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source + Activate = 2, // Activate the target GameObject + Enable = 3, // Enable a component + Animate = 4, // Start animation on target + Deactivate = 5 // Decativate target GameObject + } + + public Mode action = Mode.Activate; // The action to accomplish + public Object target; // The game object to affect. If none, the trigger work on this game object + public GameObject source; + public int triggerCount = 1; + public bool repeatTrigger = false; + + + private void DoActivateTrigger() + { + triggerCount--; + + if (triggerCount == 0 || repeatTrigger) + { + Object currentTarget = target ?? gameObject; + Behaviour targetBehaviour = currentTarget as Behaviour; + GameObject targetGameObject = currentTarget as GameObject; + if (targetBehaviour != null) + { + targetGameObject = targetBehaviour.gameObject; + } + + switch (action) + { + case Mode.Trigger: + if (targetGameObject != null) + { + targetGameObject.BroadcastMessage("DoActivateTrigger"); + } + break; + case Mode.Replace: + if (source != null) + { + if (targetGameObject != null) + { + Instantiate(source, targetGameObject.transform.position, + targetGameObject.transform.rotation); + DestroyObject(targetGameObject); + } + } + break; + case Mode.Activate: + if (targetGameObject != null) + { + targetGameObject.SetActive(true); + } + break; + case Mode.Enable: + if (targetBehaviour != null) + { + targetBehaviour.enabled = true; + } + break; + case Mode.Animate: + if (targetGameObject != null) + { + targetGameObject.GetComponent().Play(); + } + break; + case Mode.Deactivate: + if (targetGameObject != null) + { + targetGameObject.SetActive(false); + } + break; + } + } + } + + + private void OnTriggerEnter(Collider other) + { + DoActivateTrigger(); + } + } +} diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta new file mode 100755 index 0000000..fd86651 --- /dev/null +++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8634e062924929664361c08745211fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs new file mode 100755 index 0000000..681c480 --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class AutoMobileShaderSwitch : MonoBehaviour + { + [SerializeField] private ReplacementList m_ReplacementList; + + // Use this for initialization + private void OnEnable() + { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + var renderers = FindObjectsOfType(); + Debug.Log (renderers.Length+" renderers"); + var oldMaterials = new List(); + var newMaterials = new List(); + + int materialsReplaced = 0; + int materialInstancesReplaced = 0; + + foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) + { + foreach(var r in renderers) + { + Material[] modifiedMaterials = null; + for(int n=0; n 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + // draw title labels + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (props[n] == "-" || props[n] == "^" || props[n] == "v") + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + else + { + SerializedProperty prop = item.FindPropertyRelative(props[n]); + EditorGUI.PropertyField(rect, prop, GUIContent.none); + } + } + } + + y += lineHeight + k_Spacing; + if (changedLength) + { + break; + } + } + } + + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + k_Spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta new file mode 100755 index 0000000..4108156 --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c4978ff6447f9040b84acc89b0bbdc8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs new file mode 100755 index 0000000..edbce0e --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class AutoMoveAndRotate : MonoBehaviour + { + public Vector3andSpace moveUnitsPerSecond; + public Vector3andSpace rotateDegreesPerSecond; + public bool ignoreTimescale; + private float m_LastRealTime; + + + private void Start() + { + m_LastRealTime = Time.realtimeSinceStartup; + } + + + // Update is called once per frame + private void Update() + { + float deltaTime = Time.deltaTime; + if (ignoreTimescale) + { + deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); + m_LastRealTime = Time.realtimeSinceStartup; + } + transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); + transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); + } + + + [Serializable] + public class Vector3andSpace + { + public Vector3 value; + public Space space = Space.Self; + } + } +} diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta new file mode 100755 index 0000000..30b395a --- /dev/null +++ b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1347817507220a4384f3ff6f7c24546 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs b/Assets/Standard Assets/Utility/CameraRefocus.cs new file mode 100755 index 0000000..26f1c9b --- /dev/null +++ b/Assets/Standard Assets/Utility/CameraRefocus.cs @@ -0,0 +1,58 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class CameraRefocus + { + public Camera Camera; + public Vector3 Lookatpoint; + public Transform Parent; + + private Vector3 m_OrigCameraPos; + private bool m_Refocus; + + + public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) + { + m_OrigCameraPos = origCameraPos; + Camera = camera; + Parent = parent; + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public void ChangeParent(Transform parent) + { + Parent = parent; + } + + + public void