任务:搭建基本玩法
1.让马可以跳跃 (1.测试,如果我给马的刚体一个(1,1)的力代表跳跃,是否可行? Good Job!通过测试,可以通过给力的方式使马整体起飞,而且控制点和马蹄都会随之起飞,是理想的状态。 (2.让马并拢每一组腿,当按住某键,使该组腿并拢,也就是消除输入偏差。当松开键,重新设置输入偏差,使双腿分开。 DONE (3.从输入中获取信息,当两腿均并拢,进入跳跃模式,否则离开跳跃模式,在跳跃模式下,如何通过输入计算出应该给出多大、哪个方向的的跳跃力是核心和难点 (4.马脚和马脚的控制点很难控制,数据也经常抖动,我不想通过这两个变量来计算跳跃的力。我打算直接通过输入值判断 (5.尝试:首先,若处于跳跃模式,每帧记录上一帧输入,并计算一个瞬时速度,当瞬时速度的y大于0,也就代表此时腿在上升,在预备,不考虑。若瞬时速度的y小于0,说明腿开始下降,可能会跳起。此时判断此瞬时速度的模长是否大于某个阈值,若是,进入戒备状态,此后的若干帧后,有任何一帧再低于阈值,说明输入结束,输出最后的速度,并给予马刚体。若此时瞬时速度的模长小于阈值 ,说明太慢,不记录。在这个戒备状态中的每一帧,需要记录瞬时速度,并累计影响,最终经过乘以调整值、取反(因为是相对作用)操作,得到需要赋予马的力,然后把力赋给马刚体,完成一次跳跃 (6.Good!初步尝试有效。在马着地后,重置跳跃状态,即可完成循环,开始下一次跳跃。 至此,马基本可以跳跃,但是手感极差,并且键鼠几乎没有操作空间,需要后续进一步优化……
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Assets/勍/脚本/DebugHelper.cs
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27
Assets/勍/脚本/DebugHelper.cs
Normal file
@ -0,0 +1,27 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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public class DebugHelper : MonoBehaviour
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{
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[Header("给多大的力")]
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public float strength;
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void Update()
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{
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// 按下上方向键给马刚体一个右上角的力
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if(Input.GetKeyDown(KeyCode.UpArrow))
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{
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Debug.Log("Up");
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GameObject.Find("马").GetComponent<Rigidbody2D>().AddForce(new Vector2(1,1) * strength,ForceMode2D.Impulse);
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}
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// 按下R重启场景
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if(Input.GetKeyDown(KeyCode.R))
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{
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}
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}
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}
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@ -75,6 +75,30 @@ public class Horse : MonoBehaviour
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[BoxGroup("马的基本运动信息")][Header("马蹄供力有效范围")]
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public float effectiveDistance;
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public enum FootType { Front, Back }
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/// <summary>
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/// 马状态,Stand代表无输入,Move为有输入着地行走,Jump为跳跃,当两对足均并拢时进入
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/// </summary>
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public enum HorseState { Stand, Move, Jump}
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/// <summary>
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/// 单次跳跃过程中的状态量,Ready表示还没开始累计最终力,Charge表示已经开始蓄力,jump表示已经触发跳跃
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/// </summary>
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public enum JumpState { Ready, Charging, Jump }
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/// <summary>
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/// 跳跃判定阈值,只有输入的变化大于该值才会触发跳跃的蓄力
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/// </summary>
|
||||
[BoxGroup("马的基本运动信息")][Header("马跳跃蓄力阈值")]
|
||||
public float jumpChargeThreshold;
|
||||
|
||||
/// <summary>
|
||||
/// 马跳跃力度
|
||||
/// </summary>
|
||||
[BoxGroup("马的基本运动信息")][Header("马跳跃力度")]
|
||||
public float jumpForce;
|
||||
|
||||
|
||||
|
||||
|
||||
@ -156,6 +180,16 @@ public class Horse : MonoBehaviour
|
||||
/// </summary>
|
||||
private Vector2 inputBackVector;
|
||||
|
||||
/// <summary>
|
||||
/// 前一帧的前马脚输入向量
|
||||
/// </summary>
|
||||
private Vector2 previousInputFrontVector;
|
||||
|
||||
/// <summary>
|
||||
/// 前一帧的后马脚输入向量
|
||||
/// </summary>
|
||||
private Vector2 previousInputBackVector;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 原重力尺度,在Start中通过随意一条腿的刚体获取
|
||||
@ -172,6 +206,36 @@ public class Horse : MonoBehaviour
|
||||
/// </summary>
|
||||
private Rigidbody2D horseRig;
|
||||
|
||||
/// <summary>
|
||||
/// 四条腿分别对输入偏差多少,但是是原始值,不会改变,用于还原并拢的脚
|
||||
/// </summary>
|
||||
private Vector2[] oriFootOffestOfInput;
|
||||
|
||||
/// <summary>
|
||||
/// 马此时的状态
|
||||
/// </summary>
|
||||
private HorseState horseState;
|
||||
|
||||
/// <summary>
|
||||
/// 此时前腿并拢着吗?
