WORKED ON LEVEL

This commit is contained in:
DariaP07
2025-10-21 13:31:04 +01:00
parent 0bc028a04a
commit de768351b6
138 changed files with 59124 additions and 503 deletions

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Easy Peasy First Person Controller - User Guide
CONTROLS
- Movement: WASD or arrow keys
- Sprint: Left Shift
- Crouch: Left Control
- Slide: Left Control while sprinting
- Jump: Space
INSPECTOR SETTINGS
You can customize the FirstPersonController in the Inspector. Default values work well for most cases:
- Movement Settings:
- Walk Speed: 3 (walking speed)
- Sprint Speed: 5 (sprinting speed)
- Crouch Speed: 1.5 (crouching speed)
- Air Control: 0.3 (air movement control)
- Ability Settings:
- Can Jump: Enabled (toggle jumping)
- Can Sprint: Enabled (toggle sprinting)
- Can Crouch: Enabled (toggle crouching)
- Can Slide: Enabled (toggle sliding)
- Crouch Settings:
- Crouch Height: 1 (crouch character height)
- Crouch Camera Height: 0.5 (crouch camera height)
- Slide Settings:
- Slide Speed: 9 (slide speed)
- Slide Duration: 0.7 (slide duration, seconds)
- Slide Fov Boost: 5 (FOV increase during slide)
- Slide Tilt Angle: 5 (camera tilt angle)
- Jump Settings:
- Jump Height: 1.5 (jump height)
- Coyote Time Enabled: Enabled (allows edge jumping)
- Coyote Time Duration: 0.2 (edge jump window, seconds)
- HeadBob Settings:
- Bob Amount: 0.1 (head bob amplitude)
- Bob Speed: 2 (head bob speed)
- Camera Settings:
- Mouse Sensitivity: 25 (mouse look sensitivity)
- Snappiness: 100 (mouse smoothing)
- Normal Fov: 60 (default field of view)
- Sprint Fov: 70 (sprint field of view)
- Fov Change Speed: 5 (FOV transition speed)
- Physics Settings:
- Gravity: -9.81 (gravity force)
- Ground Distance: 0.1 (ground check distance)
- Ground Mask: Ground layer
CUSTOMIZATION
- Increase Sprint Speed (e.g., 7) for faster running.
- Adjust Jump Height (e.g., 2) for higher jumps.
- Set Bob Amount to 0 to disable head bobbing.
- Change Mouse Sensitivity for faster/slower camera movement.
- 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
- Keep Ground Distance small (0.1) for efficient physics.
- If issues persist, double-check the hierarchy and Inspector settings.

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using EasyPeasyFirstPersonController;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(FirstPersonController))]
public class ReviewWindowEditor : Editor
{
private static string assetStoreUrl = "https://assetstore.unity.com/packages/slug/317073 ";
static ReviewWindowEditor()
{
EditorApplication.hierarchyWindowItemOnGUI += DrawReviewIcon;
}
private static void DrawReviewIcon(int instanceID, Rect selectionRect)
{
GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
if (go == null) return;
if (go.GetComponent<FirstPersonController>() != null)
{
Rect iconRect = new Rect(selectionRect.xMax - 20, selectionRect.y, 16, 16);
if (GUI.Button(iconRect, EditorGUIUtility.IconContent("Favorite", "| Rate this asset on Asset Store"), GUIStyle.none))
{
Application.OpenURL(assetStoreUrl);
}
}
}
}

