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shit

master
Marquitos 10 years ago
parent
commit
8a4ae25e04
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      New Unity Project/Assets/Materials/Player.mat
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      New Unity Project/Assets/Materials/Player.mat.meta
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      New Unity Project/Assets/Scripts/CharacterController.meta
  4. 120
      New Unity Project/Assets/Scripts/CharacterController/CECollider.cs
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      New Unity Project/Assets/Scripts/CharacterController/CECollider.cs.meta
  6. 57
      New Unity Project/Assets/Scripts/CharacterController/CEController.cs
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  8. 151
      New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs
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      New Unity Project/Library/UnityAssemblies/UnityEditor.dll
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      New Unity Project/Library/UnityAssemblies/UnityEditor.xml
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      New Unity Project/Library/UnityAssemblies/UnityEngine.Networking.dll
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      New Unity Project/Library/UnityAssemblies/UnityEngine.UI.dll
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      New Unity Project/Library/UnityAssemblies/UnityEngine.dll
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      New Unity Project/Library/assetDatabase3
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      New Unity Project/Library/expandedItems
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      New Unity Project/Library/metadata/00/00000000000000001000000000000000
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      New Unity Project/Library/metadata/00/00000000000000001000000000000000.info
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      New Unity Project/Library/metadata/00/00000000000000008100000000000000.info
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      New Unity Project/Library/metadata/00/00000000000000009000000000000000
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fileFormatVersion: 2
guid: 9c931f99cfa582546bddd73d8a7d07bf
timeCreated: 1462719009
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

9
New Unity Project/Assets/Scripts/CharacterController.meta

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fileFormatVersion: 2
guid: 053263c9d21d1a04eab7b3e986bda45a
folderAsset: yes
timeCreated: 1463189201
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

120
New Unity Project/Assets/Scripts/CharacterController/CECollider.cs

@ -0,0 +1,120 @@
using UnityEngine;
using System.Collections;
namespace CharacterEngine.Primitives
{
public sealed class CECollider
{
public static int[,] edges = new int[,]
{
{0, 4}, {0, 2}, {0, 6},
{1, 7}, {1, 5}, {1, 3},
{3, 4}, {3, 2}, {6, 5},
{6, 7}, {7, 2}, {5, 4}
};
public static int[,] faces = new int[,]
{
{0, 3}, {0, 5}, {0, 7},
{1, 6}, {1, 4}, {1, 2}
};
private Collider collider;
public Collider Coll
{
get { return collider; }
}
public Vector3 position
{
get { return collider.bounds.center; }
}
public readonly Vector3[] localPoints;
public CECollider (Collider coll)
{
collider = coll;
///COLLIDER CONSTANT RELATIVE POINTS
localPoints = new Vector3[]
{
coll.bounds.size * 0.5f, //max
-coll.bounds.size * 0.5f, //min
new Vector3(-coll.bounds.extents.x, coll.bounds.extents.y, coll.bounds.extents.z),
new Vector3(-coll.bounds.extents.x, coll.bounds.extents.y, -coll.bounds.extents.z),
new Vector3(coll.bounds.extents.x, coll.bounds.extents.y, -coll.bounds.extents.z),
new Vector3(coll.bounds.extents.x, -coll.bounds.extents.y, -coll.bounds.extents.z),
new Vector3(coll.bounds.extents.x, -coll.bounds.extents.y, coll.bounds.extents.z),
new Vector3(-coll.bounds.extents.x, -coll.bounds.extents.y, coll.bounds.extents.z)
};
}
public Vector3 GetPoint (int index)
{
return position + localPoints[index];
}
/// <summary>
/// Collision test along a path
/// </summary>
public RaycastHit SweepTest(Vector3 dir, float distance, float skinWidth = 1.0f)
{
RaycastHit hit = new RaycastHit();
for (int i = 0; i <= CEPrimitives.sweepResolution; i++)
{
Vector3 currentDistance = dir.normalized * (distance * (i / CEPrimitives.sweepResolution));
hit = BoxCast(position + currentDistance, skinWidth);
if (hit.distance != 0.0f) break;
}
return hit;
}
/// <summary>
/// Collision test in an specific point
/// </summary>
public RaycastHit BoxCast(Vector3 position, float skinWidth = 1.0f)
{
int mask = LayerMask.GetMask("Default");
RaycastHit outHit = new RaycastHit();
///FACE CAST
for (int i = 0; i < faces.GetLength(0); i++)
{
//Debug.DrawLine(points[faces[i, 0]], points[faces[i, 1]], Color.blue);
if (!Physics.Linecast(position + localPoints[faces[i, 0]] * skinWidth, position + localPoints[faces[i, 1]] * skinWidth, out outHit, mask, QueryTriggerInteraction.Ignore))
{
continue;
}
///RETURN DISTANCE FROM CENTER
return outHit;
}
///EDGE CAST
for (int i = 0; i < CECollider.edges.GetLength(0); i++)
{
//Debug.DrawLine(points[edges[i, 0]], points[edges[i, 1]], Color.red);
if (!Physics.Linecast(position + localPoints[edges[i, 0]] * skinWidth, position + localPoints[edges[i, 1]] * skinWidth, out outHit, mask, QueryTriggerInteraction.Ignore))
{
if (!Physics.Linecast(position + localPoints[edges[i, 1]] * skinWidth, position + localPoints[edges[i, 0]] * skinWidth, out outHit, mask, QueryTriggerInteraction.Ignore))
{
continue;
}
}
///RETURN DISTANCE FROM CENTER
return outHit;
}
///IF REACH HERE DIDNT FOUND SHIT
return outHit;
}
}
}