|
||||
/// </summary>
|
||||
private bool isFrontFootMerged = false;
|
||||
|
||||
/// <summary>
|
||||
/// 此时后腿并拢着吗?
|
||||
/// </summary>
|
||||
private bool isBackFootMerged = false;
|
||||
|
||||
/// <summary>
|
||||
/// 此时的跳跃状态
|
||||
/// </summary>
|
||||
private JumpState jumpState = JumpState.Ready;
|
||||
|
||||
/// <summary>
|
||||
/// 跳跃蓄力的速度
|
||||
/// </summary>
|
||||
private Vector2 jumpChargeVelocity;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -185,14 +249,106 @@ public class Horse : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
//更新一些数据
|
||||
UpdateDataEarly();
|
||||
//计算马脚目标位置
|
||||
CaculateTargetPosition();
|
||||
//让马脚朝着目标移动
|
||||
MoveFoot();
|
||||
//让马整体运动
|
||||
MoveHorse();
|
||||
//跳跃检测和物理实现
|
||||
if(horseState == HorseState.Jump) CheckJump();
|
||||
//更新一些数据
|
||||
UpdateData();
|
||||
UpdateDataLate();
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
jumpState = JumpState.Jump;
|
||||
Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f);
|
||||
if(jumpVelocity.magnitude > 30f) jumpVelocity *= 0.1f;
|
||||
|
||||
Debug.Log("Jump Velocity: " + jumpVelocity);
|
||||
horseRig.velocity += jumpVelocity;
|
||||
jumpChargeVelocity = Vector2.zero;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 在跳跃状态时每帧执行,用于检测跳跃和实现跳跃的物理
|
||||
/// </summary>
|
||||
private void CheckJump()
|
||||
{
|
||||
//通过本帧输入向量减上一帧输入向量得到一个瞬时速度
|
||||
Vector2 frontInstantaneousSpeed = inputFrontVector - previousInputFrontVector;
|
||||
Vector2 backInstantaneousSpeed = inputBackVector - previousInputBackVector;
|
||||
//如果任意一组的y大于0,说明在上升,不考虑它的跳跃
|
||||
if(frontInstantaneousSpeed.y > 0 || backInstantaneousSpeed.y > 0) return;
|
||||
else
|
||||
{
|
||||
//此时双腿在下降,开始检测跳跃蓄力
|
||||
//首先看前后腿输入变化的瞬时速度的模长和是否大于蓄力标准
|
||||
if(frontInstantaneousSpeed.magnitude + backInstantaneousSpeed.magnitude > jumpChargeThreshold)
|
||||
{
|
||||
//若输入的瞬时速度大于蓄力标准时,看马的跳跃状态,若处于准备态,则转移至蓄力态
|
||||
if(jumpState == JumpState.Ready) jumpState = JumpState.Charging;
|
||||
//若已处于蓄力态,累计力大小
|
||||
if(jumpState == JumpState.Charging)
|
||||
{
|
||||
jumpChargeVelocity += (frontInstantaneousSpeed + backInstantaneousSpeed);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//若输入的瞬时速度小于蓄力标准时,看马的跳跃状态,若处于蓄力态,则触发跳跃
|
||||
if(jumpState == JumpState.Charging) Jump();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 在Update之前更新一些数据
|
||||
/// </summary>
|
||||
private void UpdateDataEarly()
|
||||
{
|
||||
//判断是否两腿均并拢,若是,进入跳跃状态,否则设置为Stand状态
|
||||
if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump;
|
||||
else horseState = HorseState.Stand;
|
||||
|
||||
Debug.Log("jumpState = " + jumpState);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 使马并拢输入的双腿,
|
||||
/// </summary>
|
||||
public void MergeFoot(FootType type)
|
||||
{
|
||||
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
|
||||
int index = type == FootType.Front ? 1 : 3;
|
||||
footOffestOfInput[index] = Vector2.zero;
|
||||
if(type == FootType.Front) isFrontFootMerged = true;
|
||||
else isBackFootMerged = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 恢复输入的并拢的双腿至有偏移状态
|
||||
/// </summary>
|
||||
/// <param name="type">需要恢复的是哪一组腿</param>
|
||||
public void RecoverFoot(FootType type)
|
||||
{
|
||||
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
|
||||
int index = type == FootType.Front ? 1 : 3;
|
||||
footOffestOfInput[index] = oriFootOffestOfInput[index];
|
||||
if(type == FootType.Front) isFrontFootMerged = false;
|
||||
