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basics-mea
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movement-s
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31
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1353
Assets/Scenes/Crevasse.unity
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1353
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Normal file
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1898
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1898
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Normal file
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9641
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9641
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Normal file
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12695
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Normal file
12695
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Normal file
File diff suppressed because it is too large
Load Diff
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59860
Assets/Scenes/Stairs.unity
Normal file
59860
Assets/Scenes/Stairs.unity
Normal file
File diff suppressed because one or more lines are too long
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Assets/Scenes/Stairs.unity.meta
Normal file
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Normal file
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10014
Assets/Scenes/Steps.unity
Normal file
10014
Assets/Scenes/Steps.unity
Normal file
File diff suppressed because one or more lines are too long
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Normal file
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Assets/Scenes/Steps.unity.meta
Normal file
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1676
Assets/Scenes/Wall Jump.unity
Normal file
1676
Assets/Scenes/Wall Jump.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Wall Jump.unity.meta
Normal file
7
Assets/Scenes/Wall Jump.unity.meta
Normal file
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using UnityEngine;
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using TMPro;
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public class FrameRateCounter : MonoBehaviour
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{
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[SerializeField]
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TextMeshProUGUI display = default;
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public enum DisplayMode { FPS, MS };
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[SerializeField]
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DisplayMode displayMode = DisplayMode.FPS;
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[SerializeField, Range(0.1f, 2.0f)]
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float sampleDuration = 1.0f;
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int frames;
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float duration;
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float bestDuration = float.MaxValue;
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float worstDuration = 0.0f;
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|
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private void Update()
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{
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var frameDuration = Time.unscaledDeltaTime;
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frames++;
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duration += frameDuration;
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|
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if (frameDuration < bestDuration)
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{
|
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bestDuration = frameDuration;
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}
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if (frameDuration > worstDuration)
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{
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worstDuration = frameDuration;
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}
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if (duration >= sampleDuration)
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{
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if (displayMode == DisplayMode.FPS)
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{
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display.SetText(
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"FPS\n{0:0}\n{1:0}\n{2:0}",
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1.0f / bestDuration,
|
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frames / duration,
|
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1.0f / worstDuration
|
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);
|
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}
|
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else
|
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{
|
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display.SetText(
|
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"FPS\n{0:1}\n{1:1}\n{2:1}",
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1000.0f * bestDuration,
|
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1000.0f * duration / frames,
