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moar shit

master
Marquitos 10 years ago
parent
commit
e7f07a6e53
  1. BIN
      New Unity Project/Assets/Materials/Ground.physicMaterial
  2. 8
      New Unity Project/Assets/Materials/Ground.physicMaterial.meta
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      New Unity Project/Assets/Materials/Player.physicMaterial
  4. 8
      New Unity Project/Assets/Materials/Player.physicMaterial.meta
  5. 157
      New Unity Project/Assets/Scripts/CharacterController/CECollider.cs
  6. 93
      New Unity Project/Assets/Scripts/CharacterController/CECollision.cs
  7. 12
      New Unity Project/Assets/Scripts/CharacterController/CECollision.cs.meta
  8. 39
      New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs
  9. 22
      New Unity Project/Assets/Scripts/CharacterController/test.cs
  10. 12
      New Unity Project/Assets/Scripts/CharacterController/test.cs.meta
  11. 9
      New Unity Project/Assets/Scripts/Forces.meta
  12. 204
      New Unity Project/Assets/Scripts/Forces/Force.cs
  13. 12
      New Unity Project/Assets/Scripts/Forces/Force.cs.meta
  14. 93
      New Unity Project/Assets/Scripts/Forces/ForceController.cs
  15. 12
      New Unity Project/Assets/Scripts/Forces/ForceController.cs.meta
  16. 63
      New Unity Project/Assets/Scripts/Forces/ForceStruct.cs
  17. 12
      New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta
  18. 104
      New Unity Project/Assets/Scripts/Player.cs
  19. 12
      New Unity Project/Assets/Scripts/Player.cs.meta
  20. BIN
      New Unity Project/Assets/_Scenes/Minigame.unity
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      New Unity Project/Library/CurrentLayout.dwlt
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      New Unity Project/Library/InspectorExpandedItems.asset
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      New Unity Project/Library/ScriptAssemblies/Assembly-CSharp.dll
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      New Unity Project/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb
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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/00/00000000000000002000000000000000
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      New Unity Project/Library/metadata/00/00000000000000004000000000000000
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      New Unity Project/Library/metadata/00/00000000000000006100000000000000
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      New Unity Project/Library/metadata/11/114545d266452cb4b96fd2ef86902650
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      New Unity Project/Library/metadata/11/114545d266452cb4b96fd2ef86902650.info
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      New Unity Project/Library/metadata/2f/2f6cb937bd9326148b7ab27db4d1d775.info
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      New Unity Project/Library/metadata/34/348109b22797c724282c6d7807b00b73.info
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      New Unity Project/Library/metadata/57/57b436089801943408c989af783a9a85.info
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      New Unity Project/Library/metadata/66/66acf75b7430d4643a54edfea1eb5651
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      New Unity Project/Library/metadata/66/66acf75b7430d4643a54edfea1eb5651.info
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      New Unity Project/Library/metadata/71/713d19245f9f01349b61eade4b876d9b
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      New Unity Project/Library/metadata/71/713d19245f9f01349b61eade4b876d9b.info
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      New Unity Project/Library/metadata/81/81aea943a0d329749bef1a54a294d002
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      New Unity Project/Library/metadata/b5/b5c1b259d04131e4590aed826945355d
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      New Unity Project/Library/metadata/b5/b5c1b259d04131e4590aed826945355d.info
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      New Unity Project/Temp/ProcessJobs/e9a6970f79cd12d8b075e7d72f1b07cb.bakert
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      New Unity Project/Temp/__EditModeScene

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New Unity Project/Assets/Materials/Ground.physicMaterial

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New Unity Project/Assets/Materials/Ground.physicMaterial.meta

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fileFormatVersion: 2
guid: b5c1b259d04131e4590aed826945355d
timeCreated: 1463259050
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

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New Unity Project/Assets/Materials/Player.physicMaterial

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fileFormatVersion: 2
guid: 66acf75b7430d4643a54edfea1eb5651
timeCreated: 1463252494
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

