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guid: 45734a0f0d2278b4d8f273e104a45dbd
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 112000000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 358842
|
||||
packageName: 'Tensio: Advanced Rope Physics'
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/FuzzyLogicLab/Tensio/Demos/Scenes/WrenchScene/LightingData.asset
|
||||
uploadId: 887878
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dfe5f58d6075e3641ba8dee61281b7f6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,131 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Tensio.Demos
|
||||
{
|
||||
[AddComponentMenu("Tensio/Demo/Advanced FPS Counter")]
|
||||
public class AdvancedFPSCounter : MonoBehaviour
|
||||
{
|
||||
[Header("Settings")] public Color graphColor = Color.green;
|
||||
public Vector2 position = new Vector2(10, 10);
|
||||
public int graphHeight = 50;
|
||||
public int graphWidth = 150;
|
||||
public float updateInterval = 0.5f;
|
||||
|
||||
private float accum = 0;
|
||||
private int frames = 0;
|
||||
private float timeLeft;
|
||||
|
||||
private float currentFPS;
|
||||
private float minFPS = float.MaxValue;
|
||||
private float maxFPS = 0;
|
||||
private float avgFPS;
|
||||
private float msec;
|
||||
|
||||
private List<float> fpsHistory = new List<float>();
|
||||
private GUIStyle textStyle = new GUIStyle();
|
||||
private Texture2D graphBackground;
|
||||
private Material lineMaterial;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
timeLeft = updateInterval;
|
||||
textStyle.normal.textColor = Color.white;
|
||||
textStyle.fontSize = 14;
|
||||
textStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
graphBackground = new Texture2D(1, 1);
|
||||
graphBackground.SetPixel(0, 0, new Color(0, 0, 0, 0.5f));
|
||||
graphBackground.Apply();
|
||||
|
||||
// Create a simple material for drawing lines
|
||||
Shader shader = Shader.Find("Hidden/Internal-Colored");
|
||||
lineMaterial = new Material(shader);
|
||||
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
|
||||
// Turn on alpha blending
|
||||
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
|
||||
// Turn backface culling off
|
||||
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
|
||||
// Turn off depth writes
|
||||
lineMaterial.SetInt("_ZWrite", 0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float deltaTime = Time.unscaledDeltaTime;
|
||||
accum += Time.unscaledDeltaTime;
|
||||
frames++;
|
||||
msec = deltaTime * 1000.0f;
|
||||
|
||||
timeLeft -= deltaTime;
|
||||
if (timeLeft <= 0.0)
|
||||
{
|
||||
currentFPS = frames / accum;
|
||||
|
||||
if (currentFPS < minFPS && frames > 10) minFPS = currentFPS;
|
||||
if (currentFPS > maxFPS) maxFPS = currentFPS;
|
||||
|
||||
fpsHistory.Add(currentFPS);
|
||||
if (fpsHistory.Count > graphWidth) fpsHistory.RemoveAt(0);
|
||||
|
||||
// Calculate Average from history
|
||||
float total = 0f;
|
||||
for (int i = 0; i < fpsHistory.Count; i++)
|
||||
{
|
||||
total += fpsHistory[i];
|
||||
}
|
||||
avgFPS = total / fpsHistory.Count;
|
||||
|
||||
timeLeft = updateInterval;
|
||||
accum = 0.0f;
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.DrawTexture(new Rect(position.x, position.y, graphWidth + 10, graphHeight + 85), graphBackground);
|
||||
|
||||
string label = string.Format(" FPS: {0:F1}\n MS: {1:F1}\n AVG: {2:F1}\n MIN: {3:F1} | MAX: {4:F1}",
|
||||
currentFPS, msec, avgFPS, minFPS == float.MaxValue ? 0 : minFPS, maxFPS);
|
||||
|
||||
GUI.Label(new Rect(position.x + 5, position.y + 5, 200, 100), label, textStyle);
|
||||
|
||||
if (Event.current.type == EventType.Repaint)
|
||||
{
|
||||
DrawGraphGL();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawGraphGL()
|
||||
{
|
||||
if (fpsHistory.Count < 2) return;
|
||||
|
||||
lineMaterial.SetPass(0);
|
||||
|
||||
GL.PushMatrix();
|
||||
GL.LoadPixelMatrix();
