Tweeked movement a bit and added custom drag
This commit is contained in:
parent
f9dca9cddb
commit
d1c4e3d52a
87 changed files with 8029 additions and 1520 deletions
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@ -36,7 +36,7 @@
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"name": "Jump",
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"type": "PassThrough",
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"id": "edb5e334-0aab-4f72-8872-53382954c983",
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"expectedControlType": "",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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68
Assets/CharacterStateChanger.cs
Normal file
68
Assets/CharacterStateChanger.cs
Normal file
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@ -0,0 +1,68 @@
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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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namespace TTTSC.Player.Character.Controller
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{
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public class CharacterStateChanger : MonoBehaviour
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{
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[SerializeField]
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private CharacterReffrenceHub _characterReffrenceHub;
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private PlayerInputReceiver _playerInputReceiver;
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private CharacterStateMachine _characterStateMachine;
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private bool _walkIsPerforming, _crouchIsPerforming, _sprintIsPerforming;
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private void Awake()
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{
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_playerInputReceiver = _characterReffrenceHub.playerInputReceiver;
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_characterStateMachine = _characterReffrenceHub.characterStateMachine;
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}
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private void Start()
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{
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_playerInputReceiver.MoveInputEvent += Walk;
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_playerInputReceiver.CrouchInputEvent += Crouch;
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_playerInputReceiver.SprintInputEvent += Sprint;
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}
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private void Walk(Vector2 direction, bool performing)
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{
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_walkIsPerforming = performing;
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}
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private void Crouch(bool performing)
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{
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_crouchIsPerforming = performing;
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if (!_sprintIsPerforming)
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_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Crouching;
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}
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private void Sprint(bool performing)
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{
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_sprintIsPerforming = performing;
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}
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private void Update()
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{
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if (_walkIsPerforming && !_crouchIsPerforming && !_sprintIsPerforming)
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_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Walking;
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if (_sprintIsPerforming && !_crouchIsPerforming && _walkIsPerforming)
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_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Sprinting;
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if (!_walkIsPerforming && !_crouchIsPerforming && !_sprintIsPerforming)
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{
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_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Idle;
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}
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}
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}
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}
