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577651ee23b1b8342a827136803910fb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs new file mode 100644 index 0000000..c3ba97f --- /dev/null +++ b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs @@ -0,0 +1,67 @@ +using System.IO; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace StarterAssets +{ + public partial class StarterAssetsDeployMenu : ScriptableObject + { +#if STARTER_ASSETS_PACKAGES_CHECKED + /// + /// Check the capsule, main camera, cinemachine virtual camera, camera target and references + /// + [MenuItem(MenuRoot + "/Reset First Person Controller", false)] + static void ResetFirstPersonControllerCapsule() + { + var firstPersonControllers = FindObjectsOfType(); + var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag)); + + GameObject playerGameObject = null; + + // player + if (player == null) + { + if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _)) + { + HandleInstantiatingPrefab(prefab, out playerGameObject); + } + else + { + Debug.LogError("Couldn't find player armature prefab"); + } + } + else + { + playerGameObject = player.gameObject; + } + + if (playerGameObject != null) + { + // cameras + CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath()); + } + } + + static string GetFirstPersonPrefabPath() + { + if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath)) + { + var pathString = new StringBuilder(); + var currentDirectory = new FileInfo(prefabPath).Directory; + while (currentDirectory.Name != "Assets") + { + pathString.Insert(0, $"/{currentDirectory.Name}"); + currentDirectory = currentDirectory.Parent; + } + + pathString.Insert(0, currentDirectory.Name); + return pathString.ToString(); + } + + return null; + } +#endif + } +} \ No newline at end of file diff --git a/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs.meta b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs.meta new file mode 100644 index 0000000..bce9765 --- /dev/null +++ b/Assets/StarterAssets/Editor/FirstPersonStarterAssetsDeployMenu.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9387ada430244cac953616bcaca61424 +timeCreated: 1621533817 \ No newline at end of file diff --git a/Assets/StarterAssets/Editor/PackageChecker.meta b/Assets/StarterAssets/Editor/PackageChecker.meta new file mode 100644 index 0000000..5602757 --- /dev/null +++ b/Assets/StarterAssets/Editor/PackageChecker.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 14bd68b8c6966124487020c02c9b7f9d +folderAsset: yes 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Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs b/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs new file mode 100644 index 0000000..7820f1a --- /dev/null +++ b/Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs @@ -0,0 +1,169 @@ +using System; +using System.Linq; +using StarterAssetsPackageChecker; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; +#if STARTER_ASSETS_PACKAGES_CHECKED +using Cinemachine; +#endif + +namespace StarterAssets +{ + // This class needs to be a scriptable object to support dynamic determination of StarterAssets install path + public partial class StarterAssetsDeployMenu : ScriptableObject + { + public const string MenuRoot = "Tools/Starter Assets"; + + // prefab names + private const string MainCameraPrefabName = "MainCamera"; + private const string PlayerCapsulePrefabName = "PlayerCapsule"; + + // names in hierarchy + private const string CinemachineVirtualCameraName = "PlayerFollowCamera"; + + // tags + private const string PlayerTag = "Player"; + private const string MainCameraTag = "MainCamera"; + private const string CinemachineTargetTag = "CinemachineTarget"; + + private static GameObject _cinemachineVirtualCamera; + + /// + /// Deletes the scripting define set by the Package Checker. + /// See Assets/Editor/PackageChecker/PackageChecker.cs for more information + /// + [MenuItem(MenuRoot + "/Reinstall Dependencies", false)] + static void ResetPackageChecker() + { + PackageChecker.RemovePackageCheckerScriptingDefine(); + } + +#if STARTER_ASSETS_PACKAGES_CHECKED + private static void CheckCameras(Transform targetParent, string prefabFolder) + { + CheckMainCamera(prefabFolder); + + GameObject vcam = GameObject.Find(CinemachineVirtualCameraName); + + if (!vcam) + { + if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _)) + { + HandleInstantiatingPrefab(vcamPrefab, out vcam); + _cinemachineVirtualCamera = vcam; + } + else + { + Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab"); + } + } + else + { + _cinemachineVirtualCamera = vcam; + } + + GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag); + GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent)); + if (target == null) + { + target = new GameObject("PlayerCameraRoot"); + target.transform.SetParent(targetParent); + target.transform.localPosition = new Vector3(0f, 1.375f, 0f); + target.tag = CinemachineTargetTag; + Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target"); + } + + CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera); + } + + private static void CheckMainCamera(string inFolder) + { + GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag); + + if (mainCameras.Length < 1) + { + // if there are no MainCameras, add one + if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _)) + { + HandleInstantiatingPrefab(camera, out _); + } + else + { + Debug.LogError("Couldn't find Starter Assets Main Camera prefab"); + } + } + else + { + // make sure the found camera has a cinemachine brain (we only need 1) + if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain)) + mainCameras[0].AddComponent(); + } + } + + private static void CheckVirtualCameraFollowReference(GameObject target, + GameObject cinemachineVirtualCamera) + { + var serializedObject = + new SerializedObject(cinemachineVirtualCamera.GetComponent()); + var serializedProperty = serializedObject.FindProperty("m_Follow"); + serializedProperty.objectReferenceValue = target.transform; + serializedObject.ApplyModifiedProperties(); + } + + private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path) + { + // Locate the player armature + string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders); + for (int i = 0; i < allPrefabs.Length; ++i) + { + string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]); + + if (assetPath.Contains("/StarterAssets/")) + { + Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath); + + if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab && + PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset) + { + GameObject loadedGo = loadedObj as GameObject; + bool hasRequiredComponents = true; + foreach (var componentType in requiredComponentTypes) + { + if 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ranges) + half3 blend_rnm(half3 n1, half3 n2) + { + n1.z += 1; + n2.xy = -n2.xy; + + return n1 * dot(n1, n2) / n1.z - n2; + } + + sampler2D _MainTex; + float4 _MainTex_ST; + + sampler2D _BumpMap; + sampler2D _OcclusionMap; + + half _Glossiness; + half _Metallic; + + half _OcclusionStrength; + + struct Input { + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + }; + + float3 WorldToTangentNormalVector(Input IN, float3 normal) { + float3 t2w0 = WorldNormalVector(IN, float3(1,0,0)); + float3 t2w1 = WorldNormalVector(IN, float3(0,1,0)); + float3 t2w2 = WorldNormalVector(IN, float3(0,0,1)); + float3x3 t2w = float3x3(t2w0, t2w1, t2w2); + return normalize(mul(t2w, normal)); + } + + void surf(Input IN, inout SurfaceOutputStandard o) { + // work around bug where IN.worldNormal is always (0,0,0)! + IN.worldNormal = WorldNormalVector(IN, float3(0,0,1)); + + // calculate triplanar blend + half3 triblend = saturate(pow(IN.worldNormal, 4)); + triblend /= max(dot(triblend, half3(1,1,1)), 0.0001); + + // calculate triplanar uvs + // applying texture scale and offset values ala TRANSFORM_TEX macro + float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy; + float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy; + float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy; + + // offset UVs to prevent obvious mirroring + #if defined(TRIPLANAR_UV_OFFSET) + uvY += 0.33; + uvZ += 0.67; + #endif + + // minor optimization of sign(). prevents return value of 0 + half3 axisSign = IN.worldNormal < 0 ? -1 : 1; + + // flip UVs horizontally to correct for back side projection + #if defined(TRIPLANAR_CORRECT_PROJECTED_U) + uvX.x *= axisSign.x; + uvY.x *= axisSign.y; + uvZ.x *= -axisSign.z; + #endif + + // albedo textures + fixed4 colX = tex2D(_MainTex, uvX); + fixed4 colY = tex2D(_MainTex, uvY); + fixed4 colZ = tex2D(_MainTex, uvZ); + fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z; + + // occlusion textures + half occX = tex2D(_OcclusionMap, uvX).g; + half occY = tex2D(_OcclusionMap, uvY).g; + half occZ = tex2D(_OcclusionMap, uvZ).g; + half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength); + + // tangent space normal maps + half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX)); + half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY)); + half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ)); + + // flip normal maps' x axis to account for flipped UVs + #if defined(TRIPLANAR_CORRECT_PROJECTED_U) + tnormalX.x *= axisSign.x; + tnormalY.x *= axisSign.y; + tnormalZ.x *= -axisSign.z; + #endif + + half3 absVertNormal = abs(IN.worldNormal); + + // swizzle world normals to match tangent space and apply reoriented normal mapping blend + tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX); + tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY); + tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ); + + // apply world space sign to 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hit.collider.attachedRigidbody; + if (body == null || body.isKinematic) return; + + // make sure we only push desired layer(s) + var bodyLayerMask = 1 << body.gameObject.layer; + if ((bodyLayerMask & pushLayers.value) == 0) return; + + // We dont want to push objects below us + if (hit.moveDirection.y < -0.3f) return; + + // Calculate push direction from move direction, horizontal motion only + Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); + + // Apply the push and take strength into account + body.AddForce(pushDir * strength, ForceMode.Impulse); + } +} \ No newline at end of file diff --git a/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs.meta b/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs.meta new file mode 100644 index 0000000..d0dc3af --- /dev/null +++ b/Assets/StarterAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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MoveSpeed = 4.0f; + [Tooltip("Sprint speed of the character in m/s")] + public float SprintSpeed = 6.0f; + [Tooltip("Rotation speed of the character")] + public float RotationSpeed = 1.0f; + [Tooltip("Acceleration and deceleration")] + public float SpeedChangeRate = 10.0f; + + [Space(10)] + [Tooltip("The height the player can jump")] + public float JumpHeight = 1.2f; + [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] + public float Gravity = -15.0f; + + [Space(10)] + [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] + public float JumpTimeout = 0.1f; + [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] + public float FallTimeout = 0.15f; + + [Header("Player Grounded")] + [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] + public bool Grounded = true; + [Tooltip("Useful for rough ground")] + public float GroundedOffset = -0.14f; + [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] + public float GroundedRadius = 0.5f; + [Tooltip("What layers the character uses as ground")] + public LayerMask GroundLayers; + + [Header("Cinemachine")] + [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] + public GameObject CinemachineCameraTarget; + [Tooltip("How far in degrees can you move the camera up")] + public float TopClamp = 90.0f; + [Tooltip("How far in degrees can you move the camera down")] + public float BottomClamp = -90.0f; + + // cinemachine + private float _cinemachineTargetPitch; + + // player + private float _speed; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + + // timeout deltatime + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; + + +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + private PlayerInput _playerInput; +#endif + private CharacterController _controller; + private StarterAssetsInputs _input; + private GameObject _mainCamera; + + private const float _threshold = 0.01f; + + private bool IsCurrentDeviceMouse + { + get + { + #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + return _playerInput.currentControlScheme == "KeyboardMouse"; + #else + return false; + #endif + } + } + + private void Awake() + { + // get a reference to our main camera + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + } + + private void Start() + { + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + _playerInput = GetComponent(); +#else + Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + + // reset our timeouts on start + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } + + private void Update() + { + JumpAndGravity(); + GroundedCheck(); + Move(); + } + + private void LateUpdate() + { + CameraRotation(); + } + + private void GroundedCheck() + { + // set sphere position, with offset + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); + } + + private void CameraRotation() + { + // if there is an input + if (_input.look.sqrMagnitude >= _threshold) + { + //Don't multiply mouse input by Time.deltaTime + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + + _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier; + _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier; + + // clamp our pitch rotation + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + + // Update Cinemachine camera target pitch + CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); + + // rotate the player left and right + transform.Rotate(Vector3.up * _rotationVelocity); + } + } + + private void Move() + { + // set target speed based on move speed, sprint speed and if sprint is pressed + float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + + // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + + // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is no input, set the target speed to 0 + if (_input.move == Vector2.zero) targetSpeed = 0.0f; + + // a reference to the players current horizontal velocity + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + + // accelerate or decelerate to target speed + if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) + { + // creates curved result rather than a linear one giving a more organic speed change + // note T in Lerp is clamped, so we don't need to clamp our speed + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); + + // round speed to 3 decimal places + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } + else + { + _speed = targetSpeed; + } + + // normalise input direction + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + + // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is a move input rotate player when the player is moving + if (_input.move != Vector2.zero) + { + // move + inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y; + } + + // move the player + _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + } + + private void JumpAndGravity() + { + if (Grounded) + { + // reset the fall timeout timer + _fallTimeoutDelta = FallTimeout; + + // stop our velocity dropping infinitely when grounded + if (_verticalVelocity < 0.0f) + { + _verticalVelocity = -2f; + } + + // Jump + if (_input.jump && _jumpTimeoutDelta <= 0.0f) + { + // the square root of H * -2 * G = how much velocity needed to reach desired height + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + } + + // jump timeout + if (_jumpTimeoutDelta >= 0.0f) + { + _jumpTimeoutDelta -= Time.deltaTime; + } + } + else + { + // reset the jump timeout timer + _jumpTimeoutDelta = JumpTimeout; + + // fall timeout + if (_fallTimeoutDelta >= 0.0f) + { + _fallTimeoutDelta -= Time.deltaTime; + } + + // if we are not grounded, do not jump + _input.jump = false; + } + + // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) + if (_verticalVelocity < _terminalVelocity) + { + _verticalVelocity += Gravity * Time.deltaTime; + } + } + + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) + { + if (lfAngle < -360f) lfAngle 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STARTER_ASSETS_PACKAGES_CHECKED +using UnityEngine.InputSystem; +#endif + +namespace StarterAssets +{ + public class StarterAssetsInputs : MonoBehaviour + { + [Header("Character Input Values")] + public Vector2 move; + public Vector2 look; + public bool jump; + public bool sprint; + + [Header("Movement Settings")] + public bool analogMovement; + + [Header("Mouse Cursor Settings")] + public bool cursorLocked = true; + public bool cursorInputForLook = true; + +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + public void OnMove(InputValue value) + { + MoveInput(value.Get()); + } + + public void OnLook(InputValue value) + { + if(cursorInputForLook) + { + LookInput(value.Get()); + } + } + + public void OnJump(InputValue value) + { + JumpInput(value.isPressed); + } + + public void OnSprint(InputValue value) + { + SprintInput(value.isPressed); + } +#endif + + + public void MoveInput(Vector2 newMoveDirection) + { + move = newMoveDirection; + } + + public void LookInput(Vector2 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UICanvasControllerInput : MonoBehaviour + { + + [Header("Output")] + public StarterAssetsInputs starterAssetsInputs; + + public void VirtualMoveInput(Vector2 virtualMoveDirection) + { + starterAssetsInputs.MoveInput(virtualMoveDirection); + } + + public void VirtualLookInput(Vector2 virtualLookDirection) + { + starterAssetsInputs.LookInput(virtualLookDirection); + } + + public void VirtualJumpInput(bool virtualJumpState) + { + starterAssetsInputs.JumpInput(virtualJumpState); + } + + public void VirtualSprintInput(bool virtualSprintState) + { + starterAssetsInputs.SprintInput(virtualSprintState); + } + + } + +} diff --git a/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta new file mode 100644 index 0000000..96039d0 --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/CanvasInputs/UICanvasControllerInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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component has an auto-switch control scheme action that allows automatic changing of connected devices. +IE: Switching from Keyboard to Gamepad in-game. +When built to a mobile phone; in most cases, there is no concept of switching connected devices as controls are typically driven through what is on the device's hardware (Screen, Tilt, etc) +In Input System 1.0.2, if the PlayerInput component has Auto Switch enabled, it will search the mobile device for connected devices; which is very costly and results in bad performance. +This is fixed in Input System 1.1. +For the time-being; this script will disable a PlayerInput's auto switch control schemes; when project is built to mobile. +*/ + +using UnityEngine; +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED +using UnityEngine.InputSystem; +#endif + +public class MobileDisableAutoSwitchControls : MonoBehaviour +{ + +#if ENABLE_INPUT_SYSTEM && (UNITY_IOS || UNITY_ANDROID) && STARTER_ASSETS_PACKAGES_CHECKED + + [Header("Target")] + public PlayerInput playerInput; + + void Start() + { + DisableAutoSwitchControls(); + } + + void DisableAutoSwitchControls() + { + playerInput.neverAutoSwitchControlSchemes = true; + } + +#endif + +} diff --git a/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta b/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta new file mode 100644 index 0000000..bbb08c4 --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/Utilities/MobileDisableAutoSwitchControls.