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Rigidbody Interpolation in + the same way, they cannot both be smooth on the screen at the same time. + This is because they are updated on different clocks.\n\nUse the on-screen + toggles to change the cars' interpolation settings, and see the result. + Without Interpolation, Rigidbodies apply their animation on the FixedUpdate + clock. 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first we disable cylindrical position + stateA.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend; + stateB.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend; + var state = CameraState.Lerp(stateA, stateB, t); + + // Override the rotation blend: look directly at the new target + // at the start of the blend + const float kFinishRotatingAt = 0.2f; + var rotB = Quaternion.LookRotation( + stateB.ReferenceLookAt - state.RawPosition, state.ReferenceUp); + state.RawOrientation = Quaternion.Slerp( + stateA.RawOrientation, rotB, Damper.Damp(1, kFinishRotatingAt, t)); + + return state; + } + } + + EarlyLookBlender m_CustomBlender = new (); + + bool m_UseCustomBlend; + + public void OnBlendCreated(CinemachineCore.BlendEventParams evt) + { + // Override the blender with a custom blender + if (m_UseCustomBlend) + evt.Blend.CustomBlender = m_CustomBlender; + } + + public void DefaultBlend() + { + m_UseCustomBlend = false; + ChangeCamera(); + } + + public void CustomBlend() + { + m_UseCustomBlend = true; + ChangeCamera(); + } + + void ChangeCamera() + { + // Cycle through all the virtual cameras, assuming that they all have the same priority. + // Prioritize the least-recently used one. + int numCameras = CinemachineCore.VirtualCameraCount; + CinemachineCore.GetVirtualCamera(numCameras - 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trigger zone around the chest, the cutscene timeline is started, thanks + to the CinemachineTriggerAction behaviour on the trigger zone. The cutscene + timeline holds the chest animation and three static camera shots, which are + blended by Cinemachine to create camera movement. \r\n\r\nThe TreasureChestRig + object contains all the assets, the camera shots, the timeline, and the trigger + zone." + objectReference: {fileID: 0} + - target: {fileID: 9138370430051789472, guid: d7425ed2047e64d8ea6ff79f20bd46f6, type: 3} + propertyPath: m_Name + value: HelpUI + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: d7425ed2047e64d8ea6ff79f20bd46f6, type: 3} +--- !u!1 &452003393 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 452003394} + - component: {fileID: 452003397} + - component: {fileID: 452003396} + m_Layer: 0 + m_Name: Left + m_TagString: Untagged 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There + are two Cinemachine Cameras in the scene: Orbital Follow and Follow with + Lock On Boss.\n\nThe Orbital Follow is a simple 3rd Person View camera that + is following and looking at the player while having the ability to rotate + around the player using the mouse.\n\nFollow with Lock On Boss is also a + 3rd Person View camera. However, this one is following the an invisible GameObject + (FollowTarget) on the player, while looking at the boss. The invisible GameObject + is always rotated on the Y axis so it looks towards the boss. This is achieved + with the Look At Target script on FollowTarget.\n\nThe switch between the + two Cinemachine Cameras happens when the player moves close to the boss. + This is done using Cinemachine Trigger Action. This proximity is visualized + in the scene with a transparent cylinder around the boss - see Proximity + Trigger GameObject.\n\nUse WASD to move around, Spacebar to jump, Shift to + sprint. Mouse moves the camera. \nIf using Input package, right mouse button + to jump and middle mouse button to sprint." + objectReference: {fileID: 0} + - target: {fileID: 9138370430051789472, guid: d7425ed2047e64d8ea6ff79f20bd46f6, type: 3} + propertyPath: m_Name + value: HelpUI + objectReference: {fileID: 0} + m_RemovedComponents: [] + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: d7425ed2047e64d8ea6ff79f20bd46f6, type: 3} +--- !u!1 &737942603 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 737942607} + - component: {fileID: 737942606} + - component: {fileID: 737942605} + - component: {fileID: 737942604} + m_Layer: 0 + m_Name: Main Camera + m_TagString: MainCamera + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!114 &737942604 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 737942603} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 72ece51f2901e7445ab60da3685d6b5f, type: 3} + m_Name: + m_EditorClassIdentifier: + ShowDebugText: 1 + ShowCameraFrustum: 1 + IgnoreTimeScale: 0 + WorldUpOverride: {fileID: 0} + ChannelMask: 1 + UpdateMethod: 1 + BlendUpdateMethod: 1 + LensModeOverride: + Enabled: 0 + DefaultMode: 2 + DefaultBlend: + Style: 1 + Time: 1 + CustomCurve: + serializedVersion: 2 + m_Curve: [] + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + CustomBlends: {fileID: 0} +--- !u!81 &737942605 +AudioListener: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 737942603} + m_Enabled: 1 +--- !u!20 &737942606 +Camera: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 737942603} + m_Enabled: 1 + serializedVersion: 2 + m_ClearFlags: 1 + m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} + m_projectionMatrixMode: 1 + m_GateFitMode: 2 + m_FOVAxisMode: 0 + m_Iso: 200 + m_ShutterSpeed: 0.005 + m_Aperture: 16 + m_FocusDistance: 10 + m_FocalLength: 50 + m_BladeCount: 5 + m_Curvature: {x: 2, y: 11} + m_BarrelClipping: 0.25 + m_Anamorphism: 0 + m_SensorSize: {x: 36, y: 24} + m_LensShift: {x: 0, y: 0} + m_NormalizedViewPortRect: + serializedVersion: 2 + x: 0 + y: 0 + width: 1 + height: 1 + near clip plane: 0.3 + far clip plane: 1000 + field of view: 60 + orthographic: 0 + orthographic size: 5 + m_Depth: -1 + m_CullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + m_RenderingPath: -1 + m_TargetTexture: {fileID: 0} + m_TargetDisplay: 0 + m_TargetEye: 3 + m_HDR: 1 + m_AllowMSAA: 1 + m_AllowDynamicResolution: 0 + m_ForceIntoRT: 0 + m_OcclusionCulling: 1 + m_StereoConvergence: 10 + m_StereoSeparation: 0.022 +--- !u!4 &737942607 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 737942603} + serializedVersion: 2 + m_LocalRotation: {x: 0.037952796, y: 0.0000000021492599, z: -8.1629224e-11, w: 0.99927956} + m_LocalPosition: {x: 0, y: 2.25, z: -29} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1 &838339814 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Use WASD to move, Spacebar + to jump, Shift to sprint. Mouse left click to fire projectiles. The mouse + rotates the Player Aiming Core object, which controls the player direction + and aim. The camera is dirven by that - for this style of controller, there + is no direct independent control of the camera direction.\r\n\r\nThe camera + is managed by a StateDrivenCamera, which activates a special RoadieRun camera + when the player is sprinting.\r\n\r\nNormally, the Third Person Aim Camera + is active. This camera has handheld noise, but it does not affect aiming + accuracy. Try aiming at objects in the scene and observe that the aim point + is steady, even while the camera is moving slightly.\r\n\r\nThe crosshair + indicates where the player is aiming. The red dot indicates the actual hit + location if a ray would be fired from the Player Aiming Core. 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The player is expected to have a + /// SimplePlayerAimController behaviour on one of its children, to decouple aiminag and + /// player rotation. + /// + [ExecuteAlways] + public class AimCameraRig : CinemachineCameraManagerBase, Unity.Cinemachine.IInputAxisOwner + { + public InputAxis AimMode = InputAxis.DefaultMomentary; + + SimplePlayerAimController AimController; + CinemachineVirtualCameraBase AimCamera; + CinemachineVirtualCameraBase FreeCamera; + + bool IsAiming => AimMode.Value > 0.5f; + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref AimMode, Name = "Aim" }); + } + + protected override void Start() + { + base.Start(); + + // Find the player and the aiming camera. + // We expect to have one camera with a CinemachineThirdPersonAim component + // whose Follow target is a player with a SimplePlayerAimController child. + for (int i = 0; i < ChildCameras.Count; ++i) + { + var cam = ChildCameras[i]; + if (!cam.isActiveAndEnabled) + continue; + if (AimCamera == null + && cam.TryGetComponent(out var aim) + && aim.NoiseCancellation) + { + AimCamera = cam; + var player = AimCamera.Follow; + if (player != null) + AimController = player.GetComponentInChildren(); + } + else if (FreeCamera == null) + FreeCamera = cam; + } + if (AimCamera == null) + Debug.LogError("AimCameraRig: no valid CinemachineThirdPersonAim camera found among children"); + if (AimController == null) + Debug.LogError("AimCameraRig: no valid SimplePlayerAimController target found"); + if (FreeCamera == null) + Debug.LogError("AimCameraRig: no valid non-aiming camera found among children"); + } + + protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime) + { + var oldCam = (CinemachineVirtualCameraBase)LiveChild; + var newCam = IsAiming ? AimCamera : FreeCamera; + if (AimController != null && oldCam != newCam) + { + // Set the mode of the player aim controller. + // We want the player rotation to be copuled to the camera when aiming, otherwise not. + AimController.PlayerRotation = IsAiming + ? SimplePlayerAimController.CouplingMode.Coupled + : SimplePlayerAimController.CouplingMode.Decoupled; + AimController.RecenterPlayer(); + } + return newCam; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimCameraRig.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimCameraRig.cs.meta new file mode 100644 index 0000000..0d885bb --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimCameraRig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c8861e25f312f0a4ea14b26b40531fa4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs new file mode 100644 index 0000000..48db038 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs @@ -0,0 +1,78 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// When there is an active ThirdPersonFollow camera with noise cancellation, + /// the position of this object is the aim target for the ThirdPersonAim camera. + /// + public class AimTargetManager : MonoBehaviour + { + [Tooltip("This canvas will be enabled when there is a 3rdPersoAim camera active")] + public Canvas ReticleCanvas; + + [Tooltip("If non-null, this target will pe positioned on the screen over the actual aim target")] + public RectTransform AimTargetIndicator; + + bool m_HaveAimTarget; + + // We add a CameraUpdatedEvent listener so that we are guaranteed to update after the + // Brain has positioned the camera + void OnEnable() => CinemachineCore.CameraUpdatedEvent.AddListener(SetAimTarget); + void OnDisable() => CinemachineCore.CameraUpdatedEvent.RemoveListener(SetAimTarget); + + // This is called after the Brain has positioned the camera. If the camera has a + // ThirdPersonAim component with noise cancellation, then we set the aim target + // position to be precisely what the camera is indicating onscreen. + // Otherwise, we disable the reticle and the aim target indicator. + void SetAimTarget(CinemachineBrain brain) + { + m_HaveAimTarget = false; + if (brain == null || brain.OutputCamera == null) + CinemachineCore.CameraUpdatedEvent.RemoveListener(SetAimTarget); + else + { + CinemachineCamera liveCam; + if (brain.ActiveVirtualCamera is CinemachineCameraManagerBase managerCam) + liveCam = managerCam.LiveChild as CinemachineCamera; + else + liveCam = brain.ActiveVirtualCamera as CinemachineCamera; + + if (liveCam != null) + { + if (liveCam.TryGetComponent(out var aim) && aim.enabled) + { + // Set the worldspace aim target position so that we can know what gets hit + m_HaveAimTarget = aim.NoiseCancellation; + transform.position = aim.AimTarget; + + // Set the screen-space hit target indicator position + if (AimTargetIndicator != null) + AimTargetIndicator.position = brain.OutputCamera.WorldToScreenPoint(transform.position); + } + } + } + if (ReticleCanvas != null) + ReticleCanvas.enabled = m_HaveAimTarget; + } + + /// + /// Called by the player's shooting object to get the aim direction override, in case + /// there is an active ThirdPersonFollow camera with noise cancellation. + /// + /// Where the firing will come from. + /// The intended firing direction. + /// The direction in which to fire + public Vector3 GetAimDirection(Vector3 firingOrigin, Vector3 firingDirection) + { + if (m_HaveAimTarget) + { + var dir = transform.position - firingOrigin; + var len = dir.magnitude; + if (len > 0.0001f) + return dir / len; + } + return firingDirection; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs.meta new file mode 100644 index 0000000..cb1d496 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/AimTargetManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 512059070b04a4ca6b07b64f00733c27 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs new file mode 100644 index 0000000..03c4934 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs @@ -0,0 +1,75 @@ +using System; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// An example add-on module for Cinemachine Virtual Camera for controlling + /// the FadeOut shader included in our example package. + /// + [ExecuteAlways] + public class CinemachineFadeOutShaderController : CinemachineExtension + { + /// Radius of the look at target. + [Tooltip("Radius of the look at target.")] + public float LookAtTargetRadius = 1; + + /// + /// The range is defined from the camera (x value) towards the look direction (y value) within which objects + /// with FadeOut material are going to be transparent. + /// The strength of the transparency depends on how far the objects are from the camera and the FadeOut range. + /// + [Tooltip("The range is defined from the camera (x value) towards the look direction (y value) within which " + + "objects with FadeOut material are going to be transparent. \nThe strength of the transparency depends " + + "on how far the objects are from the camera and the FadeOut range.")] + [MinMaxRangeSlider(0, 20)] + public Vector2 FadeOutRange = new (0f, 10f); + + /// + /// If true, m_MaxDistance will be set to + /// distance between this virtual camera and LookAt target minus m_LookAtTargetRadius. + /// + [Tooltip("If true, MaxDistance will be set to " + + "distance between this virtual camera and LookAt target minus LookAtTargetRadius.")] + public bool MaxDistanceControlledByCamera = true; + + /// Material using the FadeOut shader. + [Tooltip("Material using the FadeOut shader.")] + public Material FadeOutMaterial; + + static readonly int k_MaxDistanceID = Shader.PropertyToID("_MaxDistance"); + static readonly int k_MinDistanceID = Shader.PropertyToID("_MinDistance"); + + /// Updates FadeOut shader on the specified FadeOutMaterial. + /// The virtual camera being processed + /// The current pipeline stage + /// The current virtual camera state + /// The current applicable deltaTime + protected override void PostPipelineStageCallback( + CinemachineVirtualCameraBase vcam, + CinemachineCore.Stage stage, ref CameraState state, float deltaTime) + { + if (stage == CinemachineCore.Stage.Finalize) + { + if (FadeOutMaterial == null || + !FadeOutMaterial.HasProperty(k_MaxDistanceID) || + !FadeOutMaterial.HasProperty(k_MinDistanceID)) + return; + + if (MaxDistanceControlledByCamera && vcam.LookAt != null) + FadeOutRange.y = Vector3.Distance(vcam.transform.position, vcam.LookAt.position) - LookAtTargetRadius; + + FadeOutMaterial.SetFloat(k_MinDistanceID, FadeOutRange.x); + FadeOutMaterial.SetFloat(k_MaxDistanceID, FadeOutRange.y); + } + } + + void OnValidate() + { + LookAtTargetRadius = Math.Max(0, LookAtTargetRadius); + FadeOutRange.x = Math.Max(0, FadeOutRange.x); + FadeOutRange.y = Math.Max(0, FadeOutRange.y); + FadeOutRange.y = Math.Max(FadeOutRange.x, FadeOutRange.y); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs.meta new file mode 100644 index 0000000..952a7c1 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CinemachineFadeOutShaderController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 28e3f754a40cc487cac0f59efb1118db +timeCreated: 1611253266 \ No newline at end of file diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs new file mode 100644 index 0000000..b7225a6 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs @@ -0,0 +1,57 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Unity.Cinemachine.Samples +{ + public class CursorLockManager : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + public InputAxis CursorLock = InputAxis.DefaultMomentary; + + public UnityEvent OnCursorLocked = new (); + public UnityEvent OnCursorUnlocked = new (); + + bool m_IsTriggered; + + public void GetInputAxes(List axes) + { + axes.Add(new() + { + DrivenAxis = () => ref CursorLock, Name = "CursorLock", + Hint = IInputAxisOwner.AxisDescriptor.Hints.X + }); + } + + void OnEnable() => UnlockCursor(); + void OnDisable() => UnlockCursor(); + + void Update() + { + if (CursorLock.Value == 0) + m_IsTriggered = false; + else if (!m_IsTriggered) + { + m_IsTriggered = true; + if (Cursor.lockState == CursorLockMode.None) + LockCursor(); + else + UnlockCursor(); + } + } + + public void LockCursor() + { + if (enabled) + { + Cursor.lockState = CursorLockMode.Locked; + OnCursorLocked.Invoke(); + } + } + + public void UnlockCursor() + { + Cursor.lockState = CursorLockMode.None; + OnCursorUnlocked.Invoke(); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs.meta new file mode 100644 index 0000000..505877d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/CursorLockManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 84bbe8a9281f49f9801ffc0203bee6df +timeCreated: 1682089493 \ No newline at end of file diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs new file mode 100644 index 0000000..839ddfa --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs @@ -0,0 +1,48 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Will match a GameObject's position and rotation to a target's position + /// and rotation, with damping + /// + [ExecuteAlways] + public class DampedTracker : MonoBehaviour + { + [Tooltip("The target to track")] + public Transform Target; + [Tooltip("How fast the GameObject moves to the target position")] + public float PositionDamping = 1; + [Tooltip("How fast the rotation aligns with target rotation")] + public float RotationDamping = 1; + + void OnEnable() + { + if (Target != null) + transform.SetPositionAndRotation(Target.position, Target.rotation); + } + + void LateUpdate() + { + if (Target != null) + { + // Match the player's position + float t = Damper.Damp(1, PositionDamping, Time.deltaTime); + var pos = Vector3.Lerp(transform.position, Target.position, t); + + // Rotate my transform to make my up match the target's up + var rot = transform.rotation; + t = Damper.Damp(1, RotationDamping, Time.deltaTime); + var srcUp = transform.up; + var dstUp = Target.up; + var axis = Vector3.Cross(srcUp, dstUp); + if (axis.sqrMagnitude > 0.001f) + { + var angle = UnityVectorExtensions.SignedAngle(srcUp, dstUp, axis) * t; + rot = Quaternion.AngleAxis(angle, axis) * rot; + } + transform.SetPositionAndRotation(pos, rot); + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs.meta new file mode 100644 index 0000000..1f79e2e --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/DampedTracker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a51048181b52dd044a17566021c7c163 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs new file mode 100644 index 0000000..b765065 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs @@ -0,0 +1,68 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle. + /// + public class ExpandingAimReticle : MonoBehaviour + { + [Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")] + [Vector2AsRange] + public Vector2 RadiusRange; + + [Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")] + [Range(0, 1f)] + public float BlendTime; + + [Tooltip("Top piece of the aim reticle.")] + public Image Top; + [Tooltip("Bottom piece of the aim reticle.")] + public Image Bottom; + [Tooltip("Left piece of the aim reticle.")] + public Image Left; + [Tooltip("Right piece of the aim reticle.")] + public Image Right; + + [Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, " + + "or will remain in the center of the screen if no hit point is detected. " + + "May be null, in which case no on-screen indicator will appear.")] + public RectTransform AimTargetReticle; + + float m_BlendVelocity; + float m_CurrentRadius; + + void OnValidate() + { + RadiusRange.x = Mathf.Clamp(RadiusRange.x, 0, 100); + RadiusRange.y = Mathf.Clamp(RadiusRange.y, RadiusRange.x, 100); + } + + void Reset() + { + RadiusRange = new Vector2(2.5f, 40f); + BlendTime = 0.05f; + } + + void Update() + { + var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f); + float distanceFromCenter = 0; + if (AimTargetReticle != null) + { + var hitPoint = (Vector2)AimTargetReticle.position; + distanceFromCenter = (screenCenterPoint - hitPoint).magnitude; + } + + m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime); + m_CurrentRadius = Mathf.Clamp(m_CurrentRadius, RadiusRange.x, RadiusRange.y); + + Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius); + Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius); + Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius); + Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs.meta new file mode 100644 index 0000000..714ae2d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ExpandingAimReticle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae1b182fbad6e0f4fbf3a51e56784830 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs new file mode 100644 index 0000000..37b9f8e --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs @@ -0,0 +1,96 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This behaviour makes a GameObject fly around in response to user input. + /// Movement is relative to the GameObject's local axes. + /// + /// + public class FlyAround : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + [Tooltip("Speed when moving")] + public float Speed = 10; + + [Tooltip("Speed multiplier when sprinting")] + public float SprintMultiplier = 4; + + [Header("Input Axes")] + [Tooltip("X Axis movement. Value is -1..1. Controls the sideways movement")] + public InputAxis Sideways = InputAxis.DefaultMomentary; + + [Tooltip("Y Axis movement. Value is -1..1. Controls the vertical movement")] + public InputAxis UpDown = InputAxis.DefaultMomentary; + + [Tooltip("Z Axis movement. Value is -1..1. Controls the forward movement")] + public InputAxis Forward = InputAxis.DefaultMomentary; + + [Tooltip("Horizontal rotation. Value is -1..1.")] + public InputAxis Pan = DefaultPan; + + [Tooltip("Vertical rotation. Value is -1..1.")] + public InputAxis Tilt = DefaultTilt; + + [Tooltip("Sprint movement. Value is 0 or 1. If 1, then is sprinting")] + public InputAxis Sprint = InputAxis.DefaultMomentary; + + static InputAxis DefaultPan => new () + { Value = 0, Range = new Vector2(-180, 180), Wrap = true, Center = 0, Restrictions = InputAxis.RestrictionFlags.NoRecentering }; + static InputAxis DefaultTilt => new () + { Value = 0, Range = new Vector2(-70, 70), Wrap = false, Center = 0, Restrictions = InputAxis.RestrictionFlags.NoRecentering }; + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref Sideways, Name = "Move X", Hint = IInputAxisOwner.AxisDescriptor.Hints.X }); + axes.Add(new () { DrivenAxis = () => ref Forward, Name = "Forward" }); + axes.Add(new () { DrivenAxis = () => ref UpDown, Name = "Move Y", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y }); + axes.Add(new () { DrivenAxis = () => ref Pan, Name = "Look X (Pan)", Hint = IInputAxisOwner.AxisDescriptor.Hints.X }); + axes.Add(new () { DrivenAxis = () => ref Tilt, Name = "Look Y (Tilt)", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y }); + axes.Add(new () { DrivenAxis = () => ref Sprint, Name = "Sprint" }); + } + + void OnValidate() + { + Pan.Validate(); + Tilt.Range.x = Mathf.Clamp(Tilt.Range.x, -90, 90); + Tilt.Range.y = Mathf.Clamp(Tilt.Range.y, -90, 90); + Tilt.Validate(); + } + + void Reset() + { + Speed = 10; + SprintMultiplier = 4; + Sideways = InputAxis.DefaultMomentary; + Forward = InputAxis.DefaultMomentary; + UpDown = InputAxis.DefaultMomentary; + Pan = DefaultPan; + Tilt = DefaultTilt; + Sprint = InputAxis.DefaultMomentary; + } + + void OnEnable() + { + // Take rotation from the transform + var euler = transform.rotation.eulerAngles; + Pan.Value = euler.y; + Tilt.Value = euler.x; + } + + void Update() + { + // Calculate the move direction and speed based on input + var rot = Quaternion.Euler(Tilt.Value, Pan.Value, 0); + var movement = rot * new Vector3(Sideways.Value, UpDown.Value, Forward.Value); + var speed = Sprint.Value < 0.01f ? Speed : Speed * SprintMultiplier; + + // Apply motion + transform.SetPositionAndRotation(transform.position + speed * Time.deltaTime * movement, rot); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs.meta new file mode 100644 index 0000000..488c132 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/FlyAround.