移除ECM2
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@@ -1,114 +0,0 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace ECM2.Examples.FirstPerson
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{
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/// <summary>
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/// First person character input.
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/// Extends the default CharacterInput component adding support for typical first person controls.
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/// </summary>
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public class FirstPersonInput : CharacterInput
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{
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[Space(15.0f)]
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public bool invertLook = true;
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[Tooltip("Look sensitivity")]
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public Vector2 sensitivity = new Vector2(0.05f, 0.05f);
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[Space(15.0f)]
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[Tooltip("How far in degrees can you move the camera down.")]
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public float minPitch = -80.0f;
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[Tooltip("How far in degrees can you move the camera up.")]
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public float maxPitch = 80.0f;
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/// <summary>
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/// Cached FirstPersonCharacter.
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/// </summary>
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public FirstPersonCharacter firstPersonCharacter { get; private set; }
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/// <summary>
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/// Movement InputAction.
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/// </summary>
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public InputAction lookInputAction { get; set; }
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/// <summary>
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/// Polls look InputAction (if any).
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/// Return its current value or zero if no valid InputAction found.
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/// </summary>
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public Vector2 GetLookInput()
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{
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return lookInputAction?.ReadValue<Vector2>() ?? Vector2.zero;
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}
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/// <summary>
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/// Initialize player InputActions (if any).
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/// E.g. Subscribe to input action events and enable input actions here.
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/// </summary>
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protected override void InitPlayerInput()
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{
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base.InitPlayerInput();
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// Look input action (no handler, this is polled, e.g. GetLookInput())
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lookInputAction = inputActionsAsset.FindAction("Look");
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lookInputAction?.Enable();
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}
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/// <summary>
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/// Unsubscribe from input action events and disable input actions.
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/// </summary>
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protected override void DeinitPlayerInput()
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{
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base.DeinitPlayerInput();
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// Unsubscribe from input action events and disable input actions
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if (lookInputAction != null)
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{
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lookInputAction.Disable();
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lookInputAction = null;
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}
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}
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protected override void Awake()
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{
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base.Awake();
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firstPersonCharacter = character as FirstPersonCharacter;
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}
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protected virtual void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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protected override void HandleInput()
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{
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// Move
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Vector2 movementInput = GetMovementInput();
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Vector3 movementDirection = Vector3.zero;
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movementDirection += Vector3.forward * movementInput.y;
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movementDirection += Vector3.right * movementInput.x;
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movementDirection =
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movementDirection.relativeTo(firstPersonCharacter.cameraTransform, firstPersonCharacter.GetUpVector());
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firstPersonCharacter.SetMovementDirection(movementDirection);
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// Look
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Vector2 lookInput = GetLookInput() * sensitivity;
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firstPersonCharacter.AddControlYawInput(lookInput.x);
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firstPersonCharacter.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
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}
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}
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}
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