1.完成移动功能,手柄摇杆左右控制左右,键盘AD控左右

2.完成跑动功能,手柄RB控制跑动,键盘Shift控制跑动
3.完成交互功能,手柄X与物体交互,键盘F与物体交互
4.完成打码功能,手柄RT短按打.,长按打-,键盘忘了适配
This commit is contained in:
Roman 2021-07-01 23:35:25 +08:00
parent 3c3114da36
commit f9ab978fc6
52 changed files with 5170 additions and 6 deletions

8
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m_Name: InputSystem.inputsettings
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// GENERATED AUTOMATICALLY FROM 'Assets/InputAssets/Player.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @Player : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @Player()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""Player"",
""maps"": [
{
""name"": ""PlayerNormal"",
""id"": ""fed7b745-1bc5-4e0b-a0e3-12ba77260d19"",
""actions"": [
{
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{
""name"": ""Run"",
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""id"": ""5c554403-34b9-4a85-a8f5-ac58363cad75"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
},
{
""name"": ""Interaction"",
""type"": ""Button"",
""id"": ""a3099043-3ac2-4656-8595-f0c577842621"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
},
{
""name"": ""Coding"",
""type"": ""Button"",
""id"": ""f7af9390-5dad-4c80-a4a7-83d8314f8e88"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Press(behavior=2)""
}
],
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{
""name"": ""Keyboard"",
""id"": ""1fbfd71c-7027-405d-a1ed-1fc210b6164f"",
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""processors"": """",
""groups"": """",
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""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""68266135-01e4-4afc-96c0-ea13a80f3480"",
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""processors"": """",
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},
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""groups"": ""Player"",
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""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""GamePad"",
""id"": ""fe14fc96-6976-4535-9110-34ee485476e9"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
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},
{
""name"": ""negative"",
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""isComposite"": false,
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},
{
""name"": ""positive"",
""id"": ""81388851-93e1-42a6-88f8-2eccb63c984d"",
""path"": ""<Gamepad>/leftStick/right"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""MoveHorizons"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""b0789a3f-5494-4bae-96bb-36eab3a52419"",
""path"": ""<Gamepad>/rightShoulder"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Run"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""975884c6-576e-4b0b-adb7-f0883ff247e9"",
""path"": ""<Keyboard>/shift"",
""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Run"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""c35dfc0f-020b-4d7f-b2ca-5b54e24145f5"",
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""interactions"": """",
""processors"": """",
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""processors"": """",
""groups"": ""Player"",
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""isComposite"": false,
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},
{
""name"": """",
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""interactions"": """",
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""interactions"": """",
""processors"": """",
""groups"": ""Player"",
""action"": ""Coding"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""Player"",
""bindingGroup"": ""Player"",
""devices"": [
{
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""isOptional"": true,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": true,
""isOR"": false
}
]
}
]
}");
// PlayerNormal
m_PlayerNormal = asset.FindActionMap("PlayerNormal", throwIfNotFound: true);
m_PlayerNormal_MoveHorizons = m_PlayerNormal.FindAction("MoveHorizons", throwIfNotFound: true);
m_PlayerNormal_Run = m_PlayerNormal.FindAction("Run", throwIfNotFound: true);
m_PlayerNormal_Interaction = m_PlayerNormal.FindAction("Interaction", throwIfNotFound: true);
m_PlayerNormal_Coding = m_PlayerNormal.FindAction("Coding", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// PlayerNormal
private readonly InputActionMap m_PlayerNormal;
private IPlayerNormalActions m_PlayerNormalActionsCallbackInterface;
private readonly InputAction m_PlayerNormal_MoveHorizons;
private readonly InputAction m_PlayerNormal_Run;
private readonly InputAction m_PlayerNormal_Interaction;
private readonly InputAction m_PlayerNormal_Coding;
public struct PlayerNormalActions
{
private @Player m_Wrapper;
public PlayerNormalActions(@Player wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveHorizons => m_Wrapper.m_PlayerNormal_MoveHorizons;
public InputAction @Run => m_Wrapper.m_PlayerNormal_Run;
public InputAction @Interaction => m_Wrapper.m_PlayerNormal_Interaction;
public InputAction @Coding => m_Wrapper.m_PlayerNormal_Coding;
public InputActionMap Get() { return m_Wrapper.m_PlayerNormal; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerNormalActions set) { return set.Get(); }
public void SetCallbacks(IPlayerNormalActions instance)
{
if (m_Wrapper.m_PlayerNormalActionsCallbackInterface != null)
{
@MoveHorizons.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnMoveHorizons;
@MoveHorizons.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnMoveHorizons;
@MoveHorizons.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnMoveHorizons;
@Run.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnRun;
@Run.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnRun;
@Run.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnRun;
@Interaction.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
@Interaction.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
@Interaction.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnInteraction;
@Coding.started -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
@Coding.performed -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
@Coding.canceled -= m_Wrapper.m_PlayerNormalActionsCallbackInterface.OnCoding;
}
m_Wrapper.m_PlayerNormalActionsCallbackInterface = instance;
if (instance != null)
{
@MoveHorizons.started += instance.OnMoveHorizons;
@MoveHorizons.performed += instance.OnMoveHorizons;
@MoveHorizons.canceled += instance.OnMoveHorizons;
@Run.started += instance.OnRun;
@Run.performed += instance.OnRun;
@Run.canceled += instance.OnRun;
@Interaction.started += instance.OnInteraction;
@Interaction.performed += instance.OnInteraction;
@Interaction.canceled += instance.OnInteraction;
@Coding.started += instance.OnCoding;
@Coding.performed += instance.OnCoding;
@Coding.canceled += instance.OnCoding;
}
}
}
public PlayerNormalActions @PlayerNormal => new PlayerNormalActions(this);
private int m_PlayerSchemeIndex = -1;
public InputControlScheme PlayerScheme
{
get
{
if (m_PlayerSchemeIndex == -1) m_PlayerSchemeIndex = asset.FindControlSchemeIndex("Player");
return asset.controlSchemes[m_PlayerSchemeIndex];
}
}
public interface IPlayerNormalActions
{
void OnMoveHorizons(InputAction.CallbackContext context);
void OnRun(InputAction.CallbackContext context);
void OnInteraction(InputAction.CallbackContext context);
void OnCoding(InputAction.CallbackContext context);
}
}

