diff --git a/Assets/Actions.meta b/Assets/Actions.meta
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diff --git a/Assets/Actions/Shooting Actions.cs b/Assets/Actions/Shooting Actions.cs
new file mode 100644
index 0000000..22f951c
--- /dev/null
+++ b/Assets/Actions/Shooting Actions.cs
@@ -0,0 +1,152 @@
+//------------------------------------------------------------------------------
+//
+// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
+// version 1.3.0
+// from Assets/Actions/Shooting Actions.inputactions
+//
+// Changes to this file may cause incorrect behavior and will be lost if
+// the code is regenerated.
+//
+//------------------------------------------------------------------------------
+
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine.InputSystem;
+using UnityEngine.InputSystem.Utilities;
+
+public partial class @ShootingActions : IInputActionCollection2, IDisposable
+{
+ public InputActionAsset asset { get; }
+ public @ShootingActions()
+ {
+ asset = InputActionAsset.FromJson(@"{
+ ""name"": ""Shooting Actions"",
+ ""maps"": [
+ {
+ ""name"": ""Player"",
+ ""id"": ""8e751434-03c0-4291-810e-0cff9117839d"",
+ ""actions"": [
+ {
+ ""name"": ""Shoot"",
+ ""type"": ""Button"",
+ ""id"": ""bda4dcaf-c524-4b96-880c-afd5c4bb56a5"",
+ ""expectedControlType"": ""Button"",
+ ""processors"": """",
+ ""interactions"": """",
+ ""initialStateCheck"": false
+ }
+ ],
+ ""bindings"": [
+ {
+ ""name"": """",
+ ""id"": ""e3651dc9-d777-415f-8f5c-0a184b5f0f91"",
+ ""path"": ""/leftButton"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Shoot"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": false
+ }
+ ]
+ }
+ ],
+ ""controlSchemes"": []
+}");
+ // Player
+ m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
+ m_Player_Shoot = m_Player.FindAction("Shoot", throwIfNotFound: true);
+ }
+
+ public void Dispose()
+ {
+ UnityEngine.Object.Destroy(asset);
+ }
+
+ public InputBinding? bindingMask
+ {
+ get => asset.bindingMask;
+ set => asset.bindingMask = value;
+ }
+
+ public ReadOnlyArray? devices
+ {
+ get => asset.devices;
+ set => asset.devices = value;
+ }
+
+ public ReadOnlyArray controlSchemes => asset.controlSchemes;
+
+ public bool Contains(InputAction action)
+ {
+ return asset.Contains(action);
+ }
+
+ public IEnumerator GetEnumerator()
+ {
+ return asset.GetEnumerator();
+ }
+
+ IEnumerator IEnumerable.GetEnumerator()
+ {
+ return GetEnumerator();
+ }
+
+ public void Enable()
+ {
+ asset.Enable();
+ }
+
+ public void Disable()
+ {
+ asset.Disable();
+ }
+ public IEnumerable bindings => asset.bindings;
+
+ public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
+ {
+ return asset.FindAction(actionNameOrId, throwIfNotFound);
+ }
+ public int FindBinding(InputBinding bindingMask, out InputAction action)
+ {
+ return asset.FindBinding(bindingMask, out action);
+ }
+
+ // Player
+ private readonly InputActionMap m_Player;
+ private IPlayerActions m_PlayerActionsCallbackInterface;
+ private readonly InputAction m_Player_Shoot;
+ public struct PlayerActions
+ {
+ private @ShootingActions m_Wrapper;
+ public PlayerActions(@ShootingActions wrapper) { m_Wrapper = wrapper; }
+ public InputAction @Shoot => m_Wrapper.m_Player_Shoot;
+ public InputActionMap Get() { return m_Wrapper.m_Player; }
+ public void Enable() { Get().Enable(); }
+ public void Disable() { Get().Disable(); }
+ public bool enabled => Get().enabled;
+ public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
+ public void SetCallbacks(IPlayerActions instance)
+ {
+ if (m_Wrapper.m_PlayerActionsCallbackInterface != null)
+ {
+ @Shoot.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
+ @Shoot.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
+ @Shoot.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
+ }
+ m_Wrapper.m_PlayerActionsCallbackInterface = instance;
+ if (instance != null)
+ {
+ @Shoot.started += instance.OnShoot;
+ @Shoot.performed += instance.OnShoot;
+ @Shoot.canceled += instance.OnShoot;
+ }
+ }
+ }
+ public PlayerActions @Player => new PlayerActions(this);
+ public interface IPlayerActions
+ {
+ void OnShoot(InputAction.CallbackContext context);
+ }
+}
diff --git a/Assets/Scripts/Weapons/Target.cs.meta b/Assets/Actions/Shooting Actions.cs.meta
similarity index 83%
rename from Assets/Scripts/Weapons/Target.cs.meta
rename to Assets/Actions/Shooting Actions.cs.meta
index 54b06d1..c24b630 100644
--- a/Assets/Scripts/Weapons/Target.cs.meta
+++ b/Assets/Actions/Shooting Actions.cs.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Actions/Shooting Actions.inputactions b/Assets/Actions/Shooting Actions.inputactions
new file mode 100644
index 0000000..eb9c970
--- /dev/null
+++ b/Assets/Actions/Shooting Actions.inputactions
@@ -0,0 +1,34 @@
+{
+ "name": "Shooting Actions",
+ "maps": [
+ {
+ "name": "Player",
+ "id": "8e751434-03c0-4291-810e-0cff9117839d",
+ "actions": [
+ {
+ "name": "Shoot",
+ "type": "Button",
+ "id": "bda4dcaf-c524-4b96-880c-afd5c4bb56a5",
+ "expectedControlType": "Button",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false
+ }
+ ],
+ "bindings": [
+ {
+ "name": "",
+ "id": "e3651dc9-d777-415f-8f5c-0a184b5f0f91",
+ "path": "/leftButton",
+ "interactions": "",
+ "processors": "",
+ "groups": "",
+ "action": "Shoot",
+ "isComposite": false,
+ "isPartOfComposite": false
+ }
+ ]
+ }
+ ],
+ "controlSchemes": []
+}
\ No newline at end of file
diff --git a/Assets/Actions/Shooting Actions.inputactions.meta b/Assets/Actions/Shooting Actions.inputactions.meta
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+Thank you for acquiring my asset.
+A prefab is already made for you so that you can start using the asset right away, but you're also provided with all of the base files such as textures, models and materials to play around with them.
+Take a look at the demo scene for some ideas. As you can see, you can move, delete and animate several parts of the gun as you like.
+This weapon is made for use in FPS games, but it can also look good from other perspectives.
\ No newline at end of file
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diff --git a/Assets/SampleScenes/Menu/Prefabs/NetworkScoreBarUI.prefab.meta b/Assets/SampleScenes/Menu/Prefabs/NetworkScoreBarUI.prefab.meta
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diff --git a/Assets/SampleScenes/Menu/Scripts.meta b/Assets/SampleScenes/Menu/Scripts.meta
new file mode 100644
index 0000000..5e51960
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Scripts.meta
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diff --git a/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs b/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs
new file mode 100644
index 0000000..812c573
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs
@@ -0,0 +1,17 @@
+using System;
+using UnityEngine;
+
+public class MenuSceneLoader : MonoBehaviour
+{
+ public GameObject menuUI;
+
+ private GameObject m_Go;
+
+ void Awake ()
+ {
+ if (m_Go == null)
+ {
+ m_Go = Instantiate(menuUI);
+ }
+ }
+}
diff --git a/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs.meta b/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs.meta
new file mode 100644
index 0000000..a6b9c61
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+++ b/Assets/SampleScenes/Menu/Scripts/MenuSceneLoader.cs.meta
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diff --git a/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs b/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs
new file mode 100644
index 0000000..0265358
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs
@@ -0,0 +1,63 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class PauseMenu : MonoBehaviour
+{
+ private Toggle m_MenuToggle;
+ private float m_TimeScaleRef = 1f;
+ private float m_VolumeRef = 1f;
+ private bool m_Paused;
+
+
+ void Awake()
+ {
+ m_MenuToggle = GetComponent ();
+ }
+
+
+ private void MenuOn ()
+ {
+ m_TimeScaleRef = Time.timeScale;
+ Time.timeScale = 0f;
+
+ m_VolumeRef = AudioListener.volume;
+ AudioListener.volume = 0f;
+
+ m_Paused = true;
+ }
+
+
+ public void MenuOff ()
+ {
+ Time.timeScale = m_TimeScaleRef;
+ AudioListener.volume = m_VolumeRef;
+ m_Paused = false;
+ }
+
+
+ public void OnMenuStatusChange ()
+ {
+ if (m_MenuToggle.isOn && !m_Paused)
+ {
+ MenuOn();
+ }
+ else if (!m_MenuToggle.isOn && m_Paused)
+ {
+ MenuOff();
+ }
+ }
+
+
+#if !MOBILE_INPUT
+ void Update()
+ {
+ if(Input.GetKeyUp(KeyCode.Escape))
+ {
+ m_MenuToggle.isOn = !m_MenuToggle.isOn;
+ Cursor.visible = m_MenuToggle.isOn;//force the cursor visible if anythign had hidden it
+ }
+ }
+#endif
+
+}
diff --git a/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta b/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta
new file mode 100644
index 0000000..8ee0559
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta
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diff --git a/Assets/SampleScenes/Menu/Scripts/SceneAndURLLoader.cs b/Assets/SampleScenes/Menu/Scripts/SceneAndURLLoader.cs
new file mode 100644
index 0000000..4cdadf4
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Scripts/SceneAndURLLoader.cs
@@ -0,0 +1,29 @@
+using System;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class SceneAndURLLoader : MonoBehaviour
+{
+ private PauseMenu m_PauseMenu;
+
+
+ private void Awake ()
+ {
+ m_PauseMenu = GetComponentInChildren ();
+ }
+
+
+ public void SceneLoad(string sceneName)
+ {
+ //PauseMenu pauseMenu = (PauseMenu)FindObjectOfType(typeof(PauseMenu));
+ m_PauseMenu.MenuOff ();
+ SceneManager.LoadScene(sceneName);
+ }
+
+
+ public void LoadURL(string url)
+ {
+ Application.OpenURL(url);
+ }
+}
+
diff --git a/Assets/SampleScenes/Menu/Scripts/SceneAndURLLoader.cs.meta b/Assets/SampleScenes/Menu/Scripts/SceneAndURLLoader.cs.meta
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new file mode 100644
index 0000000..8ebef38
--- /dev/null
+++ b/Assets/SampleScenes/Menu/Sprites/LogoUnitySprite.png
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+version https://git-lfs.github.com/spec/v1
+oid sha256:fc83971af96fff40540d00d43d4ef350a1b4a16ceb4564849f64400620cb83de
+size 11690
diff --git a/Assets/SampleScenes/Menu/Sprites/LogoUnitySprite.png.meta b/Assets/SampleScenes/Menu/Sprites/LogoUnitySprite.png.meta
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--- /dev/null
+++ b/Assets/SampleScenes/Menu/Sprites/MenuCornerTopRightSprite.png
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diff --git a/Assets/SampleScenes/Models.meta b/Assets/SampleScenes/Models.meta
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new file mode 100644
index 0000000..1b88af7
--- /dev/null
+++ b/Assets/SampleScenes/Models/Brick.fbx
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diff --git a/Assets/SampleScenes/Scenes/RollerBall.unity.meta b/Assets/SampleScenes/Scenes/RollerBall.unity.meta
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diff --git a/Assets/SampleScenes/Scripts.meta b/Assets/SampleScenes/Scripts.meta
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+++ b/Assets/SampleScenes/Scripts.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/SampleScenes/Scripts/CameraSwitch.cs b/Assets/SampleScenes/Scripts/CameraSwitch.cs
new file mode 100644
index 0000000..01c0319
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/CameraSwitch.cs
@@ -0,0 +1,31 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class CameraSwitch : MonoBehaviour
+{
+ public GameObject[] objects;
+ public Text text;
+
+ private int m_CurrentActiveObject;
+
+
+ private void OnEnable()
+ {
+ text.text = objects[m_CurrentActiveObject].name;
+ }
+
+
+ public void NextCamera()
+ {
+ int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1;
+
+ for (int i = 0; i < objects.Length; i++)
+ {
+ objects[i].SetActive(i == nextactiveobject);
+ }
+
+ m_CurrentActiveObject = nextactiveobject;
+ text.text = objects[m_CurrentActiveObject].name;
+ }
+}
diff --git a/Assets/SampleScenes/Scripts/CameraSwitch.cs.meta b/Assets/SampleScenes/Scripts/CameraSwitch.cs.meta
new file mode 100644
index 0000000..9b9ca80
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@@ -0,0 +1,9 @@
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diff --git a/Assets/SampleScenes/Scripts/LevelReset.cs b/Assets/SampleScenes/Scripts/LevelReset.cs
new file mode 100644
index 0000000..5de4d27
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/LevelReset.cs
@@ -0,0 +1,13 @@
+using System;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.SceneManagement;
+
+public class LevelReset :MonoBehaviour , IPointerClickHandler
+{
+ public void OnPointerClick(PointerEventData data)
+ {
+ // reload the scene
+ SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
+ }
+}
diff --git a/Assets/SampleScenes/Scripts/LevelReset.cs.meta b/Assets/SampleScenes/Scripts/LevelReset.cs.meta
new file mode 100644
index 0000000..7cda718
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+++ b/Assets/SampleScenes/Scripts/LevelReset.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs
new file mode 100644
index 0000000..2b72762
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs
@@ -0,0 +1,240 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+using UnityStandardAssets.Effects;
+
+
+namespace UnityStandardAssets.SceneUtils
+{
+ public class ParticleSceneControls : MonoBehaviour
+ {
+ public enum Mode
+ {
+ Activate,
+ Instantiate,
+ Trail
+ }
+
+ public enum AlignMode
+ {
+ Normal,
+ Up
+ }
+
+
+ public DemoParticleSystemList demoParticles;
+ public float spawnOffset = 0.5f;
+ public float multiply = 1;
+ public bool clearOnChange = false;
+ public Text titleText;
+ public Transform sceneCamera;
+ public Text instructionText;
+ public Button previousButton;
+ public Button nextButton;
+ public GraphicRaycaster graphicRaycaster;
+ public EventSystem eventSystem;
+
+
+ private ParticleSystemMultiplier m_ParticleMultiplier;
+ private List m_CurrentParticleList = new List();
+ private Transform m_Instance;
+ private static int s_SelectedIndex = 0;
+ private Vector3 m_CamOffsetVelocity = Vector3.zero;
+ private Vector3 m_LastPos;
+ private static DemoParticleSystem s_Selected;
+
+
+ private void Awake()
+ {
+ Select(s_SelectedIndex);
+
+ previousButton.onClick.AddListener(Previous);
+ nextButton.onClick.AddListener(Next);
+ }
+
+
+ private void OnDisable()
+ {
+ previousButton.onClick.RemoveListener (Previous);
+ nextButton.onClick.RemoveListener (Next);
+ }
+
+
+ private void Previous()
+ {
+ s_SelectedIndex--;
+ if (s_SelectedIndex == -1)
+ {
+ s_SelectedIndex = demoParticles.items.Length - 1;
+ }
+ Select(s_SelectedIndex);
+ }
+
+
+ public void Next()
+ {
+ s_SelectedIndex++;
+ if (s_SelectedIndex == demoParticles.items.Length)
+ {
+ s_SelectedIndex = 0;
+ }
+ Select(s_SelectedIndex);
+ }
+
+
+ private void Update()
+ {
+
+#if !MOBILE_INPUT
+ KeyboardInput();
+#endif
+
+
+
+ sceneCamera.localPosition = Vector3.SmoothDamp(sceneCamera.localPosition, Vector3.forward*-s_Selected.camOffset,
+ ref m_CamOffsetVelocity, 1);
+
+ if (s_Selected.mode == Mode.Activate)
+ {
+ // this is for a particle system that just needs activating, and needs no interaction (eg, duststorm)
+ return;
+ }
+
+ if (CheckForGuiCollision()) return;
+
+ bool oneShotClick = (Input.GetMouseButtonDown(0) && s_Selected.mode == Mode.Instantiate);
+ bool repeat = (Input.GetMouseButton(0) && s_Selected.mode == Mode.Trail);
+
+ if (oneShotClick || repeat)
+ {
+ Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+ RaycastHit hit;
+ if (Physics.Raycast(ray, out hit))
+ {
+ var rot = Quaternion.LookRotation(hit.normal);
+
+ if (s_Selected.align == AlignMode.Up)
+ {
+ rot = Quaternion.identity;
+ }
+
+ var pos = hit.point + hit.normal*spawnOffset;
+
+ if ((pos - m_LastPos).magnitude > s_Selected.minDist)
+ {
+ if (s_Selected.mode != Mode.Trail || m_Instance == null)
+ {
+ m_Instance = (Transform) Instantiate(s_Selected.transform, pos, rot);
+
+ if (m_ParticleMultiplier != null)
+ {
+ m_Instance.GetComponent().multiplier = multiply;
+ }
+
+ m_CurrentParticleList.Add(m_Instance);
+
+ if (s_Selected.maxCount > 0 && m_CurrentParticleList.Count > s_Selected.maxCount)
+ {
+ if (m_CurrentParticleList[0] != null)
+ {
+ Destroy(m_CurrentParticleList[0].gameObject);
+ }
+ m_CurrentParticleList.RemoveAt(0);
+ }
+ }
+ else
+ {
+ m_Instance.position = pos;
+ m_Instance.rotation = rot;
+ }
+
+ if (s_Selected.mode == Mode.Trail)
+ {
+ var emission = m_Instance.transform.GetComponent().emission;
+ emission.enabled = false;
+ m_Instance.transform.GetComponent().Emit(1);
+ }
+
+ m_Instance.parent = hit.transform;
+ m_LastPos = pos;
+ }
+ }
+ }
+ }
+
+
+#if !MOBILE_INPUT
+ void KeyboardInput()
+ {
+ if(Input.GetKeyDown(KeyCode.LeftArrow))
+ Previous();
+
+ if (Input.GetKeyDown(KeyCode.RightArrow))
+ Next();
+ }
+#endif
+
+
+ bool CheckForGuiCollision()
+ {
+ PointerEventData eventData = new PointerEventData(eventSystem);
+ eventData.pressPosition = Input.mousePosition;
+ eventData.position = Input.mousePosition;
+
+ List list = new List();
+ graphicRaycaster.Raycast(eventData, list);
+ return list.Count > 0;
+ }
+
+ private void Select(int i)
+ {
+ s_Selected = demoParticles.items[i];
+ m_Instance = null;
+ foreach (var otherEffect in demoParticles.items)
+ {
+ if ((otherEffect != s_Selected) && (otherEffect.mode == Mode.Activate))
+ {
+ otherEffect.transform.gameObject.SetActive(false);
+ }
+ }
+ if (s_Selected.mode == Mode.Activate)
+ {
+ s_Selected.transform.gameObject.SetActive(true);
+ }
+ m_ParticleMultiplier = s_Selected.transform.GetComponent();
+ multiply = 1;
+ if (clearOnChange)
+ {
+ while (m_CurrentParticleList.Count > 0)
+ {
+ Destroy(m_CurrentParticleList[0].gameObject);
+ m_CurrentParticleList.RemoveAt(0);
+ }
+ }
+
+ instructionText.text = s_Selected.instructionText;
+ titleText.text = s_Selected.transform.name;
+ }
+
+
+ [Serializable]
+ public class DemoParticleSystem
+ {
+ public Transform transform;
+ public Mode mode;
+ public AlignMode align;
+ public int maxCount;
+ public float minDist;
+ public int camOffset = 15;
+ public string instructionText;
+ }
+
+ [Serializable]
+ public class DemoParticleSystemList
+ {
+ public DemoParticleSystem[] items;
+ }
+ }
+}
diff --git a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta
new file mode 100644
index 0000000..d491f78
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta
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diff --git a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs b/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs
new file mode 100644
index 0000000..4bc5d1b
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs
@@ -0,0 +1,32 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.SceneUtils
+{
+ public class PlaceTargetWithMouse : MonoBehaviour
+ {
+ public float surfaceOffset = 1.5f;
+ public GameObject setTargetOn;
+
+ // Update is called once per frame
+ private void Update()
+ {
+ if (!Input.GetMouseButtonDown(0))
+ {
+ return;
+ }
+ Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+ RaycastHit hit;
+ if (!Physics.Raycast(ray, out hit))
+ {
+ return;
+ }
+ transform.position = hit.point + hit.normal*surfaceOffset;
+ if (setTargetOn != null)
+ {
+ setTargetOn.SendMessage("SetTarget", transform);
+ }
+ }
+ }
+}
diff --git a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs.meta b/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs.meta
new file mode 100644
index 0000000..07c93ba
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diff --git a/Assets/SampleScenes/Scripts/SlowMoButton.cs b/Assets/SampleScenes/Scripts/SlowMoButton.cs
new file mode 100644
index 0000000..fe4b52f
--- /dev/null
+++ b/Assets/SampleScenes/Scripts/SlowMoButton.cs
@@ -0,0 +1,46 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace UnityStandardAssets.SceneUtils
+{
+ public class SlowMoButton : MonoBehaviour
+ {
+ public Sprite FullSpeedTex; // the ui texture for full speed
+ public Sprite SlowSpeedTex; // the ui texture for slow motion mode
+ public float fullSpeed = 1;
+ public float slowSpeed = 0.3f;
+ public Button button; // reference to the ui texture that will be changed
+
+
+ private bool m_SlowMo;
+
+
+ void Start()
+ {
+ m_SlowMo = false;
+ }
+
+ void OnDestroy()
+ {
+ Time.timeScale = 1;
+ }
+
+ public void ChangeSpeed()
+ {
+ // toggle slow motion state
+ m_SlowMo = !m_SlowMo;
+
+ // update button texture
+ var image = button.targetGraphic as Image;
+ if (image != null)
+ {
+ image.sprite = m_SlowMo ? SlowSpeedTex : FullSpeedTex;
+ }
+
+ button.targetGraphic = image;
+
+ Time.timeScale = m_SlowMo ? slowSpeed : fullSpeed;
+ }
+ }
+}
diff --git a/Assets/SampleScenes/Scripts/SlowMoButton.cs.meta b/Assets/SampleScenes/Scripts/SlowMoButton.cs.meta
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index 0000000..cbb6ddf
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diff --git a/Assets/SampleScenes/Shaders.meta b/Assets/SampleScenes/Shaders.meta
new file mode 100644
index 0000000..87f13a8
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+++ b/Assets/SampleScenes/Shaders.meta
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diff --git a/Assets/SampleScenes/Shaders/Skybox-Procedural.shader b/Assets/SampleScenes/Shaders/Skybox-Procedural.shader
new file mode 100644
index 0000000..d33121f
--- /dev/null
+++ b/Assets/SampleScenes/Shaders/Skybox-Procedural.shader
@@ -0,0 +1,244 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "Skybox/Procedural" {
+Properties {
+ _SunTint ("Sun Tint", Color) = (1, 1, 1, 1)
+ _SunStrength ("Sun Strength", Float) = 1.0
+ _Color ("Atmosphere Tint", Color) = (.5, .5, .5, 1)
+ _GroundColor ("Ground", Color) = (.369, .349, .341, 1)
+ _HdrExposure("HDR Exposure", Float) = 1.3
+
+}
+
+SubShader {
+ Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
+ Cull Off ZWrite Off
+
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+
+
+ uniform half _HdrExposure; // HDR exposure
+ uniform half3 _GroundColor;
+
+ half3 _Color;
+ half3 _SunTint;
+ half _SunStrength;
+
+ // RGB wavelengths
+ #define GAMMA .454545
+ static const float MN = 2;
+ static const float MX = .7;
+ #define WR (0.65*lerp(MN, MX, pow(_Color.r,GAMMA)))
+ #define WG (0.57*lerp(MN, MX, pow(_Color.g,GAMMA)))
+ #define WB (0.475*lerp(MN, MX, pow(_Color.b,GAMMA)))
+ //#define WR pow(0.65,GAMMA)
+ //#define WG pow(0.57,GAMMA)
+ //#define WB pow(0.475,GAMMA)
+ static const float3 kInvWavelength = float3(1.0 / (WR*WR*WR*WR), 1.0 / (WG*WG*WG*WG), 1.0 / (WB*WB*WB*WB));
+ #define OUTER_RADIUS 1.025
+ static const float kOuterRadius = OUTER_RADIUS;
+ static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS;
+ static const float kInnerRadius = 1.0;
+ static const float kInnerRadius2 = 1.0;
+
+ static const float kCameraHeight = 0.0001;
+
+ #define kRAYLEIGH 0.0025 // Rayleigh constant
+ #define kMIE 0.0010 // Mie constant
+ #define kSUN_BRIGHTNESS 20.0 // Sun brightness
+
+ static const float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS;
+ static const float kKmESun = kMIE * kSUN_BRIGHTNESS;
+ static const float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265;
+ static const float kKm4PI = kMIE * 4.0 * 3.14159265;
+ static const float kScale = 1.0 / (OUTER_RADIUS - 1.0);
+ static const float kScaleDepth = 0.25;
+ static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25;
+ static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH
+
+ #define MIE_G (-0.990)
+ #define MIE_G2 0.9801
+
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ };
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ half3 rayDir : TEXCOORD0; // Vector for incoming ray, normalized ( == -eyeRay )
+ half3 cIn : TEXCOORD1; // In-scatter coefficient
+ half3 cOut : TEXCOORD2; // Out-scatter coefficient
+ };
+
+ float scale(float inCos)
+ {
+ float x = 1.0 - inCos;
+ return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
+ }
+
+ v2f vert (appdata_t v)
+ {
+ v2f OUT;
+ OUT.pos = UnityObjectToClipPos(v.vertex);
+
+ float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position
+
+ // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
+ float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz));
+
+ OUT.rayDir = half3(-eyeRay);
+
+ float far = 0.0;
+ if(eyeRay.y >= 0.0)
+ {
+ // Sky
+ // Calculate the length of the "atmosphere"
+ far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y;
+
+ float3 pos = cameraPos + far * eyeRay;
+
+ // Calculate the ray's starting position, then calculate its scattering offset
+ float height = kInnerRadius + kCameraHeight;
+ float depth = exp(kScaleOverScaleDepth * (-kCameraHeight));
+ float startAngle = dot(eyeRay, cameraPos) / height;
+ float startOffset = depth*scale(startAngle);
+
+
+ // Initialize the scattering loop variables
+ float sampleLength = far / kSamples;
+ float scaledLength = sampleLength * kScale;
+ float3 sampleRay = eyeRay * sampleLength;
+ float3 samplePoint = cameraPos + sampleRay * 0.5;
+
+ // Now loop through the sample rays
+ float3 frontColor = float3(0.0, 0.0, 0.0);
+ // WTF BBQ: WP8 and desktop FL_9_1 do not like the for loop here
+ // (but an almost identical loop is perfectly fine in the ground calculations below)
+ // Just unrolling this manually seems to make everything fine again.
+// for(int i=0; i();
_myAnimatorHandler = GetComponent();
_movementController = GetComponent();
_npc = GetComponent();
-
- _myTransform = transform;
_myAnimatorHandler.Initialize();
}
+
+ private bool CrouchPressed(NpcBodyState state)
+ {
+ if (_crouchBuffer == state) return false;
+ _crouchBuffer = state;
+ return true;
+
+ }
public void UpdateAnimatorValues()
{
var movementDir = _movementController.Velocity;
_myAnimatorHandler.UpdateAnimatorValues( Mathf.Clamp01(movementDir.magnitude), 0,
- false, _npc.NpcBodyState is NpcCrouchingState, _npc.IsFiring);
+ false, CrouchPressed(_npc.NpcBodyState.State), _npc.IsFiring);
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Character/MovementController.cs b/Assets/Scripts/Character/MovementController.cs
index faa8bf4..54d7bb5 100644
--- a/Assets/Scripts/Character/MovementController.cs
+++ b/Assets/Scripts/Character/MovementController.cs
@@ -23,10 +23,12 @@ public class MovementController : MonoBehaviour
public Vector3 Velocity => navMeshAgent.velocity;
private Dictionary _idNavPointDict;
private NPC _myNpc;
+ private Settings _settings;
private void Awake()
{
- navMeshAgent.speed = SettingsReader.Instance.GetSettings.MovementSpeed;
+ _settings = SettingsReader.Instance.GetSettings;
+ navMeshAgent.speed = _settings.MovementSpeed;
_idNavPointDict = MapManager.Instance.IDToNavPoint;
_myNpc = GetComponent();
_firePointTransform = transform.GetChild(0);
@@ -42,15 +44,23 @@ public class MovementController : MonoBehaviour
private void Update()
{
- print($"{_myNpc.NpcState.ToString()}, {_myNpc.GetCharacter.Team}");
- if (Velocity.magnitude > 0)
- _myNpc.ChangeBaseState(NpcEnumState.InRunning);
- else
+ if (ReachedDestination())
{
- _myNpc.ChangeBaseState(_idNavPointDict[PointStartID].navType == NavPointType.Cover
+ _myNpc.ChangePointState(_idNavPointDict[PointStartID].navType == NavPointType.Cover
? NpcEnumState.InCover
: NpcEnumState.InDirectPoint);
}
+ else
+ {
+ _myNpc.ChangeBodyState(NpcBodyState.Standing);
+ _myNpc.ChangePointState(NpcEnumState.InRunning);
+ }
+
+ if (_myNpc.NpcBodyState.State == NpcBodyState.Crouching)
+ navMeshAgent.speed = _settings.MovementSpeed / 2;
+ else
+ navMeshAgent.speed = _settings.MovementSpeed;
+
}
private void UpdateFlagPosition()
@@ -68,7 +78,7 @@ public class MovementController : MonoBehaviour
{
return MapManager.Instance.NavPoints
.Where(point =>
- (transform.position - point.Position).magnitude < SettingsReader.Instance.GetSettings.MovementDistance)
+ (transform.position - point.Position).magnitude < _settings.MovementDistance)
.ToList();
}
@@ -93,11 +103,13 @@ public class MovementController : MonoBehaviour
navMeshAgent.isStopped = true;
}
- public void ReachedDestination()
+ public bool ReachedDestination()
{
- if (navMeshAgent.remainingDistance < float.Epsilon)
+ if (navMeshAgent.remainingDistance < 0.1f)
{
PointStartID = PointEndID;
+ return true;
}
+ return false;
}
}
diff --git a/Assets/Scripts/Character/NPC.cs b/Assets/Scripts/Character/NPC.cs
index 768701b..404f938 100644
--- a/Assets/Scripts/Character/NPC.cs
+++ b/Assets/Scripts/Character/NPC.cs
@@ -36,7 +36,7 @@ public class NPC : Agent, ICharacter
public bool IsFiring => _assistant.fireAnimation;
- public void ChangeBaseState(NpcEnumState state)
+ public void ChangePointState(NpcEnumState state)
{
switch (state)
{
@@ -51,6 +51,19 @@ public class NPC : Agent, ICharacter
break;
}
}
+
+ public void ChangeBodyState(NpcBodyState state)
+ {
+ switch (state)
+ {
+ case global::NpcBodyState.Crouching:
+ NpcBodyState = _crouchingState;
+ break;
+ case global::NpcBodyState.Standing:
+ NpcBodyState = _standingState;
+ break;
+ }
+ }
#region UnityEvents and ML
private void Awake()
@@ -96,7 +109,6 @@ public class NPC : Agent, ICharacter
if (_navPointIdDict is null)
Debug.LogError("Cant Find Nav Point Dictionary");
- NpcState = _directState;
_flagZone = GameObject.FindObjectOfType();
}
@@ -143,35 +155,41 @@ public class NPC : Agent, ICharacter
} ;
}
+ public override void WriteDiscreteActionMask(IDiscreteActionMask actionMask)
+ {
+ if (!NpcState.InCover)
+ actionMask.SetActionEnabled(0,0,false);
+ if (!NpcState.InDirectPoint)
+ actionMask.SetActionEnabled(0,1,false);
+ if (!NpcState.IsRunning)
+ actionMask.SetActionEnabled(0,2,false);
+ base.WriteDiscreteActionMask(actionMask);
+ }
+
+
public override void OnActionReceived(ActionBuffers actions)
{
var result = actions.DiscreteActions;
if (result[0] == 0)
{
- if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover)
- return;
- NpcState = _coverState;
switch (result[1])
{
case 0: Peek(); break;
case 1: Cover(); break;
- case 2: Peek(); _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); break;
+ case 2: Peek();
+ _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);
+ break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");
}
}
if (result[0] == 1)
{
- if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction)
- {
- return;
- }
-
switch (result[1])
{
- case 0: _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);
- NpcState = _runningState; break;
- case 1: NpcState = _directState; break;
+ case 0:
+ _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]);break;
+ case 1: break;
case 2: break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");
@@ -179,13 +197,11 @@ public class NPC : Agent, ICharacter
}
if (result[0] == 2)
- {
- if (_moveController.PointStartID == _moveController.PointEndID && _moveController.PointEndID != -1)
- return;
+ {
switch (result[1])
{
- case 0: _moveController.StopOnPath(); NpcState = _directState; break;
- case 1: _moveController.ReturnToStartPoint(); NpcState = _runningState; break;
+ case 0: _moveController.StopOnPath(); break;
+ case 1: _moveController.ReturnToStartPoint(); break;
case 2: break;
case 3: break;
default: throw new ArgumentException("Undefined Action received");
diff --git a/Assets/Scripts/Managers/MapManager.cs b/Assets/Scripts/Managers/MapManager.cs
index c8a9548..c5a0735 100755
--- a/Assets/Scripts/Managers/MapManager.cs
+++ b/Assets/Scripts/Managers/MapManager.cs
@@ -1,5 +1,7 @@
using System.Collections.Generic;
+using System.Linq;
using UnityEngine;
+using UnityEngine.SceneManagement;
public class MapManager : MonoBehaviour
{
@@ -19,12 +21,20 @@ public class MapManager : MonoBehaviour
Debug.LogError("Only 1 Instance");
}
- NavPoints = new List();
- var navPointSet = GameObject.Find("NavPoint Set");
- var count = navPointSet.transform.childCount;
- for (var i=0; i < count; i++)
- NavPoints.Add(navPointSet.transform.GetChild(i)
- .gameObject.GetComponent());
+ // NavPoints = new List();
+ // var navPointSet = GameObject.Find("NavPoint Set");
+ // var count = navPointSet.transform.childCount;
+ // for (var i=0; i < count; i++)
+ // NavPoints.Add(navPointSet.transform.GetChild(i)
+ // .gameObject.GetComponent());
+
+ var rootObjInScene = new List();
+ var scene = SceneManager.GetActiveScene();
+ scene.GetRootGameObjects(rootObjInScene);
+ foreach (var t in rootObjInScene)
+ {
+ NavPoints = t.GetComponentsInChildren(true).ToList();
+ }
NavPointSetToID();
}
diff --git a/Assets/Scripts/Statistics/StatisticManager.cs b/Assets/Scripts/Statistics/StatisticManager.cs
index 641b8c0..8599760 100644
--- a/Assets/Scripts/Statistics/StatisticManager.cs
+++ b/Assets/Scripts/Statistics/StatisticManager.cs
@@ -16,7 +16,7 @@ public class Log
public class StatisticManager : MonoBehaviour
{
private Log _log = new Log();
- private LoggerSideChannel _myLoggerSideChannel;
+ private LoggerSideChannel _myLoggerSideChannel = new LoggerSideChannel();
private void Awake()
{
foreach (var npc in GameObject.FindObjectsOfType())
@@ -25,6 +25,7 @@ public class StatisticManager : MonoBehaviour
GlobalEventManager.OnCaptureFlag += RegisterWin;
GlobalEventManager.OnTimeLeft += RegisterTimeOut;
GameManager.OnResetScene += SendMessage;
+
}
private void RegisterDamage(int damage, Team team)
diff --git a/Assets/Scripts/Weapons/Target.cs b/Assets/Scripts/Weapons/Target.cs
deleted file mode 100644
index 0d63207..0000000
--- a/Assets/Scripts/Weapons/Target.cs
+++ /dev/null
@@ -1,24 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class Target : MonoBehaviour
-{
- // Start is called before the first frame update
-
- public float health = 50f;
-
- public void TakeDamage(float amount)
- {
- health -= amount;
- if (health <= 0f)
- {
- Die();
- }
- }
-
- void Die()
- {
- Destroy(gameObject);
- }
-}
diff --git a/Assets/Settings/Game Settings.asset b/Assets/Settings/Game Settings.asset
index 3285e13..0e0b296 100644
--- a/Assets/Settings/Game Settings.asset
+++ b/Assets/Settings/Game Settings.asset
@@ -13,14 +13,14 @@ MonoBehaviour:
m_Name: Game Settings
m_EditorClassIdentifier:
IsTesting: 0
- TimeToWin: 10
+ TimeToWin: 150
TimeOut: 3600
MovementDistance: 50
MovementSpeed: 1
DefTeamAI: 3
AtcTeamAI: 3
- NumOfDefenders: 1
- NumOfAttackers: 1
+ NumOfDefenders: 2
+ NumOfAttackers: 2
HasHumanDefender: 0
HasHumanAttacker: 0
HealthPickupAmount: 50
@@ -37,7 +37,7 @@ MonoBehaviour:
DoDamageChanceInDirectPoint: 70
DoDamageChanceInRunning: 10
DoDamageChanceInCover: 80
- RifleDamage: 15
+ RifleDamage: 25
RateOfFire: 0.5
CrouchingCoefficient: 1.4
atcMaterial: {fileID: 2100000, guid: ce639cf318364cf449d4fd87a69da579, type: 2}
diff --git a/Assets/Standard Assets.meta b/Assets/Standard Assets.meta
new file mode 100644
index 0000000..718a548
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@@ -0,0 +1,9 @@
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+folderAsset: yes
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diff --git a/Assets/Standard Assets/2D.meta b/Assets/Standard Assets/2D.meta
new file mode 100644
index 0000000..1065599
--- /dev/null
+++ b/Assets/Standard Assets/2D.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/2D/Animations.meta b/Assets/Standard Assets/2D/Animations.meta
new file mode 100644
index 0000000..160084e
--- /dev/null
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@@ -0,0 +1,6 @@
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+guid: d8134e4dd9a11c6468abfb1683315eab
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diff --git a/Assets/Standard Assets/2D/Animations/RobotBoyCrouch.anim b/Assets/Standard Assets/2D/Animations/RobotBoyCrouch.anim
new file mode 100644
index 0000000..52cf270
--- /dev/null
+++ b/Assets/Standard Assets/2D/Animations/RobotBoyCrouch.anim
@@ -0,0 +1,238 @@
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new file mode 100644
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new file mode 100644
index 0000000..de6de76
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new file mode 100644
index 0000000..91f9685
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diff --git a/Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab.meta b/Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab.meta
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diff --git a/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs b/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
new file mode 100644
index 0000000..93c9021
--- /dev/null
+++ b/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs
@@ -0,0 +1,53 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets._2D
+{
+ public class Camera2DFollow : MonoBehaviour
+ {
+ public Transform target;
+ public float damping = 1;
+ public float lookAheadFactor = 3;
+ public float lookAheadReturnSpeed = 0.5f;
+ public float lookAheadMoveThreshold = 0.1f;
+
+ private float m_OffsetZ;
+ private Vector3 m_LastTargetPosition;
+ private Vector3 m_CurrentVelocity;
+ private Vector3 m_LookAheadPos;
+
+ // Use this for initialization
+ private void Start()
+ {
+ m_LastTargetPosition = target.position;
+ m_OffsetZ = (transform.position - target.position).z;
+ transform.parent = null;
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ // only update lookahead pos if accelerating or changed direction
+ float xMoveDelta = (target.position - m_LastTargetPosition).x;
+
+ bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
+
+ if (updateLookAheadTarget)
+ {
+ m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
+ }
+ else
+ {
+ m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
+ }
+
+ Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
+ Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
+
+ transform.position = newPos;
+
+ m_LastTargetPosition = target.position;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta b/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta
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diff --git a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs
new file mode 100644
index 0000000..e87de97
--- /dev/null
+++ b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs
@@ -0,0 +1,74 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets._2D
+{
+ public class CameraFollow : MonoBehaviour
+ {
+ public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
+ public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
+ public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
+ public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
+ public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
+ public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
+
+ private Transform m_Player; // Reference to the player's transform.
+
+
+ private void Awake()
+ {
+ // Setting up the reference.
+ m_Player = GameObject.FindGameObjectWithTag("Player").transform;
+ }
+
+
+ private bool CheckXMargin()
+ {
+ // Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
+ return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin;
+ }
+
+
+ private bool CheckYMargin()
+ {
+ // Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
+ return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin;
+ }
+
+
+ private void Update()
+ {
+ TrackPlayer();
+ }
+
+
+ private void TrackPlayer()
+ {
+ // By default the target x and y coordinates of the camera are it's current x and y coordinates.
+ float targetX = transform.position.x;
+ float targetY = transform.position.y;
+
+ // If the player has moved beyond the x margin...
+ if (CheckXMargin())
+ {
+ // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
+ targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime);
+ }
+
+ // If the player has moved beyond the y margin...
+ if (CheckYMargin())
+ {
+ // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
+ targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime);
+ }
+
+ // The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
+ targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
+ targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
+
+ // Set the camera's position to the target position with the same z component.
+ transform.position = new Vector3(targetX, targetY, transform.position.z);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta
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diff --git a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs
new file mode 100644
index 0000000..a142d31
--- /dev/null
+++ b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs
@@ -0,0 +1,40 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets._2D
+{
+ [RequireComponent(typeof (PlatformerCharacter2D))]
+ public class Platformer2DUserControl : MonoBehaviour
+ {
+ private PlatformerCharacter2D m_Character;
+ private bool m_Jump;
+
+
+ private void Awake()
+ {
+ m_Character = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ if (!m_Jump)
+ {
+ // Read the jump input in Update so button presses aren't missed.
+ m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
+ }
+ }
+
+
+ private void FixedUpdate()
+ {
+ // Read the inputs.
+ bool crouch = Input.GetKey(KeyCode.LeftControl);
+ float h = CrossPlatformInputManager.GetAxis("Horizontal");
+ // Pass all parameters to the character control script.
+ m_Character.Move(h, crouch, m_Jump);
+ m_Jump = false;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta
new file mode 100644
index 0000000..2747409
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diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs
new file mode 100644
index 0000000..7e9ccd3
--- /dev/null
+++ b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs
@@ -0,0 +1,115 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets._2D
+{
+ public class PlatformerCharacter2D : MonoBehaviour
+ {
+ [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
+ [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
+ [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
+ [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
+ [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
+
+ private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
+ const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
+ private bool m_Grounded; // Whether or not the player is grounded.
+ private Transform m_CeilingCheck; // A position marking where to check for ceilings
+ const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
+ private Animator m_Anim; // Reference to the player's animator component.
+ private Rigidbody2D m_Rigidbody2D;
+ private bool m_FacingRight = true; // For determining which way the player is currently facing.
+
+ private void Awake()
+ {
+ // Setting up references.
+ m_GroundCheck = transform.Find("GroundCheck");
+ m_CeilingCheck = transform.Find("CeilingCheck");
+ m_Anim = GetComponent();
+ m_Rigidbody2D = GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ m_Grounded = false;
+
+ // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
+ // This can be done using layers instead but Sample Assets will not overwrite your project settings.
+ Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
+ for (int i = 0; i < colliders.Length; i++)
+ {
+ if (colliders[i].gameObject != gameObject)
+ m_Grounded = true;
+ }
+ m_Anim.SetBool("Ground", m_Grounded);
+
+ // Set the vertical animation
+ m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
+ }
+
+
+ public void Move(float move, bool crouch, bool jump)
+ {
+ // If crouching, check to see if the character can stand up
+ if (!crouch && m_Anim.GetBool("Crouch"))
+ {
+ // If the character has a ceiling preventing them from standing up, keep them crouching
+ if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
+ {
+ crouch = true;
+ }
+ }
+
+ // Set whether or not the character is crouching in the animator
+ m_Anim.SetBool("Crouch", crouch);
+
+ //only control the player if grounded or airControl is turned on
+ if (m_Grounded || m_AirControl)
+ {
+ // Reduce the speed if crouching by the crouchSpeed multiplier
+ move = (crouch ? move*m_CrouchSpeed : move);
+
+ // The Speed animator parameter is set to the absolute value of the horizontal input.
+ m_Anim.SetFloat("Speed", Mathf.Abs(move));
+
+ // Move the character
+ m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
+
+ // If the input is moving the player right and the player is facing left...
+ if (move > 0 && !m_FacingRight)
+ {
+ // ... flip the player.
+ Flip();
+ }
+ // Otherwise if the input is moving the player left and the player is facing right...
+ else if (move < 0 && m_FacingRight)
+ {
+ // ... flip the player.
+ Flip();
+ }
+ }
+ // If the player should jump...
+ if (m_Grounded && jump && m_Anim.GetBool("Ground"))
+ {
+ // Add a vertical force to the player.
+ m_Grounded = false;
+ m_Anim.SetBool("Ground", false);
+ m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
+ }
+ }
+
+
+ private void Flip()
+ {
+ // Switch the way the player is labelled as facing.
+ m_FacingRight = !m_FacingRight;
+
+ // Multiply the player's x local scale by -1.
+ Vector3 theScale = transform.localScale;
+ theScale.x *= -1;
+ transform.localScale = theScale;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta
new file mode 100644
index 0000000..5dd33b1
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diff --git a/Assets/Standard Assets/2D/Scripts/Restarter.cs b/Assets/Standard Assets/2D/Scripts/Restarter.cs
new file mode 100644
index 0000000..52cfe45
--- /dev/null
+++ b/Assets/Standard Assets/2D/Scripts/Restarter.cs
@@ -0,0 +1,17 @@
+using System;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace UnityStandardAssets._2D
+{
+ public class Restarter : MonoBehaviour
+ {
+ private void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.tag == "Player")
+ {
+ SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
+ }
+ }
+ }
+}
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diff --git a/Assets/Standard Assets/Cameras/CameraGuidelines.txt b/Assets/Standard Assets/Cameras/CameraGuidelines.txt
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--- /dev/null
+++ b/Assets/Standard Assets/Cameras/CameraGuidelines.txt
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+
+In the Camera Prefabs folder are a few Camera Rigs, explained below.
+
+To use them, simply drop one into your scene, and set the target field on the root of the camera rig.
+
+If your player is tagged "Player", you don't even have to assign the target, as by default the cameras will automatically target the first object they find tagged "Player". You can uncheck this option if you don't want it.
+
+After adding one to your scene, you will also probably want to delete the default "Main Camera" that was in your scene already, since the camera rigs contain their own cameras.
+
+The "Free Look" camera is designed to follow a target's position, while allowing the user to rotate the angle of the camera with the mouse (or a touch gesture).
+
+The "Multipurpose" camera is designed to follow a target's position and rotation (or direction of movement) and is useful for many game situations.
+
+With the "Free Look" and "Multipurpose" camera, the rig is designed so the root object of the rig should always move towards the target's position. The camera offset is specified by the height (the Y value) of the "Pivot" object, and the forward offset of the final "Camera" object.
+
+A typical set up for this would be to have the Y positional value of the Pivot set to 2 (for 2 meters above the target), and the Z positional value of the Camera set to -6 (for 6 meters behind the pivot).
+
+If you wanted to adjust the camera to be to one side of the target (eg, for a closer over-shoulder third person view), you should adjust the X position value of the Pivot object.
+
+Camera Rig <- position will move towards target.
+ Pivot <- adjust Y position for height, X position for horizontal offset
+ Camera <- adjust Z position for distance away from target
+
+
+Both the "Free Look" and the "Multipurpose" camera also use the ProtectCameraFromWallClip script, which is intended to stop the camera from passing through items of scenery, as can happen if a character or vehicle targeted by the camera is backed up against a wall.
+
+The ProtectCameraFromWallClip script examines the distance between the Pivot and the Camera, and attempts to preserve this where possible, but draws the camera in closer to the pivot when colliders are detected. For this reason, if you're using the wall clip script, you can't modify the local offset of the Camera at runtime, because it's being set every frame by the clip protection script.
