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13 Commits
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ba23cf7489 |
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|
||||||
targetEasing: 2
|
|
||||||
currentSmoothing: 1
|
|
||||||
defaultValue: 1
|
|
||||||
defaultSmoothing: 1
|
|
||||||
defaultEasing: 2
|
|
||||||
gravityScale:
|
|
||||||
targetValue: 1
|
|
||||||
currentValue: 1
|
|
||||||
targetSmoothing: 1
|
|
||||||
targetEasing: 2
|
|
||||||
currentSmoothing: 1
|
|
||||||
defaultValue: 1
|
|
||||||
defaultSmoothing: 1
|
|
||||||
defaultEasing: 2
|
|
||||||
facingDirection:
|
|
||||||
targetValue: 4
|
|
||||||
currentValue: 4
|
|
||||||
targetSmoothing: 1
|
|
||||||
targetEasing: 2
|
|
||||||
currentSmoothing: 1
|
|
||||||
defaultValue: 4
|
|
||||||
defaultSmoothing: 1
|
|
||||||
defaultEasing: 2
|
|
||||||
rotationSpeed:
|
|
||||||
targetValue: 5
|
|
||||||
currentValue: 5
|
|
||||||
targetSmoothing: 1
|
|
||||||
targetEasing: 2
|
|
||||||
currentSmoothing: 1
|
|
||||||
defaultValue: 5
|
|
||||||
defaultSmoothing: 1
|
|
||||||
defaultEasing: 2
|
|
||||||
specifiedRotation: {x: 0, y: 0, z: 0}
|
|
||||||
--- !u!1 &1698015116
|
--- !u!1 &1698015116
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -9467,3 +9463,4 @@ SceneRoots:
|
|||||||
- {fileID: 1291419217}
|
- {fileID: 1291419217}
|
||||||
- {fileID: 797489998}
|
- {fileID: 797489998}
|
||||||
- {fileID: 1668865122}
|
- {fileID: 1668865122}
|
||||||
|
- {fileID: 332821856}
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ namespace Reset.Units {
|
|||||||
|
|
||||||
[Category("Reset/Movement")]
|
[Category("Reset/Movement")]
|
||||||
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
|
||||||
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
|
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", UnitFacingDirection.TowardsTarget);
|
||||||
[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
|
[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
|
||||||
|
|
||||||
//Use for initialization. This is called only once in the lifetime of the task.
|
//Use for initialization. This is called only once in the lifetime of the task.
|
||||||
|
|||||||
7
Assets/Scripts/Core/IUnitTargetProvider.cs
Normal file
7
Assets/Scripts/Core/IUnitTargetProvider.cs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
public interface IUnitTargetProvider{
|
||||||
|
public GameObject UnitTarget{ get; }
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/Core/IUnitTargetProvider.cs.meta
Normal file
3
Assets/Scripts/Core/IUnitTargetProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0c49825086c41e0990e5fa5d3f0041c
|
||||||
|
timeCreated: 1761269267
|
||||||
@@ -15,7 +15,7 @@ using Vector2 = UnityEngine.Vector2;
|
|||||||
using Vector3 = UnityEngine.Vector3;
|
using Vector3 = UnityEngine.Vector3;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class LockOnManager : MonoBehaviour{
|
public class LockOnManager : UnitComponent, IUnitTargetProvider {
|
||||||
public class ActiveLockOnTarget{
|
public class ActiveLockOnTarget{
|
||||||
public GameObject gameObject;
|
public GameObject gameObject;
|
||||||
public float targetWeight;
|
public float targetWeight;
|
||||||
@@ -24,6 +24,9 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public static LockOnManager Instance;
|
public static LockOnManager Instance;
|
||||||
|
|
||||||
|
// IUnitTargetProvider
|
||||||
|
public GameObject UnitTarget => mainTarget.gameObject;
|
||||||
|
|
||||||
// Lock On settings
|
// Lock On settings
|
||||||
[Space(5)] public float lockOnRange = 40f;
|
[Space(5)] public float lockOnRange = 40f;
|
||||||
@@ -47,13 +50,13 @@ namespace Reset.Units{
|
|||||||
private VisualElement elementRoot;
|
private VisualElement elementRoot;
|
||||||
|
|
||||||
private void Awake(){
|
private void Awake(){
|
||||||
// // Register as singleton
|
// Register as singleton
|
||||||
// if (Instance == null) {
|
if (Instance == null && Unit.UnitIsLocal()) {
|
||||||
// Instance = this;
|
Instance = this;
|
||||||
// } else {
|
} else {
|
||||||
// this.enabled = false;
|
enabled = false;
|
||||||
// return;
|
return;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// References from camera