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This sample shows how to set up a simple character controller using the input system. As there is more than one way to do it, the sample illustrates several ways. Each demonstration is set up as a separate scene. The basic functionality in all the scenes is the same. You can move and look around and fire projectiles (colored cubes) into the scene. In some scenes, only gamepads are supported but the more involved demonstrations support several different inputs concurrently.
# SimpleDemo_UsingState
[Source](./SimpleController_UsingState.cs)
This starts off at the lowest level by demonstrating how to wire up input by polling input state directly in a `MonoBehaviour.Update` function. For simplicity's sake it only deals with gamepads but the same mechanism works in equivalent ways for other types of input devices (e.g. using `Mouse.current` and `Keyboard.current`).
The key APIs demonstrated here are `Gamepad.current` and `InputControl.ReadValue`.
```CSharp
public class SimpleController_UsingState : MonoBehaviour
{
//...
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var move = Gamepad.leftStick.ReadValue();
//...
}
}
```
# SimpleDemo_UsingActions
[Source](./SimpleController_UsingActions.cs)
This moves one level higher and moves input over to "input actions". These are input abstractions that allow you to bind to input sources indirectly.
In this scene, the actions are embedded directly into the character controller component. This allows setting up the bindings for the actions directly in the inspector. To see the actions and their bindings, select the `Player` object in the hierarchy and look at the `SimpleController_UsingActions` component in the inspector.
The key APIs demonstrated here are `InputAction` and its `Enable`/`Disable` methods and its `ReadValue` method.
```CSharp
public class SimpleController_UsingActions : MonoBehaviour
{
public InputAction moveAction;
//...
public void OnEnable()
{
moveAction.Enable();
//...
}
public void OnDisable()
{
moveAction.Disable();
//...
}
public void Update()
{
var move = moveAction.ReadValue<Vector2>();
//...
}
}
```
The sample also demonstrates how to use a `Tap` and a `SlowTap` interaction on the fire action to implement a charged shooting mechanism. Note that in this case, we run the firing logic right from within the action using the action's `started`, `performed`, and `canceled` callbacks.
```CSharp
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
```
# SimpleDemo_UsingActionAsset
[Source](./SimpleController_UsingActionAsset.cs)
As more and more actions are added, it can become quite tedious to manually set up and `Enable` and `Disable` all the actions. We could use an `InputActionMap` in the component like so
```CSharp
public class SimpleController : MonoBehaviour
{
public InputActionMap actions;
public void OnEnable()
{
actions.Enable();
}
public void OnDisable()
{
actions.Disable();
}
}
```
but then we would have to look up all the actions manually in the action map. A simpler approach is to put all our actions in a separate asset and generate a C# wrapper class that automatically performs the lookup for us.
To create such an `.inputactions` asset, right-click in the Project Browser and click `Create >> Input Actions`. To edit the actions, double-click the `.inputactions` asset and a separate window will come up. The asset we use in this example is [SimpleControls.inputactions](SimpleControls.inputactions).
When you select the asset, note that `Generate C# Class` is ticked in the import settings. This triggers the generation of [SimpleControls.cs](SimpleControls.cs) based on the `.inputactions` file.
Regarding the `SimpleController_UsingActionAsset` script, there are some notable differences.
```CSharp
public class SimpleController_UsingActionAsset
{
// This replaces the InputAction instances we had before with
// the generated C# class.
private SimpleControls m_Controls;
//...
public void Awake()
{
// To use the controls, we need to instantiate them.
// This can be done arbitrary many times. E.g. there
// can be multiple players each with its own SimpleControls
// instance.
m_Controls = new SimpleControls();
// The generated C# class exposes all the action map
// and actions in the asset by name. Here, we reference
// the `fire` action in the `gameplay` action map, for
// example.
m_Controls.gameplay.fire.performed +=
//...
}
//...
public void Update()
{
// Same here, we can just look the actions up by name.
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
//...
}
}
```
Just for kicks, this sample also adds keyboard and mouse control to the game.
# SimpleDemo_UsingPlayerInput
[Source](./SimpleController_UsingPlayerInput.cs)
Finally, we reached the highest level of the input system. While scripting input like in the examples above can be quick and easy, it becomes hard to manage when there can be multiple devices and/or multiple players in the game. This is where `PlayerInput` comes in.
`PlayerInput` automatically manages per-player device assignments and can also automatically handle control scheme switching in single player (e.g. when the player switches between a gamepad and mouse&keyboard).
In our case, we're not getting too much out of it since we don't have control schemes or multiple players but still, let's have a look.
The first thing you'll probably notice is that now there are two script components on the `Player` object, one being the usual `SimpleController` and the other being `PlayerInput`. The latter is what now refers to [SimpleControls.inputactions](SimpleControls.inputactions). It also has `gameplay` set as the `Default Action Map` so that the gameplay actions will get enabled right away when `PlayerInput` itself is enabled.
For getting callbacks, we have chosen `Invoke Unity Events` as the `Behavior`. If you expand the `Events` foldout in the inspector, you can see that `OnFire`, `OnMove`, and `OnLook` are added to the respective events. Each callback method here looks like the `started`, `performed`, and `canceled` callbacks we've already seen on `fireAction` before.
```CSharp
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
private Vector2 m_Move;
//...
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
//...
}
```