+
+The "CCTV Camera" is a little different, being a single GameObject with no hierarchy. Since it doesn't move to follow a target (it only rotates), it doesn't need the wall clip script. Assigning the target works exactly the same as the other Cameras however, and it will also auto target any object tagged "player" unless told otherwise.
+
+The CCTV camera uses the "LookAtTarget" script, which provides functionality above and beyond Unity's basic "Transform.LookAt" function. It works in local space relative to the object's parent, and allows constraints on the look angle which work relative to the object's starting rotation. Possible uses could be: A view out of the side window of a moving car, A turret which should aim at a target from a moving spaceship, or - as it's used in this case - a CCTV camera which can be placed anywhere and can pan towards a target.
+
+
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diff --git a/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs b/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs
new file mode 100644
index 0000000..57830ac
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs
@@ -0,0 +1,105 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Cameras
+{
+ public abstract class AbstractTargetFollower : MonoBehaviour
+ {
+ public enum UpdateType // The available methods of updating are:
+ {
+ FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies).
+ LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update)
+ ManualUpdate, // user must call to update camera
+ }
+
+ [SerializeField] protected Transform m_Target; // The target object to follow
+ [SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player.
+ [SerializeField] private UpdateType m_UpdateType; // stores the selected update type
+
+ protected Rigidbody targetRigidbody;
+
+
+ protected virtual void Start()
+ {
+ // if auto targeting is used, find the object tagged "Player"
+ // any class inheriting from this should call base.Start() to perform this action!
+ if (m_AutoTargetPlayer)
+ {
+ FindAndTargetPlayer();
+ }
+ if (m_Target == null) return;
+ targetRigidbody = m_Target.GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ // we update from here if updatetype is set to Fixed, or in auto mode,
+ // if the target has a rigidbody, and isn't kinematic.
+ if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
+ {
+ FindAndTargetPlayer();
+ }
+ if (m_UpdateType == UpdateType.FixedUpdate)
+ {
+ FollowTarget(Time.deltaTime);
+ }
+ }
+
+
+ private void LateUpdate()
+ {
+ // we update from here if updatetype is set to Late, or in auto mode,
+ // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
+ if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
+ {
+ FindAndTargetPlayer();
+ }
+ if (m_UpdateType == UpdateType.LateUpdate)
+ {
+ FollowTarget(Time.deltaTime);
+ }
+ }
+
+
+ public void ManualUpdate()
+ {
+ // we update from here if updatetype is set to Late, or in auto mode,
+ // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
+ if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
+ {
+ FindAndTargetPlayer();
+ }
+ if (m_UpdateType == UpdateType.ManualUpdate)
+ {
+ FollowTarget(Time.deltaTime);
+ }
+ }
+
+ protected abstract void FollowTarget(float deltaTime);
+
+
+ public void FindAndTargetPlayer()
+ {
+ // auto target an object tagged player, if no target has been assigned
+ var targetObj = GameObject.FindGameObjectWithTag("Player");
+ if (targetObj)
+ {
+ SetTarget(targetObj.transform);
+ }
+ }
+
+
+ public virtual void SetTarget(Transform newTransform)
+ {
+ m_Target = newTransform;
+ }
+
+
+ public Transform Target
+ {
+ get { return m_Target; }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta b/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta
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diff --git a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs b/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs
new file mode 100644
index 0000000..906ae0f
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs
@@ -0,0 +1,107 @@
+using System;
+using UnityEngine;
+#if UNITY_EDITOR
+
+#endif
+
+namespace UnityStandardAssets.Cameras
+{
+ [ExecuteInEditMode]
+ public class AutoCam : PivotBasedCameraRig
+ {
+ [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position
+ [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation
+ [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll.
+ [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity.
+ [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target.
+ [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example)
+ [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction.
+ [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation
+
+ private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame.
+ private float m_CurrentTurnAmount; // How much to turn the camera
+ private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity
+ private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up )
+
+
+ protected override void FollowTarget(float deltaTime)
+ {
+ // if no target, or no time passed then we quit early, as there is nothing to do
+ if (!(deltaTime > 0) || m_Target == null)
+ {
+ return;
+ }
+
+ // initialise some vars, we'll be modifying these in a moment
+ var targetForward = m_Target.forward;
+ var targetUp = m_Target.up;
+
+ if (m_FollowVelocity && Application.isPlaying)
+ {
+ // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction
+ // but only if the object is traveling faster than a given threshold.
+
+ if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit)
+ {
+ // velocity is high enough, so we'll use the target's velocty
+ targetForward = targetRigidbody.velocity.normalized;
+ targetUp = Vector3.up;
+ }
+ else
+ {
+ targetUp = Vector3.up;
+ }
+ m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime);
+ }
+ else
+ {
+ // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation.
+
+ // This section allows the camera to stop following the target's rotation when the target is spinning too fast.
+ // eg when a car has been knocked into a spin. The camera will resume following the rotation
+ // of the target when the target's angular velocity slows below the threshold.
+ var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg;
+ if (m_SpinTurnLimit > 0)
+ {
+ var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime;
+ var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed);
+ var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f);
+ if (Application.isPlaying)
+ {
+ m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount,
+ ref m_TurnSpeedVelocityChange, turnReactSpeed);
+ }
+ else
+ {
+ // for editor mode, smoothdamp won't work because it uses deltaTime internally
+ m_CurrentTurnAmount = desiredTurnAmount;
+ }
+ }
+ else
+ {
+ m_CurrentTurnAmount = 1;
+ }
+ m_LastFlatAngle = currentFlatAngle;
+ }
+
+ // camera position moves towards target position:
+ transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
+
+ // camera's rotation is split into two parts, which can have independend speed settings:
+ // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch')
+ if (!m_FollowTilt)
+ {
+ targetForward.y = 0;
+ if (targetForward.sqrMagnitude < float.Epsilon)
+ {
+ targetForward = transform.forward;
+ }
+ }
+ var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp);
+
+ // and aligning with the target object's up direction (i.e. its 'roll')
+ m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up;
+ transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta
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diff --git a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs
new file mode 100644
index 0000000..cf3485c
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs
@@ -0,0 +1,115 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Cameras
+{
+ public class FreeLookCam : PivotBasedCameraRig
+ {
+ // This script is designed to be placed on the root object of a camera rig,
+ // comprising 3 gameobjects, each parented to the next:
+
+ // Camera Rig
+ // Pivot
+ // Camera
+
+ [SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position.
+ [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input.
+ [SerializeField] private float m_TurnSmoothing = 0.0f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness
+ [SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot.
+ [SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot.
+ [SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked.
+ [SerializeField] private bool m_VerticalAutoReturn = false; // set wether or not the vertical axis should auto return
+
+ private float m_LookAngle; // The rig's y axis rotation.
+ private float m_TiltAngle; // The pivot's x axis rotation.
+ private const float k_LookDistance = 100f; // How far in front of the pivot the character's look target is.
+ private Vector3 m_PivotEulers;
+ private Quaternion m_PivotTargetRot;
+ private Quaternion m_TransformTargetRot;
+
+ protected override void Awake()
+ {
+ base.Awake();
+ // Lock or unlock the cursor.
+ Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
+ Cursor.visible = !m_LockCursor;
+ m_PivotEulers = m_Pivot.rotation.eulerAngles;
+
+ m_PivotTargetRot = m_Pivot.transform.localRotation;
+ m_TransformTargetRot = transform.localRotation;
+ }
+
+
+ protected void Update()
+ {
+ HandleRotationMovement();
+ if (m_LockCursor && Input.GetMouseButtonUp(0))
+ {
+ Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
+ Cursor.visible = !m_LockCursor;
+ }
+ }
+
+
+ private void OnDisable()
+ {
+ Cursor.lockState = CursorLockMode.None;
+ Cursor.visible = true;
+ }
+
+
+ protected override void FollowTarget(float deltaTime)
+ {
+ if (m_Target == null) return;
+ // Move the rig towards target position.
+ transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
+ }
+
+
+ private void HandleRotationMovement()
+ {
+ if(Time.timeScale < float.Epsilon)
+ return;
+
+ // Read the user input
+ var x = CrossPlatformInputManager.GetAxis("Mouse X");
+ var y = CrossPlatformInputManager.GetAxis("Mouse Y");
+
+ // Adjust the look angle by an amount proportional to the turn speed and horizontal input.
+ m_LookAngle += x*m_TurnSpeed;
+
+ // Rotate the rig (the root object) around Y axis only:
+ m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f);
+
+ if (m_VerticalAutoReturn)
+ {
+ // For tilt input, we need to behave differently depending on whether we're using mouse or touch input:
+ // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released
+ // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical.
+ m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y);
+ }
+ else
+ {
+ // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed
+ m_TiltAngle -= y*m_TurnSpeed;
+ // and make sure the new value is within the tilt range
+ m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax);
+ }
+
+ // Tilt input around X is applied to the pivot (the child of this object)
+ m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z);
+
+ if (m_TurnSmoothing > 0)
+ {
+ m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime);
+ transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime);
+ }
+ else
+ {
+ m_Pivot.localRotation = m_PivotTargetRot;
+ transform.localRotation = m_TransformTargetRot;
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta
new file mode 100644
index 0000000..9b51a26
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs
new file mode 100644
index 0000000..837cf5c
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs
@@ -0,0 +1,33 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Cameras
+{
+ public class HandHeldCam : LookatTarget
+ {
+ [SerializeField] private float m_SwaySpeed = .5f;
+ [SerializeField] private float m_BaseSwayAmount = .5f;
+ [SerializeField] private float m_TrackingSwayAmount = .5f;
+ [Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0;
+
+
+ protected override void FollowTarget(float deltaTime)
+ {
+ base.FollowTarget(deltaTime);
+
+ float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f);
+ float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f;
+
+ bx *= m_BaseSwayAmount;
+ by *= m_BaseSwayAmount;
+
+ float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias;
+ float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias;
+
+ tx *= -m_TrackingSwayAmount*m_FollowVelocity.x;
+ ty *= m_TrackingSwayAmount*m_FollowVelocity.y;
+
+ transform.Rotate(bx + tx, by + ty, 0);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta
new file mode 100644
index 0000000..7b64b3b
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs
new file mode 100644
index 0000000..64385c3
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs
@@ -0,0 +1,67 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Cameras
+{
+ public class LookatTarget : AbstractTargetFollower
+ {
+ // A simple script to make one object look at another,
+ // but with optional constraints which operate relative to
+ // this gameobject's initial rotation.
+
+ // Only rotates around local X and Y.
+
+ // Works in local coordinates, so if this object is parented
+ // to another moving gameobject, its local constraints will
+ // operate correctly
+ // (Think: looking out the side window of a car, or a gun turret
+ // on a moving spaceship with a limited angular range)
+
+ // to have no constraints on an axis, set the rotationRange greater than 360.
+
+ [SerializeField] private Vector2 m_RotationRange;
+ [SerializeField] private float m_FollowSpeed = 1;
+
+ private Vector3 m_FollowAngles;
+ private Quaternion m_OriginalRotation;
+
+ protected Vector3 m_FollowVelocity;
+
+
+ // Use this for initialization
+ protected override void Start()
+ {
+ base.Start();
+ m_OriginalRotation = transform.localRotation;
+ }
+
+
+ protected override void FollowTarget(float deltaTime)
+ {
+ // we make initial calculations from the original local rotation
+ transform.localRotation = m_OriginalRotation;
+
+ // tackle rotation around Y first
+ Vector3 localTarget = transform.InverseTransformPoint(m_Target.position);
+ float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg;
+
+ yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f);
+ transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0);
+
+ // then recalculate new local target position for rotation around X
+ localTarget = transform.InverseTransformPoint(m_Target.position);
+ float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg;
+ xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f);
+ var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle),
+ m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle));
+
+ // smoothly interpolate the current angles to the target angles
+ m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed);
+
+
+ // and update the gameobject itself
+ transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta
new file mode 100644
index 0000000..a201095
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta
@@ -0,0 +1,9 @@
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+guid: f2ec2b96de5640e42a622fc3064f1c80
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+ userData:
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diff --git a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs
new file mode 100644
index 0000000..cc76a6a
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs
@@ -0,0 +1,28 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Cameras
+{
+ public abstract class PivotBasedCameraRig : AbstractTargetFollower
+ {
+ // This script is designed to be placed on the root object of a camera rig,
+ // comprising 3 gameobjects, each parented to the next:
+
+ // Camera Rig
+ // Pivot
+ // Camera
+
+ protected Transform m_Cam; // the transform of the camera
+ protected Transform m_Pivot; // the point at which the camera pivots around
+ protected Vector3 m_LastTargetPosition;
+
+
+ protected virtual void Awake()
+ {
+ // find the camera in the object hierarchy
+ m_Cam = GetComponentInChildren().transform;
+ m_Pivot = m_Cam.parent;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta
new file mode 100644
index 0000000..701f56f
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta
@@ -0,0 +1,11 @@
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+labels:
+- Done
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diff --git a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs
new file mode 100644
index 0000000..03129f8
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs
@@ -0,0 +1,124 @@
+using System;
+using System.Collections;
+using UnityEngine;
+
+namespace UnityStandardAssets.Cameras
+{
+ public class ProtectCameraFromWallClip : MonoBehaviour
+ {
+ public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be)
+ public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime)
+ public float sphereCastRadius = 0.1f; // the radius of the sphere used to test for object between camera and target
+ public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor
+ public float closestDistance = 0.5f; // the closest distance the camera can be from the target
+ public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera
+ public string dontClipTag = "Player"; // don't clip against objects with this tag (useful for not clipping against the targeted object)
+
+ private Transform m_Cam; // the transform of the camera
+ private Transform m_Pivot; // the point at which the camera pivots around
+ private float m_OriginalDist; // the original distance to the camera before any modification are made
+ private float m_MoveVelocity; // the velocity at which the camera moved
+ private float m_CurrentDist; // the current distance from the camera to the target
+ private Ray m_Ray = new Ray(); // the ray used in the lateupdate for casting between the camera and the target
+ private RaycastHit[] m_Hits; // the hits between the camera and the target
+ private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances
+
+
+ private void Start()
+ {
+ // find the camera in the object hierarchy
+ m_Cam = GetComponentInChildren().transform;
+ m_Pivot = m_Cam.parent;
+ m_OriginalDist = m_Cam.localPosition.magnitude;
+ m_CurrentDist = m_OriginalDist;
+
+ // create a new RayHitComparer
+ m_RayHitComparer = new RayHitComparer();
+ }
+
+
+ private void LateUpdate()
+ {
+ // initially set the target distance
+ float targetDist = m_OriginalDist;
+
+ m_Ray.origin = m_Pivot.position + m_Pivot.forward*sphereCastRadius;
+ m_Ray.direction = -m_Pivot.forward;
+
+ // initial check to see if start of spherecast intersects anything
+ var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius);
+
+ bool initialIntersect = false;
+ bool hitSomething = false;
+
+ // loop through all the collisions to check if something we care about
+ for (int i = 0; i < cols.Length; i++)
+ {
+ if ((!cols[i].isTrigger) &&
+ !(cols[i].attachedRigidbody != null && cols[i].attachedRigidbody.CompareTag(dontClipTag)))
+ {
+ initialIntersect = true;
+ break;
+ }
+ }
+
+ // if there is a collision
+ if (initialIntersect)
+ {
+ m_Ray.origin += m_Pivot.forward*sphereCastRadius;
+
+ // do a raycast and gather all the intersections
+ m_Hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius);
+ }
+ else
+ {
+ // if there was no collision do a sphere cast to see if there were any other collisions
+ m_Hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius);
+ }
+
+ // sort the collisions by distance
+ Array.Sort(m_Hits, m_RayHitComparer);
+
+ // set the variable used for storing the closest to be as far as possible
+ float nearest = Mathf.Infinity;
+
+ // loop through all the collisions
+ for (int i = 0; i < m_Hits.Length; i++)
+ {
+ // only deal with the collision if it was closer than the previous one, not a trigger, and not attached to a rigidbody tagged with the dontClipTag
+ if (m_Hits[i].distance < nearest && (!m_Hits[i].collider.isTrigger) &&
+ !(m_Hits[i].collider.attachedRigidbody != null &&
+ m_Hits[i].collider.attachedRigidbody.CompareTag(dontClipTag)))
+ {
+ // change the nearest collision to latest
+ nearest = m_Hits[i].distance;
+ targetDist = -m_Pivot.InverseTransformPoint(m_Hits[i].point).z;
+ hitSomething = true;
+ }
+ }
+
+ // visualise the cam clip effect in the editor
+ if (hitSomething)
+ {
+ Debug.DrawRay(m_Ray.origin, -m_Pivot.forward*(targetDist + sphereCastRadius), Color.red);
+ }
+
+ // hit something so move the camera to a better position
+ protecting = hitSomething;
+ m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity,
+ m_CurrentDist > targetDist ? clipMoveTime : returnTime);
+ m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist);
+ m_Cam.localPosition = -Vector3.forward*m_CurrentDist;
+ }
+
+
+ // comparer for check distances in ray cast hits
+ public class RayHitComparer : IComparer
+ {
+ public int Compare(object x, object y)
+ {
+ return ((RaycastHit) x).distance.CompareTo(((RaycastHit) y).distance);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta
new file mode 100644
index 0000000..99ac1cd
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diff --git a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs
new file mode 100644
index 0000000..a5aedef
--- /dev/null
+++ b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs
@@ -0,0 +1,79 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Cameras
+{
+ public class TargetFieldOfView : AbstractTargetFollower
+ {
+ // This script is primarily designed to be used with the "LookAtTarget" script to enable a
+ // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the
+ // target (so that it zooms in as the target becomes further away).
+ // When used with a follow cam, it will automatically use the same target.
+
+ [SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount.
+ [SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target.
+ [SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned.
+
+ private float m_BoundSize;
+ private float m_FovAdjustVelocity;
+ private Camera m_Cam;
+ private Transform m_LastTarget;
+
+ // Use this for initialization
+ protected override void Start()
+ {
+ base.Start();
+ m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize);
+
+ // get a reference to the actual camera component:
+ m_Cam = GetComponentInChildren();
+ }
+
+
+ protected override void FollowTarget(float deltaTime)
+ {
+ // calculate the correct field of view to fit the bounds size at the current distance
+ float dist = (m_Target.position - transform.position).magnitude;
+ float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier;
+
+ m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime);
+ }
+
+
+ public override void SetTarget(Transform newTransform)
+ {
+ base.SetTarget(newTransform);
+ m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize);
+ }
+
+
+ public static float MaxBoundsExtent(Transform obj, bool includeEffects)
+ {
+ // get the maximum bounds extent of object, including all child renderers,
+ // but excluding particles and trails, for FOV zooming effect.
+
+ var renderers = obj.GetComponentsInChildren();
+
+ Bounds bounds = new Bounds();
+ bool initBounds = false;
+ foreach (Renderer r in renderers)
+ {
+ if (!((r is TrailRenderer) || (r is ParticleSystemRenderer)))
+ {
+ if (!initBounds)
+ {
+ initBounds = true;
+ bounds = r.bounds;
+ }
+ else
+ {
+ bounds.Encapsulate(r.bounds);
+ }
+ }
+ }
+ float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
+ return max;
+ }
+ }
+}
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new file mode 100644
index 0000000..e9f4a36
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diff --git a/Assets/Standard Assets/Characters.meta b/Assets/Standard Assets/Characters.meta
new file mode 100644
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter.meta
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new file mode 100644
index 0000000..2e615ba
--- /dev/null
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep02.wav b/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep02.wav
new file mode 100644
index 0000000..ef9d615
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep03.wav b/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep03.wav
new file mode 100644
index 0000000..e6a7af8
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/FirstPersonCharacterGuidelines.txt b/Assets/Standard Assets/Characters/FirstPersonCharacter/FirstPersonCharacterGuidelines.txt
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+The first-person character is a single prefab which is designed to be used as-is. There's usually no need to create your own from the separate scripts provided. Just drop the prefab into your scene and you're good to go.
+
+
+The simplest way to get started with the First Person Character is to follow these steps:
+
+1) Start with a suitable scene. There ought to be enough flat ground to walk around on.
+
+2) Place the "FirstPersonCharacter" prefab in the scene.
+
+3) If present, delete the "Main Camera" that exists in new scenes by default. The First Person Character prefab contains its own camera, so you don't need the default camera, or any of the camera rigs to use it.
+
+The first-person character is made up of a few components acting together. The FirstPersonCharacter script provides the functionality of moving, strafing and jumping. The SimpleMouseRotator provides the functionality of turning the body of the character left and right, and another copy of the same script on the "FirstPersonCamera" controls the looking-up-and-down effect.
+
+There is also an optional "Head Bob" script which provides a head bobbing effect and optionally also plays footstep sounds in sync with the head bobbing. This script can be disabled or removed if required.
+
+There are a number of simple adjustable settings on each component allowing you to change the movement speed, jump power, head bob style, and more. For more detail about each setting, see the comments in each script.
+
+The Character script also requires references to "zero friction" and "max friction" physics materials. These are provided already set-up for you.
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/RigidBodyFPSController.prefab.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/RigidBodyFPSController.prefab.meta
new file mode 100644
index 0000000..628a7e0
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts.meta
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs
new file mode 100644
index 0000000..fd6e717
--- /dev/null
+++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs
@@ -0,0 +1,260 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+using UnityStandardAssets.Utility;
+using Random = UnityEngine.Random;
+
+#pragma warning disable 618, 649
+namespace UnityStandardAssets.Characters.FirstPerson
+{
+ [RequireComponent(typeof (CharacterController))]
+ [RequireComponent(typeof (AudioSource))]
+ public class FirstPersonController : MonoBehaviour
+ {
+ [SerializeField] private bool m_IsWalking;
+ [SerializeField] private float m_WalkSpeed;
+ [SerializeField] private float m_RunSpeed;
+ [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
+ [SerializeField] private float m_JumpSpeed;
+ [SerializeField] private float m_StickToGroundForce;
+ [SerializeField] private float m_GravityMultiplier;
+ [SerializeField] private MouseLook m_MouseLook;
+ [SerializeField] private bool m_UseFovKick;
+ [SerializeField] private FOVKick m_FovKick = new FOVKick();
+ [SerializeField] private bool m_UseHeadBob;
+ [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
+ [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
+ [SerializeField] private float m_StepInterval;
+ [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
+ [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
+ [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
+
+ private Camera m_Camera;
+ private bool m_Jump;
+ private float m_YRotation;
+ private Vector2 m_Input;
+ private Vector3 m_MoveDir = Vector3.zero;
+ private CharacterController m_CharacterController;
+ private CollisionFlags m_CollisionFlags;
+ private bool m_PreviouslyGrounded;
+ private Vector3 m_OriginalCameraPosition;
+ private float m_StepCycle;
+ private float m_NextStep;
+ private bool m_Jumping;
+ private AudioSource m_AudioSource;
+
+ // Use this for initialization
+ private void Start()
+ {
+ m_CharacterController = GetComponent();
+ m_Camera = Camera.main;
+ m_OriginalCameraPosition = m_Camera.transform.localPosition;
+ m_FovKick.Setup(m_Camera);
+ m_HeadBob.Setup(m_Camera, m_StepInterval);
+ m_StepCycle = 0f;
+ m_NextStep = m_StepCycle/2f;
+ m_Jumping = false;
+ m_AudioSource = GetComponent();
+ m_MouseLook.Init(transform , m_Camera.transform);
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ RotateView();
+ // the jump state needs to read here to make sure it is not missed
+ if (!m_Jump)
+ {
+ m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
+ }
+
+ if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
+ {
+ StartCoroutine(m_JumpBob.DoBobCycle());
+ PlayLandingSound();
+ m_MoveDir.y = 0f;
+ m_Jumping = false;
+ }
+ if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
+ {
+ m_MoveDir.y = 0f;
+ }
+
+ m_PreviouslyGrounded = m_CharacterController.isGrounded;
+ }
+
+
+ private void PlayLandingSound()
+ {
+ m_AudioSource.clip = m_LandSound;
+ m_AudioSource.Play();
+ m_NextStep = m_StepCycle + .5f;
+ }
+
+
+ private void FixedUpdate()
+ {
+ float speed;
+ GetInput(out speed);
+ // always move along the camera forward as it is the direction that it being aimed at
+ Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
+
+ // get a normal for the surface that is being touched to move along it
+ RaycastHit hitInfo;
+ Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
+ m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
+ desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
+
+ m_MoveDir.x = desiredMove.x*speed;
+ m_MoveDir.z = desiredMove.z*speed;
+
+
+ if (m_CharacterController.isGrounded)
+ {
+ m_MoveDir.y = -m_StickToGroundForce;
+
+ if (m_Jump)
+ {
+ m_MoveDir.y = m_JumpSpeed;
+ PlayJumpSound();
+ m_Jump = false;
+ m_Jumping = true;
+ }
+ }
+ else
+ {
+ m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
+ }
+ m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
+
+ ProgressStepCycle(speed);
+ UpdateCameraPosition(speed);
+
+ m_MouseLook.UpdateCursorLock();
+ }
+
+
+ private void PlayJumpSound()
+ {
+ m_AudioSource.clip = m_JumpSound;
+ m_AudioSource.Play();
+ }
+
+
+ private void ProgressStepCycle(float speed)
+ {
+ if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
+ {
+ m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
+ Time.fixedDeltaTime;
+ }
+
+ if (!(m_StepCycle > m_NextStep))
+ {
+ return;
+ }
+
+ m_NextStep = m_StepCycle + m_StepInterval;
+
+ PlayFootStepAudio();
+ }
+
+
+ private void PlayFootStepAudio()
+ {
+ if (!m_CharacterController.isGrounded)
+ {
+ return;
+ }
+ // pick & play a random footstep sound from the array,
+ // excluding sound at index 0
+ int n = Random.Range(1, m_FootstepSounds.Length);
+ m_AudioSource.clip = m_FootstepSounds[n];
+ m_AudioSource.PlayOneShot(m_AudioSource.clip);
+ // move picked sound to index 0 so it's not picked next time
+ m_FootstepSounds[n] = m_FootstepSounds[0];
+ m_FootstepSounds[0] = m_AudioSource.clip;
+ }
+
+
+ private void UpdateCameraPosition(float speed)
+ {
+ Vector3 newCameraPosition;
+ if (!m_UseHeadBob)
+ {
+ return;
+ }
+ if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
+ {
+ m_Camera.transform.localPosition =
+ m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
+ (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
+ newCameraPosition = m_Camera.transform.localPosition;
+ newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
+ }
+ else
+ {
+ newCameraPosition = m_Camera.transform.localPosition;
+ newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
+ }
+ m_Camera.transform.localPosition = newCameraPosition;
+ }
+
+
+ private void GetInput(out float speed)
+ {
+ // Read input
+ float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
+ float vertical = CrossPlatformInputManager.GetAxis("Vertical");
+
+ bool waswalking = m_IsWalking;
+
+#if !MOBILE_INPUT
+ // On standalone builds, walk/run speed is modified by a key press.
+ // keep track of whether or not the character is walking or running
+ m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
+#endif
+ // set the desired speed to be walking or running
+ speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
+ m_Input = new Vector2(horizontal, vertical);
+
+ // normalize input if it exceeds 1 in combined length:
+ if (m_Input.sqrMagnitude > 1)
+ {
+ m_Input.Normalize();
+ }
+
+ // handle speed change to give an fov kick
+ // only if the player is going to a run, is running and the fovkick is to be used
+ if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
+ {
+ StopAllCoroutines();
+ StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
+ }
+ }
+
+
+ private void RotateView()
+ {
+ m_MouseLook.LookRotation (transform, m_Camera.transform);
+ }
+
+
+ private void OnControllerColliderHit(ControllerColliderHit hit)
+ {
+ Rigidbody body = hit.collider.attachedRigidbody;
+ //dont move the rigidbody if the character is on top of it
+ if (m_CollisionFlags == CollisionFlags.Below)
+ {
+ return;
+ }
+
+ if (body == null || body.isKinematic)
+ {
+ return;
+ }
+ body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta
new file mode 100644
index 0000000..437171c
--- /dev/null
+++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs
new file mode 100644
index 0000000..06ddecc
--- /dev/null
+++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs
@@ -0,0 +1,55 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.Utility;
+
+namespace UnityStandardAssets.Characters.FirstPerson
+{
+ public class HeadBob : MonoBehaviour
+ {
+ public Camera Camera;
+ public CurveControlledBob motionBob = new CurveControlledBob();
+ public LerpControlledBob jumpAndLandingBob = new LerpControlledBob();
+ public RigidbodyFirstPersonController rigidbodyFirstPersonController;
+ public float StrideInterval;
+ [Range(0f, 1f)] public float RunningStrideLengthen;
+
+ // private CameraRefocus m_CameraRefocus;
+ private bool m_PreviouslyGrounded;
+ private Vector3 m_OriginalCameraPosition;
+
+
+ private void Start()
+ {
+ motionBob.Setup(Camera, StrideInterval);
+ m_OriginalCameraPosition = Camera.transform.localPosition;
+ // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition);
+ }
+
+
+ private void Update()
+ {
+ // m_CameraRefocus.GetFocusPoint();
+ Vector3 newCameraPosition;
+ if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded)
+ {
+ Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f));
+ newCameraPosition = Camera.transform.localPosition;
+ newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset();
+ }
+ else
+ {
+ newCameraPosition = Camera.transform.localPosition;
+ newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset();
+ }
+ Camera.transform.localPosition = newCameraPosition;
+
+ if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded)
+ {
+ StartCoroutine(jumpAndLandingBob.DoBobCycle());
+ }
+
+ m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded;
+ // m_CameraRefocus.SetFocusPoint();
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta
new file mode 100644
index 0000000..4cff284
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs
new file mode 100644
index 0000000..79c3aa2
--- /dev/null
+++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs
@@ -0,0 +1,115 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Characters.FirstPerson
+{
+ [Serializable]
+ public class MouseLook
+ {
+ public float XSensitivity = 2f;
+ public float YSensitivity = 2f;
+ public bool clampVerticalRotation = true;
+ public float MinimumX = -90F;
+ public float MaximumX = 90F;
+ public bool smooth;
+ public float smoothTime = 5f;
+ public bool lockCursor = true;
+
+
+ private Quaternion m_CharacterTargetRot;
+ private Quaternion m_CameraTargetRot;
+ private bool m_cursorIsLocked = true;
+
+ public void Init(Transform character, Transform camera)
+ {
+ m_CharacterTargetRot = character.localRotation;
+ m_CameraTargetRot = camera.localRotation;
+ }
+
+
+ public void LookRotation(Transform character, Transform camera)
+ {
+ float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
+ float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
+
+ m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
+ m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
+
+ if(clampVerticalRotation)
+ m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
+
+ if(smooth)
+ {
+ character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
+ smoothTime * Time.deltaTime);
+ camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
+ smoothTime * Time.deltaTime);
+ }
+ else
+ {
+ character.localRotation = m_CharacterTargetRot;
+ camera.localRotation = m_CameraTargetRot;
+ }
+
+ UpdateCursorLock();
+ }
+
+ public void SetCursorLock(bool value)
+ {
+ lockCursor = value;
+ if(!lockCursor)
+ {//we force unlock the cursor if the user disable the cursor locking helper
+ Cursor.lockState = CursorLockMode.None;
+ Cursor.visible = true;
+ }
+ }
+
+ public void UpdateCursorLock()
+ {
+ //if the user set "lockCursor" we check & properly lock the cursos
+ if (lockCursor)
+ InternalLockUpdate();
+ }
+
+ private void InternalLockUpdate()
+ {
+ if(Input.GetKeyUp(KeyCode.Escape))
+ {
+ m_cursorIsLocked = false;
+ }
+ else if(Input.GetMouseButtonUp(0))
+ {
+ m_cursorIsLocked = true;
+ }
+
+ if (m_cursorIsLocked)
+ {
+ Cursor.lockState = CursorLockMode.Locked;
+ Cursor.visible = false;
+ }
+ else if (!m_cursorIsLocked)
+ {
+ Cursor.lockState = CursorLockMode.None;
+ Cursor.visible = true;
+ }
+ }
+
+ Quaternion ClampRotationAroundXAxis(Quaternion q)
+ {
+ q.x /= q.w;
+ q.y /= q.w;
+ q.z /= q.w;
+ q.w = 1.0f;
+
+ float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
+
+ angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
+
+ q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
+
+ return q;
+ }
+
+ }
+}
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index 0000000..2e6a76f
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diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs
new file mode 100644
index 0000000..9caa5ef
--- /dev/null
+++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs
@@ -0,0 +1,265 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Characters.FirstPerson
+{
+ [RequireComponent(typeof (Rigidbody))]
+ [RequireComponent(typeof (CapsuleCollider))]
+ public class RigidbodyFirstPersonController : MonoBehaviour
+ {
+ [Serializable]
+ public class MovementSettings
+ {
+ public float ForwardSpeed = 8.0f; // Speed when walking forward
+ public float BackwardSpeed = 4.0f; // Speed when walking backwards
+ public float StrafeSpeed = 4.0f; // Speed when walking sideways
+ public float RunMultiplier = 2.0f; // Speed when sprinting
+ public KeyCode RunKey = KeyCode.LeftShift;
+ public float JumpForce = 30f;
+ public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
+ [HideInInspector] public float CurrentTargetSpeed = 8f;
+
+#if !MOBILE_INPUT
+ private bool m_Running;
+#endif
+
+ public void UpdateDesiredTargetSpeed(Vector2 input)
+ {
+ if (input == Vector2.zero) return;
+ if (input.x > 0 || input.x < 0)
+ {
+ //strafe
+ CurrentTargetSpeed = StrafeSpeed;
+ }
+ if (input.y < 0)
+ {
+ //backwards
+ CurrentTargetSpeed = BackwardSpeed;
+ }
+ if (input.y > 0)
+ {
+ //forwards
+ //handled last as if strafing and moving forward at the same time forwards speed should take precedence
+ CurrentTargetSpeed = ForwardSpeed;
+ }
+#if !MOBILE_INPUT
+ if (Input.GetKey(RunKey))
+ {
+ CurrentTargetSpeed *= RunMultiplier;
+ m_Running = true;
+ }
+ else
+ {
+ m_Running = false;
+ }
+#endif
+ }
+
+#if !MOBILE_INPUT
+ public bool Running
+ {
+ get { return m_Running; }
+ }
+#endif
+ }
+
+
+ [Serializable]
+ public class AdvancedSettings
+ {
+ public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
+ public float stickToGroundHelperDistance = 0.5f; // stops the character
+ public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
+ public bool airControl; // can the user control the direction that is being moved in the air
+ [Tooltip("set it to 0.1 or more if you get stuck in wall")]
+ public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
+ }
+
+
+ public Camera cam;
+ public MovementSettings movementSettings = new MovementSettings();
+ public MouseLook mouseLook = new MouseLook();
+ public AdvancedSettings advancedSettings = new AdvancedSettings();
+
+
+ private Rigidbody m_RigidBody;
+ private CapsuleCollider m_Capsule;
+ private float m_YRotation;
+ private Vector3 m_GroundContactNormal;
+ private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
+
+
+ public Vector3 Velocity
+ {
+ get { return m_RigidBody.velocity; }
+ }
+
+ public bool Grounded
+ {
+ get { return m_IsGrounded; }
+ }
+
+ public bool Jumping
+ {
+ get { return m_Jumping; }
+ }
+
+ public bool Running
+ {
+ get
+ {
+ #if !MOBILE_INPUT
+ return movementSettings.Running;
+#else
+ return false;
+#endif
+ }
+ }
+
+
+ private void Start()
+ {
+ m_RigidBody = GetComponent();
+ m_Capsule = GetComponent();
+ mouseLook.Init (transform, cam.transform);
+ }
+
+
+ private void Update()
+ {
+ RotateView();
+
+ if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
+ {
+ m_Jump = true;
+ }
+ }
+
+
+ private void FixedUpdate()
+ {
+ GroundCheck();
+ Vector2 input = GetInput();
+
+ if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
+ {
+ // always move along the camera forward as it is the direction that it being aimed at
+ Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
+ desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
+
+ desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
+ desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
+ desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
+ if (m_RigidBody.velocity.sqrMagnitude <
+ (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
+ {
+ m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
+ }
+ }
+
+ if (m_IsGrounded)
+ {
+ m_RigidBody.drag = 5f;
+
+ if (m_Jump)
+ {
+ m_RigidBody.drag = 0f;
+ m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
+ m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
+ m_Jumping = true;
+ }
+
+ if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
+ {
+ m_RigidBody.Sleep();
+ }
+ }
+ else
+ {
+ m_RigidBody.drag = 0f;
+ if (m_PreviouslyGrounded && !m_Jumping)
+ {
+ StickToGroundHelper();
+ }
+ }
+ m_Jump = false;
+ }
+
+
+ private float SlopeMultiplier()
+ {
+ float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
+ return movementSettings.SlopeCurveModifier.Evaluate(angle);
+ }
+
+
+ private void StickToGroundHelper()
+ {
+ RaycastHit hitInfo;
+ if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
+ ((m_Capsule.height/2f) - m_Capsule.radius) +
+ advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
+ {
+ m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
+ }
+ }
+ }
+
+
+ private Vector2 GetInput()
+ {
+
+ Vector2 input = new Vector2
+ {
+ x = CrossPlatformInputManager.GetAxis("Horizontal"),
+ y = CrossPlatformInputManager.GetAxis("Vertical")
+ };
+ movementSettings.UpdateDesiredTargetSpeed(input);
+ return input;
+ }
+
+
+ private void RotateView()
+ {
+ //avoids the mouse looking if the game is effectively paused
+ if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
+
+ // get the rotation before it's changed
+ float oldYRotation = transform.eulerAngles.y;
+
+ mouseLook.LookRotation (transform, cam.transform);
+
+ if (m_IsGrounded || advancedSettings.airControl)
+ {
+ // Rotate the rigidbody velocity to match the new direction that the character is looking
+ Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
+ m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
+ }
+ }
+
+ /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
+ private void GroundCheck()
+ {
+ m_PreviouslyGrounded = m_IsGrounded;
+ RaycastHit hitInfo;
+ if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
+ ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ m_IsGrounded = true;
+ m_GroundContactNormal = hitInfo.normal;
+ }
+ else
+ {
+ m_IsGrounded = false;
+ m_GroundContactNormal = Vector3.up;
+ }
+ if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
+ {
+ m_Jumping = false;
+ }
+ }
+ }
+}
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+ 2300008: vehicle_planeProp_left_aileron
+ 2300010: vehicle_planeProp_left_flap
+ 2300012: vehicle_planeProp_left_gear
+ 2300014: vehicle_planeProp_left_gearWheel
+ 2300016: vehicle_planeProp_left_prop
+ 2300018: vehicle_planeProp_left_propBlurPlane
+ 2300020: vehicle_planeProp_left_propBlurPlane1
+ 2300022: vehicle_planeProp_left_propCone
+ 2300024: vehicle_planeProp_leftWing_leftDoor
+ 2300026: vehicle_planeProp_leftWing_rightDoor
+ 2300028: vehicle_planeProp_right_aileron
+ 2300030: vehicle_planeProp_right_flap
+ 2300032: vehicle_planeProp_right_gear
+ 2300034: vehicle_planeProp_right_gearWheel
+ 2300036: vehicle_planeProp_right_prop
+ 2300038: vehicle_planeProp_right_propBlurPlane
+ 2300040: vehicle_planeProp_right_propBlurPlane1
+ 2300042: vehicle_planeProp_right_propCone
+ 2300044: vehicle_planeProp_rightWing_leftDoor
+ 2300046: vehicle_planeProp_rightWing_rightDoor
+ 2300048: vehicle_planeProp_wing
+ 3300000: //RootNode
+ 3300002: prop_ball
+ 3300004: vehicle_planeProp_front_gear
+ 3300006: vehicle_planeProp_front_gearWheel
+ 3300008: vehicle_planeProp_left_aileron
+ 3300010: vehicle_planeProp_left_flap
+ 3300012: vehicle_planeProp_left_gear
+ 3300014: vehicle_planeProp_left_gearWheel
+ 3300016: vehicle_planeProp_left_prop
+ 3300018: vehicle_planeProp_left_propBlurPlane
+ 3300020: vehicle_planeProp_left_propBlurPlane1
+ 3300022: vehicle_planeProp_left_propCone
+ 3300024: vehicle_planeProp_leftWing_leftDoor
+ 3300026: vehicle_planeProp_leftWing_rightDoor
+ 3300028: vehicle_planeProp_right_aileron
+ 3300030: vehicle_planeProp_right_flap
+ 3300032: vehicle_planeProp_right_gear
+ 3300034: vehicle_planeProp_right_gearWheel
+ 3300036: vehicle_planeProp_right_prop
+ 3300038: vehicle_planeProp_right_propBlurPlane
+ 3300040: vehicle_planeProp_right_propBlurPlane1
+ 3300042: vehicle_planeProp_right_propCone
+ 3300044: vehicle_planeProp_rightWing_leftDoor
+ 3300046: vehicle_planeProp_rightWing_rightDoor
+ 3300048: vehicle_planeProp_wing
+ 4300000: Ball
+ 4300002: pCube1
+ 4300004: prop_ball
+ 4300006: vehicle_planeProp_rightWing_rightDoor
+ 4300008: vehicle_planeProp_rightWing_leftDoor
+ 4300010: vehicle_planeProp_leftWing_rightDoor
+ 4300012: vehicle_planeProp_leftWing_leftDoor
+ 4300014: vehicle_planeProp_right_propBlurPlane
+ 4300016: vehicle_planeProp_right_propCone
+ 4300018: vehicle_planeProp_left_propCone
+ 4300020: vehicle_planeProp_left_propBlurPlane
+ 4300022: vehicle_planeProp_right_aileron
+ 4300024: vehicle_planeProp_right_flap
+ 4300026: vehicle_planeProp_left_flap
+ 4300028: vehicle_planeProp_left_aileron
+ 4300030: vehicle_planeProp_right_gearWheel
+ 4300032: vehicle_planeProp_right_gear
+ 4300034: vehicle_planeProp_left_gearWheel
+ 4300036: vehicle_planeProp_left_gear
+ 4300038: vehicle_planeProp_right_prop
+ 4300040: vehicle_planeProp_left_prop
+ 4300042: vehicle_planeProp_front_gear
+ 4300044: vehicle_planeProp_front_gearWheel
+ 4300046: vehicle_planeProp_wing
+ 4300048: vehicle_planeProp_left_propBlurPlane1
+ 4300050: vehicle_planeProp_right_propBlurPlane1
+ 4300052: RollerBall
+ 9500000: //RootNode
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diff --git a/Assets/Standard Assets/Characters/RollerBall/Prefabs/RollerBall.prefab.meta b/Assets/Standard Assets/Characters/RollerBall/Prefabs/RollerBall.prefab.meta
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diff --git a/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt b/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt
new file mode 100644
index 0000000..57cf8a6
--- /dev/null
+++ b/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt
@@ -0,0 +1,15 @@
+The RollerBall prefab is a very simple controllable example which is designed to be used as-is. Just drop the prefab into your scene and you're good to go. It's designed as a minimal demonstration of using our Cross Platform Input scripts, and to demonstrate the way we've chosen to separate the input from the mechanics of the controller, so that you're free to swap in other input styles or AI controls.
+
+The ball converts its input to camera-relative motion, so it works fine with any of the camera rigs provided - even the CCTV Camera Rig!
+
+The simplest way to get started with the rolling ball controller is to:
+
+1) Start with a suitable scene. There ought to be enough flat ground to roll around on.
+
+2) Place the "RollerBall" prefab in the scene.
+
+3) Place a camera rig in the scene, from the Cameras folder.
+
+4) If present, delete the "Main Camera" that exists in new scenes by default. The camera rigs contain their own camera, so you don't need the default camera.
+
+There are a number of simple adjustable settings on the Ball allowing you to change the handling and jump power. For more information, see the comments in the script.
\ No newline at end of file
diff --git a/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt.meta b/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt.meta
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diff --git a/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs b/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs
new file mode 100644
index 0000000..6d37fbd
--- /dev/null
+++ b/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs
@@ -0,0 +1,47 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Ball
+{
+ public class Ball : MonoBehaviour
+ {
+ [SerializeField] private float m_MovePower = 5; // The force added to the ball to move it.
+ [SerializeField] private bool m_UseTorque = true; // Whether or not to use torque to move the ball.
+ [SerializeField] private float m_MaxAngularVelocity = 25; // The maximum velocity the ball can rotate at.
+ [SerializeField] private float m_JumpPower = 2; // The force added to the ball when it jumps.
+
+ private const float k_GroundRayLength = 1f; // The length of the ray to check if the ball is grounded.
+ private Rigidbody m_Rigidbody;
+
+
+ private void Start()
+ {
+ m_Rigidbody = GetComponent();
+ // Set the maximum angular velocity.
+ GetComponent().maxAngularVelocity = m_MaxAngularVelocity;
+ }
+
+
+ public void Move(Vector3 moveDirection, bool jump)
+ {
+ // If using torque to rotate the ball...
+ if (m_UseTorque)
+ {
+ // ... add torque around the axis defined by the move direction.
+ m_Rigidbody.AddTorque(new Vector3(moveDirection.z, 0, -moveDirection.x)*m_MovePower);
+ }
+ else
+ {
+ // Otherwise add force in the move direction.
+ m_Rigidbody.AddForce(moveDirection*m_MovePower);
+ }
+
+ // If on the ground and jump is pressed...
+ if (Physics.Raycast(transform.position, -Vector3.up, k_GroundRayLength) && jump)
+ {
+ // ... add force in upwards.
+ m_Rigidbody.AddForce(Vector3.up*m_JumpPower, ForceMode.Impulse);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs.meta b/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs.meta
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diff --git a/Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs b/Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs
new file mode 100644
index 0000000..e766c0f
--- /dev/null
+++ b/Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs
@@ -0,0 +1,69 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Vehicles.Ball
+{
+ public class BallUserControl : MonoBehaviour
+ {
+ private Ball ball; // Reference to the ball controller.
+
+ private Vector3 move;
+ // the world-relative desired move direction, calculated from the camForward and user input.
+
+ private Transform cam; // A reference to the main camera in the scenes transform
+ private Vector3 camForward; // The current forward direction of the camera
+ private bool jump; // whether the jump button is currently pressed
+
+
+ private void Awake()
+ {
+ // Set up the reference.
+ ball = GetComponent();
+
+
+ // get the transform of the main camera
+ if (Camera.main != null)
+ {
+ cam = Camera.main.transform;
+ }
+ else
+ {
+ Debug.LogWarning(
+ "Warning: no main camera found. Ball needs a Camera tagged \"MainCamera\", for camera-relative controls.");
+ // we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them!
+ }
+ }
+
+
+ private void Update()
+ {
+ // Get the axis and jump input.
