Init
This commit is contained in:
25
Assets/Scripts/CarMovement.cs
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25
Assets/Scripts/CarMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CarMovement : MonoBehaviour
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{
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public float middleX;
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public float roadWidth = 7.5f;
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public float xSpeed =1;
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public float ySpeed = 0.1f;
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void Update()
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{
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MoveX();
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MoveY();
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}
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float a;
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void MoveX(){
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a+= Time.deltaTime * xSpeed;
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transform.position = new Vector3(middleX+ (Mathf.Sin(a) * (roadWidth/2f)), transform.position.y, transform.position.z);
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}
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void MoveY(){
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transform.Translate(new Vector3(0,0,ySpeed * Time.deltaTime));
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}
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}
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11
Assets/Scripts/CarMovement.cs.meta
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11
Assets/Scripts/CarMovement.cs.meta
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externalObjects: {}
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||||
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||||
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||||
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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18
Assets/Scripts/EndlessBlock.cs
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18
Assets/Scripts/EndlessBlock.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EndlessBlock : MonoBehaviour
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{
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public float width = 50;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/EndlessBlock.cs.meta
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11
Assets/Scripts/EndlessBlock.cs.meta
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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externalObjects: {}
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userData:
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||||
27
Assets/Scripts/EndlessGenerator.cs
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27
Assets/Scripts/EndlessGenerator.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EndlessGenerator : MonoBehaviour
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{
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public GameObject[] blocks;
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public Transform BlocksParent;
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public float blockLength = 50;
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public Transform Player;
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void Start()
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{
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Initialze();
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}
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void Initialze(){
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Player.position = new Vector3(0,Player.position.y,0);
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/EndlessGenerator.cs.meta
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11
Assets/Scripts/EndlessGenerator.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 8eea0befe37d9064e868744e2fdf2b70
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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73
Assets/Scripts/MouseOrbitImproved.cs
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73
Assets/Scripts/MouseOrbitImproved.cs
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using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
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public class MouseOrbitImproved : MonoBehaviour {
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public Transform target;
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public float distance = 5.0f;
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public float xSpeed = 120.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float distanceMin = .5f;
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public float distanceMax = 15f;
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private Rigidbody rigidbody;
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float x = 0.0f;
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float y = 0.0f;
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// Use this for initialization
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void Start ()
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{
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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rigidbody = GetComponent<Rigidbody>();
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||||
// Make the rigid body not change rotation
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if (rigidbody != null)
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{
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rigidbody.freezeRotation = true;
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}
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}
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void LateUpdate ()
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{
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if (target)
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{
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x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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Quaternion rotation = Quaternion.Euler(y, x, 0);
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distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
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RaycastHit hit;
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if (Physics.Linecast (target.position, transform.position, out hit))
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{
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distance -= hit.distance;
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}
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Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
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Vector3 position = rotation * negDistance + target.position;
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transform.rotation = rotation;
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transform.position = position;
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}
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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}
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11
Assets/Scripts/MouseOrbitImproved.cs.meta
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11
Assets/Scripts/MouseOrbitImproved.cs.meta
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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303
Assets/Scripts/SimpleCameraController.cs
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303
Assets/Scripts/SimpleCameraController.cs
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@@ -0,0 +1,303 @@
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using UnityEngine;
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||||
namespace UnityTemplateProjects
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||||
{
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||||
public class SimpleCameraController : MonoBehaviour
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{
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class CameraState
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{
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public float yaw;
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public float pitch;
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public float roll;
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public float x;
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public float y;
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public float z;
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public void SetFromTransform(Transform t)
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{
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pitch = t.eulerAngles.x;
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yaw = t.eulerAngles.y;
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roll = t.eulerAngles.z;
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x = t.position.x;
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||||
y = t.position.y;
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z = t.position.z;
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}
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public void Translate(Vector3 translation)
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||||
{
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Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
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x += rotatedTranslation.x;
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y += rotatedTranslation.y;
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z += rotatedTranslation.z;
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}
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public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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{
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yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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x = Mathf.Lerp(x, target.x, positionLerpPct);
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y = Mathf.Lerp(y, target.y, positionLerpPct);
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z = Mathf.Lerp(z, target.z, positionLerpPct);
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}
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public void UpdateTransform(Transform t)
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{
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t.eulerAngles = new Vector3(pitch, yaw, roll);
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t.position = new Vector3(x, y, z);
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}
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}
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const float k_MouseSensitivityMultiplier = 0.01f;
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CameraState m_TargetCameraState = new CameraState();
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CameraState m_InterpolatingCameraState = new CameraState();
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[Header("Movement Settings")]
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[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
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public float boost = 3.5f;
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[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
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public float positionLerpTime = 0.2f;
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[Header("Rotation Settings")]
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[Tooltip("Multiplier for the sensitivity of the rotation.")]