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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Use action set asset instead of lose InputActions directly on component.
public class SimpleController_UsingActionAsset : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private SimpleControls m_Controls;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
m_Controls = new SimpleControls();
m_Controls.gameplay.fire.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
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ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
m_Controls.gameplay.fire.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
m_Controls.Enable();
}
public void OnDisable()
{
m_Controls.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using System.Collections;
using UnityEngine.InputSystem;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Using simple actions with callbacks.
public class SimpleController_UsingActions : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
public InputAction moveAction;
public InputAction lookAction;
public InputAction fireAction;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
// We could use `fireAction.triggered` in Update() but that makes it more difficult to
// implement the charging mechanism. So instead we use the `started`, `performed`, and
// `canceled` callbacks to run the firing logic right from within the action.
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
moveAction.Enable();
lookAction.Enable();
fireAction.Enable();
}
public void OnDisable()
{
moveAction.Disable();
lookAction.Disable();
fireAction.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = lookAction.ReadValue<Vector2>();
var move = moveAction.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
var size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
// Use a separate PlayerInput component for setting up input.
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private bool m_Charging;
private Vector2 m_Rotation;
private Vector2 m_Look;
private Vector2 m_Move;
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
m_Look = context.ReadValue<Vector2>();
}
public void OnFire(InputAction.CallbackContext context)
{
switch (context.phase)
{
case InputActionPhase.Performed:
if (context.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(context.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
break;
case InputActionPhase.Started:
if (context.interaction is SlowTapInteraction)
m_Charging = true;
break;
case InputActionPhase.Canceled:
m_Charging = false;
break;
}
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(m_Look);
Move(m_Move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using UnityEngine.InputSystem;
using UnityEngine;
// Using state of gamepad device directly.
public class SimpleController_UsingState : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public GameObject projectile;
private Vector2 m_Rotation;
private bool m_Firing;
private float m_FireCooldown;
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var leftStick = gamepad.leftStick.ReadValue();
var rightStick = gamepad.rightStick.ReadValue();
Look(rightStick);
Move(leftStick);
if (gamepad.buttonSouth.wasPressedThisFrame)
{
m_Firing = true;
m_FireCooldown = 0;
}
else if (gamepad.buttonSouth.wasReleasedThisFrame)
{
m_Firing = false;
}
if (m_Firing && m_FireCooldown < Time.time)
{
Fire();
m_FireCooldown = Time.time + 0.1f;
}
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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// GENERATED AUTOMATICALLY FROM 'Assets/Samples/Input System/1.0.2/Simple Demo/SimpleControls.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @SimpleControls : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @SimpleControls()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""SimpleControls"",
""maps"": [
{
""name"": ""gameplay"",
""id"": ""265c38f5-dd18-4d34-b198-aec58e1627ff"",
""actions"": [
{
""name"": ""fire"",
""type"": ""Button"",
""id"": ""1077f913-a9f9-41b1-acb3-b9ee0adbc744"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Tap,SlowTap""
},
{
""name"": ""move"",
""type"": ""Value"",
""id"": ""50fd2809-3aa3-4a90-988e-1facf6773553"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""look"",
""type"": ""Value"",
""id"": ""c60e0974-d140-4597-a40e-9862193067e9"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""abb776f3-f329-4f7b-bbf8-b577d13be018"",
""path"": ""*/{PrimaryAction}"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""fire"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc"",
""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""Dpad"",
""id"": ""cefc16fc-557a-44b0-939f-2ad792876b07"",
""path"": ""Dpad"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""07244659-79df-461d-b329-defbe2fbc5f6"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""21fe6bfe-4721-4483-9f4a-a0031ade105c"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""2dd39746-c75c-4a11-838a-e59eacaf4e0b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""c106d6e6-2780-47ff-b318-396171bd54cc"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""578caa03-6827-4797-adfc-a59770c437fe"",
""path"": ""<Pointer>/delta"",
""interactions"": """",
""processors"": ""ScaleVector2(x=2,y=2)"",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// gameplay
m_gameplay = asset.FindActionMap("gameplay", throwIfNotFound: true);
m_gameplay_fire = m_gameplay.FindAction("fire", throwIfNotFound: true);
m_gameplay_move = m_gameplay.FindAction("move", throwIfNotFound: true);
m_gameplay_look = m_gameplay.FindAction("look", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// gameplay
private readonly InputActionMap m_gameplay;
private IGameplayActions m_GameplayActionsCallbackInterface;
private readonly InputAction m_gameplay_fire;
private readonly InputAction m_gameplay_move;
private readonly InputAction m_gameplay_look;
public struct GameplayActions
{
private @SimpleControls m_Wrapper;
public GameplayActions(@SimpleControls wrapper) { m_Wrapper = wrapper; }
public InputAction @fire => m_Wrapper.m_gameplay_fire;
public InputAction @move => m_Wrapper.m_gameplay_move;
public InputAction @look => m_Wrapper.m_gameplay_look;
public InputActionMap Get() { return m_Wrapper.m_gameplay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
public void SetCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterface != null)
{
@fire.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@fire.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@fire.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnFire;
@move.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@move.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@move.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnMove;
@look.started -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
@look.performed -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
@look.canceled -= m_Wrapper.m_GameplayActionsCallbackInterface.OnLook;
}
m_Wrapper.m_GameplayActionsCallbackInterface = instance;
if (instance != null)
{
@fire.started += instance.OnFire;
@fire.performed += instance.OnFire;
@fire.canceled += instance.OnFire;
@move.started += instance.OnMove;
@move.performed += instance.OnMove;
@move.canceled += instance.OnMove;
@look.started += instance.OnLook;
@look.performed += instance.OnLook;
@look.canceled += instance.OnLook;
}
}
}
public GameplayActions @gameplay => new GameplayActions(this);
public interface IGameplayActions
{
void OnFire(InputAction.CallbackContext context);
void OnMove(InputAction.CallbackContext context);
void OnLook(InputAction.CallbackContext context);
}
}

