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13 Commits
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8b1b276a28 |
6
.vsconfig
Normal file
6
.vsconfig
Normal file
@@ -0,0 +1,6 @@
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{
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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798
Assets/DefaultVolumeProfile.asset
Normal file
798
Assets/DefaultVolumeProfile.asset
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@@ -0,0 +1,798 @@
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8
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Normal file
8
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Normal file
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743
Assets/InputConfig.cs
Normal file
743
Assets/InputConfig.cs
Normal file
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//------------------------------------------------------------------------------
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||||
// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.14.2
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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/// <summary>
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/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Settings/InputConfig.inputactions".
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/// </summary>
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/// <remarks>
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/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
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/// </remarks>
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/// <example>
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/// <code>
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/// using namespace UnityEngine;
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/// using UnityEngine.InputSystem;
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///
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/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
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/// public class Example : MonoBehaviour, MyActions.IPlayerActions
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/// {
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/// private MyActions_Actions m_Actions; // Source code representation of asset.
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/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
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///
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/// void Awake()
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/// {
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/// m_Actions = new MyActions_Actions(); // Create asset object.
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/// m_Player = m_Actions.Player; // Extract action map object.
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///
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///
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/// }
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///
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/// void OnDisable()
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/// {
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/// m_Player.Disable(); // Disable all actions within map.
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/// }
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///
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/// #region Interface implementation of MyActions.IPlayerActions
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///
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/// // Invoked when "Move" action is either started, performed or canceled.
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/// public void OnMove(InputAction.CallbackContext context)
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/// {
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/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
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/// }
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///
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/// // Invoked when "Attack" action is either started, performed or canceled.
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/// public void OnAttack(InputAction.CallbackContext context)
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||||
/// {
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||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
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||||
/// }
|
||||
///
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||||
/// #endregion
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||||
/// }
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||||
/// </code>
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||||
/// </example>
|
||||
public partial class @InputConfig: IInputActionCollection2, IDisposable
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{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
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||||
public InputActionAsset asset { get; }
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||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
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||||
public @InputConfig()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
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||||
""version"": 1,
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""name"": ""InputConfig"",
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""maps"": [
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{
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""name"": ""Camera Horizontal"",
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""type"": ""Value"",
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""id"": ""c07137df-45a6-4c7f-a7a9-4a0308e41992"",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": true
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||||
},
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{
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""name"": ""Camera Vertical"",
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""type"": ""Value"",
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""name"": """",
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""action"": ""Camera Horizontal"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""negative"",
|
||||
""id"": ""d655a04f-766a-439d-901d-794696b1ec89"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Horizontal"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""positive"",
|
||||
""id"": ""b0d947fc-bec7-46a7-9704-afc08a1e2886"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Horizontal"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""ede8a471-011b-444f-aea7-3079794926f1"",
|
||||
""path"": ""<Gamepad>/leftStick/y"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Vertical"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""1D Axis"",
|
||||
""id"": ""e9f01183-aa1d-4ebf-9799-09aec02d3cf8"",
|
||||
""path"": ""1DAxis"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Vertical"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""negative"",
|
||||
""id"": ""908edb1a-3d82-4454-9d8e-2020aafd0714"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Vertical"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""positive"",
|
||||
""id"": ""34639f79-f10f-4950-96dc-b2a5ab43c4a7"",
|
||||
""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Camera Vertical"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
""name"": ""Marketing"",
|
||||
""id"": ""56f2eb0a-da06-47a3-9123-f39cfe90e6a1"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""CameraFOV"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""970c903e-bdb9-42ab-b5e5-0e5019ac0994"",
|
||||
""expectedControlType"": ""Axis"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
},
|
||||
{
|
||||
""name"": ""CameraUpDown"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""ad16855f-155a-4c1c-9557-171868403461"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
},
|
||||
{
|
||||
""name"": ""CameraRotationX"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""f47fc852-b65d-4ae3-8ee4-c4e948103760"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
},
|
||||
{
|
||||
""name"": ""CameraRotationY"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""54a4cdd3-92f4-4562-bc26-932f1ecf3961"",
|
||||
""expectedControlType"": """",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": ""1D Axis"",
|
||||
""id"": ""5b23e3c8-fa10-4d03-81ba-247c869d1e57"",
|
||||
""path"": ""1DAxis"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraFOV"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""negative"",
|
||||
""id"": ""ebd13f12-54ac-4f07-b24b-8794856068a5"",
|
||||
""path"": ""<Keyboard>/o"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraFOV"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""positive"",
|
||||
""id"": ""6e9ad397-b3d9-4b84-ab9c-fc1621b99e13"",
|
||||
""path"": ""<Keyboard>/p"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraFOV"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""c0c2a08a-f7cc-4b85-bfc0-d645d7b3f48f"",
|
||||
""path"": ""<Gamepad>/dpad/x"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraFOV"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""8d66cc2f-effa-47c4-8d9c-f1f89c9fbebc"",
|
||||
""path"": ""<Gamepad>/dpad/y"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraUpDown"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""1D Axis"",
|
||||
""id"": ""77e92290-0b17-41f7-a044-9109ddfb1149"",
|
||||
""path"": ""1DAxis"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraUpDown"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""negative"",
|
||||
""id"": ""1797a6a8-20e6-420a-9623-f49123d9c18a"",
|
||||
""path"": ""<Keyboard>/k"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraUpDown"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""positive"",
|
||||
""id"": ""77a25d8f-be60-4403-84a5-b32f4199555b"",
|
||||
""path"": ""<Keyboard>/l"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""CameraUpDown"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""1a68b1f2-634e-47f5-b88c-29be850e1a75"",
|
||||
""path"": ""<Gamepad>/rightStick/x"",
|
||||
""interactions"": """",
|
||||
""processors"": ""Invert"",
|
||||
""groups"": """",
|
||||
""action"": ""CameraRotationX"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""222a9167-cf4e-473e-bcd8-173c4084fa81"",
|
||||
""path"": ""<Gamepad>/rightStick/y"",
|
||||
""interactions"": """",
|
||||
""processors"": ""Invert"",
|
||||
""groups"": """",
|
||||
""action"": ""CameraRotationY"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Default
|
||||
m_Default = asset.FindActionMap("Default", throwIfNotFound: true);
|
||||
m_Default_CameraHorizontal = m_Default.FindAction("Camera Horizontal", throwIfNotFound: true);
|
||||
m_Default_CameraVertical = m_Default.FindAction("Camera Vertical", throwIfNotFound: true);
|
||||
// Marketing
|
||||
m_Marketing = asset.FindActionMap("Marketing", throwIfNotFound: true);
|
||||
m_Marketing_CameraFOV = m_Marketing.FindAction("CameraFOV", throwIfNotFound: true);
|
||||
m_Marketing_CameraUpDown = m_Marketing.FindAction("CameraUpDown", throwIfNotFound: true);
|
||||
m_Marketing_CameraRotationX = m_Marketing.FindAction("CameraRotationX", throwIfNotFound: true);
|
||||
m_Marketing_CameraRotationY = m_Marketing.FindAction("CameraRotationY", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@InputConfig()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Default.enabled, "This will cause a leak and performance issues, InputConfig.Default.Disable() has not been called.");
|
||||
UnityEngine.Debug.Assert(!m_Marketing.enabled, "This will cause a leak and performance issues, InputConfig.Marketing.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Default
|
||||
private readonly InputActionMap m_Default;
|
||||
private List<IDefaultActions> m_DefaultActionsCallbackInterfaces = new List<IDefaultActions>();
|
||||
private readonly InputAction m_Default_CameraHorizontal;
|
||||
private readonly InputAction m_Default_CameraVertical;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Default".
|
||||
/// </summary>
|
||||
public struct DefaultActions
|
||||
{
|
||||
private @InputConfig m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public DefaultActions(@InputConfig wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Default/CameraHorizontal".
|
||||
/// </summary>
|
||||
public InputAction @CameraHorizontal => m_Wrapper.m_Default_CameraHorizontal;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Default/CameraVertical".