GetFocusPoint() + { + RaycastHit hitInfo; + if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, + 100f)) + { + Lookatpoint = hitInfo.point; + m_Refocus = true; + return; + } + m_Refocus = false; + } + + + public void SetFocusPoint() + { + if (m_Refocus) + { + Camera.transform.LookAt(Lookatpoint); + } + } + } +} diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs.meta b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta new file mode 100755 index 0000000..9300ded --- /dev/null +++ b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d1e2e7a54dcc8694ab1eca46d072f264 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs b/Assets/Standard Assets/Utility/CurveControlledBob.cs new file mode 100755 index 0000000..b3951b7 --- /dev/null +++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs @@ -0,0 +1,54 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class CurveControlledBob + { + public float HorizontalBobRange = 0.33f; + public float VerticalBobRange = 0.33f; + public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), + new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), + new Keyframe(2f, 0f)); // sin curve for head bob + public float VerticaltoHorizontalRatio = 1f; + + private float m_CyclePositionX; + private float m_CyclePositionY; + private float m_BobBaseInterval; + private Vector3 m_OriginalCameraPosition; + private float m_Time; + + + public void Setup(Camera camera, float bobBaseInterval) + { + m_BobBaseInterval = bobBaseInterval; + m_OriginalCameraPosition = camera.transform.localPosition; + + // get the length of the curve in time + m_Time = Bobcurve[Bobcurve.length - 1].time; + } + + + public Vector3 DoHeadBob(float speed) + { + float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); + float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); + + m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; + m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; + + if (m_CyclePositionX > m_Time) + { + m_CyclePositionX = m_CyclePositionX - m_Time; + } + if (m_CyclePositionY > m_Time) + { + m_CyclePositionY = m_CyclePositionY - m_Time; + } + + return new Vector3(xPos, yPos, 0f); + } + } +} diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta new file mode 100755 index 0000000..3b9374f --- /dev/null +++ b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 492f54f4accf00440828ffcb9e4fcc19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs b/Assets/Standard Assets/Utility/DragRigidbody.cs new file mode 100755 index 0000000..b0f5c35 --- /dev/null +++ b/Assets/Standard Assets/Utility/DragRigidbody.cs @@ -0,0 +1,96 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DragRigidbody : MonoBehaviour + { + const float k_Spring = 50.0f; + const float k_Damper = 5.0f; + const float k_Drag = 10.0f; + const float k_AngularDrag = 5.0f; + const float k_Distance = 0.2f; + const bool k_AttachToCenterOfMass = false; + + private SpringJoint m_SpringJoint; + + + private void Update() + { + // Make sure the user pressed the mouse down + if (!Input.GetMouseButtonDown(0)) + { + return; + } + + var mainCamera = FindCamera(); + + // We need to actually hit an object + RaycastHit hit = new RaycastHit(); + if ( + !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, + mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, + Physics.DefaultRaycastLayers)) + { + return; + } + // We need to hit a rigidbody that is not kinematic + if (!hit.rigidbody || hit.rigidbody.isKinematic) + { + return; + } + + if (!m_SpringJoint) + { + var go = new GameObject("Rigidbody dragger"); + Rigidbody body = go.AddComponent(); + m_SpringJoint = go.AddComponent(); + body.isKinematic = true; + } + + m_SpringJoint.transform.position = hit.point; + m_SpringJoint.anchor = Vector3.zero; + + m_SpringJoint.spring = k_Spring; + m_SpringJoint.damper = k_Damper; + m_SpringJoint.maxDistance = k_Distance; + m_SpringJoint.connectedBody = hit.rigidbody; + + StartCoroutine("DragObject", hit.distance); + } + + + private IEnumerator DragObject(float distance) + { + var oldDrag = m_SpringJoint.connectedBody.drag; + var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; + m_SpringJoint.connectedBody.drag = k_Drag; + m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; + var mainCamera = FindCamera(); + while (Input.GetMouseButton(0)) + { + var ray = mainCamera.ScreenPointToRay(Input.mousePosition); + m_SpringJoint.transform.position = ray.GetPoint(distance); + yield return null; + } + if (m_SpringJoint.connectedBody) + { + m_SpringJoint.connectedBody.drag = oldDrag; + m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; + m_SpringJoint.connectedBody = null; + } + } + + + private Camera FindCamera() + { + if (GetComponent()) + { + return GetComponent(); + } + + return Camera.main; + } + } +} diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs.meta b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta new file mode 100755 index 0000000..42579c5 --- /dev/null +++ b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 58650e15a2607e44daa0f150e0061d89 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs new file mode 100755 index 0000000..bedb568 --- /dev/null +++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs @@ -0,0 +1,51 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DynamicShadowSettings : MonoBehaviour + { + public Light sunLight; + public