/Code/Gameplay.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: aff95e5ac5b74cc080a61d3f540cb997 +timeCreated: 1771430846 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Camera.meta b/Assets/Code/Gameplay/Camera.meta new file mode 100644 index 0000000..5025c6f --- /dev/null +++ b/Assets/Code/Gameplay/Camera.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 84e1789d1c504243adf3e4622f43155d +timeCreated: 1771432728 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Camera/CameraController.cs b/Assets/Code/Gameplay/Camera/CameraController.cs new file mode 100644 index 0000000..b000938 --- /dev/null +++ b/Assets/Code/Gameplay/Camera/CameraController.cs @@ -0,0 +1,127 @@ +using Code.DI; +using Code.Input; +using UnityEngine; + +namespace Code.Gameplay.Camera +{ + public class CameraController : MonoBehaviour + { + [Header("Settings")] + [SerializeField] private float rotationSpeed = 300f; + [SerializeField] private float rotationSharpness = 10f; + [SerializeField] private float followSharpness = 10f; + [SerializeField] private float minVerticalAngle = -90f; + [SerializeField] private float maxVerticalAngle = 90f; + [SerializeField] private float defaultVerticalAngle = 0f; + + [Header("Target")] + [SerializeField] private Transform followTransform; + + private UnityEngine.Camera _camera; + private Vector3 _currentFollowPosition; + private Vector3 _planarDirection; + private float _targetVerticalAngle; + private IInputService _inputService; + + private void Awake() + { + _camera = GetComponent(); + if (_camera == null) + { + Debug.LogError("CameraController requires a Camera component!"); + enabled = false; + return; + } + + Initialize(); + } + + private void Start() + { + _inputService = FindFirstObjectByType().Resolve(); + } + + private void Initialize() + { + _targetVerticalAngle = Mathf.Clamp(defaultVerticalAngle, minVerticalAngle, maxVerticalAngle); + _planarDirection = followTransform != null ? followTransform.forward : Vector3.forward; + _currentFollowPosition = followTransform != null ? followTransform.position : Vector3.zero; + } + + private void LateUpdate() + { + if (followTransform != null) + { + UpdateCamera(Time.deltaTime, GetLookInput()); + } + } + + private void UpdateCamera(float deltaTime, Vector3 lookInput) + { + // Handle rotation + Quaternion targetRotation = HandleRotation(deltaTime, lookInput); + + // Handle position + HandlePosition(deltaTime, targetRotation); + } + + private Quaternion HandleRotation(float deltaTime, Vector3 lookInput) + { + // Horizontal rotation + Quaternion horizontalRotation = Quaternion.Euler(Vector3.up * (lookInput.x * rotationSpeed)); + _planarDirection = horizontalRotation * _planarDirection; + Quaternion planarRotation = Quaternion.LookRotation(_planarDirection, followTransform.up); + + // Vertical rotation + _targetVerticalAngle -= lookInput.y * rotationSpeed; + _targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle); + Quaternion verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0); + + // Combine and apply + Quaternion targetRotation = planarRotation * verticalRotation; + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, deltaTime * rotationSharpness); + + return targetRotation; + } + + private void HandlePosition(float deltaTime, Quaternion targetRotation) + { + _currentFollowPosition = Vector3.Lerp( + _currentFollowPosition, + followTransform.position, + 1f - Mathf.Exp(-followSharpness * deltaTime) + ); + + transform.position = _currentFollowPosition; + } + + private Vector3 GetLookInput() + { + // Получите здесь ваш инпут (например, из Input System) + // Это пример для стандартного инпута: + return _inputService.MoveInput; + } + + // Публичные методы для получения данных + public Quaternion GetCameraRotation() + { + return transform.rotation; + } + + public Vector3 GetPlanarDirection() + { + return _planarDirection; + } + + // Метод для установки цели следования + public void SetFollowTransform(Transform target) + { + followTransform = target; + if (target != null) + { + _currentFollowPosition = target.position; + _planarDirection = target.forward; + } + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Camera/CameraController.cs.meta b/Assets/Code/Gameplay/Camera/CameraController.cs.meta new file mode 100644 index 0000000..5a952a4 --- /dev/null +++ b/Assets/Code/Gameplay/Camera/CameraController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8f40748c010b4efda14731086ef26f0e +timeCreated: 1771432941 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character.meta b/Assets/Code/Gameplay/Character.meta new file mode 100644 index 0000000..a8ada49 --- /dev/null +++ b/Assets/Code/Gameplay/Character.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c1d04e06f32d4a15a8b3ec6da754bc0b +timeCreated: 1771431576 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Controller.meta b/Assets/Code/Gameplay/Character/Controller.meta new file mode 100644 index 0000000..fb52ded --- /dev/null +++ b/Assets/Code/Gameplay/Character/Controller.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0e4799047a8c484abd6ff0e92a5ff093 +timeCreated: 1771431588 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs b/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs new file mode 100644 index 0000000..117baed --- /dev/null +++ b/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace Code.Gameplay.Character.Controller +{ + public class AirMovementSystem + { + private readonly Vector3 _gravity; + + public AirMovementSystem(Vector3 gravity) + { + _gravity = gravity; + } + + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + currentVelocity += _gravity * deltaTime; + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs.meta b/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs.meta new file mode 100644 index 0000000..047f308 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Controller/AirMovementSystem.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 60d5b036992c463590cada0327f0e4d4 +timeCreated: 1771431829 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs b/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs new file mode 100644 index 0000000..b4b4095 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using KinematicCharacterController; + +namespace Code.Gameplay.Character.Controller +{ + public class GroundMovementSystem + { + private readonly float _maxStableMoveSpeed; + private readonly float _sprintMoveSpeed; + private readonly float _stableMovementSharpness; + + public GroundMovementSystem(float maxStableMoveSpeed, float sprintMoveSpeed, float stableMovementSharpness) + { + _maxStableMoveSpeed = maxStableMoveSpeed; + _sprintMoveSpeed = sprintMoveSpeed; + _stableMovementSharpness = stableMovementSharpness; + } + + public void UpdateVelocity( + ref Vector3 currentVelocity, + CharacterInputHandler inputHandler, + KinematicCharacterMotor motor, + float deltaTime) + { + var currentVelocityMagnitude = currentVelocity.magnitude; + + var effectiveGroundNormal = motor.GroundingStatus.GroundNormal; + + currentVelocity = motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * + currentVelocityMagnitude; + + var inputRight = Vector3.Cross(inputHandler.MoveInputVector, motor.CharacterUp); + var reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * + inputHandler.MoveInputVector.magnitude; + + var targetSpeed = inputHandler.IsSprinting ? _sprintMoveSpeed : _maxStableMoveSpeed; + var targetMovementVelocity = reorientedInput * targetSpeed; + + currentVelocity = Vector3.Lerp( + currentVelocity, + targetMovementVelocity, + 1f - Mathf.Exp(-_stableMovementSharpness * deltaTime) + ); + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs.meta b/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs.meta new file mode 100644 index 0000000..4bbb1ad --- /dev/null +++ b/Assets/Code/Gameplay/Character/Controller/GroundMovementSystem.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 65cbfbe68735468997f05a5e80b6910e +timeCreated: 1771431851 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core.meta b/Assets/Code/Gameplay/Character/Core.meta new file mode 100644 index 0000000..77eb16e --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0dce37a9def247adb97d183cf312fcde +timeCreated: 1771431596 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs b/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs new file mode 100644 index 0000000..13e4ddd --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using Code.Gameplay.Character.Core; +using KinematicCharacterController; + +namespace Code.Gameplay.Character.Controller +{ + public class CharacterInputHandler + { + private readonly float _sprintAngleThresholdCos; + + public Vector3 MoveInputVector { get; set; } + public Vector3 LookInputVector { get; set; } + public bool IsSprinting { get; set; } + + public Quaternion FirstPersonCameraRotation { get; set; } + + public bool ShouldApplyCameraRotation { get; private set; } + + public CharacterInputHandler(float sprintAngleThreshold) + { + _sprintAngleThresholdCos = Mathf.Cos(Mathf.Deg2Rad * sprintAngleThreshold); + } + + public void ProcessInputs(ref CharacterInputs inputs, KinematicCharacterMotor motor) + { + IsSprinting = inputs.SprintPressed && inputs.MoveAxisForward > _sprintAngleThresholdCos; // Спринт только при движении на заданный в конфиге угол + + var moveInputVector = + Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f); + + HandleFirstPersonInputs(ref inputs, moveInputVector, motor); + + } + + private void HandleFirstPersonInputs(ref CharacterInputs inputs, Vector3 moveInputVector, KinematicCharacterMotor motor) + { + FirstPersonCameraRotation = ExtractHorizontalRotation(inputs.CameraRotation, motor); + ShouldApplyCameraRotation = true; + + var cameraPlanarDirection = inputs.CameraPlanarDirection; + + var cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, motor.CharacterUp); + + MoveInputVector = cameraPlanarRotation * moveInputVector; + + LookInputVector = cameraPlanarDirection; + } + + private static Quaternion ExtractHorizontalRotation(Quaternion cameraRotation, KinematicCharacterMotor motor) + { + var cameraForward = cameraRotation * Vector3.forward; + + var horizontalForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized; + + if (horizontalForward.sqrMagnitude < 0.01f) + { + horizontalForward = motor.CharacterForward; + } + + return Quaternion.LookRotation(horizontalForward, motor.CharacterUp); + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs.meta b/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs.meta new file mode 100644 index 0000000..7ce4c70 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterInputHandler.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7cbc2ef1c7c14e1788d9633d4b9267c5 +timeCreated: 1771431877 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs new file mode 100644 index 0000000..382b2a8 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace Code.Gameplay.Character.Core +{ + public struct CharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public Vector3 CameraPlanarDirection; + public bool JumpPressed; + public bool SprintPressed; + public bool SlidePressed; + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs.meta b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs.meta new file mode 100644 index 0000000..5ec7403 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterInputs.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f0b3699e82824e42832f381246741e90 +timeCreated: 1771431755 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs new file mode 100644 index 0000000..e115449 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs @@ -0,0 +1,42 @@ +using Code.Gameplay.Camera; +using Code.Gameplay.Character.Controller; +using Code.Input; +using UnityEngine; + +namespace Code.Gameplay.Character.Core +{ + public class CharacterProvider : MonoBehaviour + { + [SerializeField] private CustomCharacterController customCharacterController; + public CustomCharacterController CustomCharacterController => customCharacterController; + + [SerializeField] private Transform cameraFollowPoint; + public Transform GetFollowTransform() => cameraFollowPoint; + + private IInputService _inputService; + + public void Teleport(Vector3 position, Quaternion rotation) + { + customCharacterController.SetPosition(position); + customCharacterController.SetRotation(rotation); + } + private void HandleCharacterInput() + { + var inputs = new CharacterInputs(); + var moveInput = _inputService.MoveInput; + inputs.MoveAxisForward = moveInput.y; + inputs.MoveAxisRight = moveInput.x; + inputs.SprintPressed = _inputService.SprintHeld; + + inputs.CameraRotation = FindFirstObjectByType().GetCameraRotation(); + inputs.CameraPlanarDirection = FindFirstObjectByType().GetPlanarDirection(); + + customCharacterController.SetInputs(ref inputs); + } + + private void Update() + { + HandleCharacterInput(); + } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs.meta b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs.meta new file mode 100644 index 0000000..2a02ec0 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CharacterProvider.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0073ba8d33504841b4ec7ef63b747249 +timeCreated: 1771431716 \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs new file mode 100644 index 0000000..779e834 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs @@ -0,0 +1,78 @@ +using Code.Gameplay.Character.Core; +using KinematicCharacterController; +using UnityEngine; + +namespace Code.Gameplay.Character.Controller +{ + public class CustomCharacterController : MonoBehaviour, ICharacterController + { + [SerializeField] private KinematicCharacterMotor motor; + [SerializeField] private Transform characterTransform; + + private CharacterInputHandler _inputHandler; + private GroundMovementSystem _groundMovement; + private AirMovementSystem _airMovement; + + [SerializeField] private float sprintAngleThreshold; + [SerializeField] private float maxStableMoveSpeed; + [SerializeField] private float sprintMoveSpeed; + [SerializeField] private float stableMovementSharpness; + [SerializeField] private Vector3 gravity; + + public void SetPosition(Vector3 position) => motor.SetPosition(position); + public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation); + + private void Construct() + { + _inputHandler = new CharacterInputHandler( + sprintAngleThreshold + ); + + _groundMovement = new GroundMovementSystem( + maxStableMoveSpeed, + sprintMoveSpeed, + stableMovementSharpness + ); + _airMovement = new AirMovementSystem( + gravity + ); + + motor.CharacterController = this; + _inputHandler.FirstPersonCameraRotation = motor.Transform.rotation; + } + + public void SetInputs(ref CharacterInputs inputs) + { + _inputHandler.ProcessInputs(ref inputs, motor); + } + + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + currentRotation = _inputHandler.FirstPersonCameraRotation; + } + + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + var wasGrounded = motor.GroundingStatus.IsStableOnGround; + + if (wasGrounded) + { + _groundMovement?.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime); + + } + else + { + _airMovement?.UpdateVelocity(ref currentVelocity, deltaTime); + } + } + + public void BeforeCharacterUpdate(float deltaTime) { } + public void PostGroundingUpdate(float deltaTime) { } + public void AfterCharacterUpdate(float deltaTime) { } + public bool IsColliderValidForCollisions(Collider coll) => true; + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) { } + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) { } + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) { } + public void OnDiscreteCollisionDetected(Collider hitCollider) { } + } +} \ No newline at end of file diff --git a/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs.meta b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs.meta new file mode 100644 index 0000000..b175939 --- /dev/null +++ b/Assets/Code/Gameplay/Character/Core/CustomCharacterController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3ab3cb1f5b954513a34e58dd8a96d027 +timeCreated: 1771431901 \ No newline at end of file diff --git a/Assets/Code/Input.meta b/Assets/Code/Input.meta new file mode 100644 index 0000000..85af0a4 --- /dev/null +++ b/Assets/Code/Input.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6e7634bb316042e8a70ab984454b8d23 +timeCreated: 1771430852 \ No newline at end of file diff --git a/Assets/Code/Input/ActionMapping.cs b/Assets/Code/Input/ActionMapping.cs new file mode 100644 index 0000000..9689d6f --- /dev/null +++ b/Assets/Code/Input/ActionMapping.cs @@ -0,0 +1,9 @@ +namespace Code.Input +{ + public enum ActionMapping + { + MainMenu, + Gameplay, + UI + } +} \ No newline at end of file diff --git a/Assets/Code/Input/ActionMapping.cs.meta b/Assets/Code/Input/ActionMapping.cs.meta new file mode 100644 index 0000000..16e3718 --- /dev/null +++ b/Assets/Code/Input/ActionMapping.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 79cf117afe77443992636e32b29782ec +timeCreated: 1771430942 \ No newline at end of file diff --git a/Assets/Code/Input/IInputService.cs b/Assets/Code/Input/IInputService.cs new file mode 100644 index 0000000..ad47a5a --- /dev/null +++ b/Assets/Code/Input/IInputService.cs @@ -0,0 +1,23 @@ +using System; +using UnityEngine; +using UnityEngine.InputSystem; + +namespace Code.Input +{ + public interface IInputService + { + void EnableMap(ActionMapping actionMap); + void DisableMap(ActionMapping actionMap); + + Vector2 MainMenuParalax { get; } + + Vector2 LookInput { get; } + Vector2 MoveInput { get; } + bool JumpPressed { get; } + bool SprintHeld { get; } + + + void DebugBindAction(int mapId, int actionId, Action action); + void DebugUnbindAction(int mapId, int actionId, Action action); + } +} \ No newline at end of file diff --git a/Assets/Code/Input/IInputService.cs.meta b/Assets/Code/Input/IInputService.cs.meta new file mode 100644 index 0000000..c873c9b --- /dev/null +++ b/Assets/Code/Input/IInputService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c8acf7d28cc74a7fb5fca2a6ffb2dee3 +timeCreated: 1771430932 \ No newline at end of file diff --git a/Assets/Code/Input/InputService.cs b/Assets/Code/Input/InputService.cs new file mode 100644 index 0000000..3636e6c --- /dev/null +++ b/Assets/Code/Input/InputService.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace Code.Input +{ + public class InputService : IInputService + { + private readonly InputActionAsset _inputActionAsset; + private InputAction _lmbInteractAction; + + public Vector2 MainMenuParalax { get; private set; } + + public Vector2 LookInput { get; private set; } + public Vector2 MoveInput { get; private set; } + public bool JumpPressed { get; private set; } + public bool SprintHeld { get; private set; } + public bool AttackPressed { get; private set; } + + public InputService(InputActionAsset inputActionAsset) + { + _inputActionAsset = inputActionAsset; + SetupInputCallbacks(); + } + + private void SetupInputCallbacks() + { + SetupMainMenuInputCallbacks(); + SetupGameplayInputCallbacks(); + } + + private void SetupGameplayInputCallbacks() + { + var map = _inputActionAsset.actionMaps[(int)ActionMapping.Gameplay]; + BindVector2(map, "Move", v => MoveInput = v); + BindButton(map, "Jump", v => JumpPressed = v); + BindButton(map, "Sprint", v => SprintHeld = v); + BindButton(map, "Attack", v => AttackPressed = v); + } + + private void SetupMainMenuInputCallbacks() + { + var map = _inputActionAsset.actionMaps[(int)ActionMapping.MainMenu]; + BindVector2(map, "Parallax", v => MainMenuParalax = v); + } + + private void BindButton(InputActionMap map, string actionName, System.Action setter) + { + var action = map.FindAction(actionName); + + if (action == null) + return; + + action.performed += _ => setter(true); + action.canceled += _ => setter(false); + } + + private void BindVector2(InputActionMap map, string actionName, System.Action setter) + { + var action = map.FindAction(actionName); + + if (action == null) + return; + + action.performed += ctx => setter(ctx.ReadValue()); + action.canceled += _ => setter(Vector2.zero); + } + + private void BindAxis(InputActionMap map, string actionName, System.Action setter) + { + var action = map.FindAction(actionName); + + if (action == null) + return; + + action.performed += ctx => setter(ctx.ReadValue()); + action.canceled += _ => setter(0f); + } + + public void EnableMap(ActionMapping actionMap) + { + _inputActionAsset.actionMaps[(int)actionMap].Enable(); + } + + public void DisableMap(ActionMapping actionMap) + { + _inputActionAsset.actionMaps[(int)actionMap].Disable(); + } + + public void DebugBindAction(int mapId, int actionId, System.Action action) => + _inputActionAsset.actionMaps[mapId].actions[actionId].performed += action; + + public void DebugUnbindAction(int mapId, int actionId, System.Action action) => + _inputActionAsset.actionMaps[mapId].actions[actionId].performed -= action; + } +} \ No newline at end of file diff --git a/Assets/Code/Input/InputService.cs.meta b/Assets/Code/Input/InputService.cs.meta new file mode 100644 index 0000000..0dc9837 --- /dev/null +++ b/Assets/Code/Input/InputService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7a985f6fee1a476280bc4e54af892714 +timeCreated: 1771430923 \ No newline at end of file diff --git a/Assets/Code/UI.meta b/Assets/Code/UI.meta new file mode 100644 index 0000000..b7c309e --- /dev/null +++ b/Assets/Code/UI.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6c532ef1913b4c80be438be2b66525e3 +timeCreated: 1771430858 \ No newline at end of file diff --git a/Assets/KinematicCharacterController.meta b/Assets/KinematicCharacterController.meta new file mode 100644 index 0000000..83a10ff --- /dev/null +++ b/Assets/KinematicCharacterController.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6900593a214918ab494e590ae48272af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/APIReference.zip b/Assets/KinematicCharacterController/APIReference.zip new file mode 100644 index 0000000..793e271 Binary files /dev/null and b/Assets/KinematicCharacterController/APIReference.zip differ diff --git a/Assets/KinematicCharacterController/APIReference.zip.meta b/Assets/KinematicCharacterController/APIReference.zip.meta new file mode 100644 index 0000000..2ada889 --- /dev/null +++ b/Assets/KinematicCharacterController/APIReference.zip.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: aadf824e76564404c8d43d99803c60a1 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/APIReference.zip + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core.meta b/Assets/KinematicCharacterController/Core.meta new file mode 100644 index 0000000..fe4fdf5 --- /dev/null +++ b/Assets/KinematicCharacterController/Core.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8854cb84deea8146b0cc7833ff338fd +folderAsset: yes +timeCreated: 1499134826 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Core/Editor.meta b/Assets/KinematicCharacterController/Core/Editor.meta new file mode 100644 index 0000000..965efb3 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 220667f043f505a4eb52d0208e14818e +folderAsset: yes +timeCreated: 1504492780 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs b/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs new file mode 100644 index 0000000..12eb811 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace KinematicCharacterController +{ + [CustomEditor(typeof(KinematicCharacterMotor))] + public class KinematicCharacterMotorEditor : Editor + { + protected virtual void OnSceneGUI() + { + KinematicCharacterMotor motor = (target as KinematicCharacterMotor); + if (motor) + { + Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f))); + + Handles.color = Color.yellow; + Handles.CircleHandleCap( + 0, + characterBottom + (motor.transform.up * motor.MaxStepHeight), + Quaternion.LookRotation(motor.transform.up, motor.transform.forward), + motor.Capsule.radius + 0.1f, + EventType.Repaint); + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta b/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta new file mode 100644 index 0000000..b7ca761 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 7db3ed6d74cbf2b489cab5e1586bed7a +timeCreated: 1518400757 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/Editor/KinematicCharacterMotorEditor.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs b/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs new file mode 100644 index 0000000..5a1aa7c --- /dev/null +++ b/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using UnityEditor; + +namespace KinematicCharacterController +{ + [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] + public class ReadOnlyPropertyDrawer : PropertyDrawer + { + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return EditorGUI.GetPropertyHeight(property, label, true); + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + GUI.enabled = false; + EditorGUI.PropertyField(position, property, label, true); + GUI.enabled = true; + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta b/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta new file mode 100644 index 0000000..0773946 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 0d4351ab88853824b85a8f458928d825 +timeCreated: 1504492796 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/Editor/ReadOnlyPropertyDrawer.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/ICharacterController.cs b/Assets/KinematicCharacterController/Core/ICharacterController.cs new file mode 100644 index 0000000..4ae54ac --- /dev/null +++ b/Assets/KinematicCharacterController/Core/ICharacterController.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public interface ICharacterController + { + /// + /// This is called when the motor wants to know what its rotation should be right now + /// + void UpdateRotation(ref Quaternion currentRotation, float deltaTime); + /// + /// This is called when the motor wants to know what its velocity should be right now + /// + void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime); + /// + /// This is called before the motor does anything + /// + void BeforeCharacterUpdate(float deltaTime); + /// + /// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling + /// + void PostGroundingUpdate(float deltaTime); + /// + /// This is called after the motor has finished everything in its update + /// + void AfterCharacterUpdate(float deltaTime); + /// + /// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) + /// + bool IsColliderValidForCollisions(Collider coll); + /// + /// This is called when the motor's ground probing detects a ground hit + /// + void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport); + /// + /// This is called when the motor's movement logic detects a hit + /// + void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport); + /// + /// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking + /// + void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport); + /// + /// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) + /// + void OnDiscreteCollisionDetected(Collider hitCollider); + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/ICharacterController.cs.meta b/Assets/KinematicCharacterController/Core/ICharacterController.cs.meta new file mode 100644 index 0000000..4a36db8 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/ICharacterController.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f13aa252bd3bf9943b1d65e68d93dcfb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/ICharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/IMoverController.cs b/Assets/KinematicCharacterController/Core/IMoverController.cs new file mode 100644 index 0000000..f582ec1 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/IMoverController.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public interface IMoverController + { + /// + /// This is called to let you tell the PhysicsMover where it should be right now + /// + void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime); + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/IMoverController.cs.meta b/Assets/KinematicCharacterController/Core/IMoverController.cs.meta new file mode 100644 index 0000000..4281edf --- /dev/null +++ b/Assets/KinematicCharacterController/Core/IMoverController.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 8ae7eceec45f1be4c8450edc46c0ad36 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/IMoverController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/KCCSettings.cs b/Assets/KinematicCharacterController/Core/KCCSettings.cs new file mode 100644 index 0000000..23e6848 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KCCSettings.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + [CreateAssetMenu] + public class KCCSettings : ScriptableObject + { + /// + /// Determines if the system simulates automatically. + /// If true, the simulation is done on FixedUpdate + /// + [Tooltip("Determines if the system simulates automatically. If true, the simulation is done on FixedUpdate")] + public bool AutoSimulation = true; + /// + /// Should interpolation of characters and PhysicsMovers be handled + /// + [Tooltip("Should interpolation of characters and PhysicsMovers be handled")] + public bool Interpolate = true; + /// + + /// Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) + /// + [Tooltip("Initial capacity of the system's list of Motors (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")] + public int MotorsListInitialCapacity = 100; + /// + /// Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs) + /// + [Tooltip("Initial capacity of the system's list of Movers (will resize automatically if needed, but setting a high initial capacity can help preventing GC allocs)")] + public int MoversListInitialCapacity = 100; + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/KCCSettings.cs.meta b/Assets/KinematicCharacterController/Core/KCCSettings.cs.meta new file mode 100644 index 0000000..e7ea95f --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KCCSettings.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2b43d8459fe4812488b2c47ac60e41c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/KCCSettings.