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.TwinStickMovement
{
/// <summary>
/// This example shows how to extend a Character (through inheritance), adding a custom rotation mode;
/// in this case, implements a typical Mouse and Keyboard twin-stick shooter control.
/// </summary>
public class TwinStickCharacter : Character
{
private Vector3 _aimDirection;
/// <summary>
/// Returns the current aim direction vector.
/// </summary>
public virtual Vector3 GetAimDirection()
{
return _aimDirection;
}
/// <summary>
/// Sets the desired aim direction vector (in world space).
/// </summary>
public virtual void SetAimDirection(Vector3 worldDirection)
{
_aimDirection = worldDirection;
}
/// <summary>
/// Use a custom rotation mode to rotate towards aim direction (if shooting)
/// or towards movement direction if not.
/// </summary>
/// <param name="deltaTime">The simulation delta time</param>
protected override void CustomRotationMode(float deltaTime)
{
// Call base method implementation
base.CustomRotationMode(deltaTime);
// Update character rotation
Vector3 targetDirection =
_aimDirection.isZero() ? GetMovementDirection() : GetAimDirection();
RotateTowards(targetDirection, deltaTime);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Examples.TwinStickMovement
{
/// <summary>
/// This example shows how to implement a basic twin-stick movement.
/// This implements a typical Mouse and Keyboard twin-stick shooter control.
/// </summary>
public class TwinStickInput : CharacterInput
{
private TwinStickCharacter _twinStickCharacter;
protected override void Awake()
{
base.Awake();
_twinStickCharacter = character as TwinStickCharacter;
}
protected override void HandleInput()
{
// Call base method implementation
base.HandleInput();
// Calc aim direction
Vector3 aimDirection = Vector3.zero;
if (Mouse.current.leftButton.isPressed)
{
// Convert mouse screen position to world position
Ray ray = character.camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hitResult, Mathf.Infinity))
{
// Compute aim direction vector (character direction -> mouse world position)
Vector3 toHitPoint2D = (hitResult.point - character.GetPosition()).onlyXZ();
aimDirection = toHitPoint2D.normalized;
}
}
// Set Character's aim direction
_twinStickCharacter.SetAimDirection(aimDirection);
}
}
}

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