|
||||
/// </summary>
|
||||
public InputAction @CameraVertical => m_Wrapper.m_Default_CameraVertical;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Default; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="DefaultActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(DefaultActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="DefaultActions" />
|
||||
public void AddCallbacks(IDefaultActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_DefaultActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_DefaultActionsCallbackInterfaces.Add(instance);
|
||||
@CameraHorizontal.started += instance.OnCameraHorizontal;
|
||||
@CameraHorizontal.performed += instance.OnCameraHorizontal;
|
||||
@CameraHorizontal.canceled += instance.OnCameraHorizontal;
|
||||
@CameraVertical.started += instance.OnCameraVertical;
|
||||
@CameraVertical.performed += instance.OnCameraVertical;
|
||||
@CameraVertical.canceled += instance.OnCameraVertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="DefaultActions" />
|
||||
private void UnregisterCallbacks(IDefaultActions instance)
|
||||
{
|
||||
@CameraHorizontal.started -= instance.OnCameraHorizontal;
|
||||
@CameraHorizontal.performed -= instance.OnCameraHorizontal;
|
||||
@CameraHorizontal.canceled -= instance.OnCameraHorizontal;
|
||||
@CameraVertical.started -= instance.OnCameraVertical;
|
||||
@CameraVertical.performed -= instance.OnCameraVertical;
|
||||
@CameraVertical.canceled -= instance.OnCameraVertical;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="DefaultActions.UnregisterCallbacks(IDefaultActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="DefaultActions.UnregisterCallbacks(IDefaultActions)" />
|
||||
public void RemoveCallbacks(IDefaultActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_DefaultActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="DefaultActions.AddCallbacks(IDefaultActions)" />
|
||||
/// <seealso cref="DefaultActions.RemoveCallbacks(IDefaultActions)" />
|
||||
/// <seealso cref="DefaultActions.UnregisterCallbacks(IDefaultActions)" />
|
||||
public void SetCallbacks(IDefaultActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_DefaultActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_DefaultActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="DefaultActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public DefaultActions @Default => new DefaultActions(this);
|
||||
|
||||
// Marketing
|
||||
private readonly InputActionMap m_Marketing;
|
||||
private List<IMarketingActions> m_MarketingActionsCallbackInterfaces = new List<IMarketingActions>();
|
||||
private readonly InputAction m_Marketing_CameraFOV;
|
||||
private readonly InputAction m_Marketing_CameraUpDown;
|
||||
private readonly InputAction m_Marketing_CameraRotationX;
|
||||
private readonly InputAction m_Marketing_CameraRotationY;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Marketing".
|
||||
/// </summary>
|
||||
public struct MarketingActions
|
||||
{
|
||||
private @InputConfig m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public MarketingActions(@InputConfig wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Marketing/CameraFOV".
|
||||
/// </summary>
|
||||
public InputAction @CameraFOV => m_Wrapper.m_Marketing_CameraFOV;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Marketing/CameraUpDown".
|
||||
/// </summary>
|
||||
public InputAction @CameraUpDown => m_Wrapper.m_Marketing_CameraUpDown;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Marketing/CameraRotationX".
|
||||
/// </summary>
|
||||
public InputAction @CameraRotationX => m_Wrapper.m_Marketing_CameraRotationX;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Marketing/CameraRotationY".
|
||||
/// </summary>
|
||||
public InputAction @CameraRotationY => m_Wrapper.m_Marketing_CameraRotationY;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Marketing; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="MarketingActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(MarketingActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="MarketingActions" />
|
||||
public void AddCallbacks(IMarketingActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_MarketingActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_MarketingActionsCallbackInterfaces.Add(instance);
|
||||
@CameraFOV.started += instance.OnCameraFOV;
|
||||
@CameraFOV.performed += instance.OnCameraFOV;
|
||||
@CameraFOV.canceled += instance.OnCameraFOV;
|
||||
@CameraUpDown.started += instance.OnCameraUpDown;
|
||||
@CameraUpDown.performed += instance.OnCameraUpDown;
|
||||
@CameraUpDown.canceled += instance.OnCameraUpDown;
|
||||
@CameraRotationX.started += instance.OnCameraRotationX;
|
||||
@CameraRotationX.performed += instance.OnCameraRotationX;
|
||||
@CameraRotationX.canceled += instance.OnCameraRotationX;
|
||||
@CameraRotationY.started += instance.OnCameraRotationY;
|
||||
@CameraRotationY.performed += instance.OnCameraRotationY;
|
||||
@CameraRotationY.canceled += instance.OnCameraRotationY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="MarketingActions" />
|
||||
private void UnregisterCallbacks(IMarketingActions instance)
|
||||
{
|
||||
@CameraFOV.started -= instance.OnCameraFOV;
|
||||
@CameraFOV.performed -= instance.OnCameraFOV;
|
||||
@CameraFOV.canceled -= instance.OnCameraFOV;
|
||||
@CameraUpDown.started -= instance.OnCameraUpDown;
|
||||
@CameraUpDown.performed -= instance.OnCameraUpDown;
|
||||
@CameraUpDown.canceled -= instance.OnCameraUpDown;
|
||||
@CameraRotationX.started -= instance.OnCameraRotationX;
|
||||
@CameraRotationX.performed -= instance.OnCameraRotationX;
|
||||
@CameraRotationX.canceled -= instance.OnCameraRotationX;
|
||||
@CameraRotationY.started -= instance.OnCameraRotationY;
|
||||
@CameraRotationY.performed -= instance.OnCameraRotationY;
|
||||
@CameraRotationY.canceled -= instance.OnCameraRotationY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="MarketingActions.UnregisterCallbacks(IMarketingActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="MarketingActions.UnregisterCallbacks(IMarketingActions)" />
|
||||
public void RemoveCallbacks(IMarketingActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_MarketingActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="MarketingActions.AddCallbacks(IMarketingActions)" />
|
||||
/// <seealso cref="MarketingActions.RemoveCallbacks(IMarketingActions)" />
|
||||
/// <seealso cref="MarketingActions.UnregisterCallbacks(IMarketingActions)" />
|
||||
public void SetCallbacks(IMarketingActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_MarketingActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_MarketingActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="MarketingActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public MarketingActions @Marketing => new MarketingActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Default" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="DefaultActions.AddCallbacks(IDefaultActions)" />
|
||||
/// <seealso cref="DefaultActions.RemoveCallbacks(IDefaultActions)" />
|
||||
public interface IDefaultActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Camera Horizontal" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraHorizontal(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Camera Vertical" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraVertical(InputAction.CallbackContext context);
|
||||
}
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Marketing" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="MarketingActions.AddCallbacks(IMarketingActions)" />
|
||||
/// <seealso cref="MarketingActions.RemoveCallbacks(IMarketingActions)" />
|
||||
public interface IMarketingActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "CameraFOV" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraFOV(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "CameraUpDown" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraUpDown(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "CameraRotationX" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraRotationX(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "CameraRotationY" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnCameraRotationY(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
2
Assets/InputConfig.cs.meta
Normal file
2
Assets/InputConfig.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24f8ebac435e83c4c9a5f76647590d28
|
||||
275
Assets/InputConfig.inputactions
Normal file
275
Assets/InputConfig.inputactions
Normal file
@@ -0,0 +1,275 @@
|
||||
{
|
||||
"version": 1,
|
||||
"name": "InputConfig",
|
||||
"maps": [
|
||||
{
|
||||
"name": "Default",
|
||||
"id": "0625d9c0-43b5-4745-824b-9fda8ba30fee",
|
||||
"actions": [
|
||||
{
|
||||
"name": "Camera Horizontal",
|
||||
"type": "Value",
|
||||
"id": "c07137df-45a6-4c7f-a7a9-4a0308e41992",
|
||||
"expectedControlType": "Axis",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Camera Vertical",
|
||||
"type": "Value",
|
||||
"id": "65ba5ae5-0f08-4c90-85ef-ff497cb253b9",
|
||||
"expectedControlType": "Axis",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
{
|
||||
"name": "",
|
||||
"id": "9ec96503-2099-45d3-aaf2-cf1475edb473",
|
||||
"path": "<Gamepad>/leftStick/x",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Horizontal",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "1D Axis",
|
||||
"id": "ed76a404-3e05-4d45-a021-05844bc10505",
|
||||
"path": "1DAxis",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Horizontal",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "negative",
|
||||
"id": "d655a04f-766a-439d-901d-794696b1ec89",
|
||||
"path": "<Keyboard>/a",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Horizontal",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "positive",
|
||||
"id": "b0d947fc-bec7-46a7-9704-afc08a1e2886",
|
||||
"path": "<Keyboard>/d",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Horizontal",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "ede8a471-011b-444f-aea7-3079794926f1",
|
||||
"path": "<Gamepad>/leftStick/y",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Vertical",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "1D Axis",
|
||||
"id": "e9f01183-aa1d-4ebf-9799-09aec02d3cf8",
|
||||
"path": "1DAxis",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Vertical",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "negative",
|
||||
"id": "908edb1a-3d82-4454-9d8e-2020aafd0714",
|
||||
"path": "<Keyboard>/s",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Vertical",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "positive",
|
||||
"id": "34639f79-f10f-4950-96dc-b2a5ab43c4a7",
|
||||
"path": "<Keyboard>/w",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Camera Vertical",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Marketing",
|
||||
"id": "56f2eb0a-da06-47a3-9123-f39cfe90e6a1",
|
||||
"actions": [
|
||||
{
|
||||
"name": "CameraFOV",
|
||||
"type": "Value",
|
||||
"id": "970c903e-bdb9-42ab-b5e5-0e5019ac0994",
|
||||
"expectedControlType": "Axis",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "CameraUpDown",
|
||||
"type": "Value",
|
||||
"id": "ad16855f-155a-4c1c-9557-171868403461",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "CameraRotationX",
|
||||
"type": "Value",
|
||||
"id": "f47fc852-b65d-4ae3-8ee4-c4e948103760",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "CameraRotationY",
|
||||
"type": "Value",
|
||||
"id": "54a4cdd3-92f4-4562-bc26-932f1ecf3961",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
{
|
||||
"name": "1D Axis",
|
||||
"id": "5b23e3c8-fa10-4d03-81ba-247c869d1e57",
|
||||
"path": "1DAxis",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraFOV",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "negative",
|
||||
"id": "ebd13f12-54ac-4f07-b24b-8794856068a5",
|
||||
"path": "<Keyboard>/o",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraFOV",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "positive",
|
||||
"id": "6e9ad397-b3d9-4b84-ab9c-fc1621b99e13",
|
||||
"path": "<Keyboard>/p",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraFOV",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "c0c2a08a-f7cc-4b85-bfc0-d645d7b3f48f",
|
||||
"path": "<Gamepad>/dpad/x",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraFOV",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "8d66cc2f-effa-47c4-8d9c-f1f89c9fbebc",
|
||||
"path": "<Gamepad>/dpad/y",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraUpDown",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "1D Axis",
|
||||
"id": "77e92290-0b17-41f7-a044-9109ddfb1149",
|
||||
"path": "1DAxis",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraUpDown",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "negative",
|
||||
"id": "1797a6a8-20e6-420a-9623-f49123d9c18a",
|
||||
"path": "<Keyboard>/k",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraUpDown",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "positive",
|
||||
"id": "77a25d8f-be60-4403-84a5-b32f4199555b",
|
||||
"path": "<Keyboard>/l",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "CameraUpDown",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
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46
Assets/Scripts/BootsEffect.cs
Normal file
46
Assets/Scripts/BootsEffect.cs
Normal file
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|
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using UnityEngine;
|
||||
|
||||
/// <summary>
|
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/// Attach to the Player. Watches the inventory for the Bunny Hop Boots being
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/// equipped/unequipped and adjusts max stamina accordingly.
