first commit
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="DocLinks.cs" company="Exit Games GmbH">
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// Part of: Pun demos
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// </copyright>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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namespace Photon.Pun.Demo.Shared
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{
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/// <summary>
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/// Document links.
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/// </summary>
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public static class DocLinks {
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/// <summary>
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/// Document types
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/// </summary>
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public enum DocTypes {Doc,Api};
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/// <summary>
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/// The various supported languages
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/// </summary>
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public enum Products {OnPremise,Realtime,Pun,Chat,Voice,Bolt,Quantum};
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/// <summary>
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/// The various version of the documentation that exists. Current will be either V1 or V2 or possibly a beta version or branched version.
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/// </summary>
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public enum Versions {Current,V1,V2};
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/// <summary>
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/// The various supported languages
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/// </summary>
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public enum Languages {English,Japanese,Korean,Chinese};
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/// <summary>
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/// The version to generate links for
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/// </summary>
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public static Versions Version = Versions.Current;
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/// <summary>
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/// The language to generate links with
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/// </summary>
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public static Languages Language = Languages.English;
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/// <summary>
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/// The product to generate links for
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/// </summary>
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public static Products Product = Products.Pun;
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/// <summary>
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/// The API URL format.
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/// 0 is the Language
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/// 1 is the Product
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/// 2 is the Version
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/// 3 is the custom part passed to generate the link with
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/// </summary>
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public static string ApiUrlRoot = "https://doc-api.photonengine.com/{0}/{1}/{2}/{3}";
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/// <summary>
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/// The Doc URL format.
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/// 0 is the Language
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/// 1 is the Product
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/// 2 is the Version
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/// 3 is the custom part passed to generate the link with
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/// </summary>
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public static string DocUrlFormat = "https://doc.photonengine.com/{0}/{1}/{2}/{3}";
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/// <summary>
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/// LookUp dictionnary for doc versions to avoid parsing this every link request
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/// </summary>
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static Dictionary<Products,string> ProductsFolders = new Dictionary<Products, string>
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{
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{Products.Bolt, "bolt"},
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{Products.Chat, "chat"},
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{Products.OnPremise, "onpremise"},
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{Products.Pun, "pun"},
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{Products.Quantum, "quantum"},
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{Products.Realtime, "realtime"},
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{Products.Voice, "voice"}
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};
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/// <summary>
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/// LookUp dictionnary for api languages to avoid parsing this every link request
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/// </summary>
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static Dictionary<Languages,string> ApiLanguagesFolder = new Dictionary<Languages, string>
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{
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{Languages.English, "en"},
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{Languages.Japanese, "ja-jp"},
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{Languages.Korean, "ko-kr"},
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{Languages.Chinese, "zh-tw"}
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};
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/// <summary>
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/// LookUp dictionnary for doc languages to avoid parsing this every link request
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/// </summary>
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static Dictionary<Languages,string> DocLanguagesFolder = new Dictionary<Languages, string>
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{
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{Languages.English, "en-us"},
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{Languages.Japanese, "ja-jp"},
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{Languages.Korean, "ko-kr"},
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{Languages.Chinese, "en"} // fallback to english
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};
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/// <summary>
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/// LookUp dictionnary for doc versions to avoid parsing this every link request
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/// </summary>
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static Dictionary<Versions,string> VersionsFolder = new Dictionary<Versions, string>
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{
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{Versions.Current, "current"},
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{Versions.V1, "v1"},
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{Versions.V2, "v2"}
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};
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/// <summary>
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/// Gets a documentation link given a reference
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/// </summary>
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/// <returns>The link.</returns>
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/// <param name="type">Type.</param>
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/// <param name="reference">Reference.</param>
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public static string GetLink(DocTypes type,string reference)
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{
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if (type == DocTypes.Api) {
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return GetApiLink (reference);
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}
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if (type == DocTypes.Doc) {
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return GetDocLink (reference);
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}
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return "https://doc.photonengine.com";
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}
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/// <summary>
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/// Gets the API link given a reference
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/// </summary>
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/// <returns>The API link.</returns>
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/// <param name="reference">Reference.</param>
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public static string GetApiLink(string reference)
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{
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return string.Format(ApiUrlRoot, ApiLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
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}
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/// <summary>
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/// Gets the Doc link given a reference
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/// </summary>
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/// <returns>The document link.</returns>
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/// <param name="reference">Reference.</param>
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public static string GetDocLink(string reference)
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{
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return string.Format(DocUrlFormat, DocLanguagesFolder[Language],ProductsFolders[Product], VersionsFolder[Version], reference);
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}
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}
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}
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fileFormatVersion: 2
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guid: 07e445bad5cb64ae8ad6661ce248d844
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timeCreated: 1530879477
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,225 @@
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using UnityEngine;
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namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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[RequireComponent(typeof(Animator))]
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public class ThirdPersonCharacter : MonoBehaviour
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{
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[SerializeField] float m_MovingTurnSpeed = 360;
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[SerializeField] float m_StationaryTurnSpeed = 180;
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[SerializeField] float m_JumpPower = 12f;
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[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
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[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
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[SerializeField] float m_MoveSpeedMultiplier = 1f;
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[SerializeField] float m_AnimSpeedMultiplier = 1f;
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[SerializeField] float m_GroundCheckDistance = 0.1f;
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Rigidbody m_Rigidbody;
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Animator m_Animator;
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bool m_IsGrounded;
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float m_OrigGroundCheckDistance;
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const float k_Half = 0.5f;
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float m_TurnAmount;
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float m_ForwardAmount;
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Vector3 m_GroundNormal;
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float m_CapsuleHeight;
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Vector3 m_CapsuleCenter;
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CapsuleCollider m_Capsule;
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bool m_Crouching;
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void Start()
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{
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m_Animator = GetComponent<Animator>();
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m_Rigidbody = GetComponent<Rigidbody>();
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m_Capsule = GetComponent<CapsuleCollider>();
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m_CapsuleHeight = m_Capsule.height;
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m_CapsuleCenter = m_Capsule.center;
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m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
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m_OrigGroundCheckDistance = m_GroundCheckDistance;
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}
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public void Move(Vector3 move, bool crouch, bool jump)
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{
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// convert the world relative moveInput vector into a local-relative
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// turn amount and forward amount required to head in the desired
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// direction.