157
New Unity Project/Assets/Scripts/CharacterController/CECollider.cs

@ -1,73 +1,114 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace CharacterEngine.Primitives
{
public sealed class CECollider
public 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}
{0, 2}, {0, 3}, {1, 2},{1, 3}
};
private BoxCollider2D collider;
public BoxCollider2D Coll
{
get { return collider; }
}
public static int[,] faces = new int[,]
public virtual Vector2 position
{
{0, 3}, {0, 5}, {0, 7},
{1, 6}, {1, 4}, {1, 2}
};
get { return collider.bounds.center; }
}
private Collider collider;
public Collider Coll
public float Height
{
get { return collider; }
get { return (GetPoint(0) - GetPoint(3)).magnitude; }
}
public float Width
{
get { return (GetPoint(0) - GetPoint(2)).magnitude; }
}
public Vector3 position
public Vector2 Max
{
get { return collider.bounds.center; }
get { return GetPoint(0); }
}
public Vector2 Min
{
get { return GetPoint(1); }
}
public Vector2 AABBMax
{
get { return GetAABBPoint(0); }
}
public Vector2 AABBMin
{
get { return GetAABBPoint(1); }
}
public readonly Vector3[] localPoints;
public readonly Vector2[] localPoints;
public CECollider (Collider coll)
public CECollider (BoxCollider2D coll)
{
collider = coll;
///COLLIDER CONSTANT RELATIVE POINTS
localPoints = new Vector3[]
localPoints = new Vector2[]
{
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)
coll.size * 0.5f, //max
-coll.size * 0.5f, //min
new Vector2(-coll.size.x * 0.5f, coll.size.y * 0.5f),
new Vector2(coll.size.x * 0.5f, -coll.size.y * 0.5f)
};
}
public Vector3 GetPoint (int index)
/// <summary>
/// GET REAL WORLD POINT OF COLLIDER
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public virtual Vector2 GetPoint (int index)
{
return position + localPoints[index];
return position + (Vector2)(collider.transform.rotation * Vector2.Scale(localPoints[index], collider.transform.lossyScale));
}
public virtual Vector2 GetPoint(int index, Vector2 position)
{
return position + (Vector2)(collider.transform.rotation * Vector2.Scale(localPoints[index], collider.transform.lossyScale));
}
public virtual Vector2 GetAABBPoint(int index)
{
return position + (Vector2)(Vector2.Scale(localPoints[index], collider.transform.lossyScale));
}
public virtual Vector2 GetAABBPoint(int index, Vector2 position)
{
return position + (Vector2)(Vector2.Scale(localPoints[index], collider.transform.lossyScale));
}
public bool ContainsPoint (Vector2 p)
{
p = position + (Vector2)(Quaternion.Inverse(collider.transform.rotation) * (p - position));
bool insideX = p.x > AABBMin.x && p.x < AABBMax.x;
bool insideY = p.y > AABBMin.y && p.y < AABBMax.y;
return insideX && insideY;
}
/// <summary>
/// Collision test along a path
/// </summary>
public RaycastHit SweepTest(Vector3 dir, float distance, float skinWidth = 1.0f)
public CECollision SweepTest(Vector2 dir, float distance)
{
RaycastHit hit = new RaycastHit();
CECollision hit = new CECollision();
for (int i = 0; i <= CEPrimitives.sweepResolution; i++)
{
Vector3 currentDistance = dir.normalized * (distance * (i / CEPrimitives.sweepResolution));
hit = BoxCast(position + currentDistance, skinWidth);
Vector2 currentDistance = dir.normalized * (distance * (i / CEPrimitives.sweepResolution));
hit = BoxCast(position + currentDistance);
if (hit.distance != 0.0f) break;
if (hit.impulse.magnitude != 0.0f) break;
}
return hit;
@ -76,45 +117,51 @@ namespace CharacterEngine.Primitives
/// <summary>
/// Collision test in an specific point
/// </summary>
public RaycastHit BoxCast(Vector3 position, float skinWidth = 1.0f)
public CECollision BoxCast(Vector2 position)
{
int mask = LayerMask.GetMask("Default");
RaycastHit outHit = new RaycastHit();
CECollision collision = new CECollision();
RaycastHit2D outHit = new RaycastHit2D();
///FACE CAST
for (int i = 0; i < faces.GetLength(0); i++)
for (int i = 0; i < edges.GetLength(0); i++)
{
//Debug.DrawLine(points[faces[i, 0]], points[faces[i, 1]], Color.blue);
outHit = Physics2D.Linecast(GetPoint(edges[i, 0], position), GetPoint(edges[i, 1], position), mask);
if (!Physics.Linecast(position + localPoints[faces[i, 0]] * skinWidth, position + localPoints[faces[i, 1]] * skinWidth, out outHit, mask, QueryTriggerInteraction.Ignore))
if (!outHit)
{
continue;
outHit = Physics2D.Linecast(GetPoint(edges[i, 1], position), GetPoint(edges[i, 0], position), mask);
}
///RETURN DISTANCE FROM CENTER
return outHit;
if (outHit) break;
}
///EDGE CAST
for (int i = 0; i < CECollider.edges.GetLength(0); i++)
if (outHit)
{
//Debug.DrawLine(points[edges[i, 0]], points[edges[i, 1]], Color.red);
CECollider agent = new CECollider((BoxCollider2D)outHit.collider);
CECollider myAgent = new CEVirtualCollider(position, collider);
collision = CECollision.ResolveCollision(myAgent, agent);
}
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 collision;
}
}
///RETURN DISTANCE FROM CENTER
return outHit;
public class CEVirtualCollider : CECollider
{
protected Vector2 virtualPosition;
public override Vector2 position
{
get
{
return virtualPosition;
}
}
///IF REACH HERE DIDNT FOUND SHIT
return outHit;
public CEVirtualCollider (Vector2 pos, BoxCollider2D coll) : base(coll)
{
virtualPosition = pos;
}
}
}

