重新导入插件

This commit is contained in:
2025-05-28 11:26:34 +08:00
parent ecd25ce410
commit 69c57e3a39
261 changed files with 180 additions and 40970 deletions

View File

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View File

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View File

@@ -102,8 +102,8 @@ namespace WaveHarmonic.Crest.Watercraft.Examples
input.z += Keyboard.current[_DriveBackward].isPressed ? -1f : 0f;
input.x += Keyboard.current[_SteerLeftward].isPressed ? -1f : 0f;
input.x += Keyboard.current[_SteerRightward].isPressed ? 1f : 0f;
// input.y += Keyboard.current[_FloatUpward].isPressed ? 1f : 0f;
// input.y += Keyboard.current[_FloatDownward].isPressed ? -1f : 0f;
input.y += Keyboard.current[_FloatUpward].isPressed ? 1f : 0f;
input.y += Keyboard.current[_FloatDownward].isPressed ? -1f : 0f;
#else
input.z = UnityEngine.Input.GetAxis(_DriveInputAxis);
input.x = UnityEngine.Input.GetAxis(_SteerInputAxis);

View File

@@ -3,8 +3,7 @@
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],
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View File

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("WaveHarmonic.Crest.Samples.Submarine")]
// Define empty namespaces for when assemblies are not present.
namespace UnityEngine.InputSystem { }

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#if d_Unity_InputSystem && ENABLE_INPUT_SYSTEM
#define d_InputSystem
#endif
using UnityEngine;
using UnityEngine.InputSystem;
#pragma warning disable CS0414
namespace WaveHarmonic.Crest.Watercraft.Examples
{
sealed class PlayerControl : Control
{
[SerializeField, HideInInspector]
int _Version = 0;
#if d_InputSystem
[SerializeField]
Key _DriveForward = Key.W;
[SerializeField]
Key _DriveBackward = Key.S;
[SerializeField]
Key _SteerLeftward = Key.A;
[SerializeField]
Key _SteerRightward = Key.D;
[SerializeField]
Key _FloatUpward = Key.E;
[SerializeField]
Key _FloatDownward = Key.Q;
#else
[SerializeField]
int _DriveForward;
[SerializeField]
int _DriveBackward;
[SerializeField]
int _SteerLeftward;
[SerializeField]
int _SteerRightward;
[SerializeField]
int _FloatUpward;
[SerializeField]
int _FloatDownward;
#endif
#if d_InputSystem
[HideInInspector]
#endif
[Tooltip("The input axis name for throttle. See Project Settings > Input Manager.")]
[SerializeField]
string _DriveInputAxis = "Vertical";
#if d_InputSystem
[HideInInspector]
#endif
[Tooltip("The input axis name for steering. See Project Settings > Input Manager.")]
[SerializeField]
string _SteerInputAxis = "Horizontal";
#if d_InputSystem
[HideInInspector]
#endif
[SerializeField]
KeyCode _FloatUpwards = KeyCode.E;
#if d_InputSystem
[HideInInspector]
#endif
[SerializeField]
KeyCode _FloatDownwards = KeyCode.Q;
[Tooltip("Whether to allow submerge control.")]
[SerializeField]
bool _Submersible;
#pragma warning disable UNT0001
// Here to force the checkbox to show.
void Start() { }
#pragma warning restore UNT0001
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{
get
{
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var input = Vector3.zero;
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input.y += UnityEngine.Input.GetKey(_FloatUpwards) ? 1f : 0f;
input.y += UnityEngine.Input.GetKey(_FloatDownwards) ? -1f : 0f;
#endif
// Steering towards same direction as forward when going backwards.
if (input.z < 0f) input.x *= -1f;
if (!_Submersible) input.y = 0f;
return input;
}
}
}
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