float minHeight = 10; + public float minShadowDistance = 80; + public float minShadowBias = 1; + public float maxHeight = 1000; + public float maxShadowDistance = 10000; + public float maxShadowBias = 0.1f; + public float adaptTime = 1; + + private float m_SmoothHeight; + private float m_ChangeSpeed; + private float m_OriginalStrength = 1; + + + private void Start() + { + m_OriginalStrength = sunLight.shadowStrength; + } + + + // Update is called once per frame + private void Update() + { + Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); + RaycastHit hit; + float height = transform.position.y; + if (Physics.Raycast(ray, out hit)) + { + height = hit.distance; + } + + if (Mathf.Abs(height - m_SmoothHeight) > 1) + { + m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); + } + + float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); + + QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); + sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); + sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); + } + } +} diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta new file mode 100755 index 0000000..1bf45ee --- /dev/null +++ b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs b/Assets/Standard Assets/Utility/EventSystemChecker.cs new file mode 100755 index 0000000..0401d31 --- /dev/null +++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs @@ -0,0 +1,21 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.EventSystems; + +public class EventSystemChecker : MonoBehaviour +{ + //public GameObject eventSystem; + + // Use this for initialization + void Awake () + { + if(!FindObjectOfType()) + { + //Instantiate(eventSystem); + GameObject obj = new GameObject("EventSystem"); + obj.AddComponent(); + obj.AddComponent().forceModuleActive = true; + } + } +} diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta new file mode 100755 index 0000000..3b131fa --- /dev/null +++ b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c0578910bbe00d43919a92c7b9893fe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FOVKick.cs b/Assets/Standard Assets/Utility/FOVKick.cs new file mode 100755 index 0000000..fbfab58 --- /dev/null +++ b/Assets/Standard Assets/Utility/FOVKick.cs @@ -0,0 +1,73 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class FOVKick + { + public Camera Camera; // optional camera setup, if null the main camera will be used + [HideInInspector] public float originalFov; // the original fov + public float FOVIncrease = 3f; // the amount the field of view increases when going into a run + public float TimeToIncrease = 1f; // the amount of time the field of view will increase over + public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size + public AnimationCurve IncreaseCurve; + + + public void Setup(Camera camera) + { + CheckStatus(camera); + + Camera = camera; + originalFov = camera.fieldOfView; + } + + + private void CheckStatus(Camera camera) + { + if (camera == null) + { + throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); + } + + if (IncreaseCurve == null) + { + throw new Exception( + "FOVKick Increase curve is null, please define the curve for the field of view kicks"); + } + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public IEnumerator FOVKickUp() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t < TimeToIncrease) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); + t += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + + + public IEnumerator FOVKickDown() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t > 0) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); + t -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + //make sure that fov returns to the original size + Camera.fieldOfView = originalFov; + } + } +} diff --git a/Assets/Standard Assets/Utility/FOVKick.cs.meta b/Assets/Standard Assets/Utility/FOVKick.cs.meta new file mode 100755 index 0000000..50d5df6 --- /dev/null +++ b/Assets/Standard Assets/Utility/FOVKick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6045a93fb05b9c74884821030da2c46c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs b/Assets/Standard Assets/Utility/FPSCounter.cs new file mode 100755 index 0000000..6f9bc54 --- /dev/null +++ b/Assets/Standard Assets/Utility/FPSCounter.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityStandardAssets.Utility +{ + [RequireComponent(typeof (Text))] + public class FPSCounter : MonoBehaviour + { + const float fpsMeasurePeriod = 0.5f; + private int m_FpsAccumulator = 0; + private float m_FpsNextPeriod = 0; + private int m_CurrentFps; + const string display = "{0} FPS"; + private Text m_Text; + + + private void Start() + { + m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; + m_Text = GetComponent(); + } + + + private void Update() + { + // measure average frames per second + m_FpsAccumulator++; + if (Time.realtimeSinceStartup > m_FpsNextPeriod) + { + m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); + m_FpsAccumulator = 0; + m_FpsNextPeriod += fpsMeasurePeriod; + m_Text.text = string.Format(display, m_CurrentFps); + } + } + } +} diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs.meta b/Assets/Standard Assets/Utility/FPSCounter.cs.meta new file mode 100755 index 0000000..8b9f3b8 --- /dev/null +++ b/Assets/Standard Assets/Utility/FPSCounter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 22bbf57ec543cee42a5aa0ec2dd9e457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs b/Assets/Standard Assets/Utility/FollowTarget.cs new file mode 100755 index 0000000..e7b91d9 --- /dev/null +++ b/Assets/Standard Assets/Utility/FollowTarget.