|
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1000.0f * worstDuration
|
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);
|
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}
|
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|
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frames = 0;
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duration = 0.0f;
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bestDuration = float.MaxValue;
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worstDuration = 0.0f;
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}
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}
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}
|
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,92 +0,0 @@
|
||||
using UnityEngine;
|
||||
using static UnityEngine.Mathf;
|
||||
|
||||
public static class FunctionLibrary
|
||||
{
|
||||
public delegate Vector3 Function(float u, float v, float t);
|
||||
|
||||
public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
|
||||
|
||||
private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
|
||||
|
||||
public static Function GetFunction(FunctionName name)
|
||||
{
|
||||
return functions[(int)name];
|
||||
}
|
||||
|
||||
public static FunctionName GetNextFunctionName(FunctionName name)
|
||||
{
|
||||
return (int)name < functions.Length - 1 ? name + 1 : 0;
|
||||
}
|
||||
|
||||
public static FunctionName GetRandomFunctionName()
|
||||
{
|
||||
return (FunctionName)Random.Range(0, functions.Length);
|
||||
}
|
||||
|
||||
public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
|
||||
{
|
||||
var choice = (FunctionName)Random.Range(1, functions.Length);
|
||||
return choice == name ? 0 : choice;
|
||||
}
|
||||
|
||||
public static Vector3 Wave(float u, float v, float t)
|
||||
{
|
||||
Vector3 p;
|
||||
p.x = u;
|
||||
p.y = Sin(PI * (u + v + t));
|
||||
p.z = v;
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 MultiWave(float u, float v, float t)
|
||||
{
|
||||
Vector3 p;
|
||||
p.x = u;
|
||||
p.y = Sin(PI * (u + 0.5f * t));
|
||||
p.y += 0.5f * Sin(2f * PI * (v + t));
|
||||
p.y += Sin(PI * (u + v + 0.25f * t));
|
||||
p.y *= 1f / 2.5f;
|
||||
p.z = v;
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Ripple(float u, float v, float t)
|
||||
{
|
||||
var d = Sqrt(u * u + v * v);
|
||||
Vector3 p;
|
||||
p.x = u;
|
||||
p.y = Sin(PI * (4f * d - t));
|
||||
p.y /= 1f + 10f * d;
|
||||
p.z = v;
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Sphere(float u, float v, float t)
|
||||
{
|
||||
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
|
||||
float s = r * Cos(0.5f * PI * v);
|
||||
Vector3 p;
|
||||
p.x = s * Sin(PI * u);
|
||||
p.y = r * Sin(0.5f * PI * v);
|
||||
p.z = s * Cos(PI * u);
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Torus(float u, float v, float t)
|
||||
{
|
||||
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
|
||||
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
|
||||
float s = r1 + r2 * Cos(PI * v);
|
||||
Vector3 p;
|
||||
p.x = s * Sin(PI * u);
|
||||
p.y = r2 * Sin(PI * v);
|
||||
p.z = s * Cos(PI * u);
|
||||
return p;
|
||||
}
|
||||
|
||||
public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
|
||||
{
|
||||
return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e5d4ebe0e863dfd49b58925b59880bf7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,123 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Graph : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
Transform pointPrefab = default;
|
||||
|
||||
[SerializeField, Range(10, 100)]
|
||||
int resolution = 10;
|
||||
|
||||
[SerializeField]
|
||||
FunctionLibrary.FunctionName function = default;
|
||||
|
||||
public enum TransitionMode { Normal, Cycle, Random }
|
||||
|
||||
[SerializeField]
|
||||
TransitionMode transitionMode = TransitionMode.Normal;
|
||||
|
||||
[SerializeField, Min(0.0f)]
|
||||
float functionDuration = 1.0f;
|
||||
|
||||
[SerializeField, Min(0.0f)]
|
||||
float transitionDuration = 1.0f;
|
||||
|
||||
Transform[] points;
|
||||
|
||||
float duration = 0.0f;
|
||||
|
||||
bool transitioning;
|
||||
|
||||
FunctionLibrary.FunctionName transitionFunction;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var step = 2f / resolution;
|
||||
var scale = Vector3.one * step;
|
||||
points = new Transform[resolution * resolution];
|
||||
for (int i = 0; i < points.Length; i++)
|
||||
{
|
||||
Transform point = Instantiate(pointPrefab);
|
||||
point.localScale = scale;
|
||||
point.SetParent(transform, false);
|
||||
points[i] = point;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
duration += Time.deltaTime;
|
||||
if (transitioning)
|
||||
{
|
||||
if (duration >= transitionDuration)
|
||||
{
|
||||
duration -= transitionDuration;
|
||||
transitioning = false;
|
||||
}
|
||||
}
|
||||
else if (duration >= functionDuration)
|
||||
{
|
||||
duration -= functionDuration;
|
||||
transitioning = true;
|
||||
transitionFunction = function;
|
||||
PickNextFunction();
|
||||
}
|
||||
if (transitioning)
|
||||
{
|
||||
UpdateFunctionTransition();
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateFunction();
|
||||
}
|
||||
}
|
||||
|
||||
private void PickNextFunction()
|
||||
{
|
||||
if (transitionMode == TransitionMode.Normal) return;
|
||||
function = transitionMode == TransitionMode.Cycle ?