93
New Unity Project/Assets/Scripts/CharacterController/CECollision.cs

@ -0,0 +1,93 @@
using UnityEngine;
using System.Collections;
namespace CharacterEngine.Primitives
{
public struct CECollision
{
public Vector2 impulse;
public Vector2 point;
public Vector2 normal;
/// <summary>
/// RESOLVE THE COLLISION AND RETURN A COLLISION VALUE
/// a = Collider wich is dynamic
/// b = static Collider
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
public static CECollision ResolveCollision (CECollider a, CECollider b)
{
Vector2 closestPoint = Vector2.zero;
CECollision collision = new CECollision();
for (int i = 0; i < 4; i++)
{
Vector2 currentPoint = a.GetPoint(i);
if (b.ContainsPoint(currentPoint))
{
closestPoint = ClosestPointInBounds(b, currentPoint);
collision.impulse = closestPoint - currentPoint;
collision.normal = collision.impulse.normalized;
collision.point = closestPoint;
return collision;
}
}
for (int i = 0; i < 4; i++)
{
Vector2 currentPoint = b.GetPoint(i);
if (a.ContainsPoint(currentPoint))
{
closestPoint = ClosestPointInBounds(a, currentPoint);
collision.impulse = (closestPoint - currentPoint) * -1;
collision.normal = collision.impulse.normalized;
collision.point = closestPoint;
return collision;
}
}
//IF REACH HERE DIDNT RESOLVE SHIT
Debug.Log("Could not resolve collision");
return collision;
}
/// <summary>
/// GET CLOSEST CONTACT POINT
/// </summary>
/// <param name="coll"></param>
/// <param name="point"></param>
/// <returns></returns>
public static Vector2 ClosestPointInBounds (CECollider coll, Vector2 point)
{
Vector2 smallerDelta = Vector2.zero;
for (int i = 0; i < 4; i++)
{
Vector2 cpis = ClosestVectorToSegment(point, coll.GetPoint(CECollider.edges[i, 0]), coll.GetPoint(CECollider.edges[i, 1]));
Vector2 delta = cpis - point;
if (smallerDelta == Vector2.zero) smallerDelta = delta;
else
{
if (delta.sqrMagnitude < smallerDelta.sqrMagnitude)
smallerDelta = delta;
}
}
return point + smallerDelta;
}
public static Vector2 ClosestVectorToSegment (Vector2 p, Vector2 a, Vector2 b)
{
Vector2 segmentNormal = Vector3.Cross((a- b).normalized, Vector3.forward);
Vector2 distanceToPointA = a - p;
Vector2 distanceToPointB = b - p;
return p + (Vector2)Vector3.Project(distanceToPointA, segmentNormal);
}
}
}

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

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 348109b22797c724282c6d7807b00b73
timeCreated: 1463330859
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

