diff options
author | chai <215380520@qq.com> | 2024-03-14 11:43:40 +0800 |
---|---|---|
committer | chai <215380520@qq.com> | 2024-03-14 11:43:40 +0800 |
commit | cc55520a19043a7b4870858e962fa3e20c46bc39 (patch) | |
tree | b437f788e506a48ec16a215c6965b8170f15d5f6 | |
parent | 54c872fa42b1ba0fdbcfe812b80bb8eb0cfe108f (diff) |
*misc
-rw-r--r-- | CreepyRobots.csproj | 3 | ||||
-rw-r--r-- | CreepyRobots.sln | 25 | ||||
-rw-r--r-- | GameMode.cs | 8 | ||||
-rw-r--r-- | _ActiveRagdoll/AvaragePosition.cs (renamed from AvaragePosition.cs) | 0 | ||||
-rw-r--r-- | _Camera/CameraMovement.cs (renamed from CameraMovement.cs) | 0 | ||||
-rw-r--r-- | _Camera/CameraRecoil.cs (renamed from CameraRecoil.cs) | 0 | ||||
-rw-r--r-- | _Camera/CameraWobble.cs (renamed from CameraWobble.cs) | 0 | ||||
-rw-r--r-- | _Camera/WobbleShake.cs (renamed from WobbleShake.cs) | 0 | ||||
-rw-r--r-- | _Debug/DebugRigidBody.cs | 140 | ||||
-rw-r--r-- | _Debug/REPL.cs | 124 | ||||
-rw-r--r-- | _Debug/SimpleMoveCamera.cs | 139 |
11 files changed, 439 insertions, 0 deletions
diff --git a/CreepyRobots.csproj b/CreepyRobots.csproj index 9d5de2a..4b2362c 100644 --- a/CreepyRobots.csproj +++ b/CreepyRobots.csproj @@ -180,4 +180,7 @@ <HintPath>..\CreepyRobots_Data\Managed\UnityEngine.WindModule.dll</HintPath> </Reference> </ItemGroup> + <ItemGroup> + <Folder Include="_ActiveRagdoll\Actions\" /> + </ItemGroup> </Project>
\ No newline at end of file diff --git a/CreepyRobots.sln b/CreepyRobots.sln new file mode 100644 index 0000000..7069481 --- /dev/null +++ b/CreepyRobots.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.4.33213.308 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CreepyRobots", "CreepyRobots.csproj", "{7A54260D-D4B7-4D9C-A7B2-A32A0DC2C3B1}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {7A54260D-D4B7-4D9C-A7B2-A32A0DC2C3B1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {7A54260D-D4B7-4D9C-A7B2-A32A0DC2C3B1}.Debug|Any CPU.Build.0 = Debug|Any CPU + {7A54260D-D4B7-4D9C-A7B2-A32A0DC2C3B1}.Release|Any CPU.ActiveCfg = Release|Any CPU + {7A54260D-D4B7-4D9C-A7B2-A32A0DC2C3B1}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {536450D1-037F-4BED-BE36-22A677EAB581} + EndGlobalSection +EndGlobal diff --git a/GameMode.cs b/GameMode.cs index 2d717aa..5b03929 100644 --- a/GameMode.cs +++ b/GameMode.cs @@ -30,6 +30,8 @@ public class GameMode : MonoBehaviour Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; + Invoke("DebugGame", 3); + Init(); while (true) { @@ -39,6 +41,12 @@ public class GameMode : MonoBehaviour } } + // ²âÊÔ + private void DebugGame() + { + REPL.StartREPL(); + } + private IEnumerator WaitForWaveToEnd() { while (enemies.Count > 0) diff --git a/AvaragePosition.cs b/_ActiveRagdoll/AvaragePosition.cs index cea74d6..cea74d6 100644 --- a/AvaragePosition.cs +++ b/_ActiveRagdoll/AvaragePosition.cs diff --git a/CameraMovement.cs b/_Camera/CameraMovement.cs index a94012a..a94012a 100644 --- a/CameraMovement.cs +++ b/_Camera/CameraMovement.cs diff --git a/CameraRecoil.cs b/_Camera/CameraRecoil.cs index e82532a..e82532a 100644 --- a/CameraRecoil.cs +++ b/_Camera/CameraRecoil.cs diff --git a/CameraWobble.cs b/_Camera/CameraWobble.cs index 2bd1236..2bd1236 100644 --- a/CameraWobble.cs +++ b/_Camera/CameraWobble.cs diff --git a/WobbleShake.cs b/_Camera/WobbleShake.cs index 4da2d38..4da2d38 100644 --- a/WobbleShake.cs +++ b/_Camera/WobbleShake.cs diff --git a/_Debug/DebugRigidBody.cs b/_Debug/DebugRigidBody.cs new file mode 100644 index 0000000..8267f50 --- /dev/null +++ b/_Debug/DebugRigidBody.cs @@ -0,0 +1,140 @@ + +using UnityEngine; + +public class DebugRigidBody : MonoBehaviour +{ + + public enum EMode + { + Axis, + Cube, + Axis_Cube, + } + public EMode mode = EMode.Axis; + + public Color color = Color.white; + + // When added to an object, draws colored rays from the + // transform position. + public int lineCount = 100; + public float radius = 3.0f; + + public float cubeLen = 0.05f; + + static Material lineMaterial; + static void CreateLineMaterial() + { + if (!lineMaterial) + { + // Unity has a built-in shader that is useful for drawing + // simple colored things. + Shader shader = Shader.Find("Hidden/Internal-Colored"); + lineMaterial = new Material(shader); + lineMaterial.hideFlags = HideFlags.HideAndDontSave; + // Turn on alpha blending + lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + // Turn backface