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{
"name": "SimpleControls",
"maps": [
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"actions": [
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"type": "Button",
"id": "1077f913-a9f9-41b1-acb3-b9ee0adbc744",
"expectedControlType": "Button",
"processors": "",
"interactions": "Tap,SlowTap"
},
{
"name": "move",
"type": "Value",
"id": "50fd2809-3aa3-4a90-988e-1facf6773553",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "look",
"type": "Value",
"id": "c60e0974-d140-4597-a40e-9862193067e9",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
}
],
"bindings": [
{
"name": "",
"id": "abb776f3-f329-4f7b-bbf8-b577d13be018",
"path": "*/{PrimaryAction}",
"interactions": "",
"processors": "",
"groups": "",
"action": "fire",
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"isPartOfComposite": false
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{
"name": "",
"id": "e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc",
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{
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"id": "cefc16fc-557a-44b0-939f-2ad792876b07",
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"processors": "",
"groups": "",
"action": "move",
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"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
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"isPartOfComposite": true
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{
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"id": "f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b",
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"processors": "",
"groups": "",
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"path": "<Keyboard>/a",
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"groups": "",
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IndexRecoder : MonoBehaviour
{
// Start is called before the first frame update
public float playerMoveSpeed;//角色普通移动速度
public float playerJumpSpeed;//角色跳跃力度
public float bulletSpeed;//子弹速度
public float runSpeedMultiple;//角色跑步的时候,速度是普通状态的多少倍
public float dotRoLineTime;//判定输入为点还是横线的界限时间
void Start()
{
}
// Update is called once per frame
void Update()
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Interactive : MonoBehaviour
{
// Start is called before the first frame update
public GameObject m_interface;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
{
other.GetComponent<M_Player>().catched = this;
}
}
void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Player")
{
other.GetComponent<M_Player>().catched = null;
}
}
public void ShowInfo()
{
m_interface.SetActive(true);
}
public virtual void Coding(string temp){}
}