39
New Unity Project/Assets/Scripts/CharacterController/CEPrimitives.cs

@ -24,8 +24,8 @@ namespace CharacterEngine.Primitives
private CEController controller;
public readonly CECollider collider;
private Vector3 velocity;
public Vector3 Velocity
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
}
@ -42,7 +42,7 @@ namespace CharacterEngine.Primitives
public CEPrimitives (CEController controller)
{
this.controller = controller;
collider = new CECollider(controller.GetComponent<Collider>());
collider = new CECollider(controller.GetComponent<BoxCollider2D>());
}
#endregion
@ -89,20 +89,22 @@ namespace CharacterEngine.Primitives
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);
Vector2 oldPos = transform.position;
Vector2 predictedPos = oldPos + velocity * Time.fixedDeltaTime;
Vector2 correctedPos = predictedPos;
if (hit.collider == null) { return false; }
CECollision hit = collider.SweepTest(velocity, velocity.magnitude * Time.fixedDeltaTime);
Vector3 obstacleHitPoint = hit.point;
Vector3 obstacleNormal = hit.normal;
Vector3 obstacleTangent = Vector3.Cross(obstacleNormal, Vector3.forward);
if (hit.normal == Vector2.zero) { return false; }
Vector2 obstacleHitPoint = hit.point;
Vector2 obstacleNormal = hit.normal;
Vector2 obstacleTangent = Vector3.Cross(obstacleNormal, Vector3.forward);
if (obstacleTangent.magnitude == 0)
obstacleTangent = Vector3.Cross(obstacleNormal, Vector3.up);
Debug.DrawRay(hit.point, hit.normal);
/*
Plane obstaclePlane = new Plane(obstacleNormal, obstacleHitPoint);
Ray velRay = new Ray(oldPos, velocity);
@ -112,12 +114,11 @@ namespace CharacterEngine.Primitives
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;
*/
correctedPos = predictedPos + hit.impulse;
//GameObject a = CEController.Instantiate(controller.gameObject, correctedPos, transform.rotation) as GameObject;
//a.GetComponent<CEController>().enabled = false;
Vector3 epsilon = correctedPos - predictedPos;
@ -129,9 +130,7 @@ namespace CharacterEngine.Primitives
*/
Vector3 projectedForce = Vector3.Project(velocity, obstacleTangent);
velocity = projectedForce;
velocity.z = 0.0f;
return true;
}
@ -143,7 +142,7 @@ namespace CharacterEngine.Primitives
void Move()
{
transform.position += velocity * Time.deltaTime;
transform.position += (Vector3)velocity * Time.deltaTime;
}
#endregion

22
New Unity Project/Assets/Scripts/CharacterController/test.cs

@ -0,0 +1,22 @@
using UnityEngine;
using System.Collections;
using CharacterEngine.Primitives;
public class test : MonoBehaviour {
public BoxCollider2D coll;
protected CECollider ce;
// Use this for initialization
void Start () {
ce = new CECollider(coll);
}
// Update is called once per frame
void Update () {
if (ce.ContainsPoint(transform.position))
{
Vector2 p = CECollision.ClosestPointInBounds(ce, transform.position);
Debug.DrawLine(p, transform.position, Color.red);
}
}
}

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

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f0ed370640e457f4ca5447af56a3319c
timeCreated: 1463341313
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 713d19245f9f01349b61eade4b876d9b
folderAsset: yes
timeCreated: 1463261964
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