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namespace EasyPeasyFirstPersonController
{
using System;
using System.Collections;
using UnityEngine;
public partial class FirstPersonController : MonoBehaviour
{
[Range(0, 100)] public float mouseSensitivity = 50f;
[Range(0f, 200f)] private float snappiness = 100f;
[Range(0f, 20f)] public float walkSpeed = 3f;
[Range(0f, 30f)] public float sprintSpeed = 5f;
[Range(0f, 10f)] public float crouchSpeed = 1.5f;
public float crouchHeight = 1f;
public float crouchCameraHeight = 1f;
public float slideSpeed = 8f;
public float slideDuration = 0.7f;
public float slideFovBoost = 5f;
public float slideTiltAngle = 5f;
[Range(0f, 15f)] public float jumpSpeed = 3f;
[Range(0f, 50f)] public float gravity = 9.81f;
public bool coyoteTimeEnabled = true;
[Range(0.01f, 0.3f)] public float coyoteTimeDuration = 0.2f;
public float normalFov = 60f;
public float sprintFov = 70f;
public float fovChangeSpeed = 5f;
public float walkingBobbingSpeed = 10f;
public float bobbingAmount = 0.05f;
private float sprintBobMultiplier = 1.5f;
private float recoilReturnSpeed = 8f;
public bool canSlide = true;
public bool canJump = true;
public bool canSprint = true;
public bool canCrouch = true;
public QueryTriggerInteraction ceilingCheckQueryTriggerInteraction = QueryTriggerInteraction.Ignore;
public QueryTriggerInteraction groundCheckQueryTriggerInteraction = QueryTriggerInteraction.Ignore;
public Transform groundCheck;
public float groundDistance = 0.2f;
public LayerMask groundMask;
public Transform playerCamera;
public Transform cameraParent;
private float rotX, rotY;
private float xVelocity, yVelocity;
private CharacterController characterController;
private Vector3 moveDirection = Vector3.zero;
private bool isGrounded;
private Vector2 moveInput;
public bool isSprinting;
public bool isCrouching;
public bool isSliding;
private float slideTimer;
private float postSlideCrouchTimer;
private Vector3 slideDirection;
private float originalHeight;
private float originalCameraParentHeight;
private float coyoteTimer;
private Camera cam;
private AudioSource slideAudioSource;
private float bobTimer;
private float defaultPosY;
private Vector3 recoil = Vector3.zero;
private bool isLook = true, isMove = true;
private float currentCameraHeight;
private float currentBobOffset;
private float currentFov;
private float fovVelocity;
private float currentSlideSpeed;
private float slideSpeedVelocity;
private float currentTiltAngle;
private float tiltVelocity;
public float CurrentCameraHeight => isCrouching || isSliding ? crouchCameraHeight : originalCameraParentHeight;
private void Awake()
{
characterController = GetComponent<CharacterController>();
cam = playerCamera.GetComponent<Camera>();
originalHeight = characterController.height;
originalCameraParentHeight = cameraParent.localPosition.y;
defaultPosY = cameraParent.localPosition.y;
slideAudioSource = gameObject.AddComponent<AudioSource>();
slideAudioSource.playOnAwake = false;
slideAudioSource.loop = false;
Cursor.lockState = CursorLockMode.Locked;
currentCameraHeight = originalCameraParentHeight;
currentBobOffset = 0f;
currentFov = normalFov;
currentSlideSpeed = 0f;
currentTiltAngle = 0f;
rotX = transform.rotation.eulerAngles.y;
rotY = playerCamera.localRotation.eulerAngles.x;
xVelocity = rotX;
yVelocity = rotY;
}
private void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask, groundCheckQueryTriggerInteraction);
if (isGrounded && moveDirection.y < 0)
{
moveDirection.y = -2f;
coyoteTimer = coyoteTimeEnabled ? coyoteTimeDuration : 0f;
}
else if (coyoteTimeEnabled)
{
coyoteTimer -= Time.deltaTime;
}
if (isLook)
{
float mouseX = Input.GetAxis("Mouse X") * 10 * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * 10 * mouseSensitivity * Time.deltaTime;
rotX += mouseX;
rotY -= mouseY;
rotY = Mathf.Clamp(rotY, -90f, 90f);
xVelocity = Mathf.Lerp(xVelocity, rotX, snappiness * Time.deltaTime);
yVelocity = Mathf.Lerp(yVelocity, rotY, snappiness * Time.deltaTime);
float targetTiltAngle = isSliding ? slideTiltAngle : 0f;
currentTiltAngle = Mathf.SmoothDamp(currentTiltAngle, targetTiltAngle, ref tiltVelocity, 0.2f);
playerCamera.transform.localRotation = Quaternion.Euler(yVelocity - currentTiltAngle, 0f, 0f);
transform.rotation = Quaternion.Euler(0f, xVelocity, 0f);
}
HandleHeadBob();
bool wantsToCrouch = canCrouch && Input.GetKey(KeyCode.LeftControl) && !isSliding;
Vector3 point1 = transform.position + characterController.center - Vector3.up * (characterController.height * 0.5f);
Vector3 point2 = point1 + Vector3.up * characterController.height * 0.6f;
float capsuleRadius = characterController.radius * 0.95f;
float castDistance = isSliding ? originalHeight + 0.2f : originalHeight - crouchHeight + 0.2f;
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)
{
float bobSpeed = walkingBobbingSpeed * (isSprinting ? sprintBobMultiplier : 1f);
bobTimer += Time.deltaTime * bobSpeed;
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.z = moveInput.x * -2f;
}
else
{
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);