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131
Assets/Scripts/M_Player.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
using UnityEngine.UI;
public class M_Player : MonoBehaviour
{
// Start is called before the first frame update
private IndexRecoder indexRecoder;//记录组件,内存方便修改的参数
private Vector2 velocity;//逻辑速度,通过计算获得,最后加在理论速度上
private Rigidbody2D m_rigidbody;//自身刚体组件
private int inputDir;//输入方向方向,-1\0\1
//public GameObject bullet;//子弹预制体
private int faceDir;//面部朝向,-1、1
private float runSpeedMultiple = 1f;//速度倍率,在按下和释放跑步后被修改
public Interactive catched;//所捕捉到的可交互对象
void Start()
{
//获取数值记录组件,方便策划修改暴露参数
indexRecoder = FindObjectOfType<IndexRecoder>();
//获取自身刚体组件
m_rigidbody = GetComponent<Rigidbody2D>();
//默认面部朝右
faceDir = 1;
}
// Update is called once per frame
void Update()
{
}
void FixedUpdate()
{
Move();
}
//当水平轴有输入
public void OnMoveHorizons(InputAction.CallbackContext context)
{
float value = context.ReadValue<float>();
//输入只有对移动方向和面部朝向的更改
if(value > 0)
{
inputDir = 1;
faceDir = 1;
}
else if(value < 0)
{
inputDir = -1;
faceDir = -1;
}
else inputDir = 0;
//修改面部朝向
transform.localScale = new Vector3(
Mathf.Abs(transform.localScale.x)*faceDir,
transform.localScale.y,
transform.localScale.z);
}
public void OnFire()
{
// GameObject temp = Instantiate(bullet,m_rigidbody.position,Quaternion.identity);
// temp.GetComponent<Bullet>().SetDir(faceDir);
}
private void Move()
{
//指定水平方向的速度
m_rigidbody.velocity = new Vector2(indexRecoder.playerMoveSpeed* //记录文件中的玩家速度乘以
inputDir*//输入的方向乘以
runSpeedMultiple,//速度的倍率,对付跑步时候的需要
m_rigidbody.velocity.y//y轴的速度不变
);
}
private void OnJump()
{
//跳的时候给一个垂直向上的速度
m_rigidbody.velocity = new Vector2(0,indexRecoder.playerJumpSpeed);
}
public void OnRun(InputAction.CallbackContext context)
{
if(context.started)//如果刚按下跑步键
{
runSpeedMultiple = indexRecoder.runSpeedMultiple;//把本地的速度倍率变成数值记录器中的倍率
}
else if(context.canceled)//如果刚松开跑步键
{
runSpeedMultiple = 1f;//恢复本地速度倍率为1
}
}
public void OnInteraction(InputAction.CallbackContext context)
{
if(context.started)
{
if(catched != null)
{
catched.ShowInfo();
}
}
}
public void OnCoding(InputAction.CallbackContext context)
{
if(context.canceled)
{
if(catched != null)
{
if(context.duration < indexRecoder.dotRoLineTime)//如果小于界限时间
{
catched.Coding(".");
}
else
{
catched.Coding("-");
}
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4e2c1a0de69ef6d468a14db32ebf68fe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,14 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
public class Machine : Interactive
{
// Start is called before the first frame update
public Text codeTextView;
void Start()
{
Debug.Log("hello");
Debug.Log("hello2");
//m_interface = GameObject.Find("MachinePanel");
}
// Update is called once per frame
@ -16,4 +19,12 @@ public class Player : MonoBehaviour
{
}
public override void Coding(string temp)
{
codeTextView.text += temp;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0b3b8d8c9e2121a45a24a9f51d24a8ba
MonoImporter:
externalObjects: {}
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80
Logs/ApiUpdaterCheck.txt Normal file
View File