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs b/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs new file mode 100644 index 0000000..77bc325 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs @@ -0,0 +1,2689 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + public enum RigidbodyInteractionType + { + None, + Kinematic, + SimulatedDynamic + } + + public enum StepHandlingMethod + { + None, + Standard, + Extra + } + + public enum MovementSweepState + { + Initial, + AfterFirstHit, + FoundBlockingCrease, + FoundBlockingCorner, + } + + /// + /// Represents the entire state of a character motor that is pertinent for simulation. + /// Use this to save state or revert to past state + /// + [System.Serializable] + public struct KinematicCharacterMotorState + { + public Vector3 Position; + public Quaternion Rotation; + public Vector3 BaseVelocity; + + public bool MustUnground; + public float MustUngroundTime; + public bool LastMovementIterationFoundAnyGround; + public CharacterTransientGroundingReport GroundingStatus; + + public Rigidbody AttachedRigidbody; + public Vector3 AttachedRigidbodyVelocity; + } + + /// + /// Describes an overlap between the character capsule and another collider + /// + public struct OverlapResult + { + public Vector3 Normal; + public Collider Collider; + + public OverlapResult(Vector3 normal, Collider collider) + { + Normal = normal; + Collider = collider; + } + } + + /// + /// Contains all the information for the motor's grounding status + /// + public struct CharacterGroundingReport + { + public bool FoundAnyGround; + public bool IsStableOnGround; + public bool SnappingPrevented; + public Vector3 GroundNormal; + public Vector3 InnerGroundNormal; + public Vector3 OuterGroundNormal; + + public Collider GroundCollider; + public Vector3 GroundPoint; + + public void CopyFrom(CharacterTransientGroundingReport transientGroundingReport) + { + FoundAnyGround = transientGroundingReport.FoundAnyGround; + IsStableOnGround = transientGroundingReport.IsStableOnGround; + SnappingPrevented = transientGroundingReport.SnappingPrevented; + GroundNormal = transientGroundingReport.GroundNormal; + InnerGroundNormal = transientGroundingReport.InnerGroundNormal; + OuterGroundNormal = transientGroundingReport.OuterGroundNormal; + + GroundCollider = null; + GroundPoint = Vector3.zero; + } + } + + /// + /// Contains the simulation-relevant information for the motor's grounding status + /// + public struct CharacterTransientGroundingReport + { + public bool FoundAnyGround; + public bool IsStableOnGround; + public bool SnappingPrevented; + public Vector3 GroundNormal; + public Vector3 InnerGroundNormal; + public Vector3 OuterGroundNormal; + + public void CopyFrom(CharacterGroundingReport groundingReport) + { + FoundAnyGround = groundingReport.FoundAnyGround; + IsStableOnGround = groundingReport.IsStableOnGround; + SnappingPrevented = groundingReport.SnappingPrevented; + GroundNormal = groundingReport.GroundNormal; + InnerGroundNormal = groundingReport.InnerGroundNormal; + OuterGroundNormal = groundingReport.OuterGroundNormal; + } + } + + /// + /// Contains all the information from a hit stability evaluation + /// + public struct HitStabilityReport + { + public bool IsStable; + + public bool FoundInnerNormal; + public Vector3 InnerNormal; + public bool FoundOuterNormal; + public Vector3 OuterNormal; + + public bool ValidStepDetected; + public Collider SteppedCollider; + + public bool LedgeDetected; + public bool IsOnEmptySideOfLedge; + public float DistanceFromLedge; + public bool IsMovingTowardsEmptySideOfLedge; + public Vector3 LedgeGroundNormal; + public Vector3 LedgeRightDirection; + public Vector3 LedgeFacingDirection; + } + + /// + /// Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards + /// + public struct RigidbodyProjectionHit + { + public Rigidbody Rigidbody; + public Vector3 HitPoint; + public Vector3 EffectiveHitNormal; + public Vector3 HitVelocity; + public bool StableOnHit; + } + + /// + /// Component that manages character collisions and movement solving + /// + [RequireComponent(typeof(CapsuleCollider))] + public class KinematicCharacterMotor : MonoBehaviour + { +#pragma warning disable 0414 + [Header("Components")] + /// + /// The capsule collider of this motor + /// + [ReadOnly] + public CapsuleCollider Capsule; + + [Header("Capsule Settings")] + /// + /// Radius of the character's capsule + /// + [SerializeField] + [Tooltip("Radius of the Character Capsule")] + private float CapsuleRadius = 0.5f; + /// + /// Height of the character's capsule + /// + [SerializeField] + [Tooltip("Height of the Character Capsule")] + private float CapsuleHeight = 2f; + /// + /// Local y position of the character's capsule center + /// + [SerializeField] + [Tooltip("Height of the Character Capsule")] + private float CapsuleYOffset = 1f; + /// + /// Physics material of the character's capsule + /// + [SerializeField] + [Tooltip("Physics material of the Character Capsule (Does not affect character movement. Only affects things colliding with it)")] +#pragma warning disable 0649 + private PhysicsMaterial CapsulePhysicsMaterial; +#pragma warning restore 0649 + + + [Header("Grounding settings")] + /// + /// Increases the range of ground detection, to allow snapping to ground at very high speeds + /// + [Tooltip("Increases the range of ground detection, to allow snapping to ground at very high speeds")] + public float GroundDetectionExtraDistance = 0f; + /// + /// Maximum slope angle on which the character can be stable + /// + [Range(0f, 89f)] + [Tooltip("Maximum slope angle on which the character can be stable")] + public float MaxStableSlopeAngle = 60f; + /// + /// Which layers can the character be considered stable on + /// + [Tooltip("Which layers can the character be considered stable on")] + public LayerMask StableGroundLayers = -1; + /// + /// Notifies the Character Controller when discrete collisions are detected + /// + [Tooltip("Notifies the Character Controller when discrete collisions are detected")] + public bool DiscreteCollisionEvents = false; + + + [Header("Step settings")] + /// + /// Handles properly detecting grounding status on steps, but has a performance cost. + /// + [Tooltip("Handles properly detecting grounding status on steps, but has a performance cost.")] + public StepHandlingMethod StepHandling = StepHandlingMethod.Standard; + /// + /// Maximum height of a step which the character can climb + /// + [Tooltip("Maximum height of a step which the character can climb")] + public float MaxStepHeight = 0.5f; + /// + /// Can the character step up obstacles even if it is not currently stable? + /// + [Tooltip("Can the character step up obstacles even if it is not currently stable?")] + public bool AllowSteppingWithoutStableGrounding = false; + /// + /// Minimum length of a step that the character can step on (used in Extra stepping method. Use this to let the character step on steps that are smaller that its radius + /// + [Tooltip("Minimum length of a step that the character can step on (used in Extra stepping method). Use this to let the character step on steps that are smaller that its radius")] + public float MinRequiredStepDepth = 0.1f; + + + [Header("Ledge settings")] + /// + /// Handles properly detecting ledge information and grounding status, but has a performance cost. + /// + [Tooltip("Handles properly detecting ledge information and grounding status, but has a performance cost.")] + public bool LedgeAndDenivelationHandling = true; + /// + /// The distance from the capsule central axis at which the character can stand on a ledge and still be stable + /// + [Tooltip("The distance from the capsule central axis at which the character can stand on a ledge and still be stable")] + public float MaxStableDistanceFromLedge = 0.5f; + /// + /// Prevents snapping to ground on ledges beyond a certain velocity + /// + [Tooltip("Prevents snapping to ground on ledges beyond a certain velocity")] + public float MaxVelocityForLedgeSnap = 0f; + /// + /// The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground + /// + [Tooltip("The maximun downward slope angle change that the character can be subjected to and still be snapping to the ground")] + [Range(1f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + + [Header("Rigidbody interaction settings")] + /// + /// Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies + /// + [Tooltip("Handles properly being pushed by and standing on PhysicsMovers or dynamic rigidbodies. Also handles pushing dynamic rigidbodies")] + public bool InteractiveRigidbodyHandling = true; + /// + /// How the character interacts with non-kinematic rigidbodies. \"Kinematic\" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). \"SimulatedDynamic\" pushes the rigidbodies with a simulated mass value. + /// + [Tooltip("How the character interacts with non-kinematic rigidbodies. \"Kinematic\" mode means the character pushes the rigidbodies with infinite force (as a kinematic body would). \"SimulatedDynamic\" pushes the rigidbodies with a simulated mass value.")] + public RigidbodyInteractionType RigidbodyInteractionType; + [Tooltip("Mass used for pushing bodies")] + public float SimulatedCharacterMass = 1f; + /// + /// Determines if the character preserves moving platform velocities when de-grounding from them + /// + [Tooltip("Determines if the character preserves moving platform velocities when de-grounding from them")] + public bool PreserveAttachedRigidbodyMomentum = true; + + + [Header("Constraints settings")] + /// + /// Determines if the character's movement uses the planar constraint + /// + [Tooltip("Determines if the character's movement uses the planar constraint")] + public bool HasPlanarConstraint = false; + /// + /// Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active + /// + [Tooltip("Defines the plane that the character's movement is constrained on, if HasMovementConstraintPlane is active")] + public Vector3 PlanarConstraintAxis = Vector3.forward; + + [Header("Other settings")] + /// + /// How many times can we sweep for movement per update + /// + [Tooltip("How many times can we sweep for movement per update")] + public int MaxMovementIterations = 5; + /// + /// How many times can we check for decollision per update + /// + [Tooltip("How many times can we check for decollision per update")] + public int MaxDecollisionIterations = 1; + /// + /// Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders) + /// + [Tooltip("Checks for overlaps before casting movement, making sure all collisions are detected even when already intersecting geometry (has a performance cost, but provides safety against tunneling through colliders)")] + public bool CheckMovementInitialOverlaps = true; + /// + /// Sets the velocity to zero if exceed max movement iterations + /// + [Tooltip("Sets the velocity to zero if exceed max movement iterations")] + public bool KillVelocityWhenExceedMaxMovementIterations = true; + /// + /// Sets the remaining movement to zero if exceed max movement iterations + /// + [Tooltip("Sets the remaining movement to zero if exceed max movement iterations")] + public bool KillRemainingMovementWhenExceedMaxMovementIterations = true; + + /// + /// Contains the current grounding information + /// + [System.NonSerialized] + public CharacterGroundingReport GroundingStatus = new CharacterGroundingReport(); + /// + /// Contains the previous grounding information + /// + [System.NonSerialized] + public CharacterTransientGroundingReport LastGroundingStatus = new CharacterTransientGroundingReport(); + /// + /// Specifies the LayerMask that the character's movement algorithm can detect collisions with. By default, this uses the rigidbody's layer's collision matrix + /// + [System.NonSerialized] + public LayerMask CollidableLayers = -1; + + /// + /// The Transform of the character motor + /// + public Transform Transform { get { return _transform; } } + private Transform _transform; + /// + /// The character's goal position in its movement calculations (always up-to-date during the character update phase) + /// + public Vector3 TransientPosition { get { return _transientPosition; } } + private Vector3 _transientPosition; + /// + /// The character's up direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterUp { get { return _characterUp; } } + private Vector3 _characterUp; + /// + /// The character's forward direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterForward { get { return _characterForward; } } + private Vector3 _characterForward; + /// + /// The character's right direction (always up-to-date during the character update phase) + /// + public Vector3 CharacterRight { get { return _characterRight; } } + private Vector3 _characterRight; + /// + /// The character's position before the movement calculations began + /// + public Vector3 InitialSimulationPosition { get { return _initialSimulationPosition; } } + private Vector3 _initialSimulationPosition; + /// + /// The character's rotation before the movement calculations began + /// + public Quaternion InitialSimulationRotation { get { return _initialSimulationRotation; } } + private Quaternion _initialSimulationRotation; + /// + /// Represents the Rigidbody to stay attached to + /// + public Rigidbody AttachedRigidbody { get { return _attachedRigidbody; } } + private Rigidbody _attachedRigidbody; + /// + /// Vector3 from the character transform position to the capsule center + /// + public Vector3 CharacterTransformToCapsuleCenter { get { return _characterTransformToCapsuleCenter; } } + private Vector3 _characterTransformToCapsuleCenter; + /// + /// Vector3 from the character transform position to the capsule bottom + /// + public Vector3 CharacterTransformToCapsuleBottom { get { return _characterTransformToCapsuleBottom; } } + private Vector3 _characterTransformToCapsuleBottom; + /// + /// Vector3 from the character transform position to the capsule top + /// + public Vector3 CharacterTransformToCapsuleTop { get { return _characterTransformToCapsuleTop; } } + private Vector3 _characterTransformToCapsuleTop; + /// + /// Vector3 from the character transform position to the capsule bottom hemi center + /// + public Vector3 CharacterTransformToCapsuleBottomHemi { get { return _characterTransformToCapsuleBottomHemi; } } + private Vector3 _characterTransformToCapsuleBottomHemi; + /// + /// Vector3 from the character transform position to the capsule top hemi center + /// + public Vector3 CharacterTransformToCapsuleTopHemi { get { return _characterTransformToCapsuleTopHemi; } } + private Vector3 _characterTransformToCapsuleTopHemi; + /// + /// The character's velocity resulting from standing on rigidbodies or PhysicsMover + /// + public Vector3 AttachedRigidbodyVelocity { get { return _attachedRigidbodyVelocity; } } + private Vector3 _attachedRigidbodyVelocity; + /// + /// The number of overlaps detected so far during character update (is reset at the beginning of the update) + /// + public int OverlapsCount { get { return _overlapsCount; } } + private int _overlapsCount; + /// + /// The overlaps detected so far during character update + /// + public OverlapResult[] Overlaps { get { return _overlaps; } } + private OverlapResult[] _overlaps = new OverlapResult[MaxRigidbodyOverlapsCount]; + + /// + /// The motor's assigned controller + /// + [NonSerialized] + public ICharacterController CharacterController; + /// + /// Did the motor's last swept collision detection find a ground? + /// + [NonSerialized] + public bool LastMovementIterationFoundAnyGround; + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + [NonSerialized] + public int IndexInCharacterSystem; + /// + /// Remembers initial position before all simulation are done + /// + [NonSerialized] + public Vector3 InitialTickPosition; + /// + /// Remembers initial rotation before all simulation are done + /// + [NonSerialized] + public Quaternion InitialTickRotation; + /// + /// Specifies a Rigidbody to stay attached to + /// + [NonSerialized] + public Rigidbody AttachedRigidbodyOverride; + /// + /// The character's velocity resulting from direct movement + /// + [NonSerialized] + public Vector3 BaseVelocity; + + // Private + private RaycastHit[] _internalCharacterHits = new RaycastHit[MaxHitsBudget]; + private Collider[] _internalProbedColliders = new Collider[MaxCollisionBudget]; + private List _rigidbodiesPushedThisMove = new List(16); + private RigidbodyProjectionHit[] _internalRigidbodyProjectionHits = new RigidbodyProjectionHit[MaxRigidbodyOverlapsCount]; + private Rigidbody _lastAttachedRigidbody; + private bool _solveMovementCollisions = true; + private bool _solveGrounding = true; + private bool _movePositionDirty = false; + private Vector3 _movePositionTarget = Vector3.zero; + private bool _moveRotationDirty = false; + private Quaternion _moveRotationTarget = Quaternion.identity; + private bool _lastSolvedOverlapNormalDirty = false; + private Vector3 _lastSolvedOverlapNormal = Vector3.forward; + private int _rigidbodyProjectionHitCount = 0; + private bool _isMovingFromAttachedRigidbody = false; + private bool _mustUnground = false; + private float _mustUngroundTimeCounter = 0f; + private Vector3 _cachedWorldUp = Vector3.up; + private Vector3 _cachedWorldForward = Vector3.forward; + private Vector3 _cachedWorldRight = Vector3.right; + private Vector3 _cachedZeroVector = Vector3.zero; + + private Quaternion _transientRotation; + /// + /// The character's goal rotation in its movement calculations (always up-to-date during the character update phase) + /// + public Quaternion TransientRotation + { + get + { + return _transientRotation; + } + private set + { + _transientRotation = value; + _characterUp = _transientRotation * _cachedWorldUp; + _characterForward = _transientRotation * _cachedWorldForward; + _characterRight = _transientRotation * _cachedWorldRight; + } + } + + /// + /// The character's total velocity, including velocity from standing on rigidbodies or PhysicsMover + /// + public Vector3 Velocity + { + get + { + return BaseVelocity + _attachedRigidbodyVelocity; + } + } + + // Warning: Don't touch these constants unless you know exactly what you're doing! + public const int MaxHitsBudget = 16; + public const int MaxCollisionBudget = 16; + public const int MaxGroundingSweepIterations = 2; + public const int MaxSteppingSweepIterations = 3; + public const int MaxRigidbodyOverlapsCount = 16; + public const float CollisionOffset = 0.01f; + public const float GroundProbeReboundDistance = 0.02f; + public const float MinimumGroundProbingDistance = 0.005f; + public const float GroundProbingBackstepDistance = 0.1f; + public const float SweepProbingBackstepDistance = 0.002f; + public const float SecondaryProbesVertical = 0.02f; + public const float SecondaryProbesHorizontal = 0.001f; + public const float MinVelocityMagnitude = 0.01f; + public const float SteppingForwardDistance = 0.03f; + public const float MinDistanceForLedge = 0.05f; + public const float CorrelationForVerticalObstruction = 0.01f; + public const float ExtraSteppingForwardDistance = 0.01f; + public const float ExtraStepHeightPadding = 0.01f; +#pragma warning restore 0414 + + private void OnEnable() + { + KinematicCharacterSystem.EnsureCreation(); + KinematicCharacterSystem.RegisterCharacterMotor(this); + } + + private void OnDisable() + { + KinematicCharacterSystem.UnregisterCharacterMotor(this); + } + + private void Reset() + { + ValidateData(); + } + + private void OnValidate() + { + ValidateData(); + } + + [ContextMenu("Remove Component")] + private void HandleRemoveComponent() + { + CapsuleCollider tmpCapsule = gameObject.GetComponent(); + DestroyImmediate(this); + DestroyImmediate(tmpCapsule); + } + + /// + /// Handle validating all required values + /// + public void ValidateData() + { + Capsule = GetComponent(); + CapsuleRadius = Mathf.Clamp(CapsuleRadius, 0f, CapsuleHeight * 0.5f); + Capsule.direction = 1; + Capsule.sharedMaterial = CapsulePhysicsMaterial; + SetCapsuleDimensions(CapsuleRadius, CapsuleHeight, CapsuleYOffset); + + MaxStepHeight = Mathf.Clamp(MaxStepHeight, 0f, Mathf.Infinity); + MinRequiredStepDepth = Mathf.Clamp(MinRequiredStepDepth, 0f, CapsuleRadius); + MaxStableDistanceFromLedge = Mathf.Clamp(MaxStableDistanceFromLedge, 0f, CapsuleRadius); + + transform.localScale = Vector3.one; + +#if UNITY_EDITOR + Capsule.hideFlags = HideFlags.NotEditable; + if (!Mathf.Approximately(transform.lossyScale.x, 1f) || !Mathf.Approximately(transform.lossyScale.y, 1f) || !Mathf.Approximately(transform.lossyScale.z, 1f)) + { + Debug.LogError("Character's lossy scale is not (1,1,1). This is not allowed. Make sure the character's transform and all of its parents have a (1,1,1) scale.", this.gameObject); + } +#endif + } + + /// + /// Sets whether or not the capsule collider will detect collisions + /// + public void SetCapsuleCollisionsActivation(bool collisionsActive) + { + Capsule.isTrigger = !collisionsActive; + } + + /// + /// Sets whether or not the motor will solve collisions when moving (or moved onto) + /// + public void SetMovementCollisionsSolvingActivation(bool movementCollisionsSolvingActive) + { + _solveMovementCollisions = movementCollisionsSolvingActive; + } + + /// + /// Sets whether or not grounding will be evaluated for all hits + /// + public void SetGroundSolvingActivation(bool stabilitySolvingActive) + { + _solveGrounding = stabilitySolvingActive; + } + + /// + /// Sets the character's position directly + /// + public void SetPosition(Vector3 position, bool bypassInterpolation = true) + { + _transform.position = position; + _initialSimulationPosition = position; + _transientPosition = position; + + if (bypassInterpolation) + { + InitialTickPosition = position; + } + } + + /// + /// Sets the character's rotation directly + /// + public void SetRotation(Quaternion rotation, bool bypassInterpolation = true) + { + _transform.rotation = rotation; + _initialSimulationRotation = rotation; + TransientRotation = rotation; + + if (bypassInterpolation) + { + InitialTickRotation = rotation; + } + } + + /// + /// Sets the character's position and rotation directly + /// + public void SetPositionAndRotation(Vector3 position, Quaternion rotation, bool bypassInterpolation = true) + { + _transform.SetPositionAndRotation(position, rotation); + _initialSimulationPosition = position; + _initialSimulationRotation = rotation; + _transientPosition = position; + TransientRotation = rotation; + + if (bypassInterpolation) + { + InitialTickPosition = position; + InitialTickRotation = rotation; + } + } + + /// + /// Moves the character position, taking all movement collision solving int account. The actual move is done the next time the motor updates are called + /// + public void MoveCharacter(Vector3 toPosition) + { + _movePositionDirty = true; + _movePositionTarget = toPosition; + } + + /// + /// Moves the character rotation. The actual move is done the next time the motor updates are called + /// + public void RotateCharacter(Quaternion toRotation) + { + _moveRotationDirty = true; + _moveRotationTarget = toRotation; + } + + /// + /// Returns all the state information of the motor that is pertinent for simulation + /// + public KinematicCharacterMotorState GetState() + { + KinematicCharacterMotorState state = new KinematicCharacterMotorState(); + + state.Position = _transientPosition; + state.Rotation = _transientRotation; + + state.BaseVelocity = BaseVelocity; + state.AttachedRigidbodyVelocity = _attachedRigidbodyVelocity; + + state.MustUnground = _mustUnground; + state.MustUngroundTime = _mustUngroundTimeCounter; + state.LastMovementIterationFoundAnyGround = LastMovementIterationFoundAnyGround; + state.GroundingStatus.CopyFrom(GroundingStatus); + state.AttachedRigidbody = _attachedRigidbody; + + return state; + } + + /// + /// Applies a motor state instantly + /// + public void ApplyState(KinematicCharacterMotorState state, bool bypassInterpolation = true) + { + SetPositionAndRotation(state.Position, state.Rotation, bypassInterpolation); + + BaseVelocity = state.BaseVelocity; + _attachedRigidbodyVelocity = state.AttachedRigidbodyVelocity; + + _mustUnground = state.MustUnground; + _mustUngroundTimeCounter = state.MustUngroundTime; + LastMovementIterationFoundAnyGround = state.LastMovementIterationFoundAnyGround; + GroundingStatus.CopyFrom(state.GroundingStatus); + _attachedRigidbody = state.AttachedRigidbody; + } + + /// + /// Resizes capsule. ALso caches importand capsule size data + /// + public void SetCapsuleDimensions(float radius, float height, float yOffset) + { + height = Mathf.Max(height, (radius * 2f) + 0.01f); // Safety to prevent invalid capsule geometries + + CapsuleRadius = radius; + CapsuleHeight = height; + CapsuleYOffset = yOffset; + + Capsule.radius = CapsuleRadius; + Capsule.height = Mathf.Clamp(CapsuleHeight, CapsuleRadius * 2f, CapsuleHeight); + Capsule.center = new Vector3(0f, CapsuleYOffset, 0f); + + _characterTransformToCapsuleCenter = Capsule.center; + _characterTransformToCapsuleBottom = Capsule.center + (-_cachedWorldUp * (Capsule.height * 0.5f)); + _characterTransformToCapsuleTop = Capsule.center + (_cachedWorldUp * (Capsule.height * 0.5f)); + _characterTransformToCapsuleBottomHemi = Capsule.center + (-_cachedWorldUp * (Capsule.height * 0.5f)) + (_cachedWorldUp * Capsule.radius); + _characterTransformToCapsuleTopHemi = Capsule.center + (_cachedWorldUp * (Capsule.height * 0.5f)) + (-_cachedWorldUp * Capsule.radius); + } + + private void Awake() + { + _transform = this.transform; + ValidateData(); + + _transientPosition = _transform.position; + TransientRotation = _transform.rotation; + + // Build CollidableLayers mask + CollidableLayers = 0; + for (int i = 0; i < 32; i++) + { + if (!Physics.GetIgnoreLayerCollision(this.gameObject.layer, i)) + { + CollidableLayers |= (1 << i); + } + } + + SetCapsuleDimensions(CapsuleRadius, CapsuleHeight, CapsuleYOffset); + } + + /// + /// Update phase 1 is meant to be called after physics movers have calculated their velocities, but + /// before they have simulated their goal positions/rotations. It is responsible for: + /// - Initializing all values for update + /// - Handling MovePosition calls + /// - Solving initial collision overlaps + /// - Ground probing + /// - Handle detecting potential interactable rigidbodies + /// + public void UpdatePhase1(float deltaTime) + { + // NaN propagation safety stop + if (float.IsNaN(BaseVelocity.x) || float.IsNaN(BaseVelocity.y) || float.IsNaN(BaseVelocity.z)) + { + BaseVelocity = Vector3.zero; + } + if (float.IsNaN(_attachedRigidbodyVelocity.x) || float.IsNaN(_attachedRigidbodyVelocity.y) || float.IsNaN(_attachedRigidbodyVelocity.z)) + { + _attachedRigidbodyVelocity = Vector3.zero; + } + +#if UNITY_EDITOR + if (!Mathf.Approximately(_transform.lossyScale.x, 1f) || !Mathf.Approximately(_transform.lossyScale.y, 1f) || !Mathf.Approximately(_transform.lossyScale.z, 1f)) + { + Debug.LogError("Character's lossy scale is not (1,1,1). This is not allowed. Make sure the character's transform and all of its parents have a (1,1,1) scale.", this.gameObject); + } +#endif + + _rigidbodiesPushedThisMove.Clear(); + + // Before update + CharacterController.BeforeCharacterUpdate(deltaTime); + + _transientPosition = _transform.position; + TransientRotation = _transform.rotation; + _initialSimulationPosition = _transientPosition; + _initialSimulationRotation = _transientRotation; + _rigidbodyProjectionHitCount = 0; + _overlapsCount = 0; + _lastSolvedOverlapNormalDirty = false; + + #region Handle Move Position + if (_movePositionDirty) + { + if (_solveMovementCollisions) + { + Vector3 tmpVelocity = GetVelocityFromMovement(_movePositionTarget - _transientPosition, deltaTime); + if (InternalCharacterMove(ref tmpVelocity, deltaTime)) + { + if (InteractiveRigidbodyHandling) + { + ProcessVelocityForRigidbodyHits(ref tmpVelocity, deltaTime); + } + } + } + else + { + _transientPosition = _movePositionTarget; + } + + _movePositionDirty = false; + } + #endregion + + LastGroundingStatus.CopyFrom(GroundingStatus); + GroundingStatus = new CharacterGroundingReport(); + GroundingStatus.GroundNormal = _characterUp; + + if (_solveMovementCollisions) + { + #region Resolve initial overlaps + Vector3 resolutionDirection = _cachedWorldUp; + float resolutionDistance = 0f; + int iterationsMade = 0; + bool overlapSolved = false; + while (iterationsMade < MaxDecollisionIterations && !overlapSolved) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders); + + if (nbOverlaps > 0) + { + // Solve overlaps that aren't against dynamic rigidbodies or physics movers + for (int i = 0; i < nbOverlaps; i++) + { + if (GetInteractiveRigidbody(_internalProbedColliders[i]) == null) + { + // Process overlap + Transform overlappedTransform = _internalProbedColliders[i].GetComponent(); + if (Physics.ComputePenetration( + Capsule, + _transientPosition, + _transientRotation, + _internalProbedColliders[i], + overlappedTransform.position, + overlappedTransform.rotation, + out resolutionDirection, + out resolutionDistance)) + { + // Resolve along obstruction direction + HitStabilityReport mockReport = new HitStabilityReport(); + mockReport.IsStable = IsStableOnNormal(resolutionDirection); + resolutionDirection = GetObstructionNormal(resolutionDirection, mockReport.IsStable); + + // Solve overlap + Vector3 resolutionMovement = resolutionDirection * (resolutionDistance + CollisionOffset); + _transientPosition += resolutionMovement; + + // Remember overlaps + if (_overlapsCount < _overlaps.Length) + { + _overlaps[_overlapsCount] = new OverlapResult(resolutionDirection, _internalProbedColliders[i]); + _overlapsCount++; + } + + break; + } + } + } + } + else + { + overlapSolved = true; + } + + iterationsMade++; + } + #endregion + } + + #region Ground Probing and Snapping + // Handle ungrounding + if (_solveGrounding) + { + if (MustUnground()) + { + _transientPosition += _characterUp * (MinimumGroundProbingDistance * 1.5f); + } + else + { + // Choose the appropriate ground probing distance + float selectedGroundProbingDistance = MinimumGroundProbingDistance; + if (!LastGroundingStatus.SnappingPrevented && (LastGroundingStatus.IsStableOnGround || LastMovementIterationFoundAnyGround)) + { + if (StepHandling != StepHandlingMethod.None) + { + selectedGroundProbingDistance = Mathf.Max(CapsuleRadius, MaxStepHeight); + } + else + { + selectedGroundProbingDistance = CapsuleRadius; + } + + selectedGroundProbingDistance += GroundDetectionExtraDistance; + } + + ProbeGround(ref _transientPosition, _transientRotation, selectedGroundProbingDistance, ref GroundingStatus); + + if (!LastGroundingStatus.IsStableOnGround && GroundingStatus.IsStableOnGround) + { + // Handle stable landing + BaseVelocity = Vector3.ProjectOnPlane(BaseVelocity, CharacterUp); + BaseVelocity = GetDirectionTangentToSurface(BaseVelocity, GroundingStatus.GroundNormal) * BaseVelocity.magnitude; + } + } + } + + LastMovementIterationFoundAnyGround = false; + + if (_mustUngroundTimeCounter > 0f) + { + _mustUngroundTimeCounter -= deltaTime; + } + _mustUnground = false; + #endregion + + if (_solveGrounding) + { + CharacterController.PostGroundingUpdate(deltaTime); + } + + if (InteractiveRigidbodyHandling) + { + #region Interactive Rigidbody Handling + _lastAttachedRigidbody = _attachedRigidbody; + if (AttachedRigidbodyOverride) + { + _attachedRigidbody = AttachedRigidbodyOverride; + } + else + { + // Detect interactive rigidbodies from grounding + if (GroundingStatus.IsStableOnGround && GroundingStatus.GroundCollider.attachedRigidbody) + { + Rigidbody interactiveRigidbody = GetInteractiveRigidbody(GroundingStatus.GroundCollider); + if (interactiveRigidbody) + { + _attachedRigidbody = interactiveRigidbody; + } + } + else + { + _attachedRigidbody = null; + } + } + + Vector3 tmpVelocityFromCurrentAttachedRigidbody = Vector3.zero; + Vector3 tmpAngularVelocityFromCurrentAttachedRigidbody = Vector3.zero; + if (_attachedRigidbody) + { + GetVelocityFromRigidbodyMovement(_attachedRigidbody, _transientPosition, deltaTime, out tmpVelocityFromCurrentAttachedRigidbody, out tmpAngularVelocityFromCurrentAttachedRigidbody); + } + + // Conserve momentum when de-stabilized from an attached rigidbody + if (PreserveAttachedRigidbodyMomentum && _lastAttachedRigidbody != null && _attachedRigidbody != _lastAttachedRigidbody) + { + BaseVelocity += _attachedRigidbodyVelocity; + BaseVelocity -= tmpVelocityFromCurrentAttachedRigidbody; + } + + // Process additionnal Velocity from attached rigidbody + _attachedRigidbodyVelocity = _cachedZeroVector; + if (_attachedRigidbody) + { + _attachedRigidbodyVelocity = tmpVelocityFromCurrentAttachedRigidbody; + + // Rotation from attached rigidbody + Vector3 newForward = Vector3.ProjectOnPlane(Quaternion.Euler(Mathf.Rad2Deg * tmpAngularVelocityFromCurrentAttachedRigidbody * deltaTime) * _characterForward, _characterUp).normalized; + TransientRotation = Quaternion.LookRotation(newForward, _characterUp); + } + + // Cancel out horizontal velocity upon landing on an attached rigidbody + if (GroundingStatus.GroundCollider && + GroundingStatus.GroundCollider.attachedRigidbody && + GroundingStatus.GroundCollider.attachedRigidbody == _attachedRigidbody && + _attachedRigidbody != null && + _lastAttachedRigidbody == null) + { + BaseVelocity -= Vector3.ProjectOnPlane(_attachedRigidbodyVelocity, _characterUp); + } + + // Movement from Attached Rigidbody + if (_attachedRigidbodyVelocity.sqrMagnitude > 0f) + { + _isMovingFromAttachedRigidbody = true; + + if (_solveMovementCollisions) + { + // Perform the move from rgdbdy velocity + InternalCharacterMove(ref _attachedRigidbodyVelocity, deltaTime); + } + else + { + _transientPosition += _attachedRigidbodyVelocity * deltaTime; + } + + _isMovingFromAttachedRigidbody = false; + } + #endregion + } + } + + /// + /// Update phase 2 is meant to be called after physics movers have simulated their goal positions/rotations. + /// At the end of this, the TransientPosition/Rotation values will be up-to-date with where the motor should be at the end of its move. + /// It is responsible for: + /// - Solving Rotation + /// - Handle MoveRotation calls + /// - Solving potential attached rigidbody overlaps + /// - Solving Velocity + /// - Applying planar constraint + /// + public void UpdatePhase2(float deltaTime) + { + // Handle rotation + CharacterController.UpdateRotation(ref _transientRotation, deltaTime); + TransientRotation = _transientRotation; + + // Handle move rotation + if (_moveRotationDirty) + { + TransientRotation = _moveRotationTarget; + _moveRotationDirty = false; + } + + if (_solveMovementCollisions && InteractiveRigidbodyHandling) + { + if (InteractiveRigidbodyHandling) + { + #region Solve potential attached rigidbody overlap + if (_attachedRigidbody) + { + float upwardsOffset = Capsule.radius; + + RaycastHit closestHit; + if (CharacterGroundSweep( + _transientPosition + (_characterUp * upwardsOffset), + _transientRotation, + -_characterUp, + upwardsOffset, + out closestHit)) + { + if (closestHit.collider.attachedRigidbody == _attachedRigidbody && IsStableOnNormal(closestHit.normal)) + { + float distanceMovedUp = (upwardsOffset - closestHit.distance); + _transientPosition = _transientPosition + (_characterUp * distanceMovedUp) + (_characterUp * CollisionOffset); + } + } + } + #endregion + } + + if (InteractiveRigidbodyHandling) + { + #region Resolve overlaps that could've been caused by rotation or physics movers simulation pushing the character + Vector3 resolutionDirection = _cachedWorldUp; + float resolutionDistance = 0f; + int iterationsMade = 0; + bool overlapSolved = false; + while (iterationsMade < MaxDecollisionIterations && !overlapSolved) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders); + if (nbOverlaps > 0) + { + for (int i = 0; i < nbOverlaps; i++) + { + // Process overlap + Transform overlappedTransform = _internalProbedColliders[i].GetComponent(); + if (Physics.ComputePenetration( + Capsule, + _transientPosition, + _transientRotation, + _internalProbedColliders[i], + overlappedTransform.position, + overlappedTransform.rotation, + out resolutionDirection, + out resolutionDistance)) + { + // Resolve along obstruction direction + HitStabilityReport mockReport = new HitStabilityReport(); + mockReport.IsStable = IsStableOnNormal(resolutionDirection); + resolutionDirection = GetObstructionNormal(resolutionDirection, mockReport.IsStable); + + // Solve overlap + Vector3 resolutionMovement = resolutionDirection * (resolutionDistance + CollisionOffset); + _transientPosition += resolutionMovement; + + // If interactiveRigidbody, register as rigidbody hit for velocity + if (InteractiveRigidbodyHandling) + { + Rigidbody probedRigidbody = GetInteractiveRigidbody(_internalProbedColliders[i]); + if (probedRigidbody != null) + { + HitStabilityReport tmpReport = new HitStabilityReport(); + tmpReport.IsStable = IsStableOnNormal(resolutionDirection); + if (tmpReport.IsStable) + { + LastMovementIterationFoundAnyGround = tmpReport.IsStable; + } + if (probedRigidbody != _attachedRigidbody) + { + Vector3 characterCenter = _transientPosition + (_transientRotation * _characterTransformToCapsuleCenter); + Vector3 estimatedCollisionPoint = _transientPosition; + + + StoreRigidbodyHit( + probedRigidbody, + Velocity, + estimatedCollisionPoint, + resolutionDirection, + tmpReport); + } + } + } + + // Remember overlaps + if (_overlapsCount < _overlaps.Length) + { + _overlaps[_overlapsCount] = new OverlapResult(resolutionDirection, _internalProbedColliders[i]); + _overlapsCount++; + } + + break; + } + } + } + else + { + overlapSolved = true; + } + + iterationsMade++; + } + #endregion + } + } + + // Handle velocity + CharacterController.UpdateVelocity(ref BaseVelocity, deltaTime); + + //this.CharacterController.UpdateVelocity(ref BaseVelocity, deltaTime); + if (BaseVelocity.magnitude < MinVelocityMagnitude) + { + BaseVelocity = Vector3.zero; + } + + #region Calculate Character movement from base velocity + // Perform the move from base velocity + if (BaseVelocity.sqrMagnitude > 0f) + { + if (_solveMovementCollisions) + { + InternalCharacterMove(ref BaseVelocity, deltaTime); + } + else + { + _transientPosition += BaseVelocity * deltaTime; + } + } + + // Process rigidbody hits/overlaps to affect velocity + if (InteractiveRigidbodyHandling) + { + ProcessVelocityForRigidbodyHits(ref BaseVelocity, deltaTime); + } + #endregion + + // Handle planar constraint + if (HasPlanarConstraint) + { + _transientPosition = _initialSimulationPosition + Vector3.ProjectOnPlane(_transientPosition - _initialSimulationPosition, PlanarConstraintAxis.normalized); + } + + // Discrete collision detection + if (DiscreteCollisionEvents) + { + int nbOverlaps = CharacterCollisionsOverlap(_transientPosition, _transientRotation, _internalProbedColliders, CollisionOffset * 2f); + for (int i = 0; i < nbOverlaps; i++) + { + CharacterController.OnDiscreteCollisionDetected(_internalProbedColliders[i]); + } + } + + CharacterController.AfterCharacterUpdate(deltaTime); + } + + /// + /// Determines if motor can be considered stable on given slope normal + /// + private bool IsStableOnNormal(Vector3 normal) + { + return Vector3.Angle(_characterUp, normal) <= MaxStableSlopeAngle; + } + + /// + /// Determines if motor can be considered stable on given slope normal + /// + private bool IsStableWithSpecialCases(ref HitStabilityReport stabilityReport, Vector3 velocity) + { + if (LedgeAndDenivelationHandling) + { + if (stabilityReport.LedgeDetected) + { + if (stabilityReport.IsMovingTowardsEmptySideOfLedge) + { + // Max snap vel + Vector3 velocityOnLedgeNormal = Vector3.Project(velocity, stabilityReport.LedgeFacingDirection); + if (velocityOnLedgeNormal.magnitude >= MaxVelocityForLedgeSnap) + { + return false; + } + } + + // Distance from ledge + if (stabilityReport.IsOnEmptySideOfLedge && stabilityReport.DistanceFromLedge > MaxStableDistanceFromLedge) + { + return false; + } + } + + // "Launching" off of slopes of a certain denivelation angle + if (LastGroundingStatus.FoundAnyGround && stabilityReport.InnerNormal.sqrMagnitude != 0f && stabilityReport.OuterNormal.sqrMagnitude != 0f) + { + float denivelationAngle = Vector3.Angle(stabilityReport.InnerNormal, stabilityReport.OuterNormal); + if (denivelationAngle > MaxStableDenivelationAngle) + { + return false; + } + else + { + denivelationAngle = Vector3.Angle(LastGroundingStatus.InnerGroundNormal, stabilityReport.OuterNormal); + if (denivelationAngle > MaxStableDenivelationAngle) + { + return false; + } + } + } + } + + return true; + } + + /// + /// Probes for valid ground and midifies the input transientPosition if ground snapping occurs + /// + public void ProbeGround(ref Vector3 probingPosition, Quaternion atRotation, float probingDistance, ref CharacterGroundingReport groundingReport) + { + if (probingDistance < MinimumGroundProbingDistance) + { + probingDistance = MinimumGroundProbingDistance; + } + + int groundSweepsMade = 0; + RaycastHit groundSweepHit = new RaycastHit(); + bool groundSweepingIsOver = false; + Vector3 groundSweepPosition = probingPosition; + Vector3 groundSweepDirection = (atRotation * -_cachedWorldUp); + float groundProbeDistanceRemaining = probingDistance; + while (groundProbeDistanceRemaining > 0 && (groundSweepsMade <= MaxGroundingSweepIterations) && !groundSweepingIsOver) + { + // Sweep for ground detection + if (CharacterGroundSweep( + groundSweepPosition, // position + atRotation, // rotation + groundSweepDirection, // direction + groundProbeDistanceRemaining, // distance + out groundSweepHit)) // hit + { + Vector3 targetPosition = groundSweepPosition + (groundSweepDirection * groundSweepHit.distance); + HitStabilityReport groundHitStabilityReport = new HitStabilityReport(); + EvaluateHitStability(groundSweepHit.collider, groundSweepHit.normal, groundSweepHit.point, targetPosition, _transientRotation, BaseVelocity, ref groundHitStabilityReport); + + groundingReport.FoundAnyGround = true; + groundingReport.GroundNormal = groundSweepHit.normal; + groundingReport.InnerGroundNormal = groundHitStabilityReport.InnerNormal; + groundingReport.OuterGroundNormal = groundHitStabilityReport.OuterNormal; + groundingReport.GroundCollider = groundSweepHit.collider; + groundingReport.GroundPoint = groundSweepHit.point; + groundingReport.SnappingPrevented = false; + + // Found stable ground + if (groundHitStabilityReport.IsStable) + { + // Find all scenarios where ground snapping should be canceled + groundingReport.SnappingPrevented = !IsStableWithSpecialCases(ref groundHitStabilityReport, BaseVelocity); + + groundingReport.IsStableOnGround = true; + + // Ground snapping + if (!groundingReport.SnappingPrevented) + { + probingPosition = groundSweepPosition + (groundSweepDirection * (groundSweepHit.distance - CollisionOffset)); + } + + CharacterController.OnGroundHit(groundSweepHit.collider, groundSweepHit.normal, groundSweepHit.point, ref groundHitStabilityReport); + groundSweepingIsOver = true; + } + else + { + // Calculate movement from this iteration and advance position + Vector3 sweepMovement = (groundSweepDirection * groundSweepHit.distance) + ((atRotation * _cachedWorldUp) * Mathf.Max(CollisionOffset, groundSweepHit.distance)); + groundSweepPosition = groundSweepPosition + sweepMovement; + + // Set remaining distance + groundProbeDistanceRemaining = Mathf.Min(GroundProbeReboundDistance, Mathf.Max(groundProbeDistanceRemaining - sweepMovement.magnitude, 0f)); + + // Reorient direction + groundSweepDirection = Vector3.ProjectOnPlane(groundSweepDirection, groundSweepHit.normal).normalized; + } + } + else + { + groundSweepingIsOver = true; + } + + groundSweepsMade++; + } + } + + /// + /// Forces the character to unground itself on its next grounding update + /// + public void ForceUnground(float time = 0.1f) + { + _mustUnground = true; + _mustUngroundTimeCounter = time; + } + + public bool MustUnground() + { + return _mustUnground || _mustUngroundTimeCounter > 0f; + } + + /// + /// Returns the direction adjusted to be tangent to a specified surface normal relatively to the character's up direction. + /// Useful for reorienting a direction on a slope without any lateral deviation in trajectory + /// + public Vector3 GetDirectionTangentToSurface(Vector3 direction, Vector3 surfaceNormal) + { + Vector3 directionRight = Vector3.Cross(direction, _characterUp); + return Vector3.Cross(surfaceNormal, directionRight).normalized; + } + + /// + /// Moves the character's position by given movement while taking into account all physics simulation, step-handling and + /// velocity projection rules that affect the character motor + /// + /// Returns false if movement could not be solved until the end + private bool InternalCharacterMove(ref Vector3 transientVelocity, float deltaTime) + { + if (deltaTime <= 0f) + return false; + + // Planar constraint + if (HasPlanarConstraint) + { + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, PlanarConstraintAxis.normalized); + } + + bool wasCompleted = true; + Vector3 remainingMovementDirection = transientVelocity.normalized; + float remainingMovementMagnitude = transientVelocity.magnitude * deltaTime; + Vector3 originalVelocityDirection = remainingMovementDirection; + int sweepsMade = 0; + bool hitSomethingThisSweepIteration = true; + Vector3 tmpMovedPosition = _transientPosition; + bool previousHitIsStable = false; + Vector3 previousVelocity = _cachedZeroVector; + Vector3 previousObstructionNormal = _cachedZeroVector; + MovementSweepState sweepState = MovementSweepState.Initial; + + // Project movement against current overlaps before doing the sweeps + for (int i = 0; i < _overlapsCount; i++) + { + Vector3 overlapNormal = _overlaps[i].Normal; + if (Vector3.Dot(remainingMovementDirection, overlapNormal) < 0f) + { + bool stableOnHit = IsStableOnNormal(overlapNormal) && !MustUnground(); + Vector3 velocityBeforeProjection = transientVelocity; + Vector3 obstructionNormal = GetObstructionNormal(overlapNormal, stableOnHit); + + InternalHandleVelocityProjection( + stableOnHit, + overlapNormal, + obstructionNormal, + originalVelocityDirection, + ref sweepState, + previousHitIsStable, + previousVelocity, + previousObstructionNormal, + ref transientVelocity, + ref remainingMovementMagnitude, + ref remainingMovementDirection); + + previousHitIsStable = stableOnHit; + previousVelocity = velocityBeforeProjection; + previousObstructionNormal = obstructionNormal; + } + } + + // Sweep the desired movement to detect collisions + while (remainingMovementMagnitude > 0f && + (sweepsMade <= MaxMovementIterations) && + hitSomethingThisSweepIteration) + { + bool foundClosestHit = false; + Vector3 closestSweepHitPoint = default; + Vector3 closestSweepHitNormal = default; + float closestSweepHitDistance = 0f; + Collider closestSweepHitCollider = null; + + if (CheckMovementInitialOverlaps) + { + int numOverlaps = CharacterCollisionsOverlap( + tmpMovedPosition, + _transientRotation, + _internalProbedColliders, + 0f, + false); + if (numOverlaps > 0) + { + closestSweepHitDistance = 0f; + + float mostObstructingOverlapNormalDotProduct = 2f; + + for (int i = 0; i < numOverlaps; i++) + { + Collider tmpCollider = _internalProbedColliders[i]; + + if (Physics.ComputePenetration( + Capsule, + tmpMovedPosition, + _transientRotation, + tmpCollider, + tmpCollider.transform.position, + tmpCollider.transform.rotation, + out Vector3 resolutionDirection, + out float resolutionDistance)) + { + float dotProduct = Vector3.Dot(remainingMovementDirection, resolutionDirection); + if (dotProduct < 0f && dotProduct < mostObstructingOverlapNormalDotProduct) + { + mostObstructingOverlapNormalDotProduct = dotProduct; + + closestSweepHitNormal = resolutionDirection; + closestSweepHitCollider = tmpCollider; + closestSweepHitPoint = tmpMovedPosition + (_transientRotation * CharacterTransformToCapsuleCenter) + (resolutionDirection * resolutionDistance); + + foundClosestHit = true; + } + } + } + } + } + + if (!foundClosestHit && CharacterCollisionsSweep( + tmpMovedPosition, // position + _transientRotation, // rotation + remainingMovementDirection, // direction + remainingMovementMagnitude + CollisionOffset, // distance + out RaycastHit closestSweepHit, // closest hit + _internalCharacterHits) // all hits + > 0) + { + closestSweepHitNormal = closestSweepHit.normal; + closestSweepHitDistance = closestSweepHit.distance; + closestSweepHitCollider = closestSweepHit.collider; + closestSweepHitPoint = closestSweepHit.point; + + foundClosestHit = true; + } + + if (foundClosestHit) + { + // Calculate movement from this iteration + Vector3 sweepMovement = (remainingMovementDirection * (Mathf.Max(0f, closestSweepHitDistance - CollisionOffset))); + tmpMovedPosition += sweepMovement; + remainingMovementMagnitude -= sweepMovement.magnitude; + + // Evaluate if hit is stable + HitStabilityReport moveHitStabilityReport = new HitStabilityReport(); + EvaluateHitStability(closestSweepHitCollider, closestSweepHitNormal, closestSweepHitPoint, tmpMovedPosition, _transientRotation, transientVelocity, ref moveHitStabilityReport); + + // Handle stepping up steps points higher than bottom capsule radius + bool foundValidStepHit = false; + if (_solveGrounding && StepHandling != StepHandlingMethod.None && moveHitStabilityReport.ValidStepDetected) + { + float obstructionCorrelation = Mathf.Abs(Vector3.Dot(closestSweepHitNormal, _characterUp)); + if (obstructionCorrelation <= CorrelationForVerticalObstruction) + { + Vector3 stepForwardDirection = Vector3.ProjectOnPlane(-closestSweepHitNormal, _characterUp).normalized; + Vector3 stepCastStartPoint = (tmpMovedPosition + (stepForwardDirection * SteppingForwardDistance)) + + (_characterUp * MaxStepHeight); + + // Cast downward from the top of the stepping height + int nbStepHits = CharacterCollisionsSweep( + stepCastStartPoint, // position + _transientRotation, // rotation + -_characterUp, // direction + MaxStepHeight, // distance + out RaycastHit closestStepHit, // closest hit + _internalCharacterHits, + 0f, + true); // all hits + + // Check for hit corresponding to stepped collider + for (int i = 0; i < nbStepHits; i++) + { + if (_internalCharacterHits[i].collider == moveHitStabilityReport.SteppedCollider) + { + Vector3 endStepPosition = stepCastStartPoint + (-_characterUp * (_internalCharacterHits[i].distance - CollisionOffset)); + tmpMovedPosition = endStepPosition; + foundValidStepHit = true; + + // Project velocity on ground normal at step + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, CharacterUp); + remainingMovementDirection = transientVelocity.normalized; + + break; + } + } + } + } + + // Handle movement solving + if (!foundValidStepHit) + { + Vector3 obstructionNormal = GetObstructionNormal(closestSweepHitNormal, moveHitStabilityReport.IsStable); + + // Movement hit callback + CharacterController.OnMovementHit(closestSweepHitCollider, closestSweepHitNormal, closestSweepHitPoint, ref moveHitStabilityReport); + + // Handle remembering rigidbody hits + if (InteractiveRigidbodyHandling && closestSweepHitCollider.attachedRigidbody) + { + StoreRigidbodyHit( + closestSweepHitCollider.attachedRigidbody, + transientVelocity, + closestSweepHitPoint, + obstructionNormal, + moveHitStabilityReport); + } + + bool stableOnHit = moveHitStabilityReport.IsStable && !MustUnground(); + Vector3 velocityBeforeProj = transientVelocity; + + // Project velocity for next iteration + InternalHandleVelocityProjection( + stableOnHit, + closestSweepHitNormal, + obstructionNormal, + originalVelocityDirection, + ref sweepState, + previousHitIsStable, + previousVelocity, + previousObstructionNormal, + ref transientVelocity, + ref remainingMovementMagnitude, + ref remainingMovementDirection); + + previousHitIsStable = stableOnHit; + previousVelocity = velocityBeforeProj; + previousObstructionNormal = obstructionNormal; + } + } + // If we hit nothing... + else + { + hitSomethingThisSweepIteration = false; + } + + // Safety for exceeding max sweeps allowed + sweepsMade++; + if (sweepsMade > MaxMovementIterations) + { + if (KillRemainingMovementWhenExceedMaxMovementIterations) + { + remainingMovementMagnitude = 0f; + } + + if (KillVelocityWhenExceedMaxMovementIterations) + { + transientVelocity = Vector3.zero; + } + wasCompleted = false; + } + } + + // Move position for the remainder of the movement + tmpMovedPosition += (remainingMovementDirection * remainingMovementMagnitude); + _transientPosition = tmpMovedPosition; + + return wasCompleted; + } + + /// + /// Gets the effective normal for movement obstruction depending on current grounding status + /// + private Vector3 GetObstructionNormal(Vector3 hitNormal, bool stableOnHit) + { + // Find hit/obstruction/offset normal + Vector3 obstructionNormal = hitNormal; + if (GroundingStatus.IsStableOnGround && !MustUnground() && !stableOnHit) + { + Vector3 obstructionLeftAlongGround = Vector3.Cross(GroundingStatus.GroundNormal, obstructionNormal).normalized; + obstructionNormal = Vector3.Cross(obstructionLeftAlongGround, _characterUp).normalized; + } + + // Catch cases where cross product between parallel normals returned 0 + if (obstructionNormal.sqrMagnitude == 0f) + { + obstructionNormal = hitNormal; + } + + return obstructionNormal; + } + + /// + /// Remembers a rigidbody hit for processing later + /// + private void StoreRigidbodyHit(Rigidbody hitRigidbody, Vector3 hitVelocity, Vector3 hitPoint, Vector3 obstructionNormal, HitStabilityReport hitStabilityReport) + { + if (_rigidbodyProjectionHitCount < _internalRigidbodyProjectionHits.Length) + { + if (!hitRigidbody.GetComponent()) + { + RigidbodyProjectionHit rph = new RigidbodyProjectionHit(); + rph.Rigidbody = hitRigidbody; + rph.HitPoint = hitPoint; + rph.EffectiveHitNormal = obstructionNormal; + rph.HitVelocity = hitVelocity; + rph.StableOnHit = hitStabilityReport.IsStable; + + _internalRigidbodyProjectionHits[_rigidbodyProjectionHitCount] = rph; + _rigidbodyProjectionHitCount++; + } + } + } + + public void SetTransientPosition(Vector3 newPos) + { + _transientPosition = newPos; + } + + /// + /// Processes movement projection upon detecting a hit + /// + private void InternalHandleVelocityProjection(bool stableOnHit, Vector3 hitNormal, Vector3 obstructionNormal, Vector3 originalDirection, + ref MovementSweepState sweepState, bool previousHitIsStable, Vector3 previousVelocity, Vector3 previousObstructionNormal, + ref Vector3 transientVelocity, ref float remainingMovementMagnitude, ref Vector3 remainingMovementDirection) + { + if (transientVelocity.sqrMagnitude <= 0f) + { + return; + } + + Vector3 velocityBeforeProjection = transientVelocity; + + if (stableOnHit) + { + LastMovementIterationFoundAnyGround = true; + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + } + else + { + // Handle projection + if (sweepState == MovementSweepState.Initial) + { + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + sweepState = MovementSweepState.AfterFirstHit; + } + // Blocking crease handling + else if (sweepState == MovementSweepState.AfterFirstHit) + { + EvaluateCrease( + transientVelocity, + previousVelocity, + obstructionNormal, + previousObstructionNormal, + stableOnHit, + previousHitIsStable, + GroundingStatus.IsStableOnGround && !MustUnground(), + out bool foundCrease, + out Vector3 creaseDirection); + + if (foundCrease) + { + if (GroundingStatus.IsStableOnGround && !MustUnground()) + { + transientVelocity = Vector3.zero; + sweepState = MovementSweepState.FoundBlockingCorner; + } + else + { + transientVelocity = Vector3.Project(transientVelocity, creaseDirection); + sweepState = MovementSweepState.FoundBlockingCrease; + } + } + else + { + HandleVelocityProjection(ref transientVelocity, obstructionNormal, stableOnHit); + } + } + // Blocking corner handling + else if (sweepState == MovementSweepState.FoundBlockingCrease) + { + transientVelocity = Vector3.zero; + sweepState = MovementSweepState.FoundBlockingCorner; + } + } + + if (HasPlanarConstraint) + { + transientVelocity = Vector3.ProjectOnPlane(transientVelocity, PlanarConstraintAxis.normalized); + } + + float newVelocityFactor = transientVelocity.magnitude / velocityBeforeProjection.magnitude; + remainingMovementMagnitude *= newVelocityFactor; + remainingMovementDirection = transientVelocity.normalized; + } + + private void EvaluateCrease( + Vector3 currentCharacterVelocity, + Vector3 previousCharacterVelocity, + Vector3 currentHitNormal, + Vector3 previousHitNormal, + bool currentHitIsStable, + bool previousHitIsStable, + bool characterIsStable, + out bool isValidCrease, + out Vector3 creaseDirection) + { + isValidCrease = false; + creaseDirection = default; + + if (!characterIsStable || !currentHitIsStable || !previousHitIsStable) + { + Vector3 tmpBlockingCreaseDirection = Vector3.Cross(currentHitNormal, previousHitNormal).normalized; + float dotPlanes = Vector3.Dot(currentHitNormal, previousHitNormal); + bool isVelocityConstrainedByCrease = false; + + // Avoid calculations if the two planes are the same + if (dotPlanes < 0.999f) + { + // TODO: can this whole part be made simpler? (with 2d projections, etc) + Vector3 normalAOnCreasePlane = Vector3.ProjectOnPlane(currentHitNormal, tmpBlockingCreaseDirection).normalized; + Vector3 normalBOnCreasePlane = Vector3.ProjectOnPlane(previousHitNormal, tmpBlockingCreaseDirection).normalized; + float dotPlanesOnCreasePlane = Vector3.Dot(normalAOnCreasePlane, normalBOnCreasePlane); + + Vector3 enteringVelocityDirectionOnCreasePlane = Vector3.ProjectOnPlane(previousCharacterVelocity, tmpBlockingCreaseDirection).normalized; + + if (dotPlanesOnCreasePlane <= (Vector3.Dot(-enteringVelocityDirectionOnCreasePlane, normalAOnCreasePlane) + 0.001f) && + dotPlanesOnCreasePlane <= (Vector3.Dot(-enteringVelocityDirectionOnCreasePlane, normalBOnCreasePlane) + 0.001f)) + { + isVelocityConstrainedByCrease = true; + } + } + + if (isVelocityConstrainedByCrease) + { + // Flip crease direction to make it representative of the real direction our velocity would be projected to + if (Vector3.Dot(tmpBlockingCreaseDirection, currentCharacterVelocity) < 0f) + { + tmpBlockingCreaseDirection = -tmpBlockingCreaseDirection; + } + + isValidCrease = true; + creaseDirection = tmpBlockingCreaseDirection; + } + } + } + + /// + /// Allows you to override the way velocity is projected on an obstruction + /// + public virtual void HandleVelocityProjection(ref Vector3 velocity, Vector3 obstructionNormal, bool stableOnHit) + { + if (GroundingStatus.IsStableOnGround && !MustUnground()) + { + // On stable slopes, simply reorient the movement without any loss + if (stableOnHit) + { + velocity = GetDirectionTangentToSurface(velocity, obstructionNormal) * velocity.magnitude; + } + // On blocking hits, project the movement on the obstruction while following the grounding plane + else + { + Vector3 obstructionRightAlongGround = Vector3.Cross(obstructionNormal, GroundingStatus.GroundNormal).normalized; + Vector3 obstructionUpAlongGround = Vector3.Cross(obstructionRightAlongGround, obstructionNormal).normalized; + velocity = GetDirectionTangentToSurface(velocity, obstructionUpAlongGround) * velocity.magnitude; + velocity = Vector3.ProjectOnPlane(velocity, obstructionNormal); + } + } + else + { + if (stableOnHit) + { + // Handle stable landing + velocity = Vector3.ProjectOnPlane(velocity, CharacterUp); + velocity = GetDirectionTangentToSurface(velocity, obstructionNormal) * velocity.magnitude; + } + // Handle generic obstruction + else + { + velocity = Vector3.ProjectOnPlane(velocity, obstructionNormal); + } + } + } + + /// + /// Allows you to override the way hit rigidbodies are pushed / interacted with. + /// ProcessedVelocity is what must be modified if this interaction affects the character's velocity. + /// + public virtual void HandleSimulatedRigidbodyInteraction(ref Vector3 processedVelocity, RigidbodyProjectionHit hit, float deltaTime) + { + } + + /// + /// Takes into account rigidbody hits for adding to the velocity + /// + private void ProcessVelocityForRigidbodyHits(ref Vector3 processedVelocity, float deltaTime) + { + for (int i = 0; i < _rigidbodyProjectionHitCount; i++) + { + RigidbodyProjectionHit bodyHit = _internalRigidbodyProjectionHits[i]; + + if (bodyHit.Rigidbody && !_rigidbodiesPushedThisMove.Contains(bodyHit.Rigidbody)) + { + if (_internalRigidbodyProjectionHits[i].Rigidbody != _attachedRigidbody) + { + // Remember we hit this rigidbody + _rigidbodiesPushedThisMove.Add(bodyHit.Rigidbody); + + float characterMass = SimulatedCharacterMass; + Vector3 characterVelocity = bodyHit.HitVelocity; + + KinematicCharacterMotor hitCharacterMotor = bodyHit.Rigidbody.GetComponent(); + bool hitBodyIsCharacter = hitCharacterMotor != null; + bool hitBodyIsDynamic = !bodyHit.Rigidbody.isKinematic; + float hitBodyMass = bodyHit.Rigidbody.mass; + float hitBodyMassAtPoint = bodyHit.Rigidbody.mass; // todo + Vector3 hitBodyVelocity = bodyHit.Rigidbody.linearVelocity; + if (hitBodyIsCharacter) + { + hitBodyMass = hitCharacterMotor.SimulatedCharacterMass; + hitBodyMassAtPoint = hitCharacterMotor.SimulatedCharacterMass; // todo + hitBodyVelocity = hitCharacterMotor.BaseVelocity; + } + else if (!hitBodyIsDynamic) + { + PhysicsMover physicsMover = bodyHit.Rigidbody.GetComponent(); + if(physicsMover) + { + hitBodyVelocity = physicsMover.Velocity; + } + } + + // Calculate the ratio of the total mass that the character mass represents + float characterToBodyMassRatio = 1f; + { + if (characterMass + hitBodyMassAtPoint > 0f) + { + characterToBodyMassRatio = characterMass / (characterMass + hitBodyMassAtPoint); + } + else + { + characterToBodyMassRatio = 0.5f; + } + + // Hitting a non-dynamic body + if (!hitBodyIsDynamic) + { + characterToBodyMassRatio = 0f; + } + // Emulate kinematic body interaction + else if (RigidbodyInteractionType == RigidbodyInteractionType.Kinematic && !hitBodyIsCharacter) + { + characterToBodyMassRatio = 1f; + } + } + + ComputeCollisionResolutionForHitBody( + bodyHit.EffectiveHitNormal, + characterVelocity, + hitBodyVelocity, + characterToBodyMassRatio, + out Vector3 velocityChangeOnCharacter, + out Vector3 velocityChangeOnBody); + + processedVelocity += velocityChangeOnCharacter; + + if (hitBodyIsCharacter) + { + hitCharacterMotor.BaseVelocity += velocityChangeOnCharacter; + } + else if (hitBodyIsDynamic) + { + bodyHit.Rigidbody.AddForceAtPosition(velocityChangeOnBody, bodyHit.HitPoint, ForceMode.VelocityChange); + } + + if (RigidbodyInteractionType == RigidbodyInteractionType.SimulatedDynamic) + { + HandleSimulatedRigidbodyInteraction(ref processedVelocity, bodyHit, deltaTime); + } + } + } + } + + } + + public void ComputeCollisionResolutionForHitBody( + Vector3 hitNormal, + Vector3 characterVelocity, + Vector3 bodyVelocity, + float characterToBodyMassRatio, + out Vector3 velocityChangeOnCharacter, + out Vector3 velocityChangeOnBody) + { + velocityChangeOnCharacter = default; + velocityChangeOnBody = default; + + float bodyToCharacterMassRatio = 1f - characterToBodyMassRatio; + float characterVelocityMagnitudeOnHitNormal = Vector3.Dot(characterVelocity, hitNormal); + float bodyVelocityMagnitudeOnHitNormal = Vector3.Dot(bodyVelocity, hitNormal); + + // if character velocity was going against the obstruction, restore the portion of the velocity that got projected during the movement phase + if (characterVelocityMagnitudeOnHitNormal < 0f) + { + Vector3 restoredCharacterVelocity = hitNormal * characterVelocityMagnitudeOnHitNormal; + velocityChangeOnCharacter += restoredCharacterVelocity; + } + + // solve impulse velocities on both bodies, but only if the body velocity would be giving resistance to the character in any way + if (bodyVelocityMagnitudeOnHitNormal > characterVelocityMagnitudeOnHitNormal) + { + Vector3 relativeImpactVelocity = hitNormal * (bodyVelocityMagnitudeOnHitNormal - characterVelocityMagnitudeOnHitNormal); + velocityChangeOnCharacter += relativeImpactVelocity * bodyToCharacterMassRatio; + velocityChangeOnBody += -relativeImpactVelocity * characterToBodyMassRatio; + } + } + + /// + /// Determines if the input collider is valid for collision processing + /// + /// Returns true if the collider is valid + private bool CheckIfColliderValidForCollisions(Collider coll) + { + // Ignore self + if (coll == Capsule) + { + return false; + } + + if (!InternalIsColliderValidForCollisions(coll)) + { + return false; + } + + return true; + } + + /// + /// Determines if the input collider is valid for collision processing + /// + private bool InternalIsColliderValidForCollisions(Collider coll) + { + Rigidbody colliderAttachedRigidbody = coll.attachedRigidbody; + if (colliderAttachedRigidbody) + { + bool isRigidbodyKinematic = colliderAttachedRigidbody.isKinematic; + + // If movement is made from AttachedRigidbody, ignore the AttachedRigidbody + if (_isMovingFromAttachedRigidbody && (!isRigidbodyKinematic || colliderAttachedRigidbody == _attachedRigidbody)) + { + return false; + } + + // don't collide with dynamic rigidbodies if our RigidbodyInteractionType is kinematic + if (RigidbodyInteractionType == RigidbodyInteractionType.Kinematic && !isRigidbodyKinematic) + { + // wake up rigidbody + if (coll.attachedRigidbody) + { + coll.attachedRigidbody.WakeUp(); + } + + return false; + } + } + + // Custom checks + bool colliderValid = CharacterController.IsColliderValidForCollisions(coll); + if (!colliderValid) + { + return false; + } + + return true; + } + + /// + /// Determines if the motor is considered stable on a given hit + /// + public void EvaluateHitStability(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, Vector3 withCharacterVelocity, ref HitStabilityReport stabilityReport) + { + if (!_solveGrounding) + { + stabilityReport.IsStable = false; + return; + } + + Vector3 atCharacterUp = atCharacterRotation * _cachedWorldUp; + Vector3 innerHitDirection = Vector3.ProjectOnPlane(hitNormal, atCharacterUp).normalized; + + stabilityReport.IsStable = this.IsStableOnNormal(hitNormal); + + stabilityReport.FoundInnerNormal = false; + stabilityReport.FoundOuterNormal = false; + stabilityReport.InnerNormal = hitNormal; + stabilityReport.OuterNormal = hitNormal; + + // Ledge handling + if (LedgeAndDenivelationHandling) + { + float ledgeCheckHeight = MinDistanceForLedge; + if (StepHandling != StepHandlingMethod.None) + { + ledgeCheckHeight = MaxStepHeight; + } + + bool isStableLedgeInner = false; + bool isStableLedgeOuter = false; + + if (CharacterCollisionsRaycast( + hitPoint + (atCharacterUp * SecondaryProbesVertical) + (innerHitDirection * SecondaryProbesHorizontal), + -atCharacterUp, + ledgeCheckHeight + SecondaryProbesVertical, + out RaycastHit innerLedgeHit, + _internalCharacterHits) > 0) + { + Vector3 innerLedgeNormal = innerLedgeHit.normal; + stabilityReport.InnerNormal = innerLedgeNormal; + stabilityReport.FoundInnerNormal = true; + isStableLedgeInner = IsStableOnNormal(innerLedgeNormal); + } + + if (CharacterCollisionsRaycast( + hitPoint + (atCharacterUp * SecondaryProbesVertical) + (-innerHitDirection * SecondaryProbesHorizontal), + -atCharacterUp, + ledgeCheckHeight + SecondaryProbesVertical, + out RaycastHit outerLedgeHit, + _internalCharacterHits) > 0) + { + Vector3 outerLedgeNormal = outerLedgeHit.normal; + stabilityReport.OuterNormal = outerLedgeNormal; + stabilityReport.FoundOuterNormal = true; + isStableLedgeOuter = IsStableOnNormal(outerLedgeNormal); + } + + stabilityReport.LedgeDetected = (isStableLedgeInner != isStableLedgeOuter); + if (stabilityReport.LedgeDetected) + { + stabilityReport.IsOnEmptySideOfLedge = isStableLedgeOuter && !isStableLedgeInner; + stabilityReport.LedgeGroundNormal = isStableLedgeOuter ? stabilityReport.OuterNormal : stabilityReport.InnerNormal; + stabilityReport.LedgeRightDirection = Vector3.Cross(hitNormal, stabilityReport.LedgeGroundNormal).normalized; + stabilityReport.LedgeFacingDirection = Vector3.ProjectOnPlane(Vector3.Cross(stabilityReport.LedgeGroundNormal, stabilityReport.LedgeRightDirection), CharacterUp).normalized; + stabilityReport.DistanceFromLedge = Vector3.ProjectOnPlane((hitPoint - (atCharacterPosition + (atCharacterRotation * _characterTransformToCapsuleBottom))), atCharacterUp).magnitude; + stabilityReport.IsMovingTowardsEmptySideOfLedge = Vector3.Dot(withCharacterVelocity.normalized, stabilityReport.LedgeFacingDirection) > 0f; + } + + if (stabilityReport.IsStable) + { + stabilityReport.IsStable = IsStableWithSpecialCases(ref stabilityReport, withCharacterVelocity); + } + } + + // Step handling + if (StepHandling != StepHandlingMethod.None && !stabilityReport.IsStable) + { + // Stepping not supported on dynamic rigidbodies + Rigidbody hitRigidbody = hitCollider.attachedRigidbody; + if (!(hitRigidbody && !hitRigidbody.isKinematic)) + { + DetectSteps(atCharacterPosition, atCharacterRotation, hitPoint, innerHitDirection, ref stabilityReport); + + if (stabilityReport.ValidStepDetected) + { + stabilityReport.IsStable = true; + } + } + } + + CharacterController.ProcessHitStabilityReport(hitCollider, hitNormal, hitPoint, atCharacterPosition, atCharacterRotation, ref stabilityReport); + } + + private void DetectSteps(Vector3 characterPosition, Quaternion characterRotation, Vector3 hitPoint, Vector3 innerHitDirection, ref HitStabilityReport stabilityReport) + { + int nbStepHits = 0; + Collider tmpCollider; + RaycastHit outerStepHit; + Vector3 characterUp = characterRotation * _cachedWorldUp; + Vector3 verticalCharToHit = Vector3.Project((hitPoint - characterPosition), characterUp); + Vector3 horizontalCharToHitDirection = Vector3.ProjectOnPlane((hitPoint - characterPosition), characterUp).normalized; + Vector3 stepCheckStartPos = (hitPoint - verticalCharToHit) + (characterUp * MaxStepHeight) + (horizontalCharToHitDirection * CollisionOffset * 3f); + + // Do outer step check with capsule cast on hit point + nbStepHits = CharacterCollisionsSweep( + stepCheckStartPos, + characterRotation, + -characterUp, + MaxStepHeight + CollisionOffset, + out outerStepHit, + _internalCharacterHits, + 0f, + true); + + // Check for overlaps and obstructions at the hit position + if (CheckStepValidity(nbStepHits, characterPosition, characterRotation, innerHitDirection, stepCheckStartPos, out tmpCollider)) + { + stabilityReport.ValidStepDetected = true; + stabilityReport.SteppedCollider = tmpCollider; + } + + if (StepHandling == StepHandlingMethod.Extra && !stabilityReport.ValidStepDetected) + { + // Do min reach step check with capsule cast on hit point + stepCheckStartPos = characterPosition + (characterUp * MaxStepHeight) + (-innerHitDirection * MinRequiredStepDepth); + nbStepHits = CharacterCollisionsSweep( + stepCheckStartPos, + characterRotation, + -characterUp, + MaxStepHeight - CollisionOffset, + out outerStepHit, + _internalCharacterHits, + 0f, + true); + + // Check for overlaps and obstructions at the hit position + if (CheckStepValidity(nbStepHits, characterPosition, characterRotation, innerHitDirection, stepCheckStartPos, out tmpCollider)) + { + stabilityReport.ValidStepDetected = true; + stabilityReport.SteppedCollider = tmpCollider; + } + } + } + + private bool CheckStepValidity(int nbStepHits, Vector3 characterPosition, Quaternion characterRotation, Vector3 innerHitDirection, Vector3 stepCheckStartPos, out Collider hitCollider) + { + hitCollider = null; + Vector3 characterUp = characterRotation * Vector3.up; + + // Find the farthest valid hit for stepping + bool foundValidStepPosition = false; + + while (nbStepHits > 0 && !foundValidStepPosition) + { + // Get farthest hit among the remaining hits + RaycastHit farthestHit = new RaycastHit(); + float farthestDistance = 0f; + int farthestIndex = 0; + for (int i = 0; i < nbStepHits; i++) + { + float hitDistance = _internalCharacterHits[i].distance; + if (hitDistance > farthestDistance) + { + farthestDistance = hitDistance; + farthestHit = _internalCharacterHits[i]; + farthestIndex = i; + } + } + + Vector3 characterPositionAtHit = stepCheckStartPos + (-characterUp * (farthestHit.distance - CollisionOffset)); + + int atStepOverlaps = CharacterCollisionsOverlap(characterPositionAtHit, characterRotation, _internalProbedColliders); + if (atStepOverlaps <= 0) + { + // Check for outer hit slope normal stability at the step position + if (CharacterCollisionsRaycast( + farthestHit.point + (characterUp * SecondaryProbesVertical) + (-innerHitDirection * SecondaryProbesHorizontal), + -characterUp, + MaxStepHeight + SecondaryProbesVertical, + out RaycastHit outerSlopeHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(outerSlopeHit.normal)) + { + // Cast upward to detect any obstructions to moving there + if (CharacterCollisionsSweep( + characterPosition, // position + characterRotation, // rotation + characterUp, // direction + MaxStepHeight - farthestHit.distance, // distance + out RaycastHit tmpUpObstructionHit, // closest hit + _internalCharacterHits) // all hits + <= 0) + { + // Do inner step check... + bool innerStepValid = false; + RaycastHit innerStepHit; + + if (AllowSteppingWithoutStableGrounding) + { + innerStepValid = true; + } + else + { + // At the capsule center at the step height + if (CharacterCollisionsRaycast( + characterPosition + Vector3.Project((characterPositionAtHit - characterPosition), characterUp), + -characterUp, + MaxStepHeight, + out innerStepHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(innerStepHit.normal)) + { + innerStepValid = true; + } + } + } + + if (!innerStepValid) + { + // At inner step of the step point + if (CharacterCollisionsRaycast( + farthestHit.point + (innerHitDirection * SecondaryProbesHorizontal), + -characterUp, + MaxStepHeight, + out innerStepHit, + _internalCharacterHits, + true) > 0) + { + if (IsStableOnNormal(innerStepHit.normal)) + { + innerStepValid = true; + } + } + } + + // Final validation of step + if (innerStepValid) + { + hitCollider = farthestHit.collider; + foundValidStepPosition = true; + return true; + } + } + } + } + } + + // Discard hit if not valid step + if (!foundValidStepPosition) + { + nbStepHits--; + if (farthestIndex < nbStepHits) + { + _internalCharacterHits[farthestIndex] = _internalCharacterHits[nbStepHits]; + } + } + } + + return false; + } + + /// + /// Get true linear velocity (taking into account rotational velocity) on a given point of a rigidbody + /// + public void GetVelocityFromRigidbodyMovement(Rigidbody interactiveRigidbody, Vector3 