移除ECM2
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using UnityEngine;
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namespace ECM2.Walkthrough.Ex61
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{
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/// <summary>
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/// This example shows how to implement a directional bouncer using the Character's LaunchCharacter function.
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/// </summary>
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public class Bouncer : MonoBehaviour
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{
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public float launchImpulse = 15.0f;
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public bool overrideVerticalVelocity;
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public bool overrideLateralVelocity;
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private void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player"))
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return;
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if (!other.TryGetComponent(out Character character))
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return;
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character.PauseGroundConstraint();
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character.LaunchCharacter(transform.up * launchImpulse, overrideVerticalVelocity, overrideLateralVelocity);
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}
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}
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}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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using UnityEngine;
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namespace ECM2.Walkthrough.Ex61
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{
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/// <summary>
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/// This example shows how to simulate a directional wind using the Character's AddForce method.
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/// </summary>
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public class ForceZone : MonoBehaviour
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{
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public Vector3 windDirection = Vector3.up;
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public float windStrength = 20.0f;
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private void OnTriggerStay(Collider other)
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{
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if (!other.CompareTag("Player"))
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return;
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if (!other.TryGetComponent(out Character character))
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return;
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Vector3 windForce = windDirection.normalized * windStrength;
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// Check to see if applied momentum is enough to overcome gravity,
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// if does, pause ground constraint to allow the character leave the ground
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Vector3 worldUp = -character.GetGravityDirection();
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float upWindForceMagnitude = Vector3.Dot(windForce, worldUp);
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if (upWindForceMagnitude > 0.0f)
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{
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if (character.IsWalking() && upWindForceMagnitude - character.GetGravityMagnitude() > 0.0f)
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character.PauseGroundConstraint();
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}
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// Add force ignoring character's mass
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character.AddForce(windForce, ForceMode.Acceleration);
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}
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}
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}
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fileFormatVersion: 2
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guid: 123fd4edbed747d08a7269e248ace9be
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timeCreated: 1700531367
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 584e635a936d48cba39504fbe0661830
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timeCreated: 1701142404
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@@ -1,46 +0,0 @@
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using UnityEngine;
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namespace ECM2.Walkthrough.Ex62
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{
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/// <summary>
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/// This example extends a Character (through composition) to apply a landing force
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/// when it lands on a dynamic rigidbody.
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///
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/// The landing force is calculated (characterMass * characterGravity * landingVelocity * landingForceMag)
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/// and is applied along gravity direction.
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/// </summary>
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public class ApplyLandingForce : MonoBehaviour
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{
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public float landingForceScale = 1.0f;
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private Character _character;
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private void Awake()
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{
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_character = GetComponent<Character>();
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}
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private void OnEnable()
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{
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_character.Landed += OnLanded;
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}
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private void OnDisable()
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{
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_character.Landed -= OnLanded;
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}
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private void OnLanded(Vector3 landingVelocity)
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{
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Rigidbody groundRigidbody = _character.characterMovement.groundRigidbody;
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if (!groundRigidbody)
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return;
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Vector3 force = _character.GetGravityVector() *
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(_character.mass * landingVelocity.magnitude * landingForceScale);
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groundRigidbody.AddForceAtPosition(force, _character.position);
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 931fef3c18e6491c84e85c9053988e76
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timeCreated: 1701142457
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