204
New Unity Project/Assets/Scripts/Forces/Force.cs

@ -0,0 +1,204 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Forces
{
public class Force : System.Object
{
public ForceProps properties;
protected Vector2 goal_vector = Vector2.up;
protected Vector2 last_velocity = Vector2.zero;
protected Vector2 init_in = Vector2.zero;
protected Vector2 init_out = Vector2.zero;
protected Vector2 current_output = Vector2.zero;
protected float init_time = 0.0f;
/// <summary>
/// last call from velocity method
/// </summary>
protected float last_step_time = 0.0f;
/// <summary>
/// last call from user (like AddForce) to now when start fading out
/// </summary>
protected float last_call_time = 0.0f;
protected float current_delta_step = 0.0f;
protected float current_delta_call = 0.0f;
protected float current_delta_notCall = 0.0f;
/// <summary>
/// time since init calling
/// </summary>
protected float time_calling = 0.0f;
/// <summary>
/// absolute time since init
/// </summary>
protected float time_stepping = 0.0f;
/// <summary>
/// time since left calling
/// </summary>
protected float time_notCalling = 0.0f;
protected bool killed = false;
public Force(string id, Vector2 target_direction, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f)
{
properties = new ForceProps(id, target_speed, inertia_in, inertia_out, impulse);
Call(target_direction);
}
public Force(ForceProps props, Vector2 target_direction)
{
properties = props;
Call(target_direction);
}
public Vector2 Velocity()
{
Vector2 delta = Vector2.zero;
Vector2 current_target_velocity = Vector2.zero;
if (init_time == 0.0f) Initialize();
StartStep();
current_target_velocity = FadeIn() + FadeOut();
delta = current_target_velocity;
current_output = Clamp(last_velocity + delta, goal_vector);
EndStep();
return current_output;
}
/// <summary>
/// called by user to add force
/// </summary>
public void Call(Vector2 new_goal_vector)
{
if (properties.forceMode == ForceMode.Impulse)
Initialize();
last_call_time = Time.time;
goal_vector = new_goal_vector.normalized * properties.target_speed;
}
/// <summary>
/// Determines if the force is being used after reaching zero force
/// </summary>
/// <returns></returns>
public bool Using()
{
//Wait half a second to check if the velocity is null
return ((Time.time - last_call_time) < 0.5f || last_velocity != Vector2.zero) && !killed;
}
public void Kill ()
{
last_call_time = 0.0f;
current_delta_call = 0.0f;
current_delta_notCall = 0.0f;
last_velocity = Vector2.zero;
killed = true;
}
/// <summary>
/// Returns the value of the last call
/// </summary>
/// <returns></returns>
public Vector2 LastVelocity()
{
return last_velocity;
}
protected void Initialize()
{
init_time = Time.time;
}
protected void StartStep()
{
///Is the force acting like an impulse? if it is, then stop calling if impulse time < currentTime
bool impulse = (properties.impulse > 0.0f && Time.time - init_time < properties.impulse);
current_delta_step = last_step_time == 0.0f ? 0.0f : Time.time - last_step_time;
if (last_call_time == 0.0f)
{
current_delta_call = 0.0f;
current_delta_notCall = 0.0f;
}
else
{
if (last_step_time - last_call_time > current_delta_step && !impulse)
{
current_delta_notCall = current_delta_step;
///set a start point to fade velocity
init_out = last_velocity;
current_delta_call = 0.0f;
time_calling = 0.0f;
}
else
{
current_delta_call = current_delta_step;
///set a start point to fade velocity
init_in = last_velocity;
current_delta_notCall = 0.0f;
time_notCalling = 0.0f;
}
}
time_calling += current_delta_call;
time_stepping += current_delta_step;
}
protected Vector2 FadeIn()
{
// float fade_in_fact = 0.0f;
Vector2 output = Vector2.zero;
if (current_delta_call <= 0.0f) return Vector2.zero;
//fade_in_fact = Mathf.Clamp01(time_calling / inertia_in);
output = (goal_vector - last_velocity) * (current_delta_call / properties.inertia_in);
return output;
}
protected Vector2 FadeOut()
{
//float fade_out_fact = 0.0f;
Vector2 output = Vector2.zero;
if (current_delta_notCall <= 0.0f) return Vector2.zero;
//fade_out_fact = Mathf.Clamp01(time_notCalling / inertia_in);
output = (Vector2.zero - last_velocity) * (current_delta_notCall / properties.inertia_out);
return output;
}
protected Vector2 Clamp(Vector2 vector, Vector2 max)
{
float max_magnitude = max.magnitude;
float currentMagnitude = vector.magnitude;
float dot = Vector2.Dot(vector, max);
Vector2 output = vector;
//check if it is calling to clamp
if (currentMagnitude > max_magnitude && dot > 0.0f && current_delta_call != 0.0f)
{
output = max;
}
//checl if is not calling to clamp to zero
else if (dot <= 0.0f && current_delta_call == 0.0f)
{
output = Vector2.zero;
}
return output;
}
protected void EndStep()
{
last_step_time = Time.time;
last_velocity = current_output;
}
}
}