+
+ float h = CrossPlatformInputManager.GetAxis("Horizontal");
+ float v = CrossPlatformInputManager.GetAxis("Vertical");
+ jump = CrossPlatformInputManager.GetButton("Jump");
+
+ // calculate move direction
+ if (cam != null)
+ {
+ // calculate camera relative direction to move:
+ camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized;
+ move = (v*camForward + h*cam.right).normalized;
+ }
+ else
+ {
+ // we use world-relative directions in the case of no main camera
+ move = (v*Vector3.forward + h*Vector3.right).normalized;
+ }
+ }
+
+
+ private void FixedUpdate()
+ {
+ // Call the Move function of the ball controller
+ ball.Move(move, jump);
+ jump = false;
+ }
+ }
+}
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+ 100320: EthanRightToe2
+ 100322: EthanRightUpLeg
+ 100324: EthanRightUpperLip
+ 100326: EthanSkeleton
+ 100328: EthanSpine
+ 100330: EthanSpine1
+ 100332: EthanSpine2
+ 100334: EthanUpperLip
+ 100336: EthanBody1
+ 100338: EthanSkeleton1
+ 400000: char_cyberKid_Badge
+ 400002: char_ethan_body
+ 400004: char_ethan_glasses
+ 400006: char_ethan_Head
+ 400008: char_ethan_Head1
+ 400010: char_ethan_Hips
+ 400012: char_ethan_Jaw
+ 400014: char_ethan_LeftArm
+ 400016: char_ethan_LeftBlink
+ 400018: char_ethan_LeftBrow
+ 400020: char_ethan_LeftCorner
+ 400022: char_ethan_LeftEye
+ 400024: char_ethan_LeftFoot
+ 400026: char_ethan_LeftForeArm
+ 400028: char_ethan_LeftHand
+ 400030: char_ethan_LeftHandIndex1
+ 400032: char_ethan_LeftHandIndex2
+ 400034: char_ethan_LeftHandIndex3
+ 400036: char_ethan_LeftHandIndex4
+ 400038: char_ethan_LeftHandMiddle1
+ 400040: char_ethan_LeftHandMiddle2
+ 400042: char_ethan_LeftHandMiddle3
+ 400044: char_ethan_LeftHandMiddle4
+ 400046: char_ethan_LeftHandPinky1
+ 400048: char_ethan_LeftHandPinky2
+ 400050: char_ethan_LeftHandPinky3
+ 400052: char_ethan_LeftHandPinky4
+ 400054: char_ethan_LeftHandRing1
+ 400056: char_ethan_LeftHandRing2
+ 400058: char_ethan_LeftHandRing3
+ 400060: char_ethan_LeftHandRing4
+ 400062: char_ethan_LeftHandThumb1
+ 400064: char_ethan_LeftHandThumb2
+ 400066: char_ethan_LeftHandThumb3
+ 400068: char_ethan_LeftHandThumb4
+ 400070: char_ethan_LeftLeg
+ 400072: char_ethan_LeftLowerLip
+ 400074: char_ethan_LeftShoulder
+ 400076: char_ethan_LeftToe1
+ 400078: char_ethan_LeftToe2
+ 400080: char_ethan_LeftUpLeg
+ 400082: char_ethan_LeftUpperLip
+ 400084: char_ethan_LowerLip
+ 400086: char_ethan_Neck
+ 400088: char_ethan_RightArm
+ 400090: char_ethan_RightBlink
+ 400092: char_ethan_RightBrow
+ 400094: char_ethan_RightCorner
+ 400096: char_ethan_RightEye
+ 400098: char_ethan_RightFoot
+ 400100: char_ethan_RightForeArm
+ 400102: char_ethan_RightHand
+ 400104: char_ethan_RightHandIndex1
+ 400106: char_ethan_RightHandIndex2
+ 400108: char_ethan_RightHandIndex3
+ 400110: char_ethan_RightHandIndex4
+ 400112: char_ethan_RightHandMiddle1
+ 400114: char_ethan_RightHandMiddle2
+ 400116: char_ethan_RightHandMiddle3
+ 400118: char_ethan_RightHandMiddle4
+ 400120: char_ethan_RightHandPinky1
+ 400122: char_ethan_RightHandPinky2
+ 400124: char_ethan_RightHandPinky3
+ 400126: char_ethan_RightHandPinky4
+ 400128: char_ethan_RightHandRing1
+ 400130: char_ethan_RightHandRing2
+ 400132: char_ethan_RightHandRing3
+ 400134: char_ethan_RightHandRing4
+ 400136: char_ethan_RightHandThumb1
+ 400138: char_ethan_RightHandThumb2
+ 400140: char_ethan_RightHandThumb3
+ 400142: char_ethan_RightHandThumb4
+ 400144: char_ethan_RightLeg
+ 400146: char_ethan_RightLowerLip
+ 400148: char_ethan_RightShoulder
+ 400150: char_ethan_RightToe1
+ 400152: char_ethan_RightToe2
+ 400154: char_ethan_RightUpLeg
+ 400156: char_ethan_RightUpperLip
+ 400158: char_ethan_skeleton
+ 400160: char_ethan_Spine
+ 400162: char_ethan_Spine1
+ 400164: char_ethan_Spine2
+ 400166: char_ethan_UpperLip
+ 400168: //RootNode
+ 400170: EthanBody
+ 400172: EthanGlasses
+ 400174: EthanHead
+ 400176: EthanHead1
+ 400178: EthanHips
+ 400180: EthanJaw
+ 400182: EthanLeftArm
+ 400184: EthanLeftBlink
+ 400186: EthanLeftBrow
+ 400188: EthanLeftCorner
+ 400190: EthanLeftEye
+ 400192: EthanLeftFoot
+ 400194: EthanLeftForeArm
+ 400196: EthanLeftHand
+ 400198: EthanLeftHandIndex1
+ 400200: EthanLeftHandIndex2
+ 400202: EthanLeftHandIndex3
+ 400204: EthanLeftHandIndex4
+ 400206: EthanLeftHandMiddle1
+ 400208: EthanLeftHandMiddle2
+ 400210: EthanLeftHandMiddle3
+ 400212: EthanLeftHandMiddle4
+ 400214: EthanLeftHandPinky1
+ 400216: EthanLeftHandPinky2
+ 400218: EthanLeftHandPinky3
+ 400220: EthanLeftHandPinky4
+ 400222: EthanLeftHandRing1
+ 400224: EthanLeftHandRing2
+ 400226: EthanLeftHandRing3
+ 400228: EthanLeftHandRing4
+ 400230: EthanLeftHandThumb1
+ 400232: EthanLeftHandThumb2
+ 400234: EthanLeftHandThumb3
+ 400236: EthanLeftHandThumb4
+ 400238: EthanLeftLeg
+ 400240: EthanLeftLowerLip
+ 400242: EthanLeftShoulder
+ 400244: EthanLeftToe1
+ 400246: EthanLeftToe2
+ 400248: EthanLeftUpLeg
+ 400250: EthanLeftUpperLip
+ 400252: EthanLowerLip
+ 400254: EthanNeck
+ 400256: EthanRightArm
+ 400258: EthanRightBlink
+ 400260: EthanRightBrow
+ 400262: EthanRightCorner
+ 400264: EthanRightEye
+ 400266: EthanRightFoot
+ 400268: EthanRightForeArm
+ 400270: EthanRightHand
+ 400272: EthanRightHandIndex1
+ 400274: EthanRightHandIndex2
+ 400276: EthanRightHandIndex3
+ 400278: EthanRightHandIndex4
+ 400280: EthanRightHandMiddle1
+ 400282: EthanRightHandMiddle2
+ 400284: EthanRightHandMiddle3
+ 400286: EthanRightHandMiddle4
+ 400288: EthanRightHandPinky1
+ 400290: EthanRightHandPinky2
+ 400292: EthanRightHandPinky3
+ 400294: EthanRightHandPinky4
+ 400296: EthanRightHandRing1
+ 400298: EthanRightHandRing2
+ 400300: EthanRightHandRing3
+ 400302: EthanRightHandRing4
+ 400304: EthanRightHandThumb1
+ 400306: EthanRightHandThumb2
+ 400308: EthanRightHandThumb3
+ 400310: EthanRightHandThumb4
+ 400312: EthanRightLeg
+ 400314: EthanRightLowerLip
+ 400316: EthanRightShoulder
+ 400318: EthanRightToe1
+ 400320: EthanRightToe2
+ 400322: EthanRightUpLeg
+ 400324: EthanRightUpperLip
+ 400326: EthanSkeleton
+ 400328: EthanSpine
+ 400330: EthanSpine1
+ 400332: EthanSpine2
+ 400334: EthanUpperLip
+ 400336: EthanBody1
+ 400338: EthanSkeleton1
+ 4300000: char_ethan_glasses
+ 4300002: char_ethan_body
+ 4300004: EthanGlasses
+ 4300006: EthanBody
+ 4300008: EthanBody1
+ 7400000: Take 001
+ 9500000: //RootNode
+ 13700000: char_ethan_body
+ 13700002: char_ethan_glasses
+ 13700004: EthanBody
+ 13700006: EthanGlasses
+ 13700008: EthanBody1
+ materials:
+ importMaterials: 1
+ materialName: 1
+ materialSearch: 2
+ animations:
+ legacyGenerateAnimations: 4
+ bakeSimulation: 0
+ resampleCurves: 1
+ optimizeGameObjects: 0
+ motionNodeName:
+ animationImportErrors:
+ animationImportWarnings:
+ animationRetargetingWarnings:
+ animationDoRetargetingWarnings: 0
+ animationCompression: 3
+ animationRotationError: 0.5
+ animationPositionError: 0.5
+ animationScaleError: 0.5
+ animationWrapMode: 0
+ extraExposedTransformPaths: []
+ clipAnimations: []
+ isReadable: 1
+ meshes:
+ lODScreenPercentages: []
+ globalScale: 0.01
+ meshCompression: 0
+ addColliders: 0
+ importBlendShapes: 1
+ swapUVChannels: 0
+ generateSecondaryUV: 0
+ useFileUnits: 0
+ optimizeMeshForGPU: 1
+ keepQuads: 0
+ weldVertices: 1
+ secondaryUVAngleDistortion: 8
+ secondaryUVAreaDistortion: 15.000001
+ secondaryUVHardAngle: 88
+ secondaryUVPackMargin: 4
+ useFileScale: 0
+ tangentSpace:
+ normalSmoothAngle: 60
+ normalImportMode: 0
+ tangentImportMode: 4
+ importAnimation: 1
+ copyAvatar: 0
+ humanDescription:
+ serializedVersion: 2
+ human:
+ - boneName: EthanHips
+ humanName: Hips
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightUpLeg
+ humanName: RightUpperLeg
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightLeg
+ humanName: RightLowerLeg
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightFoot
+ humanName: RightFoot
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightToe1
+ humanName: RightToes
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanSpine1
+ humanName: Spine
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanSpine2
+ humanName: Chest
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightShoulder
+ humanName: RightShoulder
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightArm
+ humanName: RightUpperArm
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightForeArm
+ humanName: RightLowerArm
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHand
+ humanName: RightHand
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanHead
+ humanName: Head
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanJaw
+ humanName: Jaw
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightEye
+ humanName: RightEye
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftEye
+ humanName: LeftEye
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftShoulder
+ humanName: LeftShoulder
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftArm
+ humanName: LeftUpperArm
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftForeArm
+ humanName: LeftLowerArm
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHand
+ humanName: LeftHand
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftUpLeg
+ humanName: LeftUpperLeg
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftLeg
+ humanName: LeftLowerLeg
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftFoot
+ humanName: LeftFoot
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftToe1
+ humanName: LeftToes
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandThumb1
+ humanName: Left Thumb Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandThumb2
+ humanName: Left Thumb Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandThumb3
+ humanName: Left Thumb Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandIndex1
+ humanName: Left Index Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandIndex2
+ humanName: Left Index Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandIndex3
+ humanName: Left Index Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandMiddle1
+ humanName: Left Middle Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandMiddle2
+ humanName: Left Middle Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandMiddle3
+ humanName: Left Middle Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandRing1
+ humanName: Left Ring Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandRing2
+ humanName: Left Ring Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandRing3
+ humanName: Left Ring Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandPinky1
+ humanName: Left Little Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandPinky2
+ humanName: Left Little Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanLeftHandPinky3
+ humanName: Left Little Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandThumb1
+ humanName: Right Thumb Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandThumb2
+ humanName: Right Thumb Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandThumb3
+ humanName: Right Thumb Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandIndex1
+ humanName: Right Index Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandIndex2
+ humanName: Right Index Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandIndex3
+ humanName: Right Index Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandMiddle1
+ humanName: Right Middle Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandMiddle2
+ humanName: Right Middle Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandMiddle3
+ humanName: Right Middle Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandRing1
+ humanName: Right Ring Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandRing2
+ humanName: Right Ring Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandRing3
+ humanName: Right Ring Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandPinky1
+ humanName: Right Little Proximal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandPinky2
+ humanName: Right Little Intermediate
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ - boneName: EthanRightHandPinky3
+ humanName: Right Little Distal
+ limit:
+ min: {x: 0, y: 0, z: 0}
+ max: {x: 0, y: 0, z: 0}
+ value: {x: 0, y: 0, z: 0}
+ length: 0
+ modified: 0
+ skeleton:
+ - name: Ethan(Clone)
+ parentName:
+ position: {x: 0, y: 0, z: 0}
+ rotation: {x: 0, y: 0, z: 0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: EthanBody
+ parentName: Ethan(Clone)
+ position: {x: -0, y: 0, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: EthanGlasses
+ parentName: Ethan(Clone)
+ position: {x: -0, y: 0, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: EthanSkeleton
+ parentName: Ethan(Clone)
+ position: {x: -0, y: 0, z: 0}
+ rotation: {x: 0, y: -0, z: -0, w: 1}
+ scale: {x: 1, y: 1, z: 1}
+ - name: EthanHips
+ parentName: EthanSkeleton
+ position: {x: 0.00000042162256, y: 0.7787106, z: -0.033025585}
+ rotation: {x: -0.49999934, y: 0.49999934, z: -0.50000066, w: 0.50000066}
+ scale: {x: 1, y: 1, z: 1}
+ - name: EthanSpine
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab.meta
new file mode 100644
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts.meta
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs
new file mode 100644
index 0000000..846615a
--- /dev/null
+++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs
@@ -0,0 +1,43 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Characters.ThirdPerson
+{
+ [RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))]
+ [RequireComponent(typeof (ThirdPersonCharacter))]
+ public class AICharacterControl : MonoBehaviour
+ {
+ public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
+ public ThirdPersonCharacter character { get; private set; } // the character we are controlling
+ public Transform target; // target to aim for
+
+
+ private void Start()
+ {
+ // get the components on the object we need ( should not be null due to require component so no need to check )
+ agent = GetComponentInChildren();
+ character = GetComponent();
+
+ agent.updateRotation = false;
+ agent.updatePosition = true;
+ }
+
+
+ private void Update()
+ {
+ if (target != null)
+ agent.SetDestination(target.position);
+
+ if (agent.remainingDistance > agent.stoppingDistance)
+ character.Move(agent.desiredVelocity, false, false);
+ else
+ character.Move(Vector3.zero, false, false);
+ }
+
+
+ public void SetTarget(Transform target)
+ {
+ this.target = target;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta
new file mode 100644
index 0000000..caf66f6
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@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs
new file mode 100644
index 0000000..5362b47
--- /dev/null
+++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs
@@ -0,0 +1,225 @@
+using UnityEngine;
+
+namespace UnityStandardAssets.Characters.ThirdPerson
+{
+ [RequireComponent(typeof(Rigidbody))]
+ [RequireComponent(typeof(CapsuleCollider))]
+ [RequireComponent(typeof(Animator))]
+ public class ThirdPersonCharacter : MonoBehaviour
+ {
+ [SerializeField] float m_MovingTurnSpeed = 360;
+ [SerializeField] float m_StationaryTurnSpeed = 180;
+ [SerializeField] float m_JumpPower = 12f;
+ [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
+ [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
+ [SerializeField] float m_MoveSpeedMultiplier = 1f;
+ [SerializeField] float m_AnimSpeedMultiplier = 1f;
+ [SerializeField] float m_GroundCheckDistance = 0.1f;
+
+ Rigidbody m_Rigidbody;
+ Animator m_Animator;
+ bool m_IsGrounded;
+ float m_OrigGroundCheckDistance;
+ const float k_Half = 0.5f;
+ float m_TurnAmount;
+ float m_ForwardAmount;
+ Vector3 m_GroundNormal;
+ float m_CapsuleHeight;
+ Vector3 m_CapsuleCenter;
+ CapsuleCollider m_Capsule;
+ bool m_Crouching;
+
+
+ void Start()
+ {
+ m_Animator = GetComponent();
+ m_Rigidbody = GetComponent();
+ m_Capsule = GetComponent();
+ m_CapsuleHeight = m_Capsule.height;
+ m_CapsuleCenter = m_Capsule.center;
+
+ m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
+ m_OrigGroundCheckDistance = m_GroundCheckDistance;
+ }
+
+
+ public void Move(Vector3 move, bool crouch, bool jump)
+ {
+
+ // convert the world relative moveInput vector into a local-relative
+ // turn amount and forward amount required to head in the desired
+ // direction.
+ if (move.magnitude > 1f) move.Normalize();
+ move = transform.InverseTransformDirection(move);
+ CheckGroundStatus();
+ move = Vector3.ProjectOnPlane(move, m_GroundNormal);
+ m_TurnAmount = Mathf.Atan2(move.x, move.z);
+ m_ForwardAmount = move.z;
+
+ ApplyExtraTurnRotation();
+
+ // control and velocity handling is different when grounded and airborne:
+ if (m_IsGrounded)
+ {
+ HandleGroundedMovement(crouch, jump);
+ }
+ else
+ {
+ HandleAirborneMovement();
+ }
+
+ ScaleCapsuleForCrouching(crouch);
+ PreventStandingInLowHeadroom();
+
+ // send input and other state parameters to the animator
+ UpdateAnimator(move);
+ }
+
+
+ void ScaleCapsuleForCrouching(bool crouch)
+ {
+ if (m_IsGrounded && crouch)
+ {
+ if (m_Crouching) return;
+ m_Capsule.height = m_Capsule.height / 2f;
+ m_Capsule.center = m_Capsule.center / 2f;
+ m_Crouching = true;
+ }
+ else
+ {
+ Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
+ float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
+ if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ m_Crouching = true;
+ return;
+ }
+ m_Capsule.height = m_CapsuleHeight;
+ m_Capsule.center = m_CapsuleCenter;
+ m_Crouching = false;
+ }
+ }
+
+ void PreventStandingInLowHeadroom()
+ {
+ // prevent standing up in crouch-only zones
+ if (!m_Crouching)
+ {
+ Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
+ float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
+ if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
+ {
+ m_Crouching = true;
+ }
+ }
+ }
+
+
+ void UpdateAnimator(Vector3 move)
+ {
+ // update the animator parameters
+ m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
+ m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
+ m_Animator.SetBool("Crouch", m_Crouching);
+ m_Animator.SetBool("OnGround", m_IsGrounded);
+ if (!m_IsGrounded)
+ {
+ m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
+ }
+
+ // calculate which leg is behind, so as to leave that leg trailing in the jump animation
+ // (This code is reliant on the specific run cycle offset in our animations,
+ // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
+ float runCycle =
+ Mathf.Repeat(
+ m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
+ float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
+ if (m_IsGrounded)
+ {
+ m_Animator.SetFloat("JumpLeg", jumpLeg);
+ }
+
+ // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
+ // which affects the movement speed because of the root motion.
+ if (m_IsGrounded && move.magnitude > 0)
+ {
+ m_Animator.speed = m_AnimSpeedMultiplier;
+ }
+ else
+ {
+ // don't use that while airborne
+ m_Animator.speed = 1;
+ }
+ }
+
+
+ void HandleAirborneMovement()
+ {
+ // apply extra gravity from multiplier:
+ Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
+ m_Rigidbody.AddForce(extraGravityForce);
+
+ m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
+ }
+
+
+ void HandleGroundedMovement(bool crouch, bool jump)
+ {
+ // check whether conditions are right to allow a jump:
+ if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
+ {
+ // jump!
+ m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
+ m_IsGrounded = false;
+ m_Animator.applyRootMotion = false;
+ m_GroundCheckDistance = 0.1f;
+ }
+ }
+
+ void ApplyExtraTurnRotation()
+ {
+ // help the character turn faster (this is in addition to root rotation in the animation)
+ float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
+ transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
+ }
+
+
+ public void OnAnimatorMove()
+ {
+ // we implement this function to override the default root motion.
+ // this allows us to modify the positional speed before it's applied.
+ if (m_IsGrounded && Time.deltaTime > 0)
+ {
+ Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
+
+ // we preserve the existing y part of the current velocity.
+ v.y = m_Rigidbody.velocity.y;
+ m_Rigidbody.velocity = v;
+ }
+ }
+
+
+ void CheckGroundStatus()
+ {
+ RaycastHit hitInfo;
+#if UNITY_EDITOR
+ // helper to visualise the ground check ray in the scene view
+ Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
+#endif
+ // 0.1f is a small offset to start the ray from inside the character
+ // it is also good to note that the transform position in the sample assets is at the base of the character
+ if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
+ {
+ m_GroundNormal = hitInfo.normal;
+ m_IsGrounded = true;
+ m_Animator.applyRootMotion = true;
+ }
+ else
+ {
+ m_IsGrounded = false;
+ m_GroundNormal = Vector3.up;
+ m_Animator.applyRootMotion = false;
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs
new file mode 100644
index 0000000..875fffe
--- /dev/null
+++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs
@@ -0,0 +1,75 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Characters.ThirdPerson
+{
+ [RequireComponent(typeof (ThirdPersonCharacter))]
+ public class ThirdPersonUserControl : MonoBehaviour
+ {
+ private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
+ private Transform m_Cam; // A reference to the main camera in the scenes transform
+ private Vector3 m_CamForward; // The current forward direction of the camera
+ private Vector3 m_Move;
+ private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
+
+
+ private void Start()
+ {
+ // get the transform of the main camera
+ if (Camera.main != null)
+ {
+ m_Cam = Camera.main.transform;
+ }
+ else
+ {
+ Debug.LogWarning(
+ "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
+ // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
+ }
+
+ // get the third person character ( this should never be null due to require component )
+ m_Character = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ if (!m_Jump)
+ {
+ m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
+ }
+ }
+
+
+ // Fixed update is called in sync with physics
+ private void FixedUpdate()
+ {
+ // read inputs
+ float h = CrossPlatformInputManager.GetAxis("Horizontal");
+ float v = CrossPlatformInputManager.GetAxis("Vertical");
+ bool crouch = Input.GetKey(KeyCode.C);
+
+ // calculate move direction to pass to character
+ if (m_Cam != null)
+ {
+ // calculate camera relative direction to move:
+ m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
+ m_Move = v*m_CamForward + h*m_Cam.right;
+ }
+ else
+ {
+ // we use world-relative directions in the case of no main camera
+ m_Move = v*Vector3.forward + h*Vector3.right;
+ }
+#if !MOBILE_INPUT
+ // walk speed multiplier
+ if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
+#endif
+
+ // pass all parameters to the character control script
+ m_Character.Move(m_Move, crouch, m_Jump);
+ m_Jump = false;
+ }
+ }
+}
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diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt
new file mode 100644
index 0000000..40943cd
--- /dev/null
+++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt
@@ -0,0 +1,29 @@
+In the ThirdPersonCharacter folder you'll find two ready-made character prefabs, which are used in the ThirdPersonCharacter sample scenes. These prefabs demonstrate how you can use the ThirdPersonCharacters scripts and animations we've included, including an AI-controlled variant which is able to walk towards a specified target, or follow a waypoint-based route.
+
+The simplest way to get started setting up your own character is to take our ThirdPersonCharacter and replace the art with your own model. To do so, make sure you've imported your own rigged model with a Humanoid avatar, then follow these steps:
+
+1) Start with a suitable scene. There ought to be enough flat ground to walk around on.
+
+2) Place the "ThirdPersonCharacter" prefab in the scene.
+
+3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController".
+
+4) Place your own character model as a child of the ThirdPersonCharacter.
+
+5) Drop the Avatar of your model (created by model importer, cf documentation) inside the Avatar slot of the Animator component on "ThirdPersonController"
+
+6) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. (if you find it easier, you could add your character first before deleting Ethan, so that you can use Ethan's feet as a guide for where your character's feet should be)
+
+7) Hit play, and try controlling your character!
+
+You'll probably want to add a camera rig so that the camera follows the character as it runs off. See the Camera Rig guidelines for instructions on how to do that.
+
+The ThirdPersonCharacter script exposes a number of properties which determine the jump power, the amount of control while in air, and various other speed and behaviour modifiers. For more detail about each setting, see the comments in the script.
+
+The ThirdPersonUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use Unity's built-in Input class in place of CrossPlatformInput. For more information, see the CrossPlatformInput guidelines.
+
+The sample scenes provided works on standalone and also include cross platform touch controls which are set up and ready to publish to mobile.
+
+The ThirdPersonAIControl component can be added instead of the user control component, allowing the character to be AI controlled. This relies on a NavMeshAgent to pathfind the way to the target. The NavMeshAgent should be a child object of the Character, as demonstrated in the AI Character Prefab provided. If you want to create your own AI characters, you can follow the steps above, but start with the AI prefab we provided.
+
+
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--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt
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+
+Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game.
+
+The CrossPlatformInput sample assets contains two main sections.
+
+1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class.
+
+2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs.
+
+
+
+For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager.
+
+Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform.
+
+The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification.
+
+To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements.
+
+When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected.
+
+The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons:
+ GetAxis, GetAxisRaw
+ GetButton, GetButtonDown, GetButtonUp
+
+Notes for coders:
+This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item.
+
+Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package.
+
+The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode.
+
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diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs
new file mode 100644
index 0000000..622138b
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs
@@ -0,0 +1,75 @@
+using System;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
+ {
+ // designed to work in a pair with another axis touch button
+ // (typically with one having -1 and one having 1 axisValues)
+ public string axisName = "Horizontal"; // The name of the axis
+ public float axisValue = 1; // The axis that the value has
+ public float responseSpeed = 3; // The speed at which the axis touch button responds
+ public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre
+
+ AxisTouchButton m_PairedWith; // Which button this one is paired with
+ CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input
+
+ void OnEnable()
+ {
+ if (!CrossPlatformInputManager.AxisExists(axisName))
+ {
+ // if the axis doesnt exist create a new one in cross platform input
+ m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_Axis);
+ }
+ else
+ {
+ m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName);
+ }
+ FindPairedButton();
+ }
+
+ void FindPairedButton()
+ {
+ // find the other button witch which this button should be paired
+ // (it should have the same axisName)
+ var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[];
+
+ if (otherAxisButtons != null)
+ {
+ for (int i = 0; i < otherAxisButtons.Length; i++)
+ {
+ if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this)
+ {
+ m_PairedWith = otherAxisButtons[i];
+ }
+ }
+ }
+ }
+
+ void OnDisable()
+ {
+ // The object is disabled so remove it from the cross platform input system
+ m_Axis.Remove();
+ }
+
+
+ public void OnPointerDown(PointerEventData data)
+ {
+ if (m_PairedWith == null)
+ {
+ FindPairedButton();
+ }
+ // update the axis and record that the button has been pressed this frame
+ m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime));
+ }
+
+
+ public void OnPointerUp(PointerEventData data)
+ {
+ m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta
new file mode 100644
index 0000000..241497f
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diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs
new file mode 100644
index 0000000..3b48f25
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs
@@ -0,0 +1,50 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public class ButtonHandler : MonoBehaviour
+ {
+
+ public string Name;
+
+ void OnEnable()
+ {
+
+ }
+
+ public void SetDownState()
+ {
+ CrossPlatformInputManager.SetButtonDown(Name);
+ }
+
+
+ public void SetUpState()
+ {
+ CrossPlatformInputManager.SetButtonUp(Name);
+ }
+
+
+ public void SetAxisPositiveState()
+ {
+ CrossPlatformInputManager.SetAxisPositive(Name);
+ }
+
+
+ public void SetAxisNeutralState()
+ {
+ CrossPlatformInputManager.SetAxisZero(Name);
+ }
+
+
+ public void SetAxisNegativeState()
+ {
+ CrossPlatformInputManager.SetAxisNegative(Name);
+ }
+
+ public void Update()
+ {
+
+ }
+ }
+}
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta
new file mode 100644
index 0000000..1aadb06
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta
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diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs
new file mode 100644
index 0000000..9d368c8
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs
@@ -0,0 +1,318 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput.PlatformSpecific;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public static class CrossPlatformInputManager
+ {
+ public enum ActiveInputMethod
+ {
+ Hardware,
+ Touch
+ }
+
+
+ private static VirtualInput activeInput;
+
+ private static VirtualInput s_TouchInput;
+ private static VirtualInput s_HardwareInput;
+
+
+ static CrossPlatformInputManager()
+ {
+ s_TouchInput = new MobileInput();
+ s_HardwareInput = new StandaloneInput();
+#if MOBILE_INPUT
+ activeInput = s_TouchInput;
+#else
+ activeInput = s_HardwareInput;
+#endif
+ }
+
+ public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod)
+ {
+ switch (activeInputMethod)
+ {
+ case ActiveInputMethod.Hardware:
+ activeInput = s_HardwareInput;
+ break;
+
+ case ActiveInputMethod.Touch:
+ activeInput = s_TouchInput;
+ break;
+ }
+ }
+
+ public static bool AxisExists(string name)
+ {
+ return activeInput.AxisExists(name);
+ }
+
+ public static bool ButtonExists(string name)
+ {
+ return activeInput.ButtonExists(name);
+ }
+
+ public static void RegisterVirtualAxis(VirtualAxis axis)
+ {
+ activeInput.RegisterVirtualAxis(axis);
+ }
+
+
+ public static void RegisterVirtualButton(VirtualButton button)
+ {
+ activeInput.RegisterVirtualButton(button);
+ }
+
+
+ public static void UnRegisterVirtualAxis(string name)
+ {
+ if (name == null)
+ {
+ throw new ArgumentNullException("name");
+ }
+ activeInput.UnRegisterVirtualAxis(name);
+ }
+
+
+ public static void UnRegisterVirtualButton(string name)
+ {
+ activeInput.UnRegisterVirtualButton(name);
+ }
+
+
+ // returns a reference to a named virtual axis if it exists otherwise null
+ public static VirtualAxis VirtualAxisReference(string name)
+ {
+ return activeInput.VirtualAxisReference(name);
+ }
+
+
+ // returns the platform appropriate axis for the given name
+ public static float GetAxis(string name)
+ {
+ return GetAxis(name, false);
+ }
+
+
+ public static float GetAxisRaw(string name)
+ {
+ return GetAxis(name, true);
+ }
+
+
+ // private function handles both types of axis (raw and not raw)
+ private static float GetAxis(string name, bool raw)
+ {
+ return activeInput.GetAxis(name, raw);
+ }
+
+
+ // -- Button handling --
+ public static bool GetButton(string name)
+ {
+ return activeInput.GetButton(name);
+ }
+
+
+ public static bool GetButtonDown(string name)
+ {
+ return activeInput.GetButtonDown(name);
+ }
+
+
+ public static bool GetButtonUp(string name)
+ {
+ return activeInput.GetButtonUp(name);
+ }
+
+
+ public static void SetButtonDown(string name)
+ {
+ activeInput.SetButtonDown(name);
+ }
+
+
+ public static void SetButtonUp(string name)
+ {
+ activeInput.SetButtonUp(name);
+ }
+
+
+ public static void SetAxisPositive(string name)
+ {
+ activeInput.SetAxisPositive(name);
+ }
+
+
+ public static void SetAxisNegative(string name)
+ {
+ activeInput.SetAxisNegative(name);
+ }
+
+
+ public static void SetAxisZero(string name)
+ {
+ activeInput.SetAxisZero(name);
+ }
+
+
+ public static void SetAxis(string name, float value)
+ {
+ activeInput.SetAxis(name, value);
+ }
+
+
+ public static Vector3 mousePosition
+ {
+ get { return activeInput.MousePosition(); }
+ }
+
+
+ public static void SetVirtualMousePositionX(float f)
+ {
+ activeInput.SetVirtualMousePositionX(f);
+ }
+
+
+ public static void SetVirtualMousePositionY(float f)
+ {
+ activeInput.SetVirtualMousePositionY(f);
+ }
+
+
+ public static void SetVirtualMousePositionZ(float f)
+ {
+ activeInput.SetVirtualMousePositionZ(f);
+ }
+
+
+ // virtual axis and button classes - applies to mobile input
+ // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
+ // Could also be implemented by other input devices - kinect, electronic sensors, etc
+ public class VirtualAxis
+ {
+ public string name { get; private set; }
+ private float m_Value;
+ public bool matchWithInputManager { get; private set; }
+
+
+ public VirtualAxis(string name)
+ : this(name, true)
+ {
+ }
+
+
+ public VirtualAxis(string name, bool matchToInputSettings)
+ {
+ this.name = name;
+ matchWithInputManager = matchToInputSettings;
+ }
+
+
+ // removes an axes from the cross platform input system
+ public void Remove()
+ {
+ UnRegisterVirtualAxis(name);
+ }
+
+
+ // a controller gameobject (eg. a virtual thumbstick) should update this class
+ public void Update(float value)
+ {
+ m_Value = value;
+ }
+
+
+ public float GetValue
+ {
+ get { return m_Value; }
+ }
+
+
+ public float GetValueRaw
+ {
+ get { return m_Value; }
+ }
+ }
+
+ // a controller gameobject (eg. a virtual GUI button) should call the
+ // 'pressed' function of this class. Other objects can then read the
+ // Get/Down/Up state of this button.
+ public class VirtualButton
+ {
+ public string name { get; private set; }
+ public bool matchWithInputManager { get; private set; }
+
+ private int m_LastPressedFrame = -5;
+ private int m_ReleasedFrame = -5;
+ private bool m_Pressed;
+
+
+ public VirtualButton(string name)
+ : this(name, true)
+ {
+ }
+
+
+ public VirtualButton(string name, bool matchToInputSettings)
+ {
+ this.name = name;
+ matchWithInputManager = matchToInputSettings;
+ }
+
+
+ // A controller gameobject should call this function when the button is pressed down
+ public void Pressed()
+ {
+ if (m_Pressed)
+ {
+ return;
+ }
+ m_Pressed = true;
+ m_LastPressedFrame = Time.frameCount;
+ }
+
+
+ // A controller gameobject should call this function when the button is released
+ public void Released()
+ {
+ m_Pressed = false;
+ m_ReleasedFrame = Time.frameCount;
+ }
+
+
+ // the controller gameobject should call Remove when the button is destroyed or disabled
+ public void Remove()
+ {
+ UnRegisterVirtualButton(name);
+ }
+
+
+ // these are the states of the button which can be read via the cross platform input system
+ public bool GetButton
+ {
+ get { return m_Pressed; }
+ }
+
+
+ public bool GetButtonDown
+ {
+ get
+ {
+ return m_LastPressedFrame - Time.frameCount == -1;
+ }
+ }
+
+
+ public bool GetButtonUp
+ {
+ get
+ {
+ return (m_ReleasedFrame == Time.frameCount - 1);
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta
new file mode 100644
index 0000000..ea900aa
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c
+labels:
+- Done
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: -1010
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs
new file mode 100644
index 0000000..c524fc2
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs
@@ -0,0 +1,17 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public class InputAxisScrollbar : MonoBehaviour
+ {
+ public string axis;
+
+ void Update() { }
+
+ public void HandleInput(float value)
+ {
+ CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta
new file mode 100644
index 0000000..956782c
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 7d3269566d48b8447bb48d2259e28f8b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs
new file mode 100644
index 0000000..b01f5ef
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs
@@ -0,0 +1,118 @@
+using System;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
+ {
+ public enum AxisOption
+ {
+ // Options for which axes to use
+ Both, // Use both
+ OnlyHorizontal, // Only horizontal
+ OnlyVertical // Only vertical
+ }
+
+ public int MovementRange = 100;
+ public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
+ public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
+ public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
+
+ Vector3 m_StartPos;
+ bool m_UseX; // Toggle for using the x axis
+ bool m_UseY; // Toggle for using the Y axis
+ CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
+ CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
+
+ void OnEnable()
+ {
+ CreateVirtualAxes();
+ }
+
+ void Start()
+ {
+ m_StartPos = transform.position;
+ }
+
+ void UpdateVirtualAxes(Vector3 value)
+ {
+ var delta = m_StartPos - value;
+ delta.y = -delta.y;
+ delta /= MovementRange;
+ if (m_UseX)
+ {
+ m_HorizontalVirtualAxis.Update(-delta.x);
+ }
+
+ if (m_UseY)
+ {
+ m_VerticalVirtualAxis.Update(delta.y);
+ }
+ }
+
+ void CreateVirtualAxes()
+ {
+ // set axes to use
+ m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
+ m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
+
+ // create new axes based on axes to use
+ if (m_UseX)
+ {
+ m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
+ }
+ if (m_UseY)
+ {
+ m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
+ }
+ }
+
+
+ public void OnDrag(PointerEventData data)
+ {
+ Vector3 newPos = Vector3.zero;
+
+ if (m_UseX)
+ {
+ int delta = (int)(data.position.x - m_StartPos.x);
+ delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
+ newPos.x = delta;
+ }
+
+ if (m_UseY)
+ {
+ int delta = (int)(data.position.y - m_StartPos.y);
+ delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
+ newPos.y = delta;
+ }
+ transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
+ UpdateVirtualAxes(transform.position);
+ }
+
+
+ public void OnPointerUp(PointerEventData data)
+ {
+ transform.position = m_StartPos;
+ UpdateVirtualAxes(m_StartPos);
+ }
+
+
+ public void OnPointerDown(PointerEventData data) { }
+
+ void OnDisable()
+ {
+ // remove the joysticks from the cross platform input
+ if (m_UseX)
+ {
+ m_HorizontalVirtualAxis.Remove();
+ }
+ if (m_UseY)
+ {
+ m_VerticalVirtualAxis.Remove();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta
new file mode 100644
index 0000000..aaac767
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 00c3c865782347f41b6358d9fba14b48
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs
new file mode 100644
index 0000000..638a0c2
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs
@@ -0,0 +1,102 @@
+using System;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+using UnityEngine;
+
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ [ExecuteInEditMode]
+ public class MobileControlRig : MonoBehaviour
+#if UNITY_EDITOR
+ , UnityEditor.Build.IActiveBuildTargetChanged
+#endif
+ {
+ // this script enables or disables the child objects of a control rig
+ // depending on whether the USE_MOBILE_INPUT define is declared.
+
+ // This define is set or unset by a menu item that is included with
+ // the Cross Platform Input package.
+
+
+#if !UNITY_EDITOR
+ void OnEnable()
+ {
+ CheckEnableControlRig();
+ }
+#else
+ public int callbackOrder
+ {
+ get
+ {
+ return 1;
+ }
+ }
+#endif
+
+ private void Start()
+ {
+#if UNITY_EDITOR
+ if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play
+#endif
+ {
+ UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType();
+
+ if (system == null)
+ {//the scene have no event system, spawn one
+ GameObject o = new GameObject("EventSystem");
+
+ o.AddComponent();
+ o.AddComponent();
+ }
+ }
+ }
+
+#if UNITY_EDITOR
+
+ private void OnEnable()
+ {
+ EditorApplication.update += Update;
+ }
+
+
+ private void OnDisable()
+ {
+ EditorApplication.update -= Update;
+ }
+
+
+ private void Update()
+ {
+ CheckEnableControlRig();
+ }
+#endif
+
+
+ private void CheckEnableControlRig()
+ {
+#if MOBILE_INPUT
+ EnableControlRig(true);
+#else
+ EnableControlRig(false);
+#endif
+ }
+
+
+ private void EnableControlRig(bool enabled)
+ {
+ foreach (Transform t in transform)
+ {
+ t.gameObject.SetActive(enabled);
+ }
+ }
+
+#if UNITY_EDITOR
+ public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
+ {
+ CheckEnableControlRig();
+ }
+#endif
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta
new file mode 100644
index 0000000..0ee49e8
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 71398ce7fbc3a5b4fa50b50bd54317a7
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta
new file mode 100644
index 0000000..0d6520a
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0bc72db1e9dcb9647818df5a07871127
+folderAsset: yes
+timeCreated: 1436977288
+licenseType: Store
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs
new file mode 100644
index 0000000..0416715
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs
@@ -0,0 +1,133 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
+{
+ public class MobileInput : VirtualInput
+ {
+ private void AddButton(string name)
+ {
+ // we have not registered this button yet so add it, happens in the constructor
+ CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
+ }
+
+
+ private void AddAxes(string name)
+ {
+ // we have not registered this button yet so add it, happens in the constructor
+ CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
+ }
+
+
+ public override float GetAxis(string name, bool raw)
+ {
+ if (!m_VirtualAxes.ContainsKey(name))
+ {
+ AddAxes(name);
+ }
+ return m_VirtualAxes[name].GetValue;
+ }
+
+
+ public override void SetButtonDown(string name)
+ {
+ if (!m_VirtualButtons.ContainsKey(name))
+ {
+ AddButton(name);
+ }
+ m_VirtualButtons[name].Pressed();
+ }
+
+
+ public override void SetButtonUp(string name)
+ {
+ if (!m_VirtualButtons.ContainsKey(name))
+ {
+ AddButton(name);
+ }
+ m_VirtualButtons[name].Released();
+ }
+
+
+ public override void SetAxisPositive(string name)
+ {
+ if (!m_VirtualAxes.ContainsKey(name))
+ {
+ AddAxes(name);
+ }
+ m_VirtualAxes[name].Update(1f);
+ }
+
+
+ public override void SetAxisNegative(string name)
+ {
+ if (!m_VirtualAxes.ContainsKey(name))
+ {
+ AddAxes(name);
+ }
+ m_VirtualAxes[name].Update(-1f);
+ }
+
+
+ public override void SetAxisZero(string name)
+ {
+ if (!m_VirtualAxes.ContainsKey(name))
+ {
+ AddAxes(name);
+ }
+ m_VirtualAxes[name].Update(0f);
+ }
+
+
+ public override void SetAxis(string name, float value)
+ {
+ if (!m_VirtualAxes.ContainsKey(name))
+ {
+ AddAxes(name);
+ }
+ m_VirtualAxes[name].Update(value);
+ }
+
+
+ public override bool GetButtonDown(string name)
+ {
+ if (m_VirtualButtons.ContainsKey(name))
+ {
+ return m_VirtualButtons[name].GetButtonDown;
+ }
+
+ AddButton(name);
+ return m_VirtualButtons[name].GetButtonDown;
+ }
+
+
+ public override bool GetButtonUp(string name)
+ {
+ if (m_VirtualButtons.ContainsKey(name))
+ {
+ return m_VirtualButtons[name].GetButtonUp;
+ }
+
+ AddButton(name);
+ return m_VirtualButtons[name].GetButtonUp;
+ }
+
+
+ public override bool GetButton(string name)
+ {
+ if (m_VirtualButtons.ContainsKey(name))
+ {
+ return m_VirtualButtons[name].GetButton;
+ }
+
+ AddButton(name);
+ return m_VirtualButtons[name].GetButton;
+ }
+
+
+ public override Vector3 MousePosition()
+ {
+ return virtualMousePosition;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta
new file mode 100644
index 0000000..e0ffb74
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9703d53e47195aa4190acd11369ccd1b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs
new file mode 100644
index 0000000..374a1f5
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs
@@ -0,0 +1,79 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
+{
+ public class StandaloneInput : VirtualInput
+ {
+ public override float GetAxis(string name, bool raw)
+ {
+ return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name);
+ }
+
+
+ public override bool GetButton(string name)
+ {
+ return Input.GetButton(name);
+ }
+
+
+ public override bool GetButtonDown(string name)
+ {
+ return Input.GetButtonDown(name);
+ }
+
+
+ public override bool GetButtonUp(string name)
+ {
+ return Input.GetButtonUp(name);
+ }
+
+
+ public override void SetButtonDown(string name)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override void SetButtonUp(string name)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override void SetAxisPositive(string name)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override void SetAxisNegative(string name)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override void SetAxisZero(string name)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override void SetAxis(string name, float value)
+ {
+ throw new Exception(
+ " This is not possible to be called for standalone input. Please check your platform and code where this is called");
+ }
+
+
+ public override Vector3 MousePosition()
+ {
+ return Input.mousePosition;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta
new file mode 100644
index 0000000..d4c99a6
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9961032f4f02c4f41997c3ea399d2f22
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs
new file mode 100644
index 0000000..658fddd
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs
@@ -0,0 +1,145 @@
+using System;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ // helps with managing tilt input on mobile devices
+ public class TiltInput : MonoBehaviour
+ {
+ // options for the various orientations
+ public enum AxisOptions
+ {
+ ForwardAxis,
+ SidewaysAxis,
+ }
+
+
+ [Serializable]
+ public class AxisMapping
+ {
+ public enum MappingType
+ {
+ NamedAxis,
+ MousePositionX,
+ MousePositionY,
+ MousePositionZ
+ };
+
+
+ public MappingType type;
+ public string axisName;
+ }
+
+
+ public AxisMapping mapping;
+ public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis;
+ public float fullTiltAngle = 25;
+ public float centreAngleOffset = 0;
+
+
+ private CrossPlatformInputManager.VirtualAxis m_SteerAxis;
+
+
+ private void OnEnable()
+ {
+ if (mapping.type == AxisMapping.MappingType.NamedAxis)
+ {
+ m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis);
+ }
+ }
+
+
+ private void Update()
+ {
+ float angle = 0;
+ if (Input.acceleration != Vector3.zero)
+ {
+ switch (tiltAroundAxis)
+ {
+ case AxisOptions.ForwardAxis:
+ angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg +
+ centreAngleOffset;
+ break;
+ case AxisOptions.SidewaysAxis:
+ angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg +
+ centreAngleOffset;
+ break;
+ }
+ }
+
+ float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1;
+ switch (mapping.type)
+ {
+ case AxisMapping.MappingType.NamedAxis:
+ m_SteerAxis.Update(axisValue);
+ break;
+ case AxisMapping.MappingType.MousePositionX:
+ CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width);
+ break;
+ case AxisMapping.MappingType.MousePositionY:
+ CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width);
+ break;
+ case AxisMapping.MappingType.MousePositionZ:
+ CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width);
+ break;
+ }
+ }
+
+
+ private void OnDisable()
+ {
+ m_SteerAxis.Remove();
+ }
+ }
+}
+
+
+namespace UnityStandardAssets.CrossPlatformInput.Inspector
+{
+#if UNITY_EDITOR
+ [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))]
+ public class TiltInputAxisStylePropertyDrawer : PropertyDrawer
+ {
+ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+ {
+ EditorGUI.BeginProperty(position, label, property);
+
+ float x = position.x;
+ float y = position.y;
+ float inspectorWidth = position.width;
+
+ // Don't make child fields be indented
+ var indent = EditorGUI.indentLevel;
+ EditorGUI.indentLevel = 0;
+
+ var props = new[] {"type", "axisName"};
+ var widths = new[] {.4f, .6f};
+ if (property.FindPropertyRelative("type").enumValueIndex > 0)
+ {
+ // hide name if not a named axis
+ props = new[] {"type"};
+ widths = new[] {1f};
+ }
+ const float lineHeight = 18;
+ for (int n = 0; n < props.Length; ++n)
+ {
+ float w = widths[n]*inspectorWidth;
+
+ // Calculate rects
+ Rect rect = new Rect(x, y, w, lineHeight);
+ x += w;
+
+ EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none);
+ }
+
+ // Set indent back to what it was
+ EditorGUI.indentLevel = indent;
+ EditorGUI.EndProperty();
+ }
+ }
+#endif
+}
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta
new file mode 100644
index 0000000..93f79bf
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta
@@ -0,0 +1,13 @@
+fileFormatVersion: 2
+guid: 5c2d84226fbbaf94e9c1451f1c39b06a
+labels:
+- Not
+- Fully
+- Implemented
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: -1001
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs
new file mode 100644
index 0000000..4012331
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs
@@ -0,0 +1,156 @@
+using System;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ [RequireComponent(typeof(Image))]
+ public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
+ {
+ // Options for which axes to use
+ public enum AxisOption
+ {
+ Both, // Use both
+ OnlyHorizontal, // Only horizontal
+ OnlyVertical // Only vertical
+ }
+
+
+ public enum ControlStyle
+ {
+ Absolute, // operates from teh center of the image
+ Relative, // operates from the center of the initial touch
+ Swipe, // swipe to touch touch no maintained center
+ }
+
+
+ public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
+ public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use
+ public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
+ public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
+ public float Xsensitivity = 1f;
+ public float Ysensitivity = 1f;
+
+ Vector3 m_StartPos;
+ Vector2 m_PreviousDelta;
+ Vector3 m_JoytickOutput;
+ bool m_UseX; // Toggle for using the x axis
+ bool m_UseY; // Toggle for using the Y axis
+ CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
+ CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
+ bool m_Dragging;
+ int m_Id = -1;
+ Vector2 m_PreviousTouchPos; // swipe style control touch
+
+
+#if !UNITY_EDITOR
+ private Vector3 m_Center;
+ private Image m_Image;
+#else
+ Vector3 m_PreviousMouse;
+#endif
+
+ void OnEnable()
+ {
+ CreateVirtualAxes();
+ }
+
+ void Start()
+ {
+#if !UNITY_EDITOR
+ m_Image = GetComponent();
+ m_Center = m_Image.transform.position;
+#endif
+ }
+
+ void CreateVirtualAxes()
+ {
+ // set axes to use
+ m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
+ m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
+
+ // create new axes based on axes to use
+ if (m_UseX)
+ {
+ m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
+ }
+ if (m_UseY)
+ {
+ m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
+ CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
+ }
+ }
+
+ void UpdateVirtualAxes(Vector3 value)
+ {
+ value = value.normalized;
+ if (m_UseX)
+ {
+ m_HorizontalVirtualAxis.Update(value.x);
+ }
+
+ if (m_UseY)
+ {
+ m_VerticalVirtualAxis.Update(value.y);
+ }
+ }
+
+
+ public void OnPointerDown(PointerEventData data)
+ {
+ m_Dragging = true;
+ m_Id = data.pointerId;
+#if !UNITY_EDITOR
+ if (controlStyle != ControlStyle.Absolute )
+ m_Center = data.position;
+#endif
+ }
+
+ void Update()
+ {
+ if (!m_Dragging)
+ {
+ return;
+ }
+ if (Input.touchCount >= m_Id + 1 && m_Id != -1)
+ {
+#if !UNITY_EDITOR
+
+ if (controlStyle == ControlStyle.Swipe)
+ {
+ m_Center = m_PreviousTouchPos;
+ m_PreviousTouchPos = Input.touches[m_Id].position;
+ }
+ Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;
+ pointerDelta.x *= Xsensitivity;
+ pointerDelta.y *= Ysensitivity;
+#else
+ Vector2 pointerDelta;
+ pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;
+ pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;
+ m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
+#endif
+ UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));
+ }
+ }
+
+
+ public void OnPointerUp(PointerEventData data)
+ {
+ m_Dragging = false;
+ m_Id = -1;
+ UpdateVirtualAxes(Vector3.zero);
+ }
+
+ void OnDisable()
+ {
+ if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
+ CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
+
+ if (CrossPlatformInputManager.AxisExists(verticalAxisName))
+ CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta
new file mode 100644
index 0000000..0b176aa
--- /dev/null
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diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs
new file mode 100644
index 0000000..5ffec5a
--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs
@@ -0,0 +1,134 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.CrossPlatformInput
+{
+ public abstract class VirtualInput
+ {
+ public Vector3 virtualMousePosition { get; private set; }
+
+
+ protected Dictionary m_VirtualAxes =
+ new Dictionary();
+ // Dictionary to store the name relating to the virtual axes
+ protected Dictionary m_VirtualButtons =
+ new Dictionary();
+ protected List m_AlwaysUseVirtual = new List();
+ // list of the axis and button names that have been flagged to always use a virtual axis or button
+
+
+ public bool AxisExists(string name)
+ {
+ return m_VirtualAxes.ContainsKey(name);
+ }
+
+ public bool ButtonExists(string name)
+ {
+ return m_VirtualButtons.ContainsKey(name);
+ }
+
+
+ public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis)
+ {
+ // check if we already have an axis with that name and log and error if we do
+ if (m_VirtualAxes.ContainsKey(axis.name))
+ {
+ Debug.LogError("There is already a virtual axis named " + axis.name + " registered.");
+ }
+ else
+ {
+ // add any new axes
+ m_VirtualAxes.Add(axis.name, axis);
+
+ // if we dont want to match with the input manager setting then revert to always using virtual
+ if (!axis.matchWithInputManager)
+ {
+ m_AlwaysUseVirtual.Add(axis.name);
+ }
+ }
+ }
+
+
+ public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button)
+ {
+ // check if already have a buttin with that name and log an error if we do
+ if (m_VirtualButtons.ContainsKey(button.name))
+ {
+ Debug.LogError("There is already a virtual button named " + button.name + " registered.");
+ }
+ else
+ {
+ // add any new buttons
+ m_VirtualButtons.Add(button.name, button);
+
+ // if we dont want to match to the input manager then always use a virtual axis
+ if (!button.matchWithInputManager)
+ {
+ m_AlwaysUseVirtual.Add(button.name);
+ }
+ }
+ }
+
+
+ public void UnRegisterVirtualAxis(string name)
+ {
+ // if we have an axis with that name then remove it from our dictionary of registered axes
+ if (m_VirtualAxes.ContainsKey(name))
+ {
+ m_VirtualAxes.Remove(name);
+ }
+ }
+
+
+ public void UnRegisterVirtualButton(string name)
+ {
+ // if we have a button with this name then remove it from our dictionary of registered buttons
+ if (m_VirtualButtons.ContainsKey(name))
+ {
+ m_VirtualButtons.Remove(name);
+ }
+ }
+
+
+ // returns a reference to a named virtual axis if it exists otherwise null
+ public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name)
+ {
+ return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null;
+ }
+
+
+ public void SetVirtualMousePositionX(float f)
+ {
+ virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z);
+ }
+
+
+ public void SetVirtualMousePositionY(float f)
+ {
+ virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z);
+ }
+
+
+ public void SetVirtualMousePositionZ(float f)
+ {
+ virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f);
+ }
+
+
+ public abstract float GetAxis(string name, bool raw);
+
+ public abstract bool GetButton(string name);
+ public abstract bool GetButtonDown(string name);
+ public abstract bool GetButtonUp(string name);
+
+ public abstract void SetButtonDown(string name);
+ public abstract void SetButtonUp(string name);
+ public abstract void SetAxisPositive(string name);
+ public abstract void SetAxisNegative(string name);
+ public abstract void SetAxisZero(string name);
+ public abstract void SetAxis(string name, float value);
+ public abstract Vector3 MousePosition();
+ }
+}
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new file mode 100644
index 0000000..4f4aa59
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new file mode 100644
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new file mode 100644
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new file mode 100644
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--- /dev/null
+++ b/Assets/Standard Assets/CrossPlatformInput/Sprites/SliderHandleSprite.png
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diff --git a/Assets/Standard Assets/CrossPlatformInput/Sprites/TouchpadSprite.png b/Assets/Standard Assets/CrossPlatformInput/Sprites/TouchpadSprite.png
new file mode 100644
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+++ b/Assets/Standard Assets/CrossPlatformInput/Sprites/TouchpadSprite.png
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new file mode 100644
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diff --git a/Assets/Standard Assets/Editor.meta b/Assets/Standard Assets/Editor.meta
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diff --git a/Assets/Standard Assets/Editor/CrossPlatformInput.meta b/Assets/Standard Assets/Editor/CrossPlatformInput.meta
new file mode 100644
index 0000000..af54611
--- /dev/null
+++ b/Assets/Standard Assets/Editor/CrossPlatformInput.meta
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diff --git a/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs
new file mode 100644
index 0000000..3d77804
--- /dev/null
+++ b/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs
@@ -0,0 +1,133 @@
+using System;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace UnityStandardAssets.CrossPlatformInput.Inspector
+{
+ [InitializeOnLoad]
+ public class CrossPlatformInitialize
+ {
+ // Custom compiler defines:
+ //
+ // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
+ // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
+ // MOBILE_INPUT : denotes that mobile input should be used right now!
