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movement-s
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- Texture2D_BF5F6835:
|
||||
m_Texture: {fileID: 2800000, guid: 6344bf96fbda94141a525046d088fb23, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
- _BaseMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _BumpMap:
|
||||
m_Texture: {fileID: 2800000, guid: 8878a782f4334ecbbcf683b3ac780966, type: 3}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailAlbedoMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _DetailMask:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
@ -40,7 +38,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 2800000, guid: 602cb87b6a29443b8636370ea0751574, type: 3}
|
||||
m_Texture: {fileID: 2800000, guid: 6344bf96fbda94141a525046d088fb23, type: 3}
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||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@ -51,34 +49,34 @@ Material:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
- _ParallaxMap:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
- _SpecGlossMap:
|
||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
m_Floats:
|
||||
- _BumpScale: 0.5
|
||||
- _AlphaClip: 0
|
||||
- _Blend: 0
|
||||
- _BumpScale: 1
|
||||
- _Cull: 2
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _EmissionScaleUI: 0
|
||||
- _GlossMapScale: 1
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||||
- _Glossiness: 0.233
|
||||
- _GlossyReflections: 1
|
||||
- _EnvironmentReflections: 1
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||||
- _GlossMapScale: 0
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||||
- _Glossiness: 0
|
||||
- _GlossyReflections: 0
|
||||
- _Metallic: 0
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||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 1
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||||
- _QueueOffset: 0
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||||
- _ReceiveShadows: 1
|
||||
- _Smoothness: 0.5
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||||
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||||
- _SpecularHighlights: 1
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||||
- _SrcBlend: 1
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- _UVSec: 0
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- _Surface: 0
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- _WorkflowMode: 1
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||||
- _ZWrite: 1
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m_Colors:
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||||
- _Color: {r: 1, g: 1, b: 1, a: 0.712}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
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- _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}
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||||
- _BaseColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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||||
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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internalIDToNameTable: []
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fileIDToRecycleName:
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externalObjects: {}
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1353
Assets/Scenes/Crevasse.unity
Normal file
1353
Assets/Scenes/Crevasse.unity
Normal file
File diff suppressed because one or more lines are too long
@ -1,5 +1,5 @@
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1898
Assets/Scenes/Jump.unity
Normal file
1898
Assets/Scenes/Jump.unity
Normal file
File diff suppressed because one or more lines are too long
@ -1,5 +1,5 @@
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fileFormatVersion: 2
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9641
Assets/Scenes/Parkour.unity
Normal file
9641
Assets/Scenes/Parkour.unity
Normal file
File diff suppressed because one or more lines are too long
7
Assets/Scenes/Parkour.unity.meta
Normal file
7
Assets/Scenes/Parkour.unity.meta
Normal file
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|
12695
Assets/Scenes/Slopes.unity
Normal file
12695
Assets/Scenes/Slopes.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Slopes.unity.meta
Normal file
7
Assets/Scenes/Slopes.unity.meta
Normal file
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userData:
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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
7
Assets/Scenes/Stairs.unity.meta
Normal file
7
Assets/Scenes/Stairs.unity.meta
Normal file
@ -0,0 +1,7 @@
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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
7
Assets/Scenes/Steps.unity.meta
Normal file
7
Assets/Scenes/Steps.unity.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d9aa08533cdb74c099bb81f69d1cc0a7
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externalObjects: {}
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userData:
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assetBundleVariant:
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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
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a9666310024fc4682be7d0ec8aa47081
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,253 +0,0 @@
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
using static Unity.Mathematics.math;
|
||||
using quaternion = Unity.Mathematics.quaternion;
|
||||
|
||||
public class Fractal : MonoBehaviour
|
||||
{
|
||||
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
||||
private struct UpdateFractalLevelJob : IJobFor
|
||||
{
|
||||
public float scale;
|
||||
public float deltaTime;
|
||||
|
||||
[ReadOnly]
|
||||
public NativeArray<FractalPart> parents;
|
||||
|
||||
public NativeArray<FractalPart> parts;
|
||||
|
||||
[WriteOnly]
|
||||
public NativeArray<float3x4> matrices;
|
||||
|
||||
public void Execute(int i)
|
||||
{
|
||||
var parent = parents[i / 5];
|
||||
var part = parts[i];
|
||||
part.spinAngle += part.spinVelocity * deltaTime;
|
||||
|
||||
|
||||
float3 upAxis =
|
||||
mul(mul(parent.worldRotation, part.rotation), up());
|
||||
float3 sagAxis = cross(up(), upAxis);
|
||||
|
||||
float sagMagnitude = length(sagAxis);
|
||||
quaternion baseRotation;
|
||||
if (sagMagnitude > 0f)
|
||||
{
|
||||
sagAxis /= sagMagnitude;