atPoint, float deltaTime, out Vector3 linearVelocity, out Vector3 angularVelocity) + { + if (deltaTime > 0f) + { + linearVelocity = interactiveRigidbody.linearVelocity; + angularVelocity = interactiveRigidbody.angularVelocity; + if(interactiveRigidbody.isKinematic) + { + PhysicsMover physicsMover = interactiveRigidbody.GetComponent(); + if (physicsMover) + { + linearVelocity = physicsMover.Velocity; + angularVelocity = physicsMover.AngularVelocity; + } + } + + if (angularVelocity != Vector3.zero) + { + Vector3 centerOfRotation = interactiveRigidbody.transform.TransformPoint(interactiveRigidbody.centerOfMass); + + Vector3 centerOfRotationToPoint = atPoint - centerOfRotation; + Quaternion rotationFromInteractiveRigidbody = Quaternion.Euler(Mathf.Rad2Deg * angularVelocity * deltaTime); + Vector3 finalPointPosition = centerOfRotation + (rotationFromInteractiveRigidbody * centerOfRotationToPoint); + linearVelocity += (finalPointPosition - atPoint) / deltaTime; + } + } + else + { + linearVelocity = default; + angularVelocity = default; + return; + } + } + + /// + /// Determines if a collider has an attached interactive rigidbody + /// + private Rigidbody GetInteractiveRigidbody(Collider onCollider) + { + Rigidbody colliderAttachedRigidbody = onCollider.attachedRigidbody; + if (colliderAttachedRigidbody) + { + if (colliderAttachedRigidbody.gameObject.GetComponent()) + { + return colliderAttachedRigidbody; + } + + if (!colliderAttachedRigidbody.isKinematic) + { + return colliderAttachedRigidbody; + } + } + return null; + } + + /// + /// Calculates the velocity required to move the character to the target position over a specific deltaTime. + /// Useful for when you wish to work with positions rather than velocities in the UpdateVelocity callback + /// + public Vector3 GetVelocityForMovePosition(Vector3 fromPosition, Vector3 toPosition, float deltaTime) + { + return GetVelocityFromMovement(toPosition - fromPosition, deltaTime); + } + + public Vector3 GetVelocityFromMovement(Vector3 movement, float deltaTime) + { + if (deltaTime <= 0f) + return Vector3.zero; + + return movement / deltaTime; + } + + /// + /// Trims a vector to make it restricted against a plane + /// + private void RestrictVectorToPlane(ref Vector3 vector, Vector3 toPlane) + { + if (vector.x > 0 != toPlane.x > 0) + { + vector.x = 0; + } + if (vector.y > 0 != toPlane.y > 0) + { + vector.y = 0; + } + if (vector.z > 0 != toPlane.z > 0) + { + vector.z = 0; + } + } + + /// + /// Detect if the character capsule is overlapping with anything collidable + /// + /// Returns number of overlaps + public int CharacterCollisionsOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, float inflate = 0f, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + int nbHits = 0; + int nbUnfilteredHits = Physics.OverlapCapsuleNonAlloc( + bottom, + top, + Capsule.radius + inflate, + overlappedColliders, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Filter out invalid colliders + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + if (!CheckIfColliderValidForCollisions(overlappedColliders[i])) + { + nbHits--; + if (i < nbHits) + { + overlappedColliders[i] = overlappedColliders[nbHits]; + } + } + } + + return nbHits; + } + + /// + /// Detect if the character capsule is overlapping with anything + /// + /// Returns number of overlaps + public int CharacterOverlap(Vector3 position, Quaternion rotation, Collider[] overlappedColliders, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate = 0f) + { + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + int nbHits = 0; + int nbUnfilteredHits = Physics.OverlapCapsuleNonAlloc( + bottom, + top, + Capsule.radius + inflate, + overlappedColliders, + layers, + triggerInteraction); + + // Filter out the character capsule itself + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + if (overlappedColliders[i] == Capsule) + { + nbHits--; + if (i < nbHits) + { + overlappedColliders[i] = overlappedColliders[nbHits]; + } + } + } + + return nbHits; + } + + /// + /// Sweeps the capsule's volume to detect collision hits + /// + /// Returns the number of hits + public int CharacterCollisionsSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, float inflate = 0f, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi) - (direction * SweepProbingBackstepDistance); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi) - (direction * SweepProbingBackstepDistance); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + // Capsule cast + int nbHits = 0; + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + bottom, + top, + Capsule.radius + inflate, + direction, + hits, + distance + SweepProbingBackstepDistance, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + closestHit = new RaycastHit(); + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + hits[i].distance -= SweepProbingBackstepDistance; + + RaycastHit hit = hits[i]; + float hitDistance = hit.distance; + + // Filter out the invalid hits + if (hitDistance <= 0f || !CheckIfColliderValidForCollisions(hit.collider)) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + + /// + /// Sweeps the capsule's volume to detect hits + /// + /// Returns the number of hits + public int CharacterSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, LayerMask layers, QueryTriggerInteraction triggerInteraction, float inflate = 0f) + { + closestHit = new RaycastHit(); + + Vector3 bottom = position + (rotation * _characterTransformToCapsuleBottomHemi); + Vector3 top = position + (rotation * _characterTransformToCapsuleTopHemi); + if (inflate != 0f) + { + bottom += (rotation * Vector3.down * inflate); + top += (rotation * Vector3.up * inflate); + } + + // Capsule cast + int nbHits = 0; + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + bottom, + top, + Capsule.radius + inflate, + direction, + hits, + distance, + layers, + triggerInteraction); + + // Hits filter + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + RaycastHit hit = hits[i]; + + // Filter out the character capsule + if (hit.distance <= 0f || hit.collider == Capsule) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + float hitDistance = hit.distance; + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + + /// + /// Casts the character volume in the character's downward direction to detect ground + /// + /// Returns the number of hits + private bool CharacterGroundSweep(Vector3 position, Quaternion rotation, Vector3 direction, float distance, out RaycastHit closestHit) + { + closestHit = new RaycastHit(); + + // Capsule cast + int nbUnfilteredHits = Physics.CapsuleCastNonAlloc( + position + (rotation * _characterTransformToCapsuleBottomHemi) - (direction * GroundProbingBackstepDistance), + position + (rotation * _characterTransformToCapsuleTopHemi) - (direction * GroundProbingBackstepDistance), + Capsule.radius, + direction, + _internalCharacterHits, + distance + GroundProbingBackstepDistance, + CollidableLayers & StableGroundLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + bool foundValidHit = false; + float closestDistance = Mathf.Infinity; + for (int i = 0; i < nbUnfilteredHits; i++) + { + RaycastHit hit = _internalCharacterHits[i]; + float hitDistance = hit.distance; + + // Find the closest valid hit + if (hitDistance > 0f && CheckIfColliderValidForCollisions(hit.collider)) + { + if (hitDistance < closestDistance) + { + closestHit = hit; + closestHit.distance -= GroundProbingBackstepDistance; + closestDistance = hitDistance; + + foundValidHit = true; + } + } + } + + return foundValidHit; + } + + /// + /// Raycasts to detect collision hits + /// + /// Returns the number of hits + public int CharacterCollisionsRaycast(Vector3 position, Vector3 direction, float distance, out RaycastHit closestHit, RaycastHit[] hits, bool acceptOnlyStableGroundLayer = false) + { + int queryLayers = CollidableLayers; + if (acceptOnlyStableGroundLayer) + { + queryLayers = CollidableLayers & StableGroundLayers; + } + + // Raycast + int nbHits = 0; + int nbUnfilteredHits = Physics.RaycastNonAlloc( + position, + direction, + hits, + distance, + queryLayers, + QueryTriggerInteraction.Ignore); + + // Hits filter + closestHit = new RaycastHit(); + float closestDistance = Mathf.Infinity; + nbHits = nbUnfilteredHits; + for (int i = nbUnfilteredHits - 1; i >= 0; i--) + { + RaycastHit hit = hits[i]; + float hitDistance = hit.distance; + + // Filter out the invalid hits + if (hitDistance <= 0f || + !CheckIfColliderValidForCollisions(hit.collider)) + { + nbHits--; + if (i < nbHits) + { + hits[i] = hits[nbHits]; + } + } + else + { + // Remember closest valid hit + if (hitDistance < closestDistance) + { + closestHit = hit; + closestDistance = hitDistance; + } + } + } + + return nbHits; + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta b/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta new file mode 100644 index 0000000..89a567c --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 4d1bc5515e3ab954e80599c538834774 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/KinematicCharacterMotor.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs b/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs new file mode 100644 index 0000000..b838d14 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs @@ -0,0 +1,294 @@ +using System; +using System.Collections.Generic; +using System.Runtime.CompilerServices; +using UnityEngine; + +namespace KinematicCharacterController +{ + /// + /// The system that manages the simulation of KinematicCharacterMotor and PhysicsMover + /// + [DefaultExecutionOrder(-100)] + public class KinematicCharacterSystem : MonoBehaviour + { + private static KinematicCharacterSystem _instance; + + public static List CharacterMotors = new List(); + public static List PhysicsMovers = new List(); + + private static float _lastCustomInterpolationStartTime = -1f; + private static float _lastCustomInterpolationDeltaTime = -1f; + + public static KCCSettings Settings; + + /// + /// Creates a KinematicCharacterSystem instance if there isn't already one + /// + public static void EnsureCreation() + { + if (_instance == null) + { + GameObject systemGameObject = new GameObject("KinematicCharacterSystem"); + _instance = systemGameObject.AddComponent(); + + systemGameObject.hideFlags = HideFlags.NotEditable; + _instance.hideFlags = HideFlags.NotEditable; + + Settings = ScriptableObject.CreateInstance(); + + GameObject.DontDestroyOnLoad(systemGameObject); + } + } + + /// + /// Gets the KinematicCharacterSystem instance if any + /// + /// + public static KinematicCharacterSystem GetInstance() + { + return _instance; + } + + /// + /// Sets the maximum capacity of the character motors list, to prevent allocations when adding characters + /// + /// + public static void SetCharacterMotorsCapacity(int capacity) + { + if (capacity < CharacterMotors.Count) + { + capacity = CharacterMotors.Count; + } + CharacterMotors.Capacity = capacity; + } + + /// + /// Registers a KinematicCharacterMotor into the system + /// + public static void RegisterCharacterMotor(KinematicCharacterMotor motor) + { + CharacterMotors.Add(motor); + } + + /// + /// Unregisters a KinematicCharacterMotor from the system + /// + public static void UnregisterCharacterMotor(KinematicCharacterMotor motor) + { + CharacterMotors.Remove(motor); + } + + /// + /// Sets the maximum capacity of the physics movers list, to prevent allocations when adding movers + /// + /// + public static void SetPhysicsMoversCapacity(int capacity) + { + if (capacity < PhysicsMovers.Count) + { + capacity = PhysicsMovers.Count; + } + PhysicsMovers.Capacity = capacity; + } + + /// + /// Registers a PhysicsMover into the system + /// + public static void RegisterPhysicsMover(PhysicsMover mover) + { + PhysicsMovers.Add(mover); + + mover.Rigidbody.interpolation = RigidbodyInterpolation.None; + } + + /// + /// Unregisters a PhysicsMover from the system + /// + public static void UnregisterPhysicsMover(PhysicsMover mover) + { + PhysicsMovers.Remove(mover); + } + + // This is to prevent duplicating the singleton gameobject on script recompiles + private void OnDisable() + { + Destroy(this.gameObject); + } + + private void Awake() + { + _instance = this; + } + + private void FixedUpdate() + { + if (Settings.AutoSimulation) + { + float deltaTime = Time.deltaTime; + + if (Settings.Interpolate) + { + PreSimulationInterpolationUpdate(deltaTime); + } + + Simulate(deltaTime, CharacterMotors, PhysicsMovers); + + if (Settings.Interpolate) + { + PostSimulationInterpolationUpdate(deltaTime); + } + } + } + + private void LateUpdate() + { + if (Settings.Interpolate) + { + CustomInterpolationUpdate(); + } + } + + /// + /// Remembers the point to interpolate from for KinematicCharacterMotors and PhysicsMovers + /// + public static void PreSimulationInterpolationUpdate(float deltaTime) + { + // Save pre-simulation poses and place transform at transient pose + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.InitialTickPosition = motor.TransientPosition; + motor.InitialTickRotation = motor.TransientRotation; + + motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation); + } + + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + mover.InitialTickPosition = mover.TransientPosition; + mover.InitialTickRotation = mover.TransientRotation; + + mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation); + mover.Rigidbody.position = mover.TransientPosition; + mover.Rigidbody.rotation = mover.TransientRotation; + } + } + + /// + /// Ticks characters and/or movers + /// + public static void Simulate(float deltaTime, List motors, List movers) + { + int characterMotorsCount = motors.Count; + int physicsMoversCount = movers.Count; + +#pragma warning disable 0162 + // Update PhysicsMover velocities + for (int i = 0; i < physicsMoversCount; i++) + { + movers[i].VelocityUpdate(deltaTime); + } + + // Character controller update phase 1 + for (int i = 0; i < characterMotorsCount; i++) + { + motors[i].UpdatePhase1(deltaTime); + } + + // Simulate PhysicsMover displacement + for (int i = 0; i < physicsMoversCount; i++) + { + PhysicsMover mover = movers[i]; + + mover.Transform.SetPositionAndRotation(mover.TransientPosition, mover.TransientRotation); + mover.Rigidbody.position = mover.TransientPosition; + mover.Rigidbody.rotation = mover.TransientRotation; + } + + // Character controller update phase 2 and move + for (int i = 0; i < characterMotorsCount; i++) + { + KinematicCharacterMotor motor = motors[i]; + + motor.UpdatePhase2(deltaTime); + + motor.Transform.SetPositionAndRotation(motor.TransientPosition, motor.TransientRotation); + } +#pragma warning restore 0162 + } + + /// + /// Initiates the interpolation for KinematicCharacterMotors and PhysicsMovers + /// + public static void PostSimulationInterpolationUpdate(float deltaTime) + { + _lastCustomInterpolationStartTime = Time.time; + _lastCustomInterpolationDeltaTime = deltaTime; + + // Return interpolated roots to their initial poses + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.Transform.SetPositionAndRotation(motor.InitialTickPosition, motor.InitialTickRotation); + } + + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + if (mover.MoveWithPhysics) + { + mover.Rigidbody.position = mover.InitialTickPosition; + mover.Rigidbody.rotation = mover.InitialTickRotation; + + mover.Rigidbody.MovePosition(mover.TransientPosition); + mover.Rigidbody.MoveRotation(mover.TransientRotation); + } + else + { + mover.Rigidbody.position = (mover.TransientPosition); + mover.Rigidbody.rotation = (mover.TransientRotation); + } + } + } + + /// + /// Handles per-frame interpolation + /// + private static void CustomInterpolationUpdate() + { + float interpolationFactor = Mathf.Clamp01((Time.time - _lastCustomInterpolationStartTime) / _lastCustomInterpolationDeltaTime); + + // Handle characters interpolation + for (int i = 0; i < CharacterMotors.Count; i++) + { + KinematicCharacterMotor motor = CharacterMotors[i]; + + motor.Transform.SetPositionAndRotation( + Vector3.Lerp(motor.InitialTickPosition, motor.TransientPosition, interpolationFactor), + Quaternion.Slerp(motor.InitialTickRotation, motor.TransientRotation, interpolationFactor)); + } + + // Handle PhysicsMovers interpolation + for (int i = 0; i < PhysicsMovers.Count; i++) + { + PhysicsMover mover = PhysicsMovers[i]; + + mover.Transform.SetPositionAndRotation( + Vector3.Lerp(mover.InitialTickPosition, mover.TransientPosition, interpolationFactor), + Quaternion.Slerp(mover.InitialTickRotation, mover.TransientRotation, interpolationFactor)); + + Vector3 newPos = mover.Transform.position; + Quaternion newRot = mover.Transform.rotation; + mover.PositionDeltaFromInterpolation = newPos - mover.LatestInterpolationPosition; + mover.RotationDeltaFromInterpolation = Quaternion.Inverse(mover.LatestInterpolationRotation) * newRot; + mover.LatestInterpolationPosition = newPos; + mover.LatestInterpolationRotation = newRot; + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta b/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta new file mode 100644 index 0000000..2f4c340 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: dbd80c9a62d41084aad50ae44255beb9 +timeCreated: 1500241576 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/KinematicCharacterSystem.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/PhysicsMover.cs b/Assets/KinematicCharacterController/Core/PhysicsMover.cs new file mode 100644 index 0000000..2af310c --- /dev/null +++ b/Assets/KinematicCharacterController/Core/PhysicsMover.cs @@ -0,0 +1,261 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController +{ + /// + /// Represents the entire state of a PhysicsMover that is pertinent for simulation. + /// Use this to save state or revert to past state + /// + [System.Serializable] + public struct PhysicsMoverState + { + public Vector3 Position; + public Quaternion Rotation; + public Vector3 Velocity; + public Vector3 AngularVelocity; + } + + /// + /// Component that manages the movement of moving kinematic rigidbodies for + /// proper interaction with characters + /// + [RequireComponent(typeof(Rigidbody))] + public class PhysicsMover : MonoBehaviour + { + /// + /// The mover's Rigidbody + /// + [ReadOnly] + public Rigidbody Rigidbody; + + /// + /// Determines if the platform moves with rigidbody.MovePosition (when true), or with rigidbody.position (when false) + /// + public bool MoveWithPhysics = true; + + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + [NonSerialized] + public IMoverController MoverController; + /// + /// Remembers latest position in interpolation + /// + [NonSerialized] + public Vector3 LatestInterpolationPosition; + /// + /// Remembers latest rotation in interpolation + /// + [NonSerialized] + public Quaternion LatestInterpolationRotation; + /// + /// The latest movement made by interpolation + /// + [NonSerialized] + public Vector3 PositionDeltaFromInterpolation; + /// + /// The latest rotation made by interpolation + /// + [NonSerialized] + public Quaternion RotationDeltaFromInterpolation; + + /// + /// Index of this motor in KinematicCharacterSystem arrays + /// + public int IndexInCharacterSystem { get; set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 Velocity { get; protected set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 AngularVelocity { get; protected set; } + /// + /// Remembers initial position before all simulation are done + /// + public Vector3 InitialTickPosition { get; set; } + /// + /// Remembers initial rotation before all simulation are done + /// + public Quaternion InitialTickRotation { get; set; } + + /// + /// The mover's Transform + /// + public Transform Transform { get; private set; } + /// + /// The character's position before the movement calculations began + /// + public Vector3 InitialSimulationPosition { get; private set; } + /// + /// The character's rotation before the movement calculations began + /// + public Quaternion InitialSimulationRotation { get; private set; } + + private Vector3 _internalTransientPosition; + + /// + /// The mover's rotation (always up-to-date during the character update phase) + /// + public Vector3 TransientPosition + { + get + { + return _internalTransientPosition; + } + private set + { + _internalTransientPosition = value; + } + } + + private Quaternion _internalTransientRotation; + /// + /// The mover's rotation (always up-to-date during the character update phase) + /// + public Quaternion TransientRotation + { + get + { + return _internalTransientRotation; + } + private set + { + _internalTransientRotation = value; + } + } + + + private void Reset() + { + ValidateData(); + } + + private void OnValidate() + { + ValidateData(); + } + + /// + /// Handle validating all required values + /// + public void ValidateData() + { + Rigidbody = gameObject.GetComponent(); + + Rigidbody.centerOfMass = Vector3.zero; + Rigidbody.maxAngularVelocity = Mathf.Infinity; + Rigidbody.maxDepenetrationVelocity = Mathf.Infinity; + Rigidbody.isKinematic = true; + Rigidbody.interpolation = RigidbodyInterpolation.None; + } + + private void OnEnable() + { + KinematicCharacterSystem.EnsureCreation(); + KinematicCharacterSystem.RegisterPhysicsMover(this); + } + + private void OnDisable() + { + KinematicCharacterSystem.UnregisterPhysicsMover(this); + } + + private void Awake() + { + Transform = this.transform; + ValidateData(); + + TransientPosition = Rigidbody.position; + TransientRotation = Rigidbody.rotation; + InitialSimulationPosition = Rigidbody.position; + InitialSimulationRotation = Rigidbody.rotation; + LatestInterpolationPosition = Transform.position; + LatestInterpolationRotation = Transform.rotation; + } + + /// + /// Sets the mover's position directly + /// + public void SetPosition(Vector3 position) + { + Transform.position = position; + Rigidbody.position = position; + InitialSimulationPosition = position; + TransientPosition = position; + } + + /// + /// Sets the mover's rotation directly + /// + public void SetRotation(Quaternion rotation) + { + Transform.rotation = rotation; + Rigidbody.rotation = rotation; + InitialSimulationRotation = rotation; + TransientRotation = rotation; + } + + /// + /// Sets the mover's position and rotation directly + /// + public void SetPositionAndRotation(Vector3 position, Quaternion rotation) + { + Transform.SetPositionAndRotation(position, rotation); + Rigidbody.position = position; + Rigidbody.rotation = rotation; + InitialSimulationPosition = position; + InitialSimulationRotation = rotation; + TransientPosition = position; + TransientRotation = rotation; + } + + /// + /// Returns all the state information of the mover that is pertinent for simulation + /// + public PhysicsMoverState GetState() + { + PhysicsMoverState state = new PhysicsMoverState(); + + state.Position = TransientPosition; + state.Rotation = TransientRotation; + state.Velocity = Velocity; + state.AngularVelocity = AngularVelocity; + + return state; + } + + /// + /// Applies a mover state instantly + /// + public void ApplyState(PhysicsMoverState state) + { + SetPositionAndRotation(state.Position, state.Rotation); + Velocity = state.Velocity; + AngularVelocity = state.AngularVelocity; + } + + /// + /// Caches velocity values based on deltatime and target position/rotations + /// + public void VelocityUpdate(float deltaTime) + { + InitialSimulationPosition = TransientPosition; + InitialSimulationRotation = TransientRotation; + + MoverController.UpdateMovement(out _internalTransientPosition, out _internalTransientRotation, deltaTime); + + if (deltaTime > 0f) + { + Velocity = (TransientPosition - InitialSimulationPosition) / deltaTime; + + Quaternion rotationFromCurrentToGoal = TransientRotation * (Quaternion.Inverse(InitialSimulationRotation)); + AngularVelocity = (Mathf.Deg2Rad * rotationFromCurrentToGoal.eulerAngles) / deltaTime; + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Core/PhysicsMover.cs.meta b/Assets/KinematicCharacterController/Core/PhysicsMover.cs.meta new file mode 100644 index 0000000..5b821d8 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/PhysicsMover.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 075ccbe9837b0744985e09ba3f015b9b +timeCreated: 1488089271 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Core/PhysicsMover.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Core/ReadOnlyAttribute.cs b/Assets/KinematicCharacterController/Core/ReadOnlyAttribute.cs new file mode 100644 index 0000000..918d460 --- /dev/null +++ b/Assets/KinematicCharacterController/Core/ReadOnlyAttribute.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +namespace KinematicCharacterController +{ + public class ReadOnlyAttribute : PropertyAttribute + { + } +} \ No newline at end of file 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serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/ExampleCharacter/Prefabs/ExampleCharacter.prefab + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts.meta b/Assets/KinematicCharacterController/ExampleCharacter/Scripts.meta new file mode 100644 index 0000000..7fb4034 --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9751300dc66704b4f87d358c2a60f913 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs new file mode 100644 index 0000000..44ded71 --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs @@ -0,0 +1,179 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleCharacterCamera : MonoBehaviour + { + [Header("Framing")] + public Camera Camera; + public Vector2 FollowPointFraming = new Vector2(0f, 0f); + public float FollowingSharpness = 10000f; + + [Header("Distance")] + public float DefaultDistance = 6f; + public float MinDistance = 0f; + public float MaxDistance = 10f; + public float DistanceMovementSpeed = 5f; + public float DistanceMovementSharpness = 10f; + + [Header("Rotation")] + public bool InvertX = false; + public bool InvertY = false; + [Range(-90f, 90f)] + public float DefaultVerticalAngle = 20f; + [Range(-90f, 90f)] + public float MinVerticalAngle = -90f; + [Range(-90f, 90f)] + public float MaxVerticalAngle = 90f; + public float RotationSpeed = 1f; + public float RotationSharpness = 10000f; + public bool RotateWithPhysicsMover = false; + + [Header("Obstruction")] + public float ObstructionCheckRadius = 0.2f; + public LayerMask ObstructionLayers = -1; + public float ObstructionSharpness = 10000f; + public List IgnoredColliders = new List(); + + public Transform Transform { get; private set; } + public Transform FollowTransform { get; private set; } + + public Vector3 PlanarDirection { get; set; } + public float TargetDistance { get; set; } + + private bool _distanceIsObstructed; + private float _currentDistance; + private float _targetVerticalAngle; + private RaycastHit _obstructionHit; + private int _obstructionCount; + private RaycastHit[] _obstructions = new RaycastHit[MaxObstructions]; + private float _obstructionTime; + private Vector3 _currentFollowPosition; + + private const int MaxObstructions = 32; + + void OnValidate() + { + DefaultDistance = Mathf.Clamp(DefaultDistance, MinDistance, MaxDistance); + DefaultVerticalAngle = Mathf.Clamp(DefaultVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + } + + void Awake() + { + Transform = this.transform; + + _currentDistance = DefaultDistance; + TargetDistance = _currentDistance; + + _targetVerticalAngle = 0f; + + PlanarDirection = Vector3.forward; + } + + // Set the transform that the camera will orbit around + public void SetFollowTransform(Transform t) + { + FollowTransform = t; + PlanarDirection = FollowTransform.forward; + _currentFollowPosition = FollowTransform.position; + } + + public void UpdateWithInput(float deltaTime, float zoomInput, Vector3 rotationInput) + { + if (FollowTransform) + { + if (InvertX) + { + rotationInput.x *= -1f; + } + if (InvertY) + { + rotationInput.y *= -1f; + } + + // Process rotation input + Quaternion rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); + PlanarDirection = rotationFromInput * PlanarDirection; + PlanarDirection = Vector3.Cross(FollowTransform.up, Vector3.Cross(PlanarDirection, FollowTransform.up)); + Quaternion planarRot = Quaternion.LookRotation(PlanarDirection, FollowTransform.up); + + _targetVerticalAngle -= (rotationInput.y * RotationSpeed); + _targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, MinVerticalAngle, MaxVerticalAngle); + Quaternion verticalRot = Quaternion.Euler(_targetVerticalAngle, 0, 0); + Quaternion targetRotation = Quaternion.Slerp(Transform.rotation, planarRot * verticalRot, 1f - Mathf.Exp(-RotationSharpness * deltaTime)); + + // Apply rotation + Transform.rotation = targetRotation; + + // Process distance input + if (_distanceIsObstructed && Mathf.Abs(zoomInput) > 0f) + { + TargetDistance = _currentDistance; + } + TargetDistance += zoomInput * DistanceMovementSpeed; + TargetDistance = Mathf.Clamp(TargetDistance, MinDistance, MaxDistance); + + // Find the smoothed follow position + _currentFollowPosition = Vector3.Lerp(_currentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-FollowingSharpness * deltaTime)); + + // Handle obstructions + { + RaycastHit closestHit = new RaycastHit(); + closestHit.distance = Mathf.Infinity; + _obstructionCount = Physics.SphereCastNonAlloc(_currentFollowPosition, ObstructionCheckRadius, -Transform.forward, _obstructions, TargetDistance, ObstructionLayers, QueryTriggerInteraction.Ignore); + for (int i = 0; i < _obstructionCount; i++) + { + bool isIgnored = false; + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + for (int j = 0; j < IgnoredColliders.Count; j++) + { + if (IgnoredColliders[j] == _obstructions[i].collider) + { + isIgnored = true; + break; + } + } + + if (!isIgnored && _obstructions[i].distance < closestHit.distance && _obstructions[i].distance > 0) + { + closestHit = _obstructions[i]; + } + } + + // If obstructions detecter + if (closestHit.distance < Mathf.Infinity) + { + _distanceIsObstructed = true; + _currentDistance = Mathf.Lerp(_currentDistance, closestHit.distance, 1 - Mathf.Exp(-ObstructionSharpness * deltaTime)); + } + // If no obstruction + else + { + _distanceIsObstructed = false; + _currentDistance = Mathf.Lerp(_currentDistance, TargetDistance, 1 - Mathf.Exp(-DistanceMovementSharpness * deltaTime)); + } + } + + // Find the smoothed camera orbit position + Vector3 targetPosition = _currentFollowPosition - ((targetRotation * Vector3.forward) * _currentDistance); + + // Handle framing + targetPosition += Transform.right * FollowPointFraming.x; + targetPosition += Transform.up * FollowPointFraming.y; + + // Apply position + Transform.position = targetPosition; + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta new file mode 100644 index 0000000..7faaa04 --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 24092a40b02616e479baeb940325e339 +timeCreated: 1485657083 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterCamera.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs new file mode 100644 index 0000000..090780d --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs @@ -0,0 +1,516 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Examples +{ + public enum CharacterState + { + Default, + } + + public enum OrientationMethod + { + TowardsCamera, + TowardsMovement, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public struct AICharacterInputs + { + public Vector3 MoveVector; + public Vector3 LookVector; + } + + public enum BonusOrientationMethod + { + None, + TowardsGravity, + TowardsGroundSlopeAndGravity, + } + + public class ExampleCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15f; + public float OrientationSharpness = 10f; + public OrientationMethod OrientationMethod = OrientationMethod.TowardsCamera; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 15f; + public float AirAccelerationSpeed = 15f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public float JumpUpSpeed = 10f; + public float JumpScalableForwardSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public BonusOrientationMethod BonusOrientationMethod = BonusOrientationMethod.None; + public float BonusOrientationSharpness = 10f; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + public Transform CameraFollowPoint; + public float CrouchedCapsuleHeight = 1f; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private RaycastHit[] _probedHits = new RaycastHit[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private Vector3 lastInnerNormal = Vector3.zero; + private Vector3 lastOuterNormal = Vector3.zero; + + private void Awake() + { + // Handle initial state + TransitionToState(CharacterState.Default); + + // Assign the characterController to the motor + Motor.CharacterController = this; + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by ExamplePlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + + switch (OrientationMethod) + { + case OrientationMethod.TowardsCamera: + _lookInputVector = cameraPlanarDirection; + break; + case OrientationMethod.TowardsMovement: + _lookInputVector = _moveInputVector.normalized; + break; + } + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// This is called every frame by the AI script in order to tell the character what its inputs are + /// + public void SetInputs(ref AICharacterInputs inputs) + { + _moveInputVector = inputs.MoveVector; + _lookInputVector = inputs.LookVector; + } + + private Quaternion _tmpTransientRot; + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + Vector3 currentUp = (currentRotation * Vector3.up); + if (BonusOrientationMethod == BonusOrientationMethod.TowardsGravity) + { + // Rotate from current up to invert gravity + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + else if (BonusOrientationMethod == BonusOrientationMethod.TowardsGroundSlopeAndGravity) + { + if (Motor.GroundingStatus.IsStableOnGround) + { + Vector3 initialCharacterBottomHemiCenter = Motor.TransientPosition + (currentUp * Motor.Capsule.radius); + + Vector3 smoothedGroundNormal = Vector3.Slerp(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGroundNormal) * currentRotation; + + // Move the position to create a rotation around the bottom hemi center instead of around the pivot + Motor.SetTransientPosition(initialCharacterBottomHemiCenter + (currentRotation * Vector3.down * Motor.Capsule.radius)); + } + else + { + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, -Gravity.normalized, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + } + else + { + Vector3 smoothedGravityDir = Vector3.Slerp(currentUp, Vector3.up, 1 - Mathf.Exp(-BonusOrientationSharpness * deltaTime)); + currentRotation = Quaternion.FromToRotation(currentUp, smoothedGravityDir) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Ground movement + if (Motor.GroundingStatus.IsStableOnGround) + { + float currentVelocityMagnitude = currentVelocity.magnitude; + + Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal; + + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude; + Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + // Air movement + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime; + + Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp); + + // Limit air velocity from inputs + if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed) + { + // clamp addedVel to make total vel not exceed max vel on inputs plane + Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed); + addedVelocity = newTotal - currentVelocityOnInputsPlane; + } + else + { + // Make sure added vel doesn't go in the direction of the already-exceeding velocity + if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f) + { + addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized); + } + } + + // Prevent air-climbing sloped walls + if (Motor.GroundingStatus.FoundAnyGround) + { + if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal); + } + } + + // Apply added velocity + currentVelocity += addedVelocity; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + currentVelocity += (_moveInputVector * JumpScalableForwardSpeed); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, CrouchedCapsuleHeight, CrouchedCapsuleHeight * 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public void PostGroundingUpdate(float deltaTime) + { + // Handle landing and leaving ground + if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround) + { + OnLanded(); + } + else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround) + { + OnLeaveStableGround(); + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Count == 0) + { + return true; + } + + if (IgnoredColliders.Contains(coll)) + { + return false; + } + + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + protected void OnLanded() + { + } + + protected void OnLeaveStableGround() + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta new file mode 100644 index 0000000..6f6e559 --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 76020eee813ed7844bcea94c5d5ce76a +timeCreated: 1503446428 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExampleCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs new file mode 100644 index 0000000..02c7f3b --- /dev/null +++ b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs @@ -0,0 +1,99 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Examples +{ + public class ExamplePlayer : MonoBehaviour + { + public ExampleCharacterController Character; + public ExampleCharacterCamera CharacterCamera; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + CharacterCamera.SetFollowTransform(Character.CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + CharacterCamera.IgnoredColliders.Clear(); + CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + // Handle rotating the camera along with physics movers + if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null) + { + CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection; + CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized; + } + + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = CharacterCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs.meta b/Assets/KinematicCharacterController/ExampleCharacter/Scripts/ExamplePlayer.cs.meta new file mode 100644 index 0000000..e6cceee --- /dev/null +++ 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Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scenes/StressTest.unity + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts.meta b/Assets/KinematicCharacterController/Examples/Scripts.meta new file mode 100644 index 0000000..89b1e80 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: deaf75aea7734bf4db8cff333af4d711 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs b/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs new file mode 100644 index 0000000..bb14f1d --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class BuildManager : MonoBehaviour +{ + public GameObject WebGLCanvas; + public GameObject WarningPanel; + + void Awake() + { +#if UNITY_WEBGL && !UNITY_EDITOR + WebGLCanvas.SetActive(true); +#endif + } + + private void Update() + { + if(Input.GetKeyDown(KeyCode.F1)) + { + UnityEngine.SceneManagement.SceneManager.LoadScene(0); + } + +#if UNITY_WEBGL && !UNITY_EDITOR + if(Input.GetKeyDown(KeyCode.H)) + { + WarningPanel.SetActive(!WarningPanel.activeSelf); + } +#endif + } +} diff --git a/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta new file mode 100644 index 0000000..946ef75 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/BuildManager.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 4f83a0772ca2f284c97e6c2e3b8b6c5b +timeCreated: 1506813597 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 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b/Assets/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using KinematicCharacterController; + +public class PauseStateHandler +{ + [RuntimeInitializeOnLoadMethod()] + public static void Init() + { + EditorApplication.pauseStateChanged += HandlePauseStateChange; + } + + private static void HandlePauseStateChange(PauseState state) + { + foreach(KinematicCharacterMotor motor in KinematicCharacterSystem.CharacterMotors) + { + motor.SetPositionAndRotation(motor.Transform.position, motor.Transform.rotation, true); + } + } +} diff --git a/Assets/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta new file mode 100644 index 0000000..2e61e31 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 23fa5eb46266f154aa2d50e3538b4eca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/Editor/PauseStateHandler.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs b/Assets/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs new file mode 100644 index 0000000..2f6f640 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleAIController : MonoBehaviour + { + public float MovementPeriod = 1f; + public List Characters = new List(); + + private bool _stepHandling; + private bool _ledgeHandling; + private bool _intHandling; + private bool _safeMove; + + private void Update() + { + AICharacterInputs inputs = new AICharacterInputs(); + + // Simulate an input on all controlled characters + inputs.MoveVector = Mathf.Sin(Time.time * MovementPeriod) * Vector3.forward; + inputs.LookVector = Vector3.Slerp(-Vector3.forward, Vector3.forward, inputs.MoveVector.z).normalized; + for (int i = 0; i < Characters.Count; i++) + { + Characters[i].SetInputs(ref inputs); + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/ExampleAIController.cs.meta new file mode 100644 index 0000000..68355aa --- /dev/null +++ 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System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class ExampleMovingPlatform : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public Vector3 TranslationAxis = Vector3.right; + public float TranslationPeriod = 10; + public float TranslationSpeed = 1; + public Vector3 RotationAxis = Vector3.up; + public float RotSpeed = 10; + public Vector3 OscillationAxis = Vector3.zero; + public float OscillationPeriod = 10; + public float OscillationSpeed = 10; + + private Vector3 _originalPosition; + private Quaternion _originalRotation; + + private void Start() + { + _originalPosition = Mover.Rigidbody.position; + _originalRotation = Mover.Rigidbody.rotation; + + Mover.MoverController = this; + } + + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + goalPosition = (_originalPosition + (TranslationAxis.normalized * Mathf.Sin(Time.time * TranslationSpeed) * TranslationPeriod)); + + Quaternion targetRotForOscillation = Quaternion.Euler(OscillationAxis.normalized * (Mathf.Sin(Time.time * OscillationSpeed) * OscillationPeriod)) * _originalRotation; + goalRotation = Quaternion.Euler(RotationAxis * RotSpeed * Time.time) * targetRotForOscillation; + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta new file mode 100644 index 0000000..b75800d --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: b7edc6957dab9ac4797c1c0912ce3839 +timeCreated: 1496714854 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/ExampleMovingPlatform.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs b/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs new file mode 100644 index 0000000..35d125c --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs @@ -0,0 +1,153 @@ +using System.Collections; +using System.Collections.Generic; +using System; +using UnityEngine; +using UnityEngine.UI; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace KinematicCharacterController.Examples +{ + public class FrameratePanel : MonoBehaviour + { + public float PollingRate = 1f; + public Text PhysicsRate; + public Text PhysicsFPS; + public Text AvgFPS; + public Text AvgFPSMin; + public Text AvgFPSMax; + + public Action OnPhysicsFPSReady; + + public string[] FramerateStrings = new string[0]; + + private bool _isFixedUpdateThisFrame = false; + private bool _wasFixedUpdateLastFrame = false; + private int _physFramesCount = 0; + private float _physFramesDeltaSum = 0; + + private int _framesCount = 0; + private float _framesDeltaSum = 0; + private float _minDeltaTimeForAvg = Mathf.Infinity; + private float _maxDeltaTimeForAvg = Mathf.NegativeInfinity; + private float _timeOfLastPoll = 0; + + private void FixedUpdate() + { + _isFixedUpdateThisFrame = true; + } + + void Update() + { + // Regular frames + _framesCount++; + _framesDeltaSum += Time.deltaTime; + + // Max and min + if (Time.deltaTime < _minDeltaTimeForAvg) + { + _minDeltaTimeForAvg = Time.deltaTime; + } + if (Time.deltaTime > _maxDeltaTimeForAvg) + { + _maxDeltaTimeForAvg = Time.deltaTime; + } + + // Fixed frames + if (_wasFixedUpdateLastFrame) + { + _wasFixedUpdateLastFrame = false; + + _physFramesCount++; + _physFramesDeltaSum += Time.deltaTime; + } + if (_isFixedUpdateThisFrame) + { + _wasFixedUpdateLastFrame = true; + _isFixedUpdateThisFrame = false; + } + + // Polling timer + float timeSinceLastPoll = (Time.unscaledTime - _timeOfLastPoll); + if (timeSinceLastPoll > PollingRate) + { + float physicsFPS = 1f / (_physFramesDeltaSum / _physFramesCount); + + AvgFPS.text = GetNumberString(Mathf.RoundToInt(1f / (_framesDeltaSum / _framesCount))); + AvgFPSMin.text = GetNumberString(Mathf.RoundToInt(1f / _maxDeltaTimeForAvg)); + AvgFPSMax.text = GetNumberString(Mathf.RoundToInt(1f / _minDeltaTimeForAvg)); + PhysicsFPS.text = GetNumberString(Mathf.RoundToInt(physicsFPS)); + + if(OnPhysicsFPSReady != null) + { + OnPhysicsFPSReady(physicsFPS); + } + + _physFramesDeltaSum = 0; + _physFramesCount = 0; + _framesDeltaSum = 0f; + _framesCount = 0; + _minDeltaTimeForAvg = Mathf.Infinity; + _maxDeltaTimeForAvg = Mathf.NegativeInfinity; + + _timeOfLastPoll = Time.unscaledTime; + } + + PhysicsRate.text = GetNumberString(Mathf.RoundToInt(1f / Time.fixedDeltaTime)); + } + + public string GetNumberString(int fps) + { + if (fps < FramerateStrings.Length - 1 && fps >= 0) + { + return FramerateStrings[fps]; + } + else + { + return FramerateStrings[FramerateStrings.Length - 1]; + } + } + } + +#if UNITY_EDITOR + [CustomEditor(typeof(FrameratePanel))] + public class FrameratePanelEditor : Editor + { + private const int MaxFPS = 999; + + private void OnEnable() + { + InitStringsArray(); + } + + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + + if (GUILayout.Button("Init strings array")) + { + InitStringsArray(); + } + } + + private void InitStringsArray() + { + FrameratePanel fp = target as FrameratePanel; + fp.FramerateStrings = new string[MaxFPS + 1]; + + for (int i = 0; i < fp.FramerateStrings.Length; i++) + { + if (i >= fp.FramerateStrings.Length - 1) + { + fp.FramerateStrings[i] = i.ToString() + "+" + " (<" + (1000f / (float)i).ToString("F") + "ms)"; + } + else + { + fp.FramerateStrings[i] = i.ToString() + " (" + (1000f/(float)i).ToString("F") + "ms)" ; + } + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta new file mode 100644 index 0000000..a18777a --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e404bfefdeb79904e847365ad9c6c205 +timeCreated: 1501357153 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/FrameratePanel.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs b/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs new file mode 100644 index 0000000..aae6622 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs @@ -0,0 +1,66 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System; + +namespace KinematicCharacterController.Examples +{ + public class PlanetManager : MonoBehaviour, IMoverController + { + public PhysicsMover PlanetMover; + public SphereCollider GravityField; + public float GravityStrength = 10; + public Vector3 OrbitAxis = Vector3.forward; + public float OrbitSpeed = 10; + + public Teleporter OnPlaygroundTeleportingZone; + public Teleporter OnPlanetTeleportingZone; + + private List _characterControllersOnPlanet = new List(); + private Vector3 _savedGravity; + private Quaternion _lastRotation; + + private void Start() + { + OnPlaygroundTeleportingZone.OnCharacterTeleport -= ControlGravity; + OnPlaygroundTeleportingZone.OnCharacterTeleport += ControlGravity; + + OnPlanetTeleportingZone.OnCharacterTeleport -= UnControlGravity; + OnPlanetTeleportingZone.OnCharacterTeleport += UnControlGravity; + + _lastRotation = PlanetMover.transform.rotation; + + PlanetMover.MoverController = this; + } + + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + goalPosition = PlanetMover.Rigidbody.position; + + // Rotate + Quaternion targetRotation = Quaternion.Euler(OrbitAxis * OrbitSpeed * deltaTime) * _lastRotation; + goalRotation = targetRotation; + _lastRotation = targetRotation; + + // Apply gravity to characters + foreach (ExampleCharacterController cc in _characterControllersOnPlanet) + { + cc.Gravity = (PlanetMover.transform.position - cc.transform.position).normalized * GravityStrength; + } + } + + void ControlGravity(ExampleCharacterController cc) + { + _savedGravity = cc.Gravity; + _characterControllersOnPlanet.Add(cc); + } + + void UnControlGravity(ExampleCharacterController cc) + { + cc.Gravity = _savedGravity; + _characterControllersOnPlanet.Remove(cc); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta new file mode 100644 index 0000000..8201d8c --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e89f443ce54ba1e469d5dd7141034d04 +timeCreated: 1499314453 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/PlanetManager.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs b/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs new file mode 100644 index 0000000..557d1cf --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs @@ -0,0 +1,53 @@ +using KinematicCharacterController; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.Playables; + +namespace KinematicCharacterController.Examples +{ + public class PlayableMover : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public float Speed = 1f; + public PlayableDirector Director; + + private Transform _transform; + + private void Start() + { + _transform = this.transform; + Director.timeUpdateMode = DirectorUpdateMode.Manual; + + Mover.MoverController = this; + } + + // This is called every FixedUpdate by our PhysicsMover in order to tell it what pose it should go to + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + // Remember pose before animation + Vector3 _positionBeforeAnim = _transform.position; + Quaternion _rotationBeforeAnim = _transform.rotation; + + // Update animation + EvaluateAtTime(Time.time * Speed); + + // Set our platform's goal pose to the animation's + goalPosition = _transform.position; + goalRotation = _transform.rotation; + + // Reset the actual transform pose to where it was before evaluating. + // This is so that the real movement can be handled by the physics mover; not the animation + _transform.position = _positionBeforeAnim; + _transform.rotation = _rotationBeforeAnim; + } + + public void EvaluateAtTime(double time) + { + Director.time = time % Director.duration; + Director.Evaluate(); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta new file mode 100644 index 0000000..2b464ed --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 160d994062e8fe6418c50c339a9e34e0 +timeCreated: 1523122627 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/PlayableMover.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs b/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs new file mode 100644 index 0000000..cc5f8dc --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Examples +{ + public class PrefabLauncher : MonoBehaviour + { + public Rigidbody ToLaunch; + public float Force; + + void Update() + { + if (Input.GetKeyDown(KeyCode.Return)) + { + Rigidbody inst = Instantiate(ToLaunch, transform.position, transform.rotation); + inst.AddForce(transform.forward * Force, ForceMode.VelocityChange); + Destroy(inst.gameObject, 8f); + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs.meta new file mode 100644 index 0000000..c3a56f8 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: a743ceeddb93f0e4981433a18d793f00 +timeCreated: 1487896989 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/PrefabLauncher.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs b/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs new file mode 100644 index 0000000..3362f81 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs @@ -0,0 +1,103 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace KinematicCharacterController.Examples +{ + public class StressTestManager : MonoBehaviour + { + public Camera Camera; + public LayerMask UIMask; + + public InputField CountField; + public Image RenderOn; + public Image SimOn; + public Image InterpOn; + public ExampleCharacterController CharacterPrefab; + public ExampleAIController AIController; + public int SpawnCount = 100; + public float SpawnDistance = 2f; + + private void Start() + { + KinematicCharacterSystem.EnsureCreation(); + CountField.text = SpawnCount.ToString(); + UpdateOnImages(); + + KinematicCharacterSystem.Settings.AutoSimulation = false; + KinematicCharacterSystem.Settings.Interpolate = false; + } + + private void Update() + { + + KinematicCharacterSystem.Simulate(Time.deltaTime, KinematicCharacterSystem.CharacterMotors, KinematicCharacterSystem.PhysicsMovers); + } + + private void UpdateOnImages() + { + RenderOn.enabled = Camera.cullingMask == -1; + SimOn.enabled = Physics.autoSimulation; + InterpOn.enabled = KinematicCharacterSystem.Settings.Interpolate; + } + + public void SetSpawnCount(string count) + { + if (int.TryParse(count, out int result)) + { + SpawnCount = result; + } + } + + public void ToggleRendering() + { + if(Camera.cullingMask == -1) + { + Camera.cullingMask = UIMask; + } + else + { + Camera.cullingMask = -1; + } + UpdateOnImages(); + } + + public void TogglePhysicsSim() + { + Physics.autoSimulation = !Physics.autoSimulation; + UpdateOnImages(); + } + + public void ToggleInterpolation() + { + KinematicCharacterSystem.Settings.Interpolate = !KinematicCharacterSystem.Settings.Interpolate; + UpdateOnImages(); + } + + public void Spawn() + { + for (int i = 0; i < AIController.Characters.Count; i++) + { + Destroy(AIController.Characters[i].gameObject); + } + AIController.Characters.Clear(); + + int charsPerRow = Mathf.CeilToInt(Mathf.Sqrt(SpawnCount)); + Vector3 firstPos = ((charsPerRow * SpawnDistance) * 0.5f) * -Vector3.one; + firstPos.y = 0f; + + for (int i = 0; i < SpawnCount; i++) + { + int row = i / charsPerRow; + int col = i % charsPerRow; + Vector3 pos = firstPos + (Vector3.right * row * SpawnDistance) + (Vector3.forward * col * SpawnDistance); + + ExampleCharacterController newChar = Instantiate(CharacterPrefab); + newChar.Motor.SetPosition(pos); + + AIController.Characters.Add(newChar); + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta new file mode 100644 index 0000000..1292894 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 3d701116f722c264688042f476bbb604 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Examples/Scripts/StressTestManager.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs b/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs new file mode 100644 index 0000000..dd498b2 --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Examples +{ + public class Teleporter : MonoBehaviour + { + public Teleporter TeleportTo; + + public UnityAction OnCharacterTeleport; + + public bool isBeingTeleportedTo { get; set; } + + private void OnTriggerEnter(Collider other) + { + if (!isBeingTeleportedTo) + { + ExampleCharacterController cc = other.GetComponent(); + if (cc) + { + cc.Motor.SetPositionAndRotation(TeleportTo.transform.position, TeleportTo.transform.rotation); + + if (OnCharacterTeleport != null) + { + OnCharacterTeleport(cc); + } + TeleportTo.isBeingTeleportedTo = true; + } + } + + isBeingTeleportedTo = false; + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs.meta b/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs.meta new file mode 100644 index 0000000..e2c04db --- /dev/null +++ b/Assets/KinematicCharacterController/Examples/Scripts/Teleporter.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: d9b74e337ef86d944adf66d1906f11e2 +timeCreated: 1499314421 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + 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deltaTime) + { + // This is called before the motor does anything + } + + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + // This is called when the motor wants to know what its rotation should be right now + } + + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + // This is called when the motor wants to know what its velocity should be right now + } + + public void AfterCharacterUpdate(float deltaTime) + { + // This is called after the motor has finished everything in its update + } + + public bool IsColliderValidForCollisions(Collider coll) + { + // This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // This is called when the motor's ground probing detects a ground hit + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // This is called when the motor's movement logic detects a hit + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + // This is called after every hit detected in the motor, to give you a chance to modify the HitStabilityReport any way you want + } + + public void PostGroundingUpdate(float deltaTime) + { + // This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + // This is called by the motor when it is detecting a collision that did not result from a "movement hit". + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/1- 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Camera Character Setup/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/1- Player Camera Character Setup/Scripts/MyPlayer.cs new file mode 100644 index 0000000..1e3f1c0 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/1- Player Camera Character Setup/Scripts/MyPlayer.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.PlayerCameraCharacterSetup +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private Vector3 _lookInputVector = Vector3.zero; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders = Character.GetComponentsInChildren().ToList(); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw("Mouse Y"); + float mouseLookAxisRight = Input.GetAxisRaw("Mouse X"); + _lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + _lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis("Mouse ScrollWheel"); + #if UNITY_WEBGL + scrollInput = 0f; + #endif + + // Apply inputs to the camera + 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CharacterState + { + Default, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..62c0ef2 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: cdd0dd2408e42ba47b026e5583efd762 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/10- Multiple movement + states setup/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs new file mode 100644 index 0000000..30af549 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.MultipleMovementStates +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/10- Multiple movement states setup/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..eecbd0d --- /dev/null +++ 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Charging state/Scripts.meta b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts.meta new file mode 100644 index 0000000..9c7c6b3 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6b9538658113d104fb4d5a77e8656327 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..1ec5b5c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs @@ -0,0 +1,533 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.ChargingState +{ + public enum CharacterState + { + Default, + Charging, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + public bool ChargingDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Charging")] + public float ChargeSpeed = 15f; + public float MaxChargeTime = 1.5f; + public float StoppedTime = 1f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private Vector3 _currentChargeVelocity; + private bool _isStopped; + private bool _mustStopVelocity = false; + private float _timeSinceStartedCharge = 0; + private float _timeSinceStopped = 0; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Charging: + { + _currentChargeVelocity = Motor.CharacterForward * ChargeSpeed; + _isStopped = false; + _timeSinceStartedCharge = 0f; + _timeSinceStopped = 0f; + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle state transition from input + if (inputs.ChargingDown) + { + TransitionToState(CharacterState.Charging); + } + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Charging: + { + // Update times + _timeSinceStartedCharge += deltaTime; + if (_isStopped) + { + _timeSinceStopped += deltaTime; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Charging: + { + // If we have stopped and need to cancel velocity, do it here + if (_mustStopVelocity) + { + currentVelocity = Vector3.zero; + _mustStopVelocity = false; + } + + if (_isStopped) + { + // When stopped, do no velocity handling except gravity + currentVelocity += Gravity * deltaTime; + } + else + { + // When charging, velocity is always constant + float previousY = currentVelocity.y; + currentVelocity = _currentChargeVelocity; + currentVelocity.y = previousY; + currentVelocity += Gravity * deltaTime; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + case CharacterState.Charging: + { + // Detect being stopped by elapsed time + if (!_isStopped && _timeSinceStartedCharge > MaxChargeTime) + { + _mustStopVelocity = true; + _isStopped = true; + } + + // Detect end of stopping phase and transition back to default movement state + if (_timeSinceStopped > StoppedTime) + { + TransitionToState(CharacterState.Default); + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + case CharacterState.Charging: + { + // Detect being stopped by obstructions + if (!_isStopped && !hitStabilityReport.IsStable && Vector3.Dot(-hitNormal, _currentChargeVelocity.normalized) > 0.5f) + { + _mustStopVelocity = true; + _isStopped = true; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..5d670cd --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 235082069226ea94baef1f813ba0f943 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs new file mode 100644 index 0000000..7d76e7a --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.ChargingState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.ChargingDown = Input.GetKeyDown(KeyCode.Q); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/11- Charging state/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..da3ca4c 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struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool JumpHeld; + public bool CrouchDown; + public bool CrouchUp; + public bool CrouchHeld; + public bool NoClipDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("NoClip")] + public float NoClipMoveSpeed = 10f; + public float NoClipSharpness = 15; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpInputIsHeld = false; + private bool _crouchInputIsHeld = false; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + Motor.SetCapsuleCollisionsActivation(false); + Motor.SetMovementCollisionsSolvingActivation(false); + Motor.SetGroundSolvingActivation(false); + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.NoClip: + { + Motor.SetCapsuleCollisionsActivation(true); + Motor.SetMovementCollisionsSolvingActivation(true); + Motor.SetGroundSolvingActivation(true); + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle state transition from input + if (inputs.NoClipDown) + { + if (CurrentCharacterState == CharacterState.Default) + { + TransitionToState(CharacterState.NoClip); + } + else if (CurrentCharacterState == CharacterState.NoClip) + { + TransitionToState(CharacterState.Default); + } + } + + _jumpInputIsHeld = inputs.JumpHeld; + _crouchInputIsHeld = inputs.CrouchHeld; + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + case CharacterState.NoClip: + { + _moveInputVector = inputs.CameraRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + case CharacterState.NoClip: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.NoClip: + { + float verticalInput = 0f + (_jumpInputIsHeld ? 1f : 0f) + (_crouchInputIsHeld ? -1f : 0f); + + // Smoothly interpolate to target velocity + Vector3 targetMovementVelocity = (_moveInputVector + (Motor.CharacterUp * verticalInput)).normalized * NoClipMoveSpeed; + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-NoClipSharpness * deltaTime)); + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..2d92b4d --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 78ff0994cb11f364795e0da470aceef8 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs new file mode 100644 index 0000000..a766e5f --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.NoClipState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.JumpHeld = Input.GetKey(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.CrouchHeld = Input.GetKey(KeyCode.C); + characterInputs.NoClipDown = Input.GetKeyUp(KeyCode.Q); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/12- NoClip state/Scripts/MyPlayer.cs.meta 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state/Scene/WalkthroughScene13/ReflectionProbe-0.exr + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts.meta b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts.meta new file mode 100644 index 0000000..92c7391 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5343829f56067844db4fdb42ba8ff333 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..2215918 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs @@ -0,0 +1,527 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.SwimmingState +{ + public enum CharacterState + { + Default, + Swimming, + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool JumpHeld; + public bool CrouchDown; + public bool CrouchUp; + public bool CrouchHeld; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Swimming")] + public Transform SwimmingReferencePoint; + public LayerMask WaterLayer; + public float SwimmingSpeed = 4f; + public float SwimmingMovementSharpness = 3; + public float SwimmingOrientationSharpness = 2f; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpInputIsHeld = false; + private bool _crouchInputIsHeld = false; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + private Collider _waterZone; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + Motor.SetGroundSolvingActivation(true); + break; + } + case CharacterState.Swimming: + { + Motor.SetGroundSolvingActivation(false); + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + _jumpInputIsHeld = inputs.JumpHeld; + _crouchInputIsHeld = inputs.CrouchHeld; + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + case CharacterState.Swimming: + { + _jumpRequested = inputs.JumpHeld; + + _moveInputVector = inputs.CameraRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + // Handle detecting water surfaces + { + // Do a character overlap test to detect water surfaces + if (Motor.CharacterOverlap(Motor.TransientPosition, Motor.TransientRotation, _probedColliders, WaterLayer, QueryTriggerInteraction.Collide) > 0) + { + // If a water surface was detected + if (_probedColliders[0] != null) + { + // If the swimming reference point is inside the box, make sure we are in swimming state + if (Physics.ClosestPoint(SwimmingReferencePoint.position, _probedColliders[0], _probedColliders[0].transform.position, _probedColliders[0].transform.rotation) == SwimmingReferencePoint.position) + { + if (CurrentCharacterState == CharacterState.Default) + { + TransitionToState(CharacterState.Swimming); + _waterZone = _probedColliders[0]; + } + } + // otherwise; default state + else + { + if (CurrentCharacterState == CharacterState.Swimming) + { + TransitionToState(CharacterState.Default); + } + } + } + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + case CharacterState.Swimming: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Swimming: + { + float verticalInput = 0f + (_jumpInputIsHeld ? 