12
New Unity Project/Assets/Scripts/Forces/Force.cs.meta

@ -0,0 +1,12 @@
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93
New Unity Project/Assets/Scripts/Forces/ForceController.cs

@ -0,0 +1,93 @@
using UnityEngine;
using System.Collections.Generic;
namespace Forces
{
/// <summary>
/// Controls forces to be esay for the user to use
/// </summary>
public class ForceController : System.Object
{
protected Dictionary<string, Force> active_forces = new Dictionary<string, Force>();
protected List<Force2Call> call_forces = new List<Force2Call>();
protected List<string> null_forces_index = new List<string>();
protected Vector2 lastFinalVel;
public void AddForce(ForceProps forceProps, Vector3 direction)
{
Force target = Target(forceProps, direction);
call_forces.Add(new Force2Call(direction, target));
}
public void DestroyForce (ForceProps forceProps)
{
Force f = GetForce(forceProps);
if (f == null) return;
f.Kill();
null_forces_index.Add(forceProps.Name);
}
public Force GetForce(ForceProps force)
{
if (active_forces.ContainsKey(force.Name))
return active_forces[force.Name];
return null;
}
public Vector2 Update()
{
Vector2 final_velocity = Vector2.zero;
///ADD AND CALL STEP
foreach (Force2Call f in call_forces)
{
f.force.Call(f.direction);
}
///APPLY STEP
foreach (string key in active_forces.Keys)
{
Force f = active_forces[key];
///Add to null forces if the force isnt using
if (!f.Using())
{
null_forces_index.Add(f.properties.Name);
continue;
}
Vector2 add = f.Velocity();
final_velocity += add;
}
///CLEAR STEP
foreach (string i in null_forces_index)
{
active_forces.Remove(i);
}
call_forces.Clear();
null_forces_index.Clear();
Vector2 final = final_velocity * Time.deltaTime * 100.0f;
Vector3 out_ = final - lastFinalVel;
lastFinalVel = final;
return out_;
}
protected Force Target(ForceProps force, Vector3 direction)
{
Force out_ = GetForce(force);
if (out_ == null)
{
out_ = new Force(force, direction);
active_forces.Add(out_.properties.Name, out_);
}
return out_;
}
}
}

12
New Unity Project/Assets/Scripts/Forces/ForceController.cs.meta

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63
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs

@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
namespace Forces
{
public enum ForceMode { Force, Impulse, Aceleration }
/// <summary>
/// Label force static information
/// </summary>
[System.Serializable]
public struct ForceProps
{
/// <summary>
/// indetify instance id
/// </summary>
public string Name;
/// <summary>
/// inertia value when starts in seconds (fade in)
/// </summary>
public float inertia_in;
/// <summary>
/// inertia value when ends in seconds (fade out)
/// </summary>
public float inertia_out;
/// <summary>
/// time calling without Update
/// </summary>
public float impulse;
/// <summary>
/// goal speed
/// </summary>
public float target_speed;
/// <summary>
/// mode of applying this force
/// </summary>
public ForceMode forceMode;
public ForceProps(string Name, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f)
{
this.Name = Name;
this.target_speed = target_speed;
this.inertia_in = inertia_in;
this.inertia_out = inertia_out;
this.impulse = impulse;
this.forceMode = impulse > 0.0f ? ForceMode.Impulse : ForceMode.Force;
}
}
/// <summary>
/// Target force and new vector to apply
/// </summary>
public struct Force2Call
{
public Vector3 direction;
public Force force;
public Force2Call(Vector3 direction, Force force)
{
this.direction = direction;
this.force = force;
}
}
}

12
New Unity Project/Assets/Scripts/Forces/ForceStruct.cs.meta

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104
New Unity Project/Assets/Scripts/Player.cs