+
+ static CrossPlatformInitialize()
+ {
+ var defines = GetDefinesList(buildTargetGroups[0]);
+ if (!defines.Contains("CROSS_PLATFORM_INPUT"))
+ {
+ SetEnabled("CROSS_PLATFORM_INPUT", true, false);
+ SetEnabled("MOBILE_INPUT", true, true);
+ }
+ }
+
+
+ [MenuItem("Mobile Input/Enable")]
+ private static void Enable()
+ {
+ SetEnabled("MOBILE_INPUT", true, true);
+ switch (EditorUserBuildSettings.activeBuildTarget)
+ {
+ case BuildTarget.Android:
+ case BuildTarget.iOS:
+ case BuildTarget.WSAPlayer:
+ EditorUtility.DisplayDialog("Mobile Input",
+ "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
+ "OK");
+ break;
+
+ default:
+ EditorUtility.DisplayDialog("Mobile Input",
+ "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
+ "OK");
+ break;
+ }
+ }
+
+
+ [MenuItem("Mobile Input/Enable", true)]
+ private static bool EnableValidate()
+ {
+ var defines = GetDefinesList(mobileBuildTargetGroups[0]);
+ return !defines.Contains("MOBILE_INPUT");
+ }
+
+
+ [MenuItem("Mobile Input/Disable")]
+ private static void Disable()
+ {
+ SetEnabled("MOBILE_INPUT", false, true);
+ switch (EditorUserBuildSettings.activeBuildTarget)
+ {
+ case BuildTarget.Android:
+ case BuildTarget.iOS:
+ EditorUtility.DisplayDialog("Mobile Input",
+ "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
+ "OK");
+ break;
+ }
+ }
+
+
+ [MenuItem("Mobile Input/Disable", true)]
+ private static bool DisableValidate()
+ {
+ var defines = GetDefinesList(mobileBuildTargetGroups[0]);
+ return defines.Contains("MOBILE_INPUT");
+ }
+
+
+ private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
+ {
+ BuildTargetGroup.Standalone,
+ BuildTargetGroup.Android,
+ BuildTargetGroup.iOS
+ };
+
+ private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
+ {
+ BuildTargetGroup.Android,
+ BuildTargetGroup.iOS,
+ BuildTargetGroup.WSA
+ };
+
+
+ private static void SetEnabled(string defineName, bool enable, bool mobile)
+ {
+ //Debug.Log("setting "+defineName+" to "+enable);
+ foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
+ {
+ var defines = GetDefinesList(group);
+ if (enable)
+ {
+ if (defines.Contains(defineName))
+ {
+ return;
+ }
+ defines.Add(defineName);
+ }
+ else
+ {
+ if (!defines.Contains(defineName))
+ {
+ return;
+ }
+ while (defines.Contains(defineName))
+ {
+ defines.Remove(defineName);
+ }
+ }
+ string definesString = string.Join(";", defines.ToArray());
+ PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
+ }
+ }
+
+
+ private static List GetDefinesList(BuildTargetGroup group)
+ {
+ return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta b/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta
new file mode 100644
index 0000000..56f7e86
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diff --git a/Assets/Standard Assets/Editor/Water.meta b/Assets/Standard Assets/Editor/Water.meta
new file mode 100644
index 0000000..a5b563d
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+++ b/Assets/Standard Assets/Editor/Water.meta
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diff --git a/Assets/Standard Assets/Editor/Water/Water4.meta b/Assets/Standard Assets/Editor/Water/Water4.meta
new file mode 100644
index 0000000..7651220
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4.meta
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diff --git a/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs
new file mode 100644
index 0000000..50b0bd2
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs
@@ -0,0 +1,108 @@
+using UnityEngine;
+using System;
+using UnityEditor;
+
+
+namespace UnityStandardAssets.Water
+{
+ [CustomEditor(typeof(GerstnerDisplace))]
+ public class GerstnerDisplaceEditor : Editor
+ {
+ private SerializedObject serObj;
+
+ public void OnEnable()
+ {
+ serObj = new SerializedObject(target);
+ }
+
+ public override void OnInspectorGUI()
+ {
+ serObj.Update();
+
+ GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
+ WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
+ Material sharedWaterMaterial = wb.sharedMaterial;
+
+ GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);
+
+ if (sharedWaterMaterial)
+ {
+ Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
+ Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
+ Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
+ Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
+ Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
+ Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);
+
+ amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
+ frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
+ steepness = EditorGUILayout.Vector4Field("Steepness", steepness);
+ speed = EditorGUILayout.Vector4Field("Speed", speed);
+ directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
+ directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);
+
+ if (GUI.changed)
+ {
+ WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
+ }
+
+ /*
+
+ Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
+ Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
+
+ float firstTilingU = animationTiling.x*100.0F;
+ float firstTilingV = animationTiling.y*100.0F;
+ float firstDirectionU = animationDirection.x;
+ float firstDirectionV = animationDirection.y;
+
+ float secondTilingU = animationTiling.z*100.0F;
+ float secondTilingV = animationTiling.w*100.0F;
+ float secondDirectionU = animationDirection.z;
+ float secondDirectionV = animationDirection.w;
+
+
+ EditorGUILayout.BeginHorizontal ();
+ firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
+ firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
+ EditorGUILayout.EndHorizontal ();
+ EditorGUILayout.BeginHorizontal ();
+ secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
+ secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
+ EditorGUILayout.EndHorizontal ();
+
+ EditorGUILayout.BeginHorizontal ();
+ firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
+ firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
+ EditorGUILayout.EndHorizontal ();
+ EditorGUILayout.BeginHorizontal ();
+ secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
+ secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
+ EditorGUILayout.EndHorizontal ();
+
+ animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
+ animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
+
+ WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
+ WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
+
+ EditorGUILayout.Separator ();
+
+ GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
+
+ float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
+
+ heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
+ WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
+ */
+ }
+
+ serObj.ApplyModifiedProperties();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta
new file mode 100644
index 0000000..fc485c3
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 1dfa22e5547fb4a4585ba225887d89dd
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs
new file mode 100644
index 0000000..e7e3720
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs
@@ -0,0 +1,65 @@
+using UnityEngine;
+using UnityEditor;
+
+
+namespace UnityStandardAssets.Water
+{
+ [CustomEditor(typeof(PlanarReflection))]
+ public class PlanarReflectionEditor : Editor
+ {
+ private SerializedObject serObj;
+
+ //private SerializedProperty wavesFrequency;
+
+ // reflection
+ private SerializedProperty reflectionMask;
+ private SerializedProperty reflectSkybox;
+ private SerializedProperty clearColor;
+
+ bool showKidsWithReflectionHint = false;
+
+ public void OnEnable()
+ {
+ serObj = new SerializedObject(target);
+
+ reflectionMask = serObj.FindProperty("reflectionMask");
+ reflectSkybox = serObj.FindProperty("reflectSkybox");
+ clearColor = serObj.FindProperty("clearColor");
+ }
+
+ public override void OnInspectorGUI()
+ {
+ GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel);
+
+ serObj.Update();
+
+ EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers"));
+ EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox"));
+ EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color"));
+
+ showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint);
+ if (showKidsWithReflectionHint)
+ {
+ int i = 0;
+ foreach (Transform t in ((PlanarReflection)target).transform)
+ {
+ if (t.GetComponent())
+ {
+ if (i % 2 == 0)
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.ObjectField(t, typeof(Transform), true);
+ if (i % 2 == 1)
+ EditorGUILayout.EndHorizontal();
+ i = (i + 1) % 2;
+ }
+ }
+ if (i > 0)
+ EditorGUILayout.EndHorizontal();
+ }
+ EditorGUILayout.EndToggleGroup();
+
+ serObj.ApplyModifiedProperties();
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta
new file mode 100644
index 0000000..15c2da5
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: ff3b0e14a61014f50be83e1a18c6d43e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs
new file mode 100644
index 0000000..5a69b03
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs
@@ -0,0 +1,52 @@
+using UnityEngine;
+using UnityEditor;
+
+namespace UnityStandardAssets.Water
+{
+ [CustomEditor(typeof(SpecularLighting))]
+ public class SpecularLightingEditor : Editor
+ {
+ private SerializedObject serObj;
+ private SerializedProperty specularLight;
+
+ public void OnEnable()
+ {
+ serObj = new SerializedObject(target);
+ specularLight = serObj.FindProperty("specularLight");
+ }
+
+ public override void OnInspectorGUI()
+ {
+ serObj.Update();
+
+ GameObject go = ((SpecularLighting)serObj.targetObject).gameObject;
+ WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
+
+ if (!wb.sharedMaterial)
+ return;
+
+ if (wb.sharedMaterial.HasProperty("_WorldLightDir"))
+ {
+ GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel);
+ EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light"));
+
+ if (wb.sharedMaterial.HasProperty("_SpecularColor"))
+ WaterEditorUtility.SetMaterialColor(
+ "_SpecularColor",
+ EditorGUILayout.ColorField("Specular",
+ WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)),
+ wb.sharedMaterial);
+ if (wb.sharedMaterial.HasProperty("_Shininess"))
+ WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider(
+ "Specular power",
+ WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial),
+ 0.0F, 500.0F), wb.sharedMaterial);
+ }
+ else
+ GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel);
+
+ serObj.ApplyModifiedProperties();
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta
new file mode 100644
index 0000000..3ae4430
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 33f51eb21122c4ca6a199d561065ae30
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs
new file mode 100644
index 0000000..bdda0c9
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs
@@ -0,0 +1,196 @@
+using UnityEngine;
+using UnityEditor;
+
+
+namespace UnityStandardAssets.Water
+{
+ [CustomEditor(typeof(WaterBase))]
+ public class WaterBaseEditor : Editor
+ {
+ public GameObject oceanBase;
+ private WaterBase waterBase;
+ private Material oceanMaterial = null;
+
+ private SerializedObject serObj;
+ private SerializedProperty sharedMaterial;
+
+
+ public SerializedProperty waterQuality;
+ public SerializedProperty edgeBlend;
+
+ public void OnEnable()
+ {
+ serObj = new SerializedObject(target);
+ sharedMaterial = serObj.FindProperty("sharedMaterial");
+ waterQuality = serObj.FindProperty("waterQuality");
+ edgeBlend = serObj.FindProperty("edgeBlend");
+ }
+
+ public override void OnInspectorGUI()
+ {
+ serObj.Update();
+
+ waterBase = (WaterBase)serObj.targetObject;
+ oceanBase = ((WaterBase)serObj.targetObject).gameObject;
+ if (!oceanBase)
+ return;
+
+ GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);
+
+ EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
+ oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
+
+ if (!oceanMaterial)
+ {
+ sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
+ serObj.ApplyModifiedProperties();
+ oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
+ if (!oceanMaterial)
+ return;
+ }
+
+ EditorGUILayout.Separator();
+
+ GUILayout.Label("Overall Quality", EditorStyles.boldLabel);
+ EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
+ EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));
+
+ if (waterQuality.intValue > (int)WaterQuality.Low)
+ EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning);
+ if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
+ EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning);
+
+ EditorGUILayout.Separator();
+
+ bool hasShore = oceanMaterial.HasProperty("_ShoreTex");
+
+ GUILayout.Label("Main Colors", EditorStyles.boldLabel);
+ GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);
+
+ WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
+ WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);
+
+ EditorGUILayout.Separator();
+
+ GUILayout.Label("Main Textures", EditorStyles.boldLabel);
+ GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);
+
+ WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
+ if (hasShore)
+ WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
+
+ Vector4 animationTiling;
+ Vector4 animationDirection;
+
+ Vector2 firstTiling;
+ Vector2 secondTiling;
+ Vector2 firstDirection;
+ Vector2 secondDirection;
+
+ animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
+ animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);
+
+ firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F);
+ secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F);
+
+ firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling);
+ secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling);
+
+ //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
+ //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
+ //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
+ //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);
+
+ firstDirection = new Vector2(animationDirection.x, animationDirection.y);
+ secondDirection = new Vector2(animationDirection.z, animationDirection.w);
+
+ //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
+ //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
+ //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
+ //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);
+
+ firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection);
+ secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection);
+
+ animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F);
+ animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y);
+
+ WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
+ WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);
+
+ Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
+ Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);
+
+ EditorGUILayout.Separator();
+
+ GUILayout.Label("Normals", EditorStyles.boldLabel);
+ GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);
+
+ float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);
+ gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
+ WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);
+
+ displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
+ displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
+ // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);
+
+ EditorGUILayout.Separator();
+
+ GUILayout.Label("Fresnel", EditorStyles.boldLabel);
+ GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);
+
+ if (!oceanMaterial.HasProperty("_Fresnel"))
+ {
+ if (oceanMaterial.HasProperty("_FresnelScale"))
+ {
+ float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
+ WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
+ }
+ displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
+ displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
+ }
+ else
+ {
+ Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
+ "Ramp",
+ (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
+ oceanMaterial),
+ typeof(Texture),
+ false);
+ WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
+ }
+
+ EditorGUILayout.Separator();
+
+ WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);
+
+ if (edgeBlend.boolValue)
+ {
+ GUILayout.Label("Fading", EditorStyles.boldLabel);
+
+ fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f);
+ if (hasShore)
+ fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f);
+ fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);
+
+ WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
+ }
+ EditorGUILayout.Separator();
+
+ if (oceanMaterial.HasProperty("_Foam"))
+ {
+ GUILayout.Label("Foam", EditorStyles.boldLabel);
+
+ Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);
+
+ foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
+ foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);
+
+ WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
+ }
+
+ serObj.ApplyModifiedProperties();
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta
new file mode 100644
index 0000000..c4a7ec1
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 9c2c627f6fe3945b39581fc103d32251
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs
new file mode 100644
index 0000000..eff3267
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs
@@ -0,0 +1,75 @@
+using UnityEngine;
+using UnityEditor;
+
+class WaterEditorUtility
+{
+ // helper functions to retrieve & set material values
+
+ public static float GetMaterialFloat(System.String name, Material mat) {
+ return mat.GetFloat(name);
+ }
+ public static void SetMaterialFloat(System.String name, float f, Material mat) {
+ mat.SetFloat(name, f);
+ }
+
+ public static Color GetMaterialColor(System.String name, Material mat) {
+ return mat.GetColor(name);
+ }
+ public static void SetMaterialColor(System.String name, Color color, Material mat) {
+ mat.SetColor(name, color);
+ }
+ public static Vector4 GetMaterialVector(System.String name, Material mat) {
+ return mat.GetVector(name);
+ }
+ public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) {
+ mat.SetVector(name, vector);
+ }
+ public static Texture GetMaterialTexture(System.String theName, Material mat) {
+ return mat.GetTexture(theName);
+ }
+ public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) {
+ mat.SetTexture(theName, parameter);
+ }
+
+ public static Material LocateValidWaterMaterial(Transform parent)
+ {
+ if(parent.GetComponent() && parent.GetComponent().sharedMaterial)
+ return parent.GetComponent().sharedMaterial;
+ foreach( Transform t in parent)
+ {
+ if(t.GetComponent() && t.GetComponent().sharedMaterial)
+ return t.GetComponent().sharedMaterial;
+ }
+ return null;
+ }
+
+ public static void CurveGui (System.String name, SerializedObject serObj, Color color)
+ {
+ AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f));
+ curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f));
+
+ //if (GUI.changed) {
+ // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve);
+ //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver);
+ //}
+ }
+ /*
+ public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve)
+ {
+ Debug.Log("AnimationCurveChanged");
+ Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel");
+ if(!fresnel)
+ fresnel = new Texture2D(256,1);
+
+ for (int i = 0; i < 256; i++)
+ {
+ float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f);
+ Debug.Log(""+(((float)i)/255.0f) +": "+val);
+ fresnel.SetPixel(i, 0, new Color(val,val,val,val));
+ }
+ fresnel.Apply();
+
+ sharedMaterial.SetTexture("_Fresnel", fresnel);
+
+ } */
+}
diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta
new file mode 100644
index 0000000..f6aa3e0
--- /dev/null
+++ b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: f67f2bac30f824d4f8270bb8bb0779df
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
diff --git a/Assets/Standard Assets/Effects.meta b/Assets/Standard Assets/Effects.meta
new file mode 100644
index 0000000..fc4ec9c
--- /dev/null
+++ b/Assets/Standard Assets/Effects.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 115d1f9d9bd29064ab981e57c8fc8cdf
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Effects/GlassRefraction.meta b/Assets/Standard Assets/Effects/GlassRefraction.meta
new file mode 100644
index 0000000..80e75a7
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 3c788335fe2df44ca9bbf95bc580ce4d
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Materials.meta b/Assets/Standard Assets/Effects/GlassRefraction/Materials.meta
new file mode 100644
index 0000000..d2de9ce
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Materials.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: db69b3da6ede2444b92c479f24b48999
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat b/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat
new file mode 100644
index 0000000..87ffd7c
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat
@@ -0,0 +1,50 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
+ serializedVersion: 3
+ m_ObjectHideFlags: 0
+ m_PrefabParentObject: {fileID: 0}
+ m_PrefabInternal: {fileID: 0}
+ m_Name: GlassRefractive
+ m_Shader: {fileID: 4800000, guid: 963484209d11fd7f110076aa44295342, type: 3}
+ m_ShaderKeywords: []
+ m_CustomRenderQueue: -1
+ m_SavedProperties:
+ serializedVersion: 2
+ m_TexEnvs:
+ data:
+ first:
+ name: _MainTex
+ second:
+ m_Texture: {fileID: 2800000, guid: 19555d7d9d114c7f1100f5ab44295342, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ data:
+ first:
+ name: _BumpMap
+ second:
+ m_Texture: {fileID: 2800000, guid: 4b8d081e9d114c7f1100f5ab44295342, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Floats:
+ data:
+ first:
+ name: _Shininess
+ second: 1
+ data:
+ first:
+ name: _BumpAmt
+ second: 128
+ m_Colors:
+ data:
+ first:
+ name: _Color
+ second: {r: .423392087, g: .423392087, b: .423392087, a: 0}
+ data:
+ first:
+ name: _SpecColor
+ second: {r: .981927693, g: .963855445, b: 1, a: 1}
+--- !u!1002 &2100001
+EditorExtensionImpl:
+ serializedVersion: 6
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat.meta b/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat.meta
new file mode 100644
index 0000000..3e5ce3e
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 848918a99d11f25f110026ca44295342
+NativeFormatImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Shaders.meta b/Assets/Standard Assets/Effects/GlassRefraction/Shaders.meta
new file mode 100644
index 0000000..dac15bb
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Shaders.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 194c5f733c7534ed790e101791e86518
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader b/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader
new file mode 100644
index 0000000..4795b85
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader
@@ -0,0 +1,109 @@
+// Per pixel bumped refraction.
+// Uses a normal map to distort the image behind, and
+// an additional texture to tint the color.
+
+Shader "FX/Glass/Stained BumpDistort" {
+Properties {
+ _BumpAmt ("Distortion", range (0,128)) = 10
+ _MainTex ("Tint Color (RGB)", 2D) = "white" {}
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+}
+
+Category {
+
+ // We must be transparent, so other objects are drawn before this one.
+ Tags { "Queue"="Transparent" "RenderType"="Opaque" }
+
+
+ SubShader {
+
+ // This pass grabs the screen behind the object into a texture.
+ // We can access the result in the next pass as _GrabTexture
+ GrabPass {
+ Name "BASE"
+ Tags { "LightMode" = "Always" }
+ }
+
+ // Main pass: Take the texture grabbed above and use the bumpmap to perturb it
+ // on to the screen
+ Pass {
+ Name "BASE"
+ Tags { "LightMode" = "Always" }
+
+CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#pragma multi_compile_fog
+#include "UnityCG.cginc"
+
+struct appdata_t {
+ float4 vertex : POSITION;
+ float2 texcoord: TEXCOORD0;
+};
+
+struct v2f {
+ float4 vertex : SV_POSITION;
+ float4 uvgrab : TEXCOORD0;
+ float2 uvbump : TEXCOORD1;
+ float2 uvmain : TEXCOORD2;
+ UNITY_FOG_COORDS(3)
+};
+
+float _BumpAmt;
+float4 _BumpMap_ST;
+float4 _MainTex_ST;
+
+v2f vert (appdata_t v)
+{
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uvgrab = ComputeGrabScreenPos(o.vertex);
+ o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
+ o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+}
+
+sampler2D _GrabTexture;
+float4 _GrabTexture_TexelSize;
+sampler2D _BumpMap;
+sampler2D _MainTex;
+
+half4 frag (v2f i) : SV_Target
+{
+ #if UNITY_SINGLE_PASS_STEREO
+ i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
+ #endif
+
+ // calculate perturbed coordinates
+ half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
+ float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
+ #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
+ i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
+ #else
+ i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
+ #endif
+
+ half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
+ half4 tint = tex2D(_MainTex, i.uvmain);
+ col *= tint;
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+}
+ENDCG
+ }
+ }
+
+ // ------------------------------------------------------------------
+ // Fallback for older cards and Unity non-Pro
+
+ SubShader {
+ Blend DstColor Zero
+ Pass {
+ Name "BASE"
+ SetTexture [_MainTex] { combine texture }
+ }
+ }
+}
+
+}
diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta b/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta
new file mode 100644
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diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta b/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta
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diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Textures/GlassStainedAlbedo.tif b/Assets/Standard Assets/Effects/GlassRefraction/Textures/GlassStainedAlbedo.tif
new file mode 100644
index 0000000..c93a645
--- /dev/null
+++ b/Assets/Standard Assets/Effects/GlassRefraction/Textures/GlassStainedAlbedo.tif
@@ -0,0 +1,3 @@
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diff --git a/Assets/Standard Assets/Effects/ImageEffects.meta b/Assets/Standard Assets/Effects/ImageEffects.meta
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diff --git a/Assets/Standard Assets/Effects/ImageEffects/Readme.txt b/Assets/Standard Assets/Effects/ImageEffects/Readme.txt
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index 0000000..2fbc0e6
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ImageEffects/Readme.txt
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+The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913
+
+We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing
diff --git a/Assets/Standard Assets/Effects/ImageEffects/Readme.txt.meta b/Assets/Standard Assets/Effects/ImageEffects/Readme.txt.meta
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diff --git a/Assets/Standard Assets/Effects/LightCookies/Textures/LightSquareCookie.psd b/Assets/Standard Assets/Effects/LightCookies/Textures/LightSquareCookie.psd
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index 0000000..207436e
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+// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
+// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
+
+Shader "Projector/Light" {
+ Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _ShadowTex ("Cookie", 2D) = "" {}
+ _FalloffTex ("FallOff", 2D) = "" {}
+ }
+
+ Subshader {
+ Tags {"Queue"="Transparent"}
+ Pass {
+ ZWrite Off
+ ColorMask RGB
+ Blend DstColor One
+ Offset -1, -1
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ float4 uvShadow : TEXCOORD0;
+ float4 uvFalloff : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ float4 pos : SV_POSITION;
+ };
+
+ float4x4 unity_Projector;
+ float4x4 unity_ProjectorClip;
+
+ v2f vert (float4 vertex : POSITION)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos(vertex);
+ o.uvShadow = mul (unity_Projector, vertex);
+ o.uvFalloff = mul (unity_ProjectorClip, vertex);
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ fixed4 _Color;
+ sampler2D _ShadowTex;
+ sampler2D _FalloffTex;
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
+ texS.rgb *= _Color.rgb;
+ texS.a = 1.0-texS.a;
+
+ fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
+ fixed4 res = texS * texF.a;
+
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
+ return res;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorLight.shader.meta b/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorLight.shader.meta
new file mode 100644
index 0000000..4a5d302
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diff --git a/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorMultiply.shader b/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorMultiply.shader
new file mode 100644
index 0000000..c006542
--- /dev/null
+++ b/Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorMultiply.shader
@@ -0,0 +1,60 @@
+// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
+// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
+
+Shader "Projector/Multiply" {
+ Properties {
+ _ShadowTex ("Cookie", 2D) = "gray" {}
+ _FalloffTex ("FallOff", 2D) = "white" {}
+ }
+ Subshader {
+ Tags {"Queue"="Transparent"}
+ Pass {
+ ZWrite Off
+ ColorMask RGB
+ Blend DstColor Zero
+ Offset -1, -1
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ float4 uvShadow : TEXCOORD0;
+ float4 uvFalloff : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ float4 pos : SV_POSITION;
+ };
+
+ float4x4 unity_Projector;
+ float4x4 unity_ProjectorClip;
+
+ v2f vert (float4 vertex : POSITION)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos(vertex);
+ o.uvShadow = mul (unity_Projector, vertex);
+ o.uvFalloff = mul (unity_ProjectorClip, vertex);
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ sampler2D _ShadowTex;
+ sampler2D _FalloffTex;
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
+ texS.a = 1.0-texS.a;
+
+ fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
+ fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
+
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
+ return res;
+ }
+ ENDCG
+ }
+ }
+}
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diff --git a/Assets/Standard Assets/Effects/TessellationShaders/Scenes/TessellationSample.unity.meta b/Assets/Standard Assets/Effects/TessellationShaders/Scenes/TessellationSample.unity.meta
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diff --git a/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader
new file mode 100644
index 0000000..c938ca4
--- /dev/null
+++ b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader
@@ -0,0 +1,68 @@
+Shader "Tessellation/Bumped Specular (displacement)" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
+ _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
+ _Parallax ("Height", Range (0.0, 1.0)) = 0.5
+ _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+ _ParallaxMap ("Heightmap (A)", 2D) = "black" {}
+
+ _EdgeLength ("Edge length", Range(3,50)) = 10
+}
+SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 800
+
+CGPROGRAM
+#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
+#include "Tessellation.cginc"
+
+struct appdata {
+ float4 vertex : POSITION;
+ float4 tangent : TANGENT;
+ float3 normal : NORMAL;
+ float2 texcoord : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float2 texcoord2 : TEXCOORD2;
+};
+
+float _EdgeLength;
+float _Parallax;
+
+float4 tessEdge (appdata v0, appdata v1, appdata v2)
+{
+ return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
+}
+
+sampler2D _ParallaxMap;
+
+void disp (inout appdata v)
+{
+ float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy,0,0)).a * _Parallax;
+ v.vertex.xyz += v.normal * d;
+}
+
+sampler2D _MainTex;
+sampler2D _BumpMap;
+fixed4 _Color;
+half _Shininess;
+
+struct Input {
+ float2 uv_MainTex;
+ float2 uv_BumpMap;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ o.Albedo = tex.rgb * _Color.rgb;
+ o.Gloss = tex.a;
+ o.Alpha = tex.a * _Color.a;
+ o.Specular = _Shininess;
+ o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
+}
+ENDCG
+}
+
+FallBack "Bumped Specular"
+}
diff --git a/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader.meta b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader.meta
new file mode 100644
index 0000000..f64b3c1
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diff --git a/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader
new file mode 100644
index 0000000..6bf3591
--- /dev/null
+++ b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader
@@ -0,0 +1,64 @@
+Shader "Tessellation/Bumped Specular (smooth)" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
+ _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
+ _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+
+ _EdgeLength ("Edge length", Range(3,50)) = 10
+ _Smoothness ("Smoothness", Range(0,1)) = 0.5
+}
+SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 700
+
+CGPROGRAM
+#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness
+#include "Tessellation.cginc"
+
+struct appdata {
+ float4 vertex : POSITION;
+ float4 tangent : TANGENT;
+ float3 normal : NORMAL;
+ float2 texcoord : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float2 texcoord2 : TEXCOORD2;
+};
+
+float _EdgeLength;
+float _Smoothness;
+
+float4 tessEdge (appdata v0, appdata v1, appdata v2)
+{
+ return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0);
+}
+
+void disp (inout appdata v)
+{
+ // do nothing
+}
+
+sampler2D _MainTex;
+sampler2D _BumpMap;
+fixed4 _Color;
+half _Shininess;
+
+struct Input {
+ float2 uv_MainTex;
+ float2 uv_BumpMap;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ o.Albedo = tex.rgb * _Color.rgb;
+ o.Gloss = tex.a;
+ o.Alpha = tex.a * _Color.a;
+ o.Specular = _Shininess;
+ o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
+}
+ENDCG
+}
+
+FallBack "Bumped Specular"
+}
diff --git a/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader.meta b/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader.meta
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader
new file mode 100644
index 0000000..489be0d
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader
@@ -0,0 +1,63 @@
+Shader "Toon/Basic" {
+ Properties {
+ _Color ("Main Color", Color) = (.5,.5,.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
+ }
+
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ Pass {
+ Name "BASE"
+ Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ samplerCUBE _ToonShade;
+ float4 _MainTex_ST;
+ float4 _Color;
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 normal : NORMAL;
+ };
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ float3 cubenormal : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+ o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.cubenormal = UnityObjectToViewPos(float4(v.normal,0));
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ fixed4 col = _Color * tex2D(_MainTex, i.texcoord);
+ fixed4 cube = texCUBE(_ToonShade, i.cubenormal);
+ fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a);
+ UNITY_APPLY_FOG(i.fogCoord, c);
+ return c;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "VertexLit"
+}
diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta
new file mode 100644
index 0000000..a144389
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader
new file mode 100644
index 0000000..9c51563
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader
@@ -0,0 +1,70 @@
+Shader "Toon/Basic Outline" {
+ Properties {
+ _Color ("Main Color", Color) = (.5,.5,.5,1)
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _Outline ("Outline width", Range (.002, 0.03)) = .005
+ _MainTex ("Base (RGB)", 2D) = "white" { }
+ _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
+ }
+
+ CGINCLUDE
+ #include "UnityCG.cginc"
+
+ struct appdata {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ struct v2f {
+ float4 pos : SV_POSITION;
+ UNITY_FOG_COORDS(0)
+ fixed4 color : COLOR;
+ };
+
+ uniform float _Outline;
+ uniform float4 _OutlineColor;
+
+ v2f vert(appdata v) {
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
+ float2 offset = TransformViewToProjection(norm.xy);
+
+ #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
+ o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline;
+ #else
+ o.pos.xy += offset * o.pos.z * _Outline;
+ #endif
+ o.color = _OutlineColor;
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+ ENDCG
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ UsePass "Toon/Basic/BASE"
+ Pass {
+ Name "OUTLINE"
+ Tags { "LightMode" = "Always" }
+ Cull Front
+ ZWrite On
+ ColorMask RGB
+ Blend SrcAlpha OneMinusSrcAlpha
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+ fixed4 frag(v2f i) : SV_Target
+ {
+ UNITY_APPLY_FOG(i.fogCoord, i.color);
+ return i.color;
+ }
+ ENDCG
+ }
+ }
+
+ Fallback "Toon/Basic"
+}
diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta
new file mode 100644
index 0000000..7e1c493
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader
new file mode 100644
index 0000000..254b7ec
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader
@@ -0,0 +1,53 @@
+Shader "Toon/Lit" {
+ Properties {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
+ }
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 200
+
+CGPROGRAM
+#pragma surface surf ToonRamp
+
+sampler2D _Ramp;
+
+// custom lighting function that uses a texture ramp based
+// on angle between light direction and normal
+#pragma lighting ToonRamp exclude_path:prepass
+inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
+{
+ #ifndef USING_DIRECTIONAL_LIGHT
+ lightDir = normalize(lightDir);
+ #endif
+
+ half d = dot (s.Normal, lightDir)*0.5 + 0.5;
+ half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
+
+ half4 c;
+ c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
+ c.a = 0;
+ return c;
+}
+
+
+sampler2D _MainTex;
+float4 _Color;
+
+struct Input {
+ float2 uv_MainTex : TEXCOORD0;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
+ o.Albedo = c.rgb;
+ o.Alpha = c.a;
+}
+ENDCG
+
+ }
+
+ Fallback "Diffuse"
+}
diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta
new file mode 100644
index 0000000..771203c
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+++ b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader
new file mode 100644
index 0000000..817c0ce
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader
@@ -0,0 +1,17 @@
+Shader "Toon/Lit Outline" {
+ Properties {
+ _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
+ _OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _Outline ("Outline width", Range (.002, 0.03)) = .005
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
+ }
+
+ SubShader {
+ Tags { "RenderType"="Opaque" }
+ UsePass "Toon/Lit/FORWARD"
+ UsePass "Toon/Basic Outline/OUTLINE"
+ }
+
+ Fallback "Toon/Lit"
+}
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index 0000000..329c53b
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd b/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd
new file mode 100644
index 0000000..cf86f2a
--- /dev/null
+++ b/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd
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+version https://git-lfs.github.com/spec/v1
+oid sha256:653aea14f48044b72c7754b3e5bc1b02cf1e2e00874ae1081e4f65c319cf1578
+size 32503
diff --git a/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd.meta b/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd.meta
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diff --git a/Assets/Standard Assets/Effects/ToonShading/Textures/UtilToonGradient.png b/Assets/Standard Assets/Effects/ToonShading/Textures/UtilToonGradient.png
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Prefabs/WaterBasicNightime.prefab.meta b/Assets/Standard Assets/Environment/Water (Basic)/Prefabs/WaterBasicNightime.prefab.meta
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Scripts.meta b/Assets/Standard Assets/Environment/Water (Basic)/Scripts.meta
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs b/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs
new file mode 100644
index 0000000..b1eb861
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs
@@ -0,0 +1,32 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ public class WaterBasic : MonoBehaviour
+ {
+ void Update()
+ {
+ Renderer r = GetComponent();
+ if (!r)
+ {
+ return;
+ }
+ Material mat = r.sharedMaterial;
+ if (!mat)
+ {
+ return;
+ }
+
+ Vector4 waveSpeed = mat.GetVector("WaveSpeed");
+ float waveScale = mat.GetFloat("_WaveScale");
+ float t = Time.time / 20.0f;
+
+ Vector4 offset4 = waveSpeed * (t * waveScale);
+ Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
+ Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
+ mat.SetVector("_WaveOffset", offsetClamped);
+ }
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Shaders.meta b/Assets/Standard Assets/Environment/Water (Basic)/Shaders.meta
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diff --git a/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader b/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader
new file mode 100644
index 0000000..447a279
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water (Basic)/Shaders/FXWaterBasic.shader
@@ -0,0 +1,90 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/Water (Basic)" {
+Properties {
+ _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
+ _WaveScale ("Wave scale", Range (0.02,0.15)) = .07
+ [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
+ [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
+ WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
+ }
+
+CGINCLUDE
+
+#include "UnityCG.cginc"
+
+uniform float4 _horizonColor;
+
+uniform float4 WaveSpeed;
+uniform float _WaveScale;
+uniform float4 _WaveOffset;
+
+struct appdata {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+};
+
+struct v2f {
+ float4 pos : SV_POSITION;
+ float2 bumpuv[2] : TEXCOORD0;
+ float3 viewDir : TEXCOORD2;
+ UNITY_FOG_COORDS(3)
+};
+
+v2f vert(appdata v)
+{
+ v2f o;
+ float4 s;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ // scroll bump waves
+ float4 temp;
+ float4 wpos = mul (unity_ObjectToWorld, v.vertex);
+ temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
+ o.bumpuv[0] = temp.xy * float2(.4, .45);
+ o.bumpuv[1] = temp.wz;
+
+ // object space view direction
+ o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+}
+
+ENDCG
+
+
+Subshader {
+ Tags { "RenderType"="Opaque" }
+ Pass {
+
+CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#pragma multi_compile_fog
+
+sampler2D _BumpMap;
+sampler2D _ColorControl;
+
+half4 frag( v2f i ) : COLOR
+{
+ half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
+ half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
+ half3 bump = (bump1 + bump2) * 0.5;
+
+ half fresnel = dot( i.viewDir, bump );
+ half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
+
+ half4 col;
+ col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
+ col.a = _horizonColor.a;
+
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+}
+ENDCG
+ }
+}
+
+}
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index 0000000..1c135d7
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs
new file mode 100644
index 0000000..24e06cd
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs
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+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ [RequireComponent(typeof(WaterBase))]
+ public class Displace : MonoBehaviour
+ {
+ public void Awake()
+ {
+ if (enabled)
+ {
+ OnEnable();
+ }
+ else
+ {
+ OnDisable();
+ }
+ }
+
+
+ public void OnEnable()
+ {
+ Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
+ Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
+ }
+
+
+ public void OnDisable()
+ {
+ Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
+ Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
+ }
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs
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index 0000000..b64fb63
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs
@@ -0,0 +1,9 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ [RequireComponent(typeof(WaterBase))]
+ public class GerstnerDisplace : Displace { }
+}
\ No newline at end of file
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+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs
new file mode 100644
index 0000000..d584fc2
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs
@@ -0,0 +1,27 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ public class MeshContainer
+ {
+ public Mesh mesh;
+ public Vector3[] vertices;
+ public Vector3[] normals;
+
+
+ public MeshContainer(Mesh m)
+ {
+ mesh = m;
+ vertices = m.vertices;
+ normals = m.normals;
+ }
+
+
+ public void Update()
+ {
+ mesh.vertices = vertices;
+ mesh.normals = normals;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta
new file mode 100644
index 0000000..9a16e3e
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 951d74f7d57bed84cb623c62436bd064
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs
new file mode 100644
index 0000000..f470cab
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs
@@ -0,0 +1,284 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ [RequireComponent(typeof(WaterBase))]
+ public class PlanarReflection : MonoBehaviour
+ {
+ public LayerMask reflectionMask;
+ public bool reflectSkybox = false;
+ public Color clearColor = Color.grey;
+ public String reflectionSampler = "_ReflectionTex";
+ public float clipPlaneOffset = 0.07F;
+
+
+ Vector3 m_Oldpos;
+ Camera m_ReflectionCamera;
+ Material m_SharedMaterial;
+ Dictionary m_HelperCameras;
+
+
+ public void Start()
+ {
+ m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
+ }
+
+
+ Camera CreateReflectionCameraFor(Camera cam)
+ {
+ String reflName = gameObject.name + "Reflection" + cam.name;
+ GameObject go = GameObject.Find(reflName);
+
+ if (!go)
+ {
+ go = new GameObject(reflName, typeof(Camera));
+ }
+ if (!go.GetComponent(typeof(Camera)))
+ {
+ go.AddComponent(typeof(Camera));
+ }
+ Camera reflectCamera = go.GetComponent();
+
+ reflectCamera.backgroundColor = clearColor;
+ reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
+
+ SetStandardCameraParameter(reflectCamera, reflectionMask);
+
+ if (!reflectCamera.targetTexture)
+ {
+ reflectCamera.targetTexture = CreateTextureFor(cam);
+ }
+
+ return reflectCamera;
+ }
+
+
+ void SetStandardCameraParameter(Camera cam, LayerMask mask)
+ {
+ cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water"));
+ cam.backgroundColor = Color.black;
+ cam.enabled = false;
+ }
+
+
+ RenderTexture CreateTextureFor(Camera cam)
+ {
+ RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F),
+ Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24);
+ rt.hideFlags = HideFlags.DontSave;
+ return rt;
+ }
+
+
+ public void RenderHelpCameras(Camera currentCam)
+ {
+ if (null == m_HelperCameras)
+ {
+ m_HelperCameras = new Dictionary();
+ }
+
+ if (!m_HelperCameras.ContainsKey(currentCam))
+ {
+ m_HelperCameras.Add(currentCam, false);
+ }
+ if (m_HelperCameras[currentCam])
+ {
+ return;
+ }
+
+ if (!m_ReflectionCamera)
+ {
+ m_ReflectionCamera = CreateReflectionCameraFor(currentCam);
+ }
+
+ RenderReflectionFor(currentCam, m_ReflectionCamera);
+
+ m_HelperCameras[currentCam] = true;
+ }
+
+
+ public void LateUpdate()
+ {
+ if (null != m_HelperCameras)
+ {
+ m_HelperCameras.Clear();
+ }
+ }
+
+
+ public void WaterTileBeingRendered(Transform tr, Camera currentCam)
+ {
+ RenderHelpCameras(currentCam);
+
+ if (m_ReflectionCamera && m_SharedMaterial)
+ {
+ m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture);
+ }
+ }
+
+
+ public void OnEnable()
+ {
+ Shader.EnableKeyword("WATER_REFLECTIVE");
+ Shader.DisableKeyword("WATER_SIMPLE");
+ }
+
+
+ public void OnDisable()
+ {
+ Shader.EnableKeyword("WATER_SIMPLE");
+ Shader.DisableKeyword("WATER_REFLECTIVE");
+ }
+
+
+ void RenderReflectionFor(Camera cam, Camera reflectCamera)
+ {
+ if (!reflectCamera)
+ {
+ return;
+ }
+
+ if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler))
+ {
+ return;
+ }
+
+ reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water"));
+
+ SaneCameraSettings(reflectCamera);
+
+ reflectCamera.backgroundColor = clearColor;
+ reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
+ if (reflectSkybox)
+ {
+ if (cam.gameObject.GetComponent(typeof(Skybox)))
+ {
+ Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox));
+ if (!sb)
+ {
+ sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox));
+ }
+ sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material;
+ }
+ }
+
+ GL.invertCulling = true;
+
+ Transform reflectiveSurface = transform; //waterHeight;
+
+ Vector3 eulerA = cam.transform.eulerAngles;
+
+ reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z);
+ reflectCamera.transform.position = cam.transform.position;
+
+ Vector3 pos = reflectiveSurface.transform.position;
+ pos.y = reflectiveSurface.position.y;
+ Vector3 normal = reflectiveSurface.transform.up;
+ float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
+ Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
+
+ Matrix4x4 reflection = Matrix4x4.zero;
+ reflection = CalculateReflectionMatrix(reflection, reflectionPlane);
+ m_Oldpos = cam.transform.position;
+ Vector3 newpos = reflection.MultiplyPoint(m_Oldpos);
+
+ reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
+
+ Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f);
+
+ Matrix4x4 projection = cam.projectionMatrix;
+ projection = CalculateObliqueMatrix(projection, clipPlane);
+ reflectCamera.projectionMatrix = projection;
+
+ reflectCamera.transform.position = newpos;
+ Vector3 euler = cam.transform.eulerAngles;
+ reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
+
+ reflectCamera.Render();
+
+ GL.invertCulling = false;
+ }
+
+
+ void SaneCameraSettings(Camera helperCam)
+ {
+ helperCam.depthTextureMode = DepthTextureMode.None;
+ helperCam.backgroundColor = Color.black;
+ helperCam.clearFlags = CameraClearFlags.SolidColor;
+ helperCam.renderingPath = RenderingPath.Forward;
+ }
+
+
+ static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
+ {
+ Vector4 q = projection.inverse * new Vector4(
+ Sgn(clipPlane.x),
+ Sgn(clipPlane.y),
+ 1.0F,
+ 1.0F
+ );
+ Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
+ // third row = clip plane - fourth row
+ projection[2] = c.x - projection[3];
+ projection[6] = c.y - projection[7];
+ projection[10] = c.z - projection[11];
+ projection[14] = c.w - projection[15];
+
+ return projection;
+ }
+
+
+ static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane)
+ {
+ reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]);
+ reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]);
+ reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]);
+ reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]);
+
+ reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]);
+ reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]);
+ reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]);
+ reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]);
+
+ reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]);
+ reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]);
+ reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]);
+ reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]);
+
+ reflectionMat.m30 = 0.0F;
+ reflectionMat.m31 = 0.0F;
+ reflectionMat.m32 = 0.0F;
+ reflectionMat.m33 = 1.0F;
+
+ return reflectionMat;
+ }
+
+
+ static float Sgn(float a)
+ {
+ if (a > 0.0F)
+ {
+ return 1.0F;
+ }
+ if (a < 0.0F)
+ {
+ return -1.0F;
+ }
+ return 0.0F;
+ }
+
+
+ Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
+ {
+ Vector3 offsetPos = pos + normal * clipPlaneOffset;
+ Matrix4x4 m = cam.worldToCameraMatrix;
+ Vector3 cpos = m.MultiplyPoint(offsetPos);
+ Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
+
+ return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta
new file mode 100644
index 0000000..f1b5a12
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4185bc77c7194462ca3b1097ef4a5de0
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs
new file mode 100644
index 0000000..4bcfb0c
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs
@@ -0,0 +1,33 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [RequireComponent(typeof(WaterBase))]
+ [ExecuteInEditMode]
+ public class SpecularLighting : MonoBehaviour
+ {
+ public Transform specularLight;
+ private WaterBase m_WaterBase;
+
+
+ public void Start()
+ {
+ m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
+ }
+
+
+ public void Update()
+ {
+ if (!m_WaterBase)
+ {
+ m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
+ }
+
+ if (specularLight && m_WaterBase.sharedMaterial)
+ {
+ m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta
new file mode 100644
index 0000000..4db1a36
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: de2ab2b9ac93bb544b9552e49030371b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs
new file mode 100644
index 0000000..98ebe16
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs
@@ -0,0 +1,403 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode] // Make water live-update even when not in play mode
+ public class Water : MonoBehaviour
+ {
+ public enum WaterMode
+ {
+ Simple = 0,
+ Reflective = 1,
+ Refractive = 2,
+ };
+
+
+ public WaterMode waterMode = WaterMode.Refractive;
+ public bool disablePixelLights = true;
+ public int textureSize = 256;
+ public float clipPlaneOffset = 0.07f;
+ public LayerMask reflectLayers = -1;
+ public LayerMask refractLayers = -1;
+
+
+ private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table
+ private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table
+ private RenderTexture m_ReflectionTexture;
+ private RenderTexture m_RefractionTexture;
+ private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
+ private int m_OldReflectionTextureSize;
+ private int m_OldRefractionTextureSize;
+ private static bool s_InsideWater;
+
+
+ // This is called when it's known that the object will be rendered by some
+ // camera. We render reflections / refractions and do other updates here.