1f : 0f) + (_crouchInputIsHeld ? -1f : 0f); + + // Smoothly interpolate to target swimming velocity + Vector3 targetMovementVelocity = (_moveInputVector + (Motor.CharacterUp * verticalInput)).normalized * SwimmingSpeed; + Vector3 smoothedVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-SwimmingMovementSharpness * deltaTime)); + + // See if our swimming reference point would be out of water after the movement from our velocity has been applied + { + Vector3 resultingSwimmingReferancePosition = Motor.TransientPosition + (smoothedVelocity * deltaTime) + (SwimmingReferencePoint.position - Motor.TransientPosition); + Vector3 closestPointWaterSurface = Physics.ClosestPoint(resultingSwimmingReferancePosition, _waterZone, _waterZone.transform.position, _waterZone.transform.rotation); + + // if our position would be outside the water surface on next update, project the velocity on the surface normal so that it would not take us out of the water + if (closestPointWaterSurface != resultingSwimmingReferancePosition) + { + Vector3 waterSurfaceNormal = (resultingSwimmingReferancePosition - closestPointWaterSurface).normalized; + smoothedVelocity = Vector3.ProjectOnPlane(smoothedVelocity, waterSurfaceNormal); + + // Jump out of water + if (_jumpRequested) + { + smoothedVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + } + } + } + + currentVelocity = smoothedVelocity; + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..8aea132 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e0ea9886d276c4240a64a52df00bff13 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs new file mode 100644 index 0000000..58ebed1 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.SwimmingState +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.JumpHeld = Input.GetKey(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.CrouchHeld = Input.GetKey(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/13- Swimming state/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/13- Swimming 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Ladders/Scene/WalkthroughScene14/ReflectionProbe-0.exr + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts.meta b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts.meta new file mode 100644 index 0000000..096e59f --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3e1ce3088977c1447b528a3a6cb06dd5 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..da79652 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs @@ -0,0 +1,604 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public enum CharacterState + { + Default, + Climbing, + } + + public enum ClimbingState + { + Anchoring, + Climbing, + DeAnchoring + } + + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + public bool ClimbLadder; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + public float MaxStableDistanceFromLedge = 5f; + [Range(0f, 180f)] + public float MaxStableDenivelationAngle = 180f; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Ladder Climbing")] + public float ClimbingSpeed = 4f; + public float AnchoringDuration = 0.25f; + public LayerMask InteractionLayer; + + [Header("Misc")] + public List IgnoredColliders = new List(); + public bool OrientTowardsGravity = false; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + public CharacterState CurrentCharacterState { get; private set; } + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _doubleJumpConsumed = false; + private bool _jumpedThisFrame = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + // Ladder vars + private float _ladderUpDownInput; + private MyLadder _activeLadder { get; set; } + private ClimbingState _internalClimbingState; + private ClimbingState _climbingState + { + get + { + return _internalClimbingState; + } + set + { + _internalClimbingState = value; + _anchoringTimer = 0f; + _anchoringStartPosition = Motor.TransientPosition; + _anchoringStartRotation = Motor.TransientRotation; + } + } + private Vector3 _ladderTargetPosition; + private Quaternion _ladderTargetRotation; + private float _onLadderSegmentState = 0; + private float _anchoringTimer = 0f; + private Vector3 _anchoringStartPosition = Vector3.zero; + private Quaternion _anchoringStartRotation = Quaternion.identity; + private Quaternion _rotationBeforeClimbing = Quaternion.identity; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + + // Handle initial state + TransitionToState(CharacterState.Default); + } + + /// + /// Handles movement state transitions and enter/exit callbacks + /// + public void TransitionToState(CharacterState newState) + { + CharacterState tmpInitialState = CurrentCharacterState; + OnStateExit(tmpInitialState, newState); + CurrentCharacterState = newState; + OnStateEnter(newState, tmpInitialState); + } + + /// + /// Event when entering a state + /// + public void OnStateEnter(CharacterState state, CharacterState fromState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Climbing: + { + _rotationBeforeClimbing = Motor.TransientRotation; + + Motor.SetMovementCollisionsSolvingActivation(false); + Motor.SetGroundSolvingActivation(false); + _climbingState = ClimbingState.Anchoring; + + // Store the target position and rotation to snap to + _ladderTargetPosition = _activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState); + _ladderTargetRotation = _activeLadder.transform.rotation; + break; + } + } + } + + /// + /// Event when exiting a state + /// + public void OnStateExit(CharacterState state, CharacterState toState) + { + switch (state) + { + case CharacterState.Default: + { + break; + } + case CharacterState.Climbing: + { + Motor.SetMovementCollisionsSolvingActivation(true); + Motor.SetGroundSolvingActivation(true); + break; + } + } + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Handle ladder transitions + _ladderUpDownInput = inputs.MoveAxisForward; + if (inputs.ClimbLadder) + { + if (Motor.CharacterOverlap(Motor.TransientPosition, Motor.TransientRotation, _probedColliders, InteractionLayer, QueryTriggerInteraction.Collide) > 0) + { + if (_probedColliders[0] != null) + { + // Handle ladders + MyLadder ladder = _probedColliders[0].gameObject.GetComponent(); + if (ladder) + { + // Transition to ladder climbing state + if (CurrentCharacterState == CharacterState.Default) + { + _activeLadder = ladder; + TransitionToState(CharacterState.Climbing); + } + // Transition back to default movement state + else if (CurrentCharacterState == CharacterState.Climbing) + { + _climbingState = ClimbingState.DeAnchoring; + _ladderTargetPosition = Motor.TransientPosition; + _ladderTargetRotation = _rotationBeforeClimbing; + } + } + } + } + } + + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + break; + } + case CharacterState.Climbing: + { + switch (_climbingState) + { + case ClimbingState.Climbing: + currentRotation = _activeLadder.transform.rotation; + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + currentRotation = Quaternion.Slerp(_anchoringStartRotation, _ladderTargetRotation, (_anchoringTimer / AnchoringDuration)); + break; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + break; + } + case CharacterState.Climbing: + { + currentVelocity = Vector3.zero; + + switch (_climbingState) + { + case ClimbingState.Climbing: + currentVelocity = (_ladderUpDownInput * _activeLadder.transform.up).normalized * ClimbingSpeed; + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + Vector3 tmpPosition = Vector3.Lerp(_anchoringStartPosition, _ladderTargetPosition, (_anchoringTimer / AnchoringDuration)); + currentVelocity = Motor.GetVelocityForMovePosition(Motor.TransientPosition, tmpPosition, deltaTime); + break; + } + break; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + break; + } + case CharacterState.Climbing: + { + switch (_climbingState) + { + case ClimbingState.Climbing: + // Detect getting off ladder during climbing + _activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState); + if (Mathf.Abs(_onLadderSegmentState) > 0.05f) + { + _climbingState = ClimbingState.DeAnchoring; + + // If we're higher than the ladder top point + if (_onLadderSegmentState > 0) + { + _ladderTargetPosition = _activeLadder.TopReleasePoint.position; + _ladderTargetRotation = _activeLadder.TopReleasePoint.rotation; + } + // If we're lower than the ladder bottom point + else if (_onLadderSegmentState < 0) + { + _ladderTargetPosition = _activeLadder.BottomReleasePoint.position; + _ladderTargetRotation = _activeLadder.BottomReleasePoint.rotation; + } + } + break; + case ClimbingState.Anchoring: + case ClimbingState.DeAnchoring: + // Detect transitioning out from anchoring states + if (_anchoringTimer >= AnchoringDuration) + { + if (_climbingState == ClimbingState.Anchoring) + { + _climbingState = ClimbingState.Climbing; + } + else if (_climbingState == ClimbingState.DeAnchoring) + { + TransitionToState(CharacterState.Default); + } + } + + // Keep track of time since we started anchoring + _anchoringTimer += deltaTime; + break; + } + break; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + break; + } + } + } + + public void AddVelocity(Vector3 velocity) + { + switch (CurrentCharacterState) + { + case CharacterState.Default: + { + _internalVelocityAdd += velocity; + break; + } + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..5ab4857 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 8d44422eef151e74c8387f4da8838cf6 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs new file mode 100644 index 0000000..e275ac5 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public class MyLadder : MonoBehaviour + { + // Ladder segment + public Vector3 LadderSegmentBottom; + public float LadderSegmentLength; + + // Points to move to when reaching one of the extremities and moving off of the ladder + public Transform BottomReleasePoint; + public Transform TopReleasePoint; + + // Gets the position of the bottom point of the ladder segment + public Vector3 BottomAnchorPoint + { + get + { + return transform.position + transform.TransformVector(LadderSegmentBottom); + } + } + + // Gets the position of the top point of the ladder segment + public Vector3 TopAnchorPoint + { + get + { + return transform.position + transform.TransformVector(LadderSegmentBottom) + (transform.up * LadderSegmentLength); + } + } + + public Vector3 ClosestPointOnLadderSegment(Vector3 fromPoint, out float onSegmentState) + { + Vector3 segment = TopAnchorPoint - BottomAnchorPoint; + Vector3 segmentPoint1ToPoint = fromPoint - BottomAnchorPoint; + float pointProjectionLength = Vector3.Dot(segmentPoint1ToPoint, segment.normalized); + + // When higher than bottom point + if(pointProjectionLength > 0) + { + // If we are not higher than top point + if (pointProjectionLength <= segment.magnitude) + { + onSegmentState = 0; + return BottomAnchorPoint + (segment.normalized * pointProjectionLength); + } + // If we are higher than top point + else + { + onSegmentState = pointProjectionLength - segment.magnitude; + return TopAnchorPoint; + } + } + // When lower than bottom point + else + { + onSegmentState = pointProjectionLength; + return BottomAnchorPoint; + } + } + + private void OnDrawGizmos() + { + Gizmos.color = Color.cyan; + Gizmos.DrawLine(BottomAnchorPoint, TopAnchorPoint); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta new file mode 100644 index 0000000..ae29e10 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 7c9bfe760a258784bac7a3dfe4c2018d +timeCreated: 1507424829 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyLadder.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs new file mode 100644 index 0000000..23831a7 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.ClimbingLadders +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + characterInputs.ClimbLadder = Input.GetKeyUp(KeyCode.E); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/14- Climbing Ladders/Scripts/MyPlayer.cs.meta new file mode 100644 index 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y: 1, z: 1} + transformModified: 1 + - name: RightArm + position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} + rotation: {x: .128958732, y: .988591135, z: -.0591316372, w: .0506025925} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightForeArm + position: {x: .253428251, y: .00601135287, z: -.0167045239} + rotation: {x: .173002034, y: .0184975266, z: -.0264111329, w: .984393537} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHand + position: {x: .245373696, y: .0216417722, z: .00555046508} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex1 + position: {x: .0747694969, y: -.00124305359, z: .0343444981} + rotation: {x: -.00425036438, y: .162121609, z: -.0406839401, w: .985922575} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex2 + position: {x: .0370584019, y: .00072612107, z: .0145388944} + rotation: {x: -.0775998086, y: .0223485287, z: .0409148932, w: .995893955} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex3 + position: {x: .0252250377, y: -.00496646529, z: .0110121462} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle1 + position: {x: .0756476447, y: .00479140272, z: .0118531818} + rotation: {x: -.00183081278, y: .0143531328, z: -.0478143916, w: .998751462} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle2 + position: {x: .0438090637, y: .000194188149, z: .00645493623} + rotation: {x: -.01889815, y: -.0441117585, z: .0829459056, w: .995397985} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle3 + position: {x: .0330724716, y: -.00754753686, z: .00168984616} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky1 + position: {x: .0668033436, y: -.00199410878, z: -.0307561457} + rotation: {x: -.0619647875, y: -.25861457, z: 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-.00462225592} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb1 + position: {x: .0146849155, y: -.0111049423, z: .0258580949} + rotation: {x: -.120005637, y: .0336783491, z: .148804903, w: .980979919} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb2 + position: {x: .0163739994, y: -.00528999977, z: .0234913602} + rotation: {x: -.0260625705, y: -.0966919959, z: -.00360832806, w: .994966567} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb3 + position: {x: .0254599992, y: -.00763999997, z: .0208330005} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: e8914d097ece7cc48a83d5fccd4098c0, + type: 3} + animationType: 3 + 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r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidRunRightSharp + 7400002: HumanoidRunLeftSharp + 9500000: //RootNode + materials: + importMaterials: 0 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + pivotNodeName: + animationCompression: 0 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: + - serializedVersion: 16 + name: HumanoidRunRightSharp + takeName: _31_a_U1_M_P_RunForwardTurnRight_NtrlMedium__Fb_Dia2m_No_0_PJ_4 + firstFrame: 76.4000015 + lastFrame: 91.5999985 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 0 + 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transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .00999999978 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: + - boneName: Hips + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftUpLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: RightUpLeg + humanName: RightUpperLeg 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length: 0 + modified: 0 + - boneName: LeftEye + humanName: LeftEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: RightEye + humanName: RightEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Jaw + humanName: Jaw + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftHandThumb1 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftHandThumb2 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftHandThumb3 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + 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name: RightEye + position: {x: .020849999, y: .082502827, z: .0554273985} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightEyelidLower + position: {x: .0356200002, y: .065072827, z: .0762374029} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightEyelidUpper + position: {x: .0344099998, y: .100612827, z: .0802073926} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightInnerBrow + position: {x: .0120626874, y: .118765265, z: .0934668258} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightIOuterBrow + position: {x: .0550400019, y: .114822827, z: .061777398} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightLipUpper + position: {x: .0145013221, y: -.00510717137, z: .094617404} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightNostril + position: {x: .0178999994, y: .0263089053, z: .0908706188} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightShoulder + position: {x: .0382860154, y: .221621141, z: -.017063085} + rotation: {x: .156615227, y: .987296224, z: -.0141432397, w: -.022756584} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightArm + position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} + rotation: {x: .128958672, y: .988591135, z: -.0591317825, w: .0506032445} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightForeArm + position: {x: .253428251, y: .00601135287, z: -.0167045239} + rotation: {x: .173002318, y: .0184977558, z: -.0264102723, w: .984393537} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHand + position: {x: .245373696, y: .0216417722, z: .00555046508} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex1 + position: {x: .0747694969, y: -.00124305359, z: .0343444981} + rotation: {x: -.00423200894, y: .162119269, z: -.0406824313, w: .985923171} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex2 + position: {x: .0370584019, y: .00072612107, z: .0145388944} + rotation: {x: -.0775835961, y: .0223498475, z: .040921364, w: .995894969} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandIndex3 + position: {x: .0252250377, y: -.00496646529, z: .0110121462} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle1 + position: {x: .0756476447, y: .00479140272, z: .0118531818} + rotation: {x: -.00177398103, y: .0143492613, z: -.047807496, w: .998751998} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle2 + position: {x: .0438090637, y: .000194188149, z: .00645493623} + rotation: {x: -.0188719332, y: -.0441113934, z: .082947962, w: .995398283} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandMiddle3 + position: {x: .0330724716, y: -.00754753686, z: .00168984616} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky1 + position: {x: .0668033436, y: -.00199410878, z: -.0307561457} + rotation: {x: -.0620294139, y: -.258612514, z: -.016704157, w: .963842809} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky2 + position: {x: .0285308417, y: -.001397143, z: -.0116237961} + rotation: {x: .0298576318, y: .000797908462, z: -.0616652891, w: .997649908} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandPinky3 + position: {x: .0214268602, y: -.000553508929, z: -.00851660781} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing1 + position: {x: .0705984756, y: .00245709647, z: -.00982145779} + rotation: {x: -.0147603918, y: -.11599648, z: -.0297171939, w: .992695272} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing2 + position: {x: .0428871848, y: -.00137538207, z: -.00494585792} + rotation: {x: .0207646266, y: -.0215577111, z: .0755871385, w: .996689916} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandRing3 + position: {x: .0295006037, y: -.00769293541, z: -.00462225592} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb1 + position: {x: .0146849155, y: -.0111049423, z: .0258580949} + rotation: {x: -.119986929, y: .0336791351, z: .148827791, w: .980978668} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb2 + position: {x: .0163739994, y: -.00528999977, z: .0234913602} + rotation: {x: -.0260633472, y: -.0966907069, z: -.00360694295, w: .994966686} + scale: {x: 1, y: 1, z: 1} + transformModified: 1 + - name: RightHandThumb3 + position: {x: .0254599992, y: -.00763999997, z: 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headProxy_geo + 4300014: UNI_01_Upper_teethProxy + 4300016: neckProxy_geo + 4300018: r_pinkyProxy_03_geo + 4300020: r_pinkyProxy_02_geo + 4300022: r_pinkyProxy_01_geo + 4300024: r_ringProxy_03_geo + 4300026: r_ringProxy_02_geo + 4300028: r_ringProxy_01_geo + 4300030: r_middleProxy_03_geo + 4300032: r_middleProxy_02_geo + 4300034: r_middleProxy_01_geo + 4300036: r_indexProxy_03_geo + 4300038: r_indexProxy_02_geo + 4300040: r_indexProxy_01_geo + 4300042: r_thumbProxy_03_geo + 4300044: r_thumbProxy_02_geo + 4300046: r_thumbProxy_01_geo + 4300048: r_wristProxy_geo + 4300050: r_erbowProxy_geo + 4300052: r_shourderProxy_geo + 4300054: r_clavicleProxy_geo + 4300056: chestProxy_geo + 4300058: l_pinkyProxy_03_geo + 4300060: l_pinkyProxy_02_geo + 4300062: l_pinkyProxy_01_geo + 4300064: l_ringProxy_03_geo + 4300066: l_ringProxy_02_geo + 4300068: l_ringProxy_01_geo + 4300070: l_middleProxy_03_geo + 4300072: l_middleProxy_02_geo + 4300074: l_middleProxy_01_geo + 4300076: l_indexProxy_03_geo + 4300078: l_indexProxy_02_geo + 4300080: l_indexProxy_01_geo + 4300082: l_thumbProxy_03_geo + 4300084: l_thumbProxy_02_geo + 4300086: l_thumbProxy_01_geo + 4300088: l_wristProxy_geo + 4300090: l_erbowProxy_geo + 4300092: l_shourderProxy_geo + 4300094: l_clavicleProxy_geo + 4300096: spineProxy_geo + 4300098: r_ballProxy_geo + 4300100: r_ankleProxy_geo + 4300102: r_kneeProxy_geo + 4300104: r_hipProxy_geo + 4300106: pelvisProxy_geo + 4300108: l_ballProxy_geo + 4300110: l_ankleProxy_geo + 4300112: l_kneeProxy_geo + 4300114: l_hipProxy_geo + 7400000: HumanoidWalk + 9500000: //RootNode + materials: + importMaterials: 0 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleRotations: 1 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 0 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: + - serializedVersion: 16 + name: HumanoidWalk + takeName: _1_a_U1_M_P_WalkForward_NtrlFaceFwd__Fb_p0_No_0_PJ_3 + firstFrame: 215.2 + lastFrame: 244.9 + wrapMode: 0 + orientationOffsetY: 2.88 + level: 0 + cycleOffset: -0 + loop: 0 + hasAdditiveReferencePose: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 1 + loopBlendPositionY: 1 + loopBlendPositionXZ: 0 + keepOriginalOrientation: 0 + keepOriginalPositionY: 0 + keepOriginalPositionXZ: 0 + heightFromFeet: 1 + mirror: 0 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 0 + maskSource: {instanceID: 0} + additiveReferencePoseFrame: 0 + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: 0.01 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 0 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 4 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: + - boneName: Hips + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftUpLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: RightUpLeg + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: LeftLeg + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 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400118: char_ethan_RightHandMiddle4 + 400120: char_ethan_RightHandPinky1 + 400122: char_ethan_RightHandPinky2 + 400124: char_ethan_RightHandPinky3 + 400126: char_ethan_RightHandPinky4 + 400128: char_ethan_RightHandRing1 + 400130: char_ethan_RightHandRing2 + 400132: char_ethan_RightHandRing3 + 400134: char_ethan_RightHandRing4 + 400136: char_ethan_RightHandThumb1 + 400138: char_ethan_RightHandThumb2 + 400140: char_ethan_RightHandThumb3 + 400142: char_ethan_RightHandThumb4 + 400144: char_ethan_RightLeg + 400146: char_ethan_RightLowerLip + 400148: char_ethan_RightShoulder + 400150: char_ethan_RightToe1 + 400152: char_ethan_RightToe2 + 400154: char_ethan_RightUpLeg + 400156: char_ethan_RightUpperLip + 400158: char_ethan_skeleton + 400160: char_ethan_Spine + 400162: char_ethan_Spine1 + 400164: char_ethan_Spine2 + 400166: char_ethan_UpperLip + 400168: //RootNode + 400170: EthanBody + 400172: EthanGlasses + 400174: EthanHead + 400176: EthanHead1 + 400178: EthanHips + 400180: EthanJaw + 400182: EthanLeftArm + 400184: EthanLeftBlink + 400186: EthanLeftBrow + 400188: EthanLeftCorner + 400190: EthanLeftEye + 400192: EthanLeftFoot + 400194: EthanLeftForeArm + 400196: EthanLeftHand + 400198: EthanLeftHandIndex1 + 400200: EthanLeftHandIndex2 + 400202: EthanLeftHandIndex3 + 400204: EthanLeftHandIndex4 + 400206: EthanLeftHandMiddle1 + 400208: EthanLeftHandMiddle2 + 400210: EthanLeftHandMiddle3 + 400212: EthanLeftHandMiddle4 + 400214: EthanLeftHandPinky1 + 400216: EthanLeftHandPinky2 + 400218: EthanLeftHandPinky3 + 400220: EthanLeftHandPinky4 + 400222: EthanLeftHandRing1 + 400224: EthanLeftHandRing2 + 400226: EthanLeftHandRing3 + 400228: EthanLeftHandRing4 + 400230: EthanLeftHandThumb1 + 400232: EthanLeftHandThumb2 + 400234: EthanLeftHandThumb3 + 400236: EthanLeftHandThumb4 + 400238: EthanLeftLeg + 400240: EthanLeftLowerLip + 400242: EthanLeftShoulder + 400244: EthanLeftToe1 + 400246: EthanLeftToe2 + 400248: EthanLeftUpLeg + 400250: EthanLeftUpperLip + 400252: EthanLowerLip + 400254: EthanNeck + 400256: EthanRightArm + 400258: EthanRightBlink + 400260: EthanRightBrow + 400262: EthanRightCorner + 400264: EthanRightEye + 400266: EthanRightFoot + 400268: EthanRightForeArm + 400270: EthanRightHand + 400272: EthanRightHandIndex1 + 400274: EthanRightHandIndex2 + 400276: EthanRightHandIndex3 + 400278: EthanRightHandIndex4 + 400280: EthanRightHandMiddle1 + 400282: EthanRightHandMiddle2 + 400284: EthanRightHandMiddle3 + 400286: EthanRightHandMiddle4 + 400288: EthanRightHandPinky1 + 400290: EthanRightHandPinky2 + 400292: EthanRightHandPinky3 + 400294: EthanRightHandPinky4 + 400296: EthanRightHandRing1 + 400298: EthanRightHandRing2 + 400300: EthanRightHandRing3 + 400302: EthanRightHandRing4 + 400304: EthanRightHandThumb1 + 400306: EthanRightHandThumb2 + 400308: EthanRightHandThumb3 + 400310: EthanRightHandThumb4 + 400312: EthanRightLeg + 400314: EthanRightLowerLip + 400316: EthanRightShoulder + 400318: EthanRightToe1 + 400320: EthanRightToe2 + 400322: EthanRightUpLeg + 400324: EthanRightUpperLip + 400326: EthanSkeleton + 400328: EthanSpine + 400330: EthanSpine1 + 400332: EthanSpine2 + 400334: EthanUpperLip + 400336: EthanBody1 + 400338: EthanSkeleton1 + 4300000: char_ethan_glasses + 4300002: char_ethan_body + 4300004: EthanGlasses + 4300006: EthanBody + 4300008: EthanBody1 + 7400000: Take 001 + 9500000: //RootNode + 13700000: char_ethan_body + 13700002: char_ethan_glasses + 13700004: EthanBody + 13700006: EthanGlasses + 13700008: EthanBody1 + materials: + importMaterials: 1 + materialName: 1 + materialSearch: 2 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 3 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: 0.01 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 0 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 4 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + serializedVersion: 2 + human: + - boneName: EthanHips + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightUpLeg + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightLeg + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightFoot + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightToe1 + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine1 + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanSpine2 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightShoulder + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightArm + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightForeArm + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHand + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanHead + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanJaw + humanName: Jaw + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightEye + humanName: RightEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftEye + humanName: LeftEye + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftShoulder + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftArm + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftForeArm + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHand + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftUpLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftLeg + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftFoot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftToe1 + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb1 + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb2 + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandThumb3 + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex1 + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex2 + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandIndex3 + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle1 + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle2 + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandMiddle3 + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing1 + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing2 + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandRing3 + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky1 + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky2 + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanLeftHandPinky3 + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb1 + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb2 + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandThumb3 + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex1 + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex2 + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandIndex3 + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle1 + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle2 + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandMiddle3 + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing1 + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing2 + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandRing3 + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky1 + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky2 + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: EthanRightHandPinky3 + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Ethan(Clone) + parentName: + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanBody + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanGlasses + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanSkeleton + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanHips + parentName: EthanSkeleton + position: {x: 0.00000042162256, y: 0.7787106, z: -0.033025585} + rotation: {x: -0.49999934, y: 0.49999934, z: -0.50000066, w: 0.50000066} + scale: {x: 1, y: 1, z: 1} + - name: EthanSpine + parentName: EthanHips + position: {x: -0.044983033, y: 0.00011812973, z: -0.000000026061407} + rotation: {x: -0.0000020492112, y: 0.0000006409474, z: 0.043222737, w: 0.99906546} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftUpLeg + parentName: EthanSpine + position: {x: 0.044804916, y: -0.00400244, z: -0.07436281} + rotation: {x: 0.009854246, y: 0.9996559, z: -0.0031334888, w: 0.024108019} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftLeg + parentName: EthanLeftUpLeg + position: {x: -0.3529785, y: -0.047479518, z: 0.03461981} + rotation: {x: 0, y: 0, z: 0.16876774, w: 0.98565584} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftFoot + parentName: EthanLeftLeg + position: {x: -0.2827789, y: 0.1718791, z: 0.031038838} + rotation: {x: -0.08430487, y: 0.035964992, z: -0.13311164, w: 0.9868539} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftToe1 + parentName: EthanLeftFoot + position: {x: -0.085517354, y: -0.11005712, z: -0.0000006698085} + rotation: {x: 7.3885096e-18, y: -8.589314e-17, z: -0.7071068, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftToe2 + parentName: EthanLeftToe1 + position: {x: 0.08174267, y: -0.000000009601407, z: -0.00000029316797} + rotation: {x: 1, y: -5.6351963e-23, z: 1.110223e-16, w: -0.00000068451953} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightUpLeg + parentName: EthanSpine + position: {x: 0.044804532, y: -0.004002823, z: 0.07436302} + rotation: {x: 0.0098541705, y: 0.9996559, z: 0.0031362663, w: -0.024108129} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightLeg + parentName: EthanRightUpLeg + position: {x: -0.3529783, y: -0.04747951, z: -0.034621846} + rotation: {x: 0, y: 0, z: 0.16876684, w: 0.985656} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightFoot + parentName: EthanRightLeg + position: {x: -0.282779, y: 0.17187855, z: -0.031040668} + rotation: {x: 0.08430424, y: -0.03596484, z: -0.13311061, w: 0.9868541} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightToe1 + parentName: EthanRightFoot + position: {x: -0.08551728, y: -0.11005718, z: 0.000000062032285} + rotation: {x: -1.3899192e-17, y: 3.352535e-17, z: -0.7071068, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightToe2 + parentName: EthanRightToe1 + position: {x: 0.08174264, y: 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a/Assets/KinematicCharacterController/Walkthrough/15- Root motion example/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/15- Root motion example/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..e640c50 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/15- Root motion example/Scripts/MyCharacterController.cs @@ -0,0 +1,180 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.RootMotionExample +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Animation Parameters")] + public Animator CharacterAnimator; + public float ForwardAxisSharpness = 10; + public float TurnAxisSharpness = 5; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private float _forwardAxis; + private float _rightAxis; + private float _targetForwardAxis; + private float _targetRightAxis; + private Vector3 _rootMotionPositionDelta; + private Quaternion _rootMotionRotationDelta; + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Axis inputs + _targetForwardAxis = inputs.MoveAxisForward; + _targetRightAxis = inputs.MoveAxisRight; + } + + private void Start() + { + _rootMotionPositionDelta = Vector3.zero; + _rootMotionRotationDelta = Quaternion.identity; + + // Assign to motor + Motor.CharacterController = this; + } + + private void Update() + { + // Handle animation + _forwardAxis = Mathf.Lerp(_forwardAxis, _targetForwardAxis, 1f - Mathf.Exp(-ForwardAxisSharpness * Time.deltaTime)); + _rightAxis = Mathf.Lerp(_rightAxis, _targetRightAxis, 1f - Mathf.Exp(-TurnAxisSharpness * Time.deltaTime)); + CharacterAnimator.SetFloat("Forward", _forwardAxis); + CharacterAnimator.SetFloat("Turn", _rightAxis); + CharacterAnimator.SetBool("OnGround", Motor.GroundingStatus.IsStableOnGround); + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + currentRotation = _rootMotionRotationDelta * currentRotation; + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + if (Motor.GroundingStatus.IsStableOnGround) + { + if (deltaTime > 0) + { + // The final velocity is the velocity from root motion reoriented on the ground plane + currentVelocity = _rootMotionPositionDelta / deltaTime; + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + } + else + { + // Prevent division by zero + currentVelocity = Vector3.zero; + } + } + else + { + if (_forwardAxis > 0f) + { + // If we want to move, add an acceleration to the velocity + Vector3 targetMovementVelocity = Motor.CharacterForward * _forwardAxis * MaxAirMoveSpeed; + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Reset root motion deltas + _rootMotionPositionDelta = Vector3.zero; + _rootMotionRotationDelta = Quaternion.identity; + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + private void OnAnimatorMove() + { + // Accumulate rootMotion deltas between character updates + _rootMotionPositionDelta += CharacterAnimator.deltaPosition; + _rootMotionRotationDelta = CharacterAnimator.deltaRotation * _rootMotionRotationDelta; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/15- Root motion example/Scripts/MyCharacterController.cs.meta 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follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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+DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..c95fe65 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs @@ -0,0 +1,187 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.FramePerfectRotation +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + public bool FramePerfectRotation = true; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + } + + public void PostInputUpdate(float deltaTime, Vector3 cameraForward) + { + if (FramePerfectRotation) + { + _lookInputVector = Vector3.ProjectOnPlane(cameraForward, Motor.CharacterUp); + + Quaternion newRotation = default; + HandleRotation(ref newRotation, deltaTime); + MeshRoot.rotation = newRotation; + } + } + + private void HandleRotation(ref Quaternion rot, float deltaTime) + { + if (_lookInputVector != Vector3.zero) + { + rot = Quaternion.LookRotation(_lookInputVector, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + HandleRotation(ref currentRotation, deltaTime); + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..6a3c0c4 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e02114dc2e1293b4f8244608a11fd813 +timeCreated: 1507245479 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs new file mode 100644 index 0000000..e5dd346 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/16- FramePerfect Rotation/Scripts/MyPlayer.