|
||||
FunctionLibrary.GetNextFunctionName(function) :
|
||||
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
|
||||
}
|
||||
|
||||
private void UpdateFunction()
|
||||
{
|
||||
FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
|
||||
var time = Time.time;
|
||||
var step = 2.0f / resolution;
|
||||
var v = 0.5f * step - 1f;
|
||||
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
|
||||
{
|
||||
if (x == resolution)
|
||||
{
|
||||
x = 0;
|
||||
z += 1;
|
||||
v = (z + 0.5f) * step - 1f;
|
||||
}
|
||||
float u = (x + 0.5f) * step - 1f;
|
||||
points[i].localPosition = f(u, v, time);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateFunctionTransition()
|
||||
{
|
||||
FunctionLibrary.Function
|
||||
from = FunctionLibrary.GetFunction(transitionFunction),
|
||||
to = FunctionLibrary.GetFunction(function);
|
||||
float progress = duration / transitionDuration;
|
||||
float time = Time.time;
|
||||
float step = 2f / resolution;
|
||||
float v = 0.5f * step - 1f;
|
||||
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
|
||||
{
|
||||
if (x == resolution)
|
||||
{
|
||||
x = 0;
|
||||
z += 1;
|
||||
v = (z + 0.5f) * step - 1f;
|
||||
}
|
||||
float u = (x + 0.5f) * step - 1f;
|
||||
points[i].localPosition = FunctionLibrary.Morph(u, v, time, from, to, progress);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14cd06bfa92d53e4ebc0cde4a0e39db8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0fb12a02297f9149a851c7b510764eb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
258
Assets/Scripts/MovingSphere.cs
Normal file
258
Assets/Scripts/MovingSphere.cs
Normal file
@ -0,0 +1,258 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class MovingSphere : MonoBehaviour
|
||||
{
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxSpeed = 10f;
|
||||
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
|
||||
|
||||
[SerializeField, Range(0f, 10f)]
|
||||
private float jumpHeight = 2f;
|
||||
|
||||
[SerializeField, Range(0, 5)]
|
||||
private int maxAirJumps = 0;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
|
||||
|
||||
[SerializeField, Range(0f, 100f)]
|
||||
float maxSnapSpeed = 100f;
|
||||
|
||||
[SerializeField, Min(0f)]
|
||||
float probeDistance = 1f;
|
||||
|
||||
[SerializeField]
|
||||
LayerMask probeMask = -1, stairsMask = -1;
|
||||
|
||||
private Rigidbody body;
|
||||
|
||||
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
|
||||
private bool desiredJump = false;
|
||||
|
||||
private int jumpPhase;
|
||||
private Vector3 velocity;
|
||||
private Vector3 contactNormal, steepNormal;
|
||||
private int groundContactCount, steepContactCount;
|
||||
private float minGroundDotProduct, minStairsDotProduct;
|
||||
private int stepsSinceLastGrounded, stepsSinceLastJump;
|
||||
private bool onGround => groundContactCount > 0;
|
||||
private bool onSteep => steepContactCount > 0;
|
||||
|
||||
private float GetMinDot(int layer)
|
||||
{
|
||||
return (stairsMask & (1 << layer)) == 0 ?
|
||||
minGroundDotProduct : minStairsDotProduct;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
||||
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
body = GetComponent<Rigidbody>();
|
||||
OnValidate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector2 playerInput;
|
||||
playerInput.x = Input.GetAxis("Horizontal");
|
||||
playerInput.y = Input.GetAxis("Vertical");
|
||||
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
||||
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
||||
|
||||
desiredJump |= Input.GetButtonDown("Jump");
|
||||
|
||||
GetComponent<MeshRenderer>().material.SetColor(
|
||||
"_BaseColor", onGround ? Color.black : Color.white
|
||||
);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
UpdateState();
|
||||
|
||||
AdjustVelocity();
|
||||
|
||||
if (desiredJump)
|
||||
{
|
||||
desiredJump = false;
|
||||
Jump();
|
||||
}
|
||||
|
||||
body.velocity = velocity;
|
||||
|
||||
ClearState();
|
||||
}
|
||||
|
||||
private void UpdateState()
|
||||
{
|
||||
stepsSinceLastGrounded++;
|
||||
stepsSinceLastJump++;
|
||||
velocity = body.velocity;
|
||||
if (onGround || SnapToGround() || CheckSteepContacts())
|
||||
{
|
||||
stepsSinceLastGrounded = 0;
|
||||
if (stepsSinceLastJump > 1)
|
||||
{
|
||||
jumpPhase = 0;
|
||||
}
|
||||
if (groundContactCount > 1)
|
||||
{
|
||||
contactNormal.Normalize();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
contactNormal = Vector3.up;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
EvaluateCollision(collision);
|
||||
}
|
||||
|
||||
private void OnCollisionStay(Collision collision)
|
||||
{
|
||||
EvaluateCollision(collision);
|
||||
}
|
||||
|
||||
private void EvaluateCollision(Collision collision)
|
||||
{
|
||||
float minDot = GetMinDot(collision.gameObject.layer);
|
||||
for (int i = 0; i < collision.contactCount; i++)
|
||||
{
|
||||
var normal = collision.GetContact(i).normal;
|
||||
if (normal.y >= minDot)
|
||||
{
|
||||
groundContactCount += 1;
|
||||
contactNormal += normal;
|
||||
}
|
||||
else if (normal.y > -0.01f)
|
||||
{
|
||||
steepContactCount += 1;
|
||||
steepNormal += normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
Vector3 jumpDirection;
|
||||
|
||||
if (onGround)
|
||||
{
|
||||
jumpDirection = contactNormal;
|
||||
}
|
||||
else if (onSteep)
|
||||
{
|
||||
jumpDirection = steepNormal;
|
||||
jumpPhase = 0;
|
||||
}
|
||||
else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
|
||||
{
|
||||
if (jumpPhase == 0)
|
||||
{
|
||||
jumpPhase = 1;
|
||||
}
|
||||
jumpDirection = contactNormal;
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
stepsSinceLastJump = 0;
|
||||
jumpPhase++;
|
||||
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
||||
jumpDirection = (jumpDirection + Vector3.up).normalized;
|
||||
