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.Ladders
{
public sealed class Ladder : MonoBehaviour
{
#region EDITOR EXPOSED FIELDS
[Header("Ladder Path")]
public float PathLength = 10.0f;
public Vector3 PathOffset = new Vector3(0f, 0f, -0.5f);
[Header("Anchor Points")]
public Transform TopPoint;
public Transform BottomPoint;
#endregion
#region PROPERTIES
public Vector3 bottomAnchorPoint => transform.position + transform.TransformVector(PathOffset);
public Vector3 topAnchorPoint => bottomAnchorPoint + transform.up * PathLength;
#endregion
#region METHODS
public Vector3 ClosestPointOnPath(Vector3 position, out float pathPosition)
{
Vector3 path = topAnchorPoint - bottomAnchorPoint;
Vector3 pathToPoint = position - bottomAnchorPoint;
float height = Vector3.Dot(pathToPoint, path.normalized);
if (height > 0.0f)
{
// If we are below top point
if (height <= path.magnitude)
{
pathPosition = 0;
return bottomAnchorPoint + path.normalized * height;
}
// If we are higher than top point
pathPosition = height - path.magnitude;
return topAnchorPoint;
}
// Below bottom point
pathPosition = height;
return bottomAnchorPoint;
}
#endregion
#region MONOBEHAVIOUR
private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(bottomAnchorPoint, topAnchorPoint);
if (BottomPoint == null || TopPoint == null)
return;
Gizmos.DrawWireCube(BottomPoint.position, Vector3.one * 0.25f);
Gizmos.DrawWireCube(TopPoint.position, Vector3.one * 0.25f);
}
#endregion
}
}