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + public class FollowTarget : MonoBehaviour + { + public Transform target; + public Vector3 offset = new Vector3(0f, 7.5f, 0f); + + + private void LateUpdate() + { + transform.position = target.position + offset; + } + } +} diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs.meta b/Assets/Standard Assets/Utility/FollowTarget.cs.meta new file mode 100755 index 0000000..28aa661 --- /dev/null +++ b/Assets/Standard Assets/Utility/FollowTarget.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 246cc59c7a84ea44f87f6b70acfe30c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs b/Assets/Standard Assets/Utility/LerpControlledBob.cs new file mode 100755 index 0000000..8d6b92c --- /dev/null +++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class LerpControlledBob + { + public float BobDuration; + public float BobAmount; + + private float m_Offset = 0f; + + + // provides the offset that can be used + public float Offset() + { + return m_Offset; + } + + + public IEnumerator DoBobCycle() + { + // make the camera move down slightly + float t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + + // make it move back to neutral + t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + m_Offset = 0f; + } + } +} diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta new file mode 100755 index 0000000..5321d93 --- /dev/null +++ b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c1bbfafbde15c854681023b9e01e12dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs b/Assets/Standard Assets/Utility/ObjectResetter.cs new file mode 100755 index 0000000..d019fa6 --- /dev/null +++ b/Assets/Standard Assets/Utility/ObjectResetter.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class ObjectResetter : MonoBehaviour + { + private Vector3 originalPosition; + private Quaternion originalRotation; + private List originalStructure; + + private Rigidbody Rigidbody; + + // Use this for initialization + private void Start() + { + originalStructure = new List(GetComponentsInChildren()); + originalPosition = transform.position; + originalRotation = transform.rotation; + + Rigidbody = GetComponent(); + } + + + public void DelayedReset(float delay) + { + StartCoroutine(ResetCoroutine(delay)); + } + + + public IEnumerator ResetCoroutine(float delay) + { + yield return new WaitForSeconds(delay); + + // remove any gameobjects added (fire, skid trails, etc) + foreach (var t in GetComponentsInChildren()) + { + if (!originalStructure.Contains(t)) + { + t.parent = null; + } + } + + transform.position = originalPosition; + transform.rotation = originalRotation; + if (Rigidbody) + { + Rigidbody.velocity = Vector3.zero; + Rigidbody.angularVelocity = Vector3.zero; + } + + SendMessage("Reset"); + } + } +} diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs.meta b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta new file mode 100755 index 0000000..4bcdef9 --- /dev/null +++ b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 643c971818f68d3439e84b5d8bdafe07 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs new file mode 100755 index 0000000..6399689 --- /dev/null +++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs @@ -0,0 +1,62 @@ +using System; +using System.Collections; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Utility +{ + public class ParticleSystemDestroyer : MonoBehaviour + { + // allows a particle system to exist for a specified duration, + // then shuts off emission, and waits for all particles to expire + // before destroying the gameObject + + public float minDuration = 8; + public float maxDuration = 10; + + private float m_MaxLifetime; + private bool m_EarlyStop; + + + private IEnumerator Start() + { + var systems = GetComponentsInChildren(); + + // find out the maximum lifetime of any particles in this effect + foreach (var system in systems) + { + m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); + } + + // wait for random duration + + float stopTime = Time.time + Random.Range(minDuration, maxDuration); + + while (Time.time < stopTime || m_EarlyStop) + { + yield return null; + } + Debug.Log("stopping " + name); + + // turn off emission + foreach (var system in systems) + { + var emission = system.emission; + emission.enabled = false; + } + BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); + + // wait for any remaining particles to expire + yield return new WaitForSeconds(m_MaxLifetime); + + Destroy(gameObject); + } + + + public void Stop() + { + // stops the particle system early + m_EarlyStop = true; + } + } +} diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta new file mode 100755 index 0000000..ac73e15 --- /dev/null +++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29014cd42b6d273408e0ceefd336c0b3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs new file mode 100755 index 0000000..ebd17b6 --- /dev/null +++ b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs @@ -0,0 +1,108 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ +#if UNITY_EDITOR + + [ExecuteInEditMode] +#endif + public class PlatformSpecificContent : MonoBehaviour + { + private enum BuildTargetGroup + { + Standalone, + Mobile + } + + [SerializeField] private BuildTargetGroup m_BuildTargetGroup; + [SerializeField] private GameObject[] m_Content = new GameObject[0]; + [SerializeField] private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; + [SerializeField] private bool m_ChildrenOfThisObject; + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableContent(); + } +#endif + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorUserBuildSettings.activeBuildTargetChanged += Update; + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorUserBuildSettings.activeBuildTargetChanged -= Update; + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableContent(); + } +#endif + + + private void CheckEnableContent() + { +#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(true); + } else { + EnableContent(false); + } +#endif + +#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(false); + } + else + { + EnableContent(true); + } +#endif + } + + + private void EnableContent(bool enabled) + { + if (m_Content.Length > 0) + { + foreach (var g in m_Content) + { + if (g != null) + { + g.SetActive(enabled); + } + } + } + if (m_ChildrenOfThisObject) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + if (m_MonoBehaviours.Length > 0) + { + foreach (var monoBehaviour in m_MonoBehaviours) + { + monoBehaviour.enabled = enabled; + } + } + } + } +} diff --git a/Assets/Standard 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b/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta new file mode 100755 index 0000000..7b185b7 --- /dev/null +++ b/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 81154777d5417884981849c5243f6c01 +NativeFormatImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs new file mode 100755 index 0000000..bab71fc --- /dev/null +++ b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SimpleActivatorMenu : MonoBehaviour + { + // An incredibly simple menu which, when given references + // to gameobjects in the scene + public GUIText camSwitchButton; + public GameObject[] objects; + + + private int m_CurrentActiveObject; + + + private void OnEnable() + { + // active object starts from first in array + m_CurrentActiveObject = 0; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + + + public void NextCamera() + { + int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; + + for (int i = 0; i < objects.Length; i++) + { + objects[i].SetActive(i == nextactiveobject); + } + + m_CurrentActiveObject = nextactiveobject; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + } +} diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta new file mode 100755 index 0000000..45823d1 --- /dev/null +++ b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs b/Assets/Standard Assets/Utility/SmoothFollow.cs new file mode 100755 index 0000000..01881dc --- /dev/null +++ b/Assets/Standard Assets/Utility/SmoothFollow.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SmoothFollow : MonoBehaviour + { + + // The target we are following + [SerializeField] + private Transform target; + // The distance in the x-z plane to the target + [SerializeField] + private float distance = 10.0f; + // the height we want the camera to be above the target + [SerializeField] + private float height = 5.0f; + + [SerializeField] + private float rotationDamping; + [SerializeField] + private float heightDamping; + + // Use this for initialization + void Start() { } + + // Update is called once per frame + void LateUpdate() + { + // Early out if we don't have a target + if (!target) + return; + + // Calculate the current rotation angles + var wantedRotationAngle = target.eulerAngles.y; + var wantedHeight = target.position.y + height; + + var currentRotationAngle = transform.eulerAngles.y; + var currentHeight = transform.position.y; + + // Damp the rotation around the y-axis + currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); + + // Damp the height + currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); + + // Convert the angle into a rotation + var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + transform.position = target.position; + transform.position -= currentRotation * Vector3.forward * distance; + + // Set the height of the camera + transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); + + // Always look at the target + transform.LookAt(target); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs.meta b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta new file mode 100755 index 0000000..8e0ee92 --- /dev/null +++ b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f76806479d916a64aa03f8e3eba7912f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Assets/Standard Assets/Utility/TimedObjectActivator.cs new file mode 100755 index 0000000..f2c06a0 --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs @@ -0,0 +1,216 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectActivator : MonoBehaviour + { + public enum Action + { + Activate, + Deactivate, + Destroy, + ReloadLevel, + Call, + } + + + [Serializable] + public class Entry + { + public GameObject target; + public Action action; + public float delay; + } + + + [Serializable] + public class Entries + { + public Entry[] entries; + } + + + public Entries entries = new