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{
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private Player _player;
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void Start()
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{
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|
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_player = GetComponent<Player>();
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}
|
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void Update()
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{
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if (_inventory == null || _player == null) return;
|
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|
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// Find the boots entry in inventory
|
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var entry = _inventory.items.Find(e => e.DisplayName == bootsItemName);
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|
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if (shouldBoost && !_boosted)
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{
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_boosted = true;
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Debug.Log("[BootsEffect] Boots equipped — stamina boosted to " + boostedMaxStamina);
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|
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{
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}
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17
Assets/Scripts/DialogueLine.cs
Normal file
17
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Normal file
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using System;
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using UnityEngine;
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/// <summary>
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/// One "page" of dialogue: a speaker name + an array of text lines.
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|
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{
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278
Assets/Scripts/DialogueManager.cs
Normal file
278
Assets/Scripts/DialogueManager.cs
Normal file
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using UnityEngine;
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/// <summary>
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/// Singleton. Manages the dialogue UI box.
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/// Attach to any persistent GameObject in the scene (e.g. a "Managers" object),
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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public float charsPerSecond = 40f;
|
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|
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// ── Public state ──────────────────────────────────────────────────
|
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public bool IsOpen { get; private set; }
|
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|
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private DialogueLine[] _lines;
|
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private int _lineIndex;
|
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|
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|
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// Typewriter
|
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|
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private bool _pageComplete;
|
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|
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private Texture2D _white;
|
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|
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// ── Current text shortcuts ─────────────────────────────────────────
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private string CurrentSpeaker => (_lines != null && _lineIndex < _lines.Length)
|
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|
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|
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|
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|
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|
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|
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// ─────────────────────────────────────────────────────────────────
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void Awake()
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{
|
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
|
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Instance = this;
|
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|
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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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public void StartDialogue(DialogueLine[] lines)
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{
|
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if (lines == null || lines.Length == 0) return;
|
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|
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_lines = lines;
|
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|
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_pageIndex = 0;
|
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IsOpen = true;
|
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|
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BeginPage();
|
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|
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Cursor.lockState = CursorLockMode.None;
|
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|
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}
|
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|
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void BeginPage()
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{
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_visibleChars = useTypewriter ? 0 : int.MaxValue;
|
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_pageComplete = !useTypewriter;
|
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}
|
||||
|
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// ─────────────────────────────────────────────────────────────────
|
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void Update()
|
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{
|
||||
if (!IsOpen) return;
|
||||
|
||||
// Advance typewriter
|
||||
if (useTypewriter && !_pageComplete)
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||||
{
|
||||
_charTimer += Time.deltaTime;
|
||||
_visibleChars = Mathf.FloorToInt(_charTimer * charsPerSecond);
|
||||
if (_visibleChars >= CurrentPage.Length)
|
||||
{
|
||||
_visibleChars = CurrentPage.Length;
|
||||
_pageComplete = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Advance or close on E / Space / Return
|
||||
bool advance = Input.GetKeyDown(KeyCode.E)
|
||||
|| Input.GetKeyDown(KeyCode.Space)
|
||||
|| Input.GetKeyDown(KeyCode.Return);
|
||||
bool cancel = Input.GetKeyDown(KeyCode.Escape);
|
||||
|
||||
if (cancel)
|
||||
{
|
||||
CloseDialogue();
|
||||
return;
|
||||
}
|
||||
|
||||
if (advance)
|
||||
{
|
||||
// If typewriter is still running, skip to end of page first
|
||||
if (useTypewriter && !_pageComplete)
|
||||
{
|
||||
_visibleChars = CurrentPage.Length;
|
||||
_pageComplete = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Try next page in current line
|
||||
_pageIndex++;
|
||||
if (_pageIndex < TotalPages)
|
||||
{
|
||||
BeginPage();
|
||||
return;
|
||||
}
|
||||
|
||||
// Try next line
|
||||
_lineIndex++;
|
||||
_pageIndex = 0;
|
||||
if (_lineIndex < _lines.Length)
|
||||
{
|
||||
BeginPage();
|
||||
return;
|
||||
}
|
||||
|
||||
// All done
|
||||
CloseDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
void CloseDialogue()
|
||||
{
|
||||
IsOpen = false;
|
||||
_lines = null;
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
void OnGUI()
|
||||
{
|
||||
if (!IsOpen || _lines == null) return;
|
||||
|
||||
float sw = Screen.width;
|
||||
float sh = Screen.height;
|
||||
float bh = sh * boxHeightFraction;
|
||||
float bw = sw - boxMargin * 2f;
|
||||
float by = sh - bh - boxMargin;
|
||||
float bx = boxMargin;
|
||||
|
||||
// ── Outer border ─────────────────────────────────────────────
|
||||
float border = 2f;
|
||||
DrawTex(new Rect(bx - border, by - border, bw + border * 2f, bh + border * 2f), colBoxBorder);
|
||||
|
||||
// ── Main background ───────────────────────────────────────────
|
||||
DrawTex(new Rect(bx, by, bw, bh), colBoxBg);
|
||||
|
||||
// ── Left accent stripe ────────────────────────────────────────
|
||||
DrawTex(new Rect(bx, by, 4f, bh), colBoxBorder);
|
||||
|
||||
float cx = bx + innerPad + 6f; // content X (after the stripe + pad)
|
||||
float cy = by + innerPad;
|
||||
float cw = bw - innerPad * 2f - 6f;
|
||||
|
||||
// ── Speaker name bar ──────────────────────────────────────────
|
||||
string speaker = CurrentSpeaker;
|
||||
float nameH = 0f;
|
||||
if (!string.IsNullOrWhiteSpace(speaker))
|
||||
{
|
||||
GUIStyle nameStyle = new GUIStyle();
|
||||
nameStyle.fontSize = nameFontSize;
|
||||
nameStyle.fontStyle = FontStyle.Bold;
|
||||
nameStyle.normal.textColor = colNameText;
|
||||
nameStyle.alignment = TextAnchor.MiddleLeft;
|
||||
|
||||
Vector2 ns = nameStyle.CalcSize(new GUIContent(speaker));
|
||||
nameH = ns.y + 6f;
|
||||
float namePadX = 10f;
|
||||
|
||||
DrawTex(new Rect(cx - 2f, cy, ns.x + namePadX * 2f + 4f, nameH), colNameBg);
|
||||
GUI.Label(new Rect(cx + namePadX, cy + 3f, ns.x + 4f, ns.y), speaker, nameStyle);
|
||||
cy += nameH + 8f;
|
||||
}
|
||||
|
||||
// ── Body text (typewriter) ────────────────────────────────────
|
||||
string fullText = CurrentPage;
|
||||
string visibleText = useTypewriter
|
||||
? fullText.Substring(0, Mathf.Min(_visibleChars, fullText.Length))
|
||||
: fullText;
|
||||
|
||||
GUIStyle bodyStyle = new GUIStyle();
|
||||
bodyStyle.fontSize = bodyFontSize;
|
||||
bodyStyle.fontStyle = FontStyle.Normal;
|
||||
bodyStyle.normal.textColor = colBodyText;
|
||||
bodyStyle.wordWrap = true;
|
||||
bodyStyle.richText = true;
|
||||
|
||||
float bodyH = bh - innerPad * 2f - nameH - 8f - 20f; // leave room for hint
|
||||
GUI.Label(new Rect(cx, cy, cw, bodyH), visibleText, bodyStyle);
|
||||
|
||||
// ── Page indicator dots ───────────────────────────────────────
|
||||
int total = TotalPages;
|
||||
if (total > 1)
|
||||
{
|
||||
float dotR = 4f;
|
||||
float dotGap = dotR * 2f + 4f;
|
||||
float dotsW = total * dotGap;
|
||||
float dotX = bx + bw * 0.5f - dotsW * 0.5f;
|
||||
float dotY = by + bh - innerPad - dotR;
|
||||
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
Color dc = (i == _pageIndex) ? colBoxBorder : colPageDots;
|
||||
DrawTex(new Rect(dotX + i * dotGap, dotY - dotR, dotR * 2f, dotR * 2f), dc);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Advance hint ──────────────────────────────────────────────
|
||||
string hintStr = _pageComplete
|
||||
? (_lineIndex >= _lines.Length - 1 && _pageIndex >= TotalPages - 1
|
||||
? "[ E ] Close"
|
||||
: "[ E ] Next")
|
||||
: "[ E ] Skip";
|
||||
|
||||
GUIStyle hintStyle = new GUIStyle();
|
||||
hintStyle.fontSize = hintFontSize;
|
||||
hintStyle.fontStyle = FontStyle.Bold;
|
||||
hintStyle.normal.textColor = colHintText;
|
||||
hintStyle.alignment = TextAnchor.LowerRight;
|
||||
|
||||
GUI.Label(new Rect(bx, by, bw - innerPad, bh - 6f), hintStr, hintStyle);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
void DrawTex(Rect r, Color c)
|
||||
{
|
||||
Color prev = GUI.color;
|
||||
GUI.color = c;
|
||||
GUI.DrawTexture(r, _white);
|
||||
GUI.color = prev;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/DialogueManager.cs.meta
Normal file
2
Assets/Scripts/DialogueManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 82597f905b4b351499cb80cf88b7e69e
|
||||
135
Assets/Scripts/DialogueNPC.cs
Normal file
135
Assets/Scripts/DialogueNPC.cs
Normal file
@@ -0,0 +1,135 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this to any world object (NPC, terminal, sign, corpse, etc.)