@ -0,0 +1,104 @@
using UnityEngine;
using System.Collections;
using Forces;
public class Player : MonoBehaviour {
public float weight = 20.0f;
protected new Collider collider;
protected Rigidbody rigidBody;
protected Vector3 velocity;
protected ForceController controller;
public ForceProps[] forces;
protected bool grounding;
void Awake ()
{
rigidBody = GetComponent<Rigidbody>();
controller = new ForceController();
collider = GetComponent<Collider>();
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.3f)
{
float value = Mathf.Sign(Input.GetAxis("Horizontal"));
controller.AddForce(forces[0], Vector3.right * value);
}
if (Input.GetButtonDown("A") && grounding)
{
controller.AddForce(forces[1], Vector3.up);
}
}
void FixedUpdate ()
{
Step();
}
void OnLanded ()
{
controller.DestroyForce(forces[1]);
velocity.y = 0.0f;
}
void Step ()
{
bool lastGrounded = grounding;
velocity = rigidBody.velocity;
velocity.y += -8.0f * weight * Time.fixedDeltaTime;
Vector2 forceControllerVel = controller.Update();
velocity.x += forceControllerVel.x;
if (controller.GetForce(forces[1]) != null)
{
Debug.Log(forceControllerVel.y);
}
velocity.y += forceControllerVel.y;
grounding = IsGrounded();
if (lastGrounded != grounding)
{
if (grounding) OnLanded();
}
rigidBody.velocity = velocity;
}
bool IsGrounded()
{
Vector3[] raycastPoints =
{
new Vector3(collider.bounds.max.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z),
new Vector3(collider.bounds.min.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z),
new Vector3(collider.bounds.center.x, collider.bounds.min.y + 0.1f, collider.bounds.center.z)
};
for (int i = 0; i < raycastPoints.Length; i++)
{
//Debug.DrawRay(raycastPoints[i], Vector3.down * (0.1f + velocity.magnitude * Time.fixedDeltaTime));
if (Physics.Raycast(raycastPoints[i], Vector3.down, 0.1f + velocity.magnitude * Time.fixedDeltaTime))
{
return true;
}
}
return false;
}
}

12
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-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
-define:ENABLE_2D_PHYSICS
-define:ENABLE_4_6_FEATURES
-define:ENABLE_AUDIO
-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
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-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
-define:RENDER_SOFTWARE_CURSOR
-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
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-define:ENABLE_MOVIES
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-define:ENABLE_MONO
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-define:UNITY_EDITOR_WIN
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Assets/Scripts/playerController.cs
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
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62
New Unity Project/Temp/UnityTempFile-74d49d78ff517db448faff6cc0f2c2c4

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-define:UNITY_5_0_2
-define:UNITY_5_0
-define:UNITY_5
-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
-define:ENABLE_2D_PHYSICS
-define:ENABLE_4_6_FEATURES
-define:ENABLE_AUDIO
-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
-define:ENABLE_AUDIOMIXER_SUSPEND
-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
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-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
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-define:ENABLE_MOVIES
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Assets/Scripts/cameraController.cs
Assets/Scripts/cameraController01.cs
Assets/Scripts/playerController.cs
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60
New Unity Project/Temp/UnityTempFile-7e716ff02d4a4aa46b3bffc7f377fcdb

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-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
-define:ENABLE_2D_PHYSICS
-define:ENABLE_4_6_FEATURES
-define:ENABLE_AUDIO
-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
-define:ENABLE_AUDIOMIXER_SUSPEND
-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
-define:RENDER_SOFTWARE_CURSOR
-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
-define:ENABLE_TEXTUREID_MAP
-define:ENABLE_RUNTIME_GI
-define:ENABLE_MOVIES
-define:ENABLE_NETWORK
-define:ENABLE_MONO
-define:ENABLE_PROFILER
-define:UNITY_EDITOR
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Assets/Scripts/playerController.cs
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
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61
New Unity Project/Temp/UnityTempFile-854c78282f387bc4997b08aee17c4639

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-define:UNITY_5_0_2
-define:UNITY_5_0
-define:UNITY_5
-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
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-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
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-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
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-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
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-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
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-define:ENABLE_MOVIES
-define:ENABLE_NETWORK
-define:ENABLE_MONO
-define:ENABLE_PROFILER
-define:UNITY_EDITOR
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-define:UNITY_EDITOR_WIN
Assets/Scripts/cameraController01.cs
Assets/Scripts/playerController.cs
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61
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-define:UNITY_5_0_2
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-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
-define:ENABLE_AUDIOMIXER_SUSPEND
-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
-define:RENDER_SOFTWARE_CURSOR
-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
-define:ENABLE_TEXTUREID_MAP
-define:ENABLE_RUNTIME_GI
-define:ENABLE_MOVIES
-define:ENABLE_NETWORK
-define:ENABLE_MONO
-define:ENABLE_PROFILER
-define:UNITY_EDITOR
-define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN
Assets/Scripts/cameraController.cs
Assets/Scripts/playerController.cs
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Xml.Linq.dll"

