diff options
146 files changed, 12878 insertions, 1 deletions
diff --git a/Documents/YesCommander.xlsx b/Documents/YesCommander.xlsx Binary files differindex 77f3f2a..2ebbaba 100644 --- a/Documents/YesCommander.xlsx +++ b/Documents/YesCommander.xlsx diff --git a/YesCommander/Assets/Samples.meta b/YesCommander/Assets/Samples.meta new file mode 100644 index 0000000..4d2417f --- /dev/null +++ b/YesCommander/Assets/Samples.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 84b72bfcb9eaa58429878e0cfa2b5d38 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/Scenes/SampleScene.unity b/YesCommander/Assets/Scenes/SampleScene.unity index 99856ee..78606ef 100644 --- a/YesCommander/Assets/Scenes/SampleScene.unity +++ b/YesCommander/Assets/Scenes/SampleScene.unity @@ -520,6 +520,37 @@ Mesh: offset: 0 size: 0 path: +--- !u!1 &601310670 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 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b/YesCommander/Assets/Scripts/Navigation/Pathfinding.cs @@ -12,7 +12,7 @@ namespace YC.Navigation public class Pathfinding : MonoBehaviour { - + } diff --git a/YesCommander/Assets/ThirdParty/AI Navigation.meta b/YesCommander/Assets/ThirdParty/AI Navigation.meta new file mode 100644 index 0000000..629e8e6 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3ea7babcc22e81d4aaab21a06ce27eaf +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4.meta new file mode 100644 index 0000000..fdf7025 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1ebbfecbaf2d77749bf01f4470ed2938 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + 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Surfaces/Editor.meta new file mode 100644 index 0000000..eb24014 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2754679492f144202988ea69417caa96 +folderAsset: yes +timeCreated: 1475053750 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Editor/NavMeshPrefabInstanceEditor.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Editor/NavMeshPrefabInstanceEditor.cs new file mode 100644 index 0000000..695e964 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Editor/NavMeshPrefabInstanceEditor.cs @@ -0,0 +1,149 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.AI.Navigation.Samples.Editor +{ + [CanEditMultipleObjects] + [CustomEditor(typeof(NavMeshPrefabInstance))] + class NavMeshPrefabInstanceEditor : UnityEditor.Editor + { + SerializedProperty m_FollowTransformProp; + SerializedProperty m_NavMeshDataProp; + + public void OnEnable() + { + m_FollowTransformProp = serializedObject.FindProperty("m_FollowTransform"); + m_NavMeshDataProp = serializedObject.FindProperty("m_NavMesh"); + } + + public override void OnInspectorGUI() + { + var instance = (NavMeshPrefabInstance) target; + var go = instance.gameObject; + + serializedObject.Update(); + + GUI.enabled = false; + EditorGUILayout.PropertyField(m_NavMeshDataProp); + GUI.enabled = true; + EditorGUILayout.PropertyField(m_FollowTransformProp); + + EditorGUILayout.Space(); + + OnInspectorGUIPrefab(go); + + serializedObject.ApplyModifiedProperties(); + } + + void OnInspectorGUIPrefab(GameObject go) + { + var prefab = PrefabUtility.GetPrefabInstanceHandle(go); + var path = AssetDatabase.GetAssetPath(prefab); + + if (prefab && string.IsNullOrEmpty(path)) + { + if (GUILayout.Button("Select the Prefab asset to bake or clear the navmesh", EditorStyles.helpBox)) + { + Selection.activeObject = PrefabUtility.GetCorrespondingObjectFromSource(go); + EditorGUIUtility.PingObject(Selection.activeObject); + } + } + + if (string.IsNullOrEmpty(path)) + return; + + GUILayout.BeginHorizontal(); + GUILayout.Space(EditorGUIUtility.labelWidth); + + if (GUILayout.Button("Clear")) + OnClear(); + + if (GUILayout.Button("Bake")) + OnBake(); + + GUILayout.EndHorizontal(); + } + + NavMeshData Build(NavMeshPrefabInstance instance) + { + var root = instance.transform; + var sources = new List<NavMeshBuildSource>(); + var markups = new