Added cw7 tasks
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cw7/Editor.meta
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cw7/Editor.meta
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externalObjects: {}
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23
cw7/Editor/GrassControllerEditor.cs
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cw7/Editor/GrassControllerEditor.cs
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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 UnityEditor;
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using UnityEngine;
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using System.Collections;
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[CustomEditor(typeof(GrassController))]
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public class GrassEditor : Editor {
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public override void OnInspectorGUI() {
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GrassController terrainController = (GrassController)target;
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DrawDefaultInspector();
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if (GUILayout.Button("Reset")) {
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terrainController.resetGrass();
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}
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}
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}
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11
cw7/Editor/GrassControllerEditor.cs.meta
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cw7/Editor/GrassControllerEditor.cs.meta
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fileFormatVersion: 2
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externalObjects: {}
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22
cw7/Editor/ProceduralTextureEditor.cs
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22
cw7/Editor/ProceduralTextureEditor.cs
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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 UnityEditor;
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using UnityEngine;
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using System.Collections;
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[CustomEditor(typeof(ProceduralTextureScript))]
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public class ProceduralTextureEditor : Editor {
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public override void OnInspectorGUI() {
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DrawDefaultInspector();
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if (GUILayout.Button("Run")) {
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((ProceduralTextureScript)target).runProcedrualTexturing();
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}
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}
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}
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11
cw7/Editor/ProceduralTextureEditor.cs.meta
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cw7/Editor/ProceduralTextureEditor.cs.meta
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fileFormatVersion: 2
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guid: b9fd8063db74fd249b36f92aa2aace67
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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58
cw7/GrassCalculation.compute
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cw7/GrassCalculation.compute
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// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel CSMain
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// Create a RenderTexture with enableRandomWrite flag and set it
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// with cs.SetTexture
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RWStructuredBuffer<float> oldVegetation;
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RWStructuredBuffer<float> vegetation;
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RWStructuredBuffer<float> oldWater;
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RWStructuredBuffer<float> water;
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RWStructuredBuffer<float> feedModifier;
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RWStructuredBuffer<float> killModifier;
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int sizeX;
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int sizeY;
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float DWater;
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float DVegetation;
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float feedRate;
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float killRate;
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float dT;
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int index(int x, int y)
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{
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return x + sizeX * y;
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}
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float get(RWStructuredBuffer<float> array, int x, int y)
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{
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int idx = index(x, y);
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if (idx < 0 || idx >= sizeX * sizeY)
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{
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return 0;
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}
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return array[idx];
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}
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float laplace(RWStructuredBuffer<float> array, int x, int y)
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{
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return 0.2 * (get(array, x + 1, y) + get(array, x - 1, y) + get(array, x, y + 1) + get(array, x, y - 1))
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+ 0.05 * (get(array, x + 1, y + 1) + get(array, x + 1, y - 1) + get(array, x - 1, y + 1) + get(array, x - 1, y - 1))
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- get(array, x, y);
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}
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[numthreads(8,8,1)]
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void CSMain (uint3 id : SV_DispatchThreadID)
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{
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int x = id.x;
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int y = id.y;
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float w = oldWater[index(x, y)];
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float r = oldVegetation[index(x, y)];
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float feed = feedRate * feedModifier[index(x, y)];
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float kill = killRate * killModifier[index(x, y)];
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water[index(x, y)] = clamp(w + dT * DWater * laplace(oldWater, x, y) - w * w * r * r + feed, 1, 0);
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vegetation[index(x, y)] = clamp(r + dT * (DVegetation * laplace(oldVegetation, x, y) + r * (w * r - kill)), 1, 0);
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}
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8
cw7/GrassCalculation.compute.meta
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cw7/GrassCalculation.compute.meta
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fileFormatVersion: 2
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guid: 88b7d14961b15af4ca0e47cfe8e10592
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ComputeShaderImporter:
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externalObjects: {}
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preprocessorOverride: 0
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userData:
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assetBundleName:
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242
cw7/GrassController.cs
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cw7/GrassController.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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struct DifferentialEquationData
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{
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public float water;
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public float vegetation;
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}
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public class GrassController : MonoBehaviour
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{
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int _structSize()
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{
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return sizeof(float) + sizeof(float);
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}