|
||||
GL.Begin(GL.LINES);
|
||||
GL.Color(graphColor);
|
||||
|
||||
for (int i = 0; i < fpsHistory.Count - 1; i++)
|
||||
{
|
||||
float x1 = position.x + 5 + i;
|
||||
float x2 = position.x + 5 + i + 1;
|
||||
|
||||
float val1 = Mathf.Clamp(fpsHistory[i], 0, 120);
|
||||
float val2 = Mathf.Clamp(fpsHistory[i + 1], 0, 120);
|
||||
|
||||
float y1 = position.y + 80 + graphHeight - (val1 * (graphHeight / 120f));
|
||||
float y2 = position.y + 80 + graphHeight - (val2 * (graphHeight / 120f));
|
||||
|
||||
GL.Vertex3(x1, y1, 0);
|
||||
GL.Vertex3(x2, y2, 0);
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0643fa90c8d460e45b9b325696a8b4a2
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 358842
|
||||
packageName: 'Tensio: Advanced Rope Physics'
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/FuzzyLogicLab/Tensio/Demos/Scripts/AdvancedFPSCounter.cs
|
||||
uploadId: 887878
|
||||
@@ -1,100 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Tensio.Demos
|
||||
{
|
||||
[AddComponentMenu("Tensio/Demo/Draggable Physics")]
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class DraggablePhysics : MonoBehaviour
|
||||
{
|
||||
[Header("Drag Settings")]
|
||||
public float springForce = 500f;
|
||||
public float damper = 5f;
|
||||
public float dragDistance = 0.2f;
|
||||
|
||||
[Header("Visuals")]
|
||||
public Color dragColor = Color.cyan;
|
||||
public float lineWidth = 0.05f;
|
||||
|
||||
private SpringJoint _currentJoint;
|
||||
private Rigidbody _targetRigidbody;
|
||||
private LineRenderer _lineRenderer;
|
||||
private float _distanceToCamera;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_lineRenderer = GetComponent<LineRenderer>();
|
||||
_lineRenderer.startWidth = lineWidth;
|
||||
_lineRenderer.endWidth = lineWidth;
|
||||
_lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
|
||||
_lineRenderer.startColor = dragColor;
|
||||
_lineRenderer.endColor = new Color(dragColor.r, dragColor.g, dragColor.b, 0f);
|
||||
_lineRenderer.enabled = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
RaycastHit hit;
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
if (hit.rigidbody != null && !hit.rigidbody.isKinematic)
|
||||
{
|
||||
StartDragging(hit.rigidbody, hit.point);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
StopDragging();
|
||||
}
|
||||
|
||||
if (_currentJoint != null)
|
||||
{
|
||||
Vector3 mousePos = Input.mousePosition;
|
||||
mousePos.z = _distanceToCamera;
|
||||
Vector3 worldTarget = Camera.main.ScreenToWorldPoint(mousePos);
|
||||
|
||||
_currentJoint.connectedAnchor = worldTarget;
|
||||
|
||||
_lineRenderer.SetPosition(0, _targetRigidbody.transform.position);
|
||||
_lineRenderer.SetPosition(1, worldTarget);
|
||||
}
|
||||
}
|
||||
|
||||
void StartDragging(Rigidbody target, Vector3 hitPoint)
|
||||
{
|
||||
_targetRigidbody = target;
|
||||
|
||||
_distanceToCamera = Vector3.Distance(Camera.main.transform.position, target.transform.position);
|
||||
|
||||
_currentJoint = target.gameObject.AddComponent<SpringJoint>();
|
||||
|
||||
_currentJoint.spring = springForce;
|
||||
_currentJoint.damper = damper;
|
||||
_currentJoint.maxDistance = dragDistance;
|
||||
_currentJoint.autoConfigureConnectedAnchor = false;
|
||||
|
||||
_currentJoint.anchor = Vector3.zero;
|
||||
|
||||
_currentJoint.connectedAnchor = hitPoint;
|
||||
|
||||
_lineRenderer.enabled = true;
|
||||
}
|
||||
|
||||
void StopDragging()
|
||||
{
|
||||
if (_currentJoint != null)
|
||||
{
|
||||
Destroy(_currentJoint);
|
||||
_currentJoint = null;
|
||||
}
|
||||
|
||||
_targetRigidbody = null;
|
||||
_lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60cf08df9029f9041b1289adfd10e40c
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 358842
|
||||
packageName: 'Tensio: Advanced Rope Physics'
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/FuzzyLogicLab/Tensio/Demos/Scripts/DraggablePhysics.cs