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 901182334643ba1438a25accc6bd0c79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta new file mode 100644 index 0000000..498a3fb --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bcc364c89270bab40a69cac58f5ae926 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs new file mode 100644 index 0000000..8090f02 --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; + +public class UIVirtualButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler +{ + [System.Serializable] + public class BoolEvent : UnityEvent { } + [System.Serializable] + public class Event : UnityEvent { } + + [Header("Output")] + public BoolEvent buttonStateOutputEvent; + public Event buttonClickOutputEvent; + + public void OnPointerDown(PointerEventData eventData) + { + OutputButtonStateValue(true); + } + + public void OnPointerUp(PointerEventData eventData) + { + OutputButtonStateValue(false); + } + + public void OnPointerClick(PointerEventData eventData) + { + OutputButtonClickEvent(); + } + + void OutputButtonStateValue(bool buttonState) + { + buttonStateOutputEvent.Invoke(buttonState); + } + + void OutputButtonClickEvent() + { + buttonClickOutputEvent.Invoke(); + } + +} diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta new file mode 100644 index 0000000..1847085 --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 448cd6d8e2f2cb04096e777d99974bc4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs new file mode 100644 index 0000000..7e605b6 --- /dev/null +++ b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs @@ -0,0 +1,113 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Events; + +public class UIVirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler +{ + [System.Serializable] + public class Event : UnityEvent { } + + [Header("Rect References")] + public RectTransform containerRect; + public RectTransform handleRect; + + [Header("Settings")] + public float joystickRange = 50f; + public float magnitudeMultiplier = 1f; + public bool invertXOutputValue; + public bool invertYOutputValue; + + [Header("Output")] + public Event joystickOutputEvent; + + void Start() + { + SetupHandle(); + } + + private void SetupHandle() + { + if(handleRect) + { + UpdateHandleRectPosition(Vector2.zero); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + OnDrag(eventData); + } + + public void OnDrag(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out Vector2 position); + + position = ApplySizeDelta(position); + + Vector2 clampedPosition = ClampValuesToMagnitude(position); + + Vector2 outputPosition = ApplyInversionFilter(position); + + OutputPointerEventValue(outputPosition * magnitudeMultiplier); + + if(handleRect) + { + UpdateHandleRectPosition(clampedPosition * joystickRange); + } + + } + + public void OnPointerUp(PointerEventData eventData) + { + OutputPointerEventValue(Vector2.zero); + + if(handleRect) + { + UpdateHandleRectPosition(Vector2.zero); + } + } + + private void OutputPointerEventValue(Vector2 pointerPosition) + { + joystickOutputEvent.Invoke(pointerPosition); + } + + private void UpdateHandleRectPosition(Vector2 newPosition) + { + handleRect.anchoredPosition = newPosition; + } + + Vector2 ApplySizeDelta(Vector2 position) + { + float x = (position.x/containerRect.sizeDelta.x) * 2.5f; + float y = (position.y/containerRect.sizeDelta.y) * 2.5f; + return new Vector2(x, y); + } + + Vector2 ClampValuesToMagnitude(Vector2 position) + { + return Vector2.ClampMagnitude(position, 1); + } + + Vector2 ApplyInversionFilter(Vector2 position) + { + if(invertXOutputValue) + { + position.x = InvertValue(position.x); + } + + if(invertYOutputValue) + { + position.y = InvertValue(position.y); + } + + return position; + } + + float InvertValue(float value) + { + return -value; + } + +} \ No newline at end of file diff --git a/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta b/Assets/StarterAssets/Mobile/Scripts/VirtualInputs/UIVirtualJoystick.cs.meta new file mode 100644 index 0000000..584222b --- /dev/null +++ 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handleRect; + + [Header("Settings")] + public bool clampToMagnitude; + public float magnitudeMultiplier = 1f; + public bool invertXOutputValue; + public bool invertYOutputValue; + + //Stored Pointer Values + private Vector2 pointerDownPosition; + private Vector2 currentPointerPosition; + + [Header("Output")] + public Event touchZoneOutputEvent; + + void Start() + { + SetupHandle(); + } + + private void SetupHandle() + { + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, false); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out pointerDownPosition); + + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, true); + UpdateHandleRectPosition(pointerDownPosition); + } + } + + public void OnDrag(PointerEventData eventData) + { + + RectTransformUtility.ScreenPointToLocalPointInRectangle(containerRect, eventData.position, eventData.pressEventCamera, out