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No commits in common. "movement-surface-contact" and "basics-measuring-performance" have entirely different histories.
movement-s
...
basics-mea
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66
Assets/Script/FrameRateCounter.cs
Normal file
66
Assets/Script/FrameRateCounter.cs
Normal file
@ -0,0 +1,66 @@
|
||||
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)
|
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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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|
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if (duration >= sampleDuration)
|
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{
|
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if (displayMode == DisplayMode.FPS)
|
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{
|
||||
display.SetText(
|
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"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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}
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92
Assets/Script/FunctionLibrary.cs
Normal file
92
Assets/Script/FunctionLibrary.cs
Normal file
@ -0,0 +1,92 @@
|
||||
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));
|
||||
}
|
||||
}
|
11
Assets/Script/FunctionLibrary.cs.meta
Normal file
11
Assets/Script/FunctionLibrary.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: e5d4ebe0e863dfd49b58925b59880bf7
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
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assetBundleName:
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||||
assetBundleVariant:
|
123
Assets/Script/Graph.cs
Normal file
123
Assets/Script/Graph.cs
Normal file
@ -0,0 +1,123 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/Graph.cs.meta
Normal file
11
Assets/Script/Graph.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
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guid: 14cd06bfa92d53e4ebc0cde4a0e39db8
|
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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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executionOrder: 0
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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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@ -1,258 +0,0 @@
|
||||
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)]
|
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float maxSnapSpeed = 100f;
|
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|
||||
[SerializeField, Min(0f)]
|
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float probeDistance = 1f;
|
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|
||||
[SerializeField]
|
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LayerMask probeMask = -1, stairsMask = -1;
|
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|
||||
private Rigidbody body;
|
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|
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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;
|
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}
|
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|
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private void OnValidate()
|
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{
|
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minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
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minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
|
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}
|
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|
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|
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{
|
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body = GetComponent<Rigidbody>();
|
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OnValidate();
|
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|
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|
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private void Update()
|
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{
|
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Vector2 playerInput;
|
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playerInput.x = Input.GetAxis("Horizontal");
|
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playerInput.y = Input.GetAxis("Vertical");
|
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playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
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desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
||||
|
||||
desiredJump |= Input.GetButtonDown("Jump");
|
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|
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GetComponent<MeshRenderer>().material.SetColor(
|
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"_BaseColor", onGround ? Color.black : Color.white
|
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);
|
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}
|
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|
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private void FixedUpdate()
|
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{
|
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UpdateState();
|
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|
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AdjustVelocity();
|
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|
||||
if (desiredJump)
|
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{
|
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desiredJump = false;
|
||||
Jump();
|
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}
|
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|
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body.velocity = velocity;
|
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|
||||
ClearState();
|
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}
|
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|
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private void UpdateState()
|
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{
|
||||
stepsSinceLastGrounded++;
|
||||
stepsSinceLastJump++;
|
||||
velocity = body.velocity;
|
||||
if (onGround || SnapToGround() || CheckSteepContacts())
|
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{
|
||||
stepsSinceLastGrounded = 0;
|
||||
if (stepsSinceLastJump > 1)
|
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{
|
||||
jumpPhase = 0;
|
||||
}
|
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if (groundContactCount > 1)
|
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{
|
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contactNormal.Normalize();
|
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}
|
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}
|
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else
|
||||
{
|
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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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|
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}
|
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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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|
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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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|
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if (normal.y >= minDot)
|
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{
|
||||
groundContactCount += 1;
|
||||
contactNormal += normal;
|
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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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private void Jump()
|
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{
|
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Vector3 jumpDirection;
|
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|
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if (onGround)
|
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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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|
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|
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else
|
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{
|
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return;
|
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}
|
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|
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stepsSinceLastJump = 0;
|
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jumpPhase++;
|
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float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
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|
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float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
|
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|
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{
|
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|
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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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{
|
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Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
|
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Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
|
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|
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float currentX = Vector3.Dot(velocity, xAxis);
|
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float currentZ = Vector3.Dot(velocity, zAxis);
|
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|
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float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
|
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float maxSpeedChange = acceleration * Time.deltaTime;
|
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|
||||
float newX =
|
||||
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
|
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float newZ =
|
||||
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
|
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|
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velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
|
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|
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|
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private Vector3 ProjectOnContactPlane(Vector3 vector)
|
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{
|
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|
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}
|
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|
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private void ClearState()
|
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{
|
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groundContactCount = steepContactCount = 0;
|
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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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{
|
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return false;
|
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|
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float speed = velocity.magnitude;
|
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if (speed > maxSnapSpeed)
|
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{
|
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return false;
|
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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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groundContactCount = 1;
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|
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float dot = Vector3.Dot(velocity, hit.normal);
|
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if (dot > 0f)
|
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{
|
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|
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|
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|
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|
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bool CheckSteepContacts()
|
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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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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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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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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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||||
-----------------------------------------------------------
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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
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
DEFINITIONS
|
||||
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|
||||
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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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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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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
|
||||
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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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|
||||
|
||||
TERMINATION
|
||||
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||||
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|
||||
|
||||
DISCLAIMER
|
||||
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||||
- _GlowOuter: 0.05
|
||||
- _GlowPower: 0.75
|
||||
- _GradientScale: 10
|
||||
- _LightAngle: 3.1416
|
||||
- _MaskSoftnessX: 0
|
||||
- _MaskSoftnessY: 0
|
||||
- _OutlineSoftness: 0
|
||||
- _OutlineUVSpeedX: 0
|
||||
- _OutlineUVSpeedY: 0
|
||||
- _OutlineWidth: 0.15
|
||||
- _PerspectiveFilter: 0.875
|
||||
- _Reflectivity: 10
|
||||
- _ScaleRatioA: 0.9
|
||||
- _ScaleRatioB: 0.7875
|
||||
- _ScaleRatioC: 0.7875
|
||||
- _ScaleX: 1
|
||||
- _ScaleY: 1
|
||||
- _ShaderFlags: 1
|
||||
- _Sharpness: 0
|
||||
- _SpecularPower: 2
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 0
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _TextureHeight: 1024
|
||||
- _TextureWidth: 1024
|
||||
- _UnderlayDilate: 0
|
||||
- _UnderlayOffsetX: 0.75
|
||||
- _UnderlayOffsetY: -0.75
|
||||
- _UnderlaySoftness: 0.1
|
||||
- _VertexOffsetX: 0
|
||||
- _VertexOffsetY: 0
|
||||
- _WeightBold: 0.5
|
||||
- _WeightNormal: 0
|
||||
m_Colors:
|
||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
||||
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
|
||||
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
|
||||
- _OutlineColor: {r: 0.5882353, g: 0.5882353, b: 0.5882353, a: 1}
|
||||
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecularColor: {r: 0.9921569, g: 0.90196085, b: 0.40000004, a: 1}
|
||||
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user