|
||||
quaternion sagRotation =
|
||||
quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
|
||||
baseRotation = mul(sagRotation, parent.worldRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
baseRotation = parent.worldRotation;
|
||||
}
|
||||
|
||||
part.worldRotation = mul(baseRotation,
|
||||
mul(part.rotation, quaternion.RotateY(part.spinAngle))
|
||||
);
|
||||
|
||||
part.worldPosition =
|
||||
parent.worldPosition +
|
||||
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
|
||||
parts[i] = part;
|
||||
|
||||
float3x3 r = float3x3(part.worldRotation) * scale;
|
||||
matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
|
||||
}
|
||||
}
|
||||
|
||||
private struct FractalPart
|
||||
{
|
||||
public float3 worldPosition;
|
||||
public quaternion rotation, worldRotation;
|
||||
public float maxSagAngle, spinAngle, spinVelocity;
|
||||
}
|
||||
|
||||
NativeArray<FractalPart>[] parts;
|
||||
|
||||
NativeArray<float3x4>[] matrices;
|
||||
|
||||
[SerializeField, Range(3, 8)]
|
||||
int depth = 4;
|
||||
|
||||
[SerializeField]
|
||||
Mesh mesh = default, leafMesh = default;
|
||||
|
||||
[SerializeField]
|
||||
Material material = default;
|
||||
|
||||
[SerializeField]
|
||||
Gradient gradientA = default, gradientB = default;
|
||||
|
||||
[SerializeField]
|
||||
Color leafColorA = default, leafColorB = default;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
float maxSagAngleA = 15f, maxSagAngleB = 25f;
|
||||
|
||||
[SerializeField, Range(0f, 90f)]
|
||||
float spinSpeedA = 20f, spinSpeedB = 25f;
|
||||
|
||||
[SerializeField, Range(0f, 1f)]
|
||||
float reverseSpinChance = 0.25f;
|
||||
|
||||
static float3[] directions =
|
||||
{
|
||||
up(), right(), left(), forward(), back()
|
||||
};
|
||||
|
||||
static quaternion[] rotations =
|
||||
{
|
||||
quaternion.identity,
|
||||
quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
|
||||
quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
|
||||
};
|
||||
|
||||
private FractalPart CreatePart(int childIndex)
|
||||
{
|
||||
return new FractalPart()
|
||||
{
|
||||
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
|
||||
rotation = rotations[childIndex],
|
||||
spinVelocity =
|
||||
(Random.value < reverseSpinChance ? -1f : 1f) *
|
||||
radians(Random.Range(spinSpeedA, spinSpeedB))
|
||||
};
|
||||
}
|
||||
|
||||
ComputeBuffer[] matricesBuffers;
|
||||
|
||||
Vector4[] sequenceNumbers;
|
||||
|
||||
static readonly int colorAId = Shader.PropertyToID("_ColorA");
|
||||
static readonly int colorBId = Shader.PropertyToID("_ColorB");
|
||||
static readonly int matricesId = Shader.PropertyToID("_Matrices");
|
||||
static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
|
||||
|
||||
static MaterialPropertyBlock propertyBlock;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
parts = new NativeArray<FractalPart>[depth];
|
||||
matrices = new NativeArray<float3x4>[depth];
|
||||
matricesBuffers = new ComputeBuffer[depth];
|
||||
sequenceNumbers = new Vector4[depth];
|
||||
int stride = 12 * 4;
|
||||
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
||||
{
|
||||
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
||||
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
||||
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
||||
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
|
||||
}
|
||||
|
||||
parts[0][0] = CreatePart(0);
|
||||
for (int li = 1; li < parts.Length; li++)
|
||||
{
|
||||
NativeArray<FractalPart> levelParts = parts[li];
|
||||
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
|
||||
{
|
||||
for (int ci = 0; ci < 5; ci++)
|
||||
{
|
||||
levelParts[fpi + ci] = CreatePart(ci);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (propertyBlock == null)
|
||||
{
|
||||
propertyBlock = new MaterialPropertyBlock();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||
{
|
||||
matricesBuffers[i].Release();
|
||||
parts[i].Dispose();
|
||||
matrices[i].Dispose();
|
||||
}
|
||||
parts = null;
|
||||
matrices = null;
|
||||
matricesBuffers = null;
|
||||
sequenceNumbers = null;
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (parts != null && enabled)
|
||||
{
|
||||
OnDisable();
|
||||
OnEnable();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float deltaTime = Time.deltaTime;
|
||||
FractalPart rootPart = parts[0][0];
|
||||
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
|
||||
rootPart.worldRotation = mul(transform.rotation,
|
||||
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
||||
);
|
||||
rootPart.worldPosition = transform.position;
|
||||
parts[0][0] = rootPart;
|
||||
float objectScale = transform.lossyScale.x;
|
||||
float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
|
||||
matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
|
||||
|
||||
float scale = objectScale;
|
||||
JobHandle jobHandle = default;
|
||||
for (int li = 1; li < parts.Length; li++)
|
||||
{
|
||||
scale *= 0.5f;
|
||||
jobHandle = new UpdateFractalLevelJob
|
||||
{
|
||||
deltaTime = deltaTime,
|
||||
scale = scale,
|
||||
parents = parts[li - 1],
|
||||
parts = parts[li],
|
||||
matrices = matrices[li]
|
||||
}.ScheduleParallel(parts[li].Length, 5, jobHandle);
|
||||
}
|
||||
jobHandle.Complete();
|
||||
|
||||
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
||||
int leafIndex = matricesBuffers.Length - 1;
|
||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
||||
{
|
||||
Mesh instanceMesh;
|
||||
Color colorA, colorB;
|
||||
if (i == leafIndex)
|
||||
{
|
||||
colorA = leafColorA;
|
||||
colorB = leafColorB;
|
||||
instanceMesh = leafMesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||
colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
|
||||
instanceMesh = mesh;
|
||||
}
|
||||
propertyBlock.SetColor(colorAId, colorA);
|
||||
propertyBlock.SetColor(colorBId, colorB);
|
||||
ComputeBuffer buffer = matricesBuffers[i];
|
||||
buffer.SetData(matrices[i]);
|
||||
float gradientInterpolator = i / (matricesBuffers.Length - 1f);
|
||||
propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
|
||||
propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
|
||||
propertyBlock.SetBuffer(matricesId, buffer);
|
||||
propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
|
||||
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,66 +0,0 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class FrameRateCounter : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