float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
|
||||
if (alignedSpeed > 0f)
|
||||
{
|
||||
jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
|
||||
}
|
||||
velocity += jumpDirection * jumpSpeed;
|
||||
|
||||
}
|
||||
|
||||
private void AdjustVelocity()
|
||||
{
|
||||
Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
|
||||
Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
|
||||
|
||||
float currentX = Vector3.Dot(velocity, xAxis);
|
||||
float currentZ = Vector3.Dot(velocity, zAxis);
|
||||
|
||||
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
|
||||
float maxSpeedChange = acceleration * Time.deltaTime;
|
||||
|
||||
float newX =
|
||||
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
|
||||
float newZ =
|
||||
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
|
||||
|
||||
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
|
||||
}
|
||||
|
||||
private Vector3 ProjectOnContactPlane(Vector3 vector)
|
||||
{
|
||||
return vector - contactNormal * Vector3.Dot(vector, contactNormal);
|
||||
}
|
||||
|
||||
private void ClearState()
|
||||
{
|
||||
groundContactCount = steepContactCount = 0;
|
||||
contactNormal = steepNormal = Vector3.zero;
|
||||
}
|
||||
|
||||
private bool SnapToGround()
|
||||
{
|
||||
if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
float speed = velocity.magnitude;
|
||||
if (speed > maxSnapSpeed)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
groundContactCount = 1;
|
||||
contactNormal = hit.normal;
|
||||
float dot = Vector3.Dot(velocity, hit.normal);
|
||||
if (dot > 0f)
|
||||
{
|
||||
velocity = (velocity - hit.normal * dot).normalized * speed;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckSteepContacts()
|
||||
{
|
||||
if (steepContactCount > 1)
|
||||
{
|
||||
steepNormal.Normalize();
|
||||
if (steepNormal.y >= minGroundDotProduct)
|
||||
{
|
||||
groundContactCount = 1;
|
||||
contactNormal = steepNormal;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac1eb05af6d391b4eb0f4c070a99f1d0
|
||||
guid: 50beb4685c906ba49b7db3438cc30dfc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
14
Assets/Sphere Physic Material.physicMaterial
Normal file
14
Assets/Sphere Physic Material.physicMaterial
Normal file
@ -0,0 +1,14 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!134 &13400000
|
||||
PhysicMaterial:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Sphere Physic Material
|
||||
dynamicFriction: 0
|
||||
staticFriction: 0
|
||||
bounciness: 0
|
||||
frictionCombine: 1
|
||||
bounceCombine: 1
|
8
Assets/Sphere Physic Material.physicMaterial.meta
Normal file
8
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
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|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
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"Font Software" refers to the set of files released by the Copyright
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include source files, build scripts and documentation.
|
||||
|
||||
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copyright statement(s).
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|
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distributed by the Copyright Holder(s).
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||||
|
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or substituting -- in part or in whole -- any of the components of the
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|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
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|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
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|
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included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
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binary files as long as those fields can be easily viewed by the user.
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distributed under any other license. The requirement for fonts to
|
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|
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|
||||
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|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
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|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
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|
||||
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|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
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|
||||
include source files, build scripts and documentation.
|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
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distributed by the Copyright Holder(s).
|
||||
|
||||
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|
||||
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|
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|
||||
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|
||||
|
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|
||||
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|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
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|
||||
|
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|
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|
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|
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|
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redistributed and/or sold with any software, provided that each copy
|
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|
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|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user