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@ -1,61 +0,0 @@
-debug
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-nowarn:0169
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-r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll"
-r:"C:\Program Files\Unity\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.Xcode.dll"
-define:UNITY_5_0_2
-define:UNITY_5_0
-define:UNITY_5
-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
-define:ENABLE_2D_PHYSICS
-define:ENABLE_4_6_FEATURES
-define:ENABLE_AUDIO
-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
-define:ENABLE_AUDIOMIXER_SUSPEND
-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
-define:RENDER_SOFTWARE_CURSOR
-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
-define:ENABLE_TEXTUREID_MAP
-define:ENABLE_RUNTIME_GI
-define:ENABLE_MOVIES
-define:ENABLE_NETWORK
-define:ENABLE_MONO
-define:ENABLE_PROFILER
-define:UNITY_EDITOR
-define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN
Assets/Scripts/cameraController.cs
Assets/Scripts/playerController.cs
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Xml.Linq.dll"

61
New Unity Project/Temp/UnityTempFile-bb19a2371b59bfe46835496daf88030a

@ -1,61 +0,0 @@
-debug
-target:library
-nowarn:0169
-out:Temp/Assembly-CSharp.dll
-r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll"
-r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll"
-r:"C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll"
-r:"C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll"
-r:"C:\Program Files\Unity\Editor\Data\PlaybackEngines\iossupport\UnityEditor.iOS.Extensions.Xcode.dll"
-define:UNITY_5_0_2
-define:UNITY_5_0
-define:UNITY_5
-define:ENABLE_LICENSE_RENAME
-define:ENABLE_NEW_BUGREPORTER
-define:ENABLE_2D_PHYSICS
-define:ENABLE_4_6_FEATURES
-define:ENABLE_AUDIO
-define:ENABLE_CACHING
-define:ENABLE_CLOTH
-define:ENABLE_DUCK_TYPING
-define:ENABLE_FRAME_DEBUGGER
-define:ENABLE_GENERICS
-define:ENABLE_HOME_SCREEN
-define:ENABLE_IMAGEEFFECTS
-define:ENABLE_LIGHT_PROBES_LEGACY
-define:ENABLE_MICROPHONE
-define:ENABLE_MULTIPLE_DISPLAYS
-define:ENABLE_NEW_HIERARCHY
-define:ENABLE_PHYSICS
-define:ENABLE_PHYSICS_PHYSX3
-define:ENABLE_PLUGIN_INSPECTOR
-define:ENABLE_SHADOWS
-define:ENABLE_SINGLE_INSTANCE_BUILD_SETTING
-define:ENABLE_SPRITES
-define:ENABLE_TERRAIN
-define:ENABLE_UNITYEVENTS
-define:ENABLE_WEBCAM
-define:ENABLE_WWW
-define:ENABLE_AUDIOMIXER_SUSPEND
-define:ENABLE_NONPRO
-define:INCLUDE_DYNAMIC_GI
-define:INCLUDE_GI
-define:INCLUDE_IL2CPP
-define:PLATFORM_SUPPORTS_MONO
-define:RENDER_SOFTWARE_CURSOR
-define:UNITY_STANDALONE_WIN
-define:UNITY_STANDALONE
-define:ENABLE_SUBSTANCE
-define:ENABLE_TEXTUREID_MAP
-define:ENABLE_RUNTIME_GI
-define:ENABLE_MOVIES
-define:ENABLE_NETWORK
-define:ENABLE_MONO
-define:ENABLE_PROFILER
-define:UNITY_EDITOR
-define:UNITY_EDITOR_64
-define:UNITY_EDITOR_WIN
Assets/Scripts/cameraController01.cs
Assets/Scripts/playerController.cs
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Runtime.Serialization.dll"
-r:"C:\Program Files\Unity\Editor\Data\Mono\lib\mono\unity\System.Xml.Linq.dll"

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New Unity Project/Temp/__EditModeScene

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