移除ECM2

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2025-05-11 21:42:51 +08:00
parent aadd564c38
commit a7bf033ca9
726 changed files with 0 additions and 138648 deletions

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using UnityEngine;
namespace ECM2.Examples.FirstPerson
{
/// <summary>
/// This example extends a Character (through inheritance), implementing a First Person control.
/// </summary>
public class FirstPersonCharacter : Character
{
[Tooltip("The first person camera parent.")]
public GameObject cameraParent;
private float _cameraPitch;
/// <summary>
/// Add input (affecting Yaw).
/// This is applied to the Character's rotation.
/// </summary>
public virtual void AddControlYawInput(float value)
{
if (value != 0.0f)
AddYawInput(value);
}
/// <summary>
/// Add input (affecting Pitch).
/// This is applied to the cameraParent's local rotation.
/// </summary>
public virtual void AddControlPitchInput(float value, float minPitch = -80.0f, float maxPitch = 80.0f)
{
if (value != 0.0f)
_cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minPitch, maxPitch);
}
/// <summary>
/// Update cameraParent local rotation applying current _cameraPitch value.
/// </summary>
protected virtual void UpdateCameraParentRotation()
{
cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
}
/// <summary>
/// If overriden, base method MUST be called.
/// </summary>
protected virtual void LateUpdate()
{
UpdateCameraParentRotation();
}
/// <summary>
/// If overriden, base method MUST be called.
/// </summary>
protected override void Reset()
{
// Call base method implementation
base.Reset();
// Disable character's rotation,
// it is handled by the AddControlYawInput method
SetRotationMode(RotationMode.None);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Examples.FirstPerson
{
/// <summary>
/// First person character input.
/// Extends the default CharacterInput component adding support for typical first person controls.
/// </summary>
public class FirstPersonInput : CharacterInput
{
[Space(15.0f)]
public bool invertLook = true;
[Tooltip("Look sensitivity")]
public Vector2 sensitivity = new Vector2(0.05f, 0.05f);
[Space(15.0f)]
[Tooltip("How far in degrees can you move the camera down.")]
public float minPitch = -80.0f;
[Tooltip("How far in degrees can you move the camera up.")]
public float maxPitch = 80.0f;
/// <summary>
/// Cached FirstPersonCharacter.
/// </summary>
public FirstPersonCharacter firstPersonCharacter { get; private set; }
/// <summary>
/// Movement InputAction.
/// </summary>
public InputAction lookInputAction { get; set; }
/// <summary>
/// Polls look InputAction (if any).
/// Return its current value or zero if no valid InputAction found.
/// </summary>
public Vector2 GetLookInput()
{
return lookInputAction?.ReadValue<Vector2>() ?? Vector2.zero;
}
/// <summary>
/// Initialize player InputActions (if any).
/// E.g. Subscribe to input action events and enable input actions here.
/// </summary>
protected override void InitPlayerInput()
{
base.InitPlayerInput();
// Look input action (no handler, this is polled, e.g. GetLookInput())
lookInputAction = inputActionsAsset.FindAction("Look");
lookInputAction?.Enable();
}
/// <summary>
/// Unsubscribe from input action events and disable input actions.
/// </summary>
protected override void DeinitPlayerInput()
{
base.DeinitPlayerInput();
// Unsubscribe from input action events and disable input actions
if (lookInputAction != null)
{
lookInputAction.Disable();
lookInputAction = null;
}
}
protected override void Awake()
{
base.Awake();
firstPersonCharacter = character as FirstPersonCharacter;
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
protected override void HandleInput()
{
// Move
Vector2 movementInput = GetMovementInput();
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * movementInput.y;
movementDirection += Vector3.right * movementInput.x;
movementDirection =
movementDirection.relativeTo(firstPersonCharacter.cameraTransform, firstPersonCharacter.GetUpVector());
firstPersonCharacter.SetMovementDirection(movementDirection);
// Look
Vector2 lookInput = GetLookInput() * sensitivity;
firstPersonCharacter.AddControlYawInput(lookInput.x);
firstPersonCharacter.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
}
}
}

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