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private GameObject cube;
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public float updateInterval;
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float timePassed;
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Terrain terrain;
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public ComputeShader computeShader;
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public ComputeBuffer oldVegetation;
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public ComputeBuffer vegetation;
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public ComputeBuffer oldWater;
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public ComputeBuffer water;
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public ComputeBuffer feedModifier;
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public ComputeBuffer killModifier;
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[Header("equation coeffs")]
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public float DWater = 1.0f;
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public float DVegetation = 0.5f;
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public float feedRate = 0.055f;
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public float killRate = 0.0462f;
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public float dT = 0.10f;
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public int stepsNumber = 1;
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int sizeX;
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int sizeY;
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// Start is called before the first frame update
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void Start()
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{
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terrain = gameObject.GetComponent<Terrain>();
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sizeX = terrain.terrainData.detailWidth;
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sizeY = terrain.terrainData.detailWidth;
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initComputeShader();
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}
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bool doUpdate()
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{
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timePassed += Time.deltaTime;
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if (timePassed < updateInterval)
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{
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return false;
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}
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else
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{
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timePassed = 0;
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return true;
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}
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}
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float transition(float start, float end, float value)
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{
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if (start > end)
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{
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return 1 - transition(end, start, value);
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}
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if (value < start)
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{
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return 0;
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}
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if (value >= end)
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{
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return 1;
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}
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var scaledValue = (value - start) / (end - start);
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return scaledValue;
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}
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void initKillFeedBuffers()
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{
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feedModifier = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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killModifier = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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computeShader.SetBuffer(0, "feedModifier", feedModifier);
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computeShader.SetBuffer(0, "killModifier", killModifier);
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var feedValues = new float[sizeX * sizeY];
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var killValues = new float[sizeX * sizeY];
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var width = terrain.terrainData.alphamapWidth;
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var height = terrain.terrainData.alphamapHeight;
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var splatMap = terrain.terrainData.GetAlphamaps(0, 0, width, height);
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for (var i = 0; i < sizeX; i++)
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{
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for (var j = 0; j < sizeY; j++)
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{
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var scale = height / (float)sizeX;
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var x = Mathf.FloorToInt(scale * i);
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var y = Mathf.FloorToInt(scale * j);
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var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x, y);
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feedValues[i + j * sizeX] = transition(i, j, terrainHeight);
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var snow = splatMap[x, y, 5];
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if (snow > 0.5)
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{
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killValues[i + j * sizeX] = 2;
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}
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}
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}
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feedModifier.SetData(killValues);
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killModifier.SetData(killValues);
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}
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public void initBufferValues()
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{
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var initValues = new float[sizeX * sizeY];
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for (var i = 0; i < sizeX * sizeY; i++)
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{
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initValues[i] = Random.Range(0.0f, 1.0f);
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}
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oldVegetation.SetData(initValues);
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vegetation.SetData(initValues);
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oldWater.SetData(initValues);
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water.SetData(initValues);
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}
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public void resetGrass()
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{
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initBufferValues();
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var detal = new int[sizeX, sizeY];
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for (var i = 0; i < sizeX; i++)
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{
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detal[i, i] = 16;
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}
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for (var i = 0; i < sizeX; i++)
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{
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detal[i, sizeX - i] = 16;
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}
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terrain.terrainData.SetDetailLayer(0, 0, 1, detal);
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}
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void initParameters()
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{
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computeShader.SetInt("sizeX", sizeX);
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computeShader.SetInt("sizeY", sizeY);
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computeShader.SetFloat("DWater", DWater);