TextMeshProUGUI display = default;
|
||||
|
||||
public enum DisplayMode { FPS, MS };
|
||||
|
||||
[SerializeField]
|
||||
DisplayMode displayMode = DisplayMode.FPS;
|
||||
|
||||
[SerializeField, Range(0.1f, 2.0f)]
|
||||
float sampleDuration = 1.0f;
|
||||
|
||||
int frames;
|
||||
|
||||
float duration;
|
||||
float bestDuration = float.MaxValue;
|
||||
float worstDuration = 0.0f;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
var frameDuration = Time.unscaledDeltaTime;
|
||||
frames++;
|
||||
duration += frameDuration;
|
||||
|
||||
if (frameDuration < bestDuration)
|
||||
{
|
||||
bestDuration = frameDuration;
|
||||
}
|
||||
if (frameDuration > worstDuration)
|
||||
{
|
||||
worstDuration = frameDuration;
|
||||
}
|
||||
|
||||
if (duration >= sampleDuration)
|
||||
{
|
||||
if (displayMode == DisplayMode.FPS)
|
||||
{
|
||||
display.SetText(
|
||||
"FPS\n{0:0}\n{1:0}\n{2:0}",
|
||||
1.0f / bestDuration,
|
||||
frames / duration,
|
||||
1.0f / worstDuration
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
display.SetText(
|
||||
"FPS\n{0:1}\n{1:1}\n{2:1}",
|
||||
1000.0f * bestDuration,
|
||||
1000.0f * duration / frames,
|
||||
1000.0f * worstDuration
|
||||
);
|
||||
}
|
||||
|
||||
frames = 0;
|
||||
duration = 0.0f;
|
||||
bestDuration = float.MaxValue;
|
||||
worstDuration = 0.0f;
|
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}
|
||||
}
|
||||
|
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}
|
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fileFormatVersion: 2
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guid: db0de69e270b20648a07ce8befb7b34d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,44 +0,0 @@
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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StructuredBuffer<float3x4> _Matrices;
|
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#endif
|
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|
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float4 _ColorA, _ColorB;
|
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|
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float4 _SequenceNumbers;
|
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|
||||
float4 GetFractalColor () {
|
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
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float4 color;
|
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color.rgb = lerp(
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_ColorA.rgb, _ColorB.rgb,
|
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frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
|
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);
|
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color.a = lerp(
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_ColorA.a, _ColorB.a,
|
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frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
|
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);
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return color;
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#else
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return _ColorA;
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#endif
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void ConfigureProcedural () {
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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
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float3x4 m = _Matrices[unity_InstanceID];
|
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unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
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unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
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unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
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unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
|
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#endif
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}
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void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
|
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Out = In;
|
||||
FractalColor = GetFractalColor();
|
||||
}
|
||||
|
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void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
|
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Out = In;
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FractalColor = GetFractalColor();
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}
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nonModifiableTextures: []
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assetBundleName:
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assetBundleVariant:
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userData:
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assetBundleName:
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assetBundleVariant:
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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)]
|
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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);
|
||||
}
|
||||
|
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private void Awake()
|
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{
|
||||
body = GetComponent<Rigidbody>();
|
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OnValidate();
|
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}
|
||||
|
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private void Update()
|
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{
|
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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;
|
||||
}
|
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if (groundContactCount > 1)
|
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{
|
||||
contactNormal.Normalize();
|
||||
}
|
||||
}
|
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else
|
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{
|
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contactNormal = Vector3.up;
|
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}