else isBackFootMerged = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -241,7 +397,7 @@ public class Horse : MonoBehaviour
|
||||
//减弱y轴的影响,不要让马在平地上起飞
|
||||
v *= new Vector2(1,0.2f);
|
||||
|
||||
Debug.Log(v);
|
||||
// Debug.Log(v);
|
||||
|
||||
//如果模长超过5,那必是触发了什么逆天Bug,会导致马起飞,需要避免这些错误
|
||||
if(v.magnitude > 10f) v = Vector2.zero;
|
||||
@ -250,18 +406,25 @@ public class Horse : MonoBehaviour
|
||||
horseRig.velocity += v;
|
||||
}
|
||||
|
||||
private void UpdateData()
|
||||
private void UpdateDataLate()
|
||||
{
|
||||
//更新四足的上帧位置
|
||||
for(int i = 0; i < 4; i++)
|
||||
foots[i].footPreviousPosition = foots[i].footRealTransform.position;
|
||||
|
||||
//更新上帧输入
|
||||
previousInputFrontVector = inputFrontVector;
|
||||
previousInputBackVector = inputBackVector;
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
foots = new foot[4];
|
||||
oriFootOffestOfInput = new Vector2[4];
|
||||
footBoxColliders = new BoxCollider2D[4];
|
||||
for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position;
|
||||
for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i];
|
||||
horseState = HorseState.Stand;
|
||||
}
|
||||
|
||||
|
||||
@ -392,5 +555,15 @@ public class Horse : MonoBehaviour
|
||||
|
||||
public void SetInputBackVector(Vector2 input) => inputBackVector = input;
|
||||
|
||||
|
||||
//撞击地面后,修改跳跃状态
|
||||
void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if(collision.gameObject.tag == "Ground")
|
||||
{
|
||||
jumpState = JumpState.Ready;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -29,11 +29,19 @@ public class Player : MonoBehaviour
|
||||
|
||||
private void InputBinding()
|
||||
{
|
||||
//新建了一个操控类的实例,小心多个操控类实例的坑!这个东西不会自动销毁
|
||||
playerC = new PlayerC();
|
||||
//绑定基本移动相关的事件
|
||||
playerC.GamePlay.MoveFrontFoot.performed += ctx => horse.SetInputFrontVector(ctx.ReadValue<Vector2>());
|
||||
playerC.GamePlay.MoveBackFoot.performed += ctx => horse.SetInputBackVector(ctx.ReadValue<Vector2>());
|
||||
playerC.GamePlay.MoveFrontFoot.canceled += ctx => horse.SetInputFrontVector(Vector2.zero);
|
||||
playerC.GamePlay.MoveBackFoot.canceled += ctx => horse.SetInputBackVector(Vector2.zero);
|
||||
//绑定并拢腿的相关事件
|
||||
playerC.GamePlay.MergeBackFoot.started += ctx => horse.MergeFoot(Horse.FootType.Back);
|
||||
playerC.GamePlay.MergeBackFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Back);
|
||||
playerC.GamePlay.MergeFrontFoot.started += ctx => horse.MergeFoot(Horse.FootType.Front);
|
||||
playerC.GamePlay.MergeFrontFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Front);
|
||||
|
||||
|
||||
playerC.GamePlay.Enable();
|
||||
}
|
||||
|
@ -44,6 +44,24 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
},
|
||||
{
|
||||
""name"": ""MergeBackFoot"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""8288e092-59fe-4ec2-8cf0-6405751e4d50"",
|
||||
""expectedControlType"": ""Button"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
},
|
||||
{
|
||||
""name"": ""MergeFrontFoot"",
|
||||
""type"": ""Button"",
|
||||
""id"": ""dff57601-4077-445d-880b-15d1f6794338"",
|
||||
""expectedControlType"": ""Button"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": false
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
@ -266,6 +284,50 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
""action"": ""MoveFrontFoot"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""6473b7f1-d103-4c52-83b5-111733afdc6d"",
|
||||