|
||||
uploadId: 887878
|
||||
@@ -1,133 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Tensio.Demos
|
||||
{
|
||||
[AddComponentMenu("Tensio/Demo/FPS Controller")]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class FPSController : MonoBehaviour
|
||||
{
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 4500f;
|
||||
public float maxSpeed = 8f;
|
||||
public float jumpForce = 550f;
|
||||
public float airMultiplier = 0.4f;
|
||||
|
||||
[Header("Drag Settings")]
|
||||
public float groundDrag = 6f;
|
||||
public float airDrag = 1f;
|
||||
|
||||
[Header("Mouse Look Settings")]
|
||||
public Transform playerCamera;
|
||||
public float sensitivityX = 2f;
|
||||
public float sensitivityY = 2f;
|
||||
public float lookXLimit = 85f;
|
||||
|
||||
[Header("Ground Detection")]
|
||||
public LayerMask groundLayer;
|
||||
public Transform groundCheck;
|
||||
public float groundDistance = 0.4f;
|
||||
|
||||
// --- State ---
|
||||
private bool _isGrounded;
|
||||
private Rigidbody _rb;
|
||||
private float _rotationX = 0f;
|
||||
private Vector2 _input;
|
||||
|
||||
public bool isGrappling = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
_rb.freezeRotation = true;
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
_isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundLayer);
|
||||
|
||||
HandleMouseLook();
|
||||
|
||||
_input.x = Input.GetAxisRaw("Horizontal");
|
||||
_input.y = Input.GetAxisRaw("Vertical");
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space) && _isGrounded && !isGrappling)
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
|
||||
if (isGrappling)
|
||||
{
|
||||
_rb.linearDamping = 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_rb.linearDamping = _isGrounded ? groundDrag : airDrag;
|
||||
}
|
||||
|
||||
if (!isGrappling)
|
||||
{
|
||||
LimitSpeed();
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!isGrappling)
|
||||
{
|
||||
MovePlayer();
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMouseLook()
|
||||
{
|
||||
float mouseX = Input.GetAxis("Mouse X") * sensitivityX;
|
||||
float mouseY = Input.GetAxis("Mouse Y") * sensitivityY;
|
||||
|
||||
_rotationX -= mouseY;
|
||||
_rotationX = Mathf.Clamp(_rotationX, -lookXLimit, lookXLimit);
|
||||
playerCamera.localRotation = Quaternion.Euler(_rotationX, 0, 0);
|
||||
|
||||
transform.rotation *= Quaternion.Euler(0, mouseX, 0);
|
||||
}
|
||||
|
||||
void MovePlayer()
|
||||
{
|
||||
Vector3 moveDir = transform.forward * _input.y + transform.right * _input.x;
|
||||
moveDir.Normalize();
|
||||
|
||||
if (_isGrounded)
|
||||
{
|
||||
_rb.AddForce(moveDir * moveSpeed * Time.fixedDeltaTime, ForceMode.Force);
|
||||
}
|
||||
else
|
||||
{
|
||||
_rb.AddForce(moveDir * moveSpeed * airMultiplier * Time.fixedDeltaTime, ForceMode.Force);
|
||||
}
|
||||
}
|
||||
|
||||
void LimitSpeed()
|
||||
{
|
||||
Vector3 flatVel = new Vector3(_rb.linearVelocity.x, 0f, _rb.linearVelocity.z);
|
||||
|
||||
if (flatVel.magnitude > maxSpeed)
|
||||
{
|
||||
Vector3 limitedVel = flatVel.normalized * maxSpeed;
|
||||
_rb.linearVelocity = new Vector3(limitedVel.x, _rb.linearVelocity.y, limitedVel.z);
|
||||
}
|
||||
}
|
||||
|
||||
void Jump()
|
||||
{
|
||||
_rb.linearVelocity = new Vector3(_rb.linearVelocity.x, 0f, _rb.linearVelocity.z);
|
||||
_rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
public void SetGrapplingStatus(bool active)
|
||||
{
|
||||
isGrappling = active;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5cd13b5ab0000c449ad4ccd5930cd9f8
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 358842
|
||||
packageName: 'Tensio: Advanced Rope Physics'
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/FuzzyLogicLab/Tensio/Demos/Scripts/FPSController.cs
|
||||
uploadId: 887878
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user