List<NavMeshBuildMarkup>(); + + UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage( + root, ~0, NavMeshCollectGeometry.RenderMeshes, 0, markups, instance.gameObject.scene, sources); + var settings = NavMesh.GetSettingsByID(0); + var bounds = new Bounds(Vector3.zero, 1000.0f * Vector3.one); + var navmesh = NavMeshBuilder.BuildNavMeshData(settings, sources, bounds, root.position, root.rotation); + navmesh.name = "Navmesh"; + return navmesh; + } + + void OnClear() + { + foreach (var tgt in targets) + { + var instance = (NavMeshPrefabInstance) tgt; + var go = instance.gameObject; + var prefab = PrefabUtility.GetPrefabInstanceHandle(go); + var path = AssetDatabase.GetAssetPath(prefab); + + if (string.IsNullOrEmpty(path)) + { + Debug.LogError("GameObject: " + go + " has no valid prefab path"); + continue; + } + + DestroyNavMeshData(path); + AssetDatabase.SaveAssets(); + } + } + + void OnBake() + { + foreach (var tgt in targets) + { + var instance = (NavMeshPrefabInstance) tgt; + var go = instance.gameObject; + var prefab = PrefabUtility.GetPrefabInstanceHandle(go); + var path = AssetDatabase.GetAssetPath(prefab); + + if (string.IsNullOrEmpty(path)) + { + Debug.LogError("GameObject: " + go + " has no valid prefab path"); + continue; + } + + DestroyNavMeshData(path); + + // Store navmesh as a sub-asset of the prefab + var navmesh = Build(instance); + AssetDatabase.AddObjectToAsset(navmesh, prefab); + + instance.navMeshData = navmesh; + AssetDatabase.SaveAssets(); + } + } + + void DestroyNavMeshData(string path) + { + // Destroy and remove all existing NavMeshData sub-assets + var assets = AssetDatabase.LoadAllAssetsAtPath(path); + foreach (var o in assets) + { + var data = o as NavMeshData; + if (data != null) + DestroyImmediate(o, true); + } + } + + [DrawGizmo(GizmoType.Selected | GizmoType.Active | GizmoType.Pickable)] + static void RenderGizmo(NavMeshPrefabInstance instance, GizmoType gizmoType) + { + if (!EditorApplication.isPlaying) + instance.UpdateInstance(); + } + } +}
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userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs new file mode 100644 index 0000000..99e64d5 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using UnityEngine.AI; +using System.Collections; + +namespace Unity.AI.Navigation.Samples +{ + public enum OffMeshLinkMoveMethod + { + Teleport, + NormalSpeed, + Parabola, + Curve + } + + /// <summary> + /// Move an agent when traversing a OffMeshLink given specific animated methods + /// </summary> + [RequireComponent(typeof(NavMeshAgent))] + public class AgentLinkMover : MonoBehaviour + { + public OffMeshLinkMoveMethod m_Method = OffMeshLinkMoveMethod.Parabola; + public AnimationCurve m_Curve = new AnimationCurve(); + + IEnumerator Start() + { + NavMeshAgent agent = GetComponent<NavMeshAgent>(); + agent.autoTraverseOffMeshLink = false; + while (true) + { + if (agent.isOnOffMeshLink) + { + if (m_Method == OffMeshLinkMoveMethod.NormalSpeed) + yield return StartCoroutine(NormalSpeed(agent)); + else if (m_Method == OffMeshLinkMoveMethod.Parabola) + yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f)); + else if (m_Method == OffMeshLinkMoveMethod.Curve) + yield return StartCoroutine(Curve(agent, 0.5f)); + agent.CompleteOffMeshLink(); + } + + yield return null; + } + } + + IEnumerator NormalSpeed(NavMeshAgent agent) + { + OffMeshLinkData data = agent.currentOffMeshLinkData; + Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset; + while (agent.transform.position != endPos) + { + agent.transform.position = + Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime); + yield return null; + } + } + + IEnumerator Parabola(NavMeshAgent agent, float height, float duration) + { + OffMeshLinkData data = agent.currentOffMeshLinkData; + Vector3 startPos = agent.transform.position; + Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset; + float normalizedTime = 0.0f; + while (normalizedTime < 