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11
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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Assets/Scenes/MovementTesting/ReflectionProbe-0.exr
Normal file
BIN
Assets/Scenes/MovementTesting/ReflectionProbe-0.exr
Normal file
Binary file not shown.
98
Assets/Scenes/MovementTesting/ReflectionProbe-0.exr.meta
Normal file
98
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Normal file
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buildTarget: DefaultTexturePlatform
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
|
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
|
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|
|
@ -11,6 +11,7 @@ namespace TTTSC.Player.Character
|
|||
public Controller.CharacterStateMachine characterStateMachine;
|
||||
public Controller.PlayerInputReceiver playerInputReceiver;
|
||||
public Controller.CharacterHover characterHover;
|
||||
public Controller.CharacterStateChanger characterStateChanger;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -47,7 +47,7 @@ namespace TTTSC.Player.Character.Controller.Alive
|
|||
private void MoveInput(Vector2 moveDirection, bool performing)
|
||||
{
|
||||
_performingMoveInput = performing;
|
||||
_moveDirection = new Vector3(moveDirection.x, 0, moveDirection.y);
|
||||
_moveDirection = new Vector2(moveDirection.x, moveDirection.y);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
@ -70,38 +70,37 @@ namespace TTTSC.Player.Character.Controller.Alive
|
|||
private void FixedUpdate()
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
//if (_characterRigidbody.velocity.x != 0f || _characterRigidbody.velocity.z != 0f)
|
||||
//Debug.Log("character speed x: " + _characterRigidbody.velocity.x + "character speed z:" + _characterRigidbody.velocity.z);
|
||||
|
||||
Vector3 downVector = transform.TransformDirection(Vector3.down);
|
||||
|
||||
_characterRigidbody.drag = _characterDrag;
|
||||
|
||||
Drag();
|
||||
|
||||
switch (_characterStateMachine.characterState)
|
||||
{
|
||||
case CharacterStateMachine.CharacterStates.Grounded:
|
||||
_characterRigidbody.drag = _characterDrag;
|
||||
switch (moveType)
|
||||
{
|
||||
case MoveTypes.Velocity:
|
||||
VelocityChangeMover();
|
||||
break;
|
||||
case MoveTypes.AddForce:
|
||||
AddForceMover();
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
_characterRigidbody.drag = 0;
|
||||
case CharacterStateMachine.CharacterStates.InAir:
|
||||
InAirMove();
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
_characterRigidbody.AddForce(_characterHover.hoverForces * downVector, ForceMode.VelocityChange);
|
||||
|
||||
switch (moveType)
|
||||
{
|
||||
case MoveTypes.Velocity:
|
||||
VelocityChangeMover();
|
||||
break;
|
||||
case MoveTypes.AddForce:
|
||||
AddForceMover();
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -110,15 +109,45 @@ namespace TTTSC.Player.Character.Controller.Alive
|
|||
private void VelocityChangeMover()
|
||||
{
|
||||
|
||||
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
|
||||
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterRigidbody.velocity.y * transform.up + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
|
||||
_characterRigidbody.velocity = movement;
|
||||
}
|
||||
|
||||
private void AddForceMover()
|
||||
{
|
||||
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.z * Time.deltaTime * transform.forward;
|
||||
|
||||
|
||||
switch (_characterStateMachine.movementStates)
|
||||
{
|
||||
case CharacterStateMachine.MovementStates.Walking:
|
||||
Walk();
|
||||
break;
|
||||
|
||||
case CharacterStateMachine.MovementStates.Crouching:
|
||||
|
||||
break;
|
||||
|
||||
case CharacterStateMachine.MovementStates.Sprinting:
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void Drag()
|
||||
{
|
||||
float multiplier = 1.0f - _characterDrag * Time.fixedDeltaTime;
|
||||
if (multiplier < 0.0f) multiplier = 0.0f;
|
||||
|
||||
Vector3 newVelocity = new(_characterRigidbody.velocity.x * multiplier, _characterRigidbody.velocity.y, multiplier * _characterRigidbody.velocity.z);
|
||||
|
||||
_characterRigidbody.velocity = newVelocity;
|
||||
}
|
||||
|
||||
private void Walk()
|
||||
{
|
||||
Vector3 movement = _characterMovementConfig.moveSpeed * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.moveSpeed * _moveDirection.y * Time.deltaTime * transform.forward;
|
||||
|
||||
if (_characterStateMachine.characterState == CharacterStateMachine.CharacterStates.Grounded)
|
||||
switch (_moveForceMode)
|
||||
|
|
@ -133,13 +162,19 @@ namespace TTTSC.Player.Character.Controller.Alive
|
|||
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
|
||||
break;
|
||||
case ForceModes.velocityChange:
|
||||
_characterRigidbody.AddForce(movement, ForceMode.VelocityChange);
|
||||
_characterRigidbody.AddForce(movement.normalized, ForceMode.VelocityChange);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void Walk()
