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MIM
man-in-the-mirror
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10d15a3f
Commit
10d15a3f
authored
May 20, 2019
by
18손재민
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안쓰는 변수 지움
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Data.meta
Assets/Data.meta
+0
-8
ThirdPersonAnim.cs
Assets/NavMeshComponents/Scripts/ThirdPersonAnim.cs
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-225
ThirdPersonAnim.cs.meta
Assets/NavMeshComponents/Scripts/ThirdPersonAnim.cs.meta
+0
-11
Test.meta
Assets/Prefabs/Test.meta
+0
-8
jackson.prefab
Assets/Prefabs/Test/jackson.prefab
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-2520
jackson.prefab.meta
Assets/Prefabs/Test/jackson.prefab.meta
+0
-7
jackson.prefab
Assets/Prefabs/jackson.prefab
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-2464
jackson.prefab.meta
Assets/Prefabs/jackson.prefab.meta
+0
-7
CameraController.cs
Assets/Scripts/CameraController.cs
+0
-1
Player.cs
Assets/Scripts/Player.cs
+0
-4
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Assets/Data.meta
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fileFormatVersion: 2
guid: f6226b2548447a54486acfc694a44e4d
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DefaultImporter:
externalObjects: {}
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assetBundleVariant:
Assets/NavMeshComponents/Scripts/ThirdPersonAnim.cs
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867cdf40
using
UnityEngine
;
namespace
UnityStandardAssets.Characters.ThirdPerson
{
[
RequireComponent
(
typeof
(
Rigidbody
))]
[
RequireComponent
(
typeof
(
CapsuleCollider
))]
[
RequireComponent
(
typeof
(
Animator
))]
public
class
ThirdPersonAnim
:
MonoBehaviour
{
[
SerializeField
]
float
m_MovingTurnSpeed
=
360
;
[
SerializeField
]
float
m_StationaryTurnSpeed
=
180
;
[
SerializeField
]
float
m_JumpPower
=
6f
;
[
Range
(
1f
,
4f
)]
[
SerializeField
]
float
m_GravityMultiplier
=
2f
;
[
SerializeField
]
float
m_RunCycleLegOffset
=
0.2f
;
//specific to the character in sample assets, will need to be modified to work with others
[
SerializeField
]
float
m_MoveSpeedMultiplier
=
1f
;
[
SerializeField
]
float
m_AnimSpeedMultiplier
=
1f
;
[
SerializeField
]
float
m_GroundCheckDistance
=
0.2f
;
Rigidbody
m_Rigidbody
;
//Animator m_Animator;
bool
m_IsGrounded
;
float
m_OrigGroundCheckDistance
;
const
float
k_Half
=
0.5f
;
float
m_TurnAmount
;
float
m_ForwardAmount
;
Vector3
m_GroundNormal
;
float
m_CapsuleHeight
;
Vector3
m_CapsuleCenter
;
CapsuleCollider
m_Capsule
;
bool
m_Crouching
;
void
Start
()
{
//m_Animator = GetComponent<Animator>();
m_Rigidbody
=
GetComponent
<
Rigidbody
>();
m_Capsule
=
GetComponent
<
CapsuleCollider
>();
m_CapsuleHeight
=
m_Capsule
.
height
;
m_CapsuleCenter
=
m_Capsule
.
center
;
m_Rigidbody
.
constraints
=
RigidbodyConstraints
.
FreezeRotationX
|
RigidbodyConstraints
.
FreezeRotationY
|
RigidbodyConstraints
.
FreezeRotationZ
;
m_OrigGroundCheckDistance
=
m_GroundCheckDistance
;
}
public
void
Move
(
Vector3
move
,
bool
crouch
,
bool
jump
)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if
(
move
.
magnitude
>
1f
)
move
.
Normalize
();
move
=
transform
.
InverseTransformDirection
(
move
);
//CheckGroundStatus();
move
=
Vector3
.
ProjectOnPlane
(
move
,
m_GroundNormal
);
m_TurnAmount
=
Mathf
.