|
// References from camera
|
||||||
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
||||||
@@ -310,5 +313,4 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -5,18 +5,20 @@ namespace Reset.Units{
|
|||||||
private bool enabledAsHost = true;
|
private bool enabledAsHost = true;
|
||||||
|
|
||||||
private Unit _unit;
|
private Unit _unit;
|
||||||
|
|
||||||
internal Unit Unit{
|
internal Unit Unit{
|
||||||
get {
|
get {
|
||||||
if (_unit != null) {
|
if (_unit == null) { _unit = GetComponent<Unit>(); }
|
||||||
return _unit;
|
|
||||||
}
|
|
||||||
|
|
||||||
_unit = GetComponent<Unit>();
|
|
||||||
|
|
||||||
return _unit;
|
return _unit;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private UnitMovementHandler _movement;
|
||||||
|
internal UnitMovementHandler Movement{
|
||||||
|
get {
|
||||||
|
if (_movement == null) { _movement = GetComponent<UnitMovementHandler>(); }
|
||||||
|
return _movement;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void DisableComponent(){
|
void DisableComponent(){
|
||||||
enabledAsHost = false;
|
enabledAsHost = false;
|
||||||
|
|||||||
@@ -5,7 +5,10 @@ using Unity.Netcode;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class Enemy : Unit, ILockOnTarget, IKillable {
|
public class Enemy : Unit, ILockOnTarget, IKillable{
|
||||||
|
// Spawn Info
|
||||||
|
public EnemySpawn relatedSpawner;
|
||||||
|
|
||||||
// Lock-On
|
// Lock-On
|
||||||
public float lockonTargetRadius{ get; set; } = 10f;
|
public float lockonTargetRadius{ get; set; } = 10f;
|
||||||
[ShowInInspector]
|
[ShowInInspector]
|
||||||
|
|||||||
8
Assets/Scripts/Units/Enemy/EnemyCombat.cs
Normal file
8
Assets/Scripts/Units/Enemy/EnemyCombat.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
public class EnemyCombat : UnitCombat, IUnitTargetProvider{
|
||||||
|
public GameObject target;
|
||||||
|
public GameObject UnitTarget => target;
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/Units/Enemy/EnemyCombat.cs.meta
Normal file
3
Assets/Scripts/Units/Enemy/EnemyCombat.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f1528d25d3d94df59161993cb28bcb17
|
||||||
|
timeCreated: 1761269778
|
||||||
121
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
Normal file
121
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
Normal file
@@ -0,0 +1,121 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Numerics;
|
||||||
|
using Pathfinding;
|
||||||
|
using Pathfinding.Drawing;
|
||||||
|
using UnityEngine;
|
||||||
|
using Vector2 = UnityEngine.Vector2;
|
||||||
|
using Vector3 = UnityEngine.Vector3;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
[RequireComponent(typeof(Seeker))]
|
||||||
|
public class EnemyPathfinding : UnitComponent, IUnitDirectionProvider{
|
||||||
|
public Vector2 Direction{ get; set; }
|
||||||
|
|
||||||
|
private Seeker seeker;
|
||||||
|
|
||||||
|
public float nextWaypointDistance = 3;
|
||||||
|
private int currentWaypoint;
|
||||||
|
|
||||||
|
public Path path;
|
||||||
|
public bool reachedEndOfPath;
|
||||||
|
|
||||||
|
private Coroutine wanderPathCoroutine;
|
||||||
|
|
||||||
|
public void Start(){
|
||||||
|
seeker = GetComponent<Seeker>();
|
||||||
|
|
||||||
|
Enemy thisEnemy = (Unit as Enemy);
|
||||||
|
|
||||||
|
if (thisEnemy.relatedSpawner){
|
||||||
|
seeker.graphMask = GraphMask.FromGraph(thisEnemy.relatedSpawner.relatedGraph);
|
||||||
|
} else {
|
||||||
|
Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
StartCoroutine(WaitForWanderPath());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator WaitForWanderPath(){
|
||||||
|
yield return new WaitForSeconds(Random.Range(1f, 7f));
|
||||||
|
StartWanderPath();
|
||||||
|
|
||||||
|
wanderPathCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
void StartWanderPath(){
|
||||||
|
Enemy thisEnemy = (Unit as Enemy);
|
||||||
|
Vector3 pathTargetPos = transform.position;
|
||||||
|
|
||||||
|
if (thisEnemy.relatedSpawner) {
|
||||||
|
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 randomizedDestination = new Vector3(
|
||||||
|
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
|
||||||
|
0f,
|
||||||
|
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
|
||||||
|
);
|
||||||