+ // Because the script executes in edit mode, reflections for the scene view
+ // camera will just work!
+ public void OnWillRenderObject()
+ {
+ if (!enabled || !GetComponent() || !GetComponent().sharedMaterial ||
+ !GetComponent().enabled)
+ {
+ return;
+ }
+
+ Camera cam = Camera.current;
+ if (!cam)
+ {
+ return;
+ }
+
+ // Safeguard from recursive water reflections.
+ if (s_InsideWater)
+ {
+ return;
+ }
+ s_InsideWater = true;
+
+ // Actual water rendering mode depends on both the current setting AND
+ // the hardware support. There's no point in rendering refraction textures
+ // if they won't be visible in the end.
+ m_HardwareWaterSupport = FindHardwareWaterSupport();
+ WaterMode mode = GetWaterMode();
+
+ Camera reflectionCamera, refractionCamera;
+ CreateWaterObjects(cam, out reflectionCamera, out refractionCamera);
+
+ // find out the reflection plane: position and normal in world space
+ Vector3 pos = transform.position;
+ Vector3 normal = transform.up;
+
+ // Optionally disable pixel lights for reflection/refraction
+ int oldPixelLightCount = QualitySettings.pixelLightCount;
+ if (disablePixelLights)
+ {
+ QualitySettings.pixelLightCount = 0;
+ }
+
+ UpdateCameraModes(cam, reflectionCamera);
+ UpdateCameraModes(cam, refractionCamera);
+
+ // Render reflection if needed
+ if (mode >= WaterMode.Reflective)
+ {
+ // Reflect camera around reflection plane
+ float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
+ Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
+
+ Matrix4x4 reflection = Matrix4x4.zero;
+ CalculateReflectionMatrix(ref reflection, reflectionPlane);
+ Vector3 oldpos = cam.transform.position;
+ Vector3 newpos = reflection.MultiplyPoint(oldpos);
+ reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
+
+ // Setup oblique projection matrix so that near plane is our reflection
+ // plane. This way we clip everything below/above it for free.
+ Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
+ reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
+
+ // Set custom culling matrix from the current camera
+ reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
+
+ reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
+ reflectionCamera.targetTexture = m_ReflectionTexture;
+ bool oldCulling = GL.invertCulling;
+ GL.invertCulling = !oldCulling;
+ reflectionCamera.transform.position = newpos;
+ Vector3 euler = cam.transform.eulerAngles;
+ reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
+ reflectionCamera.Render();
+ reflectionCamera.transform.position = oldpos;
+ GL.invertCulling = oldCulling;
+ GetComponent().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture);
+ }
+
+ // Render refraction
+ if (mode >= WaterMode.Refractive)
+ {
+ refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
+
+ // Setup oblique projection matrix so that near plane is our reflection
+ // plane. This way we clip everything below/above it for free.
+ Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f);
+ refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
+
+ // Set custom culling matrix from the current camera
+ refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
+
+ refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
+ refractionCamera.targetTexture = m_RefractionTexture;
+ refractionCamera.transform.position = cam.transform.position;
+ refractionCamera.transform.rotation = cam.transform.rotation;
+ refractionCamera.Render();
+ GetComponent().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
+ }
+
+ // Restore pixel light count
+ if (disablePixelLights)
+ {
+ QualitySettings.pixelLightCount = oldPixelLightCount;
+ }
+
+ // Setup shader keywords based on water mode
+ switch (mode)
+ {
+ case WaterMode.Simple:
+ Shader.EnableKeyword("WATER_SIMPLE");
+ Shader.DisableKeyword("WATER_REFLECTIVE");
+ Shader.DisableKeyword("WATER_REFRACTIVE");
+ break;
+ case WaterMode.Reflective:
+ Shader.DisableKeyword("WATER_SIMPLE");
+ Shader.EnableKeyword("WATER_REFLECTIVE");
+ Shader.DisableKeyword("WATER_REFRACTIVE");
+ break;
+ case WaterMode.Refractive:
+ Shader.DisableKeyword("WATER_SIMPLE");
+ Shader.DisableKeyword("WATER_REFLECTIVE");
+ Shader.EnableKeyword("WATER_REFRACTIVE");
+ break;
+ }
+
+ s_InsideWater = false;
+ }
+
+
+ // Cleanup all the objects we possibly have created
+ void OnDisable()
+ {
+ if (m_ReflectionTexture)
+ {
+ DestroyImmediate(m_ReflectionTexture);
+ m_ReflectionTexture = null;
+ }
+ if (m_RefractionTexture)
+ {
+ DestroyImmediate(m_RefractionTexture);
+ m_RefractionTexture = null;
+ }
+ foreach (var kvp in m_ReflectionCameras)
+ {
+ DestroyImmediate((kvp.Value).gameObject);
+ }
+ m_ReflectionCameras.Clear();
+ foreach (var kvp in m_RefractionCameras)
+ {
+ DestroyImmediate((kvp.Value).gameObject);
+ }
+ m_RefractionCameras.Clear();
+ }
+
+
+ // This just sets up some matrices in the material; for really
+ // old cards to make water texture scroll.
+ void Update()
+ {
+ if (!GetComponent())
+ {
+ return;
+ }
+ Material mat = GetComponent().sharedMaterial;
+ if (!mat)
+ {
+ return;
+ }
+
+ Vector4 waveSpeed = mat.GetVector("WaveSpeed");
+ float waveScale = mat.GetFloat("_WaveScale");
+ Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
+
+ // Time since level load, and do intermediate calculations with doubles
+ double t = Time.timeSinceLevelLoad / 20.0;
+ Vector4 offsetClamped = new Vector4(
+ (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
+ (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
+ (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
+ (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
+ );
+
+ mat.SetVector("_WaveOffset", offsetClamped);
+ mat.SetVector("_WaveScale4", waveScale4);
+ }
+
+ void UpdateCameraModes(Camera src, Camera dest)
+ {
+ if (dest == null)
+ {
+ return;
+ }
+ // set water camera to clear the same way as current camera
+ dest.clearFlags = src.clearFlags;
+ dest.backgroundColor = src.backgroundColor;
+ if (src.clearFlags == CameraClearFlags.Skybox)
+ {
+ Skybox sky = src.GetComponent();
+ Skybox mysky = dest.GetComponent();
+ if (!sky || !sky.material)
+ {
+ mysky.enabled = false;
+ }
+ else
+ {
+ mysky.enabled = true;
+ mysky.material = sky.material;
+ }
+ }
+ // update other values to match current camera.
+ // even if we are supplying custom camera&projection matrices,
+ // some of values are used elsewhere (e.g. skybox uses far plane)
+ dest.farClipPlane = src.farClipPlane;
+ dest.nearClipPlane = src.nearClipPlane;
+ dest.orthographic = src.orthographic;
+ dest.fieldOfView = src.fieldOfView;
+ dest.aspect = src.aspect;
+ dest.orthographicSize = src.orthographicSize;
+ }
+
+
+ // On-demand create any objects we need for water
+ void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera)
+ {
+ WaterMode mode = GetWaterMode();
+
+ reflectionCamera = null;
+ refractionCamera = null;
+
+ if (mode >= WaterMode.Reflective)
+ {
+ // Reflection render texture
+ if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize)
+ {
+ if (m_ReflectionTexture)
+ {
+ DestroyImmediate(m_ReflectionTexture);
+ }
+ m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
+ m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
+ m_ReflectionTexture.isPowerOfTwo = true;
+ m_ReflectionTexture.hideFlags = HideFlags.DontSave;
+ m_OldReflectionTextureSize = textureSize;
+ }
+
+ // Camera for reflection
+ m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
+ if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
+ {
+ GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
+ reflectionCamera = go.GetComponent();
+ reflectionCamera.enabled = false;
+ reflectionCamera.transform.position = transform.position;
+ reflectionCamera.transform.rotation = transform.rotation;
+ reflectionCamera.gameObject.AddComponent();
+ go.hideFlags = HideFlags.HideAndDontSave;
+ m_ReflectionCameras[currentCamera] = reflectionCamera;
+ }
+ }
+
+ if (mode >= WaterMode.Refractive)
+ {
+ // Refraction render texture
+ if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize)
+ {
+ if (m_RefractionTexture)
+ {
+ DestroyImmediate(m_RefractionTexture);
+ }
+ m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
+ m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
+ m_RefractionTexture.isPowerOfTwo = true;
+ m_RefractionTexture.hideFlags = HideFlags.DontSave;
+ m_OldRefractionTextureSize = textureSize;
+ }
+
+ // Camera for refraction
+ m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
+ if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
+ {
+ GameObject go =
+ new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
+ typeof(Camera), typeof(Skybox));
+ refractionCamera = go.GetComponent();
+ refractionCamera.enabled = false;
+ refractionCamera.transform.position = transform.position;
+ refractionCamera.transform.rotation = transform.rotation;
+ refractionCamera.gameObject.AddComponent();
+ go.hideFlags = HideFlags.HideAndDontSave;
+ m_RefractionCameras[currentCamera] = refractionCamera;
+ }
+ }
+ }
+
+ WaterMode GetWaterMode()
+ {
+ if (m_HardwareWaterSupport < waterMode)
+ {
+ return m_HardwareWaterSupport;
+ }
+ return waterMode;
+ }
+
+ WaterMode FindHardwareWaterSupport()
+ {
+ if (!GetComponent())
+ {
+ return WaterMode.Simple;
+ }
+
+ Material mat = GetComponent().sharedMaterial;
+ if (!mat)
+ {
+ return WaterMode.Simple;
+ }
+
+ string mode = mat.GetTag("WATERMODE", false);
+ if (mode == "Refractive")
+ {
+ return WaterMode.Refractive;
+ }
+ if (mode == "Reflective")
+ {
+ return WaterMode.Reflective;
+ }
+
+ return WaterMode.Simple;
+ }
+
+ // Given position/normal of the plane, calculates plane in camera space.
+ Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
+ {
+ Vector3 offsetPos = pos + normal * clipPlaneOffset;
+ Matrix4x4 m = cam.worldToCameraMatrix;
+ Vector3 cpos = m.MultiplyPoint(offsetPos);
+ Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
+ return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
+ }
+
+ // Calculates reflection matrix around the given plane
+ static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
+ {
+ reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
+ reflectionMat.m01 = (- 2F * plane[0] * plane[1]);
+ reflectionMat.m02 = (- 2F * plane[0] * plane[2]);
+ reflectionMat.m03 = (- 2F * plane[3] * plane[0]);
+
+ reflectionMat.m10 = (- 2F * plane[1] * plane[0]);
+ reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
+ reflectionMat.m12 = (- 2F * plane[1] * plane[2]);
+ reflectionMat.m13 = (- 2F * plane[3] * plane[1]);
+
+ reflectionMat.m20 = (- 2F * plane[2] * plane[0]);
+ reflectionMat.m21 = (- 2F * plane[2] * plane[1]);
+ reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
+ reflectionMat.m23 = (- 2F * plane[3] * plane[2]);
+
+ reflectionMat.m30 = 0F;
+ reflectionMat.m31 = 0F;
+ reflectionMat.m32 = 0F;
+ reflectionMat.m33 = 1F;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta
new file mode 100644
index 0000000..f353f10
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta
@@ -0,0 +1,9 @@
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+guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs
new file mode 100644
index 0000000..bc5afcf
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs
@@ -0,0 +1,78 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ public enum WaterQuality
+ {
+ High = 2,
+ Medium = 1,
+ Low = 0,
+ }
+
+ [ExecuteInEditMode]
+ public class WaterBase : MonoBehaviour
+ {
+ public Material sharedMaterial;
+ public WaterQuality waterQuality = WaterQuality.High;
+ public bool edgeBlend = true;
+
+
+ public void UpdateShader()
+ {
+ if (waterQuality > WaterQuality.Medium)
+ {
+ sharedMaterial.shader.maximumLOD = 501;
+ }
+ else if (waterQuality > WaterQuality.Low)
+ {
+ sharedMaterial.shader.maximumLOD = 301;
+ }
+ else
+ {
+ sharedMaterial.shader.maximumLOD = 201;
+ }
+
+ // If the system does not support depth textures (ie. NaCl), turn off edge bleeding,
+ // as the shader will render everything as transparent if the depth texture is not valid.
+ if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
+ {
+ edgeBlend = false;
+ }
+
+ if (edgeBlend)
+ {
+ Shader.EnableKeyword("WATER_EDGEBLEND_ON");
+ Shader.DisableKeyword("WATER_EDGEBLEND_OFF");
+ // just to make sure (some peeps might forget to add a water tile to the patches)
+ if (Camera.main)
+ {
+ Camera.main.depthTextureMode |= DepthTextureMode.Depth;
+ }
+ }
+ else
+ {
+ Shader.EnableKeyword("WATER_EDGEBLEND_OFF");
+ Shader.DisableKeyword("WATER_EDGEBLEND_ON");
+ }
+ }
+
+
+ public void WaterTileBeingRendered(Transform tr, Camera currentCam)
+ {
+ if (currentCam && edgeBlend)
+ {
+ currentCam.depthTextureMode |= DepthTextureMode.Depth;
+ }
+ }
+
+
+ public void Update()
+ {
+ if (sharedMaterial)
+ {
+ UpdateShader();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta
new file mode 100644
index 0000000..2cc0919
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta
@@ -0,0 +1,9 @@
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+guid: a1da353243062479a9b31c85074a796b
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs
new file mode 100644
index 0000000..65a6124
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs
@@ -0,0 +1,67 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Water
+{
+ [ExecuteInEditMode]
+ public class WaterTile : MonoBehaviour
+ {
+ public PlanarReflection reflection;
+ public WaterBase waterBase;
+
+
+ public void Start()
+ {
+ AcquireComponents();
+ }
+
+
+ void AcquireComponents()
+ {
+ if (!reflection)
+ {
+ if (transform.parent)
+ {
+ reflection = transform.parent.GetComponent();
+ }
+ else
+ {
+ reflection = transform.GetComponent();
+ }
+ }
+
+ if (!waterBase)
+ {
+ if (transform.parent)
+ {
+ waterBase = transform.parent.GetComponent();
+ }
+ else
+ {
+ waterBase = transform.GetComponent();
+ }
+ }
+ }
+
+
+#if UNITY_EDITOR
+ public void Update()
+ {
+ AcquireComponents();
+ }
+#endif
+
+
+ public void OnWillRenderObject()
+ {
+ if (reflection)
+ {
+ reflection.WaterTileBeingRendered(transform, Camera.current);
+ }
+ if (waterBase)
+ {
+ waterBase.WaterTileBeingRendered(transform, Camera.current);
+ }
+ }
+ }
+}
\ No newline at end of file
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new file mode 100644
index 0000000..6245403
--- /dev/null
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+ userData:
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders.meta b/Assets/Standard Assets/Environment/Water/Water/Shaders.meta
new file mode 100644
index 0000000..4756dab
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Shaders.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: e70b47c0cfc1d4b12a3c663d7582a523
+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader
new file mode 100644
index 0000000..3addae1
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader
@@ -0,0 +1,163 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/Water" {
+Properties {
+ _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
+ _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
+ _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
+ _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
+ [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
+ [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
+ WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
+ [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {}
+ _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
+ [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
+ [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
+}
+
+
+// -----------------------------------------------------------
+// Fragment program cards
+
+
+Subshader {
+ Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
+ Pass {
+CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
+#pragma multi_compile_fog
+#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
+
+#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
+#define HAS_REFLECTION 1
+#endif
+#if defined (WATER_REFRACTIVE)
+#define HAS_REFRACTION 1
+#endif
+
+
+#include "UnityCG.cginc"
+
+uniform float4 _WaveScale4;
+uniform float4 _WaveOffset;
+
+#if HAS_REFLECTION
+uniform float _ReflDistort;
+#endif
+#if HAS_REFRACTION
+uniform float _RefrDistort;
+#endif
+
+struct appdata {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+};
+
+struct v2f {
+ float4 pos : SV_POSITION;
+ #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
+ float4 ref : TEXCOORD0;
+ float2 bumpuv0 : TEXCOORD1;
+ float2 bumpuv1 : TEXCOORD2;
+ float3 viewDir : TEXCOORD3;
+ #else
+ float2 bumpuv0 : TEXCOORD0;
+ float2 bumpuv1 : TEXCOORD1;
+ float3 viewDir : TEXCOORD2;
+ #endif
+ UNITY_FOG_COORDS(4)
+};
+
+v2f vert(appdata v)
+{
+ v2f o;
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+
+ // scroll bump waves
+ float4 temp;
+ float4 wpos = mul (unity_ObjectToWorld, v.vertex);
+ temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
+ o.bumpuv0 = temp.xy;
+ o.bumpuv1 = temp.wz;
+
+ // object space view direction (will normalize per pixel)
+ o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
+
+ #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
+ o.ref = ComputeNonStereoScreenPos(o.pos);
+ #endif
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+}
+
+#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
+sampler2D _ReflectionTex;
+#endif
+#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
+sampler2D _ReflectiveColor;
+#endif
+#if defined (WATER_REFRACTIVE)
+sampler2D _Fresnel;
+sampler2D _RefractionTex;
+uniform float4 _RefrColor;
+#endif
+#if defined (WATER_SIMPLE)
+uniform float4 _HorizonColor;
+#endif
+sampler2D _BumpMap;
+
+half4 frag( v2f i ) : SV_Target
+{
+ i.viewDir = normalize(i.viewDir);
+
+ // combine two scrolling bumpmaps into one
+ half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
+ half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
+ half3 bump = (bump1 + bump2) * 0.5;
+
+ // fresnel factor
+ half fresnelFac = dot( i.viewDir, bump );
+
+ // perturb reflection/refraction UVs by bumpmap, and lookup colors
+
+ #if HAS_REFLECTION
+ float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
+ half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
+ #endif
+ #if HAS_REFRACTION
+ float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
+ half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
+ #endif
+
+ // final color is between refracted and reflected based on fresnel
+ half4 color;
+
+ #if defined(WATER_REFRACTIVE)
+ half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) );
+ color = lerp( refr, refl, fresnel );
+ #endif
+
+ #if defined(WATER_REFLECTIVE)
+ half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
+ color.rgb = lerp( water.rgb, refl.rgb, water.a );
+ color.a = refl.a * water.a;
+ #endif
+
+ #if defined(WATER_SIMPLE)
+ half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
+ color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
+ color.a = _HorizonColor.a;
+ #endif
+
+ UNITY_APPLY_FOG(i.fogCoord, color);
+ return color;
+}
+ENDCG
+
+ }
+}
+
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta
new file mode 100644
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new file mode 100644
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diff --git a/Assets/Standard Assets/Environment/Water/Water/Textures/WaterProNighttimeGradient.psd b/Assets/Standard Assets/Environment/Water/Water/Textures/WaterProNighttimeGradient.psd
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Prefabs/Water4Simple.prefab.meta b/Assets/Standard Assets/Environment/Water/Water4/Prefabs/Water4Simple.prefab.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders.meta
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diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader
new file mode 100644
index 0000000..36a3cdc
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader
@@ -0,0 +1,450 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/Water4" {
+Properties {
+ _ReflectionTex ("Internal reflection", 2D) = "white" {}
+
+ _MainTex ("Fallback texture", 2D) = "black" {}
+ _ShoreTex ("Shore & Foam texture ", 2D) = "black" {}
+ _BumpMap ("Normals ", 2D) = "bump" {}
+
+ _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
+ _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
+
+ _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
+ _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
+
+ _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
+ _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
+
+ _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
+
+ _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
+ _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
+ _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
+
+ _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
+ _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
+
+ _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0)
+
+ _GerstnerIntensity("Per vertex displacement", Float) = 1.0
+ _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
+ _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
+ _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
+ _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
+ _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
+ _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
+}
+
+
+CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "WaterInclude.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ // interpolator structs
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float4 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ float4 grabPassPos : TEXCOORD4;
+ UNITY_FOG_COORDS(5)
+ };
+
+ struct v2f_noGrab
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ UNITY_FOG_COORDS(4)
+ };
+
+ struct v2f_simple
+ {
+ float4 pos : SV_POSITION;
+ float4 viewInterpolator : TEXCOORD0;
+ float4 bumpCoords : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ // textures
+ sampler2D _BumpMap;
+ sampler2D _ReflectionTex;
+ sampler2D _RefractionTex;
+ sampler2D _ShoreTex;
+ sampler2D_float _CameraDepthTexture;
+
+ // colors in use
+ uniform float4 _RefrColorDepth;
+ uniform float4 _SpecularColor;
+ uniform float4 _BaseColor;
+ uniform float4 _ReflectionColor;
+
+ // edge & shore fading
+ uniform float4 _InvFadeParemeter;
+
+ // specularity
+ uniform float _Shininess;
+ uniform float4 _WorldLightDir;
+
+ // fresnel, vertex & bump displacements & strength
+ uniform float4 _DistortParams;
+ uniform float _FresnelScale;
+ uniform float4 _BumpTiling;
+ uniform float4 _BumpDirection;
+
+ uniform float4 _GAmplitude;
+ uniform float4 _GFrequency;
+ uniform float4 _GSteepness;
+ uniform float4 _GSpeed;
+ uniform float4 _GDirectionAB;
+ uniform float4 _GDirectionCD;
+
+ // foam
+ uniform float4 _Foam;
+
+ // shortcuts
+ #define PER_PIXEL_DISPLACE _DistortParams.x
+ #define REALTIME_DISTORTION _DistortParams.y
+ #define FRESNEL_POWER _DistortParams.z
+ #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
+ #define FRESNEL_BIAS _DistortParams.w
+ #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z
+
+ //
+ // HQ VERSION
+ //
+
+ v2f vert(appdata_full v)
+ {
+ v2f o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
+ half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.viewInterpolator.w = saturate(offsets.y);
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag( v2f i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+ half4 grabWithOffset = i.grabPassPos + distortOffset;
+
+ half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
+ half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
+ half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ #ifdef WATER_EDGEBLEND_ON
+ if (LinearEyeDepth(refrFix) < i.screenPos.z)
+ rtRefractions = rtRefractionsNoDistort;
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
+ edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
+ #endif
+
+ // shading for fresnel term
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ // base, depth & reflection colors
+ half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w);
+ #ifdef WATER_REFLECTIVE
+ half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
+ #else
+ half4 reflectionColor = _ReflectionColor;
+ #endif
+
+ baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
+ baseColor = baseColor + spec * _SpecularColor;
+
+ // handle foam
+ half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0);
+ baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y));
+
+ baseColor.a = edgeBlendFactors.x;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // MQ VERSION
+ //
+
+ v2f_noGrab vert300(appdata_full v)
+ {
+ v2f_noGrab o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed
+ half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz;
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ o.screenPos = ComputeNonStereoScreenPos(o.pos);
+
+ o.normalInterpolator.xyz = nrml;
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag300( v2f_noGrab i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE);
+
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
+ edgeBlendFactors.y = 1.0-edgeBlendFactors.y;
+ #endif
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0));
+ #else
+ baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ #endif
+
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // LQ VERSION
+ //
+
+ v2f_simple vert200(appdata_full v)
+ {
+ v2f_simple o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos( v.vertex);
+
+ o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeNonStereoScreenPos(o.pos).w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+
+ }
+
+ half4 frag200( v2f_simple i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ baseColor.a = saturate(2.0 * refl2Refr + 0.5);
+
+ baseColor.rgb += spec * _SpecularColor.rgb;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ENDCG
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 500
+ ColorMask RGB
+
+ GrabPass { "_RefractionTex" }
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 300
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert300
+ #pragma fragment frag300
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 200
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma vertex vert200
+ #pragma fragment frag200
+ #pragma multi_compile_fog
+
+ ENDCG
+ }
+}
+
+Fallback "Transparent/Diffuse"
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta
new file mode 100644
index 0000000..44952fb
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 475c4a4e617a8401b84ca7b32c7cc460
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader
new file mode 100644
index 0000000..ee0d176
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader
@@ -0,0 +1,435 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+
+Shader "FX/SimpleWater4" {
+Properties {
+ _ReflectionTex ("Internal reflection", 2D) = "white" {}
+
+ _MainTex ("Fallback texture", 2D) = "black" {}
+ _BumpMap ("Normals ", 2D) = "bump" {}
+
+ _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15)
+ _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0)
+
+ _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1)
+ _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0)
+
+ _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0)
+ _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0)
+
+ _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75
+
+ _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5)
+ _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5)
+ _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1)
+
+ _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0)
+ _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0
+
+ _GerstnerIntensity("Per vertex displacement", Float) = 1.0
+ _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25)
+ _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25)
+ _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0)
+ _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)
+ _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)
+ _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)
+}
+
+
+CGINCLUDE
+
+ #include "UnityCG.cginc"
+ #include "WaterInclude.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ };
+
+ // interpolator structs
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ float4 grabPassPos : TEXCOORD4;
+ UNITY_FOG_COORDS(5)
+ };
+
+ struct v2f_noGrab
+ {
+ float4 pos : SV_POSITION;
+ float4 normalInterpolator : TEXCOORD0;
+ float3 viewInterpolator : TEXCOORD1;
+ float4 bumpCoords : TEXCOORD2;
+ float4 screenPos : TEXCOORD3;
+ UNITY_FOG_COORDS(4)
+ };
+
+ struct v2f_simple
+ {
+ float4 pos : SV_POSITION;
+ float3 viewInterpolator : TEXCOORD0;
+ float4 bumpCoords : TEXCOORD1;
+ UNITY_FOG_COORDS(2)
+ };
+
+ // textures
+ sampler2D _BumpMap;
+ sampler2D _ReflectionTex;
+ sampler2D _RefractionTex;
+ sampler2D _ShoreTex;
+ sampler2D_float _CameraDepthTexture;
+
+ // colors in use
+ uniform float4 _RefrColorDepth;
+ uniform float4 _SpecularColor;
+ uniform float4 _BaseColor;
+ uniform float4 _ReflectionColor;
+
+ // edge & shore fading
+ uniform float4 _InvFadeParemeter;
+
+ // specularity
+ uniform float _Shininess;
+ uniform float4 _WorldLightDir;
+
+ // fresnel, vertex & bump displacements & strength
+ uniform float4 _DistortParams;
+ uniform float _FresnelScale;
+ uniform float4 _BumpTiling;
+ uniform float4 _BumpDirection;
+
+ uniform float4 _GAmplitude;
+ uniform float4 _GFrequency;
+ uniform float4 _GSteepness;
+ uniform float4 _GSpeed;
+ uniform float4 _GDirectionAB;
+ uniform float4 _GDirectionCD;
+
+ // shortcuts
+ #define PER_PIXEL_DISPLACE _DistortParams.x
+ #define REALTIME_DISTORTION _DistortParams.y
+ #define FRESNEL_POWER _DistortParams.z
+ #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz
+ #define DISTANCE_SCALE _InvFadeParemeter.z
+ #define FRESNEL_BIAS _DistortParams.w
+
+ //
+ // HQ VERSION
+ //
+
+ v2f vert(appdata_full v)
+ {
+ v2f o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag( v2f i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+ half4 grabWithOffset = i.grabPassPos + distortOffset;
+
+ half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos));
+ half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset));
+ half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset));
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ #ifdef WATER_EDGEBLEND_ON
+ if (LinearEyeDepth(refrFix) < i.screenPos.z)
+ rtRefractions = rtRefractionsNoDistort;
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w));
+ #endif
+
+ // shading for fresnel term
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ // base, depth & reflection colors
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a);
+ #else
+ half4 reflectionColor = _ReflectionColor;
+ #endif
+
+ baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr);
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // MQ VERSION
+ //
+
+ v2f_noGrab vert300(appdata_full v)
+ {
+ v2f_noGrab o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz;
+ half3 vtxForAni = (worldSpaceVertex).xzz;
+
+ half3 nrml;
+ half3 offsets;
+ Gerstner (
+ offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written
+ _GAmplitude, // amplitude
+ _GFrequency, // frequency
+ _GSteepness, // steepness
+ _GSpeed, // speed
+ _GDirectionAB, // direction # 1, 2
+ _GDirectionCD // direction # 3, 4
+ );
+
+ v.vertex.xyz += offsets;
+
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ o.screenPos = ComputeNonStereoScreenPos(o.pos);
+
+ o.normalInterpolator.xyz = nrml;
+
+ o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+ }
+
+ half4 frag300( v2f_noGrab i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0);
+ half4 screenWithOffset = i.screenPos + distortOffset;
+
+ #ifdef WATER_REFLECTIVE
+ half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset));
+ #endif
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0);
+
+ #ifdef WATER_EDGEBLEND_ON
+ half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos));
+ depth = LinearEyeDepth(depth);
+ edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z));
+ #endif
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ #ifdef WATER_REFLECTIVE
+ baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0));
+ #else
+ baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ #endif
+
+ baseColor = baseColor + spec * _SpecularColor;
+
+ baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0);
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ //
+ // LQ VERSION
+ //
+
+ v2f_simple vert200(appdata_full v)
+ {
+ v2f_simple o;
+
+ half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz;
+ half2 tileableUv = worldSpaceVertex.xz;
+
+ o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw;
+
+ o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos;
+
+ o.pos = UnityObjectToClipPos( v.vertex);
+
+ UNITY_TRANSFER_FOG(o,o.pos);
+ return o;
+
+ }
+
+ half4 frag200( v2f_simple i ) : SV_Target
+ {
+ half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE);
+ half3 viewVector = normalize(i.viewInterpolator.xyz);
+
+ half3 reflectVector = normalize(reflect(viewVector, worldNormal));
+ half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz);
+ float nh = max (0, dot (worldNormal, -h));
+ float spec = max(0.0,pow (nh, _Shininess));
+
+ worldNormal.xz *= _FresnelScale;
+ half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER);
+
+ half4 baseColor = _BaseColor;
+ baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0));
+ baseColor.a = saturate(2.0 * refl2Refr + 0.5);
+
+ baseColor.rgb += spec * _SpecularColor.rgb;
+ UNITY_APPLY_FOG(i.fogCoord, baseColor);
+ return baseColor;
+ }
+
+ENDCG
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 500
+ ColorMask RGB
+
+ GrabPass { "_RefractionTex" }
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 300
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma target 3.0
+
+ #pragma vertex vert300
+ #pragma fragment frag300
+ #pragma multi_compile_fog
+
+ #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF
+ #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF
+ #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE
+
+ ENDCG
+ }
+}
+
+Subshader
+{
+ Tags {"RenderType"="Transparent" "Queue"="Transparent"}
+
+ Lod 200
+ ColorMask RGB
+
+ Pass {
+ Blend SrcAlpha OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Cull Off
+
+ CGPROGRAM
+
+ #pragma vertex vert200
+ #pragma fragment frag200
+ #pragma multi_compile_fog
+
+ ENDCG
+ }
+}
+
+Fallback "Transparent/Diffuse"
+}
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta
new file mode 100644
index 0000000..8b60e33
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 8aaff0751054e4a9cb4642d01eaf5be9
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc
new file mode 100644
index 0000000..961d438
--- /dev/null
+++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc
@@ -0,0 +1,257 @@
+
+#ifndef WATER_CG_INCLUDED
+#define WATER_CG_INCLUDED
+
+#include "UnityCG.cginc"
+
+half _GerstnerIntensity;
+
+inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
+{
+ half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5;
+ half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
+ return normalize(worldNormal);
+}
+
+inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength)
+{
+ half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
+ bump = bump * 0.5;
+ half3 normal = UnpackNormal(bump);
+ normal.xy *= bumpStrength;
+ return normalize(normal);
+}
+
+inline half3 GetNormal(half4 tf) {
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ return half3(2,1,2) * tf.rbg - half3(1,0,1);
+ #else
+ return half3(0,1,0);
+ #endif
+}
+
+inline half GetDistanceFadeout(half screenW, half speed) {
+ return 1.0f / abs(0.5f + screenW * speed);
+}
+
+half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC)
+{
+ half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
+ tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0));
+ tf *= 0.333333;
+ #else
+ half4 tf = half4(0.5,0.5,0.5,0.0);
+ #endif
+
+ return tf;
+}
+
+half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB)
+{
+ half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed;
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0));
+ tf *= 0.5;
+ #else
+ half4 tf = half4(0.5,0.5,0.5,0.0);
+ #endif
+
+ return tf;
+}
+
+inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos)
+{
+ #if UNITY_UV_STARTS_AT_TOP
+ float scale = -1.0;
+ #else
+ float scale = 1.0f;
+ #endif
+
+ screenPos = ComputeNonStereoScreenPos(pos);
+ grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5;
+ grabPassPos.zw = pos.zw;
+}
+
+
+inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset)
+{
+ half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw);
+ bump = bump * 0.5;
+ half3 normal = UnpackNormal(bump);
+ normal.xy *= bumpStrength;
+ normal.xy += perVertxOffset;
+ return normalize(normal);
+}
+
+inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength)
+{
+ half4 bump = tex2D(bumpMap, coords.xy);
+ bump.xy = bump.wy - half2(0.5, 0.5);
+ half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1);
+ return normalize(worldNormal);
+}
+
+inline half4 Foam(sampler2D shoreTex, half4 coords, half amount)
+{
+ half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125;
+ foam.a = amount;
+ return foam;
+}
+
+inline half4 Foam(sampler2D shoreTex, half4 coords)
+{
+ half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125;
+ return foam;
+}
+
+inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power)
+{
+ half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0);
+ half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power));
+ return refl2Refr;
+}
+
+inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel)
+{
+ half facing = saturate(dot(-viewVector, worldNormal));
+ half fresn = tex2D(fresnel, half2(facing, 0.5f)).b;
+ return fresn;
+}
+
+inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB,
+ sampler2D mapC, half4 uv,
+ half vertexStrength, half3 normal,
+ out half4 vertexOffset, out half2 normalOffset)
+{
+ half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
+ tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0));
+ tf /= 3.0;
+
+ tf.rga = tf.rga-half3(0.5,0.5,0.0);
+
+ // height displacement in alpha channel, normals info in rgb
+
+ vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength;
+ normalOffset = tf.rg;
+}
+
+inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB,
+ sampler2D mapC, half4 uv,
+ half vertexStrength, half normalsStrength,
+ out half4 vertexOffset, out half2 normalOffset)
+{
+ // @NOTE: for best performance, this should really be properly packed!
+
+ half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0));
+ tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0));
+ tf *= 0.5;
+
+ tf.rga = tf.rga-half3(0.5,0.5,0.0);
+
+ // height displacement in alpha channel, normals info in rgb
+
+ vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength;
+ normalOffset = tf.rg * normalsStrength;
+}
+
+half4 ExtinctColor (half4 baseColor, half extinctionAmount)
+{
+ // tweak the extinction coefficient for different coloring
+ return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0);
+}
+
+ half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
+ {
+ half3 offsets;
+
+ offsets.x =
+ steepness * amp * dir.x *
+ cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ offsets.z =
+ steepness * amp * dir.y *
+ cos( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ offsets.y =
+ amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ return offsets;
+ }
+
+ half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
+ {
+ half3 offsets;
+
+ half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw;
+ half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw;
+
+ half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
+ half4 TIME = _Time.yyyy * speed;
+
+ half4 COS = cos (dotABCD + TIME);
+ half4 SIN = sin (dotABCD + TIME);
+
+ offsets.x = dot(COS, half4(AB.xz, CD.xz));
+ offsets.z = dot(COS, half4(AB.yw, CD.yw));
+ offsets.y = dot(SIN, amp);
+
+ return offsets;
+ }
+
+ half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir)
+ {
+ half3 nrml = half3(0,0,0);
+
+ nrml.x -=
+ dir.x * (amp * freq) *
+ cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ nrml.z -=
+ dir.y * (amp * freq) *
+ cos(freq * dot( dir, xzVtx ) + speed * _Time.x);
+
+ return nrml;
+ }
+
+ half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD)
+ {
+ half3 nrml = half3(0,2.0,0);
+
+ half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw;
+ half4 CD = freq.zzww * amp.zzww * dirCD.xyzw;
+
+ half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx));
+ half4 TIME = _Time.yyyy * speed;
+
+ half4 COS = cos (dotABCD + TIME);
+
+ nrml.x -= dot(COS, half4(AB.xz, CD.xz));
+ nrml.z -= dot(COS, half4(AB.yw, CD.yw));
+
+ nrml.xz *= _GerstnerIntensity;
+ nrml = normalize (nrml);
+
+ return nrml;
+ }
+
+ void Gerstner ( out half3 offs, out half3 nrml,
+ half3 vtx, half3 tileableVtx,
+ half4 amplitude, half4 frequency, half4 steepness,
+ half4 speed, half4 directionAB, half4 directionCD )
+ {
+ #ifdef WATER_VERTEX_DISPLACEMENT_ON
+ offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD);
+ nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD);
+ #else
+ offs = half3(0,0,0);
+ nrml = half3(0,1,0);
+ #endif
+ }
+
+
+#endif
diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta
new file mode 100644
index 0000000..6d8dcf2
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new file mode 100644
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new file mode 100644
index 0000000..f3dab94
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+oid sha256:f289aeced998395f31fbe180dc9f29825a9e2d79b25ac648d04f589aa9842946
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new file mode 100644
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diff --git a/Assets/Standard Assets/Fonts.meta b/Assets/Standard Assets/Fonts.meta
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diff --git a/Assets/Standard Assets/Fonts/OpenSans/License!.txt b/Assets/Standard Assets/Fonts/OpenSans/License!.txt
new file mode 100644
index 0000000..d645695
--- /dev/null
+++ b/Assets/Standard Assets/Fonts/OpenSans/License!.txt
@@ -0,0 +1,202 @@
+
+ Apache License
+ Version 2.0, January 2004
+ http://www.apache.org/licenses/
+
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
+ 1. Definitions.
+
+ "License" shall mean the terms and conditions for use, reproduction,
+ and distribution as defined by Sections 1 through 9 of this document.
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diff --git a/Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt b/Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt
new file mode 100644
index 0000000..a5abfb9
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt
@@ -0,0 +1,38 @@
+Particle System Sample Assets.
+
+We've selected a few sample effects to show a variety of ways our particle system technology can be used. Some use the particle system component alone, and some are augmented using other components. We've provided a sandbox demo scene which allows you to spawn particles and interact with the scene. Here are notes about each system included in the demo scene.
+
+Explosion.
+A powerful effect which uses sub emitters to leave streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius.
+
+FireComplex
+Uses a combination of many particles, including spritesheet animation, sparks and smoke. This effect also has a Light GameObject, whose position is animated by a script so that the lighting in the scene appears to flicker around as the effect plays.
+
+FireMobile
+Designed for fast performance on mobile, this effect is a minimal version of the previous Fire effect.
+
+Duststorm
+This effect demonstrates how to cover a wide area with a single particle effect. The emmission zone is a large box that covers the area, and a single particle effect generates rolling clouds across the scene. This effect is not interactive, in our demo scene.
+
+Steam
+Another single-system effect, which generates rushing steam emitting from the surface on which it is placed. In our demo scene, this effect is aligned with the surface normal of the object on which it is placed, so you can see the effect of the rising steam when it is emitted from different angles.
+
+Hose
+The water hose particle system demonstrates a number of things including particle stretching (in the direction of the water travel), flow rate controlled by a script, and particles interacting with physics objects using the particle collision callback feature. In this effect, for optimisation, we used a low-rate emitter emitting invisible particles (by switching off the renderer) for the particles which actually interact with the scene and apply forces, and higher-rate emitters for the visual effects.
+
+Fireworks
+This is a demonstration of chaining together many sub-emitters to create a complex visual effect.
+
+Flare
+This effect shows off the world collision feature available to particles, resulting in hundreds of bouncing sparks showering across the floor.
+
+WildFire
+This effect is an example of using sub emitters to create hundreds of simple particle systems around a scene which are all processed as a single system, which enables Unity to process hundreds of particle systems at the same time. In the demo scene, you can click (or touch) and hold to "draw" wildfire across the objects in the scene.