}
private void HandleMovement()
{
moveInput.x = Input.GetAxis("Horizontal");
moveInput.y = Input.GetAxis("Vertical");
isSprinting = canSprint && Input.GetKey(KeyCode.LeftShift) && moveInput.y > 0.1f && isGrounded && !isCrouching && !isSliding;
float currentSpeed = isCrouching ? crouchSpeed : (isSprinting ? sprintSpeed : walkSpeed);
if (!isMove) currentSpeed = 0f;
Vector3 direction = new Vector3(moveInput.x, 0f, moveInput.y);
Vector3 moveVector = transform.TransformDirection(direction) * currentSpeed;
moveVector = Vector3.ClampMagnitude(moveVector, currentSpeed);
if (isGrounded || coyoteTimer > 0f)
{
if (canJump && Input.GetKeyDown(KeyCode.Space) && !isSliding)
{
moveDirection.y = jumpSpeed;
}
else if (moveDirection.y < 0)
{
moveDirection.y = -2f;
}
}
else
{
moveDirection.y -= gravity * Time.deltaTime;
}
if (!isSliding)
{
moveDirection = new Vector3(moveVector.x, moveDirection.y, moveVector.z);
characterController.Move(moveDirection * Time.deltaTime);
}
}
public void SetControl(bool newState)
{
SetLookControl(newState);
SetMoveControl(newState);
}
public void SetLookControl(bool newState)
{
isLook = newState;
}
public void SetMoveControl(bool newState)
{
isMove = newState;
}
public void SetCursorVisibility(bool newVisibility)
{
Cursor.lockState = newVisibility ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = newVisibility;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaterReflection : MonoBehaviour
{
// referenses
Camera mainCamera;
Camera reflectionCamera;
[Tooltip("The plane where the camera will be reflected, the water plane or any object with the same position and rotation")]
public Transform reflectionPlane;
[Tooltip("The texture used by the Water shader to display the reflection")]
public RenderTexture outputTexture;
// parameters
public bool copyCameraParamerers;
public float verticalOffset;
private bool isReady;
// cache
private Transform mainCamTransform;
private Transform reflectionCamTransform;
public void Awake()
{
mainCamera = Camera.main;
reflectionCamera = GetComponent<Camera>();
Validate();
}
private void Update()
{
if (isReady)
RenderReflection();
}
private void RenderReflection()
{
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Vector3 cameraDirectionWorldSpace = mainCamTransform.forward;
Vector3 cameraUpWorldSpace = mainCamTransform.up;
Vector3 cameraPositionWorldSpace = mainCamTransform.position;
cameraPositionWorldSpace.y += verticalOffset;
// transform direction and position by reflection plane
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Vector3 cameraUpPlaneSpace = reflectionPlane.InverseTransformDirection(cameraUpWorldSpace);
Vector3 cameraPositionPlaneSpace = reflectionPlane.InverseTransformPoint(cameraPositionWorldSpace);
// invert direction and position by reflection plane
cameraDirectionPlaneSpace.y *= -1;
cameraUpPlaneSpace.y *= -1;
cameraPositionPlaneSpace.y *= -1;
// transform direction and position from reflection plane local space to world space
cameraDirectionWorldSpace = reflectionPlane.TransformDirection(cameraDirectionPlaneSpace);
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cameraPositionWorldSpace = reflectionPlane.TransformPoint(cameraPositionPlaneSpace);
// apply direction and position to reflection camera
reflectionCamTransform.position = cameraPositionWorldSpace;
reflectionCamTransform.LookAt(cameraPositionWorldSpace + cameraDirectionWorldSpace, cameraUpWorldSpace);
}
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{
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{
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isReady = true;
}
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{
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{
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@@ -3,6 +3,7 @@ using UnityEngine;
public class SinWave : MonoBehaviour
{
public float sinMultiplier = 1f;
public float sinSpeed = 1f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
@@ -12,5 +13,8 @@ public class SinWave : MonoBehaviour
// Update is called once per frame
void Update()
{
Vector3 currentLocation = gameObject.transform.position;
currentLocation.y += Mathf.Sin(Time.deltaTime * sinSpeed) * sinMultiplier;
gameObject.transform.position = currentLocation;
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@@ -8,235 +8,151 @@ using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{
var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, 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, "IgniteCoders/Simple Water Shader/Info/Layout.wlt"), false});
}
[MenuItem("Documentation/Simple Water Shader")]
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");
{
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
GUILayout.Label(readme.title, TitleStyle);
}
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(kSpace);
}
}
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;
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);
}
}

View File

@@ -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

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