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computeShader.SetFloat("DVegetation", DVegetation);
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computeShader.SetFloat("feedRate", feedRate);
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computeShader.SetFloat("killRate", killRate);
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computeShader.SetFloat("dT", dT);
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}
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void initComputeShader()
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{
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oldVegetation = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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vegetation = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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computeShader.SetBuffer(0, "oldVegetation", oldVegetation);
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computeShader.SetBuffer(0, "vegetation", vegetation);
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oldWater = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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water = new ComputeBuffer(sizeX * sizeY, sizeof(float));
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computeShader.SetBuffer(0, "oldWater", oldWater);
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computeShader.SetBuffer(0, "water", water);
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initKillFeedBuffers();
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initBufferValues();
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initParameters();
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}
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void swapBuffers()
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{
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var temp = vegetation;
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vegetation = oldVegetation;
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oldVegetation = temp;
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computeShader.SetBuffer(0, "oldVegetation", oldVegetation);
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computeShader.SetBuffer(0, "vegetation", vegetation);
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var temp2 = water;
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water = oldWater;
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oldWater = temp2;
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computeShader.SetBuffer(0, "oldWater", oldWater);
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computeShader.SetBuffer(0, "water", water);
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}
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void doSimulationSteps(int steps)
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{
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for (int i = 0; i < steps; i++)
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{
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swapBuffers();
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computeShader.Dispatch(0, sizeX, sizeY, 1);
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}
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}
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void recoverData()
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{
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var result = new float[sizeX * sizeY];
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vegetation.GetData(result);
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var detailLayer = new int[sizeX, sizeY];
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for (var i = 0; i < sizeX; i++)
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{
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for (var j = 0; j < sizeX; j++)
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{
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detailLayer[i, j] = Mathf.FloorToInt(result[i + j * sizeX] * 10);
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}
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}
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terrain.terrainData.SetDetailLayer(0, 0, 1, detailLayer);
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}
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// Update is called once per frame
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void Update()
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{
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if (doUpdate())
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{
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terrain = gameObject.GetComponent<Terrain>();
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initParameters();
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doSimulationSteps(stepsNumber);
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recoverData();
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}
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}
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}
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11
cw7/GrassController.cs.meta
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11
cw7/GrassController.cs.meta
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fileFormatVersion: 2
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guid: 7edbfa0ffff914b40ab46ab9170e781d
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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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77
cw7/ProceduralTextureScript.cs
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cw7/ProceduralTextureScript.cs
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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 System.Linq; // used for Sum of array
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public class ProceduralTextureScript : MonoBehaviour {
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public float snowHeight;
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public float rockSlope;
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// Start is called before the first frame update
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void Start()
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{
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}
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float transition(float start, float end,float value) {
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if (start > end) {
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return 1 - transition(end, start, value);
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}
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if (value < start) {
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return 0;
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}
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if (value >= end) {
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return 1;
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}
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var scaledValue = (value - start) / (end - start);
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return scaledValue;
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}
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public void runProcedrualTexturing() {
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var terrain = gameObject.GetComponent<Terrain>();
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var layers = terrain.terrainData.alphamapLayers;
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var height = terrain.terrainData.alphamapWidth;
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var width = terrain.terrainData.alphamapHeight;
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Debug.Log(layers);
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Debug.Log(height);
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Debug.Log(width);
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Debug.Log(terrain.terrainData.GetInterpolatedHeight(0.5f,0.5f));
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var newSplatMap = new float[width, height, layers];
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//for (int i=0; i<)
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for (int i=0; i < width;i++) {
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for (int j = 0; j < width; j++) {
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float x = j / (float)height;
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float y = i / (float)width;
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var splatWeights = new float[layers];
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var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x,y);
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for (int k = 0; k < layers; k++) {
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splatWeights[k] = Random.RandomRange(0.0f,1.0f);
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}