Entries(); + + + private void Awake() + { + foreach (Entry entry in entries.entries) + { + switch (entry.action) + { + case Action.Activate: + StartCoroutine(Activate(entry)); + break; + case Action.Deactivate: + StartCoroutine(Deactivate(entry)); + break; + case Action.Destroy: + Destroy(entry.target, entry.delay); + break; + + case Action.ReloadLevel: + StartCoroutine(ReloadLevel(entry)); + break; + } + } + } + + + private IEnumerator Activate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(true); + } + + + private IEnumerator Deactivate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(false); + } + + + private IEnumerator ReloadLevel(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); + } + } +} + + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] + public class EntriesDrawer : PropertyDrawer + { + private const float k_LineHeight = 18; + private const float k_Spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float width = position.width; + + // Draw label + EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var entries = property.FindPropertyRelative("entries"); + + if (entries.arraySize > 0) + { + float actionWidth = .25f*width; + float targetWidth = .6f*width; + float delayWidth = .1f*width; + float buttonWidth = .05f*width; + + for (int i = 0; i < entries.arraySize; ++i) + { + y += k_LineHeight + k_Spacing; + + var entry = entries.GetArrayElementAtIndex(i); + + float rowX = x; + + // Calculate rects + Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); + rowX += actionWidth; + + Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); + rowX += targetWidth; + + Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); + rowX += delayWidth; + + Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); + rowX += buttonWidth; + + // Draw fields - passs GUIContent.none to each so they are drawn without labels + + if (entry.FindPropertyRelative("action").enumValueIndex != + (int) TimedObjectActivator.Action.ReloadLevel) + { + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); + } + else + { + actionRect.width = actionRect.width + targetRect.width; + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + } + + EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); + if (GUI.Button(buttonRect, "-")) + { + entries.DeleteArrayElementAtIndex(i); + break; + } + } + } + + // add & sort buttons + y += k_LineHeight + k_Spacing; + + var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); + if (GUI.Button(addButtonRect, "Add")) + { + entries.InsertArrayElementAtIndex(entries.arraySize); + } + + var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); + if (GUI.Button(sortButtonRect, "Sort")) + { + bool changed = true; + while (entries.arraySize > 1 && changed) + { + changed = false; + for (int i = 0; i < entries.arraySize - 1; ++i) + { + var e1 = entries.GetArrayElementAtIndex(i); + var e2 = entries.GetArrayElementAtIndex(i + 1); + + if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) + { + entries.MoveArrayElement(i + 1, i); + changed = true; + break; + } + } + } + } + + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + // + + + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty entries = property.FindPropertyRelative("entries"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta new file mode 100755 index 0000000..e2fd0fc --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a7cedf246fca744f90cbdc9dbe41166 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs new file mode 100755 index 0000000..fdf5e07 --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectDestructor : MonoBehaviour + { + [SerializeField] private float m_TimeOut = 1.0f; + [SerializeField] private bool m_DetachChildren = false; + + + private void Awake() + { + Invoke("DestroyNow", m_TimeOut); + } + + + private void DestroyNow() + { + if (m_DetachChildren) + { + transform.DetachChildren(); + } + DestroyObject(gameObject); + } + } +} diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta new file mode 100755 index 0000000..9dec4d4 --- /dev/null +++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37fac21d1f093d344816942d1abce94e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs b/Assets/Standard Assets/Utility/WaypointCircuit.cs new file mode 100755 index 0000000..4f483fa --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs @@ -0,0 +1,384 @@ +using System; +using System.Collections; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; + +#endif + +namespace UnityStandardAssets.Utility +{ + public class WaypointCircuit : MonoBehaviour + { + public WaypointList waypointList = new WaypointList(); + [SerializeField] private bool smoothRoute = true; + private int numPoints; + private Vector3[] points; + private float[] distances; + + public float editorVisualisationSubsteps = 100; + public float Length { get; private set; } + + public Transform[] Waypoints + { + get { return waypointList.items; } + } + + //this being here will save GC allocs + private int p0n; + private int p1n; + private int p2n; + private int p3n; + + private float i; + private Vector3 P0; + private Vector3 P1; + private Vector3 P2; + private Vector3 P3; + + // Use this for initialization + private void Awake() + { + if (Waypoints.Length > 1) + { + CachePositionsAndDistances(); + } + numPoints = Waypoints.Length; + } + + + public RoutePoint GetRoutePoint(float