基础内容
必要插件安装 缓动曲线和动画基础 ElementFolder,Track与其次级模块,PathNode重构
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8
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736
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Assets/Feel/FeelDemos/Bounce/Scripts/BounceFeedbacks.cs
Normal file
46
Assets/Feel/FeelDemos/Bounce/Scripts/BounceFeedbacks.cs
Normal file
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using MoreMountains.Feedbacks;
|
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
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namespace MoreMountains.Feel
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{
|
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/// <summary>
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/// A simple class used in Feel's Bounce demo scene.
|
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/// It's meant to be piloted by an animator, that calls animator events at certain points of its "cube jumps" animation
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/// </summary>
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{
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public MMFeedbacks ChargeFeedbacks;
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public MMFeedbacks JumpFeedbacks;
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/// a feedback to be played when the cube lands
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/// <summary>
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/// Called via an animator event when the charge starts
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/// </summary>
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public virtual void PlayCharge()
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{
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}
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/// <summary>
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/// Called via an animator event when the cube jumps
|
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/// </summary>
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public virtual void PlayJump()
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{
|
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JumpFeedbacks?.PlayFeedbacks();
|
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}
|
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|
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/// <summary>
|
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/// Called via an animator event when the cube lands
|
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/// </summary>
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public virtual void PlayLanding()
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{
|
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LandingFeedbacks?.PlayFeedbacks();
|
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}
|
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}
|
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}
|
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11
Assets/Feel/FeelDemos/Bounce/Scripts/BounceFeedbacks.cs.meta
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73
Assets/Feel/FeelDemos/Bounce/Scripts/BounceManager.cs
Normal file
73
Assets/Feel/FeelDemos/Bounce/Scripts/BounceManager.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using MoreMountains.Feedbacks;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MoreMountains.Feel
|
||||
{
|
||||
/// <summary>
|
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/// An example class part of the Feel demos
|
||||
/// This class acts as a character controller for the Duck in the FeelDuck demo scene
|
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/// It looks for input, and jumps when instructed to
|
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/// </summary>
|
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[AddComponentMenu("")]
|
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public class BounceManager : MonoBehaviour
|
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{
|
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[Header("Cooldown")]
|
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/// a duration, in seconds, between two jumps, during which jumps are prevented
|
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[Tooltip("a duration, in seconds, between two jumps, during which jumps are prevented")]
|
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public float CooldownDuration = 1f;
|
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|
||||
[Header("Bindings")]
|
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/// the animator of the 'no feedback' version
|
||||
[Tooltip("the animator of the 'no feedback' version")]
|
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public Animator NoFeedbackAnimator;
|
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/// the animator of the 'feedback' version
|
||||
[Tooltip("the animator of the 'feedback' version")]
|
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public Animator FeedbackAnimator;
|
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|
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protected float _lastJumpStartedAt = -100f;
|
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|
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/// <summary>
|
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/// On Update we look for input
|
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/// </summary>
|
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protected virtual void Update()
|
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{
|
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HandleInput();
|
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}
|
||||
|
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/// <summary>
|
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/// Detects input
|
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/// </summary>
|
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protected virtual void HandleInput()
|
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{
|
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if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
|
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{
|
||||
Jump();
|
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}
|
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}
|
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|
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/// <summary>
|
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/// Performs a jump if possible, otherwise plays a denied feedback
|
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/// </summary>
|
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protected virtual void Jump()
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{
|
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if (Time.time - _lastJumpStartedAt < CooldownDuration)
|
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{
|
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|
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11
Assets/Feel/FeelDemos/Bounce/Scripts/BounceManager.cs.meta
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34
Assets/Feel/FeelDemos/Bounce/Scripts/BounceRocks.cs
Normal file
34
Assets/Feel/FeelDemos/Bounce/Scripts/BounceRocks.cs
Normal file
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|
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using MoreMountains.Tools;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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namespace MoreMountains.Feel
|
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{
|
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/// <summary>
|
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/// A class used in Feel's Bounce demo scene to push a bunch of tiny cubes in the air
|
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/// </summary>
|
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[AddComponentMenu("")]
|
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public class BounceRocks : MonoBehaviour
|
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{
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public List<Rigidbody> Rocks;
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public Vector3 MinForce;
|
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public Vector3 MaxForce;
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public Vector3 MinTorque;
|
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public Vector3 MaxTorque;
|
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|
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protected Vector3 _force;
|
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protected Vector3 _torque;
|
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|
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public virtual void Bounce()
|
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{
|
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foreach(Rigidbody rock in Rocks)
|
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{
|
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_force = MMMaths.RandomVector3(MinForce, MaxForce);
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rock.AddForce(_force, ForceMode.Impulse);
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rock.AddTorque(_torque, ForceMode.Impulse);
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}
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}
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}
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}
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Reference in New Issue
Block a user