|
||||
/// to make it interactable. The player presses E when looking at it
|
||||
/// from within interactRange to start the dialogue.
|
||||
///
|
||||
/// The component draws a small world-space "[E]" prompt via OnGUI
|
||||
/// when the player is close enough and looking at the object.
|
||||
/// </summary>
|
||||
public class DialogueNPC : MonoBehaviour
|
||||
{
|
||||
[Header("Dialogue")]
|
||||
public DialogueLine[] lines = new DialogueLine[]
|
||||
{
|
||||
new DialogueLine { speakerName = "STRANGER", pages = new[] { "Hey." } }
|
||||
};
|
||||
|
||||
[Header("Interaction")]
|
||||
[Tooltip("Maximum distance from which the player can interact.")]
|
||||
public float interactRange = 3.5f;
|
||||
[Tooltip("Maximum angle (degrees) between player forward and direction to this object.")]
|
||||
public float interactAngle = 45f;
|
||||
[Tooltip("Layer mask used for the line-of-sight raycast.")]
|
||||
public LayerMask occlusionMask = ~0;
|
||||
|
||||
[Header("Prompt Style")]
|
||||
public string promptText = "[E] Talk";
|
||||
public Color colPrompt = new Color(0.20f, 0.95f, 0.40f, 1f);
|
||||
public Color colPromptBg = new Color(0f, 0f, 0f, 0.70f);
|
||||
|
||||
// ── Private ──────────────────────────────────────────────────────
|
||||
private Transform _playerTransform;
|
||||
private Camera _playerCamera;
|
||||
private bool _promptVisible;
|
||||
private Texture2D _white;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
void Start()
|
||||
{
|
||||
_white = Texture2D.whiteTexture;
|
||||
|
||||
// Find the player by component
|
||||
var player = FindObjectOfType<FirstPersonController>();
|
||||
if (player != null)
|
||||
{
|
||||
_playerTransform = player.transform;
|
||||
_playerCamera = player.GetComponentInChildren<Camera>();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[DialogueNPC] '{name}': Could not find FirstPersonController in scene.");
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_playerTransform == null || DialogueManager.Instance == null) return;
|
||||
if (DialogueManager.Instance.IsOpen) { _promptVisible = false; return; }
|
||||
|
||||
_promptVisible = CanInteract();
|
||||
|
||||
if (_promptVisible && Input.GetKeyDown(KeyCode.E))
|
||||
DialogueManager.Instance.StartDialogue(lines);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
bool CanInteract()
|
||||
{
|
||||
if (_playerTransform == null || _playerCamera == null) return false;
|
||||
|
||||
// Distance check
|
||||
float dist = Vector3.Distance(_playerTransform.position, transform.position);
|
||||
if (dist > interactRange) return false;
|
||||
|
||||
// Angle check — is the player roughly facing this object?
|
||||
Vector3 dir = (transform.position - _playerCamera.transform.position).normalized;
|
||||
float dot = Vector3.Dot(_playerCamera.transform.forward, dir);
|
||||
if (dot < Mathf.Cos(interactAngle * Mathf.Deg2Rad)) return false;
|
||||
|
||||
// Line-of-sight (optional — fire a ray toward us)
|
||||
if (Physics.Raycast(_playerCamera.transform.position, dir, out RaycastHit hit, interactRange, occlusionMask))
|
||||
{
|
||||
// Allow if the hit object is us or a child of us
|
||||
if (!hit.transform.IsChildOf(transform) && hit.transform != transform)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
void OnGUI()
|
||||
{
|
||||
if (!_promptVisible || _playerCamera == null) return;
|
||||
|
||||
// Project to screen
|
||||
Vector3 worldPos = transform.position + Vector3.up * 0.5f; // slightly above pivot
|
||||
Vector3 screenPos = _playerCamera.WorldToScreenPoint(worldPos);
|
||||
|
||||
if (screenPos.z <= 0f) return; // behind camera
|
||||
|
||||
// Flip Y (GUI vs screen coords)
|
||||
float sx = screenPos.x;
|
||||
float sy = Screen.height - screenPos.y;
|
||||
|
||||
GUIStyle style = new GUIStyle();
|
||||
style.fontSize = 13;
|
||||
style.fontStyle = FontStyle.Bold;
|
||||
style.normal.textColor = colPrompt;
|
||||
style.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
Vector2 size = style.CalcSize(new GUIContent(promptText));
|
||||
float padX = 8f;
|
||||
float padY = 4f;
|
||||
float bgW = size.x + padX * 2f;
|
||||
float bgH = size.y + padY * 2f;
|
||||
Rect bgRect = new Rect(sx - bgW * 0.5f, sy - bgH * 0.5f, bgW, bgH);
|
||||
Rect txRect = new Rect(sx - size.x * 0.5f, sy - size.y * 0.5f, size.x, size.y);
|
||||
|
||||
// Background
|
||||
Color prev = GUI.color;
|
||||
GUI.color = colPromptBg;
|
||||
GUI.DrawTexture(bgRect, _white);
|
||||
GUI.color = prev;
|
||||
|
||||
GUI.Label(txRect, promptText, style);
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0f, 1f, 0.4f, 0.25f);
|
||||
Gizmos.DrawWireSphere(transform.position, interactRange);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/DialogueNPC.cs.meta
Normal file
2
Assets/Scripts/DialogueNPC.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1bad8b87ccb4db4996e0dd891a2224a
|
||||
8
Assets/Scripts/Editor.meta
Normal file
8
Assets/Scripts/Editor.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 384e9957bd5199549870be11d0838d80
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
100
Assets/Scripts/Editor/BhopBootsSetup.cs
Normal file
100
Assets/Scripts/Editor/BhopBootsSetup.cs
Normal file
@@ -0,0 +1,100 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.IO;
|
||||
|
||||
/// <summary>
|
||||
/// OGG → Setup → Create Bunny Hop Boots
|
||||
/// Creates the ItemDefinition and a world pickup for the bhop boots.
|
||||
/// </summary>
|
||||
public static class BhopBootsSetup
|
||||
{
|
||||
private const string ITEM_DEF_PATH = "Assets/Items/BhopBoots_Item.asset";
|
||||
private const string PICKUP_PREFAB = "Assets/Prefabs/Pickups/BhopBoots_Pickup.prefab";
|
||||
|
||||
[MenuItem("OGG/Setup/Create Bunny Hop Boots")]
|
||||
public static void Create()
|
||||
{
|
||||
EnsureFolder("Assets/Items");
|
||||
EnsureFolder("Assets/Prefabs/Pickups");
|
||||
|
||||
// ── ItemDefinition ────────────────────────────────────────────
|
||||
ItemDefinition item = AssetDatabase.LoadAssetAtPath<ItemDefinition>(ITEM_DEF_PATH);
|
||||
bool isNew = item == null;
|
||||
if (isNew) item = ScriptableObject.CreateInstance<ItemDefinition>();
|
||||
|
||||
item.itemName = "Bunny Hop Boots";
|
||||
item.type = ItemDefinition.ItemType.Misc;
|
||||
item.isEquippable = true;
|
||||
item.description = "Illegal footwear. Gives 200 stamina while worn. Do not wear near cliffs.";
|
||||
|
||||
if (isNew)
|
||||
AssetDatabase.CreateAsset(item, ITEM_DEF_PATH);
|
||||
else
|
||||
EditorUtility.SetDirty(item);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
// ── Pickup prefab — procedural boot shape ─────────────────────
|
||||
GameObject root = new GameObject("BhopBoots_Pickup");
|
||||
|
||||
// Simple visual: a squashed cube (boot-ish)
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
body.name = "Visual";
|
||||
body.transform.SetParent(root.transform, false);
|
||||
body.transform.localPosition = new Vector3(0f, 0f, 0f);
|
||||
body.transform.localScale = new Vector3(0.4f, 0.2f, 0.7f);
|
||||
Object.DestroyImmediate(body.GetComponent<Collider>());
|
||||
|
||||
// Bright accent colour so it stands out
|
||||
var rend = body.GetComponent<Renderer>();
|
||||
if (rend != null)
|
||||
{
|
||||
rend.material = new Material(Shader.Find("Universal Render Pipeline/Lit"));
|
||||
rend.material.color = new Color(0.1f, 0.9f, 0.4f);
|
||||
}
|
||||
|
||||
PickupItem pickup = root.AddComponent<PickupItem>();
|
||||
pickup.definition = item;
|
||||
pickup.spinSpeed = 140f;
|
||||
pickup.bobHeight = 0.2f;
|
||||
pickup.bobSpeed = 2.8f;
|
||||
pickup.pickupRadius = 2.2f;
|
||||
pickup.pickupKey = KeyCode.E;
|
||||
|
||||
StaminaBoostPickup boost = root.AddComponent<StaminaBoostPickup>();
|
||||
boost.newMaxStamina = 200f;
|
||||
|
||||
if (File.Exists(Application.dataPath + "/../" + PICKUP_PREFAB))
|
||||
AssetDatabase.DeleteAsset(PICKUP_PREFAB);
|
||||
|
||||
GameObject saved = PrefabUtility.SaveAsPrefabAsset(root, PICKUP_PREFAB);
|
||||
Object.DestroyImmediate(root);
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
EditorUtility.DisplayDialog(
|
||||
"Bunny Hop Boots ✓",
|
||||
$"Created:\n• {ITEM_DEF_PATH}\n• {PICKUP_PREFAB}\n\n" +
|
||||
"Drag BhopBoots_Pickup into the scene.\n" +
|
||||
"Pick it up with [E] to unlock bunny hopping.\n\n" +
|
||||
"Hold SPACE while landing to chain hops and build speed.\n" +
|
||||
"Strafe left/right mid-air to steer.",
|
||||
"Let's go");
|
||||
|
||||
EditorGUIUtility.PingObject(saved);
|
||||
Selection.activeObject = saved;
|
||||
}
|
||||
|
||||
static void EnsureFolder(string path)
|
||||
{
|
||||
string[] parts = path.Split('/');
|
||||
string current = parts[0];
|
||||
for (int i = 1; i < parts.Length; i++)
|
||||
{
|
||||
string next = current + "/" + parts[i];
|
||||
if (!AssetDatabase.IsValidFolder(next))
|
||||
AssetDatabase.CreateFolder(current, parts[i]);
|
||||
current = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Editor/BhopBootsSetup.cs.meta
Normal file
2
Assets/Scripts/Editor/BhopBootsSetup.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92ff81f98e809934bab9c5b8f160276a
|
||||
151
Assets/Scripts/Editor/GunSplatSetup.cs
Normal file
151
Assets/Scripts/Editor/GunSplatSetup.cs
Normal file
@@ -0,0 +1,151 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.IO;
|
||||
|
||||
/// <summary>
|
||||
/// OGG → Setup → Create Gun Splat Weapon
|
||||
/// Builds:
|
||||
/// • Assets/Prefabs/Weapons/GunSplat.prefab — the held weapon (SimpleGun)
|
||||
/// • Assets/Prefabs/Pickups/GunSplat_Pickup.prefab — world pickup (spins/bobs, press E)
|
||||
/// • Assets/Items/GunSplat_Item.asset — ItemDefinition (type = Weapon)
|
||||
/// </summary>
|
||||
public static class GunSplatSetup
|
||||
{
|
||||
private const string GLB_PATH = "Assets/Models/LidarScans/Gun Splat.glb";
|
||||
private const string WEAPON_PREFAB = "Assets/Prefabs/Weapons/GunSplat.prefab";
|
||||
private const string PICKUP_PREFAB = "Assets/Prefabs/Pickups/GunSplat_Pickup.prefab";
|
||||
private const string ITEM_DEF_PATH = "Assets/Items/GunSplat_Item.asset";
|
||||
|
||||
[MenuItem("OGG/Setup/Create Gun Splat Weapon")]
|
||||
public static void CreateGunSplat()
|
||||
{
|
||||
// ── 1. Ensure output folders exist ──────────────────────────
|
||||
EnsureFolder("Assets/Prefabs/Weapons");
|
||||
EnsureFolder("Assets/Prefabs/Pickups");
|
||||
EnsureFolder("Assets/Items");
|
||||
|
||||
// ── 2. Load the GLB model ────────────────────────────────────
|
||||
GameObject modelAsset = AssetDatabase.LoadAssetAtPath<GameObject>(GLB_PATH);
|
||||
if (modelAsset == null)
|
||||
{
|
||||
Debug.LogError($"[GunSplatSetup] Could not find GLB at: {GLB_PATH}");
|
||||
EditorUtility.DisplayDialog("Gun Splat Setup", $"Could not find model at:\n{GLB_PATH}", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
// ── 3. Build the held-weapon prefab ──────────────────────────
|
||||
GameObject weaponRoot = new GameObject("GunSplat");
|
||||
AttachVisual(weaponRoot, modelAsset);
|
||||
|
||||
SimpleGun gun = weaponRoot.AddComponent<SimpleGun>();
|
||||
gun.damage = 30f;
|
||||
gun.range = 120f;
|
||||
gun.fireRate = 6f;
|
||||
gun.maxAmmo = 24;
|
||||
gun.isAutomatic = false;
|
||||
|
||||
if (File.Exists(DataRelative(WEAPON_PREFAB)))
|
||||
AssetDatabase.DeleteAsset(WEAPON_PREFAB);
|
||||
|
||||
GameObject savedWeapon = PrefabUtility.SaveAsPrefabAsset(weaponRoot, WEAPON_PREFAB);
|
||||
Object.DestroyImmediate(weaponRoot);
|
||||
|
||||
if (savedWeapon == null)
|
||||
{
|
||||
Debug.LogError("[GunSplatSetup] Failed to save weapon prefab.");
|
||||
return;
|
||||
}
|
||||
Debug.Log($"[GunSplatSetup] Weapon prefab → {WEAPON_PREFAB}");
|
||||
|
||||
// ── 4. Create / update ItemDefinition ────────────────────────
|
||||
ItemDefinition item = AssetDatabase.LoadAssetAtPath<ItemDefinition>(ITEM_DEF_PATH);
|
||||
bool isNew = item == null;
|
||||
if (isNew) item = ScriptableObject.CreateInstance<ItemDefinition>();
|
||||
|
||||
item.itemName = "Gun Splat";
|
||||
item.type = ItemDefinition.ItemType.Weapon;
|
||||
item.weaponPrefab = savedWeapon;
|
||||
item.description = "A janky lidar-scanned sidearm. Shoots first, looks weird always.";
|
||||
|
||||
if (isNew)
|