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1e1d63f642ebbdb4eb38a57a250ab00d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs new file mode 100644 index 0000000..f155f0e --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class LockPosZ : MonoBehaviour + { + public float ZPosiion; + + void LateUpdate() + { + var pos = transform.position; + pos.z = ZPosiion; + transform.position = pos; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs.meta new file mode 100644 index 0000000..5d0fa48 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LockPosZ.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eed4d084bee9a604a9bd6dcfe5987fa4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs new file mode 100644 index 0000000..20c3482 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs @@ -0,0 +1,51 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Orients the GameObject that this script is attached in such a way that it always faces the Target. + /// + [ExecuteAlways] + public class LookAtTarget : MonoBehaviour + { + [Tooltip("Target to look at.")] + public Transform Target; + + [Tooltip("Lock rotation along the x axis to the initial value.")] + public bool LockRotationX; + [Tooltip("Lock rotation along the y axis to the initial value.")] + public bool LockRotationY; + [Tooltip("Lock rotation along the z axis to the initial value.")] + public bool LockRotationZ; + + Vector3 m_Rotation; + + void OnEnable() + { + m_Rotation = transform.rotation.eulerAngles; + } + + void Reset() + { + m_Rotation = transform.rotation.eulerAngles; + } + + void Update() + { + if (Target != null) + { + var direction = Target.position - transform.position; + transform.rotation = Quaternion.LookRotation(direction); + + if (LockRotationX || LockRotationY || LockRotationZ) + { + var euler = transform.rotation.eulerAngles; + euler.x = LockRotationX ? m_Rotation.x : euler.x; + euler.y = LockRotationY ? m_Rotation.y : euler.y; + euler.z = LockRotationZ ? m_Rotation.z : euler.z; + transform.rotation = Quaternion.Euler(euler); + } + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs.meta new file mode 100644 index 0000000..cb1c93a --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/LookAtTarget.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 703a8ce5f266d408ca92818e87835af3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs new file mode 100644 index 0000000..c6c5e83 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + [ExecuteInEditMode] + public class Magnet : MonoBehaviour + { + [Range(0.1f, 50.0f)] + public float Strength = 5.0f; + + [Range(0.1f, 50.0f)] + public float Range = 5.0f; + + public Transform RangeVisualizer; + + void Update() + { + if (RangeVisualizer != null) + RangeVisualizer.localScale = new Vector3(Range * 2.0f, Range * 2.0f, 1); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs.meta new file mode 100644 index 0000000..e2f51eb --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/Magnet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6aefb4603cbd49d4691e1aea49f45b00 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs new file mode 100644 index 0000000..3978f97 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class MagnetGroupController : MonoBehaviour + { + public CinemachineTargetGroup TargetGroup; + + void Update() + { + if (TargetGroup == null || TargetGroup.IsEmpty) + return; + + // We assume that the player is at group index 0 + var targets = TargetGroup.Targets; + var playerPos = targets[0].Object.position; + for (int i = 1; i < targets.Count; ++i) + { + var t = targets[i]; + if (t.Object != null && t.Object.TryGetComponent(out var magnet)) + { + // Reduce the member weight as the distance from player increases + var distance = (playerPos - t.Object.position).magnitude; + t.Weight = magnet.Strength * Mathf.Max(0, 1 - distance / magnet.Range); + } + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs.meta new file mode 100644 index 0000000..cee8c37 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MagnetGroupController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f6129fefa8c2eb41a2b757c190472af +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs new file mode 100644 index 0000000..3bb8f55 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs @@ -0,0 +1,36 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + [RequireComponent(typeof(CinemachineMixingCamera))] + public class MixCamerasBasedOnSpeed : MonoBehaviour + { + [Tooltip("At and above this speed, the second camera is going to be in control completely.")] + public float MaxSpeed; + public Rigidbody Rigidbody; + CinemachineMixingCamera m_Mixer; + void Start() + { + m_Mixer = GetComponent(); + } + + void OnValidate() + { + MaxSpeed = Mathf.Max(1, MaxSpeed); + } + + void FixedUpdate() + { + if (Rigidbody == null) + return; + +#if UNITY_2023_3_OR_NEWER + var t = Mathf.Clamp01(Rigidbody.linearVelocity.magnitude / MaxSpeed); +#else + var t = Mathf.Clamp01(Rigidbody.velocity.magnitude / MaxSpeed); +#endif + m_Mixer.Weight0 = 1 - t; + m_Mixer.Weight1 = t; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs.meta new file mode 100644 index 0000000..e764812 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/MixCamerasBasedOnSpeed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a508fe0a084bc46889cc2017b857a97a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs new file mode 100644 index 0000000..b00e998 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.Splines; + +namespace Unity.Cinemachine.Samples +{ + public class RandomizedDollySpeed : SplineAutoDolly.ISplineAutoDolly + { + [Tooltip("Minimum speed the cart can travel")] + public float MinSpeed = 2; + [Tooltip("Maximum speed the cart can travel")] + public float MaxSpeed = 10; + [Tooltip("How quickly the cart can change speed")] + public float Acceleration = 1; + + float m_Speed; + float m_TargetSpeed; + + void SplineAutoDolly.ISplineAutoDolly.Validate() => MaxSpeed = Mathf.Max(MaxSpeed, MinSpeed); + void SplineAutoDolly.ISplineAutoDolly.Reset() => m_Speed = m_TargetSpeed = (MinSpeed + MaxSpeed) / 2; + bool SplineAutoDolly.ISplineAutoDolly.RequiresTrackingTarget => false; + + public float GetSplinePosition( + MonoBehaviour sender, Transform target, + SplineContainer spline, float currentPosition, + PathIndexUnit positionUnits, float deltaTime) + { + if (Application.isPlaying && deltaTime > 0) + { + if (Mathf.Abs(m_Speed - m_TargetSpeed) < 0.01f) + m_TargetSpeed = UnityEngine.Random.Range(MinSpeed, MaxSpeed); + if (m_Speed < m_TargetSpeed) + m_Speed = Mathf.Min(m_TargetSpeed, m_Speed + Acceleration * deltaTime); + if (m_Speed > m_TargetSpeed) + m_Speed = Mathf.Max(m_TargetSpeed, m_Speed - Acceleration * deltaTime); + + return currentPosition + m_Speed * deltaTime; + } + return currentPosition; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs.meta new file mode 100644 index 0000000..ae29b4b --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RandomizedDollySpeed.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d73e77c46508cf441ad464dc058f7a86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs new file mode 100644 index 0000000..199637d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs @@ -0,0 +1,43 @@ +using System; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + [RequireComponent(typeof(CinemachineTargetGroup))] + public class ReduceGroupWeightWhenBelowFloor : MonoBehaviour + { + [Tooltip("The platform from which LoseSightAtRange is calculated")] + public Transform Floor; + + [Tooltip("The weight of a transform in the target group is 1 when above the Floor. When a transform is " + + "below the Floor, then its weight decreases based on the distance between the transform and the " + + "Floor and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " + + "instantly when below the Floor.")] + [Range(0, 30)] + public float LoseSightAtRange = 20; + + CinemachineTargetGroup m_TargetGroup; + + void Awake() + { + m_TargetGroup = GetComponent(); + } + + void Update() + { + // iterate through each target in the targetGroup + var floor = Floor.position.y; + for (int i = 0; i < m_TargetGroup.Targets.Count; ++i) + { + var target = m_TargetGroup.Targets[i]; + + // calculate the distance between target and the Floor along the Y axis + var distanceBelow = floor - target.Object.position.y; + + // weight goes to 0 if it's farther below than LoseSightAtRange + var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1); + target.Weight = weight; + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs.meta new file mode 100644 index 0000000..f267440 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReduceGroupWeightWhenBelowFloor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af2f2697aa2d246eaa1bbac01e1cff23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs new file mode 100644 index 0000000..a19cddb --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// This behaviour works in conjunction with PlayerOnSurface to keep the player + /// parented to the surface it's standing on. This is useful to prevent sliding + /// when the surface is in motion + [RequireComponent(typeof(SimplePlayerOnSurface))] + public class ReparentPlayerToSurface : MonoBehaviour + { + SimplePlayerOnSurface m_PlayerOnSurface; + + void OnEnable() + { + if (TryGetComponent(out m_PlayerOnSurface)) + m_PlayerOnSurface.SurfaceChanged.AddListener(OnSurfaceChanged); + } + + void OnDisable() + { + if (m_PlayerOnSurface != null) + m_PlayerOnSurface.SurfaceChanged.RemoveListener(OnSurfaceChanged); + } + + // newSurface may be null, in which case we should just uparent the player + void OnSurfaceChanged(Collider newSurface) + { + transform.SetParent(newSurface == null ? null : newSurface.transform, true); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs.meta new file mode 100644 index 0000000..e0be9bc --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ReparentPlayerToSurface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d02e38cc82ce35043b04296eeaff6f29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs new file mode 100644 index 0000000..f6bfbb6 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Helper class to set the interpolation of a rigidbody. + /// + [RequireComponent(typeof(Rigidbody))] + public class RigidbodyInterpolationSetter : MonoBehaviour + { + Rigidbody m_Rigidbody; + void Start() => m_Rigidbody = GetComponent(); + + public void SetInterpolation(bool on) => + m_Rigidbody.interpolation = on ? RigidbodyInterpolation.Interpolate : RigidbodyInterpolation.None; + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs.meta new file mode 100644 index 0000000..d3c94e8 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RigidbodyInterpolationSetter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2ba786fa8607649dab5568a9a20a8906 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs new file mode 100644 index 0000000..a684c59 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs @@ -0,0 +1,67 @@ +using UnityEngine; +using UnityEngine.Splines; + +namespace Unity.Cinemachine.Samples +{ + [RequireComponent(typeof(CinemachineSplineCart))] + public class RunnerController : MonoBehaviour + { + public float WaitTimeAtStart = 1; + + CinemachineSplineCart m_Cart; + static bool s_LeaderWasSlowed; + bool m_IsTired; + float m_StartTime; + + void OnEnable() + { + m_Cart = GetComponent(); + ResetRace(); + } + + void Update() + { + m_Cart.AutomaticDolly.Enabled = Time.time > m_StartTime + WaitTimeAtStart; + + // Slow down leader to improve chances of at least 1 takeover per run + if (!s_LeaderWasSlowed) + { + if (m_Cart.Spline.Spline.ConvertIndexUnit( + m_Cart.SplinePosition, m_Cart.PositionUnits, PathIndexUnit.Normalized) > 0.5f) + { + s_LeaderWasSlowed = true; + if (m_Cart.AutomaticDolly.Method is RandomizedDollySpeed speedControl) + { + // Leader is tired! + speedControl.MinSpeed /= 2; + speedControl.MaxSpeed /= 2; + m_IsTired = true; + } + } + } + } + + // This is called by the "Restart Race" UX button. + public void ResetRace() + { + // Reset position to start + m_Cart.SplinePosition = 0; + m_StartTime = Time.time; + m_Cart.AutomaticDolly.Enabled = false; + + // Reset slowdown mechanism + if (m_Cart.AutomaticDolly.Method is RandomizedDollySpeed speedControl) + { + m_Cart.AutomaticDolly.Method.Reset(); + if (m_IsTired) + { + // Restore the speed, leader is no longer tired + speedControl.MinSpeed *= 2; + speedControl.MaxSpeed *= 2; + } + } + m_IsTired = false; + s_LeaderWasSlowed = false; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs.meta new file mode 100644 index 0000000..c1e1f97 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/RunnerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 29d5b71c25a12441dbb6f920533a92df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs new file mode 100644 index 0000000..4ace446 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs @@ -0,0 +1,95 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UIElements; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Runtime UI script that can create toggles and buttons. + /// + [RequireComponent(typeof(UIDocument))] + public class SamplesDynamicUI : MonoBehaviour + { + [Serializable] + public class Item + { + [Tooltip("Text displayed on button")] + public string Name = "Text"; + + [Serializable] + public class ToggleSettings + { + public bool Enabled; + + [Tooltip("Initial value of the toggle")] + public bool Value; + + [Tooltip("Event sent when toggle button is clicked")] + public UnityEvent OnValueChanged = new(); + } + + [Tooltip("Set this to true to create a toggle button")] + [FoldoutWithEnabledButton] + public ToggleSettings IsToggle = new(); + + [Tooltip("Event sent when button is clicked")] + public UnityEvent OnClick = new(); + } + + [Tooltip("The buttons to be displayed")] + public List Buttons = new(); + + VisualElement m_Root; + readonly List m_DynamicElements = new (); + + void OnEnable() + { + var uiDocument = GetComponent(); + m_Root = uiDocument.rootVisualElement.Q("TogglesAndButtons"); // Should be justified - flex grow 1 + if (m_Root == null) + { + Debug.LogError("Cannot find TogglesAndButtons. Is the source asset set in the UIDocument?"); + return; + } + for (int i = 0; i < Buttons.Count; ++i) + { + var item = Buttons[i]; + if (item.IsToggle.Enabled) + { + var toggle = new Toggle + { + label = item.Name, + value = item.IsToggle.Value, + focusable = false, + }; + toggle.AddToClassList("dynamicToggle"); + toggle.RegisterValueChangedCallback(e => item.IsToggle.OnValueChanged.Invoke(e.newValue)); + m_Root.Add(toggle); + m_DynamicElements.Add(toggle); + } + else + { + var button = new Button + { + text = item.Name, + focusable = false + }; + button.AddToClassList("dynamicButton"); + button.clickable.clicked += item.OnClick.Invoke; + m_Root.Add(button); + m_DynamicElements.Add(button); + } + } + m_Root.visible = Buttons.Count > 0; + } + + void OnDisable() + { + for (int i = 0; i < m_DynamicElements.Count; ++i) + m_Root.Remove(m_DynamicElements[i]); + m_DynamicElements.Clear(); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs.meta new file mode 100644 index 0000000..0d79b3d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesDynamicUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7950c6f52d74a4772bb69c03fe19a19b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs new file mode 100644 index 0000000..5363a15 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs @@ -0,0 +1,82 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.SceneManagement; +using UnityEngine.UIElements; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Displays a button in the game view that will bring up a window with scrollable text. + /// + [RequireComponent(typeof(UIDocument))] + public class SamplesHelpUI : MonoBehaviour + { + public bool VisibleAtStart; + public string HelpTitle; + [TextArea(minLines: 10, maxLines: 50)] + public string HelpText; + + [Tooltip("Event sent when the help window is dismissed")] + public UnityEvent OnHelpDismissed = new (); + + VisualElement m_HelpBox; + Button m_HelpButton, m_CloseButton; + + void OnEnable() + { + var uiDocument = GetComponent(); + m_HelpButton = uiDocument.rootVisualElement.Q("HelpButton") as Button; + if (m_HelpButton == null) + { + Debug.LogError("Cannot find HelpToggleBox. Is the source asset set in the UIDocument?"); + return; + } + m_HelpButton.RegisterCallback(new EventCallback(OpenHelpBox)); + + m_HelpBox = uiDocument.rootVisualElement.Q("HelpTextBox"); + if (uiDocument.rootVisualElement.Q("HelpTextBox__Title") is Label helpTitle) + helpTitle.text = string.IsNullOrEmpty(HelpTitle) ? SceneManager.GetActiveScene().name : HelpTitle; + + if (uiDocument.rootVisualElement.Q("HelpTextBox__ScrollView__Label") is Label helpLabel) + helpLabel.text = HelpText; + + m_CloseButton = uiDocument.rootVisualElement.Q("HelpTextBox__CloseButton") as Button; + if (m_CloseButton == null) + { + Debug.LogError("Cannot find HelpTextBox__CloseButton. Is the source asset set in the UIDocument?"); + return; + } + m_CloseButton.RegisterCallback(CloseHelpBox); + + m_HelpBox.visible = VisibleAtStart; + m_HelpButton.visible = !VisibleAtStart; + } + + void OnDisable() + { + CloseHelpBox(null); + m_HelpButton.UnregisterCallback(new EventCallback(OpenHelpBox)); + m_CloseButton.UnregisterCallback(new EventCallback(CloseHelpBox)); + m_HelpButton.visible = false; + } + + void OpenHelpBox(ClickEvent click) + { + if (m_HelpButton != null) + m_HelpButton.visible = false; + if (m_HelpBox != null) + m_HelpBox.visible = true; + } + + void CloseHelpBox(ClickEvent click) + { + if (m_HelpButton != null) + m_HelpButton.visible = true; + if (m_HelpBox != null) + m_HelpBox.visible = false; + + VisibleAtStart = false; + OnHelpDismissed.Invoke(); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs.meta new file mode 100644 index 0000000..8fb93ea --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SamplesHelpUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: be49d5e8cf7024d6b8f8d5b9872c0f91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs new file mode 100644 index 0000000..2c72e1d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs @@ -0,0 +1,29 @@ +using UnityEngine.Splines; + +namespace Unity.Cinemachine.Samples +{ + /// + /// Calculates shot quality based on how far the Follow target has advanced + /// with its CinemachineSplineCart. + /// + public class ShotQualityBasedOnSplineCartPosition : CinemachineExtension, IShotQualityEvaluator + { + protected override void PostPipelineStageCallback( + CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, + ref CameraState state, float deltaTime) + { + if (stage == CinemachineCore.Stage.Finalize) + { + state.ShotQuality = 0; + if (vcam.Follow != null + && vcam.Follow.TryGetComponent(out CinemachineSplineCart cart) + && cart.Spline != null && cart.Spline.Spline != null) + { + // Shot quality is just the normalized distance along the path + state.ShotQuality = cart.Spline.Spline.ConvertIndexUnit( + cart.SplinePosition, cart.PositionUnits, PathIndexUnit.Normalized); + } + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs.meta new file mode 100644 index 0000000..e709986 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ShotQualityBasedOnSplineCartPosition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c2ffe8fe055874f88a4f26bff5ebce0b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs new file mode 100644 index 0000000..194f62a --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs @@ -0,0 +1,67 @@ +using System.Collections; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class SimpleBullet : MonoBehaviour + { + public LayerMask CollisionLayers = 1; + public float Speed = 500; + public float Lifespan = 3; + + [Tooltip("Stretch factor in the direction of motion while flying")] + public float Stretch = 6; + + float m_Speed; + Vector3 m_SpawnPoint; + + void OnValidate() + { + Speed = Mathf.Max(1, Speed); + Lifespan = Mathf.Max(0.2f, Lifespan); + } + + void OnEnable() + { + m_Speed = Speed; + m_SpawnPoint = transform.position; + SetStretch(1); + StartCoroutine(DeactivateAfter()); + } + + void Update() + { + if (m_Speed > 0) + { + var t = transform; + if (Physics.Raycast( + t.position, t.forward, out var hitInfo, m_Speed * Time.deltaTime, CollisionLayers, + QueryTriggerInteraction.Ignore)) + { + t.position = hitInfo.point; + m_Speed = 0; + SetStretch(1); + } + var deltaPos = m_Speed * Time.deltaTime; + t.position += deltaPos * t.forward; + + // Clamp the stretch to avoid the bullet stretching back past the spawn point. + // This code assumes that the bullet length is 1. + SetStretch(Mathf.Min(1 + deltaPos * Stretch, Vector3.Distance(t.position, m_SpawnPoint))); + } + } + + void SetStretch(float stretch) + { + var scale = transform.localScale; + scale.z = stretch; + transform.localScale = scale; + } + + IEnumerator DeactivateAfter() + { + yield return new WaitForSeconds(Lifespan); + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs.meta new file mode 100644 index 0000000..806f75d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleBullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1389666f22088e47a6ca8ccd8d0b78e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs new file mode 100644 index 0000000..fd521d6 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs @@ -0,0 +1,78 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class SimpleCarController : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + public float MotorStrength = 2000; + public float BrakeStrength = 5000; + public float MaxTurnAngle = 50; + + public WheelCollider FrontLeftWheelCollider; + public WheelCollider FrontRightWheelCollider; + public WheelCollider RearLeftWheelCollider; + public WheelCollider RearRightWheelCollider; + + public Transform FrontLeftWheel; + public Transform FrontRightWhee; + public Transform RearLeftWheel; + public Transform RearRightWheel; + + [Header("Input Axes")] + [Tooltip("X Axis movement. Value is -1..1. Controls the turning amount")] + public InputAxis MoveX = InputAxis.DefaultMomentary; + + [Tooltip("Z Axis movement. Value is -1..1. Controls the forward acceleration")] + public InputAxis MoveZ = InputAxis.DefaultMomentary; + + [Tooltip("Braking. Value is 0 to 1. Controls the braking force")] + public InputAxis Brake = InputAxis.DefaultMomentary; + + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref MoveX, Name = "Move X", Hint = IInputAxisOwner.AxisDescriptor.Hints.X }); + axes.Add(new () { DrivenAxis = () => ref MoveZ, Name = "Move Z", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y }); + axes.Add(new () { DrivenAxis = () => ref Brake, Name = "Brake" }); + } + + void FixedUpdate() + { + // Acceleration + var force = MotorStrength * MoveZ.Value; + FrontLeftWheelCollider.motorTorque = force; + FrontRightWheelCollider.motorTorque = force; + + // Braking + force = BrakeStrength * Brake.Value; + FrontRightWheelCollider.brakeTorque = force; + FrontLeftWheelCollider.brakeTorque = force; + RearLeftWheelCollider.brakeTorque = force; + RearRightWheelCollider.brakeTorque = force; + if (Brake.Value > 0.99f) + MoveZ.Value = 0; + + // Steering + force = MaxTurnAngle * MoveX.Value; + FrontLeftWheelCollider.steerAngle = force; + FrontRightWheelCollider.steerAngle = force; + + // Place the wheels + UpdateWheel(FrontLeftWheelCollider, FrontLeftWheel); + UpdateWheel(FrontRightWheelCollider, FrontRightWhee); + UpdateWheel(RearRightWheelCollider, RearRightWheel); + UpdateWheel(RearLeftWheelCollider, RearLeftWheel); + } + + void UpdateWheel(WheelCollider c, Transform t) + { + c.GetWorldPose(out var pos, out var rot); + t.SetPositionAndRotation(pos, rot); + } + } +} \ No newline at end of file diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs.meta new file mode 100644 index 0000000..4ae8414 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimpleCarController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 45a1d5f246db83d4e9db796e9e19282e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs new file mode 100644 index 0000000..ac6f994 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs @@ -0,0 +1,185 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This is an add-on for SimplePlayerController that controls the player's Aiming Core. + /// + /// This component expects to be in a child object of a player that has a SimplePlayerController + /// behaviour. It works intimately with that component. + // + /// The purpose of the aiming core is to decouple the camera rotation from the player rotation. + /// Camera rotation is determined by the rotation of the player core GameObject, and this behaviour + /// provides input axes for controlling it. When the player core is used as the target for + /// a CinemachineCamera with a ThirdPersonFollow component, the camera will look along the core's + /// forward axis, and pivot around the core's origin. + /// + /// The aiming core is also used to define the origin and direction of player shooting, if player + /// has that ability. + /// + /// To implement player shooting, add a SimplePlayerShoot behaviour to this GameObject. + /// + public class SimplePlayerAimController : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + public enum CouplingMode { Coupled, CoupledWhenMoving, Decoupled } + + [Tooltip("How the player's rotation is coupled to the camera's rotation. Three modes are available:\n" + + "Coupled: The player rotates with the camera. Sideways movement will result in strafing.\n" + + "Coupled When Moving: Camera can rotate freely around the player when the player is stationary, " + + "but the player will rotate to face camera forward when it starts moving.\n" + + "Decoupled: The player's rotation is independent of the camera's rotation.")] + public CouplingMode PlayerRotation; + + [Tooltip("How fast the player rotates to face the camera direction when the player starts moving. " + + "Only used when Player Rotation is Coupled When Moving.")] + public float RotationDamping = 0.2f; + + [Tooltip("Horizontal Rotation. Value is in degrees, with 0 being centered.")] + public InputAxis HorizontalLook = new () { Range = new Vector2(-180, 180), Wrap = true, Recentering = InputAxis.RecenteringSettings.Default }; + + [Tooltip("Vertical Rotation. Value is in degrees, with 0 being centered.")] + public InputAxis VerticalLook = new () { Range = new Vector2(-70, 70), Recentering = InputAxis.RecenteringSettings.Default }; + + SimplePlayerControllerBase m_Controller; + Transform m_ControllerTransform; // cached for efficiency + Quaternion m_DesiredWorldRotation; + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref HorizontalLook, Name = "Horizontal Look", Hint = IInputAxisOwner.AxisDescriptor.Hints.X }); + axes.Add(new () { DrivenAxis = () => ref VerticalLook, Name = "Vertical Look", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y }); + } + + void OnValidate() + { + HorizontalLook.Validate(); + VerticalLook.Range.x = Mathf.Clamp(VerticalLook.Range.x, -90, 90); + VerticalLook.Range.y = Mathf.Clamp(VerticalLook.Range.y, -90, 90); + VerticalLook.Validate(); + } + + void OnEnable() + { + m_Controller = GetComponentInParent(); + if (m_Controller == null) + Debug.LogError("SimplePlayerController not found on parent object"); + else + { + m_Controller.PreUpdate -= UpdatePlayerRotation; + m_Controller.PreUpdate += UpdatePlayerRotation; + m_Controller.PostUpdate -= PostUpdate; + m_Controller.PostUpdate += PostUpdate; + m_ControllerTransform = m_Controller.transform; + } + } + + void OnDisable() + { + if (m_Controller != null) + { + m_Controller.PreUpdate -= UpdatePlayerRotation; + m_Controller.PostUpdate -= PostUpdate; + m_ControllerTransform = null; + } + } + + /// Recenters the player to match my rotation + /// How long the recentering should take + public void RecenterPlayer(float damping = 0) + { + if (m_ControllerTransform == null) + return; + + // Get my rotation relative to parent + var rot = transform.localRotation.eulerAngles; + rot.y = NormalizeAngle(rot.y); + var delta = rot.y; + delta = Damper.Damp(delta, damping, Time.deltaTime); + + // Rotate the parent towards me + m_ControllerTransform.rotation = Quaternion.AngleAxis( + delta, m_ControllerTransform.up) * m_ControllerTransform.rotation; + + // Rotate me in the opposite direction + HorizontalLook.Value -= delta; + rot.y -= delta; + transform.localRotation = Quaternion.Euler(rot); + } + + /// + /// Set my rotation to look in this direction, without changing player rotation. + /// Here we only set the axis values, we let the player controller do the actual rotation. + /// + /// Direction to look in, in worldspace + public void SetLookDirection(Vector3 worldspaceDirection) + { + if (m_ControllerTransform == null) + return; + var rot = (Quaternion.Inverse(m_ControllerTransform.rotation) + * Quaternion.LookRotation(worldspaceDirection, m_ControllerTransform.up)).eulerAngles; + HorizontalLook.Value = HorizontalLook.ClampValue(rot.y); + VerticalLook.Value = VerticalLook.ClampValue(NormalizeAngle(rot.x)); + } + + // This is called by the player controller before it updates its own rotation. + void UpdatePlayerRotation() + { + var t = transform; + t.localRotation = Quaternion.Euler(VerticalLook.Value, HorizontalLook.Value, 0); + m_DesiredWorldRotation = t.rotation; + switch (PlayerRotation) + { + case CouplingMode.Coupled: + { + m_Controller.SetStrafeMode(true); + RecenterPlayer(); + break; + } + case CouplingMode.CoupledWhenMoving: + { + // If the player is moving, rotate its yaw to match the camera direction, + // otherwise let the camera orbit + m_Controller.SetStrafeMode(true); + if (m_Controller.IsMoving) + RecenterPlayer(RotationDamping); + break; + } + case CouplingMode.Decoupled: + { + m_Controller.SetStrafeMode(false); + break; + } + } + VerticalLook.UpdateRecentering(Time.deltaTime, VerticalLook.TrackValueChange()); + HorizontalLook.UpdateRecentering(Time.deltaTime, HorizontalLook.TrackValueChange()); + } + + // Callback for player controller to update our rotation after it has updated its own. + void PostUpdate(Vector3 vel, float speed) + { + if (PlayerRotation == CouplingMode.Decoupled) + { + // After player has been rotated, we subtract any rotation change + // from our own transform, to maintain our world rotation + transform.rotation = m_DesiredWorldRotation; + var delta = (Quaternion.Inverse(m_ControllerTransform.rotation) * m_DesiredWorldRotation).eulerAngles; + VerticalLook.Value = NormalizeAngle(delta.x); + HorizontalLook.Value = NormalizeAngle(delta.y); + } + } + + float NormalizeAngle(float angle) + { + while (angle > 180) + angle -= 360; + while (angle < -180) + angle += 360; + return angle; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs.meta new file mode 100644 index 0000000..5389462 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAimController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5232368c753c54e419e00665fe96a8e1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs new file mode 100644 index 0000000..491b9a6 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs @@ -0,0 +1,165 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This is a behaviour whose job it is to drive animation based on the player's motion. + /// It is a sample implementation that you can modify or replace with your own. As shipped, it is + /// hardcoded to work specifically with the sample `CameronSimpleController` Animation controller, which + /// is set up with states that the SimplePlayerAnimator knows about. You can modify + /// this class to work with your own animation controller. + /// + /// SimplePlayerAnimator works with or without a SimplePlayerControllerBase alongside. + /// Without one, it monitors the transform's position and drives the animation accordingly. + /// You can see it used like this in some of the sample scenes, such as RunningRace or ClearShot. + /// In this mode, is it unable to detect the player's grounded state, and so it always + /// assumes that the player is grounded. + /// + /// When a SimplePlayerControllerBase is detected, the SimplePlayerAnimator installs callbacks + /// and expects to be driven by the SimplePlayerControllerBase using the STartJump, EndJump, + /// and PostUpdate callbacks. + /// + public class SimplePlayerAnimator : MonoBehaviour + { + [Tooltip("Tune this to the animation in the model: feet should not slide when walking at this speed")] + public float NormalWalkSpeed = 1.7f; + + [Tooltip("Tune this to the animation in the model: feet should not slide when sprinting at this speed")] + public float NormalSprintSpeed = 5; + + [Tooltip("Never speed up the sprint animation more than this, to avoid absurdly fast movement")] + public float MaxSprintScale = 1.4f; + + [Tooltip("Scale factor for the overall speed of the jump animation")] + public float JumpAnimationScale = 0.65f; + + SimplePlayerControllerBase m_Controller; + Vector3 m_PreviousPosition; // used if m_Controller == null or disabled + + protected struct AnimationParams + { + public bool IsWalking; + public bool IsRunning; + public bool IsJumping; + public bool LandTriggered; + public bool JumpTriggered; + public Vector3 Direction; // normalized direction of motion + public float MotionScale; // scale factor for the animation speed + public float JumpScale; // scale factor for the jump animation + } + AnimationParams m_AnimationParams; + + const float k_IdleThreshold = 0.2f; + + public enum States { Idle, Walk, Run, Jump, RunJump } + + /// Current state of the player + public States State + { + get + { + if (m_AnimationParams.IsJumping) + return m_AnimationParams.IsRunning ? States.RunJump : States.Jump; + if (m_AnimationParams.IsRunning) + return States.Run; + return m_AnimationParams.IsWalking ? States.Walk : States.Idle; + } + } + + protected virtual void Start() + { + m_PreviousPosition = transform.position; + m_Controller = GetComponentInParent(); + if (m_Controller != null) + { + // Install our callbacks to handle jump and animation based on velocity + m_Controller.StartJump += () => m_AnimationParams.JumpTriggered = true; + m_Controller.EndJump += () => m_AnimationParams.LandTriggered = true; + m_Controller.PostUpdate += (vel, jumpAnimationScale) => UpdateAnimationState(vel, jumpAnimationScale); + } + } + + /// + /// LateUpdate is used to avoid having to worry about script execution order: + /// it can be assumed that the player has already been moved. + /// + protected virtual void LateUpdate() + { + // In no-controller mode, we monitor the player's motion and deduce the appropriate animation. + // We don't support jumping in this mode. + if (m_Controller == null || !m_Controller.enabled) + { + // Get velocity in player-local coords + var pos = transform.position; + var vel = Quaternion.Inverse(transform.rotation) * (pos - m_PreviousPosition) / Time.deltaTime; + m_PreviousPosition = pos; + UpdateAnimationState(vel, 1); + } + } + + /// + /// Update the animation based on the player's velocity. + /// Override this to interact appropriately with your animation controller. + /// + /// Player's velocity, in player-local coordinates. + /// Scale factor to apply to the jump animation. + /// It can be used to slow down the jump animation for longer jumps. + void UpdateAnimationState(Vector3 vel, float jumpAnimationScale) + { + vel.y = 0; // we don't consider vertical movement + var speed = vel.magnitude; + + // Hysteresis reduction + bool isRunning = speed > NormalWalkSpeed * 2 + (m_AnimationParams.IsRunning ? -0.15f : 0.15f); + bool isWalking = !isRunning && speed > k_IdleThreshold + (m_AnimationParams.IsWalking ? -0.05f : 0.05f); + m_AnimationParams.IsWalking = isWalking; + m_AnimationParams.IsRunning = isRunning; + + // Set the normalized direction of motion and scale the animation speed to match motion speed + m_AnimationParams.Direction = speed > k_IdleThreshold ? vel / speed : Vector3.zero; + m_AnimationParams.MotionScale = isWalking ? speed / NormalWalkSpeed : 1; + m_AnimationParams.JumpScale = JumpAnimationScale * jumpAnimationScale; + + // We scale the sprint animation speed to loosely match the actual speed, but we cheat + // at the high end to avoid making the animation look ridiculous + if (isRunning) + m_AnimationParams.MotionScale = (speed < NormalSprintSpeed) + ? speed / NormalSprintSpeed + : Mathf.Min(MaxSprintScale, 1 + (speed - NormalSprintSpeed) / (3 * NormalSprintSpeed)); + + UpdateAnimation(m_AnimationParams); + + if (m_AnimationParams.JumpTriggered) + m_AnimationParams.IsJumping = true; + if (m_AnimationParams.LandTriggered) + m_AnimationParams.IsJumping = false; + + m_AnimationParams.JumpTriggered = false; + m_AnimationParams.LandTriggered = false; + } + + /// + /// Update the animation based on the player's state. + /// Override this to interact appropriately with your animation controller. + /// + protected virtual void UpdateAnimation(AnimationParams animationParams) + { + if (!TryGetComponent(out Animator animator)) + { + Debug.LogError("SimplePlayerAnimator: An Animator component is required"); + return; + } + animator.SetFloat("DirX", animationParams.Direction.x); + animator.SetFloat("DirZ", animationParams.Direction.z); + animator.SetFloat("MotionScale", animationParams.MotionScale); + animator.SetBool("Walking", animationParams.IsWalking); + animator.SetBool("Running", animationParams.IsRunning); + animator.SetFloat("JumpScale", animationParams.JumpScale); + + if (m_AnimationParams.JumpTriggered) + animator.SetTrigger("Jump"); + if (m_AnimationParams.LandTriggered) + animator.SetTrigger("Land"); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs.meta new file mode 100644 index 0000000..372a812 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: be929e8436c3caf46b4ef616ef0e824e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs new file mode 100644 index 0000000..38aca35 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs @@ -0,0 +1,384 @@ +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.Events; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This is the base class for SimplePlayerController and SimplePlayerController2D. + /// You can also use it as a base class for your custom controllers. + /// It provides the following: + /// + /// **Services:** + /// + /// - 2D motion axes (MoveX and MoveZ) + /// - Jump button + /// - Sprint button + /// - API for strafe mode + /// + /// **Actions:** + /// + /// - PreUpdate - invoked at the beginning of `Update()` + /// - PostUpdate - invoked at the end of `Update()` + /// - StartJump - invoked when the player starts jumping + /// - EndJump - invoked when the player stops jumping + /// + /// **Events:** + /// + /// - Landed - invoked when the player lands on the ground + /// + public abstract class SimplePlayerControllerBase : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + [Tooltip("Ground speed when walking")] + public float Speed = 1f; + [Tooltip("Ground speed when sprinting")] + public float SprintSpeed = 4; + [Tooltip("Initial vertical speed when jumping")] + public float JumpSpeed = 4; + [Tooltip("Initial vertical speed when sprint-jumping")] + public float SprintJumpSpeed = 6; + + public Action PreUpdate; + public Action PostUpdate; + public Action StartJump; + public Action EndJump; + + [Header("Input Axes")] + [Tooltip("X Axis movement. Value is -1..1. Controls the sideways movement")] + public InputAxis MoveX = InputAxis.DefaultMomentary; + + [Tooltip("Z Axis movement. Value is -1..1. Controls the forward movement")] + public InputAxis MoveZ = InputAxis.DefaultMomentary; + + [Tooltip("Jump movement. Value is 0 or 1. Controls the vertical movement")] + public InputAxis Jump = InputAxis.DefaultMomentary; + + [Tooltip("Sprint movement. Value is 0 or 1. If 1, then is sprinting")] + public InputAxis Sprint = InputAxis.DefaultMomentary; + + [Header("Events")] + [Tooltip("This event is sent when the player lands after a jump.")] + public UnityEvent Landed = new (); + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref MoveX, Name = "Move X", Hint = IInputAxisOwner.AxisDescriptor.Hints.X }); + axes.Add(new () { DrivenAxis = () => ref MoveZ, Name = "Move Z", Hint = IInputAxisOwner.AxisDescriptor.Hints.Y }); + axes.Add(new () { DrivenAxis = () => ref Jump, Name = "Jump" }); + axes.Add(new () { DrivenAxis = () => ref Sprint, Name = "Sprint" }); + } + + public virtual void SetStrafeMode(bool b) {} + public abstract bool IsMoving { get; } + } + + /// + /// Building on top of SimplePlayerControllerBase, this is the 3D character controller. + /// It provides the following services and settings: + /// + /// - Damping (applied to the player's velocity, and to the player's rotation) + /// - Strafe Mode + /// - Gravity + /// - Input Frames (which reference frame is used fo interpreting input: Camera, World, or Player) + /// - Ground Detection (using raycasts, or delegating to Character Controller) + /// - Camera Override (camera is used only for determining the input frame) + /// + /// This behaviour should be attached to the player GameObject's root. It moves the GameObject's + /// transform. If the GameObject also has a Unity Character Controller component, the Simple Player + /// Controller delegates grounded state and movement to it. If the GameObject does not have a + /// Character Controller, the Simple Player Controller manages its own movement and does raycasts + /// to test for grounded state. + /// + /// Simple Player Controller does its best to interpret User input in the context of the + /// selected reference frame. Generally, this works well, but in Camera mode, the user + /// may potentially transition from being upright relative to the camera to being inverted. + /// When this happens, there can be a discontinuity in the interpretation of the input. + /// The Simple Player Controller has an ad-hoc technique of resolving this discontinuity, + /// (you can see this in the code), but it is only used in this very specific situation. + /// + public class SimplePlayerController : SimplePlayerControllerBase + { + [Tooltip("Transition duration (in seconds) when the player changes velocity or rotation.")] + public float Damping = 0.5f; + + [Tooltip("Makes the player strafe when moving sideways, otherwise it turns to face the direction of motion.")] + public bool Strafe = false; + + public enum ForwardModes { Camera, Player, World }; + public enum UpModes { Player, World }; + + [Tooltip("Reference frame for the input controls:\n" + + "Camera: Input forward is camera forward direction.\n" + + "Player: Input forward is Player's forward direction.\n" + + "World: Input forward is World forward direction.")] + public ForwardModes InputForward = ForwardModes.Camera; + + [Tooltip("Up direction for computing motion:\n" + + "Player: Move in the Player's local XZ plane.\n" + + "World: Move in global XZ plane.")] + public UpModes UpMode = UpModes.World; + + [Tooltip("If non-null, take the input frame from this camera instead of Camera.main. Useful for split-screen games.")] + public Camera CameraOverride; + + [Tooltip("Layers to include in ground detection via Raycasts.")] + public LayerMask GroundLayers = 1; + + [Tooltip("Force of gravity in the down direction (m/s^2)")] + public float Gravity = 10; + + const float kDelayBeforeInferringJump = 0.3f; + float m_TimeLastGrounded = 0; + + Vector3 m_CurrentVelocityXZ; + Vector3 m_LastInput; + float m_CurrentVelocityY; + bool m_IsSprinting; + bool m_IsJumping; + CharacterController m_Controller; // optional + + // These are part of a strategy to combat input gimbal lock when controlling a player + // that can move freely on surfaces that go upside-down relative to the camera. + // This is only used in the specific situation where the character is upside-down relative to the input frame, + // and the input directives become ambiguous. + // If the camera and input frame are travelling along with the player, then these are not used. + bool m_InTopHemisphere = true; + float m_TimeInHemisphere = 100; + Vector3 m_LastRawInput; + Quaternion m_Upsidedown = Quaternion.AngleAxis(180, Vector3.left); + + public override void SetStrafeMode(bool b) => Strafe = b; + public override bool IsMoving => m_LastInput.sqrMagnitude > 0.01f; + + public bool IsSprinting => m_IsSprinting; + public bool IsJumping => m_IsJumping; + public Camera Camera => CameraOverride == null ? Camera.main : CameraOverride; + + public bool IsGrounded() => GetDistanceFromGround(transform.position, UpDirection, 10) < 0.01f; + + // Note that m_Controller is an optional component: we'll use it if it's there. + void Start() => TryGetComponent(out m_Controller); + + private void OnEnable() + { + m_CurrentVelocityY = 0; + m_IsSprinting = false; + m_IsJumping = false; + m_TimeLastGrounded = Time.time; + } + + void Update() + { + PreUpdate?.Invoke(); + + // Process Jump and gravity + bool justLanded = ProcessJump(); + + // Get the reference frame for the input + var rawInput = new Vector3(MoveX.Value, 0, MoveZ.Value); + var inputFrame = GetInputFrame(Vector3.Dot(rawInput, m_LastRawInput) < 0.8f); + m_LastRawInput = rawInput; + + // Read the input from the user and put it in the input frame + m_LastInput = inputFrame * rawInput; + if (m_LastInput.sqrMagnitude > 1) + m_LastInput.Normalize(); + + // Compute the new velocity and move the player, but only if not mid-jump + if (!m_IsJumping) + { + m_IsSprinting = Sprint.Value > 0.5f; + var desiredVelocity = m_LastInput * (m_IsSprinting ? SprintSpeed : Speed); + var damping = justLanded ? 0 : Damping; + if (Vector3.Angle(m_CurrentVelocityXZ, desiredVelocity) < 100) + m_CurrentVelocityXZ = Vector3.Slerp( + m_CurrentVelocityXZ, desiredVelocity, + Damper.Damp(1, damping, Time.deltaTime)); + else + m_CurrentVelocityXZ += Damper.Damp( + desiredVelocity - m_CurrentVelocityXZ, damping, Time.deltaTime); + } + + // Apply the position change + ApplyMotion(); + + // If not strafing, rotate the player to face movement direction + if (!Strafe && m_CurrentVelocityXZ.sqrMagnitude > 0.001f) + { + var fwd = inputFrame * Vector3.forward; + var qA = transform.rotation; + var qB = Quaternion.LookRotation( + (InputForward == ForwardModes.Player && Vector3.Dot(fwd, m_CurrentVelocityXZ) < 0) + ? -m_CurrentVelocityXZ : m_CurrentVelocityXZ, UpDirection); + var damping = justLanded ? 