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400028: Right_Pinky_Finger_Joint_01a
400030: Right_Ring_Finger_Joint_01c
400032: Right_Ring_Finger_Joint_01b
400034: Right_Ring_Finger_Joint_01a
400036: Right_Middle_Finger_Joint_01c
400038: Right_Middle_Finger_Joint_01b
400040: Right_Middle_Finger_Joint_01a
400042: Right_Index_Finger_Joint_01c
400044: Right_Index_Finger_Joint_01b
400046: Right_Index_Finger_Joint_01a
400048: Right_Wrist_Joint_01
400050: Right_Forearm_Joint_01
400052: Right_Upper_Arm_Joint_01
400054: Right_Shoulder_Joint_01
400056: Left_Thumb_Joint_01b
400058: Left_Thumb_Joint_01a
400060: Left_Pinky_Finger_Joint_01c
400062: Left_Pinky_Finger_Joint_01b
400064: Left_Pinky_Finger_Joint_01a
400066: Left_Ring_Finger_Joint_01c
400068: Left_Ring_Finger_Joint_01b
400070: Left_Ring_Finger_Joint_01a
400072: Left_Middle_Finger_Joint_01c
400074: Left_Middle_Finger_Joint_01b
400076: Left_Middle_Finger_Joint_01a
400078: Left_Index_Finger_Joint_01c
400080: Left_Index_Finger_Joint_01b
400082: Left_Index_Finger_Joint_01a
400084: Left_Wrist_Joint_01
400086: Left_Forearm_Joint_01
400088: Left_Upper_Arm_Joint_01
400090: Left_Shoulder_Joint_01
400092: Head
400094: Neck
400096: Ribs
400098: Root
400100: Robot2
4300000: Robot2
9500000: //RootNode
11100000: //RootNode
13700000: Robot2
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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="DocLinks.cs" company="Exit Games GmbH">
// Part of: Pun demos
// </copyright>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
namespace Photon.Pun.Demo.Shared
{
/// <summary>
/// Document links.
/// </summary>
public static class DocLinks {
/// <summary>
/// Document types
/// </summary>
public enum DocTypes {Doc,Api};
/// <summary>
/// The various supported languages
/// </summary>
public enum Products {OnPremise,Realtime,Pun,Chat,Voice,Bolt,Quantum};
/// <summary>
/// The various version of the documentation that exists. Current will be either V1 or V2 or possibly a beta version or branched version.
/// </summary>
public enum Versions {Current,V1,V2};
/// <summary>
/// The various supported languages
/// </summary>
public enum Languages {English,Japanese,Korean,Chinese};
/// <summary>
/// The version to generate links for
/// </summary>
public static Versions Version = Versions.Current;
/// <summary>
/// The language to generate links with
/// </summary>
public static Languages Language = Languages.English;
/// <summary>
/// The product to generate links for
/// </summary>
public static Products Product = Products.Pun;
/// <summary>
/// The API URL format.
/// 0 is the Language
/// 1 is the Product
/// 2 is the Version
/// 3 is the custom part passed to generate the link with
/// </summary>
public static string ApiUrlRoot = "https://doc-api.photonengine.com/{0}/{1}/{2}/{3}";
/// <summary>
/// The Doc URL format.
/// 0 is the Language
/// 1 is the Product
/// 2 is the Version
/// 3 is the custom part passed to generate the link with
/// </summary>
public static string DocUrlFormat = "https://doc.photonengine.com/{0}/{1}/{2}/{3}";
/// <summary>
/// LookUp dictionnary for doc versions to avoid parsing this every link request
/// </summary>
static Dictionary<Products,string> ProductsFolders = new Dictionary<Products, string>
{
{Products.Bolt, "bolt"},
{Products.Chat, "chat"},
{Products.OnPremise, "onpremise"},
{Products.Pun, "pun"},
{Products.Quantum, "quantum"},
{Products.Realtime, "realtime"},
{Products.Voice, "voice"}
};
/// <summary>
/// LookUp dictionnary for api languages to avoid parsing this every link request
/// </summary>
static Dictionary<Languages,string> ApiLanguagesFolder = new Dictionary<Languages, string>
{
{Languages.English, "en"},
{Languages.Japanese, "ja-jp"},
{Languages.Korean, "ko-kr"},
{Languages.Chinese, "zh-tw"}
};
/// <summary>
/// LookUp dictionnary for doc languages to avoid parsing this every link request
/// </summary>
static Dictionary<Languages,string> DocLanguagesFolder = new Dictionary<Languages, string>
{
{Languages.English, "en-us"},
{Languages.Japanese, "ja-jp"},
{Languages.Korean, "ko-kr"},
{Languages.Chinese, "en"} // fallback to english
};
/// <summary>
/// LookUp dictionnary for doc versions to avoid parsing this every link request
/// </summary>
static Dictionary<Versions,string> VersionsFolder = new Dictionary<Versions, string>
{
{Versions.Current, "current"},
{Versions.V1, "v1"},
{Versions.V2, "v2"}
};
/// <summary>
/// Gets a documentation link given a reference
/// </summary>
/// <returns>The link.</returns>
/// <param name="type">Type.</param>
/// <param name="reference">Reference.</param>
public static string GetLink(DocTypes type,string reference)
{
if (type == DocTypes.Api) {
return GetApiLink (reference);
}
if (type == DocTypes.Doc) {
return GetDocLink (reference);
}
return "https://doc.photonengine.com";
}
/// <summary>
/// Gets the API link given a reference
/// </summary>
/// <returns>The API link.</returns>
/// <param name="reference">Reference.</param>
public static string GetApiLink(string reference)
{
return string.Format(ApiUrlRoot, ApiLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
}
/// <summary>
/// Gets the Doc link given a reference
/// </summary>
/// <returns>The document link.</returns>
/// <param name="reference">Reference.</param>
public static string GetDocLink(string reference)
{
return string.Format(DocUrlFormat, DocLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
}
}
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using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
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using System;
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = Input.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}

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