""path"": ""<Gamepad>/leftShoulder"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""MergeBackFoot"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""98454c00-038e-4008-91b0-21098bc7423c"",
|
||||
""path"": ""<Keyboard>/shift"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""MergeBackFoot"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""ec93b4c2-ff5d-4c0f-bcf7-ea1788cabb6f"",
|
||||
""path"": ""<Gamepad>/rightShoulder"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""GamePlay"",
|
||||
""action"": ""MergeFrontFoot"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": """",
|
||||
""id"": ""615c7cea-f9d0-458c-a7e1-04a9ee39a068"",
|
||||
""path"": ""<Keyboard>/space"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""GamePlay"",
|
||||
""action"": ""MergeFrontFoot"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -293,6 +355,8 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
m_GamePlay = asset.FindActionMap("GamePlay", throwIfNotFound: true);
|
||||
m_GamePlay_MoveBackFoot = m_GamePlay.FindAction("MoveBackFoot", throwIfNotFound: true);
|
||||
m_GamePlay_MoveFrontFoot = m_GamePlay.FindAction("MoveFrontFoot", throwIfNotFound: true);
|
||||
m_GamePlay_MergeBackFoot = m_GamePlay.FindAction("MergeBackFoot", throwIfNotFound: true);
|
||||
m_GamePlay_MergeFrontFoot = m_GamePlay.FindAction("MergeFrontFoot", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@ -354,12 +418,16 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
private IGamePlayActions m_GamePlayActionsCallbackInterface;
|
||||
private readonly InputAction m_GamePlay_MoveBackFoot;
|
||||
private readonly InputAction m_GamePlay_MoveFrontFoot;
|
||||
private readonly InputAction m_GamePlay_MergeBackFoot;
|
||||
private readonly InputAction m_GamePlay_MergeFrontFoot;
|
||||
public struct GamePlayActions
|
||||
{
|
||||
private @PlayerC m_Wrapper;
|
||||
public GamePlayActions(@PlayerC wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @MoveBackFoot => m_Wrapper.m_GamePlay_MoveBackFoot;
|
||||
public InputAction @MoveFrontFoot => m_Wrapper.m_GamePlay_MoveFrontFoot;
|
||||
public InputAction @MergeBackFoot => m_Wrapper.m_GamePlay_MergeBackFoot;
|
||||
public InputAction @MergeFrontFoot => m_Wrapper.m_GamePlay_MergeFrontFoot;
|
||||
public InputActionMap Get() { return m_Wrapper.m_GamePlay; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
@ -375,6 +443,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
@MoveFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
|
||||
@MoveFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
|
||||
@MoveFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot;
|
||||
@MergeBackFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
|
||||
@MergeBackFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
|
||||
@MergeBackFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot;
|
||||
@MergeFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
|
||||
@MergeFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
|
||||
@MergeFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot;
|
||||
}
|
||||
m_Wrapper.m_GamePlayActionsCallbackInterface = instance;
|
||||
if (instance != null)
|
||||
@ -385,6 +459,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
@MoveFrontFoot.started += instance.OnMoveFrontFoot;
|
||||
@MoveFrontFoot.performed += instance.OnMoveFrontFoot;
|
||||
@MoveFrontFoot.canceled += instance.OnMoveFrontFoot;
|
||||
@MergeBackFoot.started += instance.OnMergeBackFoot;
|
||||
@MergeBackFoot.performed += instance.OnMergeBackFoot;
