移除ECM2

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2025-05-11 21:42:51 +08:00
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commit a7bf033ca9
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using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Walkthrough.Ex23
{
/// <summary>
/// This example shows how to make use of the new Input System,
/// in particular, the PlayerInput component to control a Character.
///
/// These handlers are updated and managed by the PlayerInput component.
/// </summary>
public class CharacterInput : MonoBehaviour
{
/// <summary>
/// Our controlled character.
/// </summary>
[Tooltip("Character to be controlled.\n" +
"If not assigned, this will look into this GameObject.")]
[SerializeField]
private Character _character;
/// <summary>
/// Current movement input values.
/// </summary>
private Vector2 _movementInput;
/// <summary>
/// Movement InputAction event handler.
/// </summary>
public void OnMove(InputAction.CallbackContext context)
{
_movementInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Jump InputAction event handler.
/// </summary>
public void OnJump(InputAction.CallbackContext context)
{
if (context.started)
_character.Jump();
else if (context.canceled)
_character.StopJumping();
}
/// <summary>
/// Crouch InputAction event handler.
/// </summary>
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.started)
_character.Crouch();
else if (context.canceled)
_character.UnCrouch();
}
/// <summary>
/// Handle polled input here (ie: movement, look, etc.)
/// </summary>
protected virtual void HandleInput()
{
// Compose a movement direction vector in world space
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * _movementInput.y;
movementDirection += Vector3.right * _movementInput.x;
// If character has a camera assigned,
// make movement direction relative to this camera view direction
if (_character.cameraTransform)
{
movementDirection
= movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector());
}
// Set character's movement direction vector
_character.SetMovementDirection(movementDirection);
}
protected virtual void Awake()
{
// If character not assigned, attempts to cache from this current GameObject
if (_character == null)
_character = GetComponent<Character>();
}
protected virtual void Update()
{
HandleInput();
}
}
}

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using ECM2.Examples.FirstPerson;
using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Walkthrough.Ex24
{
/// <summary>
/// This example shows how to make use of the new Input System,
/// in particular, the PlayerInput component to control a First Person Character.
///
/// These handlers are updated and managed by the PlayerInput component.
/// </summary>
public class FirstPersonInput : MonoBehaviour
{
/// <summary>
/// Our controlled character.
/// </summary>
[Tooltip("Character to be controlled.\n" +
"If not assigned, this will look into this GameObject.")]
[SerializeField]
private FirstPersonCharacter _character;
[Space(15.0f)]
public bool invertLook = true;
[Tooltip("Mouse 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>
/// Current movement input values.
/// </summary>
private Vector2 _movementInput;
/// <summary>
/// Current look input values.
/// </summary>
private Vector2 _lookInput;
/// <summary>
/// Movement InputAction event handler.
/// </summary>
public void OnMove(InputAction.CallbackContext context)
{
_movementInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Look InputAction event handler.
/// </summary>
public void OnLook(InputAction.CallbackContext context)
{
_lookInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Jump InputAction event handler.
/// </summary>
public void OnJump(InputAction.CallbackContext context)
{
if (context.started)
_character.Jump();
else if (context.canceled)
_character.StopJumping();
}
/// <summary>
/// Crouch InputAction event handler.
/// </summary>
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.started)
_character.Crouch();
else if (context.canceled)
_character.UnCrouch();
}
/// <summary>
/// Handle polled input here (ie: movement, look, etc.)
/// </summary>
protected virtual void HandleInput()
{
// Move
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * _movementInput.y;
movementDirection += Vector3.right * _movementInput.x;
movementDirection = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector());
_character.SetMovementDirection(movementDirection);
// Look
Vector2 lookInput = _lookInput * sensitivity;
_character.AddControlYawInput(lookInput.x);
_character.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
}
protected virtual void Awake()
{
// If character not assigned, attempts to cache from this current GameObject
if (_character == null)
_character = GetComponent<FirstPersonCharacter>();
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
protected virtual void Update()
{
HandleInput();
}
}
}

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using ECM2.Examples.ThirdPerson;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
namespace ECM2.Walkthrough.Ex25
{
/// <summary>
/// This example shows how to make use of the new Input System,
/// in particular, the PlayerInput component to control a Third Person Character.
///
/// These handlers are updated and managed by the PlayerInput component.
/// </summary>
///
public class ThirdPersonInput : MonoBehaviour
{
[Tooltip("Character to be controlled.\n" +
"If not assigned, this will look into this GameObject.")]
[SerializeField]
private ThirdPersonCharacter _character;
[Space(15.0f)]
public bool invertLook = true;
[FormerlySerializedAs("sensitivity")] [Tooltip("Look sensitivity")]
public Vector2 lookSensitivity = new Vector2(0.05f, 0.05f);
[Tooltip("Zoom Sensitivity")]
public float zoomSensitivity = 1.0f;
[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>
/// Current movement input values.
/// </summary>
private Vector2 _movementInput;
/// <summary>
/// Current look input values.
/// </summary>
private Vector2 _lookInput;
/// <summary>
/// Current look input values.
/// </summary>
private Vector2 _zoomInput;
/// <summary>
/// Movement InputAction event handler.
/// </summary>
public void OnMove(InputAction.CallbackContext context)
{
_movementInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Look InputAction event handler.
/// </summary>
public void OnLook(InputAction.CallbackContext context)
{
_lookInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Zoom InputAction event handler.
/// </summary>
public void OnZoom(InputAction.CallbackContext context)
{
_zoomInput = context.ReadValue<Vector2>();
}
/// <summary>
/// Jump InputAction event handler.
/// </summary>
public void OnJump(InputAction.CallbackContext context)
{
if (context.started)
_character.Jump();
else if (context.canceled)
_character.StopJumping();
}
/// <summary>
/// Crouch InputAction event handler.
/// </summary>
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.started)
_character.Crouch();
else if (context.canceled)
_character.UnCrouch();
}
/// <summary>
/// Handle polled input here (ie: movement, look, etc.)
/// </summary>
protected virtual void HandleInput()
{
// Move
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.right * _movementInput.x;
movementDirection += Vector3.forward * _movementInput.y;
if (_character.cameraTransform)
movementDirection = movementDirection.relativeTo(_character.cameraTransform, _character.GetUpVector());
_character.SetMovementDirection(movementDirection);
// Look
Vector2 lookInput = _lookInput * lookSensitivity;
_character.AddControlYawInput(lookInput.x);
_character.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
// Zoom
Vector2 zoomInput = _zoomInput * zoomSensitivity;
_character.AddControlZoomInput(zoomInput.y);
}
protected virtual void Awake()
{
// If character not assigned, attempts to cache from this current GameObject
if (_character == null)
_character = GetComponent<ThirdPersonCharacter>();
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
protected virtual void Update()
{
HandleInput();
}
}
}

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