12
New Unity Project/Assets/Scripts/CharacterController/CECollider.cs.meta

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fileFormatVersion: 2
guid: 81aea943a0d329749bef1a54a294d002
timeCreated: 1463190605
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

57
New Unity Project/Assets/Scripts/CharacterController/CEController.cs

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using UnityEngine;
using System.Collections;
using CharacterEngine.Primitives;
namespace CharacterEngine.Controller
{
public class CEController : MonoBehaviour
{
#region Public Custom Fields
[Range(0.5f, 3.0f)]
public float skinWidth = 1.0f;
[Range(0.0f, 5.0f)]
public float weight = 1.0f;
#endregion
private CEPrimitives primitives;
/*Summary:
Initializer region contains both native unity initalizers of monobehaviour, Awake is called ONLY ONCE IN
LIFE TIME, and is called when the object is being created, before Start. Start in the other hand, is called
when the object is enable and ready.
*/
void Awake ()
{
primitives = new CEPrimitives(this);
}
// Use this for initialization
void Start()
{
}
/*Summary:
In Updates, we have both functions native from unity Monobehaviour: Update & FixedUpdate.
The difference of this both is that one (Update) excecute every frame, and the other one, is executed
by a fixed time (Fixed Update) which is by default 0.02s = 20 ms, that means "Update" depends on the framerate
while "Fixed Update" dont.
*/
// Update is called once per frame
void Update()
{
}
void FixedUpdate ()
{
primitives.Step();
}
}
}

12
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fileFormatVersion: 2
guid: 0e35b01539b765e439f694ed7e8a7022
timeCreated: 1463189467
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

151
New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs

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using UnityEngine;
using System.Collections;
using CharacterEngine.Controller;
namespace CharacterEngine.Primitives
{
public sealed class CEPrimitives
{
#region Controller Globals
public const int sweepResolution = 3;
private static float gravity = -8.0f;
public static float Gravity
{
get { return gravity; }
set { gravity = value; }
}
#endregion
#region Controller Variables
private CEController controller;
public readonly CECollider collider;
private Vector3 velocity;
public Vector3 Velocity
{
get { return velocity; }
}
public Transform transform
{
get { return controller.transform; }
}
#endregion
#region Initializers & Constructors
public CEPrimitives (CEController controller)
{
this.controller = controller;
collider = new CECollider(controller.GetComponent<Collider>());
}
#endregion
#region Steps
/*Summary:
Here in steps, there are the methods called in the UPDATES, that means that every step
will be executed every frame.
*/
public void Step ()
{
PhysicsStep();
}
void PhysicsStep()
{
GetVelocity();
GravityStep();
CollisionStep();
ApplyVelocity();
Move();
}
void GetVelocity()
{
}
void GravityStep()
{
velocity.y += gravity * controller.weight * Time.deltaTime * 1.2f;
velocity.x = -gravity * 0.5f;
}
void CollisionStep()
{
for (int i = 0; i < 5; i++)
if (!CollideAndSlide()) break;
}
bool CollideAndSlide()
{
Vector3 oldPos = transform.position;
Vector3 predictedPos = oldPos + velocity * Time.fixedDeltaTime;
Vector3 correctedPos = predictedPos;
RaycastHit hit = collider.SweepTest(velocity, velocity.magnitude * Time.fixedDeltaTime, controller.skinWidth);
if (hit.collider == null) { return false; }
Vector3 obstacleHitPoint = hit.point;
Vector3 obstacleNormal = hit.normal;
Vector3 obstacleTangent = Vector3.Cross(obstacleNormal, Vector3.forward);
if (obstacleTangent.magnitude == 0)
obstacleTangent = Vector3.Cross(obstacleNormal, Vector3.up);
/*
Plane obstaclePlane = new Plane(obstacleNormal, obstacleHitPoint);
Ray velRay = new Ray(oldPos, velocity);
float distanceFromPlane = 0.0f;
obstaclePlane.Raycast(velRay, out distanceFromPlane);
Vector3 vectorFromCenter = obstacleHitPoint - Coll.bounds.center ;
*/
correctedPos = oldPos + velocity.normalized * hit.distance;
/*
GameObject a = Instantiate(this.gameObject, correctedPos, transform.rotation) as GameObject;
a.GetComponent<EntityController>().enabled = false;
*/
Vector3 epsilon = correctedPos - predictedPos;
/*
Vector3 normalForce = Vector3.Dot(obstacleNormal, oldVel) * obstacleNormal;
newVel = oldVel - normalForce;
//newVel = (oldVel.magnitude / newVel.magnitude) * newVel;
*/
Vector3 projectedForce = Vector3.Project(velocity, obstacleTangent);
velocity = projectedForce;
velocity.z = 0.0f;
return true;
}
void ApplyVelocity()
{
Debug.DrawRay(transform.position, velocity);
}
void Move()
{
transform.position += velocity * Time.deltaTime;
}
#endregion
}
}

12
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fileFormatVersion: 2
guid: 4dec4b65dcbaa4440ad5eaa237496cda
timeCreated: 1462738429
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

3
New Unity Project/Assets/Scripts/playerController.cs

@ -10,7 +10,8 @@ public class playerController : MonoBehaviour {
void Start ()
{
rb = GetComponent<Rigidbody>();
}
}
void FixedUpdate ()
{

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sceneSetups:
- path: Assets/_Scenes/Minigame.unity
isLoaded: 1
isActive: 1

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unityRebuildLibraryVersion: 10
unityRebuildLibraryVersion: 11
unityForwardCompatibleVersion: 40

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0000.5551202e.0000
0000.56e24096.0000
0000.56e240a6.0000

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5.3.4f1:2.2.0.0
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