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m_RootGameObject: {fileID: 194704}
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m_IsPrefabParent: 1
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fileFormatVersion: 2
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timeCreated: 1495711075
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licenseType: Store
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: c090c203f75e9334d810615c9d92bb82
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||||
folderAsset: yes
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assetBundleName:
|
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|
@@ -0,0 +1,158 @@
|
||||
// --------------------------------------------------------------------------------------------------------------------
|
||||
// <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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07e445bad5cb64ae8ad6661ce248d844
|
||||
timeCreated: 1530879477
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licenseType: Store
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||||
MonoImporter:
|
||||
serializedVersion: 2
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defaultReferences: []
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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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@@ -0,0 +1,225 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8bc6cf2d5b0fa7468adcfed2d0454aa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,74 @@
|
||||
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
|
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