culling off + lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); + // Turn off depth writes + lineMaterial.SetInt("_ZWrite", 0); + } + } + + private void PutVertex(Vector3 vert) + { + GL.Vertex3(vert.x, vert.y, vert.z); + } + + // Will be called after all regular rendering is done + public void OnRenderObject() + { + CreateLineMaterial(); + // Apply the line material + lineMaterial.SetPass(0); + + if (mode == EMode.Axis || mode == EMode.Axis_Cube) + { + GL.PushMatrix(); + // Set transformation matrix for drawing to + // match our transform + GL.MultMatrix(transform.localToWorldMatrix); + + // Draw lines + GL.Begin(GL.LINES); + + float len = 0.3f; + + GL.Color(Color.red); + PutVertex(Vector3.zero); + PutVertex(Vector3.right * len); + + GL.Color(Color.green); + PutVertex(Vector3.zero); + PutVertex(Vector3.up * len); + + GL.Color(Color.blue); + PutVertex(Vector3.zero); + PutVertex(Vector3.forward * len); + + GL.End(); + GL.PopMatrix(); + } + if (mode == EMode.Cube || mode == EMode.Axis_Cube) + { + GL.PushMatrix(); + // Set transformation matrix for drawing to + // match our transform + GL.MultMatrix(transform.localToWorldMatrix); + + float len = cubeLen; + + GL.wireframe = true; + + GL.Begin(GL.QUADS); + + GL.Color(color); + + GL.Vertex3(len, len, -len); + GL.Vertex3(-len, len, -len); + GL.Vertex3(-len, len, len); + GL.Vertex3(len, len, len); + + // Bottom face (y = -len) + GL.Vertex3(len, -len, len); + GL.Vertex3(-len, -len, len); + GL.Vertex3(-len, -len, -len); + GL.Vertex3(len, -len, -len); + + // Front face (z = len) + GL.Vertex3(len, len, len); + GL.Vertex3(-len, len, len); + GL.Vertex3(-len, -len, len); + GL.Vertex3(len, -len, len); + + // Back face (z = -len) + GL.Vertex3(len, -len, -len); + GL.Vertex3(-len, -len, -len); + GL.Vertex3(-len, len, -len); + GL.Vertex3(len, len, -len); + + // Left face (x = -len) + GL.Vertex3(-len, len, len); + GL.Vertex3(-len, len, -len); + GL.Vertex3(-len, -len, -len); + GL.Vertex3(-len, -len, len); + + // Right face (x = len) + GL.Vertex3(len, len, -len); + GL.Vertex3(len, len, len); + GL.Vertex3(len, -len, len); + GL.Vertex3(len, -len, -len); + GL.End(); // End of drawing color-cube + + GL.wireframe = false; + + GL.PopMatrix(); + } + } + +} diff --git a/_Debug/REPL.cs b/_Debug/REPL.cs new file mode 100644 index 0000000..29209ef --- /dev/null +++ b/_Debug/REPL.cs @@ -0,0 +1,124 @@ +using System.Collections.Generic; +using System.Drawing; +using UnityEngine; + +class REPL +{ + public static void StartREPL() + { + AddCamera(); + AddRigidbodyDebug(); + AddCubes(); + } + + public static void AddCamera() + { + GameObject camera = GameObject.Find("WanderCamera"); + if (camera != null) + { + GameObject.DestroyImmediate(camera); + } + + camera = new GameObject(); + camera.name = "WanderCamera"; + camera.AddComponent<Camera>(); + camera.AddComponent<SimpleMoveCamera>(); + + GameObject wanderCam = GameObject.Find("WanderCamera"); + + GameObject player = GameObject.Find("Player"); + if (player != null) + { + wanderCam.transform.position = player.transform.position; + } + + wanderCam.transform.position = new Vector3(1.21f, 33.92f, -10.4f); + wanderCam.transform.rotation = Quaternion.Euler(25.95f, 75, 0); + } + + public static void AddRigidbodyDebug() + { + string[] targets = { + "Head", + "Neck", + "Torso", + "Arm_Right", + "Arm_Left", + "Hand_Right", + "Hand_Left", + "Hip", + "Leg_Left", + "Leg_Right", + "Foot_Left", + "Foot_Right", + "Knee_Left", + "Knee_Right", + }; + + for(int i = 0; i < targets.Length; ++i) + { + string target = targets[i]; + GameObject go = GameObject.Find(target); + if(go != null) + { + var comps = go.gameObject.GetComponents<MonoBehaviour>(); + if (comps != null) + { + for (int j = 0; j < comps.Length; j++) + { + if (comps[j].GetType().Name == "DebugRigidBody" || comps[j].GetType().Name == "DebugRigidBody2") + { + UnityEngine.Object.DestroyImmediate(comps[j]); + } + } + } + Debug.Log(go.name); + var drb = go.AddComponent<DebugRigidBody>(); + //drb.mode = DebugRigidBody.EMode.Cube; + //drb.color = Color.green; + } + } + } + + public struct CubeParams + { + public UnityEngine.Color color; + public float size; + public DebugRigidBody.EMode mode; + } + + public static void AddCubes() + { + Dictionary<string, CubeParams> targets = new Dictionary<string, CubeParams>{ + {"CameraPos", new CubeParams(){ color = UnityEngine.Color.red, size = 0.2f, mode = DebugRigidBody.EMode.Cube } }, + {"Main Camera", new CubeParams(){ color = UnityEngine.Color.white, size = 0.05f, mode = DebugRigidBody.EMode.Axis_Cube } }, + {"RotationTarget", new CubeParams(){ color = UnityEngine.Color.green, size = 0.05f, mode = DebugRigidBody.EMode.Axis_Cube } }, + //{"AvaragePosition", new CubeParams(){ color = UnityEngine.Color.blue, size = 0.2f, mode = DebugRigidBody.EMode.Axis_Cube } }, + }; + + foreach(var target in targets) + { + string name = target.Key; + GameObject go = GameObject.Find(name); + if (go != null) + { + var comps = go.gameObject.GetComponents<MonoBehaviour>(); + if (comps != null) + { + for (int j = 0; j < comps.Length; j++) + { + if (comps[j].GetType().Name == "DebugRigidBody" || comps[j].GetType().Name == "DebugRigidBody2") + { + UnityEngine.Object.DestroyImmediate(comps[j]); + } + } + } + Debug.Log(go.name); + var drb = go.AddComponent<DebugRigidBody>(); + drb.mode = target.Value.mode; + drb.color = target.Value.color; + drb.cubeLen = target.Value.size; + } + } + } +} diff --git a/_Debug/SimpleMoveCamera.cs b/_Debug/SimpleMoveCamera.cs new file mode 100644 index 0000000..35a7360 --- /dev/null +++ b/_Debug/SimpleMoveCamera.cs @@ -0,0 +1,139 @@ + +using UnityEngine; +/// <summary> +/// A simple free camera to be added to a Unity game object. +/// +/// Keys: +/// wasd / arrows - movement +/// q/e - up/down (local space) +/// r/f - up/down (world space) +/// pageup/pagedown - up/down (world space) +/// hold shift - enable fast movement mode +/// right mouse - enable free look +/// mouse - free look / rotation +/// +/// </summary> +public class SimpleMoveCamera : MonoBehaviour +{ + /// <summary> + /// Normal speed of camera movement. + /// </summary> + public float movementSpeed = 10f; + + /// <summary> + /// Speed of camera movement when shift is held down, + /// </summary> + public float fastMovementSpeed = 100f; + + /// <summary> + /// Sensitivity for free look. + /// </summary> + public float freeLookSensitivity = 3f; + + /// <summary> + /// Amount to zoom the camera when using the mouse wheel. + /// </summary> + public float zoomSensitivity = 10f; + + /// <summary> + /// Amount to zoom the camera when using the mouse wheel (fast mode). + /// </summary> + public float fastZoomSensitivity = 50f; + + /// <summary> + /// Set to true when free looking (on right mouse button). + /// </summary> + private bool looking = false; + + void Update() + { + var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift); + var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed; + + if (Input.GetKey(KeyCode.H) || Input.GetKey(KeyCode.LeftArrow)) + { + transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.K) || Input.GetKey(KeyCode.RightArrow)) + { + transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.U) || Input.GetKey(KeyCode.UpArrow)) + { + transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.J) || Input.GetKey(KeyCode.DownArrow)) + { + transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime); + } + if (Input.GetKey(KeyCode.Q)) + { + transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime); + } + if (Input.GetKey(KeyCode.E)) + { + transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp)) + { + transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown)) + { + transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime); + } + + if (looking) + { + float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity; + float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity; + transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f); + } + + float axis = Input.GetAxis("Mouse ScrollWheel"); + if (axis != 0) + { + var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity; + transform.position = transform.position + transform.forward * axis * zoomSensitivity; + } + + if (Input.GetKeyDown(KeyCode.Mouse1)) + { + StartLooking(); + } + else if (Input.GetKeyUp(KeyCode.Mouse1)) + { + StopLooking(); + } + } + + void OnDisable() + { + StopLooking(); + } + + /// <summary> + /// Enable free looking. + /// </summary> + public void StartLooking() + { + looking = true; + Cursor.visible = false; + Cursor.lockState = CursorLockMode.Locked; + } + + /// <summary> + /// Disable free looking. + /// </summary> + public void StopLooking() + { + looking = false; + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } +}
\ No newline at end of file |