1.0f) + { + float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime); + agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up; + normalizedTime += Time.deltaTime / duration; + yield return null; + } + } + + IEnumerator Curve(NavMeshAgent agent, float duration) + { + OffMeshLinkData data = agent.currentOffMeshLinkData; + Vector3 startPos = agent.transform.position; + Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset; + float normalizedTime = 0.0f; + while (normalizedTime < 1.0f) + { + float yOffset = m_Curve.Evaluate(normalizedTime); + agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up; + normalizedTime += Time.deltaTime / duration; + yield return null; + } + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta new file mode 100644 index 0000000..f1c6f3f --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 03bc8063c9e95401f9a8a38bc716750d +timeCreated: 1460116525 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs new file mode 100644 index 0000000..048f7ec --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Use physics raycast hit from mouse click to set agent destination + /// </summary> + [RequireComponent(typeof(NavMeshAgent))] + public class ClickToMove : MonoBehaviour + { + NavMeshAgent m_Agent; + RaycastHit m_HitInfo = new RaycastHit(); + + void Start() + { + m_Agent = GetComponent<NavMeshAgent>(); + } + + void Update() + { + if (Input.GetMouseButtonDown(0) && !Input.GetKey(KeyCode.LeftShift)) + { + var ray = Camera.main.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo)) + m_Agent.destination = m_HitInfo.point; + } + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta new file mode 100644 index 0000000..c696eea --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c9472e73a59274b9b8da79d72004bd8b +timeCreated: 1430734266 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs new file mode 100644 index 0000000..3fae5a8 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs @@ -0,0 +1,18 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Destroy owning GameObject if any collider with a specific tag is trespassing + /// </summary> + public class DestroyOnTrigger : MonoBehaviour + { + public string m_Tag = "Player"; + + void OnTriggerEnter(Collider other) + { + if (other.gameObject.tag == m_Tag) + Destroy(gameObject); + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta new file mode 100644 index 0000000..bc7658e --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c786c4b29e72040b881bf13065fb9788 +timeCreated: 1430999621 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs new file mode 100644 index 0000000..d208a2b --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs @@ -0,0 +1,56 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Initialize dungeon tiles with a specified width and height + /// </summary> + [DefaultExecutionOrder(-200)] + public class DungeonManager : MonoBehaviour + { + public int m_Width = 10; + public int m_Height = 10; + public float m_Spacing = 4.0f; + public GameObject[] m_Tiles = new GameObject[16]; + + void Awake() + { + Random.InitState(23431); + var map = new int[m_Width * m_Height]; + for (int y = 0; y < m_Height; y++) + { + for (int x = 0; x < m_Width; x++) + { + bool px = false; + bool py = false; + if (x > 0) + px = (map[(x - 1) + y * m_Width] & 1) != 0; + if (y > 0) + py = (map[x + (y - 1) * m_Width] & 2) != 0; + + int tile = 0; + if (px) + tile |= 4; + if (py) + tile |= 8; + if (x + 1 < m_Width && Random.value > 0.5f) + tile |= 1; + if (y + 1 < m_Height && Random.value > 0.5f) + tile |= 2; + + map[x + y * m_Width] = tile; + } + } + + for (int y = 0; y < m_Height; y++) + { + for (int x = 0; x < m_Width; x++) + { + var pos = new Vector3(x * m_Spacing, 0, y * m_Spacing); + if (m_Tiles[map[x + y * m_Width]] != null) + Instantiate(m_Tiles[map[x + y * m_Width]], pos, Quaternion.identity); + } + } + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta new file mode 100644 index 0000000..e19f507 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c56d911659e3c4b499e11b47a73a4dbb +timeCreated: 1430743428 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs new file mode 100644 index 0000000..c2da27b --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Enables a behaviour when a rigidbody settles movement + /// otherwise disables the behaviour + /// </summary> + public class EnableIffSleeping : MonoBehaviour + { + public Behaviour m_Behaviour; + Rigidbody m_Rigidbody; + + void Start() + { + m_Rigidbody = GetComponent<Rigidbody>(); + } + + void Update() + { + if (m_Rigidbody == null || m_Behaviour == null) + return; + + if (m_Rigidbody.IsSleeping() && !m_Behaviour.enabled) + m_Behaviour.enabled = true; + + if (!m_Rigidbody.IsSleeping() && m_Behaviour.enabled) + m_Behaviour.enabled = false; + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta new file mode 100644 index 0000000..cdb3e52 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c56046daca8eb46f3af030c05f030e37 +timeCreated: 1431001396 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs new file mode 100644 index 0000000..f2ea6f5 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs @@ -0,0 +1,64 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Manipulating the camera with standard inputs + /// </summary> + public class FreeCam : MonoBehaviour + { + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + public RotationAxes axes = RotationAxes.MouseXAndY; + public float sensitivityX = 15F; + public float sensitivityY = 15F; + + public float minimumX = -360F; + public float maximumX = 360F; + + public float minimumY = -60F; + public float maximumY = 60F; + + public float moveSpeed = 1.0f; + + public bool lockHeight = false; + + float rotationY = 0F; + + void Update() + { + if (axes == RotationAxes.MouseXAndY) + { + float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; + + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); + } + else if (axes == RotationAxes.MouseX) + { + transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); + } + else + { + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); + + transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); + } + + var xAxisValue = Input.GetAxis("Horizontal"); + var zAxisValue = Input.GetAxis("Vertical"); + if (lockHeight) + { + var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed); + dir.y = 0.0f; + transform.position += dir; + } + else + { + transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed); + } + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta new file mode 100644 index 0000000..7a5054e --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b6c30eb361e754b75ac25325c5d024bd +timeCreated: 1430921534 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs new file mode 100644 index 0000000..d631a6a --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs @@ -0,0 +1,99 @@ +using UnityEngine; +using UnityEngine.AI; +using System.Collections; +using System.Collections.Generic; +using NavMeshBuilder = UnityEngine.AI.NavMeshBuilder; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Build and update a localized navmesh from the sources marked by NavMeshSourceTag + /// </summary> + [DefaultExecutionOrder(-102)] + public class LocalNavMeshBuilder : MonoBehaviour + { + /// <summary> + /// The center of the build + /// </summary> + public Transform m_Tracked; + + /// <summary> + /// The size of the build bounds + /// </summary> + public Vector3 m_Size = new Vector3(80.0f, 20.0f, 80.0f); + + NavMeshData m_NavMesh; + AsyncOperation m_Operation; + NavMeshDataInstance m_Instance; + List<NavMeshBuildSource> m_Sources = new List<NavMeshBuildSource>(); + + IEnumerator Start() + { + while (true) + { + UpdateNavMesh(true); + yield return m_Operation; + } + } + + void OnEnable() + { + // Construct and add navmesh + m_NavMesh = new NavMeshData(); + m_Instance = NavMesh.AddNavMeshData(m_NavMesh); + if (m_Tracked == null) + m_Tracked = transform; + UpdateNavMesh(false); + } + + void OnDisable() + { + // Unload navmesh