|
||||
@MergeBackFoot.canceled += instance.OnMergeBackFoot;
|
||||
@MergeFrontFoot.started += instance.OnMergeFrontFoot;
|
||||
@MergeFrontFoot.performed += instance.OnMergeFrontFoot;
|
||||
@MergeFrontFoot.canceled += instance.OnMergeFrontFoot;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -402,5 +482,7 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable
|
||||
{
|
||||
void OnMoveBackFoot(InputAction.CallbackContext context);
|
||||
void OnMoveFrontFoot(InputAction.CallbackContext context);
|
||||
void OnMergeBackFoot(InputAction.CallbackContext context);
|
||||
void OnMergeFrontFoot(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
@ -22,6 +22,24 @@
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "MergeBackFoot",
|
||||
"type": "Button",
|
||||
"id": "8288e092-59fe-4ec2-8cf0-6405751e4d50",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "MergeFrontFoot",
|
||||
"type": "Button",
|
||||
"id": "dff57601-4077-445d-880b-15d1f6794338",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
@ -244,6 +262,50 @@
|
||||
"action": "MoveFrontFoot",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "6473b7f1-d103-4c52-83b5-111733afdc6d",
|
||||
"path": "<Gamepad>/leftShoulder",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "MergeBackFoot",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "98454c00-038e-4008-91b0-21098bc7423c",
|
||||
"path": "<Keyboard>/shift",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "MergeBackFoot",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
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17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
17
ProjectSettings/BurstAotSettings_StandaloneWindows.json
Normal file
@ -0,0 +1,17 @@
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16
ProjectSettings/BurstAotSettings_WSAPlayer.json
Normal file
16
ProjectSettings/BurstAotSettings_WSAPlayer.json
Normal file
@ -0,0 +1,16 @@
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6
ProjectSettings/CommonBurstAotSettings.json
Normal file
6
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Normal file
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841
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841
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||||
adb = {
|
||||
active = false
|
||||
priority = 2500
|
||||
defaultAction = null
|
||||
}
|
||||
asset = {
|
||||
active = true
|
||||
priority = 25
|
||||
defaultAction = null
|
||||
}
|
||||
store = {
|
||||
active = true
|
||||
priority = 100
|
||||
defaultAction = null
|
||||
}
|
||||
find = {
|
||||
active = true
|
||||
priority = 25
|
||||
defaultAction = null
|
||||
}
|
||||
log = {
|
||||
active = false
|
||||
priority = 210
|
||||
defaultAction = null
|
||||
}
|
||||
packages = {
|
||||
active = true
|
||||
priority = 90
|
||||
defaultAction = null
|
||||
}
|
||||
performance = {
|
||||
active = false
|
||||
priority = 100
|
||||
defaultAction = null
|
||||
}
|
||||
scene = {
|
||||
active = true
|
||||
priority = 50
|
||||
defaultAction = null
|
||||
}
|
||||
}
|
||||
recentSearches = [
|
||||
]
|
||||
searchItemFavorites = [
|
||||
]
|
||||
savedSearchesSortOrder = 0
|
||||
showSavedSearchPanel = false
|
||||
expandedQueries = [
|
||||
]
|
||||
queryBuilder = false
|
||||
ignoredProperties = "id;name;classname;imagecontentshash"
|
||||
helperWidgetCurrentArea = "all"
|
||||
disabledIndexers = ""
|
Loading…
x
Reference in New Issue
Block a user