+
+
+
+
+
+
+
+
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diff --git a/Assets/Standard Assets/ParticleSystems/Prefabs/WildFire.prefab.meta b/Assets/Standard Assets/ParticleSystems/Prefabs/WildFire.prefab.meta
new file mode 100644
index 0000000..3494fb3
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Prefabs/WildFire.prefab.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: 2c32987c2bc01844a94adfb917dd677d
+NativeFormatImporter:
+ userData:
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diff --git a/Assets/Standard Assets/ParticleSystems/Scripts.meta b/Assets/Standard Assets/ParticleSystems/Scripts.meta
new file mode 100644
index 0000000..16a6722
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts.meta
@@ -0,0 +1,6 @@
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diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs
new file mode 100644
index 0000000..0fa5cb9
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs
@@ -0,0 +1,68 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Effects
+{
+ [RequireComponent(typeof (SphereCollider))]
+ public class AfterburnerPhysicsForce : MonoBehaviour
+ {
+ public float effectAngle = 15;
+ public float effectWidth = 1;
+ public float effectDistance = 10;
+ public float force = 10;
+
+ private Collider[] m_Cols;
+ private SphereCollider m_Sphere;
+
+
+ private void OnEnable()
+ {
+ m_Sphere = (GetComponent() as SphereCollider);
+ }
+
+
+ private void FixedUpdate()
+ {
+ m_Cols = Physics.OverlapSphere(transform.position + m_Sphere.center, m_Sphere.radius);
+ for (int n = 0; n < m_Cols.Length; ++n)
+ {
+ if (m_Cols[n].attachedRigidbody != null)
+ {
+ Vector3 localPos = transform.InverseTransformPoint(m_Cols[n].transform.position);
+ localPos = Vector3.MoveTowards(localPos, new Vector3(0, 0, localPos.z), effectWidth*0.5f);
+ float angle = Mathf.Abs(Mathf.Atan2(localPos.x, localPos.z)*Mathf.Rad2Deg);
+ float falloff = Mathf.InverseLerp(effectDistance, 0, localPos.magnitude);
+ falloff *= Mathf.InverseLerp(effectAngle, 0, angle);
+ Vector3 delta = m_Cols[n].transform.position - transform.position;
+ m_Cols[n].attachedRigidbody.AddForceAtPosition(delta.normalized*force*falloff,
+ Vector3.Lerp(m_Cols[n].transform.position,
+ transform.TransformPoint(0, 0, localPos.z),
+ 0.1f));
+ }
+ }
+ }
+
+
+ private void OnDrawGizmosSelected()
+ {
+ //check for editor time simulation to avoid null ref
+ if(m_Sphere == null)
+ m_Sphere = (GetComponent() as SphereCollider);
+
+ m_Sphere.radius = effectDistance*.5f;
+ m_Sphere.center = new Vector3(0, 0, effectDistance*.5f);
+ var directions = new Vector3[] {Vector3.up, -Vector3.up, Vector3.right, -Vector3.right};
+ var perpDirections = new Vector3[] {-Vector3.right, Vector3.right, Vector3.up, -Vector3.up};
+ Gizmos.color = new Color(0, 1, 0, 0.5f);
+ for (int n = 0; n < 4; ++n)
+ {
+ Vector3 origin = transform.position + transform.rotation*directions[n]*effectWidth*0.5f;
+
+ Vector3 direction =
+ transform.TransformDirection(Quaternion.AngleAxis(effectAngle, perpDirections[n])*Vector3.forward);
+
+ Gizmos.DrawLine(origin, origin + direction*m_Sphere.radius*2);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta
new file mode 100644
index 0000000..add42fc
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 5d44a238286f6904198ab78e914c229d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs
new file mode 100644
index 0000000..6bae197
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs
@@ -0,0 +1,69 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Effects
+{
+ public class ExplosionFireAndDebris : MonoBehaviour
+ {
+ public Transform[] debrisPrefabs;
+ public Transform firePrefab;
+ public int numDebrisPieces = 0;
+ public int numFires = 0;
+
+
+ private IEnumerator Start()
+ {
+ float multiplier = GetComponent().multiplier;
+
+ for (int n = 0; n < numDebrisPieces*multiplier; ++n)
+ {
+ var prefab = debrisPrefabs[Random.Range(0, debrisPrefabs.Length)];
+ Vector3 pos = transform.position + Random.insideUnitSphere*3*multiplier;
+ Quaternion rot = Random.rotation;
+ Instantiate(prefab, pos, rot);
+ }
+
+ // wait one frame so these new objects can be picked up in the overlapsphere function
+ yield return null;
+
+ float r = 10*multiplier;
+ var cols = Physics.OverlapSphere(transform.position, r);
+ foreach (var col in cols)
+ {
+ if (numFires > 0)
+ {
+ RaycastHit fireHit;
+ Ray fireRay = new Ray(transform.position, col.transform.position - transform.position);
+ if (col.Raycast(fireRay, out fireHit, r))
+ {
+ AddFire(col.transform, fireHit.point, fireHit.normal);
+ numFires--;
+ }
+ }
+ }
+
+ float testR = 0;
+ while (numFires > 0 && testR < r)
+ {
+ RaycastHit fireHit;
+ Ray fireRay = new Ray(transform.position + Vector3.up, Random.onUnitSphere);
+ if (Physics.Raycast(fireRay, out fireHit, testR))
+ {
+ AddFire(null, fireHit.point, fireHit.normal);
+ numFires--;
+ }
+ testR += r*.1f;
+ }
+ }
+
+
+ private void AddFire(Transform t, Vector3 pos, Vector3 normal)
+ {
+ pos += normal*0.5f;
+ Transform fire = (Transform) Instantiate(firePrefab, pos, Quaternion.identity);
+ fire.parent = t;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta
new file mode 100644
index 0000000..23ae1ed
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 009fbf49e77db344db366a646868e02d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs
new file mode 100644
index 0000000..f7760f4
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs
@@ -0,0 +1,37 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Effects
+{
+ public class ExplosionPhysicsForce : MonoBehaviour
+ {
+ public float explosionForce = 4;
+
+
+ private IEnumerator Start()
+ {
+ // wait one frame because some explosions instantiate debris which should then
+ // be pushed by physics force
+ yield return null;
+
+ float multiplier = GetComponent().multiplier;
+
+ float r = 10*multiplier;
+ var cols = Physics.OverlapSphere(transform.position, r);
+ var rigidbodies = new List();
+ foreach (var col in cols)
+ {
+ if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody))
+ {
+ rigidbodies.Add(col.attachedRigidbody);
+ }
+ }
+ foreach (var rb in rigidbodies)
+ {
+ rb.AddExplosionForce(explosionForce*multiplier, transform.position, r, 1*multiplier, ForceMode.Impulse);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta
new file mode 100644
index 0000000..d254173
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0ac1691131a8c844dafe8b6ace6a172a
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs
new file mode 100644
index 0000000..23ec5a6
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs
@@ -0,0 +1,65 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using UnityStandardAssets.Utility;
+
+namespace UnityStandardAssets.Effects
+{
+ public class Explosive : MonoBehaviour
+ {
+ public Transform explosionPrefab;
+ public float detonationImpactVelocity = 10;
+ public float sizeMultiplier = 1;
+ public bool reset = true;
+ public float resetTimeDelay = 10;
+
+ private bool m_Exploded;
+ private ObjectResetter m_ObjectResetter;
+
+
+ // implementing one method from monobehviour to ensure that the enable/disable tickbox appears in the inspector
+ private void Start()
+ {
+ m_ObjectResetter = GetComponent();
+ }
+
+
+ private IEnumerator OnCollisionEnter(Collision col)
+ {
+ if (enabled)
+ {
+ if (col.contacts.Length > 0)
+ {
+ // compare relative velocity to collision normal - so we don't explode from a fast but gentle glancing collision
+ float velocityAlongCollisionNormal =
+ Vector3.Project(col.relativeVelocity, col.contacts[0].normal).magnitude;
+
+ if (velocityAlongCollisionNormal > detonationImpactVelocity || m_Exploded)
+ {
+ if (!m_Exploded)
+ {
+ Instantiate(explosionPrefab, col.contacts[0].point,
+ Quaternion.LookRotation(col.contacts[0].normal));
+ m_Exploded = true;
+
+ SendMessage("Immobilize");
+
+ if (reset)
+ {
+ m_ObjectResetter.DelayedReset(resetTimeDelay);
+ }
+ }
+ }
+ }
+ }
+
+ yield return null;
+ }
+
+
+ public void Reset()
+ {
+ m_Exploded = false;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta
new file mode 100644
index 0000000..4d34bd1
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 433e9c8d0293ac4429eaf19bff2b58cf
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs
new file mode 100644
index 0000000..6e84e93
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs
@@ -0,0 +1,29 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Effects
+{
+ public class ExtinguishableParticleSystem : MonoBehaviour
+ {
+ public float multiplier = 1;
+
+ private ParticleSystem[] m_Systems;
+
+
+ private void Start()
+ {
+ m_Systems = GetComponentsInChildren();
+ }
+
+
+ public void Extinguish()
+ {
+ foreach (var system in m_Systems)
+ {
+ var emission = system.emission;
+ emission.enabled = false;
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta
new file mode 100644
index 0000000..2c7378f
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 13e3e45088e68834999c82ca6f025949
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs
new file mode 100644
index 0000000..550b68c
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs
@@ -0,0 +1,40 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Effects
+{
+ public class FireLight : MonoBehaviour
+ {
+ private float m_Rnd;
+ private bool m_Burning = true;
+ private Light m_Light;
+
+
+ private void Start()
+ {
+ m_Rnd = Random.value*100;
+ m_Light = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ if (m_Burning)
+ {
+ m_Light.intensity = 2*Mathf.PerlinNoise(m_Rnd + Time.time, m_Rnd + 1 + Time.time*1);
+ float x = Mathf.PerlinNoise(m_Rnd + 0 + Time.time*2, m_Rnd + 1 + Time.time*2) - 0.5f;
+ float y = Mathf.PerlinNoise(m_Rnd + 2 + Time.time*2, m_Rnd + 3 + Time.time*2) - 0.5f;
+ float z = Mathf.PerlinNoise(m_Rnd + 4 + Time.time*2, m_Rnd + 5 + Time.time*2) - 0.5f;
+ transform.localPosition = Vector3.up + new Vector3(x, y, z)*1;
+ }
+ }
+
+
+ public void Extinguish()
+ {
+ m_Burning = false;
+ m_Light.enabled = false;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta
new file mode 100644
index 0000000..8269291
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 723274b822865ed4d9ed2a504c0ca79d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs
new file mode 100644
index 0000000..3d17324
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs
@@ -0,0 +1,37 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Effects
+{
+ public class Hose : MonoBehaviour
+ {
+ public float maxPower = 20;
+ public float minPower = 5;
+ public float changeSpeed = 5;
+ public ParticleSystem[] hoseWaterSystems;
+ public Renderer systemRenderer;
+
+ private float m_Power;
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ m_Power = Mathf.Lerp(m_Power, Input.GetMouseButton(0) ? maxPower : minPower, Time.deltaTime*changeSpeed);
+
+ if (Input.GetKeyDown(KeyCode.Alpha1))
+ {
+ systemRenderer.enabled = !systemRenderer.enabled;
+ }
+
+ foreach (var system in hoseWaterSystems)
+ {
+ ParticleSystem.MainModule mainModule = system.main;
+ mainModule.startSpeed = m_Power;
+ var emission = system.emission;
+ emission.enabled = (m_Power > minPower*1.1f);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta
new file mode 100644
index 0000000..421af35
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 915950f1f73ea9e429d92b7226238623
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs
new file mode 100644
index 0000000..c77ecee
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs
@@ -0,0 +1,27 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Effects
+{
+ public class ParticleSystemMultiplier : MonoBehaviour
+ {
+ // a simple script to scale the size, speed and lifetime of a particle system
+
+ public float multiplier = 1;
+
+
+ private void Start()
+ {
+ var systems = GetComponentsInChildren();
+ foreach (ParticleSystem system in systems)
+ {
+ ParticleSystem.MainModule mainModule = system.main;
+ mainModule.startSizeMultiplier *= multiplier;
+ mainModule.startSpeedMultiplier *= multiplier;
+ mainModule.startLifetimeMultiplier *= Mathf.Lerp(multiplier, 1, 0.5f);
+ system.Clear();
+ system.Play();
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta
new file mode 100644
index 0000000..a271ba3
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 039587c051912eb4ead9e58344c5f3ce
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs
new file mode 100644
index 0000000..0d4e156
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs
@@ -0,0 +1,18 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Effects
+{
+ public class SmokeParticles : MonoBehaviour
+ {
+ public AudioClip[] extinguishSounds;
+
+
+ private void Start()
+ {
+ GetComponent().clip = extinguishSounds[Random.Range(0, extinguishSounds.Length)];
+ GetComponent().Play();
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta
new file mode 100644
index 0000000..2c46150
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4414ab7cd3d674b449d233db0d583605
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs
new file mode 100644
index 0000000..92c7516
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs
@@ -0,0 +1,49 @@
+using System;
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace UnityStandardAssets.Effects
+{
+ public class WaterHoseParticles : MonoBehaviour
+ {
+ public static float lastSoundTime;
+ public float force = 1;
+
+
+ private List m_CollisionEvents = new List();
+ private ParticleSystem m_ParticleSystem;
+
+
+ private void Start()
+ {
+ m_ParticleSystem = GetComponent();
+ }
+
+
+ private void OnParticleCollision(GameObject other)
+ {
+ int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents);
+ int i = 0;
+
+ while (i < numCollisionEvents)
+ {
+ if (Time.time > lastSoundTime + 0.2f)
+ {
+ lastSoundTime = Time.time;
+ }
+
+ var col = m_CollisionEvents[i].colliderComponent;
+ var attachedRigidbody = col.GetComponent();
+ if (attachedRigidbody != null)
+ {
+ Vector3 vel = m_CollisionEvents[i].velocity;
+ attachedRigidbody.AddForce(vel*force, ForceMode.Impulse);
+ }
+
+ other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver);
+
+ i++;
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta
new file mode 100644
index 0000000..2f9aea1
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 2d79772cda0b4b6409070163fcab05da
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders.meta b/Assets/Standard Assets/ParticleSystems/Shaders.meta
new file mode 100644
index 0000000..50a5014
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: d5bbfe17fd61a7f45ad1932a5dd14b56
+folderAsset: yes
+DefaultImporter:
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader
new file mode 100644
index 0000000..2a34bbf
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader
@@ -0,0 +1,105 @@
+Shader "Particles/Priority Additive" {
+Properties {
+ _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+ _MainTex ("Particle Texture", 2D) = "white" {}
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+ Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha One
+ AlphaTest Greater .01
+ ColorMask RGB
+ Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ // ---- Fragment program cards
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_particles
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ fixed4 _TintColor;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ #ifdef SOFTPARTICLES_ON
+ float4 projPos : TEXCOORD1;
+ #endif
+ };
+
+ float4 _MainTex_ST;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ #ifdef SOFTPARTICLES_ON
+ o.projPos = ComputeScreenPos (o.vertex);
+ COMPUTE_EYEDEPTH(o.projPos.z);
+ #endif
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ return o;
+ }
+
+ sampler2D _CameraDepthTexture;
+ float _InvFade;
+
+ fixed4 frag (v2f i) : COLOR
+ {
+ #ifdef SOFTPARTICLES_ON
+ float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+ float partZ = i.projPos.z;
+ float fade = saturate (_InvFade * (sceneZ-partZ));
+ i.color.a *= fade;
+ #endif
+
+ return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
+ }
+ ENDCG
+ }
+ }
+
+ // ---- Dual texture cards
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ constantColor [_TintColor]
+ combine constant * primary
+ }
+ SetTexture [_MainTex] {
+ combine texture * previous DOUBLE
+ }
+ }
+ }
+
+ // ---- Single texture cards (does not do color tint)
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ combine texture * primary
+ }
+ }
+ }
+}
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta
new file mode 100644
index 0000000..29517b8
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta
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+fileFormatVersion: 2
+guid: 5cd052ce7ea5a2f438f599e02de6a390
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader
new file mode 100644
index 0000000..a1fedf8
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader
@@ -0,0 +1,104 @@
+Shader "Particles/Priority Additive (Soft)" {
+Properties {
+ _MainTex ("Particle Texture", 2D) = "white" {}
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+ Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend One OneMinusSrcColor
+ ColorMask RGB
+ Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ // ---- Fragment program cards
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_particles
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ fixed4 _TintColor;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ #ifdef SOFTPARTICLES_ON
+ float4 projPos : TEXCOORD1;
+ #endif
+ };
+
+ float4 _MainTex_ST;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ #ifdef SOFTPARTICLES_ON
+ o.projPos = ComputeScreenPos (o.vertex);
+ COMPUTE_EYEDEPTH(o.projPos.z);
+ #endif
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ return o;
+ }
+
+ sampler2D _CameraDepthTexture;
+ float _InvFade;
+
+ fixed4 frag (v2f i) : COLOR
+ {
+ #ifdef SOFTPARTICLES_ON
+ float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+ float partZ = i.projPos.z;
+ float fade = saturate (_InvFade * (sceneZ-partZ));
+ i.color.a *= fade;
+ #endif
+
+ half4 prev = i.color * tex2D(_MainTex, i.texcoord);
+ prev.rgb *= prev.a;
+ return prev;
+ }
+ ENDCG
+ }
+ }
+
+ // ---- Dual texture cards
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ combine texture * primary
+ }
+ SetTexture [_MainTex] {
+ combine previous * previous alpha, previous
+ }
+ }
+ }
+
+ // ---- Single texture cards (does not do particle colors)
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ combine texture * texture alpha, texture
+ }
+ }
+ }
+}
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta
new file mode 100644
index 0000000..606c1a9
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 694eef9939f180440a9d0891272eddba
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader
new file mode 100644
index 0000000..bf577f9
--- /dev/null
+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader
@@ -0,0 +1,105 @@
+Shader "Particles/Priority Alpha Blended" {
+Properties {
+ _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+ _MainTex ("Particle Texture", 2D) = "white" {}
+ _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+ Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Blend SrcAlpha OneMinusSrcAlpha
+ AlphaTest Greater .01
+ ColorMask RGB
+ Cull Off Lighting Off ZWrite Off
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord
+ }
+
+ // ---- Fragment program cards
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+ #pragma multi_compile_particles
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+ fixed4 _TintColor;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ #ifdef SOFTPARTICLES_ON
+ float4 projPos : TEXCOORD1;
+ #endif
+ };
+
+ float4 _MainTex_ST;
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ #ifdef SOFTPARTICLES_ON
+ o.projPos = ComputeScreenPos (o.vertex);
+ COMPUTE_EYEDEPTH(o.projPos.z);
+ #endif
+ o.color = v.color;
+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+ return o;
+ }
+
+ sampler2D _CameraDepthTexture;
+ float _InvFade;
+
+ fixed4 frag (v2f i) : COLOR
+ {
+ #ifdef SOFTPARTICLES_ON
+ float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+ float partZ = i.projPos.z;
+ float fade = saturate (_InvFade * (sceneZ-partZ));
+ i.color.a *= fade;
+ #endif
+
+ return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
+ }
+ ENDCG
+ }
+ }
+
+ // ---- Dual texture cards
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ constantColor [_TintColor]
+ combine constant * primary
+ }
+ SetTexture [_MainTex] {
+ combine texture * previous DOUBLE
+ }
+ }
+ }
+
+ // ---- Single texture cards (does not do color tint)
+ SubShader {
+ Pass {
+ SetTexture [_MainTex] {
+ combine texture * primary
+ }
+ }
+ }
+}
+}
diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta
new file mode 100644
index 0000000..ebbb62a
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+++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta
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+guid: cc4347574b823934ba11785e25895920
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new file mode 100644
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+++ b/Assets/Standard Assets/ParticleSystems/Textures.meta
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+guid: b7795aea484b54afbb2011addaa251af
+folderAsset: yes
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new file mode 100644
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+++ b/Assets/Standard Assets/ParticleSystems/Textures/ParticleBokeh.png
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+Shader "Custom/WorldCoord Diffuse" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+ _BaseScale ("Base Tiling", Vector) = (1,1,1,0)
+}
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+ float2 uv_MainTex;
+ float3 worldPos;
+ float3 worldNormal;
+
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+ fixed4 texXZ = tex2D(_MainTex, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
+ fixed4 texYZ = tex2D(_MainTex, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
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+ dot (IN.worldNormal, fixed3(1,0,0)));
+
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+ texXZ * abs(mask.y) +
+ texYZ * abs(mask.z);
+ fixed4 c = tex * _Color;
+ o.Albedo = c.rgb;
+}
+ENDCG
+}
+
+FallBack "Diffuse"
+}
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diff --git a/Assets/Standard Assets/Prototyping/Textures/SwatchPinkDAlbedo.png b/Assets/Standard Assets/Prototyping/Textures/SwatchPinkDAlbedo.png
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index 0000000..aff1f91
--- /dev/null
+++ b/Assets/Standard Assets/Prototyping/Textures/SwatchPinkDAlbedo.png
@@ -0,0 +1,3 @@
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+++ b/Assets/Standard Assets/Prototyping/Textures/SwatchTealAlbedo.png
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diff --git a/Assets/Standard Assets/Prototyping/Textures/SwatchTurquoiseAlbedo.png b/Assets/Standard Assets/Prototyping/Textures/SwatchTurquoiseAlbedo.png
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index 0000000..02396d1
--- /dev/null
+++ b/Assets/Standard Assets/Prototyping/Textures/SwatchTurquoiseAlbedo.png
@@ -0,0 +1,3 @@
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diff --git a/Assets/Standard Assets/Prototyping/Textures/SwatchWhiteAlbedo.png b/Assets/Standard Assets/Prototyping/Textures/SwatchWhiteAlbedo.png
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+++ b/Assets/Standard Assets/Prototyping/Textures/SwatchWhiteAlbedo.png
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diff --git a/Assets/Standard Assets/Prototyping/Textures/SwatchYellowAlbedo.png b/Assets/Standard Assets/Prototyping/Textures/SwatchYellowAlbedo.png
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index 0000000..1780ea9
--- /dev/null
+++ b/Assets/Standard Assets/Prototyping/Textures/SwatchYellowAlbedo.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Standard Assets/Utility.meta b/Assets/Standard Assets/Utility.meta
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+++ b/Assets/Standard Assets/Utility.meta
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diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs b/Assets/Standard Assets/Utility/ActivateTrigger.cs
new file mode 100644
index 0000000..8ba20ad
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs
@@ -0,0 +1,95 @@
+using System;
+using UnityEngine;
+using Object = UnityEngine.Object;
+
+namespace UnityStandardAssets.Utility
+{
+ public class ActivateTrigger : MonoBehaviour
+ {
+ // A multi-purpose script which causes an action to occur when
+ // a trigger collider is entered.
+ public enum Mode
+ {
+ Trigger = 0, // Just broadcast the action on to the target
+ Replace = 1, // replace target with source
+ Activate = 2, // Activate the target GameObject
+ Enable = 3, // Enable a component
+ Animate = 4, // Start animation on target
+ Deactivate = 5 // Decativate target GameObject
+ }
+
+ public Mode action = Mode.Activate; // The action to accomplish
+ public Object target; // The game object to affect. If none, the trigger work on this game object
+ public GameObject source;
+ public int triggerCount = 1;
+ public bool repeatTrigger = false;
+
+
+ private void DoActivateTrigger()
+ {
+ triggerCount--;
+
+ if (triggerCount == 0 || repeatTrigger)
+ {
+ Object currentTarget = target ?? gameObject;
+ Behaviour targetBehaviour = currentTarget as Behaviour;
+ GameObject targetGameObject = currentTarget as GameObject;
+ if (targetBehaviour != null)
+ {
+ targetGameObject = targetBehaviour.gameObject;
+ }
+
+ switch (action)
+ {
+ case Mode.Trigger:
+ if (targetGameObject != null)
+ {
+ targetGameObject.BroadcastMessage("DoActivateTrigger");
+ }
+ break;
+ case Mode.Replace:
+ if (source != null)
+ {
+ if (targetGameObject != null)
+ {
+ Instantiate(source, targetGameObject.transform.position,
+ targetGameObject.transform.rotation);
+ Destroy(targetGameObject);
+ }
+ }
+ break;
+ case Mode.Activate:
+ if (targetGameObject != null)
+ {
+ targetGameObject.SetActive(true);
+ }
+ break;
+ case Mode.Enable:
+ if (targetBehaviour != null)
+ {
+ targetBehaviour.enabled = true;
+ }
+ break;
+ case Mode.Animate:
+ if (targetGameObject != null)
+ {
+ targetGameObject.GetComponent().Play();
+ }
+ break;
+ case Mode.Deactivate:
+ if (targetGameObject != null)
+ {
+ targetGameObject.SetActive(false);
+ }
+ break;
+ }
+ }
+ }
+
+
+ private void OnTriggerEnter(Collider other)
+ {
+ DoActivateTrigger();
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta
new file mode 100644
index 0000000..fd86651
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c8634e062924929664361c08745211fb
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs
new file mode 100644
index 0000000..fb9fc00
--- /dev/null
+++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs
@@ -0,0 +1,58 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+
+public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter
+{
+ protected Image _image;
+
+ public void Start()
+ {
+ _image = GetComponent();
+
+ Texture2D tex = _image.sprite.texture as Texture2D;
+
+ bool isInvalid = false;
+ if (tex != null)
+ {
+ try
+ {
+ tex.GetPixels32();
+ }
+ catch (UnityException e)
+ {
+ Debug.LogError(e.Message);
+ isInvalid = true;
+ }
+ }
+ else
+ {
+ isInvalid = true;
+ }
+
+ if (isInvalid)
+ {
+ Debug.LogError("This script need an Image with a readbale Texture2D to work.");
+ }
+ }
+
+ public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
+ {
+ Vector2 localPoint;
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint);
+
+ Vector2 pivot = _image.rectTransform.pivot;
+ Vector2 normalizedLocal = new Vector2(pivot.x + localPoint.x / _image.rectTransform.rect.width, pivot.y + localPoint.y / _image.rectTransform.rect.height);
+ Vector2 uv = new Vector2(
+ _image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width,
+ _image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height );
+
+ uv.x /= _image.sprite.texture.width;
+ uv.y /= _image.sprite.texture.height;
+
+ //uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left...
+ Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y);
+
+ return c.a> 0.1f;
+ }
+}
diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta
new file mode 100644
index 0000000..520f9ef
--- /dev/null
+++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta
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+timeCreated: 1436868016
+licenseType: Store
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diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs
new file mode 100644
index 0000000..e101b8c
--- /dev/null
+++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs
@@ -0,0 +1,199 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace UnityStandardAssets.Utility
+{
+ public class AutoMobileShaderSwitch : MonoBehaviour
+ {
+ [SerializeField] private ReplacementList m_ReplacementList;
+
+ // Use this for initialization
+ private void OnEnable()
+ {
+#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN
+ var renderers = FindObjectsOfType();
+ Debug.Log (renderers.Length+" renderers");
+ var oldMaterials = new List();
+ var newMaterials = new List();
+
+ int materialsReplaced = 0;
+ int materialInstancesReplaced = 0;
+
+ foreach(ReplacementDefinition replacementDef in m_ReplacementList.items)
+ {
+ foreach(var r in renderers)
+ {
+ Material[] modifiedMaterials = null;
+ for(int n=0; n 0)
+ {
+ for (int i = -1; i < items.arraySize; ++i)
+ {
+ var item = items.GetArrayElementAtIndex(i);
+
+ float rowX = x;
+ for (int n = 0; n < props.Length; ++n)
+ {
+ float w = widths[n]*inspectorWidth;
+
+ // Calculate rects
+ Rect rect = new Rect(rowX, y, w, lineHeight);
+ rowX += w;
+
+ if (i == -1)
+ {
+ // draw title labels
+ EditorGUI.LabelField(rect, titles[n]);
+ }
+ else
+ {
+ if (props[n] == "-" || props[n] == "^" || props[n] == "v")
+ {
+ if (GUI.Button(rect, props[n]))
+ {
+ switch (props[n])
+ {
+ case "-":
+ items.DeleteArrayElementAtIndex(i);
+ items.DeleteArrayElementAtIndex(i);
+ changedLength = true;
+ break;
+ case "v":
+ if (i > 0)
+ {
+ items.MoveArrayElement(i, i + 1);
+ }
+ break;
+ case "^":
+ if (i < items.arraySize - 1)
+ {
+ items.MoveArrayElement(i, i - 1);
+ }
+ break;
+ }
+ }
+ }
+ else
+ {
+ SerializedProperty prop = item.FindPropertyRelative(props[n]);
+ EditorGUI.PropertyField(rect, prop, GUIContent.none);
+ }
+ }
+ }
+
+ y += lineHeight + k_Spacing;
+ if (changedLength)
+ {
+ break;
+ }
+ }
+ }
+
+ // add button
+ var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
+ widths[widths.Length - 1]*inspectorWidth, lineHeight);
+ if (GUI.Button(addButtonRect, "+"))
+ {
+ items.InsertArrayElementAtIndex(items.arraySize);
+ }
+
+ y += lineHeight + k_Spacing;
+
+ // Set indent back to what it was
+ EditorGUI.indentLevel = indent;
+ EditorGUI.EndProperty();
+ }
+
+
+ public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
+ {
+ SerializedProperty items = property.FindPropertyRelative("items");
+ float lineAndSpace = k_LineHeight + k_Spacing;
+ return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
+ }
+ }
+#endif
+}
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new file mode 100644
index 0000000..4108156
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diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs
new file mode 100644
index 0000000..edbce0e
--- /dev/null
+++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs
@@ -0,0 +1,41 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class AutoMoveAndRotate : MonoBehaviour
+ {
+ public Vector3andSpace moveUnitsPerSecond;
+ public Vector3andSpace rotateDegreesPerSecond;
+ public bool ignoreTimescale;
+ private float m_LastRealTime;
+
+
+ private void Start()
+ {
+ m_LastRealTime = Time.realtimeSinceStartup;
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ float deltaTime = Time.deltaTime;
+ if (ignoreTimescale)
+ {
+ deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
+ m_LastRealTime = Time.realtimeSinceStartup;
+ }
+ transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space);
+ transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space);
+ }
+
+
+ [Serializable]
+ public class Vector3andSpace
+ {
+ public Vector3 value;
+ public Space space = Space.Self;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta
new file mode 100644
index 0000000..30b395a
--- /dev/null
+++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a1347817507220a4384f3ff6f7c24546
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs b/Assets/Standard Assets/Utility/CameraRefocus.cs
new file mode 100644
index 0000000..26f1c9b
--- /dev/null
+++ b/Assets/Standard Assets/Utility/CameraRefocus.cs
@@ -0,0 +1,58 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class CameraRefocus
+ {
+ public Camera Camera;
+ public Vector3 Lookatpoint;
+ public Transform Parent;
+
+ private Vector3 m_OrigCameraPos;
+ private bool m_Refocus;
+
+
+ public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos)
+ {
+ m_OrigCameraPos = origCameraPos;
+ Camera = camera;
+ Parent = parent;
+ }
+
+
+ public void ChangeCamera(Camera camera)
+ {
+ Camera = camera;
+ }
+
+
+ public void ChangeParent(Transform parent)
+ {
+ Parent = parent;
+ }
+
+
+ public void GetFocusPoint()
+ {
+ RaycastHit hitInfo;
+ if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo,
+ 100f))
+ {
+ Lookatpoint = hitInfo.point;
+ m_Refocus = true;
+ return;
+ }
+ m_Refocus = false;
+ }
+
+
+ public void SetFocusPoint()
+ {
+ if (m_Refocus)
+ {
+ Camera.transform.LookAt(Lookatpoint);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs.meta b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta
new file mode 100644
index 0000000..9300ded
--- /dev/null
+++ b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta
@@ -0,0 +1,9 @@
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+guid: d1e2e7a54dcc8694ab1eca46d072f264
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs b/Assets/Standard Assets/Utility/CurveControlledBob.cs
new file mode 100644
index 0000000..b3951b7
--- /dev/null
+++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs
@@ -0,0 +1,54 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Utility
+{
+ [Serializable]
+ public class CurveControlledBob
+ {
+ public float HorizontalBobRange = 0.33f;
+ public float VerticalBobRange = 0.33f;
+ public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f),
+ new Keyframe(1f, 0f), new Keyframe(1.5f, -1f),
+ new Keyframe(2f, 0f)); // sin curve for head bob
+ public float VerticaltoHorizontalRatio = 1f;
+
+ private float m_CyclePositionX;
+ private float m_CyclePositionY;
+ private float m_BobBaseInterval;
+ private Vector3 m_OriginalCameraPosition;
+ private float m_Time;
+
+
+ public void Setup(Camera camera, float bobBaseInterval)
+ {
+ m_BobBaseInterval = bobBaseInterval;
+ m_OriginalCameraPosition = camera.transform.localPosition;
+
+ // get the length of the curve in time
+ m_Time = Bobcurve[Bobcurve.length - 1].time;
+ }
+
+
+ public Vector3 DoHeadBob(float speed)
+ {
+ float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange);
+ float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange);
+
+ m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval;
+ m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio;
+
+ if (m_CyclePositionX > m_Time)
+ {
+ m_CyclePositionX = m_CyclePositionX - m_Time;
+ }
+ if (m_CyclePositionY > m_Time)
+ {
+ m_CyclePositionY = m_CyclePositionY - m_Time;
+ }
+
+ return new Vector3(xPos, yPos, 0f);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta
new file mode 100644
index 0000000..3b9374f
--- /dev/null
+++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 492f54f4accf00440828ffcb9e4fcc19
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs b/Assets/Standard Assets/Utility/DragRigidbody.cs
new file mode 100644
index 0000000..b0f5c35
--- /dev/null
+++ b/Assets/Standard Assets/Utility/DragRigidbody.cs
@@ -0,0 +1,96 @@
+using System;
+using System.Collections;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class DragRigidbody : MonoBehaviour
+ {
+ const float k_Spring = 50.0f;
+ const float k_Damper = 5.0f;
+ const float k_Drag = 10.0f;
+ const float k_AngularDrag = 5.0f;
+ const float k_Distance = 0.2f;
+ const bool k_AttachToCenterOfMass = false;
+
+ private SpringJoint m_SpringJoint;
+
+
+ private void Update()
+ {
+ // Make sure the user pressed the mouse down
+ if (!Input.GetMouseButtonDown(0))
+ {
+ return;
+ }
+
+ var mainCamera = FindCamera();
+
+ // We need to actually hit an object
+ RaycastHit hit = new RaycastHit();
+ if (
+ !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin,
+ mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100,
+ Physics.DefaultRaycastLayers))
+ {
+ return;
+ }
+ // We need to hit a rigidbody that is not kinematic
+ if (!hit.rigidbody || hit.rigidbody.isKinematic)
+ {
+ return;
+ }
+
+ if (!m_SpringJoint)
+ {
+ var go = new GameObject("Rigidbody dragger");
+ Rigidbody body = go.AddComponent();
+ m_SpringJoint = go.AddComponent();
+ body.isKinematic = true;
+ }
+
+ m_SpringJoint.transform.position = hit.point;
+ m_SpringJoint.anchor = Vector3.zero;
+
+ m_SpringJoint.spring = k_Spring;
+ m_SpringJoint.damper = k_Damper;
+ m_SpringJoint.maxDistance = k_Distance;
+ m_SpringJoint.connectedBody = hit.rigidbody;
+
+ StartCoroutine("DragObject", hit.distance);
+ }
+
+
+ private IEnumerator DragObject(float distance)
+ {
+ var oldDrag = m_SpringJoint.connectedBody.drag;
+ var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag;
+ m_SpringJoint.connectedBody.drag = k_Drag;
+ m_SpringJoint.connectedBody.angularDrag = k_AngularDrag;
+ var mainCamera = FindCamera();
+ while (Input.GetMouseButton(0))
+ {
+ var ray = mainCamera.ScreenPointToRay(Input.mousePosition);
+ m_SpringJoint.transform.position = ray.GetPoint(distance);
+ yield return null;
+ }
+ if (m_SpringJoint.connectedBody)
+ {
+ m_SpringJoint.connectedBody.drag = oldDrag;
+ m_SpringJoint.connectedBody.angularDrag = oldAngularDrag;
+ m_SpringJoint.connectedBody = null;
+ }
+ }
+
+
+ private Camera FindCamera()
+ {
+ if (GetComponent())
+ {
+ return GetComponent();
+ }
+
+ return Camera.main;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs.meta b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta
new file mode 100644
index 0000000..42579c5
--- /dev/null
+++ b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 58650e15a2607e44daa0f150e0061d89
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs
new file mode 100644
index 0000000..bedb568
--- /dev/null
+++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs
@@ -0,0 +1,51 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class DynamicShadowSettings : MonoBehaviour
+ {
+ public Light sunLight;
+ public float minHeight = 10;
+ public float minShadowDistance = 80;
+ public float minShadowBias = 1;
+ public float maxHeight = 1000;
+ public float maxShadowDistance = 10000;
+ public float maxShadowBias = 0.1f;
+ public float adaptTime = 1;
+
+ private float m_SmoothHeight;
+ private float m_ChangeSpeed;
+ private float m_OriginalStrength = 1;
+
+
+ private void Start()
+ {
+ m_OriginalStrength = sunLight.shadowStrength;
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ Ray ray = new Ray(Camera.main.transform.position, -Vector3.up);
+ RaycastHit hit;
+ float height = transform.position.y;
+ if (Physics.Raycast(ray, out hit))
+ {
+ height = hit.distance;
+ }
+
+ if (Mathf.Abs(height - m_SmoothHeight) > 1)
+ {
+ m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime);
+ }
+
+ float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight);
+
+ QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i);
+ sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i)));
+ sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta
new file mode 100644
index 0000000..1bf45ee
--- /dev/null
+++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b
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+ executionOrder: 0
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diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs b/Assets/Standard Assets/Utility/EventSystemChecker.cs
new file mode 100644
index 0000000..0401d31
--- /dev/null
+++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs
@@ -0,0 +1,21 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class EventSystemChecker : MonoBehaviour
+{
+ //public GameObject eventSystem;
+
+ // Use this for initialization
+ void Awake ()
+ {
+ if(!FindObjectOfType())
+ {
+ //Instantiate(eventSystem);
+ GameObject obj = new GameObject("EventSystem");
+ obj.AddComponent();
+ obj.AddComponent().forceModuleActive = true;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta
new file mode 100644
index 0000000..3b131fa
--- /dev/null
+++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9c0578910bbe00d43919a92c7b9893fe
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diff --git a/Assets/Standard Assets/Utility/FOVKick.cs b/Assets/Standard Assets/Utility/FOVKick.cs
new file mode 100644
index 0000000..fbfab58
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FOVKick.cs
@@ -0,0 +1,73 @@
+using System;
+using System.Collections;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ [Serializable]
+ public class FOVKick
+ {
+ public Camera Camera; // optional camera setup, if null the main camera will be used
+ [HideInInspector] public float originalFov; // the original fov
+ public float FOVIncrease = 3f; // the amount the field of view increases when going into a run
+ public float TimeToIncrease = 1f; // the amount of time the field of view will increase over
+ public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size
+ public AnimationCurve IncreaseCurve;
+
+
+ public void Setup(Camera camera)
+ {
+ CheckStatus(camera);
+
+ Camera = camera;
+ originalFov = camera.fieldOfView;
+ }
+
+
+ private void CheckStatus(Camera camera)
+ {
+ if (camera == null)
+ {
+ throw new Exception("FOVKick camera is null, please supply the camera to the constructor");
+ }
+
+ if (IncreaseCurve == null)
+ {
+ throw new Exception(
+ "FOVKick Increase curve is null, please define the curve for the field of view kicks");
+ }
+ }
+
+
+ public void ChangeCamera(Camera camera)
+ {
+ Camera = camera;
+ }
+
+
+ public IEnumerator FOVKickUp()
+ {
+ float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease);
+ while (t < TimeToIncrease)
+ {
+ Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease);
+ t += Time.deltaTime;
+ yield return new WaitForEndOfFrame();
+ }
+ }
+
+
+ public IEnumerator FOVKickDown()
+ {
+ float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease);
+ while (t > 0)
+ {
+ Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease);
+ t -= Time.deltaTime;
+ yield return new WaitForEndOfFrame();
+ }
+ //make sure that fov returns to the original size
+ Camera.fieldOfView = originalFov;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/FOVKick.cs.meta b/Assets/Standard Assets/Utility/FOVKick.cs.meta
new file mode 100644
index 0000000..50d5df6
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FOVKick.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 6045a93fb05b9c74884821030da2c46c
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs b/Assets/Standard Assets/Utility/FPSCounter.cs
new file mode 100644
index 0000000..6f9bc54
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FPSCounter.cs
@@ -0,0 +1,38 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace UnityStandardAssets.Utility
+{
+ [RequireComponent(typeof (Text))]
+ public class FPSCounter : MonoBehaviour
+ {
+ const float fpsMeasurePeriod = 0.5f;
+ private int m_FpsAccumulator = 0;
+ private float m_FpsNextPeriod = 0;
+ private int m_CurrentFps;
+ const string display = "{0} FPS";
+ private Text m_Text;
+
+
+ private void Start()
+ {
+ m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod;
+ m_Text = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ // measure average frames per second
+ m_FpsAccumulator++;
+ if (Time.realtimeSinceStartup > m_FpsNextPeriod)
+ {
+ m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod);
+ m_FpsAccumulator = 0;
+ m_FpsNextPeriod += fpsMeasurePeriod;
+ m_Text.text = string.Format(display, m_CurrentFps);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs.meta b/Assets/Standard Assets/Utility/FPSCounter.cs.meta
new file mode 100644
index 0000000..8b9f3b8
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FPSCounter.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 22bbf57ec543cee42a5aa0ec2dd9e457
+MonoImporter:
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs b/Assets/Standard Assets/Utility/FollowTarget.cs
new file mode 100644
index 0000000..e7b91d9
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FollowTarget.cs
@@ -0,0 +1,18 @@
+using System;
+using UnityEngine;
+
+
+namespace UnityStandardAssets.Utility
+{
+ public class FollowTarget : MonoBehaviour
+ {
+ public Transform target;
+ public Vector3 offset = new Vector3(0f, 7.5f, 0f);
+
+
+ private void LateUpdate()
+ {
+ transform.position = target.position + offset;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs.meta b/Assets/Standard Assets/Utility/FollowTarget.cs.meta
new file mode 100644
index 0000000..28aa661
--- /dev/null
+++ b/Assets/Standard Assets/Utility/FollowTarget.cs.meta
@@ -0,0 +1,9 @@
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+guid: 246cc59c7a84ea44f87f6b70acfe30c5
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diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs b/Assets/Standard Assets/Utility/ForcedReset.cs
new file mode 100644
index 0000000..824f448
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ForcedReset.cs
@@ -0,0 +1,20 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+using UnityStandardAssets.CrossPlatformInput;
+
+#pragma warning disable 618
+[RequireComponent(typeof (Image))]
+public class ForcedReset : MonoBehaviour
+{
+ private void Update()
+ {
+ // if we have forced a reset ...
+ if (CrossPlatformInputManager.GetButtonDown("ResetObject"))
+ {
+ //... reload the scene
+ SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs.meta b/Assets/Standard Assets/Utility/ForcedReset.cs.meta
new file mode 100644
index 0000000..56690a5
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ForcedReset.cs.meta
@@ -0,0 +1,9 @@
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+ executionOrder: 0
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diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs b/Assets/Standard Assets/Utility/LerpControlledBob.cs
new file mode 100644
index 0000000..8d6b92c
--- /dev/null
+++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs
@@ -0,0 +1,45 @@
+using System;
+using System.Collections;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ [Serializable]
+ public class LerpControlledBob
+ {
+ public float BobDuration;
+ public float BobAmount;
+
+ private float m_Offset = 0f;
+
+
+ // provides the offset that can be used
+ public float Offset()
+ {
+ return m_Offset;
+ }
+
+
+ public IEnumerator DoBobCycle()
+ {
+ // make the camera move down slightly
+ float t = 0f;
+ while (t < BobDuration)
+ {
+ m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration);
+ t += Time.deltaTime;
+ yield return new WaitForFixedUpdate();
+ }
+
+ // make it move back to neutral
+ t = 0f;
+ while (t < BobDuration)
+ {
+ m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration);
+ t += Time.deltaTime;
+ yield return new WaitForFixedUpdate();
+ }
+ m_Offset = 0f;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta
new file mode 100644
index 0000000..5321d93
--- /dev/null
+++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs b/Assets/Standard Assets/Utility/ObjectResetter.cs
new file mode 100644
index 0000000..d019fa6
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ObjectResetter.cs
@@ -0,0 +1,57 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class ObjectResetter : MonoBehaviour
+ {
+ private Vector3 originalPosition;
+ private Quaternion originalRotation;
+ private List originalStructure;
+
+ private Rigidbody Rigidbody;
+
+ // Use this for initialization
+ private void Start()
+ {
+ originalStructure = new List(GetComponentsInChildren());
+ originalPosition = transform.position;
+ originalRotation = transform.rotation;
+
+ Rigidbody = GetComponent();
+ }
+
+
+ public void DelayedReset(float delay)
+ {
+ StartCoroutine(ResetCoroutine(delay));
+ }
+
+
+ public IEnumerator ResetCoroutine(float delay)
+ {
+ yield return new WaitForSeconds(delay);
+
+ // remove any gameobjects added (fire, skid trails, etc)
+ foreach (var t in GetComponentsInChildren())
+ {
+ if (!originalStructure.Contains(t))
+ {
+ t.parent = null;
+ }
+ }
+
+ transform.position = originalPosition;
+ transform.rotation = originalRotation;
+ if (Rigidbody)
+ {
+ Rigidbody.velocity = Vector3.zero;
+ Rigidbody.angularVelocity = Vector3.zero;
+ }
+
+ SendMessage("Reset");
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs.meta b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta
new file mode 100644
index 0000000..4bcdef9
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta
@@ -0,0 +1,9 @@
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+guid: 643c971818f68d3439e84b5d8bdafe07
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diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs
new file mode 100644
index 0000000..22f66f6
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs
@@ -0,0 +1,62 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Utility
+{
+ public class ParticleSystemDestroyer : MonoBehaviour
+ {
+ // allows a particle system to exist for a specified duration,
+ // then shuts off emission, and waits for all particles to expire
+ // before destroying the gameObject
+
+ public float minDuration = 8;
+ public float maxDuration = 10;
+
+ private float m_MaxLifetime;
+ private bool m_EarlyStop;
+
+
+ private IEnumerator Start()
+ {
+ var systems = GetComponentsInChildren();
+
+ // find out the maximum lifetime of any particles in this effect
+ foreach (var system in systems)
+ {
+ m_MaxLifetime = Mathf.Max(system.main.startLifetime.constant, m_MaxLifetime);
+ }
+
+ // wait for random duration
+
+ float stopTime = Time.time + Random.Range(minDuration, maxDuration);
+
+ while (Time.time < stopTime && !m_EarlyStop)
+ {
+ yield return null;
+ }
+ Debug.Log("stopping " + name);
+
+ // turn off emission
+ foreach (var system in systems)
+ {
+ var emission = system.emission;
+ emission.enabled = false;
+ }
+ BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver);
+
+ // wait for any remaining particles to expire
+ yield return new WaitForSeconds(m_MaxLifetime);
+
+ Destroy(gameObject);
+ }
+
+
+ public void Stop()
+ {
+ // stops the particle system early
+ m_EarlyStop = true;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta
new file mode 100644
index 0000000..ac73e15
--- /dev/null
+++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs
new file mode 100644
index 0000000..61a8397
--- /dev/null
+++ b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs
@@ -0,0 +1,126 @@
+using System;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+#pragma warning disable 618, 649
+namespace UnityStandardAssets.Utility
+{
+#if UNITY_EDITOR
+
+ [ExecuteInEditMode]
+#endif
+ public class PlatformSpecificContent : MonoBehaviour
+#if UNITY_EDITOR
+ , UnityEditor.Build.IActiveBuildTargetChanged
+#endif
+ {
+ private enum BuildTargetGroup
+ {
+ Standalone,
+ Mobile
+ }
+
+ [SerializeField]
+ private BuildTargetGroup m_BuildTargetGroup;
+ [SerializeField]
+ private GameObject[] m_Content = new GameObject[0];
+ [SerializeField]
+ private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0];
+ [SerializeField]
+ private bool m_ChildrenOfThisObject;
+
+#if !UNITY_EDITOR
+ void OnEnable()
+ {
+ CheckEnableContent();
+ }
+#else
+ public int callbackOrder
+ {
+ get
+ {
+ return 1;
+ }
+ }
+#endif
+
+#if UNITY_EDITOR
+
+ private void OnEnable()
+ {
+ EditorApplication.update += Update;
+ }
+
+
+ private void OnDisable()
+ {
+ EditorApplication.update -= Update;
+ }
+
+ public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
+ {
+ CheckEnableContent();
+ }
+
+ private void Update()
+ {
+ CheckEnableContent();
+ }
+#endif
+
+
+ private void CheckEnableContent()
+ {
+#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN)
+ if (m_BuildTargetGroup == BuildTargetGroup.Mobile)
+ {
+ EnableContent(true);
+ } else {
+ EnableContent(false);
+ }
+#endif
+
+#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN)
+ if (m_BuildTargetGroup == BuildTargetGroup.Mobile)
+ {
+ EnableContent(false);
+ }
+ else
+ {
+ EnableContent(true);
+ }
+#endif
+ }
+
+
+ private void EnableContent(bool enabled)
+ {
+ if (m_Content.Length > 0)
+ {
+ foreach (var g in m_Content)
+ {
+ if (g != null)
+ {
+ g.SetActive(enabled);
+ }
+ }
+ }
+ if (m_ChildrenOfThisObject)
+ {
+ foreach (Transform t in transform)
+ {
+ t.gameObject.SetActive(enabled);
+ }
+ }
+ if (m_MonoBehaviours.Length > 0)
+ {
+ foreach (var monoBehaviour in m_MonoBehaviours)
+ {
+ monoBehaviour.enabled = enabled;
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta
new file mode 100644
index 0000000..55d1acb
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diff --git a/Assets/Standard Assets/Utility/Prefabs.meta b/Assets/Standard Assets/Utility/Prefabs.meta
new file mode 100644
index 0000000..161603d
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+++ b/Assets/Standard Assets/Utility/Prefabs.meta
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new file mode 100644
index 0000000..ef33097
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diff --git a/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta b/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta
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diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs
new file mode 100644
index 0000000..feb9cc9
--- /dev/null
+++ b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs
@@ -0,0 +1,40 @@
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+
+#pragma warning disable 618
+namespace UnityStandardAssets.Utility
+{
+ public class SimpleActivatorMenu : MonoBehaviour
+ {
+ // An incredibly simple menu which, when given references
+ // to gameobjects in the scene
+ public Text camSwitchButton;
+ public GameObject[] objects;
+
+
+ private int m_CurrentActiveObject;
+
+
+ private void OnEnable()
+ {
+ // active object starts from first in array
+ m_CurrentActiveObject = 0;
+ camSwitchButton.text = objects[m_CurrentActiveObject].name;
+ }
+
+
+ public void NextCamera()
+ {
+ int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1;
+
+ for (int i = 0; i < objects.Length; i++)
+ {
+ objects[i].SetActive(i == nextactiveobject);
+ }
+
+ m_CurrentActiveObject = nextactiveobject;
+ camSwitchButton.text = objects[m_CurrentActiveObject].name;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta
new file mode 100644
index 0000000..45823d1
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diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs
new file mode 100644
index 0000000..5b1ef5a
--- /dev/null
+++ b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs
@@ -0,0 +1,113 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Utility
+{
+ public class SimpleMouseRotator : MonoBehaviour
+ {
+ // A mouselook behaviour with constraints which operate relative to
+ // this gameobject's initial rotation.
+ // Only rotates around local X and Y.
+ // Works in local coordinates, so if this object is parented
+ // to another moving gameobject, its local constraints will
+ // operate correctly
+ // (Think: looking out the side window of a car, or a gun turret
+ // on a moving spaceship with a limited angular range)
+ // to have no constraints on an axis, set the rotationRange to 360 or greater.