and clear handle + m_Instance.Remove(); + } + + void UpdateNavMesh(bool asyncUpdate = false) + { + NavMeshSourceTag.Collect(ref m_Sources); + var defaultBuildSettings = NavMesh.GetSettingsByID(0); + var bounds = QuantizedBounds(); + + if (asyncUpdate) + m_Operation = NavMeshBuilder.UpdateNavMeshDataAsync(m_NavMesh, defaultBuildSettings, m_Sources, bounds); + else + NavMeshBuilder.UpdateNavMeshData(m_NavMesh, defaultBuildSettings, m_Sources, bounds); + } + + static Vector3 Quantize(Vector3 v, Vector3 quant) + { + float x = quant.x * Mathf.Floor(v.x / quant.x); + float y = quant.y * Mathf.Floor(v.y / quant.y); + float z = quant.z * Mathf.Floor(v.z / quant.z); + return new Vector3(x, y, z); + } + + Bounds QuantizedBounds() + { + // Quantize the bounds to update only when theres a 10% change in size + var center = m_Tracked ? m_Tracked.position : transform.position; + return new Bounds(Quantize(center, 0.1f * m_Size), m_Size); + } + + void OnDrawGizmosSelected() + { + if (m_NavMesh) + { + Gizmos.color = Color.green; + Gizmos.DrawWireCube(m_NavMesh.sourceBounds.center, m_NavMesh.sourceBounds.size); + } + + Gizmos.color = Color.yellow; + var bounds = QuantizedBounds(); + Gizmos.DrawWireCube(bounds.center, bounds.size); + + Gizmos.color = Color.green; + var center = m_Tracked ? m_Tracked.position : transform.position; + Gizmos.DrawWireCube(center, m_Size); + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs.meta new file mode 100644 index 0000000..788b79c --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/LocalNavMeshBuilder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 115dfe7b0938447cbbf9507076f54049 +timeCreated: 1454852118 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs new file mode 100644 index 0000000..b89ebfe --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Manipulation tool for displacing the vertices in a list of meshes + /// </summary> + public class MeshTool : MonoBehaviour + { + public enum ExtrudeMethod + { + Vertical, + MeshNormal + } + + public List<MeshFilter> m_Filters = new List<MeshFilter>(); + public float m_Radius = 1.5f; + public float m_Power = 2.0f; + public ExtrudeMethod m_Method = ExtrudeMethod.Vertical; + + RaycastHit m_HitInfo = new RaycastHit(); + + void Start() + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + void Update() + { + var ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward); + if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo)) + { + Debug.DrawRay(m_HitInfo.point, m_HitInfo.normal, Color.red); + Vector3 displacement = (m_Method == ExtrudeMethod.Vertical) ? Vector3.up : m_HitInfo.normal; + + if (Input.GetMouseButton(0) || (Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.LeftShift))) + ModifyMesh(m_Power * displacement, m_HitInfo.point); + if (Input.GetMouseButton(1) || (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.LeftShift))) + ModifyMesh(-m_Power * displacement, m_HitInfo.point); + } + } + + void ModifyMesh(Vector3 displacement, Vector3 center) + { + foreach (var filter in m_Filters) + { + Mesh mesh = filter.mesh; + Vector3[] vertices = mesh.vertices; + + for (int i = 0; i < vertices.Length; ++i) + { + Vector3 v = filter.transform.TransformPoint(vertices[i]); + vertices[i] = vertices[i] + displacement * Gaussian(v, center, m_Radius); + } + + mesh.vertices = vertices; + mesh.RecalculateBounds(); + + var col = filter.GetComponent<MeshCollider>(); + if (col != null) + { + var colliMesh = new Mesh(); + colliMesh.vertices = mesh.vertices; + colliMesh.triangles = mesh.triangles; + col.sharedMesh = colliMesh; + } + } + } + + static float Gaussian(Vector3 pos, Vector3 mean, float dev) + { + float x = pos.x - mean.x; + float y = pos.y - mean.y; + float z = pos.z - mean.z; + float n = 1.0f / (2.0f * Mathf.PI * dev * dev); + return n * Mathf.Pow(2.718281828f, -(x * x + y * y + z * z) / (2.0f * dev * dev)); + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta new file mode 100644 index 0000000..44a85f6 