map scene added
636
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1589
Assets/Scenes/Map.unity
Normal file
@ -1,6 +1,5 @@
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externalObjects: {}
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userData:
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@ -1,30 +0,0 @@
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using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Player : MonoBehaviour
|
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||||||
{
|
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||||||
private GameObject triggeringNpc;
|
|
||||||
private bool triggering;
|
|
||||||
|
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||||||
void Start()
|
|
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{
|
|
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|
|
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}
|
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|
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void Update()
|
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{
|
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|
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}
|
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|
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||||||
void OnTriggerEnter(Collider other)
|
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{
|
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|
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}
|
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|
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void OnTriggerExit(Collider other)
|
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{
|
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|
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}
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}
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,169 +0,0 @@
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using UnityEngine;
|
|
||||||
|
|
||||||
namespace UnityTemplateProjects
|
|
||||||
{
|
|
||||||
public class SimpleCameraController : MonoBehaviour
|
|
||||||
{
|
|
||||||
class CameraState
|
|
||||||
{
|
|
||||||
public float yaw;
|
|
||||||
public float pitch;
|
|
||||||
public float roll;
|
|
||||||
public float x;
|
|
||||||
public float y;
|
|
||||||
public float z;
|
|
||||||
|
|
||||||
public void SetFromTransform(Transform t)
|
|
||||||
{
|
|
||||||
pitch = t.eulerAngles.x;
|
|
||||||
yaw = t.eulerAngles.y;
|
|
||||||
roll = t.eulerAngles.z;
|
|
||||||
x = t.position.x;
|
|
||||||
y = t.position.y;
|
|
||||||
z = t.position.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Translate(Vector3 translation)
|
|
||||||
{
|
|
||||||
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
|
||||||
|
|
||||||
x += rotatedTranslation.x;
|
|
||||||
y += rotatedTranslation.y;
|
|
||||||
z += rotatedTranslation.z;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
|
|
||||||
{
|
|
||||||
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
|
|
||||||
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
|
|
||||||
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
|
|
||||||
|
|
||||||
x = Mathf.Lerp(x, target.x, positionLerpPct);
|
|
||||||
y = Mathf.Lerp(y, target.y, positionLerpPct);
|
|
||||||
z = Mathf.Lerp(z, target.z, positionLerpPct);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateTransform(Transform t)
|
|
||||||
{
|
|
||||||
t.eulerAngles = new Vector3(pitch, yaw, roll);
|
|
||||||
t.position = new Vector3(x, y, z);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CameraState m_TargetCameraState = new CameraState();
|
|
||||||
CameraState m_InterpolatingCameraState = new CameraState();
|
|
||||||
|
|
||||||
[Header("Movement Settings")]
|
|
||||||
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
|
|
||||||
public float boost = 3.5f;
|
|
||||||
|
|
||||||
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
|
|
||||||
public float positionLerpTime = 0.2f;
|
|
||||||
|
|
||||||
[Header("Rotation Settings")]
|
|
||||||
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
|
|
||||||
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
|
|
||||||
|
|
||||||
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
|
|
||||||
public float rotationLerpTime = 0.01f;
|
|
||||||
|
|
||||||
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
|
|
||||||
public bool invertY = false;
|
|
||||||
|
|
||||||
void OnEnable()
|
|
||||||
{
|
|
||||||
m_TargetCameraState.SetFromTransform(transform);
|
|
||||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3 GetInputTranslationDirection()
|
|
||||||
{
|
|
||||||
Vector3 direction = new Vector3();
|
|
||||||
if (Input.GetKey(KeyCode.W))
|
|
||||||
{
|
|
||||||
direction += Vector3.forward;
|
|
||||||
}
|
|
||||||
if (Input.GetKey(KeyCode.S))
|
|
||||||
{
|
|
||||||
direction += Vector3.back;
|
|
||||||
}
|
|
||||||
if (Input.GetKey(KeyCode.A))
|
|
||||||
{
|
|
||||||
direction += Vector3.left;
|
|
||||||
}
|
|
||||||
if (Input.GetKey(KeyCode.D))
|
|
||||||
{
|
|
||||||
direction += Vector3.right;
|
|
||||||
}
|
|
||||||
if (Input.GetKey(KeyCode.Q))
|
|
||||||
{
|
|
||||||
direction += Vector3.down;
|
|
||||||
}
|
|
||||||
if (Input.GetKey(KeyCode.E))
|
|
||||||
{
|
|
||||||
direction += Vector3.up;
|
|
||||||
}
|
|
||||||
return direction;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
// Exit Sample
|
|
||||||
if (Input.GetKey(KeyCode.Escape))
|
|
||||||
{
|
|
||||||
Application.Quit();
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
UnityEditor.EditorApplication.isPlaying = false;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
// Hide and lock cursor when right mouse button pressed
|
|
||||||
if (Input.GetMouseButtonDown(1))
|
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unlock and show cursor when right mouse button released
|
|
||||||
if (Input.GetMouseButtonUp(1))
|
|
||||||
{
|
|
||||||
Cursor.visible = true;
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Rotation
|
|
||||||
if (Input.GetMouseButton(1))
|
|
||||||
{
|
|
||||||
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
|
|
||||||
|
|
||||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
|
||||||
|
|
||||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
|
||||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Translation
|
|
||||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
|
||||||
|
|
||||||
// Speed up movement when shift key held
|
|
||||||
if (Input.GetKey(KeyCode.LeftShift))
|
|
||||||
{
|
|
||||||
translation *= 10.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
|
||||||
boost += Input.mouseScrollDelta.y * 0.2f;
|
|
||||||
translation *= Mathf.Pow(2.0f, boost);
|
|
||||||
|
|
||||||
m_TargetCameraState.Translate(translation);
|
|
||||||
|
|
||||||
// Framerate-independent interpolation
|
|
||||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
|
||||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
|
||||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
|
||||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
|
||||||
|
|
||||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
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