Atan2
(
move
.
x
,
move
.
z
);
m_ForwardAmount
=
move
.
z
;
ApplyExtraTurnRotation
();
// control and velocity handling is different when grounded and airborne:
if
(
m_IsGrounded
)
{
//HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement
();
}
ScaleCapsuleForCrouching
(
crouch
);
PreventStandingInLowHeadroom
();
// send input and other state parameters to the animator
//UpdateAnimator(move);
}
void
ScaleCapsuleForCrouching
(
bool
crouch
)
{
if
(
m_IsGrounded
&&
crouch
)
{
if
(
m_Crouching
)
return
;
m_Capsule
.
height
=
m_Capsule
.
height
/
2f
;
m_Capsule
.
center
=
m_Capsule
.
center
/
2f
;
m_Crouching
=
true
;
}
else
{
Ray
crouchRay
=
new
Ray
(
m_Rigidbody
.
position
+
Vector3
.
up
*
m_Capsule
.
radius
*
k_Half
,
Vector3
.
up
);
float
crouchRayLength
=
m_CapsuleHeight
-
m_Capsule
.
radius
*
k_Half
;
if
(
Physics
.
SphereCast
(
crouchRay
,
m_Capsule
.
radius
*
k_Half
,
crouchRayLength
,
Physics
.
AllLayers
,
QueryTriggerInteraction
.
Ignore
))
{
m_Crouching
=
true
;
return
;
}
m_Capsule
.
height
=
m_CapsuleHeight
;
m_Capsule
.
center
=
m_CapsuleCenter
;
m_Crouching
=
false
;
}
}
void
PreventStandingInLowHeadroom
()
{
// prevent standing up in crouch-only zones
if
(!
m_Crouching
)
{
Ray
crouchRay
=
new
Ray
(
m_Rigidbody
.
position
+
Vector3
.
up
*
m_Capsule
.
radius
*
k_Half
,
Vector3
.
up
);
float
crouchRayLength
=
m_CapsuleHeight
-
m_Capsule
.
radius
*
k_Half
;
if
(
Physics
.
SphereCast
(
crouchRay
,
m_Capsule
.
radius
*
k_Half
,
crouchRayLength
,
Physics
.
AllLayers
,
QueryTriggerInteraction
.
Ignore
))
{
m_Crouching
=
true
;
}
}
}
/*void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}*/
void
HandleAirborneMovement
()
{
// apply extra gravity from multiplier:
Vector3
extraGravityForce
=
(
Physics
.
gravity
*
m_GravityMultiplier
)
-
Physics
.
gravity
;
m_Rigidbody
.
AddForce
(
extraGravityForce
);
m_GroundCheckDistance
=
m_Rigidbody
.
velocity
.
y
<
0
?
m_OrigGroundCheckDistance
:
0.01f
;
}
/*
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}*/
void
ApplyExtraTurnRotation
()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float
turnSpeed
=
Mathf
.
Lerp
(
m_StationaryTurnSpeed
,
m_MovingTurnSpeed
,
m_ForwardAmount
);
transform
.
Rotate
(
0
,
m_TurnAmount
*
turnSpeed
*
Time
.
deltaTime
,
0
);
}
/*
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}*/
}
}
\ No newline at end of file
Assets/NavMeshComponents/Scripts/ThirdPersonAnim.cs.meta
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fileFormatVersion: 2
guid: 50754cea15c27674599737e6710b47f6
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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assetBundleName:
assetBundleVariant:
Assets/Prefabs/Test.meta
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userData:
assetBundleName:
assetBundleVariant:
Assets/Prefabs/Test/jackson.prefab
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fileFormatVersion: 2
guid: 82929a89b7e0e464991daba748cb2b6e
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externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Prefabs/jackson.prefab
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Assets/Scripts/CameraController.cs
View file @
10d15a3f
...
...
@@ -12,7 +12,6 @@ public class CameraController : MonoBehaviour
float
mapFov
=
40f
;
Vector3
centerPos
=
new
Vector3
(
0
,
0
,
0
);
bool
isZooming
=
false
;
/// <summary>
/// Move camera.
/// </summary>
...
...
Assets/Scripts/Player.cs
View file @
10d15a3f
...
...
@@ -2,7 +2,6 @@
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.AI
;
using
UnityStandardAssets.Characters.ThirdPerson
;
public
class
Player
:
MonoBehaviour
{
...
...
@@ -15,7 +14,6 @@ public class Player : MonoBehaviour
public
GameObject
head
;
Animator
anim
;
NavMeshAgent
agent
;
ThirdPersonAnim
character
;
public
IEnumerator
SetCurrentPlayer
()
{
...
...
@@ -91,8 +89,6 @@ public class Player : MonoBehaviour
{
anim
=
GetComponent
<
Animator
>();
agent
=
GetComponent
<
NavMeshAgent
>();
character
=
GetComponent
<
ThirdPersonAnim
>();
agent
.
updateRotation
=
false
;
}
// Update is called once per frame
...
...
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