0 : Damping; + transform.rotation = Quaternion.Slerp(qA, qB, Damper.Damp(1, damping, Time.deltaTime)); + } + + if (PostUpdate != null) + { + // Get local-space velocity + var vel = Quaternion.Inverse(transform.rotation) * m_CurrentVelocityXZ; + vel.y = m_CurrentVelocityY; + PostUpdate(vel, m_IsSprinting ? JumpSpeed / SprintJumpSpeed : 1); + } + } + + Vector3 UpDirection => UpMode == UpModes.World ? Vector3.up : transform.up; + + // Get the reference frame for the input. The idea is to map camera fwd/right + // to the player's XZ plane. There is some complexity here to avoid + // gimbal lock when the player is tilted 180 degrees relative to the input frame. + Quaternion GetInputFrame(bool inputDirectionChanged) + { + // Get the raw input frame, depending of forward mode setting + var frame = Quaternion.identity; + switch (InputForward) + { + case ForwardModes.Camera: frame = Camera.transform.rotation; break; + case ForwardModes.Player: return transform.rotation; + case ForwardModes.World: break; + } + + // Map the raw input frame to something that makes sense as a direction for the player + var playerUp = transform.up; + var up = frame * Vector3.up; + + // Is the player in the top or bottom hemisphere? This is needed to avoid gimbal lock, + // but only when the player is upside-down relative to the input frame. + const float BlendTime = 2f; + m_TimeInHemisphere += Time.deltaTime; + bool inTopHemisphere = Vector3.Dot(up, playerUp) >= 0; + if (inTopHemisphere != m_InTopHemisphere) + { + m_InTopHemisphere = inTopHemisphere; + m_TimeInHemisphere = Mathf.Max(0, BlendTime - m_TimeInHemisphere); + } + + // If the player is untilted relative to the input frmae, then early-out with a simple LookRotation + var axis = Vector3.Cross(up, playerUp); + if (axis.sqrMagnitude < 0.001f && inTopHemisphere) + return frame; + + // Player is tilted relative to input frame: tilt the input frame to match + var angle = UnityVectorExtensions.SignedAngle(up, playerUp, axis); + var frameA = Quaternion.AngleAxis(angle, axis) * frame; + + // If the player is tilted, then we need to get tricky to avoid gimbal-lock + // when player is tilted 180 degrees. There is no perfect solution for this, + // we need to cheat it :/ + Quaternion frameB = frameA; + if (!inTopHemisphere || m_TimeInHemisphere < BlendTime) + { + // Compute an alternative reference frame for the bottom hemisphere. + // The two reference frames are incompatible where they meet, especially + // when player up is pointing along the X axis of camera frame. + // There is no one reference frame that works for all player directions. + frameB = frame * m_Upsidedown; + var axisB = Vector3.Cross(frameB * Vector3.up, playerUp); + if (axisB.sqrMagnitude > 0.001f) + frameB = Quaternion.AngleAxis(180f - angle, axisB) * frameB; + } + // Blend timer force-expires when user changes input direction + if (inputDirectionChanged) + m_TimeInHemisphere = BlendTime; + + // If we have been long enough in one hemisphere, then we can just use its reference frame + if (m_TimeInHemisphere >= BlendTime) + return inTopHemisphere ? frameA : frameB; + + // Because frameA and frameB do not join seamlessly when player Up is along X axis, + // we blend them over a time in order to avoid degenerate spinning. + // This will produce weird movements occasionally, but it's the lesser of the evils. + if (inTopHemisphere) + return Quaternion.Slerp(frameB, frameA, m_TimeInHemisphere / BlendTime); + return Quaternion.Slerp(frameA, frameB, m_TimeInHemisphere / BlendTime); + } + + bool ProcessJump() + { + bool justLanded = false; + var now = Time.time; + bool grounded = IsGrounded(); + + m_CurrentVelocityY -= Gravity * Time.deltaTime; + + if (!m_IsJumping) + { + // Process jump command + if (grounded && Jump.Value > 0.01f) + { + m_IsJumping = true; + m_CurrentVelocityY = m_IsSprinting ? SprintJumpSpeed : JumpSpeed; + } + // If we are falling, assume the jump pose + if (!grounded && now - m_TimeLastGrounded > kDelayBeforeInferringJump) + m_IsJumping = true; + + if (m_IsJumping) + { + StartJump?.Invoke(); + grounded = false; + } + } + + if (grounded) + { + m_TimeLastGrounded = Time.time; + m_CurrentVelocityY = 0; + + // If we were jumping, complete the jump + if (m_IsJumping) + { + EndJump?.Invoke(); + m_IsJumping = false; + justLanded = true; + Landed.Invoke(); + } + } + return justLanded; + } + + void ApplyMotion() + { + if (m_Controller != null) + m_Controller.Move((m_CurrentVelocityY * UpDirection + m_CurrentVelocityXZ) * Time.deltaTime); + else + { + var pos = transform.position + m_CurrentVelocityXZ * Time.deltaTime; + + // Don't fall below ground + var up = UpDirection; + var altitude = GetDistanceFromGround(pos, up, 10); + if (altitude < 0 && m_CurrentVelocityY <= 0) + { + pos -= altitude * up; + m_CurrentVelocityY = 0; + } + else if (m_CurrentVelocityY < 0) + { + var dy = -m_CurrentVelocityY * Time.deltaTime; + if (dy > altitude) + { + pos -= altitude * up; + m_CurrentVelocityY = 0; + } + } + transform.position = pos + m_CurrentVelocityY * up * Time.deltaTime; + } + } + + float GetDistanceFromGround(Vector3 pos, Vector3 up, float max) + { + float kExtraHeight = m_Controller == null ? 2 : 0; // start a little above the player in case it's moving down fast + if (Physics.Raycast(pos + up * kExtraHeight, -up, out var hit, + max + kExtraHeight, GroundLayers, QueryTriggerInteraction.Ignore)) + return hit.distance - kExtraHeight; + return max + 1; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs.meta new file mode 100644 index 0000000..1a65a81 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 297aaca66939f724fbbc8f0c485168bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs new file mode 100644 index 0000000..e3c2828 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs @@ -0,0 +1,108 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This is a very basic 2D implementation of SimplePlayerControllerBase. + /// + /// It requires a [Rigidbody2D](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html) component + /// to be placed on the player GameObject. Because it works with a Rigidbody2D, motion control is + /// implemented in the `FixedUpdate()` method. + /// + /// Ground detection only works if the player has a small trigger collider under its feet. + /// + [RequireComponent(typeof(Rigidbody2D))] + public class SimplePlayerController2D : SimplePlayerControllerBase + { + [Tooltip("Reference to the child object that holds the player's visible geometry. " + + "'It is rotated to face the direction of motion")] + public Transform PlayerGeometry; + + [Tooltip("Makes possible to influence the direction of motion while the character is " + + "in the air. Otherwise, the more realistic rule that the feet must be touching the ground applies.")] + public bool MotionControlWhileInAir; + + bool m_IsSprinting; + bool m_IsGrounded; + Rigidbody2D m_Rigidbody2D; + +#if UNITY_6000_1_OR_NEWER + public override bool IsMoving => Mathf.Abs(m_Rigidbody2D.linearVelocity.x) > 0.01f; +#else + #pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer + public override bool IsMoving => Mathf.Abs(m_Rigidbody2D.velocity.x) > 0.01f; + #pragma warning restore CS0618 +#endif + + public bool IsSprinting => m_IsSprinting; + public bool IsJumping => !m_IsGrounded; + + void Start() => TryGetComponent(out m_Rigidbody2D); + private void OnEnable() + { + m_IsGrounded = true; + m_IsSprinting = false; + } + + void FixedUpdate() + { + PreUpdate?.Invoke(); +#if UNITY_6000_1_OR_NEWER + var vel = m_Rigidbody2D.linearVelocity; +#else + #pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer + var vel = m_Rigidbody2D.velocity; + #pragma warning restore CS0618 +#endif + + // Compute the new velocity and move the player, but only if not mid-jump + if (m_IsGrounded || MotionControlWhileInAir) + { + // Read the input from the user + m_IsSprinting = Sprint.Value > 0.5f; + vel.x = MoveX.Value * (m_IsSprinting ? SprintSpeed : Speed); + if (m_IsGrounded && Mathf.Max(MoveZ.Value, Jump.Value) > 0.01f) + vel.y = m_IsSprinting ? SprintJumpSpeed : JumpSpeed; + } + + // Rotate the player to face movement direction + if (PlayerGeometry.rotation != null) + { + if (vel.x > Speed * 0.5f) + PlayerGeometry.rotation = Quaternion.Euler(new Vector3(0, 90, 0)); + if (vel.x < -Speed * 0.5f) + PlayerGeometry.rotation = Quaternion.Euler(new Vector3(0, -90, 0)); + } +#if UNITY_6000_1_OR_NEWER + m_Rigidbody2D.linearVelocity = vel; +#else + #pragma warning disable CS0618 // obsolete for 6000.0.0f11 and newer + m_Rigidbody2D.velocity = vel; + #pragma warning restore CS0618 +#endif + PostUpdate?.Invoke( + new Vector3(0, vel.y, Mathf.Abs(vel.x)), + m_IsSprinting ? JumpSpeed / SprintJumpSpeed : 1); + } + + // Ground detection only works if the player has a small trigger collider under its feet + void OnTriggerEnter2D(Collider2D collision) + { + if (!collision.isTrigger && !m_IsGrounded) + { + EndJump?.Invoke(); + Landed.Invoke(); + m_IsGrounded = true; + } + } + void OnTriggerExit2D(Collider2D collision) + { + if (!collision.isTrigger && m_IsGrounded) + { + StartJump?.Invoke(); + m_IsGrounded = false; + } + } + void OnTriggerStay2D(Collider2D collision) => OnTriggerEnter2D(collision); + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs.meta new file mode 100644 index 0000000..9653767 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerController2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a88ade7667a42594ba2c435a7d3b2307 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs new file mode 100644 index 0000000..5f7af15 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs @@ -0,0 +1,237 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This behaviour keeps a player upright on surfaces. It can be used to make the player walk + /// on walls and ceilings or on the surfaces of arbitrary meshes. It rotates the player + /// up to match the surface normal. This script assumes that the pivot point of the player is at the bottom. + /// + /// Raycasts are used to detect walkable surfaces. + /// + /// When using this component, SimpleSplayerController's Up Mode should be set to _Player_, and it + /// should not have a Character Controller component, as that does not play nicely with + /// nonstandard Up directions. + /// + /// Also, when CinemachineCameras are being used to track the character, the + /// [CinemachineBrain](CinemachineBrain.md)'s World Up Override setting should be set to the Player, + /// so that the Camera's Up matches the Player's Up. + /// + public class SimplePlayerOnSurface : MonoBehaviour + { + [Tooltip("How fast the player rotates to match the surface normal")] + public float RotationDamping = 0.2f; + [Tooltip("What layers to consider as ground")] + public LayerMask GroundLayers = 1; + [Tooltip("How far to raycast when checking for ground")] + public float MaxRaycastDistance = 5; + [Tooltip("The approximate height of the player. Used to compute where raycasts begin")] + public float PlayerHeight = 1; + + [Tooltip("If enabled, then player will fall towards the nearest surface when in free fall")] + public bool FreeFallRecovery; + + [Header("Events")] + [Tooltip("This event is sent when the player moves from one surface to another.")] + public UnityEvent SurfaceChanged = new (); + + Vector3 m_PreviousGroundPoint; + Vector3 m_PreviousPosition; + Collider m_CurrentSurface; + float m_FreeFallRaycastAngle = 0; + + public bool PreviousSateIsValid { get; set; } + + void OnEnable() => PreviousSateIsValid = false; + + void OnValidate() + { + RotationDamping = Mathf.Max(0, RotationDamping); + MaxRaycastDistance = Mathf.Max(PlayerHeight * 0.5f, MaxRaycastDistance); + PlayerHeight = Mathf.Max(0, PlayerHeight); + } + + // Rotate the player to match the normal of the surface it's standing on + void LateUpdate() + { + var tr = transform; + var desiredUp = tr.up; + var down = -desiredUp; + var damping = RotationDamping; + + var originOffset = 0.25f * PlayerHeight * desiredUp; + var downRaycastOrigin = tr.position + originOffset; + var fwdRaycastOrigin = tr.position + 2 * originOffset; + var playerRadius = 0.25f * PlayerHeight; // Approximate player radius - can convert to a parameter if needed + + if (!PreviousSateIsValid) + { + m_PreviousPosition = fwdRaycastOrigin; + m_PreviousGroundPoint = downRaycastOrigin; + } + + // Find the direction of motion and speed + var motionDir = fwdRaycastOrigin - m_PreviousPosition; + var motionLen = motionDir.magnitude; + if (motionLen < 0.0001f) + motionDir = tr.forward; + else + motionDir /= motionLen; + + // Check whether we have walked into a surface + bool haveHit = false; + if (Physics.Raycast(m_PreviousPosition, motionDir, out var hit, + motionLen + playerRadius, GroundLayers, QueryTriggerInteraction.Ignore)) + { + haveHit = true; + desiredUp = CaptureUpDirection(hit); + } + + var raycastLength = Mathf.Max(MaxRaycastDistance, PreviousSateIsValid + ? (m_PreviousGroundPoint - downRaycastOrigin).magnitude + PlayerHeight : MaxRaycastDistance); + if (!haveHit && Physics.Raycast(downRaycastOrigin, down, out hit, + raycastLength, GroundLayers, QueryTriggerInteraction.Ignore)) + { + haveHit = true; + desiredUp = CaptureUpDirection(hit); + } + + // If nothing is directly under our feet, try to find a surface in the direction + // where we came from. This handles the case of sudden convex direction changes in the floor + // (e.g. going around the lip of a surface) + if (!haveHit && PreviousSateIsValid + && Physics.Raycast(downRaycastOrigin, m_PreviousGroundPoint - downRaycastOrigin, out hit, + MaxRaycastDistance, GroundLayers, QueryTriggerInteraction.Ignore)) + { + haveHit = true; + desiredUp = CaptureUpDirection(hit); + } + + // If we don't have a hit by now, we're in free fall + if (haveHit) + m_FreeFallRaycastAngle = 0; + else + { + SetCurrentSurface(null); + if (FreeFallRecovery + && Vector3.Dot(motionDir, desiredUp) <= 0 + && FindNearestSurface(downRaycastOrigin, raycastLength, out var surfacePoint)) + { + desiredUp = (downRaycastOrigin - surfacePoint).normalized; + damping = 0; + if (!PreviousSateIsValid) + m_PreviousGroundPoint = downRaycastOrigin - motionDir; + } + } + + // Rotate to match the desired up direction + float t = Damper.Damp(1, damping, Time.deltaTime); + var fwd = tr.forward.ProjectOntoPlane(desiredUp); + if (fwd.sqrMagnitude > 0.0001f) + tr.rotation = Quaternion.Slerp(tr.rotation, Quaternion.LookRotation(fwd, desiredUp), t); + else + { + // Rotating 90 degrees - can't preserve the forward + var axis = Vector3.Cross(tr.up, desiredUp); + var angle = UnityVectorExtensions.SignedAngle(tr.up, desiredUp, axis); + var rot = Quaternion.Slerp(Quaternion.identity, Quaternion.AngleAxis(angle, axis), t); + tr.rotation = rot * tr.rotation; + } + + m_PreviousPosition = fwdRaycastOrigin; + PreviousSateIsValid = true; + } + + Vector3 CaptureUpDirection(RaycastHit hit) + { + m_PreviousGroundPoint = hit.point; // Capture the last point where there was ground under our feet + SetCurrentSurface(hit.collider); // Capture the current ground surface + return SmoothedNormal(hit); + } + + void SetCurrentSurface(Collider surface) + { + // If the surface has changed, send an event + if (surface != m_CurrentSurface) + { + m_CurrentSurface = surface; + SurfaceChanged.Invoke(m_CurrentSurface); + } + } + + bool FindNearestSurface(Vector3 playerPos, float raycastLength, out Vector3 surfacePoint) + { + surfacePoint = playerPos - transform.up; // default is to continue falling down + + // Starting at the bottom, we'll spread out a number of horizontal sweeps over several frames + const float kVerticalStep = 10.0f; + if (m_FreeFallRaycastAngle == 0 || m_FreeFallRaycastAngle > 180 - kVerticalStep) + m_FreeFallRaycastAngle = kVerticalStep / 2 + Time.frameCount % kVerticalStep; + else + m_FreeFallRaycastAngle += kVerticalStep; + + // We'll do a horizontal sweep at this angle to find the nearest surface + var up = transform.up; + var dir = Quaternion.AngleAxis(m_FreeFallRaycastAngle, transform.right) * -up; + const float kHorizontalalSteps = 12; + const float kHorizontalStepSize = 360.0f / kHorizontalalSteps; + dir = Quaternion.AngleAxis(Time.frameCount % (int)kHorizontalStepSize, -up) * dir; + + float nearestDistance = float.MaxValue; + var rotStep = Quaternion.AngleAxis(kHorizontalStepSize, -up); + for (int i = 0; i < kHorizontalalSteps; ++i, dir = rotStep * dir) + { + //Debug.DrawLine(playerPos, playerPos + dir * raycastLength, Color.yellow, 1); + if (Physics.Raycast(playerPos, dir, out var hit, + raycastLength, GroundLayers, QueryTriggerInteraction.Ignore)) + { + if (hit.distance < nearestDistance) + { + nearestDistance = hit.distance; + surfacePoint = hit.point; + } + } + } + return nearestDistance != float.MaxValue; + } + + // This code smooths the normals of a mesh so that they don't change abruptly. + // We cache the mesh data for efficiency to reduce allocations. + struct MeshCache + { + public MeshCollider Mesh; + public Vector3[] Normals; + public int[] Indices; + } + List m_MeshCacheList = new(); + const int kMaxMeshCacheSize = 5; + MeshCache GetMeshCache(MeshCollider collider) + { + for (int i = 0; i < m_MeshCacheList.Count; ++i) + if (m_MeshCacheList[i].Mesh == collider) + return m_MeshCacheList[i]; + if (m_MeshCacheList.Count >= kMaxMeshCacheSize) + m_MeshCacheList.RemoveAt(0); // discard oldest + var m = collider.sharedMesh; + var mc = new MeshCache { Mesh = collider, Normals = m.normals, Indices = m.triangles }; + m_MeshCacheList.Add(mc); + return mc; + } + Vector3 SmoothedNormal(RaycastHit hit) + { + var mc = hit.collider as MeshCollider; + if (mc == null) + return hit.normal; + var m = GetMeshCache(mc); + var n0 = m.Normals[m.Indices[hit.triangleIndex*3 + 0]]; + var n1 = m.Normals[m.Indices[hit.triangleIndex*3 + 1]]; + var n2 = m.Normals[m.Indices[hit.triangleIndex*3 + 2]]; + var b = hit.barycentricCoordinate; + var localNormal = (b[0] * n0 + b[1] * n1 + b[2] * n2).normalized; + return mc.transform.TransformDirection(localNormal); + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs.meta new file mode 100644 index 0000000..26281ee --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerOnSurface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5810a0e64264ad44499c7ec07b601026 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs new file mode 100644 index 0000000..cdf4f39 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs @@ -0,0 +1,115 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace Unity.Cinemachine.Samples +{ + /// + /// This component manages player shooting. It is expected to be on the player object, + /// or on a child SimplePlayerAimController object of the player. + /// + /// If an AimTargetManager is specified, then the behaviour aims at that target. + /// Otherwise, the behaviour aims in the forward direction of the player object, + /// or of the SimplePlayerAimController object if it exists and is not decoupled + /// from the player rotation. + /// + class SimplePlayerShoot : MonoBehaviour, Unity.Cinemachine.IInputAxisOwner + { + [Tooltip("The bullet prefab to instantiate when firing")] + public GameObject BulletPrefab; + + [Tooltip("Maximum bullets per second")] + public float MaxBulletsPerSec = 10; + + [Tooltip("Input Axis for firing. Value is 0 or 1")] + public InputAxis Fire = InputAxis.DefaultMomentary; + + [Tooltip("Target to Aim towards. If null, the aim is defined by the forward vector of this gameObject.")] + public AimTargetManager AimTargetManager; + + [Tooltip("Event that's triggered when firing.")] + public UnityEvent FireEvent; + + float m_LastFireTime; + SimplePlayerAimController AimController; + + // We pool the bullets for improved performance + readonly List m_BulletPool = new (); + + /// Report the available input axes to the input axis controller. + /// We use the Input Axis Controller because it works with both the Input package + /// and the Legacy input system. This is sample code and we + /// want it to work everywhere. + void IInputAxisOwner.GetInputAxes(List axes) + { + axes.Add(new () { DrivenAxis = () => ref Fire, Name = "Fire" }); + } + + void OnValidate() + { + MaxBulletsPerSec = Mathf.Max(1, MaxBulletsPerSec); + } + + void Start() + { + TryGetComponent(out AimController); + } + + void Update() + { + var now = Time.time; + bool fireNow = BulletPrefab != null + && now - m_LastFireTime > 1 / MaxBulletsPerSec + && Fire.Value > 0.1f; + + // Get the firing direction. Special case: if there is a decoupled AimController, + // firing direction is character forward, not AimController forward. + var fwd = transform.forward; + bool decoupled = AimController != null + && AimController.PlayerRotation == SimplePlayerAimController.CouplingMode.Decoupled; + if (decoupled) + fwd = transform.parent.forward; + + // Face the firing direction if appropriate + if (AimController != null && !decoupled) + { + var rotationTime = AimController.RotationDamping; + if (fireNow || now - m_LastFireTime <= rotationTime) + AimController.RecenterPlayer(rotationTime); + } + + // Fire the bullet + if (fireNow) + { + m_LastFireTime = now; + + if (AimTargetManager != null) + fwd = AimTargetManager.GetAimDirection(transform.position, fwd).normalized; + + var pos = transform.position + fwd; + var rot = Quaternion.LookRotation(fwd, transform.up); + + // Because creating and destroying GameObjects is costly, we pool them and recycle + // the deactivated ones. The bullets deactivate themselves after a time. + GameObject bullet = null; + for (var i = 0; bullet == null && i < m_BulletPool.Count; ++i) // Look in the pool if one is available + { + if (!m_BulletPool[i].activeInHierarchy) + { + bullet = m_BulletPool[i]; + bullet.transform.SetPositionAndRotation(pos, rot); + m_BulletPool.Remove(bullet); + } + } + // Instantiate a new bullet if none are found in the pool + if (bullet == null) + bullet = Instantiate(BulletPrefab, pos, rot); + + // Off it goes! + m_BulletPool.Add(bullet); + bullet.SetActive(true); + FireEvent.Invoke(); + } + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs.meta new file mode 100644 index 0000000..7f3437d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SimplePlayerShoot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b9a98e5e4b17784592b9725e8cfc063 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs new file mode 100644 index 0000000..aef65c5 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class SpawnInRadius : MonoBehaviour + { + public GameObject Prefab; + public float Radius = 40; + public float Amount = 200; + public bool DoIt; + + void Update() + { + if (DoIt && Prefab != null) + { + var spawner = transform; + for (int i = 0; i < Amount; ++i) + { + var a = Random.Range(0, 360); + var pos = new Vector3(Mathf.Cos(a), 0, Mathf.Sin(a)); + pos = spawner.position + pos * (Mathf.Sqrt(Random.Range(0.0f, 1.0f)) * Radius); + Instantiate(Prefab, pos, spawner.rotation, spawner.parent); + } + } + + DoIt = false; + } + } +} \ No newline at end of file diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs.meta new file mode 100644 index 0000000..9d67e32 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/SpawnInRadius.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4af788c5ab01a4f658517e19cb276ec5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs new file mode 100644 index 0000000..d1cc57d --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs @@ -0,0 +1,44 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class ThirdPersonFollowCameraSideSwapper : MonoBehaviour + { + [Tooltip("How long the shoulder swap will take")] + public float Damping; + + List m_ThirdPersonFollows = new(); + float m_SwapDirection; + + void OnEnable() + { + GetComponentsInChildren(true, m_ThirdPersonFollows); + } + + void Update() + { + bool allDone = true; + if (m_SwapDirection != 0) + { + float swapTarget = m_SwapDirection > 0 ? 1 : 0; + for (int i = 0; i < m_ThirdPersonFollows.Count; ++i) + { + m_ThirdPersonFollows[i].CameraSide += + Damper.Damp(swapTarget - m_ThirdPersonFollows[i].CameraSide, Damping, Time.deltaTime); + if (Mathf.Abs(m_ThirdPersonFollows[i].CameraSide - swapTarget) > UnityVectorExtensions.Epsilon) + allDone = false; + } + } + if (allDone) + m_SwapDirection = 0; + } + + public void Swap() + { + m_SwapDirection *= -1; + for (int i = 0; m_SwapDirection == 0 && i < m_ThirdPersonFollows.Count; ++i) + m_SwapDirection = m_ThirdPersonFollows[i].CameraSide > 0.5f ? -1 : 1; + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs.meta new file mode 100644 index 0000000..e93ff4f --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/ThirdPersonFollowCameraSideSwapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2ffbcba0a55c544a181ba9b409a505fa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs new file mode 100644 index 0000000..9a3bc87 --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +namespace Unity.Cinemachine.Samples +{ + public class TurnAroundPlayer : MonoBehaviour + { + public GameObject Player; + SimplePlayerController m_PlayerController; + + void Start() + { + m_PlayerController = Player.GetComponent(); + } + + void OnTriggerEnter(Collider other) + { + if (other.CompareTag(Player.tag)) + m_PlayerController.MoveZ.Value *= -1f; // flip direction + } + } +} diff --git a/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs.meta b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs.meta new file mode 100644 index 0000000..42a71ea --- /dev/null +++ b/Assets/Samples/Cinemachine/3.1.3/Shared Assets/Scripts/TurnAroundPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d7e5e287b7c6413086331f81c3a8de2 +MonoImporter: + externalObjects: {} + 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