dist) + { + // position and direction + Vector3 p1 = GetRoutePosition(dist); + Vector3 p2 = GetRoutePosition(dist + 0.1f); + Vector3 delta = p2 - p1; + return new RoutePoint(p1, delta.normalized); + } + + + public Vector3 GetRoutePosition(float dist) + { + int point = 0; + + if (Length == 0) + { + Length = distances[distances.Length - 1]; + } + + dist = Mathf.Repeat(dist, Length); + + while (distances[point] < dist) + { + ++point; + } + + + // get nearest two points, ensuring points wrap-around start & end of circuit + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + // found point numbers, now find interpolation value between the two middle points + + i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); + + if (smoothRoute) + { + // smooth catmull-rom calculation between the two relevant points + + + // get indices for the surrounding 2 points, because + // four points are required by the catmull-rom function + p0n = ((point - 2) + numPoints)%numPoints; + p3n = (point + 1)%numPoints; + + // 2nd point may have been the 'last' point - a dupe of the first, + // (to give a value of max track distance instead of zero) + // but now it must be wrapped back to zero if that was the case. + p2n = p2n%numPoints; + + P0 = points[p0n]; + P1 = points[p1n]; + P2 = points[p2n]; + P3 = points[p3n]; + + return CatmullRom(P0, P1, P2, P3, i); + } + else + { + // simple linear lerp between the two points: + + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + return Vector3.Lerp(points[p1n], points[p2n], i); + } + } + + + private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) + { + // comments are no use here... it's the catmull-rom equation. + // Un-magic this, lord vector! + return 0.5f* + ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + + (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); + } + + + private void CachePositionsAndDistances() + { + // transfer the position of each point and distances between points to arrays for + // speed of lookup at runtime + points = new Vector3[Waypoints.Length + 1]; + distances = new float[Waypoints.Length + 1]; + + float accumulateDistance = 0; + for (int i = 0; i < points.Length; ++i) + { + var t1 = Waypoints[(i)%Waypoints.Length]; + var t2 = Waypoints[(i + 1)%Waypoints.Length]; + if (t1 != null && t2 != null) + { + Vector3 p1 = t1.position; + Vector3 p2 = t2.position; + points[i] = Waypoints[i%Waypoints.Length].position; + distances[i] = accumulateDistance; + accumulateDistance += (p1 - p2).magnitude; + } + } + } + + + private void OnDrawGizmos() + { + DrawGizmos(false); + } + + + private void OnDrawGizmosSelected() + { + DrawGizmos(true); + } + + + private void DrawGizmos(bool selected) + { + waypointList.circuit = this; + if (Waypoints.Length > 1) + { + numPoints = Waypoints.Length; + + CachePositionsAndDistances(); + Length = distances[distances.Length - 1]; + + Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); + Vector3 prev = Waypoints[0].position; + if (smoothRoute) + { + for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) + { + Vector3 next = GetRoutePosition(dist + 1); + Gizmos.DrawLine(prev, next); + prev = next; + } + Gizmos.DrawLine(prev, Waypoints[0].position); + } + else + { + for (int n = 0; n < Waypoints.Length; ++n) + { + Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; + Gizmos.DrawLine(prev, next); + prev = next; + } + } + } + } + + + [Serializable] + public class WaypointList + { + public WaypointCircuit circuit; + public Transform[] items = new Transform[0]; + } + + public struct RoutePoint + { + public Vector3 position; + public Vector3 direction; + + + public RoutePoint(Vector3 position, Vector3 direction) + { + this.position = position; + this.direction = direction; + } + } + } +} + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] + public class WaypointListDrawer : PropertyDrawer + { + private float lineHeight = 18; + private float spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Draw label + + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var items = property.FindPropertyRelative("items"); + var titles = new string[] {"Transform", "", "", ""}; + var props = new string[] {"transform", "^", "v", "-"}; + var widths = new float[] {.7f, .1f, .1f, .1f}; + float lineHeight = 18; + bool changedLength = false; + if (items.arraySize > 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (n == 0) + { + EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); + } + else + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + } + } + + y += lineHeight + spacing; + if (changedLength) + { + break; + } + } + } + else + { + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + spacing; + } + + // add all button + var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(addAllButtonRect, "Assign using all child objects")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + var children = new Transform[circuit.transform.childCount]; + int n = 0; + foreach (Transform child in circuit.transform) + { + children[n++] = child; + } + Array.Sort(children, new TransformNameComparer()); + circuit.waypointList.items = new Transform[children.Length]; + for (n = 0; n < children.Length; ++n) + { + circuit.waypointList.items[n] = children[n]; + } + } + y += lineHeight + spacing; + + // rename all button + var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + int n = 0; + foreach (Transform child in circuit.waypointList.items) + { + child.name = "Waypoint " + (n++).ToString("000"); + } + } + y += lineHeight + spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = lineHeight + spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + + + // comparer for check distances in ray cast hits + public class TransformNameComparer : IComparer + { + public int Compare(object x, object y) + { + return ((Transform) x).name.CompareTo(((Transform) y).name); + } + } + } +#endif +} diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta new file mode 100755 index 0000000..7dd72d7 --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70852dc981465ea48bb527b9e33a87fd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs new file mode 100755 index 0000000..750b779 --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs @@ -0,0 +1,152 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class WaypointProgressTracker : MonoBehaviour + { + // This script can be used with any object that is supposed to follow a + // route marked out by waypoints. + + // This script manages the amount to look ahead along the route, + // and keeps track of progress and laps. + + [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow + + [SerializeField] private float lookAheadForTargetOffset = 5; + // The offset ahead along the route that the we will aim for + + [SerializeField] private float lookAheadForTargetFactor = .1f; + // A multiplier adding distance ahead along the route to aim for, based on current speed + + [SerializeField] private float lookAheadForSpeedOffset = 10; + // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) + + [SerializeField] private float lookAheadForSpeedFactor = .2f; + // A multiplier adding distance ahead along the route for speed adjustments + + [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; + // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. + + [SerializeField] private float pointToPointThreshold = 4; + // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. + + public enum ProgressStyle + { + SmoothAlongRoute, + PointToPoint, + } + + // these are public, readable by other objects - i.e. for an AI to know where to head! + public WaypointCircuit.RoutePoint targetPoint { get; private set; } + public WaypointCircuit.RoutePoint speedPoint { get; private set; } + public WaypointCircuit.RoutePoint progressPoint { get; private set; } + + public Transform target; + + private float progressDistance; // The progress round the route, used in smooth mode. + private int progressNum; // the current waypoint number, used in point-to-point mode. + private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) + private float speed; // current speed of this object (calculated from delta since last frame) + + // setup script properties + private void Start() + { + // we use a transform to represent the point to aim for, and the point which + // is considered for upcoming changes-of-speed. This allows this component + // to communicate this information to the AI without requiring further dependencies. + + // You can manually create a transform and assign it to this component *and* the AI, + // then this component will update it, and the AI can read it. + if (target == null) + { + target = new GameObject(name + " Waypoint Target").transform; + } + + Reset(); + } + + + // reset the object to sensible values + public void Reset() + { + progressDistance = 0; + progressNum = 0; + if (progressStyle == ProgressStyle.PointToPoint) + { + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + } + } + + + private void Update() + { + if (progressStyle == ProgressStyle.SmoothAlongRoute) + { + // determine the position we should currently be aiming for + // (this is different to the current progress position, it is a a certain amount ahead along the route) + // we use lerp as a simple way of smoothing out the speed over time. + if (Time.deltaTime > 0) + { + speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, + Time.deltaTime); + } + target.position = + circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) + .position; + target.rotation = + Quaternion.LookRotation( + circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) + .direction); + + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude*0.5f; + } + + lastPosition = transform.position; + } + else + { + // point to point mode. Just increase the waypoint if we're close enough: + + Vector3 targetDelta = target.position - transform.position; + if (targetDelta.magnitude < pointToPointThreshold) + { + progressNum = (progressNum + 1)%circuit.Waypoints.Length; + } + + + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude; + } + lastPosition = transform.position; + } + } + + + private void OnDrawGizmos() + { + if (Application.isPlaying) + { + Gizmos.color = Color.green; + Gizmos.DrawLine(transform.position, target.position); + Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); + Gizmos.color = Color.yellow; + Gizmos.DrawLine(target.position, target.position + target.forward); + } + } + } +} diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta new file mode 100755 index 0000000..79b21ef --- /dev/null +++ b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c5cb22d331ef7d64796f917c6a455a32 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: