Imported basic unity packages yeehaw

This commit is contained in:
Jan Groß
2021-06-11 23:22:35 +02:00
parent cebcde471d
commit 09c5e64772
312 changed files with 40946 additions and 276 deletions

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limit:
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scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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scale: {x: 1, y: 1, z: 1}
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scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359}
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scale: {x: 1, y: 1, z: 1}
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scale: {x: 1, y: 1, z: 1}
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scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568}
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rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.03330326, y: 0.034598116, z: 0.0867403}
rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494}
scale: {x: 1, y: 1, z: 1}
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parentName: Right_UpperArm
position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226}
rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176}
scale: {x: 1, y: 1, z: 1}
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position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368}
rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128}
scale: {x: 1, y: 1, z: 1}
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rotation: {x: -0.00008773989, y: -0.7104814, z: -0.0063276542, w: 0.7036876}
scale: {x: 1, y: 1, z: 1}
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position: {x: 0.0000006924457, y: -0.04210151, z: -0.0000013631077}
rotation: {x: 0.03020306, y: -0.0000005662439, z: 0.000012195228, w: 0.99954385}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.00000032847043, y: -0.025139209, z: -0.0000005960629}
rotation: {x: 0.03948371, y: -0.000000052504312, z: -0.000005515076, w: 0.99922025}
scale: {x: 1, y: 1, z: 1}
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parentName: Right_IndexDistal
position: {x: 0.00000023984484, y: -0.024609355, z: 0.0000006271131}
rotation: {x: -5.5511138e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.012848663, y: -0.08609768, z: -0.0034359337}
rotation: {x: -0.0040856875, y: -0.6610817, z: -0.0040004994, w: 0.7502922}
scale: {x: 1, y: 1, z: 1}
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position: {x: 0.000000014272595, y: -0.051275954, z: 0.0000009747695}
rotation: {x: 0.026226329, y: -0.0000007450579, z: -0.0000027469353, w: 0.9996561}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleDistal
parentName: Right_MiddleIntermediate
position: {x: 0.00000014287376, y: -0.028283618, z: 0.00000019378916}
rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396}
scale: {x: 1, y: 1, z: 1}
- name: Right_MiddleDistalEnd
parentName: Right_MiddleDistal
position: {x: 0.000000038619483, y: -0.023345316, z: 0.0000005352584}
rotation: {x: 0, y: -0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
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position: {x: -0.0044381507, y: -0.07288141, z: 0.029358566}
rotation: {x: -0.020058475, y: -0.55049545, z: -0.008249418, w: 0.83455646}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyIntermediate
parentName: Right_PinkyProximal
position: {x: 0.00000045734515, y: -0.032268908, z: 0.00000088312623}
rotation: {x: 0.02811499, y: -0.0000035166731, z: -0.00000016298141, w: 0.9996047}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyDistal
parentName: Right_PinkyIntermediate
position: {x: 0.00000023899057, y: -0.02022493, z: 0.00000055474345}
rotation: {x: 0.03642403, y: -0.0000024211556, z: -0.000008829222, w: 0.9993365}
scale: {x: 1, y: 1, z: 1}
- name: Right_PinkyDistalEnd
parentName: Right_PinkyDistal
position: {x: 0.000000632002, y: -0.018518865, z: 0.0000001154108}
rotation: {x: -1.7347236e-17, y: 0, z: -0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Right_RingProximal
parentName: Right_Hand
position: {x: -0.00952738, y: -0.08161427, z: 0.012242128}
rotation: {x: -0.017649079, y: -0.6027014, z: -0.0040535578, w: 0.7977614}
scale: {x: 1, y: 1, z: 1}
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using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}
private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}
}
private void Start()
{
_hasAnimator = TryGetComponent(out _animator);
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
AssignAnimationIDs();
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
JumpAndGravity();
GroundedCheck();
Move();
}
private void LateUpdate()
{
CameraRotation();
}
private void AssignAnimationIDs()
{
_animIDSpeed = Animator.StringToHash("Speed");
_animIDGrounded = Animator.StringToHash("Grounded");
_animIDJump = Animator.StringToHash("Jump");
_animIDFreeFall = Animator.StringToHash("FreeFall");
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
}
}
private void CameraRotation()
{
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
_cinemachineTargetYaw += _input.look.x * Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * Time.deltaTime;
}
// clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
}

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