diff options
author | chai <215380520@qq.com> | 2023-10-28 10:31:07 +0800 |
---|---|---|
committer | chai <215380520@qq.com> | 2023-10-28 10:31:07 +0800 |
commit | 2223724c4b47d47ae7ce55ceb90da1b01feea046 (patch) | |
tree | 006b732698a570a4a5f8359331f852ffc5cf48b8 | |
parent | bf7095169069815ab58a015aac6887e29c91c3c2 (diff) |
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/Frog_Test_Move_NoRigidbody.prefab (renamed from FrogTest/Assets/Test/TestPlayerController_NoRigidbody/Frog_Test_Move.prefab) | 2203 | ||||
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/Frog_Test_Move_NoRigidbody.prefab.meta (renamed from FrogTest/Assets/Test/TestPlayerController_NoRigidbody/Frog_Test_Move.prefab.meta) | 2 | ||||
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs | 274 | ||||
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs.meta | 11 | ||||
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/PlayerVelocity.cs | 83 | ||||
-rw-r--r-- | FrogTest/Assets/Test/TestPlayerController_NoRigidbody/PlayerVelocity.cs.meta | 11 |
6 files changed, 1482 insertions, 1102 deletions
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b/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs @@ -0,0 +1,274 @@ +//using System.Collections; +//using UnityEngine; + +//public class GeneralInput : MonoBehaviour +//{ +// public enum InputType +// { +// Controller, +// Keyboard, +// Either +// } + +// public enum StickDirection +// { +// Left, +// Right, +// None +// } + +// public bool controlledElseWhere; + +// public bool stunnedInput; + +// public bool silencedInput; + +// public KeyCode left; + +// public KeyCode right; + +// public KeyCode up; + +// public KeyCode down; + +// public KeyCode jump; + +// public KeyCode shoot; + +// public KeyCode shield; + +// public Vector3 direction; + +// public Vector3 latestPressedDirection; + +// public Vector3 aimDirection; + +// public Vector3 lastAimDirection; + +// public bool jumpWasPressed; + +// public bool jumpIsPressed; + +// public bool shootWasPressed; + +// public bool shootIsPressed; + +// public bool shootWasReleased; + +// public bool shieldWasPressed; + +// public bool acceptWasPressed; + +// public InputType inputType; + +// private StickDirection lastStickDirection; + +// public StickDirection stickPressDir = StickDirection.None; + +// //private CharacterData data; + +// private int snapNumber = 16; + +// private void Start() +// { +// //data = GetComponent<CharacterData>(); +// } + +// public void ResetInput() +// { +// direction = Vector3.zero; +// aimDirection = Vector3.zero; +// jumpIsPressed = false; +// jumpWasPressed = false; +// shootIsPressed = false; +// shootWasPressed = false; +// shootWasReleased = false; +// shieldWasPressed = false; +// acceptWasPressed = false; +// } + +// private void Update() +// { +// if (controlledElseWhere) +// { +// return; +// } +// ResetInput(); +// DoUIInput(); +// if (GameManager.lockInput || stunnedInput || !data.isPlaying || data.playerActions == null) +// { +// return; +// } +// direction += (Vector3)data.playerActions.Move; +// direction = MakeEightDirections(direction); +// if (direction != Vector3.zero) +// { +// latestPressedDirection = direction; +// } +// if (data.playerActions.Device == null) +// { +// aimDirection = MainCam.instance.cam.ScreenToWorldPoint(Input.mousePosition) - base.transform.position; +// aimDirection.z = 0f; +// aimDirection.Normalize(); +// if (Optionshandler.lockMouse) +// { +// aimDirection = MakeEightDirections(aimDirection); +// } +// } +// else +// { +// aimDirection.x += data.playerActions.Aim.X; +// aimDirection.y += data.playerActions.Aim.Y; +// if (Optionshandler.lockStick) +// { +// aimDirection = MakeEightDirections(aimDirection); +// } +// } +// if (aimDirection != Vector3.zero) +// { +// aimDirection += Vector3.up * 0.13f / Mathf.Clamp(data.weaponHandler.gun.projectileSpeed, 1f, 100f); +// } +// if (aimDirection != Vector3.zero) +// { +// lastAimDirection = aimDirection; +// } +// if (data.playerActions.Jump.IsPressed) +// { +// jumpIsPressed = true; +// } +// if (data.playerActions.Jump.WasPressed) +// { +// jumpWasPressed = true; +// } +// if (!silencedInput) +// { +// if (data.playerActions.Fire.IsPressed) +// { +// shootIsPressed = true; +// } +// if (data.playerActions.Fire.WasPressed) +// { +// shootWasPressed = true; +// } +// if (data.playerActions.Fire.WasReleased) +// { +// shootWasReleased = true; +// } +// if (data.playerActions.Block.WasPressed) +// { +// shieldWasPressed = true; +// } +// } +// } + +// private void DoUIInput() +// { +// StickDirection stickDirection = StickDirection.None; +// if (data.playerActions.Move.X > 0.7f) +// { +// stickDirection = StickDirection.Right; +// } +// if (data.playerActions.Move.X < -0.7f) +// { +// stickDirection = StickDirection.Left; +// } +// if (stickDirection != lastStickDirection) +// { +// stickPressDir = stickDirection; +// lastStickDirection = stickDirection; +// } +// else +// { +// stickPressDir = StickDirection.None; +// } +// if (data.playerActions.Jump.WasPressed) +// { +// acceptWasPressed = true; +// } +// } + +// public void DoStun(float stun) +// { +// if (base.gameObject.activeSelf) +// { +// StartCoroutine(Stun(stun)); +// } +// } + +// private IEnumerator Stun(float stun) +// { +// base.enabled = false; +// ResetInput(); +// yield return new WaitForSeconds(stun); +// base.enabled = true; +// } + +// public void SetState(Vector3 pos, bool isGrounded) +// { +// base.transform.position = pos; +// } + +// public void Move(bool right, bool left, bool up, bool down, bool jump) +// { +// ResetInput(); +// if (left) +// { +// direction += Vector3.left; +// } +// if (right) +// { +// direction += Vector3.right; +// } +// if (up) +// { +// direction += Vector3.up; +// } +// if (down) +// { +// direction += Vector3.down; +// } +// if (jump) +// { +// jumpWasPressed = true; +// } +// Debug.Log("Move: Right: " + right + " Left: " + left + " Jump: " + jump); +// if (Input.GetKey(shoot)) +// { +// shootIsPressed = true; +// } +// if (Input.GetKeyDown(shoot)) +// { +// shootWasPressed = true; +// } +// if (Input.GetKeyUp(shoot)) +// { +// shootWasReleased = true; +// } +// } + +// private Vector3 MakeEightDirections(Vector3 dir) +// { +// _ = Vector3.zero; +// float num = 360f / (float)snapNumber; +// Vector3 vector = Vector3.up; +// Vector3 vector2 = vector; +// float num2 = 999f; +// Vector3 result = dir; +// for (int i = 0; i < snapNumber; i++) +// { +// vector2 = Quaternion.Euler(Vector3.forward * num * i) * vector; +// float num3 = Vector3.Angle(dir, vector2); +// if (num3 < num2) +// { +// num2 = num3; +// result = vector2; +// } +// } +// if (dir == Vector3.zero) +// { +// return Vector3.zero; +// } +// dir = dir.normalized; +// return result; +// } +//} diff --git a/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs.meta b/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs.meta new file mode 100644 index 0000000..ae434e1 --- /dev/null +++ b/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/GeneralInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b13d21831d752c14497d647015485b99 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/PlayerVelocity.cs b/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/PlayerVelocity.cs new file mode 100644 index 0000000..b07ce1a --- /dev/null +++ b/FrogTest/Assets/Test/TestPlayerController_NoRigidbody/PlayerVelocity.cs @@ -0,0 +1,83 @@ +using UnityEngine; + +public class PlayerVelocity : MonoBehaviour +{ + internal bool simulated = true; + + internal bool isKinematic; + + internal Vector2 velocity; + + internal float mass = 100f; + + internal float angularVelocity; + + //private CharacterData data; + + public Vector2 position + { + get + { + return base.transform.position; + } + set + { + base.transform.position = value; + } + } + + internal void AddTorque(float v) + { + } + + private void Start() + { + //data = GetComponent<UnityEditor.U2D.Animation.CharacterData>(); + } + + private void FixedUpdate() + { + //if (data.isPlaying) + //{ + if (isKinematic) + { + velocity *= 0f; + } + if (simulated && !isKinematic) + { + velocity += Vector2.down * Time.fixedDeltaTime * 1 * 20f; + + base.transform.position += Time.fixedDeltaTime * 1 * (Vector3)velocity; + base.transform.position = new Vector3(base.transform.position.x, base.transform.position.y, 0f); + } + //} + } + + internal void AddForce(Vector2 force, ForceMode2D forceMode) + { + if (forceMode == ForceMode2D.Force) + { + force *= 0.02f; + } + else + { + force *= 1f; + } + velocity += force / mass; + } + + internal void AddForce(Vector3 force, ForceMode2D forceMode) + { + AddForce((Vector2)force, forceMode); + } + + internal void AddForce(Vector2 force) + { + AddForce(force, ForceMode2D.Force); + } + + internal void AddForce(Vector3 force) + { + AddForce((Vector2)force, ForceMode2D.Force); + } +} diff 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