currentPointerPosition); + + Vector2 positionDelta = GetDeltaBetweenPositions(pointerDownPosition, currentPointerPosition); + + Vector2 clampedPosition = ClampValuesToMagnitude(positionDelta); + + Vector2 outputPosition = ApplyInversionFilter(clampedPosition); + + OutputPointerEventValue(outputPosition * magnitudeMultiplier); + } + + public void OnPointerUp(PointerEventData eventData) + { + pointerDownPosition = Vector2.zero; + currentPointerPosition = Vector2.zero; + + OutputPointerEventValue(Vector2.zero); + + if(handleRect) + { + SetObjectActiveState(handleRect.gameObject, false); + UpdateHandleRectPosition(Vector2.zero); + } + } + + void OutputPointerEventValue(Vector2 pointerPosition) + { + touchZoneOutputEvent.Invoke(pointerPosition); + } + + void UpdateHandleRectPosition(Vector2 newPosition) + { + handleRect.anchoredPosition = newPosition; + } + + void SetObjectActiveState(GameObject targetObject, bool newState) + { + 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m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} + m_Name: Readme + m_EditorClassIdentifier: + icon: {fileID: 2800000, guid: 44a17a5b205fcd349a24700e6f5615bd, type: 3} + title: Welcome to Starter Assets! + sections: + - heading: Starter Assets Readme + text: + linkText: + url: + - heading: + text: 'Starter Assets include First and Third Person Character controllers built + in a modular way as a solid foundation for any game genre. ' + linkText: Starter Assets - First Person Character Controller + url: http://u3d.as/2z1q + - heading: + text: + linkText: Starter Assets - Third Person Character Controller + url: http://u3d.as/2z1r + - heading: + text: "The Starter Assets packages are compatible with Unity 2020.3 LTS and leverage + Unity\u2019s CharacterController component." + linkText: + url: + - heading: Important note + text: The Starter Assets packages require the Input System and Cinemachine packages + to work. See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf) + for more information. + linkText: + url: + - heading: 'Get started ' + text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes, + you will find the Playground Scene. Here you can use the Starter Assets controller + in a simple playground environment and start adjusting the controller settings + to your liking. + linkText: + url: + - heading: Documentation + text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf) + for more information on how to set up the Starter Assets in a new Scene, in + HDRP/URP, or for mobile devices. + linkText: + url: + - heading: 'We want to hear your feedback! 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+fileFormatVersion: 2 +guid: e507981323538734da654b4e486dd98e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta new file mode 100644 index 0000000..3fb00aa --- /dev/null +++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1b497d3b7ac964841b8eabe840feba1d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs new file mode 100644 index 0000000..2e59477 --- /dev/null +++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -0,0 +1,158 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 0000000..f038618 --- /dev/null +++ b/Assets/StarterAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 0000000..48843db --- /dev/null +++ b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git a/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs.meta b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs.meta new file mode 100644 index 0000000..0dd2604 --- /dev/null +++ b/Assets/StarterAssets/TutorialInfo/Scripts/Readme.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fcf7219bab7fe46a1ad266029b2fee19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} + executionOrder: 0 + icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/StarterAssets/license.txt b/Assets/StarterAssets/license.txt new file mode 100644 index 0000000..3f19c88 --- /dev/null +++ b/Assets/StarterAssets/license.txt @@ -0,0 +1,2 @@ +This package is licensed under the Unity Companion License. +For full license terms, please see: https://unity3d.com/legal/licenses/Unity_Companion_License \ No newline at end of file diff --git a/Assets/StarterAssets/license.txt.meta b/Assets/StarterAssets/license.txt.meta new file mode 100644 index 0000000..c749929 --- /dev/null +++ b/Assets/StarterAssets/license.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b846ecad8a98bd34dba8a5daf996d86e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..1944fde --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,48 @@ +{ + "dependencies": { + "com.unity.cinemachine": "2.8.9", + "com.unity.collab-proxy": "1.17.2", + "com.unity.feature.development": "1.0.1", + "com.unity.ide.rider": "3.0.15", + "com.unity.ide.visualstudio": "2.0.16", + "com.unity.ide.vscode": "1.2.5", + "com.unity.inputsystem": "1.4.2", + "com.unity.test-framework": "1.1.31", + "com.unity.textmeshpro": 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