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d5a3e609186342b2a976cd32fd7d0f0 +timeCreated: 1430920188 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs new file mode 100644 index 0000000..7373567 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.AI; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Associate existing NavMesh data to a prefab + /// </summary> + [ExecuteInEditMode] + [DefaultExecutionOrder(-102)] + public class NavMeshPrefabInstance : MonoBehaviour + { + [SerializeField] + NavMeshData m_NavMesh; + public NavMeshData navMeshData + { + get { return m_NavMesh; } + set { m_NavMesh = value; } + } + + [SerializeField] + bool m_FollowTransform; + public bool followTransform + { + get { return m_FollowTransform; } + set { SetFollowTransform(value); } + } + + NavMeshDataInstance m_Instance; + + // Position Tracking + static readonly List<NavMeshPrefabInstance> s_TrackedInstances = new List<NavMeshPrefabInstance>(); + public static List<NavMeshPrefabInstance> trackedInstances { get { return s_TrackedInstances; } } + + Vector3 m_Position; + Quaternion m_Rotation; + + void OnEnable() + { + AddInstance(); + + if (m_Instance.valid && m_FollowTransform) + AddTracking(); + } + + void OnDisable() + { + m_Instance.Remove(); + RemoveTracking(); + } + + /// <summary> + /// Update NavMeshData instance with the current position and rotation + /// </summary> + public void UpdateInstance() + { + m_Instance.Remove(); + AddInstance(); + } + + void AddInstance() + { + #if UNITY_EDITOR + if (m_Instance.valid) + { + Debug.LogError("Instance is already added: " + this); + return; + } + #endif + if (m_NavMesh) + m_Instance = NavMesh.AddNavMeshData(m_NavMesh, transform.position, transform.rotation); + + m_Rotation = transform.rotation; + m_Position = transform.position; + } + + void AddTracking() + { + #if UNITY_EDITOR + // At runtime we don't want linear lookup + if (s_TrackedInstances.Contains(this)) + { + Debug.LogError("Double registration of " + this); + return; + } + #endif + if (s_TrackedInstances.Count == 0) + NavMesh.onPreUpdate += UpdateTrackedInstances; + s_TrackedInstances.Add(this); + } + + void RemoveTracking() + { + s_TrackedInstances.Remove(this); + if (s_TrackedInstances.Count == 0) + NavMesh.onPreUpdate -= UpdateTrackedInstances; + } + + void SetFollowTransform(bool value) + { + if (m_FollowTransform == value) + return; + m_FollowTransform = value; + if (value) + AddTracking(); + else + RemoveTracking(); + } + + bool HasMoved() + { + return m_Position != transform.position || m_Rotation != transform.rotation; + } + + static void UpdateTrackedInstances() + { + foreach (var instance in s_TrackedInstances) + { + if (instance.HasMoved()) + instance.UpdateInstance(); + } + } + + #if UNITY_EDITOR + void OnValidate() + { + // Only when the instance is valid (OnEnable is called) - we react to changes caused by serialization + if (!m_Instance.valid) + return; + // OnValidate can be called several times - avoid double registration + // We afford this linear lookup in the editor only + if (!m_FollowTransform) + { + RemoveTracking(); + } + else if (!s_TrackedInstances.Contains(this)) + { + AddTracking(); + } + } + #endif + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs.meta new file mode 100644 index 0000000..8a0e823 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshPrefabInstance.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4abfa16db9d114ec0ae6e10e4a566cb4 +timeCreated: 1454507331 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs new file mode 100644 index 0000000..0d2aebb --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs @@ -0,0 +1,90 @@ +using UnityEngine; +using UnityEngine.AI; +using System.Collections.Generic; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Tagging component for use with the LocalNavMeshBuilder + /// Supports mesh-filter and terrain - can be extended to physics and/or primitives + /// </summary> + [DefaultExecutionOrder(-200)] + public