@ -0,0 +1,80 @@
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:35:01 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 468.8577ms
moved types parse time: 49ms
candidates parse time : 1ms
C# parse time : 483ms
candidates check time : 29ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:35:10 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 73.8049ms
moved types parse time: 49ms
candidates parse time : 1ms
C# parse time : 212ms
candidates check time : 49ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:35:34 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 69.7804ms
moved types parse time: 53ms
candidates parse time : 1ms
C# parse time : 174ms
candidates check time : 27ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:35:42 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 72.83ms
moved types parse time: 59ms
candidates parse time : 1ms
C# parse time : 182ms
candidates check time : 29ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:35:50 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 72.8289ms
moved types parse time: 47ms
candidates parse time : 1ms
C# parse time : 172ms
candidates check time : 30ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:36:07 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 69.8144ms
moved types parse time: 47ms
candidates parse time : 1ms
C# parse time : 174ms
candidates check time : 29ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:36:18 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 67.3915ms
moved types parse time: 47ms
candidates parse time : 1ms
C# parse time : 169ms
candidates check time : 28ms
console write time : 0ms
[api-updater (non-obsolete-error-filter)] 2021/7/1 19:38:32 : Starting D:/unity3.7/Unity/Editor/Data/Tools/ScriptUpdater/APIUpdater.NonObsoleteApiUpdaterDetector.exe
[api-updater (non-obsolete-error-filter)]
----------------------------------
jit/startup time : 77.7917ms
moved types parse time: 48ms
candidates parse time : 1ms
C# parse time : 169ms
candidates check time : 27ms
console write time : 0ms

View File

@ -8,4 +8,5 @@ EditorBuildSettings:
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path: Assets/Scenes/SampleScene.unity
guid: 2cda990e2423bbf4892e6590ba056729
m_configObjects: {}
m_configObjects:
com.unity.input.settings: {fileID: 11400000, guid: 5b0ac5f58f6660143aa0c32c9a8b5cd6, type: 2}

View File

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flags: 0
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