||||
AssetDatabase.CreateAsset(item, ITEM_DEF_PATH);
|
||||
else
|
||||
EditorUtility.SetDirty(item);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"[GunSplatSetup] ItemDefinition → {ITEM_DEF_PATH}");
|
||||
|
||||
// ── 5. Build the world pickup prefab ─────────────────────────
|
||||
GameObject pickupRoot = new GameObject("GunSplat_Pickup");
|
||||
|
||||
// Visual child — the GLB model
|
||||
AttachVisual(pickupRoot, modelAsset);
|
||||
|
||||
// PickupItem component
|
||||
PickupItem pickup = pickupRoot.AddComponent<PickupItem>();
|
||||
pickup.definition = item;
|
||||
pickup.spinSpeed = 90f;
|
||||
pickup.bobHeight = 0.15f;
|
||||
pickup.bobSpeed = 2.0f;
|
||||
pickup.pickupRadius = 2.2f;
|
||||
pickup.pickupKey = KeyCode.E;
|
||||
|
||||
if (File.Exists(DataRelative(PICKUP_PREFAB)))
|
||||
AssetDatabase.DeleteAsset(PICKUP_PREFAB);
|
||||
|
||||
GameObject savedPickup = PrefabUtility.SaveAsPrefabAsset(pickupRoot, PICKUP_PREFAB);
|
||||
Object.DestroyImmediate(pickupRoot);
|
||||
|
||||
if (savedPickup == null)
|
||||
{
|
||||
Debug.LogError("[GunSplatSetup] Failed to save pickup prefab.");
|
||||
return;
|
||||
}
|
||||
Debug.Log($"[GunSplatSetup] Pickup prefab → {PICKUP_PREFAB}");
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
// ── 6. Done ──────────────────────────────────────────────────
|
||||
EditorUtility.DisplayDialog(
|
||||
"Gun Splat Setup ✓",
|
||||
"Created:\n" +
|
||||
$"• {WEAPON_PREFAB}\n" +
|
||||
$"• {PICKUP_PREFAB}\n" +
|
||||
$"• {ITEM_DEF_PATH}\n\n" +
|
||||
"Drag GunSplat_Pickup into the scene wherever you want it to spawn.\n" +
|
||||
"It will spin, bob, and show an [E] prompt when the player gets close.",
|
||||
"Sick");
|
||||
|
||||
EditorGUIUtility.PingObject(savedPickup);
|
||||
Selection.activeObject = savedPickup;
|
||||
}
|
||||
|
||||
// ─── Helpers ─────────────────────────────────────────────────────
|
||||
|
||||
static void AttachVisual(GameObject parent, GameObject modelAsset)
|
||||
{
|
||||
GameObject visual = (GameObject)PrefabUtility.InstantiatePrefab(modelAsset);
|
||||
if (visual == null) visual = Object.Instantiate(modelAsset);
|
||||
visual.name = "Visual";
|
||||
visual.transform.SetParent(parent.transform, false);
|
||||
visual.transform.localPosition = Vector3.zero;
|
||||
visual.transform.localRotation = Quaternion.identity;
|
||||
visual.transform.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
static string DataRelative(string assetPath) =>
|
||||
Application.dataPath + "/../" + assetPath;
|
||||
|
||||
static void EnsureFolder(string path)
|
||||
{
|
||||
string[] parts = path.Split('/');
|
||||
string current = parts[0];
|
||||
for (int i = 1; i < parts.Length; i++)
|
||||
{
|
||||
string next = current + "/" + parts[i];
|
||||
if (!AssetDatabase.IsValidFolder(next))
|
||||
AssetDatabase.CreateFolder(current, parts[i]);
|
||||
current = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Editor/GunSplatSetup.cs.meta
Normal file
2
Assets/Scripts/Editor/GunSplatSetup.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0ceea0a64e3fa344b83004be51fe457
|
||||
92
Assets/Scripts/Editor/WeaponManagerEditor.cs
Normal file
92
Assets/Scripts/Editor/WeaponManagerEditor.cs
Normal file
@@ -0,0 +1,92 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(WeaponManager))]
|
||||
public class WeaponManagerEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
WeaponManager wm = (WeaponManager)target;
|
||||
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("── Live Positioning ──", EditorStyles.boldLabel);
|
||||
|
||||
// Show what's active
|
||||
string activeName = wm.ActiveWeaponName;
|
||||
if (string.IsNullOrEmpty(activeName))
|
||||
{
|
||||
EditorGUILayout.HelpBox("No weapon currently equipped.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.HelpBox($"Active: {activeName}", MessageType.None);
|
||||
|
||||
// Select the live GO so you can drag gizmos in Scene view
|
||||
if (GUILayout.Button("🎯 Select Active Weapon in Scene"))
|
||||
{
|
||||
var slot = wm.slots.Find(s => s.itemName == activeName);
|
||||
if (slot != null)
|
||||
{
|
||||
Selection.activeGameObject = slot.instance;
|
||||
SceneView.lastActiveSceneView?.Focus();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Sync the current transform back into the WeaponViewmodel (or fallback global offset)
|
||||
if (GUILayout.Button("⬆ Sync Transform → Offset Fields"))
|
||||
{
|
||||
var slot = wm.slots.Find(s => s.itemName == activeName);
|
||||
if (slot != null)
|
||||
{
|
||||
var vm = slot.instance.GetComponent<WeaponViewmodel>();
|
||||
if (vm != null)
|
||||
{
|
||||
Undo.RecordObject(vm, "Sync Weapon Viewmodel");
|
||||
vm.SyncFromTransform();
|
||||
EditorUtility.SetDirty(vm);
|
||||
|
||||
// Also save back to the source prefab asset
|
||||
var prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(slot.instance);
|
||||
if (prefabAsset != null)
|
||||
{
|
||||
var prefabVm = prefabAsset.GetComponent<WeaponViewmodel>();
|
||||
if (prefabVm != null)
|
||||
{
|
||||
Undo.RecordObject(prefabVm, "Sync Weapon Viewmodel Prefab");
|
||||
prefabVm.positionOffset = vm.positionOffset;
|
||||
prefabVm.rotationOffset = vm.rotationOffset;
|
||||
prefabVm.scale = vm.scale;
|
||||
EditorUtility.SetDirty(prefabVm);
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
}
|
||||
Debug.Log($"[WeaponManager] Synced to WeaponViewmodel: pos={vm.positionOffset} rot={vm.rotationOffset} scale={vm.scale}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: no viewmodel, write to global offsets
|
||||
Undo.RecordObject(wm, "Sync Weapon Offset");
|
||||
wm.weaponPositionOffset = slot.instance.transform.localPosition;
|
||||
wm.weaponRotationOffset = slot.instance.transform.localRotation.eulerAngles;
|
||||
wm.weaponScale = slot.instance.transform.localScale;
|
||||
EditorUtility.SetDirty(wm);
|
||||
Debug.Log($"[WeaponManager] Synced to global offset: pos={wm.weaponPositionOffset}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.HelpBox(
|
||||
"1. Hit Play & equip the gun\n" +
|
||||
"2. Click 'Select Active Weapon'\n" +
|
||||
"3. Use Move/Rotate gizmos in Scene view\n" +
|
||||
"4. Click 'Sync Transform → Offset Fields'\n" +
|
||||
"5. Stop Play — values are saved",
|
||||
MessageType.Info);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Editor/WeaponManagerEditor.cs.meta
Normal file
2
Assets/Scripts/Editor/WeaponManagerEditor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe67de8a32d4bf5449ee8def34a1bb8a
|
||||
10
Assets/Scripts/EnemyHeadHitbox.cs
Normal file
10
Assets/Scripts/EnemyHeadHitbox.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this to an enemy's head GameObject.
|
||||
/// When the player shoots it, SimpleGun checks for this component and instakills.
|
||||
/// </summary>
|
||||
public class EnemyHeadHitbox : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public EnemyHealth enemyHealth;
|
||||
}
|
||||
2
Assets/Scripts/EnemyHeadHitbox.cs.meta
Normal file
2
Assets/Scripts/EnemyHeadHitbox.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23988a1164d49b7498b3b4dad22c92f4
|
||||
@@ -1,35 +1,34 @@
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class FirstPersonController : MonoBehaviour
|
||||
{
|
||||
[Header("Movement Settings")]
|
||||
public float walkSpeed = 50f; // Boosted from 8f to overcome collision issues
|
||||
public float runSpeed = 80f; // Boosted from 14f
|
||||
public float walkSpeed = 50f;
|
||||
public float runSpeed = 80f;
|
||||
public float jumpHeight = 2.5f;
|
||||
public float gravity = -20f;
|
||||
public float gravity = -20f;
|
||||
|
||||
[Header("Mouse Look Settings")]
|
||||
public float mouseSensitivity = 3f;
|
||||
public float maxLookAngle = 90f;
|
||||
public float maxLookAngle = 90f;
|
||||
|
||||
[Header("References")]
|
||||
public Camera playerCamera;
|
||||
|
||||
// Private variables
|
||||
private CharacterController controller;
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
private float xRotation = 0f;
|
||||
private Inventory inventory;
|
||||
private Player player;
|
||||
private Vector3 velocity;
|
||||
private bool isGrounded;
|
||||
private float xRotation = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
Debug.Log("Starting game");
|
||||
|
||||
// FORCE NORMAL TIME (in case something external changed it)
|
||||
Time.timeScale = 1f;
|
||||
|
||||
controller = GetComponent<CharacterController>();
|
||||
|
||||
controller = GetComponent<CharacterController>();
|
||||
if (controller == null)
|
||||
{
|
||||
Debug.LogError("FirstPersonController: No CharacterController found!");
|
||||
@@ -39,8 +38,11 @@ public class FirstPersonController : MonoBehaviour
|
||||
if (playerCamera == null)
|
||||
playerCamera = GetComponentInChildren<Camera>();
|
||||
|
||||
inventory = GetComponent<Inventory>();
|
||||
player = GetComponent<Player>();
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
@@ -52,71 +54,46 @@ public class FirstPersonController : MonoBehaviour
|
||||
if (isGrounded && velocity.y < 0)
|
||||
velocity.y = -2f;
|
||||
|
||||
// ─── Movement via direct KeyCode ───
|
||||
float moveX = 0f;
|
||||
float moveZ = 0f;
|
||||
|
||||
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) moveZ += 1f;
|
||||
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) moveZ -= 1f;
|
||||
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) moveX -= 1f;
|
||||
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) moveX += 1f;
|
||||
|
||||
// DEBUG: Log once when W is first pressed
|
||||
if (Input.GetKeyDown(KeyCode.W))
|
||||
{
|
||||
Debug.Log($"[FPC DEBUG] W pressed | controller.enabled={controller.enabled} | position={transform.position} | isGrounded={isGrounded}");
|
||||
Debug.Log($"[FPC DEBUG] Time.timeScale={Time.timeScale} | Time.deltaTime={Time.deltaTime} | walkSpeed={walkSpeed}");
|
||||
}
|
||||
float moveX = 0f, moveZ = 0f;
|
||||
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) moveZ += 1f;
|
||||
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) moveZ -= 1f;
|
||||
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) moveX -= 1f;
|
||||
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) moveX += 1f;
|
||||
|
||||
Vector3 move = transform.right * moveX + transform.forward * moveZ;
|
||||
if (move.magnitude > 1f) move.Normalize();
|
||||
|
||||
if (move.magnitude > 1f)
|
||||
move.Normalize();
|
||||
bool wantSprint = Input.GetKey(KeyCode.LeftShift) && move.magnitude > 0f;
|
||||
bool isSprinting = wantSprint && (player == null || player.CanSprint());
|
||||
if (player != null) player.isSprinting = isSprinting;
|
||||
|
||||
float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? runSpeed : walkSpeed;
|
||||
|
||||
Vector3 posBefore = transform.position;
|
||||
float currentSpeed = isSprinting ? runSpeed : walkSpeed;
|
||||
controller.Move(move * currentSpeed * Time.deltaTime);
|
||||
|
||||
// DEBUG: Log if we tried to move but didn't
|
||||
if (move.magnitude > 0f && Input.GetKeyDown(KeyCode.W))
|
||||
{
|
||||
Vector3 posAfter = transform.position;
|
||||
Debug.Log($"[FPC DEBUG] Move attempt: delta={move * currentSpeed * Time.deltaTime} | actualDelta={(posAfter - posBefore)} | controller.height={controller.height} | controller.radius={controller.radius}");
|
||||
|
||||
// Check what we're colliding with
|
||||
Collider[] nearbyColliders = Physics.OverlapSphere(transform.position, controller.radius + 0.5f);
|
||||
Debug.Log($"[FPC DEBUG] Found {nearbyColliders.Length} colliders near player");
|
||||
foreach (Collider col in nearbyColliders)
|
||||
{
|
||||
if (col != controller && !(col is CharacterController))
|
||||
Debug.LogWarning($"[FPC DEBUG] Nearby collider: {col.gameObject.name} on layer {LayerMask.LayerToName(col.gameObject.layer)}");
|
||||
}
|
||||
}
|
||||
|
||||
// Jumping
|
||||
if (Input.GetKey(KeyCode.Space) && isGrounded)
|
||||
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
|
||||
// Gravity
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
controller.Move(velocity * Time.deltaTime);
|
||||
controller.Move(new Vector3(0f, velocity.y, 0f) * Time.deltaTime);
|
||||
|
||||
// Mouse look
|
||||
HandleMouseLook();
|
||||
bool inventoryOpen = inventory != null && inventory.IsOpen;
|
||||
bool dialogueOpen = DialogueManager.Instance != null && DialogueManager.Instance.IsOpen;
|
||||
if (!inventoryOpen && !dialogueOpen)
|
||||
HandleMouseLook();
|
||||
|
||||
// Freeze movement during dialogue
|
||||
if (dialogueOpen) return;
|
||||
|
||||
// Escape to unlock cursor
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
// Click to re-lock cursor
|
||||
if (Input.GetMouseButtonDown(0) && Cursor.lockState == CursorLockMode.None)
|
||||
if (Input.GetMouseButtonDown(0) && Cursor.lockState == CursorLockMode.None && !inventoryOpen)
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -126,9 +103,8 @@ public class FirstPersonController : MonoBehaviour
|
||||
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
|
||||
|
||||
xRotation -= mouseY;
|
||||
xRotation = Mathf.Clamp(xRotation, -maxLookAngle, maxLookAngle);
|
||||
xRotation = Mathf.Clamp(xRotation, -maxLookAngle, maxLookAngle);
|
||||
playerCamera.transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
|
||||
|
||||
transform.Rotate(Vector3.up * mouseX);
|
||||
}
|
||||
}
|
||||
|
||||
8
Assets/Scripts/Game.meta
Normal file
8
Assets/Scripts/Game.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95d67a3c950d0c04bbf9b00db7424ff8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
25
Assets/Scripts/Game/Defines.cs
Normal file
25
Assets/Scripts/Game/Defines.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Defines
|
||||
{
|
||||
public class Input
|
||||
{
|
||||
public const int kLeftMouseButton = 0;
|
||||
public const int kRightMouseButton = 1;
|
||||
public const int kMiddleMouseButton = 2;
|
||||
|
||||
public const float kShortClickDelay = 0.25f;
|
||||
public const float kShortClickCancelMinMouseMovement = 10.0f;
|
||||
|
||||
public const float kHeldClickDelay = 0.3f;
|
||||
|
||||
public const KeyCode rotateLeftKey = KeyCode.R;
|
||||
public const KeyCode rotateRightKey = KeyCode.T;
|
||||
public const KeyCode kCancelKeyCode = KeyCode.Escape;
|
||||
|
||||
public const CursorLockMode kDefaultCursorLockMode = CursorLockMode.Confined;
|
||||
|
||||
public const float kMouseRotationDistance = 100.0f;
|
||||
public const float kDoubleClickThreshold = 0.5f;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Game/Defines.cs.meta
Normal file
2
Assets/Scripts/Game/Defines.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 87ada8c9eefa71f47aefa0442b6e990f
|
||||
8
Assets/Scripts/Game/Input.meta
Normal file
8
Assets/Scripts/Game/Input.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d14cfa81116a2f342bb961c77495567a
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||||
folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
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userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
384
Assets/Scripts/Game/Input/InputData.cs
Normal file
384
Assets/Scripts/Game/Input/InputData.cs
Normal file
@@ -0,0 +1,384 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public static class InputData
|
||||
{
|
||||
public const float kDoubleClickThreshold = 0.5f;
|
||||
|
||||
public static Vector2 mousePosition;
|
||||
public static Vector2 mouseDelta;
|
||||
public static float smoothScrollDelta;
|
||||
public static float scrollDelta;
|
||||
|
||||
public static bool mouseOverUI
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
public static MouseButton leftMouseButton;
|
||||
public static MouseButton middleMouseButton;
|
||||
public static MouseButton rightMouseButton;
|
||||
|
||||
public static Button fireWeapon;
|
||||
public static Button reload;
|
||||
public static Button jump;
|
||||
|
||||
public static Axis horizontalMovement;
|
||||
|
||||
private static List<Button> allButtons = new List<Button>();
|
||||
private static List<Axis> allAxis = new List<Axis>();
|
||||
|
||||
private static float storedScrollDelta;
|
||||
|
||||
private static InputConfig inputConfig = new InputConfig();
|
||||
|
||||
static InputData()
|
||||
{
|
||||
leftMouseButton = AddButton( new MouseButton( Defines.Input.kLeftMouseButton ) );
|
||||
middleMouseButton = AddButton( new MouseButton( Defines.Input.kMiddleMouseButton ) );
|
||||
rightMouseButton = AddButton( new MouseButton( Defines.Input.kRightMouseButton ) );
|
||||
|
||||
fireWeapon = AddButton( new MultiButton(
|
||||
new Button[]
|
||||
{
|
||||
new MouseButton( Defines.Input.kLeftMouseButton),
|
||||
new KeyboardButton( KeyCode.LeftControl ),
|
||||
} ) );
|
||||
reload = AddButton( new KeyboardButton( KeyCode.R ) );
|
||||
jump = AddButton( new KeyboardButton( KeyCode.Space ) );
|
||||
|
||||
horizontalMovement = AddAxis( new MultiAxis(
|
||||
new Axis[]
|
||||
{
|
||||
new ButtonAxis( new KeyboardButton( KeyCode.A ), new KeyboardButton( KeyCode.D ) )
|
||||
} ) );
|
||||
}
|
||||
|
||||
public static T AddButton<T>( T value ) where T : Button
|
||||
{
|
||||
allButtons.Add( value );
|
||||
return value;
|
||||
}
|
||||
|
||||
public static T AddAxis<T>( T value ) where T : Axis
|
||||
{
|
||||
allAxis.Add( value );
|
||||
return value;
|
||||
}
|
||||
|
||||
public class MouseButton : Button
|
||||
{
|
||||
public Vector2 downPosition;
|
||||
public int mouseButton;
|
||||
|
||||
public MouseButton( int button )
|
||||
{
|
||||
mouseButton = button;
|
||||
}
|
||||
|
||||
public override bool GetButton()
|
||||
{
|
||||
return Input.GetMouseButton( mouseButton );
|
||||
}
|
||||
|
||||
protected override bool HeldCancelCheck()
|
||||
{
|
||||
return ( mousePosition - downPosition ).magnitude <= Defines.Input.kShortClickCancelMinMouseMovement;
|
||||
}
|
||||
|
||||
public override void Update( float unscaledTime )
|
||||
{
|
||||
base.Update( unscaledTime );
|
||||
if( pressed )
|
||||
{
|
||||
downPosition = mousePosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class KeyboardButton : Button
|
||||
{
|
||||
private KeyCode key;
|
||||
|
||||
public KeyboardButton( KeyCode keycode )
|
||||
{
|
||||
key = keycode;
|
||||
}
|
||||
|
||||
public override bool GetButton()
|
||||
{
|
||||
return Input.GetKey( key );
|
||||
}
|
||||
}
|
||||
|
||||
public class MultiButton : Button
|
||||
{
|
||||
private Button[] buttons;
|
||||
|
||||
public MultiButton( Button[] value )
|
||||
{
|
||||
buttons = value;
|
||||
}
|
||||
|
||||
public override bool GetButton()
|
||||
{
|
||||
bool down = false;
|
||||
for( int i = buttons.Length - 1; i >= 0; --i )
|
||||
{
|
||||
down |= buttons[i].GetButton();
|
||||
}
|
||||
return down;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Button
|
||||
{
|
||||
/// <summary>
|
||||
/// true when the mouse button is down.
|
||||
/// </summary>
|
||||
public bool down;
|
||||
/// <summary>
|
||||
/// true for the frame that the mouse button pressed (On Click).
|
||||
/// </summary>
|
||||
public bool pressed;
|
||||
/// <summary>
|
||||
/// true on the frame that the mouse button has been down
|
||||
/// for X number of frames without being moved.
|
||||
/// </summary>
|
||||
public bool held;
|
||||
/// <summary>
|
||||
/// true on the frame the mouse button is released.
|
||||
/// </summary>
|
||||
public bool released;
|
||||
/// <summary>
|
||||
/// true if the mouse is clicked quickly and not moved much.
|
||||
/// example: right clicking to cancel placement of item.
|
||||
/// </summary>
|
||||
public bool shortClick;
|
||||
|
||||
/// <summary>
|
||||
/// The time that the button was presesd.
|
||||
/// </summary>
|
||||
public float downTime;
|
||||
|
||||
/// <summary>
|
||||
/// True when the user has double clicked this button.
|
||||
/// </summary>
|
||||
public bool doubleClick;
|
||||
|
||||
/// <summary>
|
||||
/// How long this button has been down for. Only valid when
|
||||
/// down == true
|
||||
/// </summary>
|
||||
public float downLength;
|
||||
|
||||
private bool isHeld;
|
||||
private float lastClickTime;
|
||||
private Vector3 lastClickPosition;
|
||||
|
||||
public abstract bool GetButton();
|
||||
/// <summary>
|
||||
/// Overload this funtion in order to have
|
||||
/// the mouse be able to cancel the held functionality
|
||||
/// if the user moves the mouse.
|
||||
/// </summary>
|
||||
/// <returns>If the held or shortclick should be cancelled</returns>
|
||||
protected virtual bool HeldCancelCheck()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void Update( float unscaledTime )
|
||||
{
|
||||
bool value = GetButton();
|
||||
|
||||
pressed = value && down == false;
|
||||
released = value == false && down == true;
|
||||
shortClick = false;
|
||||
down = value;
|
||||
|
||||
bool isHeldValue = pressed == false && down && downTime + Defines.Input.kHeldClickDelay < unscaledTime && HeldCancelCheck();
|
||||
held = isHeld == false && isHeldValue == true; // Only show this as true for a single frame.
|
||||
isHeld = isHeldValue;
|
||||
|
||||
if( pressed )
|
||||
{
|
||||
downTime = unscaledTime;
|
||||
downLength = 0.0f;
|
||||
doubleClick = lastClickTime + kDoubleClickThreshold >= unscaledTime && Vector2.Distance( mousePosition, lastClickPosition ) < 5.0f;
|
||||
}
|
||||
|
||||
if( released )
|
||||
{
|
||||
if( unscaledTime - downTime <= Defines.Input.kShortClickDelay
|
||||
&& HeldCancelCheck() )
|
||||
{
|
||||
shortClick = true;
|
||||
}
|
||||
lastClickTime = unscaledTime;
|
||||
doubleClick = false;
|
||||
}
|
||||
|
||||
if( down )
|
||||
{
|
||||
downLength = unscaledTime - downTime;
|
||||
lastClickPosition = mousePosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Axis
|
||||
{
|
||||
public float value;
|
||||
|
||||
public abstract float GetAxisValue();
|
||||
|
||||
public virtual void Update( float unscaledTime)
|
||||
{
|
||||
value = GetAxisValue();
|
||||
}
|
||||
}
|
||||
|
||||
public class InputAxis : Axis
|
||||
{
|
||||
public string axisName;
|
||||
|
||||
public InputAxis( string name )
|
||||
{
|
||||
axisName = name;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
return Input.GetAxis( axisName );
|
||||
}
|
||||
}
|
||||
|
||||
public class TriggerNormaliser : Axis
|
||||
{
|
||||
private Axis trigger;
|
||||
bool invert = false;
|
||||
|
||||
public TriggerNormaliser( Axis value, bool doInvert )
|
||||
{
|
||||
trigger = value;
|
||||
invert = doInvert;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
float value = trigger.GetAxisValue();
|
||||
if( invert == false )
|
||||
{
|
||||
value += 1.0f;
|
||||
value /= 2.0f;
|
||||
}
|
||||
value *= invert ? -1.0f : 1.0f;
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
public class InvertAxis : Axis
|
||||
{
|
||||
private Axis targetAxis;
|
||||
|
||||
public InvertAxis( Axis target )
|
||||
{
|
||||
targetAxis = target;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
return -1 * targetAxis.GetAxisValue();
|
||||
}
|
||||
}
|
||||
|
||||
public class ButtonAxis : Axis
|
||||
{
|
||||
private Button positiveButton;
|
||||
private Button negativeButton;
|
||||
|
||||
public ButtonAxis( Button negativeButton, Button positiveButton )
|
||||
{
|
||||
this.positiveButton = positiveButton;
|
||||
this.negativeButton = negativeButton;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
return ( positiveButton.down ? 1.0f : 0.0f ) + ( negativeButton.down ? -1.0f : 0.0f );
|
||||
}
|
||||
|
||||
public override void Update( float unscaledTime )
|
||||
{
|
||||
positiveButton.Update( unscaledTime );
|
||||
negativeButton.Update( unscaledTime );
|
||||
base.Update( unscaledTime );
|
||||
}
|
||||
}
|
||||
|
||||
public class InputActionAxis : Axis
|
||||
{
|
||||
private InputAction action;
|
||||
|
||||
public InputActionAxis( InputAction inputAction )
|
||||
{
|
||||
action = inputAction;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
return action.ReadValue<float>();
|
||||
}
|
||||
}
|
||||
|
||||
public class MultiAxis : Axis
|
||||
{
|
||||
protected Axis[] axis;
|
||||
|
||||
public MultiAxis( Axis[] axis )
|
||||
{
|
||||
this.axis = axis;
|
||||
}
|
||||
|
||||
public override float GetAxisValue()
|
||||
{
|
||||
float value = 0.0f;
|
||||
|
||||
for( int i = 0; i < axis.Length; i++ )
|
||||
{
|
||||
value += axis[i].GetAxisValue();
|
||||
}
|
||||
|
||||
value = Mathf.Clamp( value, -1.0f, 1.0f );
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Update( float unscaledTime )
|
||||
{
|
||||
mouseDelta = mousePosition - (Vector2)Input.mousePosition;
|
||||
mousePosition = Input.mousePosition;
|
||||
//mouseOverUI = UIUtils.MouseIsOverUI();
|
||||
foreach( Button i in allButtons )
|
||||
{
|
||||
i.Update( unscaledTime );
|
||||
}
|
||||
|
||||
foreach( Axis i in allAxis )
|
||||
{
|
||||
i.Update( unscaledTime);
|
||||
}
|
||||
|
||||
#if UNITY_STANDALONE_WIN
|
||||
scrollDelta = Input.mouseScrollDelta.y;
|
||||
#else
|
||||
scrollDelta = ( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) ) ? Input.mouseScrollDelta.x : Input.mouseScrollDelta.y;
|
||||
#endif
|
||||
storedScrollDelta += scrollDelta;
|
||||
float smoothAmount = Mathf.Lerp( 0.0f, storedScrollDelta, Time.unscaledDeltaTime * 5.0f );
|
||||
storedScrollDelta -= smoothAmount;
|
||||
smoothScrollDelta = smoothAmount;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Game/Input/InputData.cs.meta
Normal file
2
Assets/Scripts/Game/Input/InputData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b47ddc9765face745a9c52aaf22038bc
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user