+ public Vector2 rotationRange = new Vector3(70, 70);
+ public float rotationSpeed = 10;
+ public float dampingTime = 0.2f;
+ public bool autoZeroVerticalOnMobile = true;
+ public bool autoZeroHorizontalOnMobile = false;
+ public bool relative = true;
+
+
+ private Vector3 m_TargetAngles;
+ private Vector3 m_FollowAngles;
+ private Vector3 m_FollowVelocity;
+ private Quaternion m_OriginalRotation;
+
+
+ private void Start()
+ {
+ m_OriginalRotation = transform.localRotation;
+ }
+
+
+ private void Update()
+ {
+ // we make initial calculations from the original local rotation
+ transform.localRotation = m_OriginalRotation;
+
+ // read input from mouse or mobile controls
+ float inputH;
+ float inputV;
+ if (relative)
+ {
+ inputH = CrossPlatformInputManager.GetAxis("Mouse X");
+ inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
+
+ // wrap values to avoid springing quickly the wrong way from positive to negative
+ if (m_TargetAngles.y > 180)
+ {
+ m_TargetAngles.y -= 360;
+ m_FollowAngles.y -= 360;
+ }
+ if (m_TargetAngles.x > 180)
+ {
+ m_TargetAngles.x -= 360;
+ m_FollowAngles.x -= 360;
+ }
+ if (m_TargetAngles.y < -180)
+ {
+ m_TargetAngles.y += 360;
+ m_FollowAngles.y += 360;
+ }
+ if (m_TargetAngles.x < -180)
+ {
+ m_TargetAngles.x += 360;
+ m_FollowAngles.x += 360;
+ }
+
+#if MOBILE_INPUT
+ // on mobile, sometimes we want input mapped directly to tilt value,
+ // so it springs back automatically when the look input is released.
+ if (autoZeroHorizontalOnMobile) {
+ m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
+ } else {
+ m_TargetAngles.y += inputH * rotationSpeed;
+ }
+ if (autoZeroVerticalOnMobile) {
+ m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
+ } else {
+ m_TargetAngles.x += inputV * rotationSpeed;
+ }
+#else
+ // with mouse input, we have direct control with no springback required.
+ m_TargetAngles.y += inputH*rotationSpeed;
+ m_TargetAngles.x += inputV*rotationSpeed;
+#endif
+
+ // clamp values to allowed range
+ m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f);
+ m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f);
+ }
+ else
+ {
+ inputH = Input.mousePosition.x;
+ inputV = Input.mousePosition.y;
+
+ // set values to allowed range
+ m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width);
+ m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height);
+ }
+
+ // smoothly interpolate current values to target angles
+ m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
+
+ // update the actual gameobject's rotation
+ transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta
new file mode 100644
index 0000000..4c2b617
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diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs b/Assets/Standard Assets/Utility/SmoothFollow.cs
new file mode 100644
index 0000000..a126305
--- /dev/null
+++ b/Assets/Standard Assets/Utility/SmoothFollow.cs
@@ -0,0 +1,62 @@
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Utility
+{
+ public class SmoothFollow : MonoBehaviour
+ {
+
+ // The target we are following
+ [SerializeField]
+ private Transform target;
+ // The distance in the x-z plane to the target
+ [SerializeField]
+ private float distance = 10.0f;
+ // the height we want the camera to be above the target
+ [SerializeField]
+ private float height = 5.0f;
+
+ [SerializeField]
+ private float rotationDamping;
+ [SerializeField]
+ private float heightDamping;
+
+ // Use this for initialization
+ void Start() { }
+
+ // Update is called once per frame
+ void LateUpdate()
+ {
+ // Early out if we don't have a target
+ if (!target)
+ return;
+
+ // Calculate the current rotation angles
+ var wantedRotationAngle = target.eulerAngles.y;
+ var wantedHeight = target.position.y + height;
+
+ var currentRotationAngle = transform.eulerAngles.y;
+ var currentHeight = transform.position.y;
+
+ // Damp the rotation around the y-axis
+ currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
+
+ // Damp the height
+ currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
+
+ // Convert the angle into a rotation
+ var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
+
+ // Set the position of the camera on the x-z plane to:
+ // distance meters behind the target
+ transform.position = target.position;
+ transform.position -= currentRotation * Vector3.forward * distance;
+
+ // Set the height of the camera
+ transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
+
+ // Always look at the target
+ transform.LookAt(target);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs.meta b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta
new file mode 100644
index 0000000..8e0ee92
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@@ -0,0 +1,9 @@
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+guid: f76806479d916a64aa03f8e3eba7912f
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Assets/Standard Assets/Utility/TimedObjectActivator.cs
new file mode 100644
index 0000000..7c0b13b
--- /dev/null
+++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs
@@ -0,0 +1,216 @@
+using System;
+using System.Collections;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+namespace UnityStandardAssets.Utility
+{
+ public class TimedObjectActivator : MonoBehaviour
+ {
+ public enum Action
+ {
+ Activate,
+ Deactivate,
+ Destroy,
+ ReloadLevel,
+ Call,
+ }
+
+
+ [Serializable]
+ public class Entry
+ {
+ public GameObject target;
+ public Action action;
+ public float delay;
+ }
+
+
+ [Serializable]
+ public class Entries
+ {
+ public Entry[] entries;
+ }
+
+
+ public Entries entries = new Entries();
+
+
+ private void Awake()
+ {
+ foreach (Entry entry in entries.entries)
+ {
+ switch (entry.action)
+ {
+ case Action.Activate:
+ StartCoroutine(Activate(entry));
+ break;
+ case Action.Deactivate:
+ StartCoroutine(Deactivate(entry));
+ break;
+ case Action.Destroy:
+ Destroy(entry.target, entry.delay);
+ break;
+
+ case Action.ReloadLevel:
+ StartCoroutine(ReloadLevel(entry));
+ break;
+ }
+ }
+ }
+
+
+ private IEnumerator Activate(Entry entry)
+ {
+ yield return new WaitForSeconds(entry.delay);
+ entry.target.SetActive(true);
+ }
+
+
+ private IEnumerator Deactivate(Entry entry)
+ {
+ yield return new WaitForSeconds(entry.delay);
+ entry.target.SetActive(false);
+ }
+
+
+ private IEnumerator ReloadLevel(Entry entry)
+ {
+ yield return new WaitForSeconds(entry.delay);
+ SceneManager.LoadScene(SceneManager.GetSceneAt(0).name);
+ }
+ }
+}
+
+
+namespace UnityStandardAssets.Utility.Inspector
+{
+#if UNITY_EDITOR
+ [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))]
+ public class EntriesDrawer : PropertyDrawer
+ {
+ private const float k_LineHeight = 18;
+ private const float k_Spacing = 4;
+
+
+ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+ {
+ EditorGUI.BeginProperty(position, label, property);
+
+ float x = position.x;
+ float y = position.y;
+ float width = position.width;
+
+ // Draw label
+ EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
+
+ // Don't make child fields be indented
+ var indent = EditorGUI.indentLevel;
+ EditorGUI.indentLevel = 0;
+
+ var entries = property.FindPropertyRelative("entries");
+
+ if (entries.arraySize > 0)
+ {
+ float actionWidth = .25f*width;
+ float targetWidth = .6f*width;
+ float delayWidth = .1f*width;
+ float buttonWidth = .05f*width;
+
+ for (int i = 0; i < entries.arraySize; ++i)
+ {
+ y += k_LineHeight + k_Spacing;
+
+ var entry = entries.GetArrayElementAtIndex(i);
+
+ float rowX = x;
+
+ // Calculate rects
+ Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight);
+ rowX += actionWidth;
+
+ Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight);
+ rowX += targetWidth;
+
+ Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight);
+ rowX += delayWidth;
+
+ Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight);
+ rowX += buttonWidth;
+
+ // Draw fields - passs GUIContent.none to each so they are drawn without labels
+
+ if (entry.FindPropertyRelative("action").enumValueIndex !=
+ (int) TimedObjectActivator.Action.ReloadLevel)
+ {
+ EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none);
+ EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none);
+ }
+ else
+ {
+ actionRect.width = actionRect.width + targetRect.width;
+ EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none);
+ }
+
+ EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none);
+ if (GUI.Button(buttonRect, "-"))
+ {
+ entries.DeleteArrayElementAtIndex(i);
+ break;
+ }
+ }
+ }
+
+ // add & sort buttons
+ y += k_LineHeight + k_Spacing;
+
+ var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight);
+ if (GUI.Button(addButtonRect, "Add"))
+ {
+ entries.InsertArrayElementAtIndex(entries.arraySize);
+ }
+
+ var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight);
+ if (GUI.Button(sortButtonRect, "Sort"))
+ {
+ bool changed = true;
+ while (entries.arraySize > 1 && changed)
+ {
+ changed = false;
+ for (int i = 0; i < entries.arraySize - 1; ++i)
+ {
+ var e1 = entries.GetArrayElementAtIndex(i);
+ var e2 = entries.GetArrayElementAtIndex(i + 1);
+
+ if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue)
+ {
+ entries.MoveArrayElement(i + 1, i);
+ changed = true;
+ break;
+ }
+ }
+ }
+ }
+
+
+ // Set indent back to what it was
+ EditorGUI.indentLevel = indent;
+ //
+
+
+ EditorGUI.EndProperty();
+ }
+
+
+ public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
+ {
+ SerializedProperty entries = property.FindPropertyRelative("entries");
+ float lineAndSpace = k_LineHeight + k_Spacing;
+ return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace;
+ }
+ }
+#endif
+}
diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta
new file mode 100644
index 0000000..e2fd0fc
--- /dev/null
+++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3a7cedf246fca744f90cbdc9dbe41166
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs
new file mode 100644
index 0000000..b055f0c
--- /dev/null
+++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs
@@ -0,0 +1,27 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Utility
+{
+ public class TimedObjectDestructor : MonoBehaviour
+ {
+ [SerializeField] private float m_TimeOut = 1.0f;
+ [SerializeField] private bool m_DetachChildren = false;
+
+
+ private void Awake()
+ {
+ Invoke("DestroyNow", m_TimeOut);
+ }
+
+
+ private void DestroyNow()
+ {
+ if (m_DetachChildren)
+ {
+ transform.DetachChildren();
+ }
+ Destroy(gameObject);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta
new file mode 100644
index 0000000..9dec4d4
--- /dev/null
+++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 37fac21d1f093d344816942d1abce94e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs b/Assets/Standard Assets/Utility/WaypointCircuit.cs
new file mode 100644
index 0000000..4f483fa
--- /dev/null
+++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs
@@ -0,0 +1,384 @@
+using System;
+using System.Collections;
+using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+
+#endif
+
+namespace UnityStandardAssets.Utility
+{
+ public class WaypointCircuit : MonoBehaviour
+ {
+ public WaypointList waypointList = new WaypointList();
+ [SerializeField] private bool smoothRoute = true;
+ private int numPoints;
+ private Vector3[] points;
+ private float[] distances;
+
+ public float editorVisualisationSubsteps = 100;
+ public float Length { get; private set; }
+
+ public Transform[] Waypoints
+ {
+ get { return waypointList.items; }
+ }
+
+ //this being here will save GC allocs
+ private int p0n;
+ private int p1n;
+ private int p2n;
+ private int p3n;
+
+ private float i;
+ private Vector3 P0;
+ private Vector3 P1;
+ private Vector3 P2;
+ private Vector3 P3;
+
+ // Use this for initialization
+ private void Awake()
+ {
+ if (Waypoints.Length > 1)
+ {
+ CachePositionsAndDistances();
+ }
+ numPoints = Waypoints.Length;
+ }
+
+
+ public RoutePoint GetRoutePoint(float dist)
+ {
+ // position and direction
+ Vector3 p1 = GetRoutePosition(dist);
+ Vector3 p2 = GetRoutePosition(dist + 0.1f);
+ Vector3 delta = p2 - p1;
+ return new RoutePoint(p1, delta.normalized);
+ }
+
+
+ public Vector3 GetRoutePosition(float dist)
+ {
+ int point = 0;
+
+ if (Length == 0)
+ {
+ Length = distances[distances.Length - 1];
+ }
+
+ dist = Mathf.Repeat(dist, Length);
+
+ while (distances[point] < dist)
+ {
+ ++point;
+ }
+
+
+ // get nearest two points, ensuring points wrap-around start & end of circuit
+ p1n = ((point - 1) + numPoints)%numPoints;
+ p2n = point;
+
+ // found point numbers, now find interpolation value between the two middle points
+
+ i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);
+
+ if (smoothRoute)
+ {
+ // smooth catmull-rom calculation between the two relevant points
+
+
+ // get indices for the surrounding 2 points, because
+ // four points are required by the catmull-rom function
+ p0n = ((point - 2) + numPoints)%numPoints;
+ p3n = (point + 1)%numPoints;
+
+ // 2nd point may have been the 'last' point - a dupe of the first,
+ // (to give a value of max track distance instead of zero)
+ // but now it must be wrapped back to zero if that was the case.
+ p2n = p2n%numPoints;
+
+ P0 = points[p0n];
+ P1 = points[p1n];
+ P2 = points[p2n];
+ P3 = points[p3n];
+
+ return CatmullRom(P0, P1, P2, P3, i);
+ }
+ else
+ {
+ // simple linear lerp between the two points:
+
+ p1n = ((point - 1) + numPoints)%numPoints;
+ p2n = point;
+
+ return Vector3.Lerp(points[p1n], points[p2n], i);
+ }
+ }
+
+
+ private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
+ {
+ // comments are no use here... it's the catmull-rom equation.
+ // Un-magic this, lord vector!
+ return 0.5f*
+ ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i +
+ (-p0 + 3*p1 - 3*p2 + p3)*i*i*i);
+ }
+
+
+ private void CachePositionsAndDistances()
+ {
+ // transfer the position of each point and distances between points to arrays for
+ // speed of lookup at runtime
+ points = new Vector3[Waypoints.Length + 1];
+ distances = new float[Waypoints.Length + 1];
+
+ float accumulateDistance = 0;
+ for (int i = 0; i < points.Length; ++i)
+ {
+ var t1 = Waypoints[(i)%Waypoints.Length];
+ var t2 = Waypoints[(i + 1)%Waypoints.Length];
+ if (t1 != null && t2 != null)
+ {
+ Vector3 p1 = t1.position;
+ Vector3 p2 = t2.position;
+ points[i] = Waypoints[i%Waypoints.Length].position;
+ distances[i] = accumulateDistance;
+ accumulateDistance += (p1 - p2).magnitude;
+ }
+ }
+ }
+
+
+ private void OnDrawGizmos()
+ {
+ DrawGizmos(false);
+ }
+
+
+ private void OnDrawGizmosSelected()
+ {
+ DrawGizmos(true);
+ }
+
+
+ private void DrawGizmos(bool selected)
+ {
+ waypointList.circuit = this;
+ if (Waypoints.Length > 1)
+ {
+ numPoints = Waypoints.Length;
+
+ CachePositionsAndDistances();
+ Length = distances[distances.Length - 1];
+
+ Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);
+ Vector3 prev = Waypoints[0].position;
+ if (smoothRoute)
+ {
+ for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps)
+ {
+ Vector3 next = GetRoutePosition(dist + 1);
+ Gizmos.DrawLine(prev, next);
+ prev = next;
+ }
+ Gizmos.DrawLine(prev, Waypoints[0].position);
+ }
+ else
+ {
+ for (int n = 0; n < Waypoints.Length; ++n)
+ {
+ Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position;
+ Gizmos.DrawLine(prev, next);
+ prev = next;
+ }
+ }
+ }
+ }
+
+
+ [Serializable]
+ public class WaypointList
+ {
+ public WaypointCircuit circuit;
+ public Transform[] items = new Transform[0];
+ }
+
+ public struct RoutePoint
+ {
+ public Vector3 position;
+ public Vector3 direction;
+
+
+ public RoutePoint(Vector3 position, Vector3 direction)
+ {
+ this.position = position;
+ this.direction = direction;
+ }
+ }
+ }
+}
+
+namespace UnityStandardAssets.Utility.Inspector
+{
+#if UNITY_EDITOR
+ [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))]
+ public class WaypointListDrawer : PropertyDrawer
+ {
+ private float lineHeight = 18;
+ private float spacing = 4;
+
+
+ public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+ {
+ EditorGUI.BeginProperty(position, label, property);
+
+ float x = position.x;
+ float y = position.y;
+ float inspectorWidth = position.width;
+
+ // Draw label
+
+
+ // Don't make child fields be indented
+ var indent = EditorGUI.indentLevel;
+ EditorGUI.indentLevel = 0;
+
+ var items = property.FindPropertyRelative("items");
+ var titles = new string[] {"Transform", "", "", ""};
+ var props = new string[] {"transform", "^", "v", "-"};
+ var widths = new float[] {.7f, .1f, .1f, .1f};
+ float lineHeight = 18;
+ bool changedLength = false;
+ if (items.arraySize > 0)
+ {
+ for (int i = -1; i < items.arraySize; ++i)
+ {
+ var item = items.GetArrayElementAtIndex(i);
+
+ float rowX = x;
+ for (int n = 0; n < props.Length; ++n)
+ {
+ float w = widths[n]*inspectorWidth;
+
+ // Calculate rects
+ Rect rect = new Rect(rowX, y, w, lineHeight);
+ rowX += w;
+
+ if (i == -1)
+ {
+ EditorGUI.LabelField(rect, titles[n]);
+ }
+ else
+ {
+ if (n == 0)
+ {
+ EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true);
+ }
+ else
+ {
+ if (GUI.Button(rect, props[n]))
+ {
+ switch (props[n])
+ {
+ case "-":
+ items.DeleteArrayElementAtIndex(i);
+ items.DeleteArrayElementAtIndex(i);
+ changedLength = true;
+ break;
+ case "v":
+ if (i > 0)
+ {
+ items.MoveArrayElement(i, i + 1);
+ }
+ break;
+ case "^":
+ if (i < items.arraySize - 1)
+ {
+ items.MoveArrayElement(i, i - 1);
+ }
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ y += lineHeight + spacing;
+ if (changedLength)
+ {
+ break;
+ }
+ }
+ }
+ else
+ {
+ // add button
+ var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
+ widths[widths.Length - 1]*inspectorWidth, lineHeight);
+ if (GUI.Button(addButtonRect, "+"))
+ {
+ items.InsertArrayElementAtIndex(items.arraySize);
+ }
+
+ y += lineHeight + spacing;
+ }
+
+ // add all button
+ var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
+ if (GUI.Button(addAllButtonRect, "Assign using all child objects"))
+ {
+ var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
+ var children = new Transform[circuit.transform.childCount];
+ int n = 0;
+ foreach (Transform child in circuit.transform)
+ {
+ children[n++] = child;
+ }
+ Array.Sort(children, new TransformNameComparer());
+ circuit.waypointList.items = new Transform[children.Length];
+ for (n = 0; n < children.Length; ++n)
+ {
+ circuit.waypointList.items[n] = children[n];
+ }
+ }
+ y += lineHeight + spacing;
+
+ // rename all button
+ var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
+ if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))
+ {
+ var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
+ int n = 0;
+ foreach (Transform child in circuit.waypointList.items)
+ {
+ child.name = "Waypoint " + (n++).ToString("000");
+ }
+ }
+ y += lineHeight + spacing;
+
+ // Set indent back to what it was
+ EditorGUI.indentLevel = indent;
+ EditorGUI.EndProperty();
+ }
+
+
+ public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
+ {
+ SerializedProperty items = property.FindPropertyRelative("items");
+ float lineAndSpace = lineHeight + spacing;
+ return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
+ }
+
+
+ // comparer for check distances in ray cast hits
+ public class TransformNameComparer : IComparer
+ {
+ public int Compare(object x, object y)
+ {
+ return ((Transform) x).name.CompareTo(((Transform) y).name);
+ }
+ }
+ }
+#endif
+}
diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta
new file mode 100644
index 0000000..7dd72d7
--- /dev/null
+++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 70852dc981465ea48bb527b9e33a87fd
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs
new file mode 100644
index 0000000..37f3599
--- /dev/null
+++ b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs
@@ -0,0 +1,153 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Utility
+{
+ public class WaypointProgressTracker : MonoBehaviour
+ {
+ // This script can be used with any object that is supposed to follow a
+ // route marked out by waypoints.
+
+ // This script manages the amount to look ahead along the route,
+ // and keeps track of progress and laps.
+
+ [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow
+
+ [SerializeField] private float lookAheadForTargetOffset = 5;
+ // The offset ahead along the route that the we will aim for
+
+ [SerializeField] private float lookAheadForTargetFactor = .1f;
+ // A multiplier adding distance ahead along the route to aim for, based on current speed
+
+ [SerializeField] private float lookAheadForSpeedOffset = 10;
+ // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
+
+ [SerializeField] private float lookAheadForSpeedFactor = .2f;
+ // A multiplier adding distance ahead along the route for speed adjustments
+
+ [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
+ // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
+
+ [SerializeField] private float pointToPointThreshold = 4;
+ // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
+
+ public enum ProgressStyle
+ {
+ SmoothAlongRoute,
+ PointToPoint,
+ }
+
+ // these are public, readable by other objects - i.e. for an AI to know where to head!
+ public WaypointCircuit.RoutePoint targetPoint { get; private set; }
+ public WaypointCircuit.RoutePoint speedPoint { get; private set; }
+ public WaypointCircuit.RoutePoint progressPoint { get; private set; }
+
+ public Transform target;
+
+ private float progressDistance; // The progress round the route, used in smooth mode.
+ private int progressNum; // the current waypoint number, used in point-to-point mode.
+ private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)
+ private float speed; // current speed of this object (calculated from delta since last frame)
+
+ // setup script properties
+ private void Start()
+ {
+ // we use a transform to represent the point to aim for, and the point which
+ // is considered for upcoming changes-of-speed. This allows this component
+ // to communicate this information to the AI without requiring further dependencies.
+
+ // You can manually create a transform and assign it to this component *and* the AI,
+ // then this component will update it, and the AI can read it.
+ if (target == null)
+ {
+ target = new GameObject(name + " Waypoint Target").transform;
+ }
+
+ Reset();
+ }
+
+
+ // reset the object to sensible values
+ public void Reset()
+ {
+ progressDistance = 0;
+ progressNum = 0;
+ if (progressStyle == ProgressStyle.PointToPoint)
+ {
+ target.position = circuit.Waypoints[progressNum].position;
+ target.rotation = circuit.Waypoints[progressNum].rotation;
+ }
+ }
+
+
+ private void Update()
+ {
+ if (progressStyle == ProgressStyle.SmoothAlongRoute)
+ {
+ // determine the position we should currently be aiming for
+ // (this is different to the current progress position, it is a a certain amount ahead along the route)
+ // we use lerp as a simple way of smoothing out the speed over time.
+ if (Time.deltaTime > 0)
+ {
+ speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
+ Time.deltaTime);
+ }
+ target.position =
+ circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
+ .position;
+ target.rotation =
+ Quaternion.LookRotation(
+ circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
+ .direction);
+
+
+ // get our current progress along the route
+ progressPoint = circuit.GetRoutePoint(progressDistance);
+ Vector3 progressDelta = progressPoint.position - transform.position;
+ if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
+ {
+ progressDistance += progressDelta.magnitude*0.5f;
+ }
+
+ lastPosition = transform.position;
+ }
+ else
+ {
+ // point to point mode. Just increase the waypoint if we're close enough:
+
+ Vector3 targetDelta = target.position - transform.position;
+ if (targetDelta.magnitude < pointToPointThreshold)
+ {
+ progressNum = (progressNum + 1)%circuit.Waypoints.Length;
+ }
+
+
+ target.position = circuit.Waypoints[progressNum].position;
+ target.rotation = circuit.Waypoints[progressNum].rotation;
+
+ // get our current progress along the route
+ progressPoint = circuit.GetRoutePoint(progressDistance);
+ Vector3 progressDelta = progressPoint.position - transform.position;
+ if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
+ {
+ progressDistance += progressDelta.magnitude;
+ }
+ lastPosition = transform.position;
+ }
+ }
+
+
+ private void OnDrawGizmos()
+ {
+ if (Application.isPlaying)
+ {
+ Gizmos.color = Color.green;
+ Gizmos.DrawLine(transform.position, target.position);
+ Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
+ Gizmos.color = Color.yellow;
+ Gizmos.DrawLine(target.position, target.position + target.forward);
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta
new file mode 100644
index 0000000..79b21ef
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diff --git a/Assets/Standard Assets/Vehicles.meta b/Assets/Standard Assets/Vehicles.meta
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft.meta b/Assets/Standard Assets/Vehicles/Aircraft.meta
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt
new file mode 100644
index 0000000..5a09c3f
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt
@@ -0,0 +1,29 @@
+In the Aircraft folder you'll find a few ready-made Aircraft prefabs, which are used in the Aircraft sample scenes. These prefabs demonstrate how you can use the Aircraft scripts we've included, including some AI-controlled variants which are able to fly directly towards a specified target, or follow a waypoint-based route.
+
+The Jet Plane and the Propeller Plane prefabs share most of the same scripts (and some of the same 3D artwork), but their main difference is in their power and aerodynamic handling settings.
+
+The scripts included have been designed to be modular in nature, so that the extra features of a particular aircraft can be set up (such as propellers, flaps, landing gear), however it's possible to get any GameObject flying by simply adding the AeroplaneController script and either the "UserControl" or "AiControl" scripts. (If you add the AiControl script, you'll need to assign it a target).
+
+To set up your own aircraft from scratch, use the following steps:
+
+1) Start with a suitable scene. There ought to be enough flat ground for a sensible take-off.
+2) Place your 3d model in the scene.
+3) Add the AeroplaneController script. (this will automatically add a required Rigidbody component).
+4) Add the AeroplaneUserControl script.
+5) Add a suitable Collider (or set of Colliders), so that it doesn't fall through the floor.
+6) Hit play, try taking off. (Arrows/WSAD for power and rudder, Mouse for roll and pitch).
+7) You may find the friction of your Colliders against the ground prevent take-off, or cause the plane to turn awkwardly during take-off. In this case you'll either need to reduce the friction of the Colliders touching the ground (by assigning a low-friction physics material to the Colliders), or add Wheel Colliders to your plane so that it can roll along the ground before take-off (as we have done in the sample prefabs provided).
+
+You can then mix and match the other optional components to add features such as engine sound, animated flaps, and propellers.
+
+You'll probably want to add a camera rig, so that the camera follows the aircraft as it flies off. See the Camera Rig guidelines for instructions on how to do that.
+
+The Aeroplane script exposes a number of properties which determine the power and handling of the aircraft, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of aircraft aerodynamics. It is possible to set up aircraft that will glide and stall, but ultimately the emphasis is on performance and fun rather than realism!
+
+For more detail about each setting, see the comments in the script.
+
+The AeroplaneUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines.
+
+The AeroplaneAIControl component can be added instead of the AeroplaneUserControl component, allowing the plane to be AI controlled. You can set it up to either fly towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. See the WaypointCircuit guidelines for instructions.
+
+
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt.meta b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt.meta
new file mode 100644
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new file mode 100644
index 0000000..8d204d3
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@@ -0,0 +1,6 @@
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index 0000000..695dc3e
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Prefabs/AircraftPropellerAi.prefab.meta b/Assets/Standard Assets/Vehicles/Aircraft/Prefabs/AircraftPropellerAi.prefab.meta
new file mode 100644
index 0000000..df3bc39
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@@ -0,0 +1,5 @@
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs
new file mode 100644
index 0000000..5c41a3f
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs
@@ -0,0 +1,117 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ [RequireComponent(typeof (AeroplaneController))]
+ public class AeroplaneAiControl : MonoBehaviour
+ {
+ // This script represents an AI 'pilot' capable of flying the plane towards a designated target.
+ // It sends the equivalent of the inputs that a user would send to the Aeroplane controller.
+ [SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls
+ [SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls
+ [SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target
+ [SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally
+ [SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at
+ [SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u
+ [SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed.
+ [SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height
+ [SerializeField] private Transform m_Target; // the target to fly towards
+
+ private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane
+ private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly
+ private bool m_TakenOff; // Has the plane taken off yet
+
+
+ // setup script properties
+ private void Awake()
+ {
+ // get the reference to the aeroplane controller, so we can send move input to it and read its current state.
+ m_AeroplaneController = GetComponent();
+
+ // pick a random perlin starting point for lateral wandering
+ m_RandomPerlin = Random.Range(0f, 100f);
+ }
+
+
+ // reset the object to sensible values
+ public void Reset()
+ {
+ m_TakenOff = false;
+ }
+
+
+ // fixed update is called in time with the physics system update
+ private void FixedUpdate()
+ {
+ if (m_Target != null)
+ {
+ // make the plane wander from the path, useful for making the AI seem more human, less robotic.
+ Vector3 targetPos = m_Target.position +
+ transform.right*
+ (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
+ m_LateralWanderDistance;
+
+ // adjust the yaw and pitch towards the target
+ Vector3 localTarget = transform.InverseTransformPoint(targetPos);
+ float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z);
+ float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z);
+
+
+ // Set the target for the planes pitch, we check later that this has not passed the maximum threshold
+ targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad,
+ m_MaxClimbAngle*Mathf.Deg2Rad);
+
+ // calculate the difference between current pitch and desired pitch
+ float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle;
+
+ // AI always applies gentle forward throttle
+ const float throttleInput = 0.5f;
+
+ // AI applies elevator control (pitch, rotation around x) to reach the target angle
+ float pitchInput = changePitch*m_PitchSensitivity;
+
+ // clamp the planes roll
+ float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad);
+ float yawInput = 0;
+ float rollInput = 0;
+ if (!m_TakenOff)
+ {
+ // If the planes altitude is above m_TakeoffHeight we class this as taken off
+ if (m_AeroplaneController.Altitude > m_TakeoffHeight)
+ {
+ m_TakenOff = true;
+ }
+ }
+ else
+ {
+ // now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll
+ yawInput = targetAngleYaw;
+ rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity;
+ }
+
+ // adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls.
+ float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect);
+ rollInput *= currentSpeedEffect;
+ pitchInput *= currentSpeedEffect;
+ yawInput *= currentSpeedEffect;
+
+ // pass the current input to the plane (false = because AI never uses air brakes!)
+ m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false);
+ }
+ else
+ {
+ // no target set, send zeroed input to the planeW
+ m_AeroplaneController.Move(0, 0, 0, 0, false);
+ }
+ }
+
+
+ // allows other scripts to set the plane's target
+ public void SetTarget(Transform target)
+ {
+ m_Target = target;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta
new file mode 100644
index 0000000..8e5d89b
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@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs
new file mode 100644
index 0000000..9500954
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs
@@ -0,0 +1,98 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ public class AeroplaneAudio : MonoBehaviour
+ {
+
+ [Serializable]
+ public class AdvancedSetttings // A class for storing the advanced options.
+ {
+ public float engineMinDistance = 50f; // The min distance of the engine audio source.
+ public float engineMaxDistance = 1000f; // The max distance of the engine audio source.
+ public float engineDopplerLevel = 1f; // The doppler level of the engine audio source.
+ [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume.
+ public float windMinDistance = 10f; // The min distance of the wind audio source.
+ public float windMaxDistance = 100f; // The max distance of the wind audio source.
+ public float windDopplerLevel = 1f; // The doppler level of the wind audio source.
+ [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume.
+ }
+
+ [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting.
+ [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle.
+ [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle.
+ [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed.
+ [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity.
+ [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed)
+ [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed.
+ [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume.
+ [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector
+
+ private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine.
+ private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind.
+ private AeroplaneController m_Plane; // Reference to the aeroplane controller.
+ private Rigidbody m_Rigidbody;
+
+
+ private void Awake()
+ {
+ // Set up the reference to the aeroplane controller.
+ m_Plane = GetComponent();
+ m_Rigidbody = GetComponent();
+
+
+ // Add the audiosources and get the references.
+ m_EngineSoundSource = gameObject.AddComponent();
+ m_EngineSoundSource.playOnAwake = false;
+ m_WindSoundSource = gameObject.AddComponent();
+ m_WindSoundSource.playOnAwake = false;
+
+ // Assign clips to the audiosources.
+ m_EngineSoundSource.clip = m_EngineSound;
+ m_WindSoundSource.clip = m_WindSound;
+
+ // Set the parameters of the audiosources.
+ m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
+ m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
+ m_EngineSoundSource.loop = true;
+ m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;
+
+ m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
+ m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
+ m_WindSoundSource.loop = true;
+ m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;
+
+ // call update here to set the sounds pitch and volumes before they actually play
+ Update();
+
+ // Start the sounds playing.
+ m_EngineSoundSource.Play();
+ m_WindSoundSource.Play();
+ }
+
+
+ private void Update()
+ {
+ // Find what proportion of the engine's power is being used.
+ var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower);
+
+ // Set the engine's pitch to be proportional to the engine's current power.
+ m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion);
+
+ // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed.
+ // (this makes the pitch increase when going into a dive!)
+ m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier;
+
+ // Set the engine's volume to be proportional to the engine's current power.
+ m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume,
+ m_Plane.EnginePower);
+
+ // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed.
+ float planeSpeed = m_Rigidbody.velocity.magnitude;
+ m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor;
+ m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta
new file mode 100644
index 0000000..50bcda8
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs
new file mode 100644
index 0000000..2baefe9
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs
@@ -0,0 +1,109 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ public class AeroplaneControlSurfaceAnimator : MonoBehaviour
+ {
+ [SerializeField] private float m_Smoothing = 5f; // The smoothing applied to the movement of control surfaces.
+ [SerializeField] private ControlSurface[] m_ControlSurfaces; // Collection of control surfaces.
+
+ private AeroplaneController m_Plane; // Reference to the aeroplane controller.
+
+
+ private void Start()
+ {
+ // Get the reference to the aeroplane controller.
+ m_Plane = GetComponent();
+
+ // Store the original local rotation of each surface, so we can rotate relative to this
+ foreach (var surface in m_ControlSurfaces)
+ {
+ surface.originalLocalRotation = surface.transform.localRotation;
+ }
+ }
+
+
+ private void Update()
+ {
+ foreach (var surface in m_ControlSurfaces)
+ {
+ switch (surface.type)
+ {
+ case ControlSurface.Type.Aileron:
+ {
+ // Ailerons rotate around the x axis, according to the plane's roll input
+ Quaternion rotation = Quaternion.Euler(surface.amount*m_Plane.RollInput, 0f, 0f);
+ RotateSurface(surface, rotation);
+ break;
+ }
+ case ControlSurface.Type.Elevator:
+ {
+ // Elevators rotate negatively around the x axis, according to the plane's pitch input
+ Quaternion rotation = Quaternion.Euler(surface.amount*-m_Plane.PitchInput, 0f, 0f);
+ RotateSurface(surface, rotation);
+ break;
+ }
+ case ControlSurface.Type.Rudder:
+ {
+ // Rudders rotate around their y axis, according to the plane's yaw input
+ Quaternion rotation = Quaternion.Euler(0f, surface.amount*m_Plane.YawInput, 0f);
+ RotateSurface(surface, rotation);
+ break;
+ }
+ case ControlSurface.Type.RuddervatorPositive:
+ {
+ // Ruddervators are a combination of rudder and elevator, and rotate
+ // around their z axis by a combination of the yaw and pitch input
+ float r = m_Plane.YawInput + m_Plane.PitchInput;
+ Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r);
+ RotateSurface(surface, rotation);
+ break;
+ }
+ case ControlSurface.Type.RuddervatorNegative:
+ {
+ // ... and because ruddervators are "special", we need a negative version too. >_<
+ float r = m_Plane.YawInput - m_Plane.PitchInput;
+ Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r);
+ RotateSurface(surface, rotation);
+ break;
+ }
+ }
+ }
+ }
+
+
+ private void RotateSurface(ControlSurface surface, Quaternion rotation)
+ {
+ // Create a target which is the surface's original rotation, rotated by the input.
+ Quaternion target = surface.originalLocalRotation*rotation;
+
+ // Slerp the surface's rotation towards the target rotation.
+ surface.transform.localRotation = Quaternion.Slerp(surface.transform.localRotation, target,
+ m_Smoothing*Time.deltaTime);
+ }
+
+
+ // This class presents a nice custom structure in which to define each of the plane's contol surfaces to animate.
+ // They show up in the inspector as an array.
+ [Serializable]
+ public class ControlSurface // Control surfaces represent the different flaps of the aeroplane.
+ {
+ public enum Type // Flaps differ in position and rotation and are represented by different types.
+ {
+ Aileron, // Horizontal flaps on the wings, rotate on the x axis.
+ Elevator, // Horizontal flaps used to adjusting the pitch of a plane, rotate on the x axis.
+ Rudder, // Vertical flaps on the tail, rotate on the y axis.
+ RuddervatorNegative, // Combination of rudder and elevator.
+ RuddervatorPositive, // Combination of rudder and elevator.
+ }
+
+ public Transform transform; // The transform of the control surface.
+ public float amount; // The amount by which they can rotate.
+ public Type type; // The type of control surface.
+
+ [HideInInspector] public Quaternion originalLocalRotation; // The rotation of the surface at the start.
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta
new file mode 100644
index 0000000..771d84c
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs
new file mode 100644
index 0000000..4148752
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs
@@ -0,0 +1,269 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ [RequireComponent(typeof (Rigidbody))]
+ public class AeroplaneController : MonoBehaviour
+ {
+ [SerializeField] private float m_MaxEnginePower = 40f; // The maximum output of the engine.
+ [SerializeField] private float m_Lift = 0.002f; // The amount of lift generated by the aeroplane moving forwards.
+ [SerializeField] private float m_ZeroLiftSpeed = 300; // The speed at which lift is no longer applied.
+ [SerializeField] private float m_RollEffect = 1f; // The strength of effect for roll input.
+ [SerializeField] private float m_PitchEffect = 1f; // The strength of effect for pitch input.
+ [SerializeField] private float m_YawEffect = 0.2f; // The strength of effect for yaw input.
+ [SerializeField] private float m_BankedTurnEffect = 0.5f; // The amount of turn from doing a banked turn.
+ [SerializeField] private float m_AerodynamicEffect = 0.02f; // How much aerodynamics affect the speed of the aeroplane.
+ [SerializeField] private float m_AutoTurnPitch = 0.5f; // How much the aeroplane automatically pitches when in a banked turn.
+ [SerializeField] private float m_AutoRollLevel = 0.2f; // How much the aeroplane tries to level when not rolling.
+ [SerializeField] private float m_AutoPitchLevel = 0.2f; // How much the aeroplane tries to level when not pitching.
+ [SerializeField] private float m_AirBrakesEffect = 3f; // How much the air brakes effect the drag.
+ [SerializeField] private float m_ThrottleChangeSpeed = 0.3f; // The speed with which the throttle changes.
+ [SerializeField] private float m_DragIncreaseFactor = 0.001f; // how much drag should increase with speed.
+
+ public float Altitude { get; private set; } // The aeroplane's height above the ground.
+ public float Throttle { get; private set; } // The amount of throttle being used.
+ public bool AirBrakes { get; private set; } // Whether or not the air brakes are being applied.
+ public float ForwardSpeed { get; private set; } // How fast the aeroplane is traveling in it's forward direction.
+ public float EnginePower { get; private set; } // How much power the engine is being given.
+ public float MaxEnginePower{ get { return m_MaxEnginePower; }} // The maximum output of the engine.
+ public float RollAngle { get; private set; }
+ public float PitchAngle { get; private set; }
+ public float RollInput { get; private set; }
+ public float PitchInput { get; private set; }
+ public float YawInput { get; private set; }
+ public float ThrottleInput { get; private set; }
+
+ private float m_OriginalDrag; // The drag when the scene starts.
+ private float m_OriginalAngularDrag; // The angular drag when the scene starts.
+ private float m_AeroFactor;
+ private bool m_Immobilized = false; // used for making the plane uncontrollable, i.e. if it has been hit or crashed.
+ private float m_BankedTurnAmount;
+ private Rigidbody m_Rigidbody;
+ WheelCollider[] m_WheelColliders;
+
+
+ private void Start()
+ {
+ m_Rigidbody = GetComponent();
+ // Store original drag settings, these are modified during flight.
+ m_OriginalDrag = m_Rigidbody.drag;
+ m_OriginalAngularDrag = m_Rigidbody.angularDrag;
+
+ for (int i = 0; i < transform.childCount; i++ )
+ {
+ foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren())
+ {
+ componentsInChild.motorTorque = 0.18f;
+ }
+ }
+ }
+
+
+ public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes)
+ {
+ // transfer input parameters into properties.s
+ RollInput = rollInput;
+ PitchInput = pitchInput;
+ YawInput = yawInput;
+ ThrottleInput = throttleInput;
+ AirBrakes = airBrakes;
+
+ ClampInputs();
+
+ CalculateRollAndPitchAngles();
+
+ AutoLevel();
+
+ CalculateForwardSpeed();
+
+ ControlThrottle();
+
+ CalculateDrag();
+
+ CaluclateAerodynamicEffect();
+
+ CalculateLinearForces();
+
+ CalculateTorque();
+
+ CalculateAltitude();
+ }
+
+
+ private void ClampInputs()
+ {
+ // clamp the inputs to -1 to 1 range
+ RollInput = Mathf.Clamp(RollInput, -1, 1);
+ PitchInput = Mathf.Clamp(PitchInput, -1, 1);
+ YawInput = Mathf.Clamp(YawInput, -1, 1);
+ ThrottleInput = Mathf.Clamp(ThrottleInput, -1, 1);
+ }
+
+
+ private void CalculateRollAndPitchAngles()
+ {
+ // Calculate roll & pitch angles
+ // Calculate the flat forward direction (with no y component).
+ var flatForward = transform.forward;
+ flatForward.y = 0;
+ // If the flat forward vector is non-zero (which would only happen if the plane was pointing exactly straight upwards)
+ if (flatForward.sqrMagnitude > 0)
+ {
+ flatForward.Normalize();
+ // calculate current pitch angle
+ var localFlatForward = transform.InverseTransformDirection(flatForward);
+ PitchAngle = Mathf.Atan2(localFlatForward.y, localFlatForward.z);
+ // calculate current roll angle
+ var flatRight = Vector3.Cross(Vector3.up, flatForward);
+ var localFlatRight = transform.InverseTransformDirection(flatRight);
+ RollAngle = Mathf.Atan2(localFlatRight.y, localFlatRight.x);
+ }
+ }
+
+
+ private void AutoLevel()
+ {
+ // The banked turn amount (between -1 and 1) is the sine of the roll angle.
+ // this is an amount applied to elevator input if the user is only using the banking controls,
+ // because that's what people expect to happen in games!
+ m_BankedTurnAmount = Mathf.Sin(RollAngle);
+ // auto level roll, if there's no roll input:
+ if (RollInput == 0f)
+ {
+ RollInput = -RollAngle*m_AutoRollLevel;
+ }
+ // auto correct pitch, if no pitch input (but also apply the banked turn amount)
+ if (PitchInput == 0f)
+ {
+ PitchInput = -PitchAngle*m_AutoPitchLevel;
+ PitchInput -= Mathf.Abs(m_BankedTurnAmount*m_BankedTurnAmount*m_AutoTurnPitch);
+ }
+ }
+
+
+ private void CalculateForwardSpeed()
+ {
+ // Forward speed is the speed in the planes's forward direction (not the same as its velocity, eg if falling in a stall)
+ var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity);
+ ForwardSpeed = Mathf.Max(0, localVelocity.z);
+ }
+
+
+ private void ControlThrottle()
+ {
+ // override throttle if immobilized
+ if (m_Immobilized)
+ {
+ ThrottleInput = -0.5f;
+ }
+
+ // Adjust throttle based on throttle input (or immobilized state)
+ Throttle = Mathf.Clamp01(Throttle + ThrottleInput*Time.deltaTime*m_ThrottleChangeSpeed);
+
+ // current engine power is just:
+ EnginePower = Throttle*m_MaxEnginePower;
+ }
+
+
+ private void CalculateDrag()
+ {
+ // increase the drag based on speed, since a constant drag doesn't seem "Real" (tm) enough
+ float extraDrag = m_Rigidbody.velocity.magnitude*m_DragIncreaseFactor;
+ // Air brakes work by directly modifying drag. This part is actually pretty realistic!
+ m_Rigidbody.drag = (AirBrakes ? (m_OriginalDrag + extraDrag)*m_AirBrakesEffect : m_OriginalDrag + extraDrag);
+ // Forward speed affects angular drag - at high forward speed, it's much harder for the plane to spin
+ m_Rigidbody.angularDrag = m_OriginalAngularDrag*ForwardSpeed;
+ }
+
+
+ private void CaluclateAerodynamicEffect()
+ {
+ // "Aerodynamic" calculations. This is a very simple approximation of the effect that a plane
+ // will naturally try to align itself in the direction that it's facing when moving at speed.
+ // Without this, the plane would behave a bit like the asteroids spaceship!
+ if (m_Rigidbody.velocity.magnitude > 0)
+ {
+ // compare the direction we're pointing with the direction we're moving:
+ m_AeroFactor = Vector3.Dot(transform.forward, m_Rigidbody.velocity.normalized);
+ // multipled by itself results in a desirable rolloff curve of the effect
+ m_AeroFactor *= m_AeroFactor;
+ // Finally we calculate a new velocity by bending the current velocity direction towards
+ // the the direction the plane is facing, by an amount based on this aeroFactor
+ var newVelocity = Vector3.Lerp(m_Rigidbody.velocity, transform.forward*ForwardSpeed,
+ m_AeroFactor*ForwardSpeed*m_AerodynamicEffect*Time.deltaTime);
+ m_Rigidbody.velocity = newVelocity;
+
+ // also rotate the plane towards the direction of movement - this should be a very small effect, but means the plane ends up
+ // pointing downwards in a stall
+ m_Rigidbody.rotation = Quaternion.Slerp(m_Rigidbody.rotation,
+ Quaternion.LookRotation(m_Rigidbody.velocity, transform.up),
+ m_AerodynamicEffect*Time.deltaTime);
+ }
+ }
+
+
+ private void CalculateLinearForces()
+ {
+ // Now calculate forces acting on the aeroplane:
+ // we accumulate forces into this variable:
+ var forces = Vector3.zero;
+ // Add the engine power in the forward direction
+ forces += EnginePower*transform.forward;
+ // The direction that the lift force is applied is at right angles to the plane's velocity (usually, this is 'up'!)
+ var liftDirection = Vector3.Cross(m_Rigidbody.velocity, transform.right).normalized;
+ // The amount of lift drops off as the plane increases speed - in reality this occurs as the pilot retracts the flaps
+ // shortly after takeoff, giving the plane less drag, but less lift. Because we don't simulate flaps, this is
+ // a simple way of doing it automatically:
+ var zeroLiftFactor = Mathf.InverseLerp(m_ZeroLiftSpeed, 0, ForwardSpeed);
+ // Calculate and add the lift power
+ var liftPower = ForwardSpeed*ForwardSpeed*m_Lift*zeroLiftFactor*m_AeroFactor;
+ forces += liftPower*liftDirection;
+ // Apply the calculated forces to the the Rigidbody
+ m_Rigidbody.AddForce(forces);
+ }
+
+
+ private void CalculateTorque()
+ {
+ // We accumulate torque forces into this variable:
+ var torque = Vector3.zero;
+ // Add torque for the pitch based on the pitch input.
+ torque += PitchInput*m_PitchEffect*transform.right;
+ // Add torque for the yaw based on the yaw input.
+ torque += YawInput*m_YawEffect*transform.up;
+ // Add torque for the roll based on the roll input.
+ torque += -RollInput*m_RollEffect*transform.forward;
+ // Add torque for banked turning.
+ torque += m_BankedTurnAmount*m_BankedTurnEffect*transform.up;
+ // The total torque is multiplied by the forward speed, so the controls have more effect at high speed,
+ // and little effect at low speed, or when not moving in the direction of the nose of the plane
+ // (i.e. falling while stalled)
+ m_Rigidbody.AddTorque(torque*ForwardSpeed*m_AeroFactor);
+ }
+
+
+ private void CalculateAltitude()
+ {
+ // Altitude calculations - we raycast downwards from the aeroplane
+ // starting a safe distance below the plane to avoid colliding with any of the plane's own colliders
+ var ray = new Ray(transform.position - Vector3.up*10, -Vector3.up);
+ RaycastHit hit;
+ Altitude = Physics.Raycast(ray, out hit) ? hit.distance + 10 : transform.position.y;
+ }
+
+
+ // Immobilize can be called from other objects, for example if this plane is hit by a weapon and should become uncontrollable
+ public void Immobilize()
+ {
+ m_Immobilized = true;
+ }
+
+
+ // Reset is called via the ObjectResetter script, if present.