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public float mouseSensitivity = 60.0f;
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[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
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public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
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public float rotationLerpTime = 0.01f;
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[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
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public bool invertY = false;
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#if ENABLE_INPUT_SYSTEM
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InputAction movementAction;
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InputAction verticalMovementAction;
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InputAction lookAction;
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InputAction boostFactorAction;
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bool mouseRightButtonPressed;
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void Start()
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{
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var map = new InputActionMap("Simple Camera Controller");
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lookAction = map.AddAction("look", binding: "<Mouse>/delta");
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movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
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verticalMovementAction = map.AddAction("Vertical Movement");
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boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
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lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
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movementAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/w")
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.With("Up", "<Keyboard>/upArrow")
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.With("Down", "<Keyboard>/s")
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.With("Down", "<Keyboard>/downArrow")
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.With("Left", "<Keyboard>/a")
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.With("Left", "<Keyboard>/leftArrow")
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.With("Right", "<Keyboard>/d")
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.With("Right", "<Keyboard>/rightArrow");
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verticalMovementAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/pageUp")
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||||
.With("Down", "<Keyboard>/pageDown")
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||||
.With("Up", "<Keyboard>/e")
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||||
.With("Down", "<Keyboard>/q")
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||||
.With("Up", "<Gamepad>/rightshoulder")
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||||
.With("Down", "<Gamepad>/leftshoulder");
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boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
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||||
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movementAction.Enable();
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||||
lookAction.Enable();
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||||
verticalMovementAction.Enable();
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||||
boostFactorAction.Enable();
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}
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#endif
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||||
void OnEnable()
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||||
{
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||||
m_TargetCameraState.SetFromTransform(transform);
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m_InterpolatingCameraState.SetFromTransform(transform);
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||||
}
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||||
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||||
Vector3 GetInputTranslationDirection()
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||||
{
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||||
Vector3 direction = Vector3.zero;
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||||
#if ENABLE_INPUT_SYSTEM
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var moveDelta = movementAction.ReadValue<Vector2>();
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direction.x = moveDelta.x;
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||||
direction.z = moveDelta.y;
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direction.y = verticalMovementAction.ReadValue<Vector2>().y;
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#else
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if (Input.GetKey(KeyCode.W))
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{
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||||
direction += Vector3.forward;
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||||
}
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||||
if (Input.GetKey(KeyCode.S))
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||||
{
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||||
direction += Vector3.back;
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||||
}
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||||
if (Input.GetKey(KeyCode.A))
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||||
{
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||||
direction += Vector3.left;
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}
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||||
if (Input.GetKey(KeyCode.D))
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||||
{
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||||
direction += Vector3.right;
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||||
}
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||||
if (Input.GetKey(KeyCode.Q))
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||||
{
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||||
direction += Vector3.down;
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||||
}
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||||
if (Input.GetKey(KeyCode.E))
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||||
{
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||||
direction += Vector3.up;
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||||
}
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||||
#endif
|
||||
return direction;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Exit Sample
|
||||
|
||||
if (IsEscapePressed())
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Hide and lock cursor when right mouse button pressed
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||||
if (IsRightMouseButtonDown())
|
||||
{
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||||
Cursor.lockState = CursorLockMode.Locked;
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||||
}
|
||||
|
||||
// Unlock and show cursor when right mouse button released
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||||
if (IsRightMouseButtonUp())
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if (IsCameraRotationAllowed())
|
||||
{
|
||||
var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
|
||||
if (invertY)
|
||||
mouseMovement.y = -mouseMovement.y;
|
||||
|
||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
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||||
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||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||
}
|
||||
|
||||
// Translation
|
||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||
|
||||
// Speed up movement when shift key held
|
||||
if (IsBoostPressed())
|
||||
{
|
||||
translation *= 10.0f;
|
||||
}
|
||||
|
||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||
boost += GetBoostFactor();
|
||||
translation *= Mathf.Pow(2.0f, boost);
|
||||
|
||||
m_TargetCameraState.Translate(translation);
|
||||
|
||||
// Framerate-independent interpolation
|
||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||
|
||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||
}
|
||||
|
||||
float GetBoostFactor()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||
#else
|
||||
return Input.mouseScrollDelta.y * 0.01f;
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector2 GetInputLookRotation()
|
||||
{
|
||||
// try to compensate the diff between the two input systems by multiplying with empirical values
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var delta = lookAction.ReadValue<Vector2>();
|
||||
delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
|
||||
delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
|
||||
return delta;
|
||||
#else
|
||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBoostPressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||
return boost;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.LeftShift);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
bool IsEscapePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsCameraRotationAllowed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||
return canRotate;
|
||||
#else
|
||||
return Input.GetMouseButton(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonDown()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonDown(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonUp()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonUp(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/SimpleCameraController.cs.meta
Normal file
11
Assets/Scripts/SimpleCameraController.cs.meta
Normal file
@@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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