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if (move.magnitude > 1f) move.Normalize();
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move = transform.InverseTransformDirection(move);
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CheckGroundStatus();
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move = Vector3.ProjectOnPlane(move, m_GroundNormal);
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m_TurnAmount = Mathf.Atan2(move.x, move.z);
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m_ForwardAmount = move.z;
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ApplyExtraTurnRotation();
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// control and velocity handling is different when grounded and airborne:
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if (m_IsGrounded)
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{
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HandleGroundedMovement(crouch, jump);
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}
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else
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{
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HandleAirborneMovement();
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}
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ScaleCapsuleForCrouching(crouch);
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PreventStandingInLowHeadroom();
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// send input and other state parameters to the animator
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UpdateAnimator(move);
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}
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void ScaleCapsuleForCrouching(bool crouch)
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{
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if (m_IsGrounded && crouch)
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{
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if (m_Crouching) return;
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m_Capsule.height = m_Capsule.height / 2f;
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m_Capsule.center = m_Capsule.center / 2f;
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m_Crouching = true;
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}
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else
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_Crouching = true;
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return;
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}
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m_Capsule.height = m_CapsuleHeight;
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m_Capsule.center = m_CapsuleCenter;
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m_Crouching = false;
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}
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||||
}
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||||
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||||
void PreventStandingInLowHeadroom()
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{
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// prevent standing up in crouch-only zones
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if (!m_Crouching)
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
|
||||
{
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||||
m_Crouching = true;
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}
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||||
}
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||||
}
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||||
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void UpdateAnimator(Vector3 move)
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{
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// update the animator parameters
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m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
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m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
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m_Animator.SetBool("Crouch", m_Crouching);
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m_Animator.SetBool("OnGround", m_IsGrounded);
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if (!m_IsGrounded)
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{
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m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
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}
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// calculate which leg is behind, so as to leave that leg trailing in the jump animation
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// (This code is reliant on the specific run cycle offset in our animations,
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// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
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float runCycle =
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Mathf.Repeat(
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m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
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float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
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if (m_IsGrounded)
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{
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m_Animator.SetFloat("JumpLeg", jumpLeg);
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}
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// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
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// which affects the movement speed because of the root motion.
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if (m_IsGrounded && move.magnitude > 0)
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{
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m_Animator.speed = m_AnimSpeedMultiplier;
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}
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else
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{
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// don't use that while airborne
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m_Animator.speed = 1;
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}
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}
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void HandleAirborneMovement()
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{
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// apply extra gravity from multiplier:
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Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
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m_Rigidbody.AddForce(extraGravityForce);
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m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
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}
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void HandleGroundedMovement(bool crouch, bool jump)
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{
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// check whether conditions are right to allow a jump:
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if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
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{
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// jump!
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m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
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m_IsGrounded = false;
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m_Animator.applyRootMotion = false;
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m_GroundCheckDistance = 0.1f;
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}
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}
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void ApplyExtraTurnRotation()
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{
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// help the character turn faster (this is in addition to root rotation in the animation)
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float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
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transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
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}
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public void OnAnimatorMove()
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{
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// we implement this function to override the default root motion.
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// this allows us to modify the positional speed before it's applied.
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if (m_IsGrounded && Time.deltaTime > 0)
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{
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Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
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// we preserve the existing y part of the current velocity.
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v.y = m_Rigidbody.velocity.y;
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m_Rigidbody.velocity = v;
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}
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}
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||||
|
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void CheckGroundStatus()
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||||
{
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||||
RaycastHit hitInfo;
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#if UNITY_EDITOR
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// helper to visualise the ground check ray in the scene view
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Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
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#endif
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// 0.1f is a small offset to start the ray from inside the character
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// it is also good to note that the transform position in the sample assets is at the base of the character
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if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
|
||||
{
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||||
m_GroundNormal = hitInfo.normal;
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m_IsGrounded = true;
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||||
m_Animator.applyRootMotion = true;
|
||||
}
|
||||
else
|
||||
{
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||||
m_IsGrounded = false;
|
||||
m_GroundNormal = Vector3.up;
|
||||
m_Animator.applyRootMotion = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
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|
@@ -0,0 +1,74 @@
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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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user