|
|
||||||
|
pathTargetPos += randomizedDestination;
|
||||||
|
|
||||||
|
seeker.StartPath(transform.position, pathTargetPos, OnPathComplete);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPathComplete(Path p){
|
||||||
|
if (!p.error) {
|
||||||
|
path = p;
|
||||||
|
// Reset the waypoint counter so that we start to move towards the first point in the path
|
||||||
|
currentWaypoint = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update(){
|
||||||
|
if (path == null) {
|
||||||
|
// We have no path to follow yet, so don't do anything
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
reachedEndOfPath = false;
|
||||||
|
// The distance to the next waypoint in the path
|
||||||
|
float distanceToWaypoint;
|
||||||
|
|
||||||
|
while (true) {
|
||||||
|
// If you want maximum performance you can check the squared distance instead to get rid of a
|
||||||
|
// square root calculation. But that is outside the scope of this tutorial.
|
||||||
|
distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
|
||||||
|
if (distanceToWaypoint < nextWaypointDistance) {
|
||||||
|
// Check if there is another waypoint or if we have reached the end of the path
|
||||||
|
if (currentWaypoint + 1 < path.vectorPath.Count) {
|
||||||
|
currentWaypoint++;
|
||||||
|
} else {
|
||||||
|
// Set a status variable to indicate that the agent has reached the end of the path.
|
||||||
|
// You can use this to trigger some special code if your game requires that.
|
||||||
|
reachedEndOfPath = true;
|
||||||
|
|
||||||
|
if (wanderPathCoroutine == null) {
|
||||||
|
wanderPathCoroutine = StartCoroutine(WaitForWanderPath());
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pass the direction to the direction handler interface
|
||||||
|
if (currentWaypoint + 1 == path.vectorPath.Count) {
|
||||||
|
Direction = (path.vectorPath[currentWaypoint] - transform.position).ToVector2();
|
||||||
|
Direction = Vector3.ClampMagnitude(Direction, 1f);
|
||||||
|
} else {
|
||||||
|
Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw an indicator for the path
|
||||||
|
Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f);
|
||||||
|
Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
3
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs.meta
Normal file
3
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1a67969fa2454c8f8b5c84c31c95d890
|
||||||
|
timeCreated: 1761268522
|
||||||
@@ -1,47 +1,65 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Drawing;
|
using Drawing;
|
||||||
|
using Pathfinding;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class EnemySpawn : MonoBehaviour{
|
namespace Reset.Units{
|
||||||
public float radius = 30f;
|
public class EnemySpawn : MonoBehaviour{
|
||||||
|
public float radius = 30f;
|
||||||
|
|
||||||
public int minimumEnemies = 1;
|
public int minimumEnemies = 1;
|
||||||
public int maximumEnemies = 5;
|
public int maximumEnemies = 5;
|
||||||
|
|
||||||
public Vector2 enemyCount;
|
|
||||||
|
|
||||||
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
|
public Vector2 enemyCount;
|
||||||
public GameObject enemy;
|
|
||||||
|
|
||||||
public List<GameObject> enemies;
|
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
|
||||||
|
public GameObject enemy;
|
||||||
void Start(){
|
|
||||||
SpawnEnemies();
|
|
||||||
}
|
|
||||||
|
|
||||||
void SpawnEnemies(){
|
public List<GameObject> enemies;
|
||||||
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
|
|
||||||
|
|
||||||
for (int i = 0; i < count; i++) {
|
public GridGraph relatedGraph;
|
||||||
Vector3 newPosition = transform.position;
|
|
||||||
|
|
||||||
float randomX = Random.Range(-(radius / 2f), radius / 2f);
|
void Start(){
|
||||||
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
|
CreateAstarGraph();
|
||||||
|
SpawnEnemies();
|
||||||
|
}
|
||||||
|
|
||||||
newPosition += new Vector3(randomX, transform.position.y, randomZ);
|
void CreateAstarGraph(){
|
||||||
|
relatedGraph = AstarPath.active.data.AddGraph(typeof(GridGraph)) as GridGraph;
|
||||||
|
|
||||||
float randomRot = Random.Range(0f, 360f);
|
relatedGraph.SetDimensions(Mathf.FloorToInt(radius) * 2, Mathf.FloorToInt(radius) * 2, 1f);
|
||||||
|
relatedGraph.collision.diameter = 3f;
|
||||||
|
|
||||||
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
|
AstarPath.active.Scan(relatedGraph);
|
||||||
|
|
||||||
enemies.Add(newEnemy);
|
GetComponent<ProceduralGraphMover>().graph = relatedGraph;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpawnEnemies(){
|
||||||
|
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++) {
|
||||||
|
Vector3 newPosition = transform.position;
|
||||||
|
|
||||||
|
float randomX = Random.Range(-(radius / 2f), radius / 2f);
|
||||||
|
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
|
||||||
|
|
||||||
|
newPosition += new Vector3(randomX, transform.position.y, randomZ);
|
||||||
|
|
||||||
|
float randomRot = Random.Range(0f, 360f);
|
||||||
|
|
||||||
|
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
|
||||||
|
newEnemy.GetComponent<Enemy>().relatedSpawner = this;
|
||||||
|
|
||||||
|
enemies.Add(newEnemy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update(){
|
||||||
|
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
}
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
7
Assets/Scripts/Units/IUnitDirectionProvider.cs
Normal file
7
Assets/Scripts/Units/IUnitDirectionProvider.cs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
public interface IUnitDirectionProvider{
|
||||||
|
public Vector2 Direction{ get; }
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/Units/IUnitDirectionProvider.cs.meta
Normal file
3
Assets/Scripts/Units/IUnitDirectionProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ba6af7dc2e654035a720449447af3fa8
|
||||||
|
timeCreated: 1761268431
|
||||||
@@ -13,14 +13,17 @@ using Sirenix.OdinInspector;
|
|||||||
using Unity.Cinemachine;
|
using Unity.Cinemachine;
|
||||||
using Object = UnityEngine.Object;
|
using Object = UnityEngine.Object;
|
||||||
|
|
||||||
public class PlayerControls : MonoBehaviour{
|
public class PlayerControls : MonoBehaviour, IUnitDirectionProvider{
|
||||||
// References
|
// References
|
||||||
private Player thisPlayer;
|
private Player thisPlayer;
|
||||||
|
|
||||||
private PlayerInput input;
|
private PlayerInput input;
|
||||||
private SignalDefinition inputSignal;
|
private SignalDefinition inputSignal;
|
||||||
private SignalDefinition blockSignal;
|
private SignalDefinition blockSignal;
|
||||||
|
|
||||||
|
// IUnitDirectionProvider
|
||||||
|
public Vector2 Direction => rawMoveInput;
|
||||||
|
|
||||||
// TODO: Turn these into accessors
|
// TODO: Turn these into accessors
|
||||||
public Vector2 rawMoveInput;
|
public Vector2 rawMoveInput;
|
||||||
public Vector2 rawLookInput;
|
public Vector2 rawLookInput;
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public enum PlayerFacingDirection{
|
public enum UnitFacingDirection{
|
||||||
TowardsTarget = 0,
|
TowardsTarget = 0,
|
||||||
MatchInput,
|
MatchInput,
|
||||||
MatchCamera,
|
MatchCamera,
|
||||||
@@ -31,7 +31,7 @@ namespace Reset.Units{
|
|||||||
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
|
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
|
||||||
|
|
||||||
// Rotation
|
// Rotation
|
||||||
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
|
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<UnitFacingDirection> facingDirection = new SettingValue<UnitFacingDirection>(initValue: UnitFacingDirection.Momentum);
|
||||||
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
|
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
|
|||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class UnitMovementHandler : UnitComponent{
|
public class UnitMovementHandler : UnitComponent {
|
||||||
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
||||||
public ResolvedMovement resolvedMovement;
|
public ResolvedMovement resolvedMovement;
|
||||||
|
|
||||||
@@ -19,8 +19,8 @@ namespace Reset.Units{
|
|||||||
|
|
||||||
// References
|
// References
|
||||||
private CharacterController controller;
|
private CharacterController controller;
|
||||||
private PlayerControls controls;
|
private IUnitDirectionProvider directionProvider;
|
||||||
private LockOnManager lockOnManager;
|
private IUnitTargetProvider targetProvider;
|
||||||
|
|
||||||
// Movement Data
|
// Movement Data
|
||||||
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
|
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
|
||||||
@@ -30,8 +30,8 @@ namespace Reset.Units{
|
|||||||
|
|
||||||
void Awake(){
|
void Awake(){
|
||||||
controller = GetComponent<CharacterController>();
|
controller = GetComponent<CharacterController>();
|
||||||
controls = GetComponent<PlayerControls>();
|
directionProvider = GetComponent<IUnitDirectionProvider>();
|
||||||
lockOnManager = GetComponent<LockOnManager>();
|
targetProvider = GetComponent<IUnitTargetProvider>();
|
||||||
|
|
||||||
InitAllSettings();
|
InitAllSettings();
|
||||||
}
|
}
|
||||||
@@ -59,7 +59,7 @@ namespace Reset.Units{
|
|||||||
// Update the direction, called every frame
|
// Update the direction, called every frame
|
||||||
private void UpdateCurrentDirection(){
|
private void UpdateCurrentDirection(){
|
||||||
// Get input value
|
// Get input value
|
||||||
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
|
Vector2 targetDirection = new Vector2(directionProvider.Direction.x, directionProvider.Direction.y);
|
||||||
|
|
||||||
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
|
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
|
||||||
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
||||||
@@ -97,7 +97,7 @@ namespace Reset.Units{
|
|||||||
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
|
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, directionProvider.Direction.magnitude);
|
||||||
|
|
||||||
// Commit the new direction
|
// Commit the new direction
|
||||||
resolvedMovement.moveDirection.World = newDirection;
|
resolvedMovement.moveDirection.World = newDirection;
|
||||||
@@ -108,7 +108,7 @@ namespace Reset.Units{
|
|||||||
// ""Smooth"" the speed
|
// ""Smooth"" the speed
|
||||||
float smoothedSpeed;
|
float smoothedSpeed;
|
||||||
|
|
||||||
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
|
if (resolvedMovement.moveDirection.Local.magnitude < directionProvider.Direction.magnitude) {
|
||||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
|
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
|
||||||
} else {
|
} else {
|
||||||
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
|
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
|
||||||
@@ -135,42 +135,42 @@ namespace Reset.Units{
|
|||||||
// Update the rotation, called every frame
|
// Update the rotation, called every frame
|
||||||
private void UpdateCurrentRotation(){
|
private void UpdateCurrentRotation(){
|
||||||
// Get input value
|
// Get input value
|
||||||
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
|
Vector3 inputMovement = new Vector3(directionProvider.Direction.x, 0f, directionProvider.Direction.y);
|
||||||
|
|
||||||
Quaternion targetRotation = Quaternion.identity;
|
Quaternion targetRotation = Quaternion.identity;
|
||||||
// Switch the desired rotation based on current movement setting
|
// Switch the desired rotation based on current movement setting
|
||||||
switch (data.facingDirection.Value) {
|
switch (data.facingDirection.Value) {
|
||||||
// Just look at target
|
// Just look at target
|
||||||
case PlayerFacingDirection.TowardsTarget:
|
case UnitFacingDirection.TowardsTarget:
|
||||||
// Look directly at the target
|
// Look directly at the target
|
||||||
if (lockOnManager.mainTarget == null) {
|
if (targetProvider.UnitTarget == null) {
|
||||||
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
|
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
|
||||||
data.facingDirection.Value = PlayerFacingDirection.Static;
|
data.facingDirection.Value = UnitFacingDirection.Static;
|
||||||
data.facingDirection.currentValue = PlayerFacingDirection.Static;
|
data.facingDirection.currentValue = UnitFacingDirection.Static;
|
||||||
|
|
||||||
targetRotation = transform.rotation;
|
targetRotation = transform.rotation;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
|
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position));
|
||||||
break;
|
break;
|
||||||
case PlayerFacingDirection.Momentum:
|
case UnitFacingDirection.Momentum:
|
||||||
// Look towards the current direction the agent is moving
|
// Look towards the current direction the agent is moving
|
||||||
if (inputMovement.magnitude > .05f){
|
if (inputMovement.magnitude > .05f){
|
||||||
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case PlayerFacingDirection.MatchInput:
|
case UnitFacingDirection.MatchInput:
|
||||||
// Look towards the input direction- similar to Momentum but snappier
|
// Look towards the input direction- similar to Momentum but snappier
|
||||||
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
|
if (directionProvider.Direction.magnitude < 0.05f) { break; }
|
||||||
|
|
||||||
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
|
||||||
break;
|
break;
|
||||||
case PlayerFacingDirection.MatchCamera:
|
case UnitFacingDirection.MatchCamera:
|
||||||
// Look the same direction as the camera
|
// Look the same direction as the camera
|
||||||
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
|
||||||
break;
|
break;
|
||||||
case PlayerFacingDirection.Static:
|
case UnitFacingDirection.Static:
|
||||||
// Don't change
|
// Don't change
|
||||||
targetRotation = resolvedMovement.rotation;
|
targetRotation = resolvedMovement.rotation;
|
||||||
break;
|
break;
|
||||||
@@ -179,9 +179,9 @@ namespace Reset.Units{
|
|||||||
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
||||||
|
|
||||||
// Add the current input into the created rotation
|
// Add the current input into the created rotation
|
||||||
if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
|
if (data.facingDirection.Value == UnitFacingDirection.MatchCamera || data.facingDirection.Value == UnitFacingDirection.TowardsTarget) {
|
||||||
resolvedMovement.rotation = targetRotation;
|
resolvedMovement.rotation = targetRotation;
|
||||||
} else if (controls.rawMoveInput.sqrMagnitude > .1){
|
} else if (directionProvider.Direction.sqrMagnitude > .1){
|
||||||
resolvedMovement.rotation = targetRotation;
|
resolvedMovement.rotation = targetRotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -391,6 +391,7 @@ namespace Reset.Units{
|
|||||||
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
|
||||||
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,7 +14,9 @@
|
|||||||
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
|
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
|
||||||
"GUID:5540e30183c82e84b954c033c388e06c",
|
"GUID:5540e30183c82e84b954c033c388e06c",
|
||||||
"GUID:fe25561d224ed4743af4c60938a59d0b",
|
"GUID:fe25561d224ed4743af4c60938a59d0b",
|
||||||
"GUID:37e17ffe38d86ae48bc3207e83ffef88"
|
"GUID:37e17ffe38d86ae48bc3207e83ffef88",
|
||||||
|
"GUID:efa45043feb7e4147a305b73b5cea642",
|
||||||
|
"GUID:f4059aaf6c60a4a58a177a2609feb769"
|
||||||
],
|
],
|
||||||
"includePlatforms": [],
|
"includePlatforms": [],
|
||||||
"excludePlatforms": [],
|
"excludePlatforms": [],
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3c37fe734c185fc48b50bb4fc19e7537
|
guid: a4ea9f82528f3024da71454257341643
|
||||||
AssemblyDefinitionImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
@@ -14,6 +14,29 @@
|
|||||||
"com.unity.ugui": "1.0.0"
|
"com.unity.ugui": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"com.arongranberg.astar": {
|
||||||
|
"version": "file:com.arongranberg.astar",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "embedded",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.burst": "1.8.7",
|
||||||
|
"com.unity.collections": "1.5.1",
|
||||||
|
"com.unity.mathematics": "1.2.6",
|
||||||
|
"com.unity.modules.animation": "1.0.0",
|
||||||
|
"com.unity.modules.assetbundle": "1.0.0",
|
||||||
|
"com.unity.modules.audio": "1.0.0",
|
||||||
|
"com.unity.modules.imgui": "1.0.0",
|
||||||
|
"com.unity.modules.particlesystem": "1.0.0",
|
||||||
|
"com.unity.modules.physics": "1.0.0",
|
||||||
|
"com.unity.modules.physics2d": "1.0.0",
|
||||||
|
"com.unity.modules.terrain": "1.0.0",
|
||||||
|
"com.unity.modules.terrainphysics": "1.0.0",
|
||||||
|
"com.unity.modules.tilemap": "1.0.0",
|
||||||
|
"com.unity.modules.ui": "1.0.0",
|
||||||
|
"com.unity.modules.uielements": "1.0.0",
|
||||||
|
"com.unity.ugui": "1.0.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"com.singularitygroup.hotreload": {
|
"com.singularitygroup.hotreload": {
|
||||||
"version": "file:com.singularitygroup.hotreload",
|
"version": "file:com.singularitygroup.hotreload",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
|
|||||||
@@ -21,6 +21,11 @@
|
|||||||
"key": "editor.materialPalettePath",
|
"key": "editor.materialPalettePath",
|
||||||
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}"
|
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "VertexColorPalette.previousColorPalette",
|
||||||
|
"value": "{\"m_Value\":\"Assets/Map/Materials/BuildingsColor.asset\"}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "about.identifier",
|
"key": "about.identifier",
|
||||||
@@ -129,13 +134,23 @@
|
|||||||
{
|
{
|
||||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.LastSize.Cube",
|
"key": "ShapeBuilder.LastSize.Cube",
|
||||||
"value": "{\"m_Value\":{\"x\":20.036033630371095,\"y\":1.0208016633987427,\"z\":-17.9393310546875}}"
|
"value": "{\"m_Value\":{\"x\":1.0,\"y\":15.0,\"z\":1.0}}"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.LastSize.Stairs",
|
"key": "ShapeBuilder.LastSize.Stairs",
|
||||||
"value": "{\"m_Value\":{\"x\":-7.032182693481445,\"y\":2.840894937515259,\"z\":-7.309409141540527}}"
|
"value": "{\"m_Value\":{\"x\":-7.032182693481445,\"y\":2.840894937515259,\"z\":-7.309409141540527}}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.LastSize.Prism",
|
||||||
|
"value": "{\"m_Value\":{\"x\":-17.4999942779541,\"y\":9.000001907348633,\"z\":9.0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.LastSize.Plane",
|
||||||
|
"value": "{\"m_Value\":{\"x\":-1.0,\"y\":0.0,\"z\":7.0}}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.LastRotation.Cube",
|
"key": "ShapeBuilder.LastRotation.Cube",
|
||||||
@@ -146,6 +161,16 @@
|
|||||||
"key": "ShapeBuilder.LastRotation.Stairs",
|
"key": "ShapeBuilder.LastRotation.Stairs",
|
||||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.LastRotation.Prism",
|
||||||
|
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":-0.7071067690849304,\"w\":0.7071067690849304}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.LastRotation.Plane",
|
||||||
|
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.PivotLocation.Cube",
|
"key": "ShapeBuilder.PivotLocation.Cube",
|
||||||
@@ -156,6 +181,16 @@
|
|||||||
"key": "ShapeBuilder.PivotLocation.Stairs",
|
"key": "ShapeBuilder.PivotLocation.Stairs",
|
||||||
"value": "{\"m_Value\":0}"
|
"value": "{\"m_Value\":0}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.PivotLocation.Prism",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.PivotLocation.Plane",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "ShapeBuilder.Cube",
|
"key": "ShapeBuilder.Cube",
|
||||||
@@ -166,10 +201,20 @@
|
|||||||
"key": "ShapeBuilder.Stairs",
|
"key": "ShapeBuilder.Stairs",
|
||||||
"value": "{}"
|
"value": "{}"
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.Prism",
|
||||||
|
"value": "{}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "ShapeBuilder.Plane",
|
||||||
|
"value": "{}"
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "s_SelectMode",
|
"key": "s_SelectMode",
|
||||||
"value": "{\"m_Value\":1}"
|
"value": "{\"m_Value\":2}"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
@@ -185,6 +230,16 @@
|
|||||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
"key": "uv.uvEditorGridSnapIncrement",
|
"key": "uv.uvEditorGridSnapIncrement",
|
||||||
"value": "{\"m_Value\":0.125}"
|
"value": "{\"m_Value\":0.125}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "ExtrudeFaces.distance",
|
||||||
|
"value": "{\"m_Value\":0.5}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "editor.extrudeMethod",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|||||||
15
ProjectSettings/com.arongranberg.astar/settings.asset
Normal file
15
ProjectSettings/com.arongranberg.astar/settings.asset
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &1
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 53
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 21f007d651ef4ab42b597f1da9ad75cf, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier: AstarPathfindingProjectEditor::Pathfinding.PathfindingEditorSettings
|
||||||
|
hasShownWelcomeScreen: 1
|
||||||
Reference in New Issue
Block a user