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using UnityEngine;
namespace ECM2.Examples.Ladders
{
/// <summary>
/// This example shows how to extend a Character (through composition) adding a custom movement mode.
/// Here we implement a ladder climbing ability using a Climbing custom movement mode.
/// </summary>
public class LadderClimbAbility : MonoBehaviour
{
public enum CustomMovementMode
{
Climbing = 1
}
public enum ClimbingState
{
None,
Grabbing,
Grabbed,
Releasing
}
public float climbingSpeed = 5.0f;
public float grabbingTime = 0.25f;
public LayerMask ladderMask;
private Character _character;
private Ladder _activeLadder;
private float _ladderPathPosition;
private Vector3 _ladderStartPosition;
private Vector3 _ladderTargetPosition;
private Quaternion _ladderStartRotation;
private Quaternion _ladderTargetRotation;
private float _ladderTime;
private ClimbingState _climbingState;
private Character.RotationMode _previousRotationMode;
/// <summary>
/// True if the Character is in Climbing custom movement mode, false otherwise.
/// </summary>
public bool IsClimbing()
{
bool isClimbing = _character.movementMode == Character.MovementMode.Custom &&
_character.customMovementMode == (int)CustomMovementMode.Climbing;
return isClimbing;
}
/// <summary>
/// Determines if the Character is able to climb.
/// </summary>
private bool CanClimb()
{
// Do not allow to climb if crouching
if (_character.IsCrouched())
return false;
// Attempt to find a ladder
CharacterMovement characterMovement = _character.characterMovement;
var overlappedColliders =
characterMovement.OverlapTest(ladderMask, QueryTriggerInteraction.Collide, out int overlapCount);
if (overlapCount == 0)
return false;
// Is a ladder ?
if (!overlappedColliders[0].TryGetComponent(out Ladder ladder))
return false;
// Found a ladder, make it active ladder and return
_activeLadder = ladder;
return true;
}
/// <summary>
/// Start a climb.
/// Call this from an input event (such as a button 'down' event).
/// </summary>
public void Climb()
{
if (IsClimbing() || !CanClimb())
return;
_character.SetMovementMode(Character.MovementMode.Custom, (int) CustomMovementMode.Climbing);
_ladderStartPosition = _character.GetPosition();
_ladderTargetPosition = _activeLadder.ClosestPointOnPath(_ladderStartPosition, out _ladderPathPosition);
_ladderStartRotation = _character.GetRotation();
_ladderTargetRotation = _activeLadder.transform.rotation;
}
/// <summary>
/// Stop the Character from climbing.
/// Call this from an input event (such as a button 'up' event).
/// </summary>
public void StopClimbing()
{
if (!IsClimbing() || _climbingState != ClimbingState.Grabbed)
return;
_climbingState = ClimbingState.Releasing;
_ladderStartPosition = _character.GetPosition();
_ladderStartRotation = _character.GetRotation();
_ladderTargetPosition = _ladderStartPosition;
_ladderTargetRotation = _activeLadder.BottomPoint.rotation;
}
/// <summary>
/// Perform climbing movement.
/// </summary>
private void ClimbingMovementMode(float deltaTime)
{
Vector3 velocity = Vector3.zero;
switch (_climbingState)
{
case ClimbingState.Grabbing:
case ClimbingState.Releasing:
{
_ladderTime += deltaTime;
if (_ladderTime <= grabbingTime)
{
Vector3 interpolatedPosition = Vector3.Lerp(_ladderStartPosition, _ladderTargetPosition, _ladderTime / grabbingTime);
velocity = (interpolatedPosition - transform.position) / deltaTime;
}
else
{
// If target has been reached, change ladder phase
_ladderTime = 0.0f;
if (_climbingState == ClimbingState.Grabbing )
{
// Switch to ladder climb phase
_climbingState = ClimbingState.Grabbed;
}
else if (_climbingState == ClimbingState.Releasing)
{
// Exit climbing state (change to falling movement mode)
_character.SetMovementMode(Character.MovementMode.Falling);
}
}
break;
}
case ClimbingState.Grabbed:
{
// Get the path position from character's current position
_activeLadder.ClosestPointOnPath(_character.GetPosition(), out _ladderPathPosition);
if (Mathf.Abs(_ladderPathPosition) < 0.05f)
{
// Move the character along the ladder path
Vector3 movementInput = _character.GetMovementDirection();
velocity = _activeLadder.transform.up * (movementInput.z * climbingSpeed);
}
else
{
// If reached on of the ladder path extremes, change to releasing phase
_climbingState = ClimbingState.Releasing;
_ladderStartPosition = _character.GetPosition();
_ladderStartRotation = _character.GetRotation();
if (_ladderPathPosition > 0.0f)
{
// Above ladder path top point
_ladderTargetPosition = _activeLadder.TopPoint.position;
_ladderTargetRotation = _activeLadder.TopPoint.rotation;
}
else if (_ladderPathPosition < 0.0f)
{
// Below ladder path bottom point
_ladderTargetPosition = _activeLadder.BottomPoint.position;
_ladderTargetRotation = _activeLadder.BottomPoint.rotation;
}
}
break;
}
}
// Update character's velocity
_character.SetVelocity(velocity);
}
private void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMovementMode)
{
// Enter Climbing movement mode
if (IsClimbing())
{
_climbingState = ClimbingState.Grabbing;
_character.StopJumping();
_character.EnableGroundConstraint(false);
_previousRotationMode = _character.rotationMode;
_character.SetRotationMode(Character.RotationMode.Custom);
}
// Exit Climbing movement mode
bool wasClimbing = prevMovementMode == Character.MovementMode.Custom &&
prevCustomMovementMode == (int)CustomMovementMode.Climbing;
if (wasClimbing)
{
_climbingState = ClimbingState.None;
_character.EnableGroundConstraint(true);
_character.SetRotationMode(_previousRotationMode);
}
}
private void OnCustomMovementModeUpdated(float deltaTime)
{
if (IsClimbing())
ClimbingMovementMode(deltaTime);
}
private void OnCustomRotationModeUpdated(float deltaTime)
{
if (IsClimbing() && (_climbingState == ClimbingState.Grabbing || _climbingState == ClimbingState.Releasing))
{
Quaternion rotation =
Quaternion.Slerp(_ladderStartRotation, _ladderTargetRotation, _ladderTime / grabbingTime);
_character.SetRotation(rotation);
}
}
private void Awake()
{
_character = GetComponent<Character>();
}
private void OnEnable()
{
_character.MovementModeChanged += OnMovementModeChanged;
_character.CustomMovementModeUpdated += OnCustomMovementModeUpdated;
_character.CustomRotationModeUpdated += OnCustomRotationModeUpdated;
}
private void OnDisable()
{
_character.MovementModeChanged -= OnMovementModeChanged;
_character.CustomMovementModeUpdated -= OnCustomMovementModeUpdated;
_character.CustomRotationModeUpdated -= OnCustomRotationModeUpdated;
}
}
}

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timeCreated: 1700524463

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using UnityEngine.InputSystem;
namespace ECM2.Examples.Ladders
{
/// <summary>
/// Extends default Character Input to handle LadderClimbInput Input.
/// </summary>
public class LadderClimbInput : CharacterInput
{
private LadderClimbAbility _ladderClimbAbility;
/// <summary>
/// Interact InputAction.
/// </summary>
public InputAction interactInputAction { get; set; }
/// <summary>
/// Jump InputAction handler.
/// </summary>
public virtual void OnInteract(InputAction.CallbackContext context)
{
if (context.started)
_ladderClimbAbility.Climb();
else if (context.canceled)
_ladderClimbAbility.StopClimbing();
}
protected override void InitPlayerInput()
{
// Call base method implementation
base.InitPlayerInput();
// Setup Interact input action handlers
interactInputAction = inputActionsAsset.FindAction("Interact");
if (interactInputAction != null)
{
interactInputAction.started += OnInteract;
interactInputAction.canceled += OnInteract;
interactInputAction.Enable();
}
}
protected override void DeinitPlayerInput()
{
base.DeinitPlayerInput();
// Unsubscribe from input action events and disable input actions
if (interactInputAction != null)
{
interactInputAction.started -= OnInteract;
interactInputAction.canceled -= OnInteract;
interactInputAction.Disable();
interactInputAction = null;
}
}
protected override void Awake()
{
base.Awake();
// Cache Ladder Climb Ability
_ladderClimbAbility = GetComponent<LadderClimbAbility>();
}
}
}

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