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float sum = splatWeights.Sum();
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for (int k = 0; k < layers; k++) {
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newSplatMap[i,j,k]=splatWeights[k]/sum;
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}
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}
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}
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terrain.terrainData.SetAlphamaps(0, 0, newSplatMap);
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var a = terrain.terrainData.treeInstances;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
cw7/ProceduralTextureScript.cs.meta
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cw7/ProceduralTextureScript.cs.meta
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fileFormatVersion: 2
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guid: b8debef5f396b694885e8920a60b42df
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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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294
cw7/SimpleCameraController.cs
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cw7/SimpleCameraController.cs
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using UnityEngine;
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namespace UnityTemplateProjects
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{
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public class SimpleCameraController : MonoBehaviour
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{
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class CameraState
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{
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public float yaw;
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public float pitch;
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public float roll;
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public float x;
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public float y;
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public float z;
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public void SetFromTransform(Transform t)
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{
|
||||
pitch = t.eulerAngles.x;
|
||||
yaw = t.eulerAngles.y;
|
||||
roll = t.eulerAngles.z;
|
||||
x = t.position.x;
|
||||
y = t.position.y;
|
||||
z = t.position.z;
|
||||
}
|
||||
|
||||
public void Translate(Vector3 translation)
|
||||
{
|
||||
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
||||
|
||||
x += rotatedTranslation.x;
|
||||
y += rotatedTranslation.y;
|
||||
z += rotatedTranslation.z;
|
||||
}
|
||||
|
||||
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
|
||||
{
|
||||
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
|
||||
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
|
||||
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
|
||||
|
||||
x = Mathf.Lerp(x, target.x, positionLerpPct);
|
||||
y = Mathf.Lerp(y, target.y, positionLerpPct);
|
||||
z = Mathf.Lerp(z, target.z, positionLerpPct);
|
||||
}
|
||||
|
||||
public void UpdateTransform(Transform t)
|
||||
{
|
||||
t.eulerAngles = new Vector3(pitch, yaw, roll);
|
||||
t.position = new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
||||
CameraState m_TargetCameraState = new CameraState();
|
||||
CameraState m_InterpolatingCameraState = new CameraState();
|
||||
|
||||
[Header("Movement Settings")]
|
||||
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
|
||||
public float boost = 3.5f;
|
||||
|
||||
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
|
||||
public float positionLerpTime = 0.2f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
|
||||
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
|
||||
|
||||
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
|
||||
public float rotationLerpTime = 0.01f;
|
||||
|
||||
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
|
||||
public bool invertY = false;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
InputAction movementAction;
|
||||
InputAction verticalMovementAction;
|
||||
InputAction lookAction;
|
||||
InputAction boostFactorAction;
|
||||
bool mouseRightButtonPressed;
|
||||
|
||||
void Start()
|
||||
{
|
||||
var map = new InputActionMap("Simple Camera Controller");
|
||||
|
||||
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
|
||||
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
|
||||
verticalMovementAction = map.AddAction("Vertical Movement");
|
||||
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
|
||||
|
||||
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
|
||||
movementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/w")
|
||||
.With("Up", "<Keyboard>/upArrow")
|
||||
.With("Down", "<Keyboard>/s")
|
||||
.With("Down", "<Keyboard>/downArrow")
|
||||
.With("Left", "<Keyboard>/a")
|
||||
.With("Left", "<Keyboard>/leftArrow")
|
||||
.With("Right", "<Keyboard>/d")
|
||||
.With("Right", "<Keyboard>/rightArrow");
|
||||
verticalMovementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/pageUp")
|
||||
.With("Down", "<Keyboard>/pageDown")
|
||||
.With("Up", "<Keyboard>/e")
|
||||
.With("Down", "<Keyboard>/q")
|
||||
.With("Up", "<Gamepad>/rightshoulder")
|
||||
.With("Down", "<Gamepad>/leftshoulder");
|
||||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
||||
|
||||
movementAction.Enable();
|
||||
lookAction.Enable();
|
||||
verticalMovementAction.Enable();
|
||||
boostFactorAction.Enable();
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_TargetCameraState.SetFromTransform(transform);
|
||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
||||
}
|
||||
|
||||
Vector3 GetInputTranslationDirection()
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var moveDelta = movementAction.ReadValue<Vector2>();
|
||||
direction.x = moveDelta.x;
|
||||
direction.z = moveDelta.y;
|
||||
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
||||
#else
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += Vector3.forward;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += Vector3.back;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += Vector3.left;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += Vector3.right;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
{
|
||||
direction += Vector3.down;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
{
|
||||
direction += Vector3.up;
|
||||
}
|
||||
#endif
|
||||
return direction;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Exit Sample
|
||||
|
||||
if (IsEscapePressed())
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Hide and lock cursor when right mouse button pressed
|
||||
if (IsRightMouseButtonDown())
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
// Unlock and show cursor when right mouse button released
|
||||
if (IsRightMouseButtonUp())
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if (IsCameraRotationAllowed())
|
||||
{
|
||||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
||||
if (invertY)
|
||||
mouseMovement.y = -mouseMovement.y;
|
||||
|
||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
||||
|
||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||
}
|
||||
|
||||
// Translation
|
||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||
|
||||
// Speed up movement when shift key held
|
||||
if (IsBoostPressed())
|
||||
{
|
||||
translation *= 10.0f;
|
||||
}
|
||||
|
||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||
boost += GetBoostFactor();
|
||||
translation *= Mathf.Pow(2.0f, boost);
|
||||
|
||||
m_TargetCameraState.Translate(translation);
|
||||
|
||||
// Framerate-independent interpolation
|
||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||
|
||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||
}
|
||||
|
||||
float GetBoostFactor()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||
#else
|
||||
return Input.mouseScrollDelta.y * 0.2f;
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector2 GetInputLookRotation()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return lookAction.ReadValue<Vector2>();
|
||||
#else
|
||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBoostPressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||
return boost;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.LeftShift);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
bool IsEscapePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsCameraRotationAllowed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||
return canRotate;
|
||||
#else
|
||||
return Input.GetMouseButton(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonDown()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonDown(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonUp()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonUp(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
11
cw7/SimpleCameraController.cs.meta
Normal file
11
cw7/SimpleCameraController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ddeebdbedb9c0bc4e93debc0325462a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user