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.FramePerfectRotation +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + Character.PostInputUpdate(Time.deltaTime, OrbitCamera.transform.forward); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + 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Basic Movement and + Gravity/Scene/WalkthroughScene2/ReflectionProbe-0.exr + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts.meta b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts.meta new file mode 100644 index 0000000..ea5df9b --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7ba5da1413958f545b0b87798a2bcec4 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..50a9732 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs @@ -0,0 +1,175 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.BasicMovement +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Misc")] + public bool RotationObstruction; + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient source velocity on current ground slope (this is because we don't want our smoothing to cause any velocity losses in slope changes) + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + } + + public bool IsColliderValidForCollisions(Collider coll) + { + + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..67fcb61 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 31e9f34d26f4f374f97ce0f3ef08b1a1 +timeCreated: 1507245479 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and + Gravity/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyPlayer.cs new file mode 100644 index 0000000..e6c6965 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/2- Basic Movement and Gravity/Scripts/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.BasicMovement +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? 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StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + // Handle jumping while sliding + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta new file mode 100644 index 0000000..e42eb57 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 9f052f48e80bba64c8fd341e19240cd1 +timeCreated: 1507245673 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- + Simple Jumping/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs new file mode 100644 index 0000000..b4ef84b --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.SimpleJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta new file mode 100644 index 0000000..8e855a5 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- Simple Jumping/MyPlayer.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: c2f934d74d9c62e409691089041cc749 +timeCreated: 1507245673 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/a- + Simple Jumping/MyPlayer.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta new file mode 100644 index 0000000..e00e7ef --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a745148b60f27df4196c3428d25cafe2 +folderAsset: yes +timeCreated: 1507245639 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs new file mode 100644 index 0000000..392e203 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs @@ -0,0 +1,261 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.DoubleJumping +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta new file mode 100644 index 0000000..e4b7383 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 2d04975d64d6f73489b29b0d953c1701 +timeCreated: 1507245715 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- + Double Jumping/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs new file mode 100644 index 0000000..ce002f5 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.DoubleJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta new file mode 100644 index 0000000..dda1a1c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- Double Jumping/MyPlayer.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: c1d3de52431e52141b1432cc9c5a1a80 +timeCreated: 1507245715 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/b- + Double Jumping/MyPlayer.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta new file mode 100644 index 0000000..9a284c1 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 402b3ab8c3fb82f4e8f07cd42854f159 +folderAsset: yes +timeCreated: 1507245639 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs new file mode 100644 index 0000000..a507cbb --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs @@ -0,0 +1,280 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.WallJumping +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta new file mode 100644 index 0000000..b03456c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 2fd76c082aede85429438d24ce95942c +timeCreated: 1507245754 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- + Wall Jumping/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs new file mode 100644 index 0000000..a8262e1 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.WallJumping +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs.meta new file mode 100644 index 0000000..5548634 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/3- Jumping/Scripts/c- Wall Jumping/MyPlayer.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 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UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.LandingLeavingGround +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void AddVelocity(Vector3 velocity) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + // Handle landing and leaving ground + if (Motor.GroundingStatus.IsStableOnGround && !Motor.LastGroundingStatus.IsStableOnGround) + { + OnLanded(); + } + else if (!Motor.GroundingStatus.IsStableOnGround && Motor.LastGroundingStatus.IsStableOnGround) + { + OnLeaveStableGround(); + } + } + + protected void OnLanded() + { + Debug.Log("Landed"); + } + + protected void OnLeaveStableGround() + { + Debug.Log("Left ground"); + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..8cf1d1c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: df091ad91c1a6844b87fb18b9188f06d +timeCreated: 1507246074 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving + ground/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs new file mode 100644 index 0000000..2ad323b --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs @@ -0,0 +1,91 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.LandingLeavingGround +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..ff71680 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/4- Landing and leaving ground/Scripts/MyPlayer.cs.meta @@ -0,0 +1,20 @@ 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impulses/Scripts/MyCharacterController.cs @@ -0,0 +1,288 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.AddingImpulses +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..4e93cd7 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 76afa3ea12e7d63489360dc431d1d060 +timeCreated: 1507246320 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/5- Adding velocities + and impulses/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs new file mode 100644 index 0000000..21318c7 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs @@ -0,0 +1,98 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.AddingImpulses +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + + // Apply impulse + if(Input.GetKeyDown(KeyCode.Q)) + { + Character.Motor.ForceUnground(0.1f); + Character.AddVelocity(Vector3.one * 10f); + } + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/5- Adding velocities and impulses/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..5e63b86 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ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterCollisionsOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..43945aa --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 6219781d6ef1ea5479df78d516db814d +timeCreated: 1507246770 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs new file mode 100644 index 0000000..2f7c23c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs @@ -0,0 +1,93 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; + +namespace KinematicCharacterController.Walkthrough.Crouching +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/6- Crouching/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..400c21c --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/6- 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towards arbitrary up direction/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..89b11ab --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs @@ -0,0 +1,340 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.OrientingArbitraryDirection +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..30acf4a --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: a5897ffdcb56cb34fad7242e28bb068f +timeCreated: 1507246883 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/7- Orienting towards + arbitrary up direction/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs new file mode 100644 index 0000000..aa49fc6 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.OrientingArbitraryDirection +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/7- Orienting towards arbitrary up direction/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..18ccd4b --- 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platform/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..ff8eff6 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs @@ -0,0 +1,340 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..9a87363 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 4090afa9dd8ffc54ca975f9e29324797 +timeCreated: 1507247303 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/8- Creating a moving + platform/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs new file mode 100644 index 0000000..bd916ea --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs @@ -0,0 +1,57 @@ +using KinematicCharacterController; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.Playables; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public struct MyMovingPlatformState + { + public PhysicsMoverState MoverState; + public float DirectorTime; + } + + public class MyMovingPlatform : MonoBehaviour, IMoverController + { + public PhysicsMover Mover; + + public PlayableDirector Director; + + private Transform _transform; + + private void Start() + { + _transform = this.transform; + + Mover.MoverController = this; + } + + // This is called every FixedUpdate by our PhysicsMover in order to tell it what pose it should go to + public void UpdateMovement(out Vector3 goalPosition, out Quaternion goalRotation, float deltaTime) + { + // Remember pose before animation + Vector3 _positionBeforeAnim = _transform.position; + Quaternion _rotationBeforeAnim = _transform.rotation; + + // Update animation + EvaluateAtTime(Time.time); + + // Set our platform's goal pose to the animation's + goalPosition = _transform.position; + goalRotation = _transform.rotation; + + // Reset the actual transform pose to where it was before evaluating. + // This is so that the real movement can be handled by the physics mover; not the animation + _transform.position = _positionBeforeAnim; + _transform.rotation = _rotationBeforeAnim; + } + + public void EvaluateAtTime(double time) + { + Director.time = time % Director.duration; + Director.Evaluate(); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta new file mode 100644 index 0000000..591b06a --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyMovingPlatform.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 0b6a0daf518d7f54f913855065b51001 +timeCreated: 1507247303 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/8- Creating a moving + platform/Scripts/MyMovingPlatform.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs new file mode 100644 index 0000000..af68dc0 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs @@ -0,0 +1,94 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.MovingPlatform +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders.Clear(); + OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren()); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/8- Creating a moving platform/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..b23a699 --- /dev/null +++ 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b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2a8619de52716d04581668f2c2002e19 +folderAsset: yes +timeCreated: 1507244924 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs new file mode 100644 index 0000000..a5cae35 --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs @@ -0,0 +1,345 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using System; + +namespace KinematicCharacterController.Walkthrough.CollisionFiltering +{ + public struct PlayerCharacterInputs + { + public float MoveAxisForward; + public float MoveAxisRight; + public Quaternion CameraRotation; + public bool JumpDown; + public bool CrouchDown; + public bool CrouchUp; + } + + public class MyCharacterController : MonoBehaviour, ICharacterController + { + public KinematicCharacterMotor Motor; + + [Header("Stable Movement")] + public float MaxStableMoveSpeed = 10f; + public float StableMovementSharpness = 15; + public float OrientationSharpness = 10; + + [Header("Air Movement")] + public float MaxAirMoveSpeed = 10f; + public float AirAccelerationSpeed = 5f; + public float Drag = 0.1f; + + [Header("Jumping")] + public bool AllowJumpingWhenSliding = false; + public bool AllowDoubleJump = false; + public bool AllowWallJump = false; + public float JumpSpeed = 10f; + public float JumpPreGroundingGraceTime = 0f; + public float JumpPostGroundingGraceTime = 0f; + + [Header("Misc")] + public Vector3 Gravity = new Vector3(0, -30f, 0); + public bool OrientTowardsGravity = true; + public Transform MeshRoot; + public List IgnoredColliders = new List(); + + private Collider[] _probedColliders = new Collider[8]; + private Vector3 _moveInputVector; + private Vector3 _lookInputVector; + private bool _jumpRequested = false; + private bool _jumpConsumed = false; + private bool _jumpedThisFrame = false; + private float _timeSinceJumpRequested = Mathf.Infinity; + private float _timeSinceLastAbleToJump = 0f; + private bool _doubleJumpConsumed = false; + private bool _canWallJump = false; + private Vector3 _wallJumpNormal; + private Vector3 _internalVelocityAdd = Vector3.zero; + private bool _shouldBeCrouching = false; + private bool _isCrouching = false; + + private void Start() + { + // Assign to motor + Motor.CharacterController = this; + } + + /// + /// This is called every frame by MyPlayer in order to tell the character what its inputs are + /// + public void SetInputs(ref PlayerCharacterInputs inputs) + { + // Clamp input + Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f); + + // Calculate camera direction and rotation on the character plane + Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized; + if (cameraPlanarDirection.sqrMagnitude == 0f) + { + cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized; + } + Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp); + + // Move and look inputs + _moveInputVector = cameraPlanarRotation * moveInputVector; + _lookInputVector = cameraPlanarDirection; + + // Jumping input + if (inputs.JumpDown) + { + _timeSinceJumpRequested = 0f; + _jumpRequested = true; + } + + // Crouching input + if (inputs.CrouchDown) + { + _shouldBeCrouching = true; + + if (!_isCrouching) + { + _isCrouching = true; + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + MeshRoot.localScale = new Vector3(1f, 0.5f, 1f); + } + } + else if (inputs.CrouchUp) + { + _shouldBeCrouching = false; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called before the character begins its movement update + /// + public void BeforeCharacterUpdate(float deltaTime) + { + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its rotation should be right now. + /// This is the ONLY place where you should set the character's rotation + /// + public void UpdateRotation(ref Quaternion currentRotation, float deltaTime) + { + if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f) + { + // Smoothly interpolate from current to target look direction + Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized; + + // Set the current rotation (which will be used by the KinematicCharacterMotor) + currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp); + } + + if (OrientTowardsGravity) + { + // Rotate from current up to invert gravity + currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is where you tell your character what its velocity should be right now. + /// This is the ONLY place where you can set the character's velocity + /// + public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime) + { + Vector3 targetMovementVelocity = Vector3.zero; + if (Motor.GroundingStatus.IsStableOnGround) + { + // Reorient velocity on slope + currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude; + + // Calculate target velocity + Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp); + Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude; + targetMovementVelocity = reorientedInput * MaxStableMoveSpeed; + + // Smooth movement Velocity + currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime)); + } + else + { + // Add move input + if (_moveInputVector.sqrMagnitude > 0f) + { + targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed; + + // Prevent climbing on un-stable slopes with air movement + if (Motor.GroundingStatus.FoundAnyGround) + { + Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized; + targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal); + } + + Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity); + currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime; + } + + // Gravity + currentVelocity += Gravity * deltaTime; + + // Drag + currentVelocity *= (1f / (1f + (Drag * deltaTime))); + } + + // Handle jumping + { + _jumpedThisFrame = false; + _timeSinceJumpRequested += deltaTime; + if (_jumpRequested) + { + // Handle double jump + if (AllowDoubleJump) + { + if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround)) + { + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _doubleJumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // See if we actually are allowed to jump + if (_canWallJump || + (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))) + { + // Calculate jump direction before ungrounding + Vector3 jumpDirection = Motor.CharacterUp; + if (_canWallJump) + { + jumpDirection = _wallJumpNormal; + } + else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround) + { + jumpDirection = Motor.GroundingStatus.GroundNormal; + } + + // Makes the character skip ground probing/snapping on its next update. + // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see. + Motor.ForceUnground(0.1f); + + // Add to the return velocity and reset jump state + currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp); + _jumpRequested = false; + _jumpConsumed = true; + _jumpedThisFrame = true; + } + } + + // Reset wall jump + _canWallJump = false; + } + + // Take into account additive velocity + if (_internalVelocityAdd.sqrMagnitude > 0f) + { + currentVelocity += _internalVelocityAdd; + _internalVelocityAdd = Vector3.zero; + } + } + + /// + /// (Called by KinematicCharacterMotor during its update cycle) + /// This is called after the character has finished its movement update + /// + public void AfterCharacterUpdate(float deltaTime) + { + // Handle jump-related values + { + // Handle jumping pre-ground grace period + if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime) + { + _jumpRequested = false; + } + + if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) + { + // If we're on a ground surface, reset jumping values + if (!_jumpedThisFrame) + { + _doubleJumpConsumed = false; + _jumpConsumed = false; + } + _timeSinceLastAbleToJump = 0f; + } + else + { + // Keep track of time since we were last able to jump (for grace period) + _timeSinceLastAbleToJump += deltaTime; + } + } + + // Handle uncrouching + if (_isCrouching && !_shouldBeCrouching) + { + // Do an overlap test with the character's standing height to see if there are any obstructions + Motor.SetCapsuleDimensions(0.5f, 2f, 1f); + if (Motor.CharacterOverlap( + Motor.TransientPosition, + Motor.TransientRotation, + _probedColliders, + Motor.CollidableLayers, + QueryTriggerInteraction.Ignore) > 0) + { + // If obstructions, just stick to crouching dimensions + Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f); + } + else + { + // If no obstructions, uncrouch + MeshRoot.localScale = new Vector3(1f, 1f, 1f); + _isCrouching = false; + } + } + } + + public bool IsColliderValidForCollisions(Collider coll) + { + if (IgnoredColliders.Contains(coll)) + { + return false; + } + return true; + } + + public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + } + + public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) + { + // We can wall jump only if we are not stable on ground and are moving against an obstruction + if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable) + { + _canWallJump = true; + _wallJumpNormal = hitNormal; + } + } + + public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) + { + } + + public void PostGroundingUpdate(float deltaTime) + { + } + + public void AddVelocity(Vector3 velocity) + { + _internalVelocityAdd += velocity; + } + + public void OnDiscreteCollisionDetected(Collider hitCollider) + { + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta new file mode 100644 index 0000000..9506d0f --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyCharacterController.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: eb2b1275c8cbcb94192c9ec38d260257 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/9- Custom collision + filtering/Scripts/MyCharacterController.cs + uploadId: 505601 diff --git a/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs new file mode 100644 index 0000000..ba8e13b --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs @@ -0,0 +1,93 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using KinematicCharacterController; +using KinematicCharacterController.Examples; +using System.Linq; + +namespace KinematicCharacterController.Walkthrough.CollisionFiltering +{ + public class MyPlayer : MonoBehaviour + { + public ExampleCharacterCamera OrbitCamera; + public Transform CameraFollowPoint; + public MyCharacterController Character; + + private const string MouseXInput = "Mouse X"; + private const string MouseYInput = "Mouse Y"; + private const string MouseScrollInput = "Mouse ScrollWheel"; + private const string HorizontalInput = "Horizontal"; + private const string VerticalInput = "Vertical"; + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + + // Tell camera to follow transform + OrbitCamera.SetFollowTransform(CameraFollowPoint); + + // Ignore the character's collider(s) for camera obstruction checks + OrbitCamera.IgnoredColliders = Character.GetComponentsInChildren().ToList(); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + HandleCharacterInput(); + } + + private void LateUpdate() + { + HandleCameraInput(); + } + + private void HandleCameraInput() + { + // Create the look input vector for the camera + float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput); + float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput); + Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f); + + // Prevent moving the camera while the cursor isn't locked + if (Cursor.lockState != CursorLockMode.Locked) + { + lookInputVector = Vector3.zero; + } + + // Input for zooming the camera (disabled in WebGL because it can cause problems) + float scrollInput = -Input.GetAxis(MouseScrollInput); +#if UNITY_WEBGL + scrollInput = 0f; +#endif + + // Apply inputs to the camera + OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector); + + // Handle toggling zoom level + if (Input.GetMouseButtonDown(1)) + { + OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f; + } + } + + private void HandleCharacterInput() + { + PlayerCharacterInputs characterInputs = new PlayerCharacterInputs(); + + // Build the CharacterInputs struct + characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput); + characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput); + characterInputs.CameraRotation = OrbitCamera.Transform.rotation; + characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space); + characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C); + characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C); + + // Apply inputs to character + Character.SetInputs(ref characterInputs); + } + } +} \ No newline at end of file diff --git a/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta new file mode 100644 index 0000000..477b47b --- /dev/null +++ b/Assets/KinematicCharacterController/Walkthrough/9- Custom collision filtering/Scripts/MyPlayer.cs.meta @@ -0,0 +1,20 @@ +fileFormatVersion: 2 +guid: 66147f6206095b548bf949f7637c6fe7 +timeCreated: 1507247652 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 99131 + packageName: Kinematic Character Controller + packageVersion: 3.4.4 + assetPath: Assets/KinematicCharacterController/Walkthrough/9- Custom collision + filtering/Scripts/MyPlayer.cs + uploadId: 505601 diff --git a/Assets/Plugins.meta b/Assets/Plugins.meta new file mode 100644 index 0000000..f31247d --- /dev/null +++ b/Assets/Plugins.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3976d502c095b0b9e9db52d6f9c51cd4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta new file mode 100644 index 0000000..a273d40 --- /dev/null +++ b/Assets/Plugins/Demigiant.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b4bcb6683b129674d89a4e70ac826804 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTween.meta b/Assets/Plugins/Demigiant/DOTween.meta new file mode 100644 index 0000000..cbebc39 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: a50bd9a009c8dfc4ebd88cc8101225a7 +labels: +- Tween +- Tweening +- Animation +- HOTween +- Paths +- iTween +- DFTween +- LeanTween +- Ease +- Easing +- Shake +- Punch +- 2DToolkit +- TextMeshPro +- Text +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Assets/Plugins/Demigiant/DOTween/DOTween.XML new file mode 100644 index 0000000..f56085a --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -0,0 +1,3107 @@ + + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected. + Use this method if you don't care about , otherwise use + + + + + USE THIS FOR CUSTOM PLUGINS when you want to be able to use . + Returns a value that is from 0 to 1 if is not incremental, otherwise from 0 to (1 * completed loops) + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + + + + If the Sequence contains other elements, kill the failed tween but preserve the rest + + + Kill the whole Sequence + + + + Log types thrown by errors captured and prevented by safe mode + + + + No logs. NOT RECOMMENDED + + + Throw a normal log + + + Throw a warning log (default) + + + Throw an error log + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Various utils + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type within all possible project assembly names + + + + NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Extra non-tweening-related curve methods + + + + + Cubic bezier curve methods + + + + + Calculates a point along the given Cubic Bezier segment-curve. + + Segment start point + Start point's control point/handle + Segment end point + End point's control point/handle + 0-1 percentage along which to retrieve point + + + + Returns an array containing a series of points along the given Cubic Bezier segment-curve. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + Log type when safe mode reports capturing an error and preventing it + + + Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + Default: NestedTweenFailureBehaviour.TryToPreserveSequence + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween global timeScale (default: 1). + The final timeScale of a non-timeScaleIndependent tween is: + Unity's Time.timeScale * DOTween.timeScale * tween.timeScale + while the final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). + The final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. + This method must return a bool and accept two parameters: + - LogType: the type of Unity log that DOTween is trying to log + - object: the log message that DOTween wants to log + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + Gets/sets the max Tweeners capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + + + Gets/sets the max Sequences capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + + + If TRUE activates various debug options + + + Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both debugMode and useSafeMode are TRUE + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups. + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the overload instead of this one + + + + + Returns a new to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + + The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active tweens (so both Tweeners and Sequences). + A tween is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Tweeners. + A Tweener is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Sequences. + A Sequence is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a the total number of active tweens with the given id. + + If TRUE returns only the tweens with the given ID that are currently playing + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type int, called at each update + + + + Tweens a virtual Vector2. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Color, called at each update + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + Completes the tween when the link target is disabled + + + Completes and kills the tween when the link target is disabled + + + Rewinds the tween (delay excluded) when the link target is disabled + + + Rewinds and kills the tween when the link target is disabled + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) + + + + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + + + + + Path control point + + + + + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + + + + + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Type of randomness to apply to a shake tween + + + + Default, full randomness + + + Creates a more balanced randomness that looks more harmonic + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens, + where it will complete them immediately instead of waiting for the next internal update routine + (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+ + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Send the tween to the given position in time while also executing any callback between the previous time position and the new one + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + + Forces this tween to update manually, regardless of the set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. + Also note that if you only want to update this tween instance manually you'll have to set it to anyway, + so that it's not updated automatically. + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the eventual elapsed delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + NOTE: To check if a tween was simply set to go backwards see . + Returns TRUE if this tween is going backwards for any of these reasons: + - The tween was reversed and is going backwards on a straight loop + - The tween was reversed and is going backwards on an odd Yoyo loop + - The tween is going forward but on an even Yoyo loop + IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, + so for example in a callback at the end of a Yoyo loop step this method will never return FALSE + because the frame will never end exactly there and the tween will already be going backwards when the callback is fired + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween was set to be timeScale independent via the tween.SetUpdate method + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be inverted, otherwise it won't + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + /// <param name="callback">The callback to prepend</param> + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue. + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Alpha value to start from (in case of Fade tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Sets a delayed startup for the tween. + In case of Sequences behaves the same as , + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). + Has no effect if the tween has already started + + + EXPERIMENTAL: implemented in v1.2.340. + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. + Has no effect if the tween has already started + Only used by types: If FALSE sets the delay as a one-time occurrence + (defaults to this for types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for ShapeCircle tweens + If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + If TRUE doesn't rotate the target along the Z axis + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween will play backwards + + + If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction) + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + Returns TRUE if the tween is set to loop (either a set number of times or infinitely) + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + +
+
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta new file mode 100644 index 0000000..a22de5b --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34192c5e0d14aee43a0e86cc4823268a +TextScriptImporter: + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/DOTween.XML + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/Assets/Plugins/Demigiant/DOTween/DOTween.dll new file mode 100644 index 0000000..1b0c4c7 Binary files /dev/null and b/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta new file mode 100644 index 0000000..5a8ec09 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta @@ -0,0 +1,29 @@ +fileFormatVersion: 2 +guid: a811bde74b26b53498b4f6d872b09b6d +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Any: + enabled: 1 + settings: {} + Editor: + enabled: 0 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/DOTween.dll + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Editor.meta b/Assets/Plugins/Demigiant/DOTween/Editor.meta new file mode 100644 index 0000000..532edfb --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Editor.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: b27f58ae5d5c33a4bb2d1f4f34bd036d +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML new file mode 100644 index 0000000..b893a67 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -0,0 +1,165 @@ + + + + DOTweenEditor + + + + + Contains compatibility methods taken from DemiEditor (for when DOTween is without it) + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Starts the update loop of tween in the editor. Has no effect during playMode. + + Eventual callback to call after every update + + + + Stops the update loop and clears the onPreviewUpdated callback. + + If TRUE also resets the tweened objects to their original state. + Note that this works by calling Rewind on all tweens, so it will work correctly + only if you have a single tween type per object and it wasn't killed + If TRUE also kills any cached tween + + + + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + + The tween to ready + If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) + If TRUE prevents the tween from being auto-killed at completion + If TRUE starts playing the tween immediately + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if setup is required + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + + + + + Connects to a asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + + Adds the given global define if it's not already present + + + + + Removes the given global define if it's present + + + + + Returns TRUE if the given global define is present in all the + or only in the given , depending on passed parameters. + + + to use. Leave NULL to check in all of them. + + + + Not used as menu item anymore, but as a utility function + + + + Sets the modules bool values to the current defines state + + + Refreshes the enabled state of all defines + + + Applies the guiEnabled value state to each define, adding or removing them based on that + + + Removes all DOTween defines including the ones for external assets + + + Removes all legacy defines + + + Removes the define if present + + + Adds the define if it's not already present + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..d13332c --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e2c6224d345d9249acfa6e8ef40bb2d 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b/Assets/Plugins/Demigiant/DOTween/Modules.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 143604b8bad857d47a6f7cc7a533e2dc +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 0000000..ada1879 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -0,0 +1,198 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOAUDIO // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using UnityEngine; +using UnityEngine.Audio; // Required for AudioMixer + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region AudioMixer + + /// Tweens an AudioMixer's exposed float to the given value. + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. + /// Name given to the exposed float to set + /// The end value to reachThe duration of the tween + public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore t = DOTween.To(()=> { + float currVal; + target.GetFloat(floatName, out currVal); + return currVal; + }, x=> target.SetFloat(floatName, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #region Operation Shortcuts + + /// + /// Completes all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens completed + /// (meaning the tweens that don't have infinite loops and were not already complete) + /// + /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// + /// Kills all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens killed. + /// + /// If TRUE completes the tween before killing it + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens flipped. + /// + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// + /// Sends to the given position all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + /// Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end) + /// If TRUE will play the tween after reaching the given position, otherwise it will pause it + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// + /// Pauses all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens paused. + /// + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// + /// Plays all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// + /// Plays backwards all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// + /// Plays forward all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// + /// Restarts all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens restarted. + /// + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// + /// Rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// + /// Smoothly rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 0000000..6892c62 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: b766d08851589514b97afb23c6f30a70 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 0000000..4eb7b77 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +#if DOTWEEN_EPO || EPO_DOTWEEN // MODULE_MARKER + +using EPOOutline; +using DG.Tweening.Plugins.Options; +using DG.Tweening; +using DG.Tweening.Core; + +namespace DG.Tweening +{ + public static class DOTweenModuleEPOOutline + { + public static int DOKill(this SerializedPass target, bool complete) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static int DOKill(this Outliner target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Controls the alpha (transparency) of the outline + /// + public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + /// + /// Controls the color of the outline + /// + public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta new file mode 100644 index 0000000..63900da --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 0000000..51786e3 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -0,0 +1,216 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOPHYSICS // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics + { + #region Shortcuts + + #region Rigidbody + + /// Tweens a Rigidbody's position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's X position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Y position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Z position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's rotation to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// Rotation mode + public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// Tweens a Rigidbody's rotation so that it will look towards the given position. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The position to look atThe duration of the tween + /// Eventual axis constraint for the rotation + /// The vector that defines in which direction up is (default: Vector3.up) + public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); + t.plugOptions.axisConstraint = axisConstraint; + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; + return t; + } + + #region Special + + /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 0000000..e172e98 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: dae9aa560b4242648a3affa2bfabc365 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 0000000..045eccc --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -0,0 +1,193 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOPHYSICS2D // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics2D + { + #region Shortcuts + + #region Rigidbody2D Shortcuts + + /// Tweens a Rigidbody2D's position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's X position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's Y position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's rotation to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..ee8a46f --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 230fe34542e175245ba74b4659dae700 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 0000000..4d4a0c4 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -0,0 +1,93 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOSPRITES // MODULE_MARKER +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleSprite + { + #region Shortcuts + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's alpha color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a SpriteRenderer's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region Blendables + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..e68222f --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 188918ab119d93148aa0de59ccf5286b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 0000000..4708449 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -0,0 +1,662 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOUI // MODULE_MARKER + +using System; +using System.Globalization; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Options; +using Outline = UnityEngine.UI.Outline; +using Text = UnityEngine.UI.Text; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUI + { + #region Shortcuts + + #region CanvasGroup + + /// Tweens a CanvasGroup's alpha color to the given value. + /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// Tweens an Graphic's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Graphic target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Graphic's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Graphic target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// Tweens an Image's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Image target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Image target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's fillAmount to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's colors using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region LayoutElement + + /// Tweens an LayoutElement's flexibleWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { + target.flexibleWidth = x.x; + target.flexibleHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's minWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { + target.minWidth = x.x; + target.minHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's preferredWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { + target.preferredWidth = x.x; + target.preferredHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Outline + + /// Tweens a Outline's effectColor to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Outline target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectColor alpha to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Outline target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectDistance to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// Tweens a RectTransform's anchoredPosition to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchoredPosition3D to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Z to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMax to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMin to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's pivot to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's sizeDelta to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one + /// as if it was connected to the starting position via an elastic. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The direction and strength of the punch (added to the RectTransform's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + /// 1 creates a full oscillation between the punch direction and the opposite direction, + /// while 0 oscillates only between the punch and the start position + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength on each axis + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + + // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence + // (in case users add a delay or other elements to the Sequence) + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(()=> startPosY = target.anchoredPosition.y); + s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + s.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector2 pos = target.anchoredPosition; + pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad); + target.anchoredPosition = pos; + }); + return s; + } + + #endregion + + #endregion + + #region ScrollRect + + /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false) + { + return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition), + x => { + target.horizontalNormalizedPosition = x.x; + target.verticalNormalizedPosition = x.y; + }, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + + #endregion + + #region Slider + + /// Tweens a Slider's value to the given value. + /// Also stores the Slider as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// Tweens a Text's color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Text target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// + /// Tweens a Text's text from one integer to another, with options for thousands separators + /// + /// The value to start from + /// The end value to reach + /// The duration of the tween + /// If TRUE (default) also adds thousands separators + /// The to use (InvariantCulture if NULL) + public static TweenerCore DOCounter( + this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null + ){ + int v = fromValue; + CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; + TweenerCore t = DOTween.To(() => v, x => { + v = x; + target.text = addThousandsSeparator + ? v.ToString("N0", cInfo) + : v.ToString(); + }, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Text's alpha color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Text target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Text's text to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones + public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + if (endValue == null) { + if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); + endValue = ""; + } + TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + return t; + } + + #endregion + + #region Blendables + + #region Graphic + + /// Tweens a Graphic's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Graphic as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Image + + /// Tweens a Image's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Image as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Image target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Text + + /// Tweens a Text's color BY the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #region Shapes + + /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations. + /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" + /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) + /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) + /// The duration of the tween + /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore t = DOTween.To( + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration + ); + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); + return t; + } + + #endregion + + #endregion + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Utils + { + /// + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// + public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to) + { + Vector2 localPoint; + Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin); + Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position); + screenP += fromPivotDerivedOffset; + RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint); + Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin); + return to.anchoredPosition + localPoint - pivotDerivedOffset; + } + } + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 0000000..5ed23b4 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: a060394c03331a64392db53a10e7f2d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs new file mode 100644 index 0000000..7f07708 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs @@ -0,0 +1,161 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2026/01/08 + +#if DOTWEEN_UITOOLKIT && UNITY_2021_3_OR_NEWER // MODULE_MARKER + +using UnityEngine; +using UnityEngine.UIElements; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUIToolkit + { + #region Shortcuts + + #region VisualElement + + /// Tweens a VisualElement's position (via style.translate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this VisualElement target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's position (via style.translate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this VisualElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, 0), endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's X position (via style.translate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's Y position (via style.translate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's Z position (via style.translate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a VisualElement's scale (via style.scale) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this VisualElement target, Vector2 endValue, float duration) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.scale.value, x => target.style.scale = new Scale(x), endValue, duration); + t.SetTarget(target); + return t; + } + /// Tweens a VisualElement's scale (via style.scale) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this VisualElement target, float endValue, float duration) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.scale.value, x => target.style.scale = new Scale(x), new Vector2(endValue, endValue), duration); + t.SetTarget(target); + return t; + } + + /// Tweens a VisualElement's rotation (via style.rotate) to the given value. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this VisualElement target, float endValue, float duration) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.rotate.angle.value, x => target.style.rotate = new Rotate(x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Punches a VisualElement's position towards the given direction and then back to the starting one + /// as if it was connected to the starting position via an elastic. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The direction and strength of the punch (added to the VisualElement's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + /// 1 creates a full oscillation between the punch direction and the opposite direction, + /// while 0 oscillates only between the punch and the start position + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOPunch(this VisualElement target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// Shakes a VisualElement's position with the given values. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShake(this VisualElement target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// Shakes a VisualElement's position with the given values. + /// Also stores the VisualElement as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength on each axis + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShake(this VisualElement target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta new file mode 100644 index 0000000..b31220c --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0c0a6d2683fb84e4193f2aa968264881 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 0000000..8f818ba --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -0,0 +1,389 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) +//using Task = System.Threading.Tasks.Task; +//#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// + public static class DOTweenModuleUnityVersion + { + #region Material + + /// Tweens a Material's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + /// Tweens a Material's named color property using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to use + /// The name of the material property to tween (like _Tint or _SpecColor) + /// The duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.SetColor(property, c.color); + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region CustomYieldInstructions + + /// + /// Returns a that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForCompletion(true); + /// + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForCompletion(t); + } + + /// + /// Returns a that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForRewind(); + /// + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForRewind(t); + } + + /// + /// Returns a that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForKill(); + /// + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForKill(t); + } + + /// + /// Returns a that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForElapsedLoops(2); + /// + /// Elapsed loops to wait for + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); + } + + /// + /// Returns a that waits until the tween is killed + /// or has reached the given time position (loops included, delays excluded). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForPosition(2.5f); + /// + /// Position (loops included, delays excluded) to wait for + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForPosition(t, position); + } + + /// + /// Returns a that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForStart(); + /// + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForStart(t); + } + + #endregion + +#if UNITY_2018_1_OR_NEWER + #region Unity 2018.1 or Newer + + #region Material + + /// Tweens a Material's named texture offset property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's named texture scale property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region .NET 4.6 or Newer + +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) + + #region Async Instructions + + /// + /// Returns an async that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// Example usage:await myTween.WaitForCompletion(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForRewind(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForElapsedLoops(); + /// + /// Elapsed loops to wait for + public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForPosition(); + /// + /// Position (loops included, delays excluded) to wait for + public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield(); + } + + #endregion +#endif + + #endregion + + #endregion +#endif + } + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class DOTweenCYInstruction + { + public class WaitForCompletion : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.IsComplete(); + }} + readonly Tween t; + public WaitForCompletion(Tween tween) + { + t = tween; + } + } + + public class WaitForRewind : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); + }} + readonly Tween t; + public WaitForRewind(Tween tween) + { + t = tween; + } + } + + public class WaitForKill : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active; + }} + readonly Tween t; + public WaitForKill(Tween tween) + { + t = tween; + } + } + + public class WaitForElapsedLoops : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.CompletedLoops() < elapsedLoops; + }} + readonly Tween t; + readonly int elapsedLoops; + public WaitForElapsedLoops(Tween tween, int elapsedLoops) + { + t = tween; + this.elapsedLoops = elapsedLoops; + } + } + + public class WaitForPosition : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.position * (t.CompletedLoops() + 1) < position; + }} + readonly Tween t; + readonly float position; + public WaitForPosition(Tween tween, float position) + { + t = tween; + this.position = position; + } + } + + public class WaitForStart : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.playedOnce; + }} + readonly Tween t; + public WaitForStart(Tween tween) + { + t = tween; + } + } + } +} diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 0000000..c349d90 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 63c02322328255542995bd02b47b0457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 0000000..5872cc7 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -0,0 +1,167 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using System.Reflection; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Utility functions that deal with available Modules and rewrite them. + /// Modules defines: + /// - DOTAUDIO + /// - DOTPHYSICS + /// - DOTPHYSICS2D + /// - DOTSPRITE + /// - DOTUI + /// Extra defines set and used for implementation of external assets: + /// - DOTWEEN_TMP ► TextMesh Pro + /// - DOTWEEN_TK2D ► 2D Toolkit + /// + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; + +#if UNITY_EDITOR +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } + +#if UNITY_2018_1_OR_NEWER +#pragma warning disable + [UnityEngine.Scripting.Preserve] + // Just used to preserve methods when building, never called + static void Preserver() + { + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); + } +#pragma warning restore +#endif + + #endregion + +#if UNITY_EDITOR + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + static void PlaymodeStateChanged() + #else + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) +#endif + { + if (DOTween.instance == null) return; + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); + } +#endif + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Physics + { + // Called via DOTweenExternalCommand callback + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) + { +#if !DOTWEEN_NOPHYSICS // PHYSICS_MARKER + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; + else trans.rotation = newRot; +#else + trans.rotation = newRot; +#endif + } + + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached + public static bool HasRigidbody2D(Component target) + { +#if !DOTWEEN_NOPHYSICS2D // PHYSICS2D_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + #region Called via Reflection + + + // Called via Reflection by DOTweenPathInspector + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static bool HasRigidbody(Component target) + { +#if !DOTWEEN_NOPHYSICS // PHYSICS_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore t = null; + bool rBodyFoundAndTweened = false; +#if !DOTWEEN_NOPHYSICS // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent(); + if (rBody != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody.DOLocalPath(path, duration, pathMode) + : rBody.DOPath(path, duration, pathMode); + } + } +#endif +#if !DOTWEEN_NOPHYSICS2D // PHYSICS2D_MARKER + if (!rBodyFoundAndTweened && tweenRigidbody) { + Rigidbody2D rBody2D = target.GetComponent(); + if (rBody2D != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody2D.DOLocalPath(path, duration, pathMode) + : rBody2D.DOPath(path, duration, pathMode); + } + } +#endif + if (!rBodyFoundAndTweened) { + t = isLocal + ? target.transform.DOLocalPath(path, duration, pathMode) + : target.transform.DOPath(path, duration, pathMode); + } + return t; + } + + #endregion + } + } +} diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..35fd4f9 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 7bcaf917d9cf5b84090421a5a2abe42e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: +AssetOrigin: + serializedVersion: 1 + productId: 27676 + packageName: DOTween (HOTween v2) + packageVersion: 1.2.825 + assetPath: Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs + uploadId: 862444 diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt b/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 0000000..37ff7ef --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -0,0 +1,29 @@ +DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant + +// IMPORTANT!!! ///////////////////////////////////////////// +// Upgrading DOTween from versions older than 1.2.000 /////// +// (or DOTween Pro older than 1.0.000) ////////////////////// +------------------------------------------------------------- +If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. +1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry +2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath +3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup +4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ +Demigiant website (documentation, examples, etc): http://www.demigiant.com + +// NOTES ////////////////////////////////////////////////////// + +- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 0000000..f91ab48 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fccfc62abf2eb0a4db614853430894fd 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Corporation + with Reserved Font Arimo, Tinos and Cousine. +Copyright (c) 2012 Red Hat, Inc. + with Reserved Font Name Liberation. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +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. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +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: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +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. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +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. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +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. 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b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100755 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -0,0 +1,178 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096.0); + output.y = uv - 4096.0 * output.x; + + return output * 0.001953125; +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); + float alpha = underlying.a + (1 - underlying.a) * overlying.a; + return float4(blended / alpha, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //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; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100755 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100755 index 0000000..7e0f35c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100755 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100755 index 0000000..b89e267 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,155 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100755 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100755 index 0000000..caa527f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100755 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100755 index 0000000..757a617 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,326 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= 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; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100755 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100755 index 0000000..27c14bc --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,321 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass + { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + float4 SRGBToLinear(float4 rgba) + { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= 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; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100755 index 0000000..603df2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,258 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t + { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100755 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100755 index 0000000..3edca76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,252 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100755 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100755 index 0000000..43b317d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100755 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100755 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + // Draw Outline and Underlay + Name "Outline" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + //outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + // Draw face + Name "Face" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.y); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100755 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100755 index 0000000..b899d6e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,250 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma enable_d3d11_debug_symbols + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100755 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100755 index 0000000..68d0dfa --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,139 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100755 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100755 index 0000000..281e60d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,159 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100755 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh 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("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= 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; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100755 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100755 index 0000000..4012a08 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,131 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100755 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100755 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100755 index 0000000..f21163e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: Version 2.0 + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100755 index 0000000..d145a77 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,165 @@ +struct vertex_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // x = weight, y = no longer used + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) +{ + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #if OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #if MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100755 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100755 index 0000000..b806b4f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,80 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100755 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100755 index 0000000..2153a9a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,99 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord.w, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100755 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + 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