+ public void Reset()
+ {
+ m_Immobilized = false;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta
new file mode 100644
index 0000000..1e696c6
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 235a6615124795442b98c1f03500003e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs
new file mode 100644
index 0000000..55c59a0
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs
@@ -0,0 +1,74 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ public class AeroplanePropellerAnimator : MonoBehaviour
+ {
+ [SerializeField] private Transform m_PropellorModel; // The model of the the aeroplane's propellor.
+ [SerializeField] private Transform m_PropellorBlur; // The plane used for the blurred propellor textures.
+ [SerializeField] private Texture2D[] m_PropellorBlurTextures; // An array of increasingly blurred propellor textures.
+ [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurStart = 0.25f; // The point at which the blurred textures start.
+ [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurEnd = 0.5f; // The point at which the blurred textures stop changing.
+ [SerializeField] private float m_MaxRpm = 2000; // The maximum speed the propellor can turn at.
+
+ private AeroplaneController m_Plane; // Reference to the aeroplane controller.
+ private int m_PropellorBlurState = -1; // To store the state of the blurred textures.
+ private const float k_RpmToDps = 60f; // For converting from revs per minute to degrees per second.
+ private Renderer m_PropellorModelRenderer;
+ private Renderer m_PropellorBlurRenderer;
+
+
+ private void Awake()
+ {
+ // Set up the reference to the aeroplane controller.
+ m_Plane = GetComponent();
+
+ m_PropellorModelRenderer = m_PropellorModel.GetComponent();
+ m_PropellorBlurRenderer = m_PropellorBlur.GetComponent();
+
+ // Set the propellor blur gameobject's parent to be the propellor.
+ m_PropellorBlur.parent = m_PropellorModel;
+ }
+
+
+ private void Update()
+ {
+ // Rotate the propellor model at a rate proportional to the throttle.
+ m_PropellorModel.Rotate(0, m_MaxRpm*m_Plane.Throttle*Time.deltaTime*k_RpmToDps, 0);
+
+ // Create an integer for the new state of the blur textures.
+ var newBlurState = 0;
+
+ // choose between the blurred textures, if the throttle is high enough
+ if (m_Plane.Throttle > m_ThrottleBlurStart)
+ {
+ var throttleBlurProportion = Mathf.InverseLerp(m_ThrottleBlurStart, m_ThrottleBlurEnd, m_Plane.Throttle);
+ newBlurState = Mathf.FloorToInt(throttleBlurProportion*(m_PropellorBlurTextures.Length - 1));
+ }
+
+ // If the blur state has changed
+ if (newBlurState != m_PropellorBlurState)
+ {
+ m_PropellorBlurState = newBlurState;
+
+ if (m_PropellorBlurState == 0)
+ {
+ // switch to using the 'real' propellor model
+ m_PropellorModelRenderer.enabled = true;
+ m_PropellorBlurRenderer.enabled = false;
+ }
+ else
+ {
+ // Otherwise turn off the propellor model and turn on the blur.
+ m_PropellorModelRenderer.enabled = false;
+ m_PropellorBlurRenderer.enabled = true;
+
+ // set the appropriate texture from the blur array
+ m_PropellorBlurRenderer.material.mainTexture = m_PropellorBlurTextures[m_PropellorBlurState];
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta
new file mode 100644
index 0000000..17311b7
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta
@@ -0,0 +1,9 @@
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+guid: fb9e837aae6395d48b1182bee201f814
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs
new file mode 100644
index 0000000..fa4b12b
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs
@@ -0,0 +1,62 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ [RequireComponent(typeof (AeroplaneController))]
+ public class AeroplaneUserControl2Axis : MonoBehaviour
+ {
+ // these max angles are only used on mobile, due to the way pitch and roll input are handled
+ public float maxRollAngle = 80;
+ public float maxPitchAngle = 80;
+
+ // reference to the aeroplane that we're controlling
+ private AeroplaneController m_Aeroplane;
+
+
+ private void Awake()
+ {
+ // Set up the reference to the aeroplane controller.
+ m_Aeroplane = GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ // Read input for the pitch, yaw, roll and throttle of the aeroplane.
+ float roll = CrossPlatformInputManager.GetAxis("Horizontal");
+ float pitch = CrossPlatformInputManager.GetAxis("Vertical");
+ bool airBrakes = CrossPlatformInputManager.GetButton("Fire1");
+
+ // auto throttle up, or down if braking.
+ float throttle = airBrakes ? -1 : 1;
+#if MOBILE_INPUT
+ AdjustInputForMobileControls(ref roll, ref pitch, ref throttle);
+#endif
+ // Pass the input to the aeroplane
+ m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes);
+ }
+
+
+ private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle)
+ {
+ // because mobile tilt is used for roll and pitch, we help out by
+ // assuming that a centered level device means the user
+ // wants to fly straight and level!
+
+ // this means on mobile, the input represents the *desired* roll angle of the aeroplane,
+ // and the roll input is calculated to achieve that.
+ // whereas on non-mobile, the input directly controls the roll of the aeroplane.
+
+ float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad;
+ float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad;
+ roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1);
+ pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1);
+
+ // similarly, the throttle axis input is considered to be the desired absolute value, not a relative change to current throttle.
+ float intendedThrottle = throttle*0.5f + 0.5f;
+ throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle, -1, 1);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta
new file mode 100644
index 0000000..e9d3d6a
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b297a60c0ddf0ee4dabefaf158fb097d
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs
new file mode 100644
index 0000000..f469570
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs
@@ -0,0 +1,60 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ [RequireComponent(typeof (AeroplaneController))]
+ public class AeroplaneUserControl4Axis : MonoBehaviour
+ {
+ // these max angles are only used on mobile, due to the way pitch and roll input are handled
+ public float maxRollAngle = 80;
+ public float maxPitchAngle = 80;
+
+ // reference to the aeroplane that we're controlling
+ private AeroplaneController m_Aeroplane;
+ private float m_Throttle;
+ private bool m_AirBrakes;
+ private float m_Yaw;
+
+
+ private void Awake()
+ {
+ // Set up the reference to the aeroplane controller.
+ m_Aeroplane = GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ // Read input for the pitch, yaw, roll and throttle of the aeroplane.
+ float roll = CrossPlatformInputManager.GetAxis("Mouse X");
+ float pitch = CrossPlatformInputManager.GetAxis("Mouse Y");
+ m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1");
+ m_Yaw = CrossPlatformInputManager.GetAxis("Horizontal");
+ m_Throttle = CrossPlatformInputManager.GetAxis("Vertical");
+#if MOBILE_INPUT
+ AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle);
+#endif
+ // Pass the input to the aeroplane
+ m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes);
+ }
+
+
+ private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle)
+ {
+ // because mobile tilt is used for roll and pitch, we help out by
+ // assuming that a centered level device means the user
+ // wants to fly straight and level!
+
+ // this means on mobile, the input represents the *desired* roll angle of the aeroplane,
+ // and the roll input is calculated to achieve that.
+ // whereas on non-mobile, the input directly controls the roll of the aeroplane.
+
+ float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad;
+ float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad;
+ roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1);
+ pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta
new file mode 100644
index 0000000..db446a4
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta
@@ -0,0 +1,9 @@
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+guid: b821cfe117414d14ea5ad71c5b3c503f
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs
new file mode 100644
index 0000000..41d81fe
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs
@@ -0,0 +1,71 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ [RequireComponent(typeof (ParticleSystem))]
+ public class JetParticleEffect : MonoBehaviour
+ {
+ // this script controls the jet's exhaust particle system, controlling the
+ // size and colour based on the jet's current throttle value.
+ public Color minColour; // The base colour for the effect to start at
+
+ private AeroplaneController m_Jet; // The jet that the particle effect is attached to
+ private ParticleSystem m_System; // The particle system that is being controlled
+ private float m_OriginalStartSize; // The original starting size of the particle system
+ private float m_OriginalLifetime; // The original lifetime of the particle system
+ private Color m_OriginalStartColor; // The original starting colout of the particle system
+
+ // Use this for initialization
+ private void Start()
+ {
+ // get the aeroplane from the object hierarchy
+ m_Jet = FindAeroplaneParent();
+
+ // get the particle system ( it will be on the object as we have a require component set up
+ m_System = GetComponent();
+
+ // set the original properties from the particle system
+ m_OriginalLifetime = m_System.main.startLifetime.constant;
+ m_OriginalStartSize = m_System.main.startSize.constant;
+ m_OriginalStartColor = m_System.main.startColor.color;
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ ParticleSystem.MainModule mainModule = m_System.main;
+ // update the particle system based on the jets throttle
+ mainModule.startLifetime = Mathf.Lerp(0.0f, m_OriginalLifetime, m_Jet.Throttle);
+ mainModule.startSize = Mathf.Lerp(m_OriginalStartSize*.3f, m_OriginalStartSize, m_Jet.Throttle);
+ mainModule.startColor = Color.Lerp(minColour, m_OriginalStartColor, m_Jet.Throttle);
+ }
+
+
+ private AeroplaneController FindAeroplaneParent()
+ {
+ // get reference to the object transform
+ var t = transform;
+
+ // traverse the object hierarchy upwards to find the AeroplaneController
+ // (since this is placed on a child object)
+ while (t != null)
+ {
+ var aero = t.GetComponent();
+ if (aero == null)
+ {
+ // try next parent
+ t = t.parent;
+ }
+ else
+ {
+ return aero;
+ }
+ }
+
+ // controller not found!
+ throw new Exception(" AeroplaneContoller not found in object hierarchy");
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta
new file mode 100644
index 0000000..aef45e6
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta
@@ -0,0 +1,9 @@
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+guid: 1b878b2bd27dca747855179c7ca76010
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs
new file mode 100644
index 0000000..9347056
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs
@@ -0,0 +1,55 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Aeroplane
+{
+ public class LandingGear : MonoBehaviour
+ {
+
+ private enum GearState
+ {
+ Raised = -1,
+ Lowered = 1
+ }
+
+ // The landing gear can be raised and lowered at differing altitudes.
+ // The gear is only lowered when descending, and only raised when climbing.
+
+ // this script detects the raise/lower condition and sets a parameter on
+ // the animator to actually play the animation to raise or lower the gear.
+
+ public float raiseAtAltitude = 40;
+ public float lowerAtAltitude = 40;
+
+ private GearState m_State = GearState.Lowered;
+ private Animator m_Animator;
+ private Rigidbody m_Rigidbody;
+ private AeroplaneController m_Plane;
+
+ // Use this for initialization
+ private void Start()
+ {
+ m_Plane = GetComponent();
+ m_Animator = GetComponent();
+ m_Rigidbody = GetComponent();
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0)
+ {
+ m_State = GearState.Raised;
+ }
+
+ if (m_State == GearState.Raised && m_Plane.Altitude < lowerAtAltitude && m_Rigidbody.velocity.y < 0)
+ {
+ m_State = GearState.Lowered;
+ }
+
+ // set the parameter on the animator controller to trigger the appropriate animation
+ m_Animator.SetInteger("GearState", (int) m_State);
+ }
+ }
+}
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+In the Car folder you'll find a few ready-made Car prefabs, which are used in the Car sample scenes. These prefabs demonstrate how you can use the Car scripts we've included, including some AI-controlled variants which are able to drive directly towards a specified target, or follow a waypoint-based route.
+
+The scripts included have been designed to be modular in nature, so that the extra features of a particular car can be set up (such as brake lights, engine sound, and skid trails).
+
+The simplest way to get started setting up your own car is to use our "CarPrefabEmpty", and to follow these steps:
+
+1) Start with a suitable scene. There ought to be enough flat ground to drive around on.
+
+2) Place the "CarPrefabEmpty" in the scene.
+
+3) Place your 3d model into the scene, as a child of the "CarPrefabEmpty" GameObject. Notice that your car model should be at the same level as the "WheelHub" objects that were already present.
+
+4) Make sure your car's position in the inspector is set to 0,0,0. This will ensure your car's position is aligned with the Empty Prefab's position.
+
+5) Expand the hierarchy of your car model in the hierarchy so that the wheel models of your car are visible.
+
+6) Select each "WheelHub" in turn, and drag the corresponding wheel model from your car into the "Wheel Model" slot of the Wheel component on the WheelHub GameObject. Then click the "Align to assigned wheel model". If your car has four wheels, you'll need to do this step four times, once for each wheel.
+
+7) Hit play, and try driving your car!
+
+You'll probably want to add a camera rig so that the camera follows the car as it drives off. See the Camera Rig guidelines for instructions on how to do that.
+
+The Car script exposes a number of properties which determine the power, maximum speed, and handling of the car, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of car handling. The gears and revs values are purely cosmetic, and are calculated retrospectively - they can be used by the engine sound component or GUI to display revs and gear.
+
+For more detail about each setting, see the comments in the script.
+
+The CarUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines.
+
+The sample scenes provided work on standalone builds and also include cross platform touch and tilt controls which are set up and ready to publish to mobile.
+
+The CarAIControl component can be added instead of the CarUserControl component, allowing the car to be AI controlled. You can set it up to either head towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. See the WaypointCircuit guidelines for instructions.
\ No newline at end of file
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+ pitchMultiplier: 1
+ lowPitchMin: 1
+ lowPitchMax: 5
+ highPitchMultiplier: 0.25
+ maxRolloffDistance: 500
+ dopplerLevel: 1
+ useDoppler: 1
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diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts.meta b/Assets/Standard Assets/Vehicles/Car/Scripts.meta
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diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs
new file mode 100644
index 0000000..34a4ea0
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs
@@ -0,0 +1,25 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ public class BrakeLight : MonoBehaviour
+ {
+ public CarController car; // reference to the car controller, must be dragged in inspector
+
+ private Renderer m_Renderer;
+
+
+ private void Start()
+ {
+ m_Renderer = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ // enable the Renderer when the car is braking, disable it otherwise.
+ m_Renderer.enabled = car.BrakeInput > 0f;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta
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diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs
new file mode 100644
index 0000000..52823c8
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs
@@ -0,0 +1,222 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Car
+{
+ [RequireComponent(typeof (CarController))]
+ public class CarAIControl : MonoBehaviour
+ {
+ public enum BrakeCondition
+ {
+ NeverBrake, // the car simply accelerates at full throttle all the time.
+ TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
+ TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
+ // head for a stationary target and come to rest when it arrives there.
+ }
+
+ // This script provides input to the car controller in the same way that the user control script does.
+ // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly.
+
+ // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly
+ // in speed and direction while driving towards their target.
+
+ [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious
+ [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution
+ [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins
+ [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!)
+ [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction
+ [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed
+ [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed
+ [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target
+ [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate
+ [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander
+ [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate
+ [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking?
+ [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped.
+ [SerializeField] private Transform m_Target; // 'target' the target object to aim for.
+ [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target?
+ [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving.
+
+ private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern)
+ private CarController m_CarController; // Reference to actual car controller we are controlling
+ private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with
+ private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding
+ private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding
+ private Rigidbody m_Rigidbody;
+
+
+ private void Awake()
+ {
+ // get the car controller reference
+ m_CarController = GetComponent();
+
+ // give the random perlin a random value
+ m_RandomPerlin = Random.value*100;
+
+ m_Rigidbody = GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ if (m_Target == null || !m_Driving)
+ {
+ // Car should not be moving,
+ // use handbrake to stop
+ m_CarController.Move(0, 0, -1f, 1f);
+ }
+ else
+ {
+ Vector3 fwd = transform.forward;
+ if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f)
+ {
+ fwd = m_Rigidbody.velocity;
+ }
+
+ float desiredSpeed = m_CarController.MaxSpeed;
+
+ // now it's time to decide if we should be slowing down...
+ switch (m_BrakeCondition)
+ {
+ case BrakeCondition.TargetDirectionDifference:
+ {
+ // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
+
+ // check out the angle of our target compared to the current direction of the car
+ float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd);
+
+ // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
+ float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
+
+ // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
+ float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle,
+ Mathf.Max(spinningAngle,
+ approachingCornerAngle));
+ desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
+ cautiousnessRequired);
+ break;
+ }
+
+ case BrakeCondition.TargetDistance:
+ {
+ // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
+ // head for a stationary target and come to rest when it arrives there.
+
+ // check out the distance to target
+ Vector3 delta = m_Target.position - transform.position;
+ float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude);
+
+ // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
+ float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
+
+ // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
+ float cautiousnessRequired = Mathf.Max(
+ Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
+ desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
+ cautiousnessRequired);
+ break;
+ }
+
+ case BrakeCondition.NeverBrake:
+ break;
+ }
+
+ // Evasive action due to collision with other cars:
+
+ // our target position starts off as the 'real' target position
+ Vector3 offsetTargetPos = m_Target.position;
+
+ // if are we currently taking evasive action to prevent being stuck against another car:
+ if (Time.time < m_AvoidOtherCarTime)
+ {
+ // slow down if necessary (if we were behind the other car when collision occured)
+ desiredSpeed *= m_AvoidOtherCarSlowdown;
+
+ // and veer towards the side of our path-to-target that is away from the other car
+ offsetTargetPos += m_Target.right*m_AvoidPathOffset;
+ }
+ else
+ {
+ // no need for evasive action, we can just wander across the path-to-target in a random way,
+ // which can help prevent AI from seeming too uniform and robotic in their driving
+ offsetTargetPos += m_Target.right*
+ (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
+ m_LateralWanderDistance;
+ }
+
+ // use different sensitivity depending on whether accelerating or braking:
+ float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed)
+ ? m_BrakeSensitivity
+ : m_AccelSensitivity;
+
+ // decide the actual amount of accel/brake input to achieve desired speed.
+ float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1);
+
+ // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
+ // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
+ accel *= (1 - m_AccelWanderAmount) +
+ (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount);
+
+ // calculate the local-relative position of the target, to steer towards
+ Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos);
+
+ // work out the local angle towards the target
+ float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg;
+
+ // get the amount of steering needed to aim the car towards the target
+ float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed);
+
+ // feed input to the car controller.
+ m_CarController.Move(steer, accel, accel, 0f);
+
+ // if appropriate, stop driving when we're close enough to the target.
+ if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold)
+ {
+ m_Driving = false;
+ }
+ }
+ }
+
+
+ private void OnCollisionStay(Collision col)
+ {
+ // detect collision against other cars, so that we can take evasive action
+ if (col.rigidbody != null)
+ {
+ var otherAI = col.rigidbody.GetComponent();
+ if (otherAI != null)
+ {
+ // we'll take evasive action for 1 second
+ m_AvoidOtherCarTime = Time.time + 1;
+
+ // but who's in front?...
+ if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90)
+ {
+ // the other ai is in front, so it is only good manners that we ought to brake...
+ m_AvoidOtherCarSlowdown = 0.5f;
+ }
+ else
+ {
+ // we're in front! ain't slowing down for anybody...
+ m_AvoidOtherCarSlowdown = 1;
+ }
+
+ // both cars should take evasive action by driving along an offset from the path centre,
+ // away from the other car
+ var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position);
+ float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z);
+ m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle);
+ }
+ }
+ }
+
+
+ public void SetTarget(Transform target)
+ {
+ m_Target = target;
+ m_Driving = true;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta
new file mode 100644
index 0000000..c2c68ae
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diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs
new file mode 100644
index 0000000..550149c
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs
@@ -0,0 +1,184 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ [RequireComponent(typeof (CarController))]
+ public class CarAudio : MonoBehaviour
+ {
+ // This script reads some of the car's current properties and plays sounds accordingly.
+ // The engine sound can be a simple single clip which is looped and pitched, or it
+ // can be a crossfaded blend of four clips which represent the timbre of the engine
+ // at different RPM and Throttle state.
+
+ // the engine clips should all be a steady pitch, not rising or falling.
+
+ // when using four channel engine crossfading, the four clips should be:
+ // lowAccelClip : The engine at low revs, with throttle open (i.e. begining acceleration at very low speed)
+ // highAccelClip : Thenengine at high revs, with throttle open (i.e. accelerating, but almost at max speed)
+ // lowDecelClip : The engine at low revs, with throttle at minimum (i.e. idling or engine-braking at very low speed)
+ // highDecelClip : Thenengine at high revs, with throttle at minimum (i.e. engine-braking at very high speed)
+
+ // For proper crossfading, the clips pitches should all match, with an octave offset between low and high.
+
+
+ public enum EngineAudioOptions // Options for the engine audio
+ {
+ Simple, // Simple style audio
+ FourChannel // four Channel audio
+ }
+
+ public EngineAudioOptions engineSoundStyle = EngineAudioOptions.FourChannel;// Set the default audio options to be four channel
+ public AudioClip lowAccelClip; // Audio clip for low acceleration
+ public AudioClip lowDecelClip; // Audio clip for low deceleration
+ public AudioClip highAccelClip; // Audio clip for high acceleration
+ public AudioClip highDecelClip; // Audio clip for high deceleration
+ public float pitchMultiplier = 1f; // Used for altering the pitch of audio clips
+ public float lowPitchMin = 1f; // The lowest possible pitch for the low sounds
+ public float lowPitchMax = 6f; // The highest possible pitch for the low sounds
+ public float highPitchMultiplier = 0.25f; // Used for altering the pitch of high sounds
+ public float maxRolloffDistance = 500; // The maximum distance where rollof starts to take place
+ public float dopplerLevel = 1; // The mount of doppler effect used in the audio
+ public bool useDoppler = true; // Toggle for using doppler
+
+ private AudioSource m_LowAccel; // Source for the low acceleration sounds
+ private AudioSource m_LowDecel; // Source for the low deceleration sounds
+ private AudioSource m_HighAccel; // Source for the high acceleration sounds
+ private AudioSource m_HighDecel; // Source for the high deceleration sounds
+ private bool m_StartedSound; // flag for knowing if we have started sounds
+ private CarController m_CarController; // Reference to car we are controlling
+
+
+ private void StartSound()
+ {
+ // get the carcontroller ( this will not be null as we have require component)
+ m_CarController = GetComponent();
+
+ // setup the simple audio source
+ m_HighAccel = SetUpEngineAudioSource(highAccelClip);
+
+ // if we have four channel audio setup the four audio sources
+ if (engineSoundStyle == EngineAudioOptions.FourChannel)
+ {
+ m_LowAccel = SetUpEngineAudioSource(lowAccelClip);
+ m_LowDecel = SetUpEngineAudioSource(lowDecelClip);
+ m_HighDecel = SetUpEngineAudioSource(highDecelClip);
+ }
+
+ // flag that we have started the sounds playing
+ m_StartedSound = true;
+ }
+
+
+ private void StopSound()
+ {
+ //Destroy all audio sources on this object:
+ foreach (var source in GetComponents())
+ {
+ Destroy(source);
+ }
+
+ m_StartedSound = false;
+ }
+
+
+ // Update is called once per frame
+ private void Update()
+ {
+ // get the distance to main camera
+ float camDist = (Camera.main.transform.position - transform.position).sqrMagnitude;
+
+ // stop sound if the object is beyond the maximum roll off distance
+ if (m_StartedSound && camDist > maxRolloffDistance*maxRolloffDistance)
+ {
+ StopSound();
+ }
+
+ // start the sound if not playing and it is nearer than the maximum distance
+ if (!m_StartedSound && camDist < maxRolloffDistance*maxRolloffDistance)
+ {
+ StartSound();
+ }
+
+ if (m_StartedSound)
+ {
+ // The pitch is interpolated between the min and max values, according to the car's revs.
+ float pitch = ULerp(lowPitchMin, lowPitchMax, m_CarController.Revs);
+
+ // clamp to minimum pitch (note, not clamped to max for high revs while burning out)
+ pitch = Mathf.Min(lowPitchMax, pitch);
+
+ if (engineSoundStyle == EngineAudioOptions.Simple)
+ {
+ // for 1 channel engine sound, it's oh so simple:
+ m_HighAccel.pitch = pitch*pitchMultiplier*highPitchMultiplier;
+ m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0;
+ m_HighAccel.volume = 1;
+ }
+ else
+ {
+ // for 4 channel engine sound, it's a little more complex:
+
+ // adjust the pitches based on the multipliers
+ m_LowAccel.pitch = pitch*pitchMultiplier;
+ m_LowDecel.pitch = pitch*pitchMultiplier;
+ m_HighAccel.pitch = pitch*highPitchMultiplier*pitchMultiplier;
+ m_HighDecel.pitch = pitch*highPitchMultiplier*pitchMultiplier;
+
+ // get values for fading the sounds based on the acceleration
+ float accFade = Mathf.Abs(m_CarController.AccelInput);
+ float decFade = 1 - accFade;
+
+ // get the high fade value based on the cars revs
+ float highFade = Mathf.InverseLerp(0.2f, 0.8f, m_CarController.Revs);
+ float lowFade = 1 - highFade;
+
+ // adjust the values to be more realistic
+ highFade = 1 - ((1 - highFade)*(1 - highFade));
+ lowFade = 1 - ((1 - lowFade)*(1 - lowFade));
+ accFade = 1 - ((1 - accFade)*(1 - accFade));
+ decFade = 1 - ((1 - decFade)*(1 - decFade));
+
+ // adjust the source volumes based on the fade values
+ m_LowAccel.volume = lowFade*accFade;
+ m_LowDecel.volume = lowFade*decFade;
+ m_HighAccel.volume = highFade*accFade;
+ m_HighDecel.volume = highFade*decFade;
+
+ // adjust the doppler levels
+ m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0;
+ m_LowAccel.dopplerLevel = useDoppler ? dopplerLevel : 0;
+ m_HighDecel.dopplerLevel = useDoppler ? dopplerLevel : 0;
+ m_LowDecel.dopplerLevel = useDoppler ? dopplerLevel : 0;
+ }
+ }
+ }
+
+
+ // sets up and adds new audio source to the gane object
+ private AudioSource SetUpEngineAudioSource(AudioClip clip)
+ {
+ // create the new audio source component on the game object and set up its properties
+ AudioSource source = gameObject.AddComponent();
+ source.clip = clip;
+ source.volume = 0;
+ source.loop = true;
+
+ // start the clip from a random point
+ source.time = Random.Range(0f, clip.length);
+ source.Play();
+ source.minDistance = 5;
+ source.maxDistance = maxRolloffDistance;
+ source.dopplerLevel = 0;
+ return source;
+ }
+
+
+ // unclamped versions of Lerp and Inverse Lerp, to allow value to exceed the from-to range
+ private static float ULerp(float from, float to, float value)
+ {
+ return (1.0f - value)*from + value*to;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta
new file mode 100644
index 0000000..c584876
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 20fa55eb64c5cea4aa3c71ae19c434bf
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs
new file mode 100644
index 0000000..defaa2b
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs
@@ -0,0 +1,368 @@
+using System;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Car
+{
+ internal enum CarDriveType
+ {
+ FrontWheelDrive,
+ RearWheelDrive,
+ FourWheelDrive
+ }
+
+ internal enum SpeedType
+ {
+ MPH,
+ KPH
+ }
+
+ public class CarController : MonoBehaviour
+ {
+ [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive;
+ [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4];
+ [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4];
+ [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4];
+ [SerializeField] private Vector3 m_CentreOfMassOffset;
+ [SerializeField] private float m_MaximumSteerAngle;
+ [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing
+ [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference
+ [SerializeField] private float m_FullTorqueOverAllWheels;
+ [SerializeField] private float m_ReverseTorque;
+ [SerializeField] private float m_MaxHandbrakeTorque;
+ [SerializeField] private float m_Downforce = 100f;
+ [SerializeField] private SpeedType m_SpeedType;
+ [SerializeField] private float m_Topspeed = 200;
+ [SerializeField] private static int NoOfGears = 5;
+ [SerializeField] private float m_RevRangeBoundary = 1f;
+ [SerializeField] private float m_SlipLimit;
+ [SerializeField] private float m_BrakeTorque;
+
+ private Quaternion[] m_WheelMeshLocalRotations;
+ private Vector3 m_Prevpos, m_Pos;
+ private float m_SteerAngle;
+ private int m_GearNum;
+ private float m_GearFactor;
+ private float m_OldRotation;
+ private float m_CurrentTorque;
+ private Rigidbody m_Rigidbody;
+ private const float k_ReversingThreshold = 0.01f;
+
+ public bool Skidding { get; private set; }
+ public float BrakeInput { get; private set; }
+ public float CurrentSteerAngle{ get { return m_SteerAngle; }}
+ public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }}
+ public float MaxSpeed{get { return m_Topspeed; }}
+ public float Revs { get; private set; }
+ public float AccelInput { get; private set; }
+
+ // Use this for initialization
+ private void Start()
+ {
+ m_WheelMeshLocalRotations = new Quaternion[4];
+ for (int i = 0; i < 4; i++)
+ {
+ m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation;
+ }
+ m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset;
+
+ m_MaxHandbrakeTorque = float.MaxValue;
+
+ m_Rigidbody = GetComponent();
+ m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels);
+ }
+
+
+ private void GearChanging()
+ {
+ float f = Mathf.Abs(CurrentSpeed/MaxSpeed);
+ float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1);
+ float downgearlimit = (1/(float) NoOfGears)*m_GearNum;
+
+ if (m_GearNum > 0 && f < downgearlimit)
+ {
+ m_GearNum--;
+ }
+
+ if (f > upgearlimit && (m_GearNum < (NoOfGears - 1)))
+ {
+ m_GearNum++;
+ }
+ }
+
+
+ // simple function to add a curved bias towards 1 for a value in the 0-1 range
+ private static float CurveFactor(float factor)
+ {
+ return 1 - (1 - factor)*(1 - factor);
+ }
+
+
+ // unclamped version of Lerp, to allow value to exceed the from-to range
+ private static float ULerp(float from, float to, float value)
+ {
+ return (1.0f - value)*from + value*to;
+ }
+
+
+ private void CalculateGearFactor()
+ {
+ float f = (1/(float) NoOfGears);
+ // gear factor is a normalised representation of the current speed within the current gear's range of speeds.
+ // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear.
+ var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed));
+ m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f);
+ }
+
+
+ private void CalculateRevs()
+ {
+ // calculate engine revs (for display / sound)
+ // (this is done in retrospect - revs are not used in force/power calculations)
+ CalculateGearFactor();
+ var gearNumFactor = m_GearNum/(float) NoOfGears;
+ var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor));
+ var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor);
+ Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor);
+ }
+
+
+ public void Move(float steering, float accel, float footbrake, float handbrake)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ Quaternion quat;
+ Vector3 position;
+ m_WheelColliders[i].GetWorldPose(out position, out quat);
+ m_WheelMeshes[i].transform.position = position;
+ m_WheelMeshes[i].transform.rotation = quat;
+ }
+
+ //clamp input values
+ steering = Mathf.Clamp(steering, -1, 1);
+ AccelInput = accel = Mathf.Clamp(accel, 0, 1);
+ BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0);
+ handbrake = Mathf.Clamp(handbrake, 0, 1);
+
+ //Set the steer on the front wheels.
+ //Assuming that wheels 0 and 1 are the front wheels.
+ m_SteerAngle = steering*m_MaximumSteerAngle;
+ m_WheelColliders[0].steerAngle = m_SteerAngle;
+ m_WheelColliders[1].steerAngle = m_SteerAngle;
+
+ SteerHelper();
+ ApplyDrive(accel, footbrake);
+ CapSpeed();
+
+ //Set the handbrake.
+ //Assuming that wheels 2 and 3 are the rear wheels.
+ if (handbrake > 0f)
+ {
+ var hbTorque = handbrake*m_MaxHandbrakeTorque;
+ m_WheelColliders[2].brakeTorque = hbTorque;
+ m_WheelColliders[3].brakeTorque = hbTorque;
+ }
+
+
+ CalculateRevs();
+ GearChanging();
+
+ AddDownForce();
+ CheckForWheelSpin();
+ TractionControl();
+ }
+
+
+ private void CapSpeed()
+ {
+ float speed = m_Rigidbody.velocity.magnitude;
+ switch (m_SpeedType)
+ {
+ case SpeedType.MPH:
+
+ speed *= 2.23693629f;
+ if (speed > m_Topspeed)
+ m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
+ break;
+
+ case SpeedType.KPH:
+ speed *= 3.6f;
+ if (speed > m_Topspeed)
+ m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
+ break;
+ }
+ }
+
+
+ private void ApplyDrive(float accel, float footbrake)
+ {
+
+ float thrustTorque;
+ switch (m_CarDriveType)
+ {
+ case CarDriveType.FourWheelDrive:
+ thrustTorque = accel * (m_CurrentTorque / 4f);
+ for (int i = 0; i < 4; i++)
+ {
+ m_WheelColliders[i].motorTorque = thrustTorque;
+ }
+ break;
+
+ case CarDriveType.FrontWheelDrive:
+ thrustTorque = accel * (m_CurrentTorque / 2f);
+ m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque;
+ break;
+
+ case CarDriveType.RearWheelDrive:
+ thrustTorque = accel * (m_CurrentTorque / 2f);
+ m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque;
+ break;
+
+ }
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f)
+ {
+ m_WheelColliders[i].brakeTorque = m_BrakeTorque*footbrake;
+ }
+ else if (footbrake > 0)
+ {
+ m_WheelColliders[i].brakeTorque = 0f;
+ m_WheelColliders[i].motorTorque = -m_ReverseTorque*footbrake;
+ }
+ }
+ }
+
+
+ private void SteerHelper()
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ WheelHit wheelhit;
+ m_WheelColliders[i].GetGroundHit(out wheelhit);
+ if (wheelhit.normal == Vector3.zero)
+ return; // wheels arent on the ground so dont realign the rigidbody velocity
+ }
+
+ // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction
+ if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f)
+ {
+ var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper;
+ Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up);
+ m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity;
+ }
+ m_OldRotation = transform.eulerAngles.y;
+ }
+
+
+ // this is used to add more grip in relation to speed
+ private void AddDownForce()
+ {
+ m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce*
+ m_WheelColliders[0].attachedRigidbody.velocity.magnitude);
+ }
+
+
+ // checks if the wheels are spinning and is so does three things
+ // 1) emits particles
+ // 2) plays tiure skidding sounds
+ // 3) leaves skidmarks on the ground
+ // these effects are controlled through the WheelEffects class
+ private void CheckForWheelSpin()
+ {
+ // loop through all wheels
+ for (int i = 0; i < 4; i++)
+ {
+ WheelHit wheelHit;
+ m_WheelColliders[i].GetGroundHit(out wheelHit);
+
+ // is the tire slipping above the given threshhold
+ if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit)
+ {
+ m_WheelEffects[i].EmitTyreSmoke();
+
+ // avoiding all four tires screeching at the same time
+ // if they do it can lead to some strange audio artefacts
+ if (!AnySkidSoundPlaying())
+ {
+ m_WheelEffects[i].PlayAudio();
+ }
+ continue;
+ }
+
+ // if it wasnt slipping stop all the audio
+ if (m_WheelEffects[i].PlayingAudio)
+ {
+ m_WheelEffects[i].StopAudio();
+ }
+ // end the trail generation
+ m_WheelEffects[i].EndSkidTrail();
+ }
+ }
+
+ // crude traction control that reduces the power to wheel if the car is wheel spinning too much
+ private void TractionControl()
+ {
+ WheelHit wheelHit;
+ switch (m_CarDriveType)
+ {
+ case CarDriveType.FourWheelDrive:
+ // loop through all wheels
+ for (int i = 0; i < 4; i++)
+ {
+ m_WheelColliders[i].GetGroundHit(out wheelHit);
+
+ AdjustTorque(wheelHit.forwardSlip);
+ }
+ break;
+
+ case CarDriveType.RearWheelDrive:
+ m_WheelColliders[2].GetGroundHit(out wheelHit);
+ AdjustTorque(wheelHit.forwardSlip);
+
+ m_WheelColliders[3].GetGroundHit(out wheelHit);
+ AdjustTorque(wheelHit.forwardSlip);
+ break;
+
+ case CarDriveType.FrontWheelDrive:
+ m_WheelColliders[0].GetGroundHit(out wheelHit);
+ AdjustTorque(wheelHit.forwardSlip);
+
+ m_WheelColliders[1].GetGroundHit(out wheelHit);
+ AdjustTorque(wheelHit.forwardSlip);
+ break;
+ }
+ }
+
+
+ private void AdjustTorque(float forwardSlip)
+ {
+ if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0)
+ {
+ m_CurrentTorque -= 10 * m_TractionControl;
+ }
+ else
+ {
+ m_CurrentTorque += 10 * m_TractionControl;
+ if (m_CurrentTorque > m_FullTorqueOverAllWheels)
+ {
+ m_CurrentTorque = m_FullTorqueOverAllWheels;
+ }
+ }
+ }
+
+
+ private bool AnySkidSoundPlaying()
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ if (m_WheelEffects[i].PlayingAudio)
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta
new file mode 100644
index 0000000..7f5da0b
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3ea65b38d485c374caa584a03f1de571
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs
new file mode 100644
index 0000000..1769c53
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs
@@ -0,0 +1,45 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ public class CarSelfRighting : MonoBehaviour
+ {
+ // Automatically put the car the right way up, if it has come to rest upside-down.
+ [SerializeField] private float m_WaitTime = 3f; // time to wait before self righting
+ [SerializeField] private float m_VelocityThreshold = 1f; // the velocity below which the car is considered stationary for self-righting
+
+ private float m_LastOkTime; // the last time that the car was in an OK state
+ private Rigidbody m_Rigidbody;
+
+
+ private void Start()
+ {
+ m_Rigidbody = GetComponent();
+ }
+
+
+ private void Update()
+ {
+ // is the car is the right way up
+ if (transform.up.y > 0f || m_Rigidbody.velocity.magnitude > m_VelocityThreshold)
+ {
+ m_LastOkTime = Time.time;
+ }
+
+ if (Time.time > m_LastOkTime + m_WaitTime)
+ {
+ RightCar();
+ }
+ }
+
+
+ // put the car back the right way up:
+ private void RightCar()
+ {
+ // set the correct orientation for the car, and lift it off the ground a little
+ transform.position += Vector3.up;
+ transform.rotation = Quaternion.LookRotation(transform.forward);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta
new file mode 100644
index 0000000..bb1395f
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9db865986f75ee44eba89ace4646af65
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs
new file mode 100644
index 0000000..09d010d
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs
@@ -0,0 +1,33 @@
+using System;
+using UnityEngine;
+using UnityStandardAssets.CrossPlatformInput;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ [RequireComponent(typeof (CarController))]
+ public class CarUserControl : MonoBehaviour
+ {
+ private CarController m_Car; // the car controller we want to use
+
+
+ private void Awake()
+ {
+ // get the car controller
+ m_Car = GetComponent();
+ }
+
+
+ private void FixedUpdate()
+ {
+ // pass the input to the car!
+ float h = CrossPlatformInputManager.GetAxis("Horizontal");
+ float v = CrossPlatformInputManager.GetAxis("Vertical");
+#if !MOBILE_INPUT
+ float handbrake = CrossPlatformInputManager.GetAxis("Jump");
+ m_Car.Move(h, v, v, handbrake);
+#else
+ m_Car.Move(h, v, v, 0f);
+#endif
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta
new file mode 100644
index 0000000..57a13fe
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 96468c245ae8e0d4f8f1c7a7b8b0542e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs
new file mode 100644
index 0000000..895d49f
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs
@@ -0,0 +1,27 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels
+ // which have to turn with the wheels when steering is applied.
+
+ public class Mudguard : MonoBehaviour
+ {
+ public CarController carController; // car controller to get the steering angle
+
+ private Quaternion m_OriginalRotation;
+
+
+ private void Start()
+ {
+ m_OriginalRotation = transform.localRotation;
+ }
+
+
+ private void Update()
+ {
+ transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta
new file mode 100644
index 0000000..e1e9ce0
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 459cec5b068041e44a60a6e3b6abb0eb
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs
new file mode 100644
index 0000000..3f3b1d1
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs
@@ -0,0 +1,26 @@
+using System;
+using System.Collections;
+using UnityEngine;
+
+#pragma warning disable 649
+namespace UnityStandardAssets.Vehicles.Car
+{
+ public class SkidTrail : MonoBehaviour
+ {
+ [SerializeField] private float m_PersistTime;
+
+
+ private IEnumerator Start()
+ {
+ while (true)
+ {
+ yield return null;
+
+ if (transform.parent.parent == null)
+ {
+ Destroy(gameObject, m_PersistTime);
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta
new file mode 100644
index 0000000..561efad
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9ce3a3a1349a5774b94761844e652a65
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs
new file mode 100644
index 0000000..fc63f5d
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs
@@ -0,0 +1,29 @@
+using System;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ // this script is specific to the car supplied in the the assets
+ // it controls the suspension hub to make it move with the wheel are it goes over bumps
+ public class Suspension : MonoBehaviour
+ {
+ public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension
+
+
+ private Vector3 m_TargetOriginalPosition;
+ private Vector3 m_Origin;
+
+
+ private void Start()
+ {
+ m_TargetOriginalPosition = wheel.transform.localPosition;
+ m_Origin = transform.localPosition;
+ }
+
+
+ private void Update()
+ {
+ transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta
new file mode 100644
index 0000000..e01b402
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9ec1e45165d1f2544bff59f5a80db8ab
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs
new file mode 100644
index 0000000..a601fbe
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs
@@ -0,0 +1,94 @@
+using System.Collections;
+using UnityEngine;
+
+namespace UnityStandardAssets.Vehicles.Car
+{
+ [RequireComponent(typeof (AudioSource))]
+ public class WheelEffects : MonoBehaviour
+ {
+ public Transform SkidTrailPrefab;
+ public static Transform skidTrailsDetachedParent;
+ public ParticleSystem skidParticles;
+ public bool skidding { get; private set; }
+ public bool PlayingAudio { get; private set; }
+
+
+ private AudioSource m_AudioSource;
+ private Transform m_SkidTrail;
+ private WheelCollider m_WheelCollider;
+
+
+ private void Start()
+ {
+ skidParticles = transform.root.GetComponentInChildren();
+
+ if (skidParticles == null)
+ {
+ Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject);
+ }
+ else
+ {
+ skidParticles.Stop();
+ }
+
+ m_WheelCollider = GetComponent();
+ m_AudioSource = GetComponent();
+ PlayingAudio = false;
+
+ if (skidTrailsDetachedParent == null)
+ {
+ skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform;
+ }
+ }
+
+
+ public void EmitTyreSmoke()
+ {
+ skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius;
+ skidParticles.Emit(1);
+ if (!skidding)
+ {
+ StartCoroutine(StartSkidTrail());
+ }
+ }
+
+
+ public void PlayAudio()
+ {
+ m_AudioSource.Play();
+ PlayingAudio = true;
+ }
+
+
+ public void StopAudio()
+ {
+ m_AudioSource.Stop();
+ PlayingAudio = false;
+ }
+
+
+ public IEnumerator StartSkidTrail()
+ {
+ skidding = true;
+ m_SkidTrail = Instantiate(SkidTrailPrefab);
+ while (m_SkidTrail == null)
+ {
+ yield return null;
+ }
+ m_SkidTrail.parent = transform;
+ m_SkidTrail.localPosition = -Vector3.up*m_WheelCollider.radius;
+ }
+
+
+ public void EndSkidTrail()
+ {
+ if (!skidding)
+ {
+ return;
+ }
+ skidding = false;
+ m_SkidTrail.parent = skidTrailsDetachedParent;
+ Destroy(m_SkidTrail.gameObject, 10);
+ }
+ }
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta
new file mode 100644
index 0000000..82e2ec3
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@@ -0,0 +1,9 @@
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diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders.meta b/Assets/Standard Assets/Vehicles/Car/Shaders.meta
new file mode 100644
index 0000000..fb52804
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders.meta
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
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diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader b/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader
new file mode 100644
index 0000000..013fe8a
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader
@@ -0,0 +1,40 @@
+Shader "Reflective/Diffuse Transperant" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
+ _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
+ _Cube ("Reflection Cubemap", Cube) = "_Skybox" { }
+}
+SubShader {
+ LOD 300
+ Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
+
+CGPROGRAM
+#pragma surface surf Lambert alpha
+
+sampler2D _MainTex;
+samplerCUBE _Cube;
+
+fixed4 _Color;
+fixed4 _ReflectColor;
+
+struct Input {
+ float2 uv_MainTex;
+ float3 worldRefl;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ fixed4 c = tex * _Color;
+ o.Albedo = c.rgb;
+
+ fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
+ reflcol *= tex.a;
+ o.Emission = reflcol.rgb * _ReflectColor.rgb;
+ o.Alpha = c.a;
+}
+ENDCG
+}
+
+FallBack "Reflective/VertexLit"
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader.meta b/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader.meta
new file mode 100644
index 0000000..4d6f4a0
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader.meta
@@ -0,0 +1,6 @@
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diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader
new file mode 100644
index 0000000..5483d42
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader
@@ -0,0 +1,44 @@
+Shader "Reflective/Diffuse Reflection Spec" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
+ _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
+ _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
+ _MainTex ("Base (RGB) RefStrength+Gloss (A)", 2D) = "white" {}
+ _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
+}
+SubShader {
+ LOD 200
+ Tags { "RenderType"="Opaque" }
+
+CGPROGRAM
+#pragma surface surf BlinnPhong
+
+sampler2D _MainTex;
+samplerCUBE _Cube;
+
+fixed4 _Color;
+fixed4 _ReflectColor;
+half _Shininess;
+
+struct Input {
+ float2 uv_MainTex;
+ float3 worldRefl;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ fixed4 c = tex * _Color;
+ o.Albedo = c.rgb;
+ o.Gloss = tex.a;
+ fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
+ reflcol *= tex.a;
+ o.Specular = _Shininess;
+ o.Emission = reflcol.rgb * _ReflectColor.rgb * tex.a;
+
+}
+ENDCG
+}
+
+FallBack "Reflective/VertexLit"
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader.meta b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader.meta
new file mode 100644
index 0000000..d9cdc94
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpec.shader.meta
@@ -0,0 +1,6 @@
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diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader
new file mode 100644
index 0000000..9639367
--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader
@@ -0,0 +1,45 @@
+Shader "Reflective/Diffuse Reflection Spec Transp" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
+ _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
+ _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
+ _MainTex ("Base (RGB) RefStrength+Gloss (A)", 2D) = "white" {}
+ _Cube ("Reflection Cubemap", Cube) = "_Skybox" { TexGen CubeReflect }
+}
+SubShader {
+ LOD 300
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transperant" }
+
+CGPROGRAM
+#pragma surface surf BlinnPhong alpha
+
+sampler2D _MainTex;
+samplerCUBE _Cube;
+
+fixed4 _Color;
+fixed4 _ReflectColor;
+half _Shininess;
+
+struct Input {
+ float2 uv_MainTex;
+ float3 worldRefl;
+};
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
+ fixed4 c = tex * _Color;
+ o.Albedo = c.rgb;
+ o.Gloss = tex.a;
+ fixed4 reflcol = texCUBE (_Cube, IN.worldRefl);
+ reflcol *= tex.a;
+ o.Alpha = _Color.a;
+ o.Specular = _Shininess;
+ o.Emission = reflcol.rgb * _ReflectColor.rgb * tex.a;
+
+}
+ENDCG
+}
+
+FallBack "Reflective/VertexLit"
+}
diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader.meta b/Assets/Standard Assets/Vehicles/Car/Shaders/ReflectiveDiffuseSpecTransp.shader.meta
new file mode 100644
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diff --git a/Assets/Standard Assets/Vehicles/Car/Textures/ParticleCloudWhite.png b/Assets/Standard Assets/Vehicles/Car/Textures/ParticleCloudWhite.png
new file mode 100644
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--- /dev/null
+++ b/Assets/Standard Assets/Vehicles/Car/Textures/ParticleCloudWhite.png
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new file mode 100644
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diff --git a/Assets/Standard Assets/Vehicles/Car/Textures/SkidTrailAlbedo.png b/Assets/Standard Assets/Vehicles/Car/Textures/SkidTrailAlbedo.png
new file mode 100644
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