mirror of
https://github.com/nothke/quality-control.git
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99 lines
3.8 KiB
C#
99 lines
3.8 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using KinematicCharacterController;
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using KinematicCharacterController.Examples;
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namespace KinematicCharacterController.Examples
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{
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public class ExamplePlayer : MonoBehaviour
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{
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public ExampleCharacterController Character;
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public ExampleCharacterCamera CharacterCamera;
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private const string MouseXInput = "Mouse X";
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private const string MouseYInput = "Mouse Y";
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private const string MouseScrollInput = "Mouse ScrollWheel";
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private const string HorizontalInput = "Horizontal";
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private const string VerticalInput = "Vertical";
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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// Tell camera to follow transform
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CharacterCamera.SetFollowTransform(Character.CameraFollowPoint);
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// Ignore the character's collider(s) for camera obstruction checks
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CharacterCamera.IgnoredColliders.Clear();
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CharacterCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
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}
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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HandleCharacterInput();
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}
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private void LateUpdate()
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{
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// Handle rotating the camera along with physics movers
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if (CharacterCamera.RotateWithPhysicsMover && Character.Motor.AttachedRigidbody != null)
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{
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CharacterCamera.PlanarDirection = Character.Motor.AttachedRigidbody.GetComponent<PhysicsMover>().RotationDeltaFromInterpolation * CharacterCamera.PlanarDirection;
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CharacterCamera.PlanarDirection = Vector3.ProjectOnPlane(CharacterCamera.PlanarDirection, Character.Motor.CharacterUp).normalized;
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}
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HandleCameraInput();
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}
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private void HandleCameraInput()
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{
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// Create the look input vector for the camera
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float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
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float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
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Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
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// Prevent moving the camera while the cursor isn't locked
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if (Cursor.lockState != CursorLockMode.Locked)
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{
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lookInputVector = Vector3.zero;
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}
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// Input for zooming the camera (disabled in WebGL because it can cause problems)
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float scrollInput = -Input.GetAxis(MouseScrollInput);
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#if UNITY_WEBGL
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scrollInput = 0f;
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#endif
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// Apply inputs to the camera
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CharacterCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
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// Handle toggling zoom level
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if (Input.GetMouseButtonDown(1))
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{
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CharacterCamera.TargetDistance = (CharacterCamera.TargetDistance == 0f) ? CharacterCamera.DefaultDistance : 0f;
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}
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}
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private void HandleCharacterInput()
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{
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PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
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// Build the CharacterInputs struct
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characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
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characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
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characterInputs.CameraRotation = CharacterCamera.Transform.rotation;
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characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
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characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
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characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
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// Apply inputs to character
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Character.SetInputs(ref characterInputs);
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}
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}
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}
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