|
||||
private void InAirMove()
|
||||
{
|
||||
Vector3 movement = _characterMovementConfig.airControlStrength * _moveDirection.x * Time.deltaTime * transform.right + _characterMovementConfig.airControlStrength * _moveDirection.y * Time.deltaTime * transform.forward;
|
||||
|
||||
if (_characterStateMachine.movementStates == CharacterStateMachine.MovementStates.Walking)
|
||||
{
|
||||
_characterRigidbody.AddForce(movement.normalized, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ namespace TTTSC.Player.Character.Controller
|
|||
public class CharacterStateMachine : MonoBehaviour
|
||||
{
|
||||
public CharacterStates characterState;
|
||||
public MovementModes movementType;
|
||||
public MovementStates movementStates;
|
||||
public bool ceilingDetected;
|
||||
public bool eligibleForStep;
|
||||
[Header("Ladder bools")]
|
||||
|
|
@ -28,11 +28,12 @@ namespace TTTSC.Player.Character.Controller
|
|||
InWater
|
||||
}
|
||||
|
||||
public enum MovementModes
|
||||
public enum MovementStates
|
||||
{
|
||||
Walk,
|
||||
Run,
|
||||
Crouch
|
||||
Idle,
|
||||
Walking,
|
||||
Crouching,
|
||||
Sprinting
|
||||
}
|
||||
|
||||
public enum ActionState
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ namespace TTTSC.Player.Character.Controller
|
|||
""name"": ""Jump"",
|
||||
""type"": ""PassThrough"",
|
||||
""id"": ""edb5e334-0aab-4f72-8872-53382954c983"",
|
||||
""expectedControlType"": """",
|
||||
""expectedControlType"": ""Button"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ namespace TTTSC.Player.Character.Controller
|
|||
public class PlayerInputReceiver : MonoBehaviour
|
||||
{
|
||||
private float _lookX, _lookY;
|
||||
|
||||
|
||||
public event Action<Vector2, bool> MoveInputEvent, LookInputEvent;
|
||||
public event Action<bool> SprintInputEvent, CrouchInputEvent, JumpInputEvent;
|
||||
|
||||
|
|
@ -18,7 +18,7 @@ namespace TTTSC.Player.Character.Controller
|
|||
private void OnEnable()
|
||||
{
|
||||
playerInputEvents = new PlayerInputSender();
|
||||
|
||||
|
||||
playerInputEvents.Enable();
|
||||
playerInputEvents.Controlls.Walk.performed += WalkInputReceiver;
|
||||
playerInputEvents.Controlls.LookX.performed += LookXInputReceiver;
|
||||
|
|
@ -38,22 +38,102 @@ namespace TTTSC.Player.Character.Controller
|
|||
playerInputEvents.Controlls.Crouch.performed -= CrouchInputReceiver;
|
||||
}
|
||||
|
||||
bool FloatBool(float a, string calculationOperator, float b)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
switch (calculationOperator)
|
||||
{
|
||||
|
||||
case "==":
|
||||
|
||||
if (a == b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case "!=":
|
||||
|
||||
if (a != b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ">=":
|
||||
|
||||
if (a >= b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case "<=":
|
||||
|
||||
if (a <= b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ">":
|
||||
|
||||
if (a > b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case "<":
|
||||
|
||||
if (a < b)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private void LookXInputReceiver(InputAction.CallbackContext ctx)
|
||||
{
|
||||
var value = ctx.ReadValue<float>();
|
||||
bool performing = value != 0;
|
||||
|
||||
_lookX = value;
|
||||
Look(performing);
|
||||
Look(FloatBool(value, "!=", 0));
|
||||
}
|
||||
|
||||
private void LookYInputReceiver(InputAction.CallbackContext ctx)
|
||||
{
|
||||
var value = ctx.ReadValue<float>();
|
||||
bool performing = value != 0;
|
||||
float value = ctx.ReadValue<float>();
|
||||
|
||||
_lookY = value;
|
||||
Look(performing);
|
||||
Look(FloatBool(value, "!=", 0));
|
||||
}
|
||||
|
||||
private void Look(bool performing)
|
||||
|
|
@ -67,19 +147,23 @@ namespace TTTSC.Player.Character.Controller
|
|||
{
|
||||
var value = ctx.ReadValue<Vector2>();
|
||||
|
||||
bool performing = !(value == new Vector2(0,0));
|
||||
bool performing = !(value == new Vector2(0, 0));
|
||||
|
||||
MoveInputEvent?.Invoke(value, performing);
|
||||
}
|
||||
|
||||
private void SprintInputReceiver(InputAction.CallbackContext ctx)
|
||||
{
|
||||
SprintInputEvent?.Invoke(ctx.ReadValue<bool>());
|
||||
float value = ctx.ReadValue<float>();
|
||||
|
||||
SprintInputEvent?.Invoke(FloatBool(value, "==", 1));
|
||||
}
|
||||
|
||||
private void CrouchInputReceiver(InputAction.CallbackContext ctx)
|
||||
{
|
||||
CrouchInputEvent?.Invoke(ctx.ReadValue<bool>());
|
||||
float value = ctx.ReadValue<float>();
|
||||
|
||||
CrouchInputEvent?.Invoke(FloatBool(value, "==", 1));
|
||||
}
|
||||
|
||||
private void JumpInputReceiver(InputAction.CallbackContext ctx)
|
||||
|
|
|
|||
64
Assets/Settings/Lighting.lighting
Normal file
64
Assets/Settings/Lighting.lighting
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!850595691 &4890085278179872738
|
||||
LightingSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Lighting
|
||||
serializedVersion: 4
|
||||
m_GIWorkflowMode: 1
|
||||
m_EnableBakedLightmaps: 1
|
||||
m_EnableRealtimeLightmaps: 1
|
||||
m_RealtimeEnvironmentLighting: 1
|
||||
m_BounceScale: 1
|
||||
m_AlbedoBoost: 1
|
||||
m_IndirectOutputScale: 1
|
||||
m_UsingShadowmask: 1
|
||||
m_BakeBackend: 1
|
||||
m_LightmapMaxSize: 4096
|
||||
m_BakeResolution: 40
|
||||
m_Padding: 2
|
||||
m_LightmapCompression: 3
|
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m_AO: 1
|
||||
m_AOMaxDistance: 1
|
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m_CompAOExponent: 1
|
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m_CompAOExponentDirect: 0
|
||||
m_ExtractAO: 0
|
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m_MixedBakeMode: 2
|
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m_LightmapsBakeMode: 1
|
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m_FilterMode: 1
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m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
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m_ExportTrainingData: 0
|
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m_TrainingDataDestination: TrainingData
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m_RealtimeResolution: 2
|
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m_ForceWhiteAlbedo: 0
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m_ForceUpdates: 0
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m_FinalGather: 0
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m_FinalGatherRayCount: 256
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m_FinalGatherFiltering: 1
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m_PVRCulling: 1
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m_PVRSampling: 1
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m_PVRDirectSampleCount: 32
|
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m_PVRSampleCount: 512
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m_PVREnvironmentSampleCount: 256
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m_PVREnvironmentReferencePointCount: 2048
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m_LightProbeSampleCountMultiplier: 4
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||||
m_PVRBounces: 2
|
||||
m_PVRMinBounces: 1
|
||||
m_PVREnvironmentMIS: 1
|
||||
m_PVRFilteringMode: 1
|
||||
m_PVRDenoiserTypeDirect: 1
|
||||
m_PVRDenoiserTypeIndirect: 1
|
||||
m_PVRDenoiserTypeAO: 1
|
||||
m_PVRFilterTypeDirect: 0
|
||||
m_PVRFilterTypeIndirect: 0
|
||||
m_PVRFilterTypeAO: 0
|
||||
m_PVRFilteringGaussRadiusDirect: 1
|
||||
m_PVRFilteringGaussRadiusIndirect: 5
|
||||
m_PVRFilteringGaussRadiusAO: 2
|
||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||
m_PVRTiledBaking: 0
|
||||
8
Assets/Settings/Lighting.lighting.meta
Normal file
8
Assets/Settings/Lighting.lighting.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7444728431401794eb74a9f58ea44d1a
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 4890085278179872738
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -27,6 +27,9 @@ MonoBehaviour:
|
|||
m_SupportsHDR: 1
|
||||
m_MSAA: 1
|
||||
m_RenderScale: 1
|
||||
m_UpscalingFilter: 0
|
||||
m_FsrOverrideSharpness: 0
|
||||
m_FsrSharpness: 0.92
|
||||
m_MainLightRenderingMode: 1
|
||||
m_MainLightShadowsSupported: 1
|
||||
m_MainLightShadowmapResolution: 1024
|
||||
|
|
@ -48,6 +51,8 @@ MonoBehaviour:
|
|||
m_ShadowDepthBias: 1
|
||||
m_ShadowNormalBias: 1
|
||||
m_SoftShadowsSupported: 1
|
||||
m_ConservativeEnclosingSphere: 0
|
||||
m_NumIterationsEnclosingSphere: 64
|
||||
m_AdditionalLightsCookieResolution: 512
|
||||
m_AdditionalLightsCookieFormat: 1
|
||||
m_UseSRPBatcher: 1
|
||||
|
|
|
|||
|
|
@ -19,14 +19,17 @@ MonoBehaviour:
|
|||
m_RendererDataList:
|
||||
- {fileID: 11400000, guid: c40be3174f62c4acf8c1216858c64956, type: 2}
|
||||
m_DefaultRendererIndex: 0
|
||||
m_RequireDepthTexture: 0
|
||||
m_RequireOpaqueTexture: 0
|
||||
m_RequireDepthTexture: 1
|
||||
m_RequireOpaqueTexture: 1
|
||||
m_OpaqueDownsampling: 1
|
||||
m_SupportsTerrainHoles: 1
|
||||
m_StoreActionsOptimization: 0
|
||||
m_SupportsHDR: 1
|
||||
m_MSAA: 4
|
||||
m_RenderScale: 1
|
||||
m_UpscalingFilter: 3
|
||||
m_FsrOverrideSharpness: 0
|
||||
m_FsrSharpness: 1
|
||||
m_MainLightRenderingMode: 1
|
||||
m_MainLightShadowsSupported: 1
|
||||
m_MainLightShadowmapResolution: 4096
|
||||
|
|
@ -48,6 +51,8 @@ MonoBehaviour:
|
|||
m_ShadowDepthBias: 1
|
||||
m_ShadowNormalBias: 1
|
||||
m_SoftShadowsSupported: 1
|
||||
m_ConservativeEnclosingSphere: 0
|
||||
m_NumIterationsEnclosingSphere: 64
|
||||
m_AdditionalLightsCookieResolution: 4096
|
||||
m_AdditionalLightsCookieFormat: 4
|
||||
m_UseSRPBatcher: 1
|
||||
|
|
|
|||
1905
UserSettings/Layouts/CurrentMaximizeLayout.dwlt
Normal file
1905
UserSettings/Layouts/CurrentMaximizeLayout.dwlt
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue