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Easy Peasy First Person Controller - User Guide
|
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CONTROLS
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- Movement: WASD or arrow keys
|
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|
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|
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|
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|
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INSPECTOR SETTINGS
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|
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|
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- Walk Speed: 3 (walking speed)
|
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|
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|
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|
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|
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|
||||
- Slide Speed: 9 (slide speed)
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|
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|
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|
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|
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|
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|
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|
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|
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CUSTOMIZATION
|
||||
- Increase Sprint Speed (e.g., 7) for faster running.
|
||||
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|
||||
- Set Bob Amount to 0 to disable head bobbing.
|
||||
- Change Mouse Sensitivity for faster/slower camera movement.
|
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- Extend Slide Duration (e.g., 1) for longer slides.
|
||||
|
||||
TROUBLESHOOTING
|
||||
- Jumping not working?
|
||||
- Ensure Gravity is -9.81.
|
||||
- Check GroundCheck position: X=0, Y=-0.9, Z=0.
|
||||
- Verify Ground Mask includes the ground layer.
|
||||
- No movement?
|
||||
- Is the CharacterController enabled?
|
||||
- Are WASD keys blocked by another system (e.g., UI)?
|
||||
- Camera issues?
|
||||
- Confirm Player Camera and Camera Parent are assigned.
|
||||
- Check Camera position: X=0, Y=0, Z=0.
|
||||
- Check CameraParent position: X=0, Y=1, Z=0.
|
||||
- Sliding not working?
|
||||
- Is Can Slide enabled?
|
||||
- Press Left Control while sprinting.
|
||||
- Errors on play?
|
||||
- Check if Ground Check, Player Camera, or Camera Parent are missing.
|
||||
- Assign them in the Inspector.
|
||||
|
||||
TESTING
|
||||
1. Start the game.
|
||||
2. Try the controls:
|
||||
- WASD: You should move.
|
||||
- Space: You should jump about 1.5 units.
|
||||
- Left Shift: You should sprint, with FOV increasing to 70.
|
||||
- Left Control: You should crouch, reducing height to 1.
|
||||
- Left Control while sprinting: You should slide, speed reaching 9.
|
||||
3. Test in the Inspector:
|
||||
- Set Jump Height to 3, jump higher.
|
||||
- Disable Can Sprint, sprinting should stop.
|
||||
- Set Bob Amount to 0.2, head bobbing should increase.
|
||||
- Change Gravity to -15, you should fall faster.
|
||||
|
||||
NOTES
|
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using EasyPeasyFirstPersonController;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(FirstPersonController))]
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public class ReviewWindowEditor : Editor
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{
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private static string assetStoreUrl = "https://assetstore.unity.com/packages/slug/317073 ";
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static ReviewWindowEditor()
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{
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EditorApplication.hierarchyWindowItemOnGUI += DrawReviewIcon;
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}
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private static void DrawReviewIcon(int instanceID, Rect selectionRect)
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{
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GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
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if (go == null) return;
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if (go.GetComponent<FirstPersonController>() != null)
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{
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Rect iconRect = new Rect(selectionRect.xMax - 20, selectionRect.y, 16, 16);
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if (GUI.Button(iconRect, EditorGUIUtility.IconContent("Favorite", "| Rate this asset on Asset Store"), GUIStyle.none))
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{
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Application.OpenURL(assetStoreUrl);
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}
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packageName: Easy Peasy First Person Controller
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namespace EasyPeasyFirstPersonController
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{
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using System;
|
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using System.Collections;
|
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using UnityEngine;
|
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|
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public partial class FirstPersonController : MonoBehaviour
|
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{
|
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[Range(0, 100)] public float mouseSensitivity = 50f;
|
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[Range(0f, 200f)] private float snappiness = 100f;
|
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[Range(0f, 20f)] public float walkSpeed = 3f;
|
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[Range(0f, 30f)] public float sprintSpeed = 5f;
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[Range(0f, 10f)] public float crouchSpeed = 1.5f;
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public float crouchHeight = 1f;
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public float crouchCameraHeight = 1f;
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public float slideSpeed = 8f;
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public float slideDuration = 0.7f;
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public float slideFovBoost = 5f;
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public float slideTiltAngle = 5f;
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[Range(0f, 15f)] public float jumpSpeed = 3f;
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[Range(0f, 50f)] public float gravity = 9.81f;
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public bool coyoteTimeEnabled = true;
|
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[Range(0.01f, 0.3f)] public float coyoteTimeDuration = 0.2f;
|
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public float normalFov = 60f;
|
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public float sprintFov = 70f;
|
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public float fovChangeSpeed = 5f;
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public float walkingBobbingSpeed = 10f;
|
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public float bobbingAmount = 0.05f;
|
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private float sprintBobMultiplier = 1.5f;
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private float recoilReturnSpeed = 8f;
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public bool canSlide = true;
|
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public bool canJump = true;
|
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public bool canSprint = true;
|
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public bool canCrouch = true;
|
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public QueryTriggerInteraction ceilingCheckQueryTriggerInteraction = QueryTriggerInteraction.Ignore;
|
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public QueryTriggerInteraction groundCheckQueryTriggerInteraction = QueryTriggerInteraction.Ignore;
|
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public Transform groundCheck;
|
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public float groundDistance = 0.2f;
|
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public LayerMask groundMask;
|
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public Transform playerCamera;
|
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public Transform cameraParent;
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private float rotX, rotY;
|
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private float xVelocity, yVelocity;
|
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private CharacterController characterController;
|
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private Vector3 moveDirection = Vector3.zero;
|
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private bool isGrounded;
|
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private Vector2 moveInput;
|
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public bool isSprinting;
|
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public bool isCrouching;
|
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public bool isSliding;
|
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private float slideTimer;
|
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private float postSlideCrouchTimer;
|
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private Vector3 slideDirection;
|
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private float originalHeight;
|
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private float originalCameraParentHeight;
|
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private float coyoteTimer;
|
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private Camera cam;
|
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private AudioSource slideAudioSource;
|
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private float bobTimer;
|
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private float defaultPosY;
|
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private Vector3 recoil = Vector3.zero;
|
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private bool isLook = true, isMove = true;
|
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private float currentCameraHeight;
|
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private float currentBobOffset;
|
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private float currentFov;
|
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private float fovVelocity;
|
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private float currentSlideSpeed;
|
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private float slideSpeedVelocity;
|
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private float currentTiltAngle;
|
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private float tiltVelocity;
|
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|
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public float CurrentCameraHeight => isCrouching || isSliding ? crouchCameraHeight : originalCameraParentHeight;
|
||||
|
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private void Awake()
|
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{
|
||||
characterController = GetComponent<CharacterController>();
|
||||
cam = playerCamera.GetComponent<Camera>();
|
||||
originalHeight = characterController.height;
|
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originalCameraParentHeight = cameraParent.localPosition.y;
|
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defaultPosY = cameraParent.localPosition.y;
|
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slideAudioSource = gameObject.AddComponent<AudioSource>();
|
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slideAudioSource.playOnAwake = false;
|
||||
slideAudioSource.loop = false;
|
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Cursor.lockState = CursorLockMode.Locked;
|
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currentCameraHeight = originalCameraParentHeight;
|
||||
currentBobOffset = 0f;
|
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currentFov = normalFov;
|
||||
currentSlideSpeed = 0f;
|
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currentTiltAngle = 0f;
|
||||
|
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rotX = transform.rotation.eulerAngles.y;
|
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rotY = playerCamera.localRotation.eulerAngles.x;
|
||||
xVelocity = rotX;
|
||||
yVelocity = rotY;
|
||||
}
|
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|
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private void Update()
|
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{
|
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask, groundCheckQueryTriggerInteraction);
|
||||
if (isGrounded && moveDirection.y < 0)
|
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{
|
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moveDirection.y = -2f;
|
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coyoteTimer = coyoteTimeEnabled ? coyoteTimeDuration : 0f;
|
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}
|
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else if (coyoteTimeEnabled)
|
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{
|
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coyoteTimer -= Time.deltaTime;
|
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}
|
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|
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if (isLook)
|
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{
|
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float mouseX = Input.GetAxis("Mouse X") * 10 * mouseSensitivity * Time.deltaTime;
|
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float mouseY = Input.GetAxis("Mouse Y") * 10 * mouseSensitivity * Time.deltaTime;
|
||||
|
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rotX += mouseX;
|
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rotY -= mouseY;
|
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rotY = Mathf.Clamp(rotY, -90f, 90f);
|
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|
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xVelocity = Mathf.Lerp(xVelocity, rotX, snappiness * Time.deltaTime);
|
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yVelocity = Mathf.Lerp(yVelocity, rotY, snappiness * Time.deltaTime);
|
||||
|
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float targetTiltAngle = isSliding ? slideTiltAngle : 0f;
|
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currentTiltAngle = Mathf.SmoothDamp(currentTiltAngle, targetTiltAngle, ref tiltVelocity, 0.2f);
|
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playerCamera.transform.localRotation = Quaternion.Euler(yVelocity - currentTiltAngle, 0f, 0f);
|
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transform.rotation = Quaternion.Euler(0f, xVelocity, 0f);
|
||||
}
|
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|
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HandleHeadBob();
|
||||
|
||||
bool wantsToCrouch = canCrouch && Input.GetKey(KeyCode.LeftControl) && !isSliding;
|
||||
Vector3 point1 = transform.position + characterController.center - Vector3.up * (characterController.height * 0.5f);
|
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Vector3 point2 = point1 + Vector3.up * characterController.height * 0.6f;
|
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float capsuleRadius = characterController.radius * 0.95f;
|
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float castDistance = isSliding ? originalHeight + 0.2f : originalHeight - crouchHeight + 0.2f;
|
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bool hasCeiling = Physics.CapsuleCast(point1, point2, capsuleRadius, Vector3.up, castDistance, groundMask, ceilingCheckQueryTriggerInteraction);
|
||||
if (isSliding)
|
||||
{
|
||||
postSlideCrouchTimer = 0.3f;
|
||||
}
|
||||
if (postSlideCrouchTimer > 0)
|
||||
{
|
||||
postSlideCrouchTimer -= Time.deltaTime;
|
||||
isCrouching = canCrouch;
|
||||
}
|
||||
else
|
||||
{
|
||||
isCrouching = canCrouch && (wantsToCrouch || (hasCeiling && !isSliding));
|
||||
}
|
||||
|
||||
if (canSlide && isSprinting && Input.GetKeyDown(KeyCode.LeftControl) && isGrounded)
|
||||
{
|
||||
isSliding = true;
|
||||
slideTimer = slideDuration;
|
||||
slideDirection = moveInput.magnitude > 0.1f ? (transform.right * moveInput.x + transform.forward * moveInput.y).normalized : transform.forward;
|
||||
currentSlideSpeed = sprintSpeed;
|
||||
}
|
||||
|
||||
float slideProgress = slideTimer / slideDuration;
|
||||
if (isSliding)
|
||||
{
|
||||
slideTimer -= Time.deltaTime;
|
||||
if (slideTimer <= 0f || !isGrounded)
|
||||
{
|
||||
isSliding = false;
|
||||
}
|
||||
float targetSlideSpeed = slideSpeed * Mathf.Lerp(0.7f, 1f, slideProgress);
|
||||
currentSlideSpeed = Mathf.SmoothDamp(currentSlideSpeed, targetSlideSpeed, ref slideSpeedVelocity, 0.2f);
|
||||
characterController.Move(slideDirection * currentSlideSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
float targetHeight = isCrouching || isSliding ? crouchHeight : originalHeight;
|
||||
characterController.height = Mathf.Lerp(characterController.height, targetHeight, Time.deltaTime * 10f);
|
||||
characterController.center = new Vector3(0f, characterController.height * 0.5f, 0f);
|
||||
|
||||
float targetFov = isSprinting ? sprintFov : (isSliding ? sprintFov + (slideFovBoost * Mathf.Lerp(0f, 1f, 1f - slideProgress)) : normalFov);
|
||||
currentFov = Mathf.SmoothDamp(currentFov, targetFov, ref fovVelocity, 1f / fovChangeSpeed);
|
||||
cam.fieldOfView = currentFov;
|
||||
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
private void HandleHeadBob()
|
||||
{
|
||||
Vector3 horizontalVelocity = new Vector3(characterController.velocity.x, 0f, characterController.velocity.z);
|
||||
bool isMovingEnough = horizontalVelocity.magnitude > 0.1f;
|
||||
|
||||
float targetBobOffset = isMovingEnough ? Mathf.Sin(bobTimer) * bobbingAmount : 0f;
|
||||
currentBobOffset = Mathf.Lerp(currentBobOffset, targetBobOffset, Time.deltaTime * walkingBobbingSpeed);
|
||||
|
||||
if (!isGrounded || isSliding || isCrouching)
|
||||
{
|
||||
bobTimer = 0f;
|
||||
float targetCameraHeight = isCrouching || isSliding ? crouchCameraHeight : originalCameraParentHeight;
|
||||
currentCameraHeight = Mathf.Lerp(currentCameraHeight, targetCameraHeight, Time.deltaTime * 10f);
|
||||
cameraParent.localPosition = new Vector3(
|
||||
cameraParent.localPosition.x,
|
||||
currentCameraHeight + currentBobOffset,
|
||||
cameraParent.localPosition.z);
|
||||
recoil = Vector3.zero;
|
||||
cameraParent.localRotation = Quaternion.RotateTowards(cameraParent.localRotation, Quaternion.Euler(recoil), recoilReturnSpeed * Time.deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (isMovingEnough)
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using System.Collections;
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public class WaterReflection : MonoBehaviour
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Camera mainCamera;
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RenderReflection();
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BIN
assignment-four/Assets/New Terrain 1.asset
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userData:
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public class SinWave : MonoBehaviour
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{
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public float sinMultiplier = 1f;
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public float sinSpeed = 1f;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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@@ -12,5 +13,8 @@ public class SinWave : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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Vector3 currentLocation = gameObject.transform.position;
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@@ -342,6 +342,9 @@ MonoBehaviour:
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skyOcclusionIntensityMultiplier:
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assetPath: Assets/TutorialInfo/Icons/Help_Icon.png
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BIN
assignment-four/Assets/TutorialInfo/Icons/Water Shader icon.PNG
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uploadId: 422776
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@@ -8,235 +8,151 @@ using System.Reflection;
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[CustomEditor(typeof(Readme))]
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[InitializeOnLoad]
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public class ReadmeEditor : Editor
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{
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static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
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static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
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public class ReadmeEditor : Editor {
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static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
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static float kSpace = 16f;
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static ReadmeEditor()
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{
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EditorApplication.delayCall += SelectReadmeAutomatically;
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}
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static void SelectReadmeAutomatically()
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{
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if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
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{
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var readme = SelectReadme();
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SessionState.SetBool(kShowedReadmeSessionStateName, true);
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if (readme && !readme.loadedLayout)
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{
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LoadLayout();
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readme.loadedLayout = true;
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}
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}
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}
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static void LoadLayout()
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{
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var assembly = typeof(EditorApplication).Assembly;
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var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
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var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
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method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "IgniteCoders/Simple Water Shader/Info/Layout.wlt"), false});
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}
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[MenuItem("Documentation/Simple Water Shader")]
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static Readme SelectReadme()
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{
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var ids = AssetDatabase.FindAssets("Readme t:Readme");
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if (ids.Length == 1)
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{
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var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
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Selection.objects = new UnityEngine.Object[]{readmeObject};
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return (Readme)readmeObject;
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}
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else
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{
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Debug.Log("Couldn't find a readme");
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return null;
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}
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}
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protected override void OnHeaderGUI()
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{
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var readme = (Readme)target;
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Init();
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var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
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GUILayout.BeginHorizontal("In BigTitle");
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{
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GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
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GUILayout.Label(readme.title, TitleStyle);
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}
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GUILayout.EndHorizontal();
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}
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public override void OnInspectorGUI()
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{
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var readme = (Readme)target;
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Init();
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foreach (var section in readme.sections)
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{
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if (!string.IsNullOrEmpty(section.heading))
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{
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GUILayout.Label(section.heading, HeadingStyle);
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}
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if (!string.IsNullOrEmpty(section.text))
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{
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GUILayout.Label(section.text, BodyStyle);
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}
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if (!string.IsNullOrEmpty(section.linkText))
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{
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if (LinkLabel(new GUIContent(section.linkText)))
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{
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Application.OpenURL(section.url);
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}
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}
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GUILayout.Space(kSpace);
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}
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}
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bool m_Initialized;
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GUIStyle LinkStyle { get { return m_LinkStyle; } }
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[SerializeField] GUIStyle m_LinkStyle;
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GUIStyle TitleStyle { get { return m_TitleStyle; } }
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[SerializeField] GUIStyle m_TitleStyle;
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GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
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[SerializeField] GUIStyle m_HeadingStyle;
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GUIStyle BodyStyle { get { return m_BodyStyle; } }
|
||||
[SerializeField] GUIStyle m_BodyStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontSize = 18 ;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
const float k_Space = 16f;
|
||||
Handles.BeginGUI ();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI ();
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
|
||||
|
||||
static void RemoveTutorial()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Remove Readme Assets",
|
||||
|
||||
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
|
||||
"Proceed",
|
||||
"Cancel"))
|
||||
{
|
||||
if (Directory.Exists(s_ReadmeSourceDirectory))
|
||||
{
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
|
||||
}
|
||||
|
||||
var readmeAsset = SelectReadme();
|
||||
if (readmeAsset != null)
|
||||
{
|
||||
var path = AssetDatabase.GetAssetPath(readmeAsset);
|
||||
FileUtil.DeleteFileOrDirectory(path + ".meta");
|
||||
FileUtil.DeleteFileOrDirectory(path);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
|
||||
}
|
||||
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[] { readmeObject };
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
if (readme.icon != null)
|
||||
{
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
}
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.BeginVertical();
|
||||
{
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(k_Space);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle
|
||||
{
|
||||
get { return m_LinkStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle
|
||||
{
|
||||
get { return m_TitleStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle
|
||||
{
|
||||
get { return m_HeadingStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle
|
||||
{
|
||||
get { return m_BodyStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_BodyStyle;
|
||||
|
||||
GUIStyle ButtonStyle
|
||||
{
|
||||
get { return m_ButtonStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_ButtonStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
m_BodyStyle.richText = true;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
|
||||
m_ButtonStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI();
|
||||
|
||||
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button(position, label, LinkStyle);
|
||||
}
|
||||
return GUI.Button (position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -10,3 +10,10 @@ MonoImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 191449
|
||||
packageName: Simple Water Shader URP
|
||||
packageVersion: 1.0.0
|
||||
assetPath: Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
|
||||
uploadId: 422776
|
||||
|
||||