|
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}
|
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|
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private void OnCollisionEnter(Collision collision)
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{
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EvaluateCollision(collision);
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}
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private void OnCollisionStay(Collision collision)
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{
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EvaluateCollision(collision);
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}
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private void EvaluateCollision(Collision collision)
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{
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float minDot = GetMinDot(collision.gameObject.layer);
|
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for (int i = 0; i < collision.contactCount; i++)
|
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{
|
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var normal = collision.GetContact(i).normal;
|
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if (normal.y >= minDot)
|
||||
{
|
||||
groundContactCount += 1;
|
||||
contactNormal += normal;
|
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}
|
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else if (normal.y > -0.01f)
|
||||
{
|
||||
steepContactCount += 1;
|
||||
steepNormal += normal;
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
Vector3 jumpDirection;
|
||||
|
||||
if (onGround)
|
||||
{
|
||||
jumpDirection = contactNormal;
|
||||
}
|
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else if (onSteep)
|
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{
|
||||
jumpDirection = steepNormal;
|
||||
jumpPhase = 0;
|
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}
|
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else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
|
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{
|
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if (jumpPhase == 0)
|
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{
|
||||
jumpPhase = 1;
|
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}
|
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jumpDirection = contactNormal;
|
||||
}
|
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else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
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stepsSinceLastJump = 0;
|
||||
jumpPhase++;
|
||||
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
||||
jumpDirection = (jumpDirection + Vector3.up).normalized;
|
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float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
|
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if (alignedSpeed > 0f)
|
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{
|
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jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
|
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}
|
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velocity += jumpDirection * jumpSpeed;
|
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|
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}
|
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|
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private void AdjustVelocity()
|
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{
|
||||
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()
|
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{
|
||||
groundContactCount = steepContactCount = 0;
|
||||
contactNormal = steepNormal = Vector3.zero;
|
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}
|
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|
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private bool SnapToGround()
|
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{
|
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if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
|
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{
|
||||
return false;
|
||||
}
|
||||
float speed = velocity.magnitude;
|
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if (speed > maxSnapSpeed)
|
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{
|
||||
return false;
|
||||
}
|
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if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
|
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{
|
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return false;
|
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}
|
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if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
|
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{
|
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return false;
|
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}
|
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|
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groundContactCount = 1;
|
||||
contactNormal = hit.normal;
|
||||
float dot = Vector3.Dot(velocity, hit.normal);
|
||||
if (dot > 0f)
|
||||
{
|
||||
velocity = (velocity - hit.normal * dot).normalized * speed;
|
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}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckSteepContacts()
|
||||
{
|
||||
if (steepContactCount > 1)
|
||||
{
|
||||
steepNormal.Normalize();
|
||||
if (steepNormal.y >= minGroundDotProduct)
|
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{
|
||||
groundContactCount = 1;
|
||||
contactNormal = steepNormal;
|
||||
return true;
|
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}
|
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|
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|
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|
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Normal file
14
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Normal file
@ -0,0 +1,14 @@
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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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Reference in New Issue
Block a user