class NavMeshSourceTag : MonoBehaviour + { + // Global containers for all active mesh/terrain tags + public static List<MeshFilter> m_Meshes = new List<MeshFilter>(); + public static List<Terrain> m_Terrains = new List<Terrain>(); + + void OnEnable() + { + var m = GetComponent<MeshFilter>(); + if (m != null) + { + m_Meshes.Add(m); + } + + var t = GetComponent<Terrain>(); + if (t != null) + { + m_Terrains.Add(t); + } + } + + void OnDisable() + { + var m = GetComponent<MeshFilter>(); + if (m != null) + { + m_Meshes.Remove(m); + } + + var t = GetComponent<Terrain>(); + if (t != null) + { + m_Terrains.Remove(t); + } + } + + /// <summary> + /// Collect all the navmesh build sources for enabled objects tagged by this component + /// </summary> + /// <param name="sources">Collected NavMesh build sources</param> + public static void Collect(ref List<NavMeshBuildSource> sources) + { + sources.Clear(); + + for (var i = 0; i < m_Meshes.Count; ++i) + { + var mf = m_Meshes[i]; + if (mf == null) + continue; + + var m = mf.sharedMesh; + if (m == null) + continue; + + var s = new NavMeshBuildSource(); + s.shape = NavMeshBuildSourceShape.Mesh; + s.sourceObject = m; + s.transform = mf.transform.localToWorldMatrix; + s.area = 0; + sources.Add(s); + } + + for (var i = 0; i < m_Terrains.Count; ++i) + { + var t = m_Terrains[i]; + if (t == null) + continue; + + var s = new NavMeshBuildSource(); + s.shape = NavMeshBuildSourceShape.Terrain; + s.sourceObject = t.terrainData; + // Terrain system only supports translation - so we pass translation only to back-end + s.transform = Matrix4x4.TRS(t.transform.position, Quaternion.identity, Vector3.one); + s.area = 0; + sources.Add(s); + } + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs.meta new file mode 100644 index 0000000..8646cd0 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/NavMeshSourceTag.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6e038bf700cfa444fb16c6ef963be9f9 +timeCreated: 1430814538 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs new file mode 100644 index 0000000..c8d8153 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Makes a transform oscillate relative to its start position + /// </summary> + public class Oscillator : MonoBehaviour + { + public float m_Amplitude = 1.0f; + public float m_Period = 1.0f; + public Vector3 m_Direction = Vector3.up; + Vector3 m_StartPosition; + + void Start() + { + m_StartPosition = transform.position; + } + + void Update() + { + var pos = m_StartPosition + m_Direction * m_Amplitude * Mathf.Sin(2.0f * Mathf.PI * Time.time / m_Period); + transform.position = pos; + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta new file mode 100644 index 0000000..59d152e --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c59ac8154f1b24ea7a85cab0f39a4489 +timeCreated: 1454359265 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs new file mode 100644 index 0000000..b6505db --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Fill 5x5 tiles around the local position procedurally by instantiating prefabs at random positions/orientations + /// </summary> + [DefaultExecutionOrder(-200)] + public class RandomInstancing : MonoBehaviour + { + public GameObject m_Prefab; + public int m_PoolSize = 250; + public int m_InstancesPerTile = 10; + public bool m_RandomPosition = true; + public bool m_RandomOrientation = true; + public float m_Height; + + public int m_BaseHash = 347652783; + public float m_Size = 100.0f; + + List<Transform> m_Instances = new List<Transform>(); + int m_Used; + int m_LocX, m_LocZ; + + void Awake() + { + for (int i = 0; i < m_PoolSize; ++i) + { + var go = Instantiate(m_Prefab, Vector3.zero, Quaternion.identity) as GameObject; + go.SetActive(false); + m_Instances.Add(go.transform); + } + } + + void OnEnable() + { + m_LocX = ~0; + m_LocZ = ~0; + UpdateInstances(); + } + + void OnDestroy() + { + for (int i = 0; i < m_Instances.Count; ++i) + { + if (m_Instances[i]) + Destroy(m_Instances[i].gameObject); + } + m_Instances.Clear(); + } + + void Update() + { + UpdateInstances(); + } + + void UpdateInstances() + { + var x = (int)Mathf.Floor(transform.position.x / m_Size); + var z = (int)Mathf.Floor(transform.position.z / m_Size); + if (x == m_LocX && z == m_LocZ) + return; + + m_LocX = x; + m_LocZ = z; + + m_Used = 0; + for (var i = x - 2; i <= x + 2; ++i) + { + for (var j = z - 2; j <= z + 2; ++j) + { + var count = UpdateTileInstances(i, j); + if (count != m_InstancesPerTile) + return; + } + } + + // Deactivate the remaining active elements in the pool. + // Here we assume all active elements are contiguous and first in the list. + for (int i = m_Used; i < m_PoolSize && m_Instances[i].gameObject.activeSelf; ++i) + m_Instances[i].gameObject.SetActive(false); + } + + int UpdateTileInstances(int i, int j) + { + var seed = Hash2(i, j) ^ m_BaseHash; + var count = System.Math.Min(m_InstancesPerTile, m_PoolSize - m_Used); + for (var end = m_Used + count; m_Used < end; ++m_Used) + { + float x = 0; + float y = 0; + + if (m_RandomPosition) + { + x = Random(ref seed); + y = Random(ref seed); + } + var pos = new Vector3((i + x) * m_Size, m_Height, (j + y) * m_Size); + + if (m_RandomOrientation) + { + float r = 360.0f * Random(ref seed); + m_Instances[m_Used].rotation = Quaternion.AngleAxis(r, Vector3.up); + } + m_Instances[m_Used].position = pos; + m_Instances[m_Used].gameObject.SetActive(true); + } + + if (count < m_InstancesPerTile) + Debug.LogWarning("Pool exhausted", this); + + return count; + } + + static int Hash2(int i, int j) + { + return (i * 73856093) ^ (j * 19349663); + } + + static float Random(ref int seed) + { + seed = (seed ^ 123459876); + var k = seed / 127773; + seed = 16807 * (seed - k * 127773) - 2836 * k; + if (seed < 0) + seed = seed + 2147483647; + float ran0 = seed * 1.0f / 2147483647.0f; + seed = (seed ^ 123459876); + return ran0; + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta new file mode 100644 index 0000000..eefb175 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0805752a20e62489680c7c8ba929bccc +timeCreated: 1430813999 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs new file mode 100644 index 0000000..d0258c7 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs @@ -0,0 +1,28 @@ +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Walk to a random position and repeat + /// </summary> + [RequireComponent(typeof(NavMeshAgent))] + public class RandomWalk : MonoBehaviour + { + public float m_Range = 25.0f; + NavMeshAgent m_Agent; + + void Start() + { + m_Agent = GetComponent<NavMeshAgent>(); + } + + void Update() + { + if (m_Agent.pathPending || m_Agent.remainingDistance > 0.1f) + return; + + m_Agent.destination = m_Range * Random.insideUnitCircle; + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta new file mode 100644 index 0000000..f424d8a --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dd76b8ee2dbcf4be6998e917c65cd6ed +timeCreated: 1431075769 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs new file mode 100644 index 0000000..643780f --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace Unity.AI.Navigation.Samples +{ + /// <summary> + /// Prefab spawner with a key input + /// </summary> + public class SpawnPrefabOnKeyDown : MonoBehaviour + { + public GameObject m_Prefab; + public KeyCode m_KeyCode; + + void Update() + { + if (Input.GetKeyDown(m_KeyCode) && m_Prefab != null) + Instantiate(m_Prefab, transform.position, transform.rotation); + } + } +}
\ No newline at end of file diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta new file mode 100644 index 0000000..c6c0672 --- /dev/null +++ b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c751607f01df8445c86b012985b8b152 +timeCreated: 1430998893 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh Surfaces/Terrains.meta b/YesCommander/Assets/ThirdParty/AI Navigation/1.0.0-exp.4/Build And Connect NavMesh 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