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);
}
}
}