From 4a40559ff8e84e17507032c9233d4aff7a12014d Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Wed, 2 Oct 2019 20:31:07 -0400 Subject: [PATCH 01/22] Update Unity Version --- ProjectSettings/ProjectVersion.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index dbb1604..2146a1e 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.2.4f1 -m_EditorVersionWithRevision: 2019.2.4f1 (c63b2af89a85) +m_EditorVersion: 2019.2.6f1 +m_EditorVersionWithRevision: 2019.2.6f1 (fe82a0e88406) From 0adfed4c40c8218beb3c9658a5a1a7bd1982acdb Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 6 Oct 2019 20:28:19 -0400 Subject: [PATCH 02/22] Updated Unity version --- ProjectSettings/ProjectVersion.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 2146a1e..3e24348 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.2.6f1 -m_EditorVersionWithRevision: 2019.2.6f1 (fe82a0e88406) +m_EditorVersion: 2019.2.8f1 +m_EditorVersionWithRevision: 2019.2.8f1 (ff5b465c8d13) From 650830926c659c33d7942ae5a88a79b939fa30d0 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 6 Oct 2019 20:28:53 -0400 Subject: [PATCH 03/22] Updated manifest --- Packages/manifest.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/manifest.json b/Packages/manifest.json index ff7f1bd..989d95a 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -3,7 +3,7 @@ "com.unity.collab-proxy": "1.2.16", "com.unity.ext.nunit": "1.0.0", "com.unity.ide.rider": "1.1.0", - "com.unity.ide.vscode": "1.1.0", + "com.unity.ide.vscode": "1.1.2", "com.unity.package-manager-ui": "2.2.0", "com.unity.test-framework": "1.0.13", "com.unity.textmeshpro": "2.0.1", From 0a2e22e6374efa0626769893a785181233e18792 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 6 Oct 2019 20:31:13 -0400 Subject: [PATCH 04/22] Added simple player rotation --- Assets/Scripts/PlayerController.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 7aae3ff..c5771fa 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -14,6 +14,7 @@ public class PlayerController : MonoBehaviour public float speed = 20.0f; public float jumpSpeed = 15.0f; public float gravity = 5.0f; + public float rotationSpeed = 150.0f; private bool extraJump = true; private Vector3 moveDirection; @@ -29,6 +30,9 @@ public class PlayerController : MonoBehaviour float yStore = moveDirection.y; moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); + //Player rotation + transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); + if (extraJump == true) { moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run From bb5097622959f48938a7669c38bee1db705a5965 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 6 Oct 2019 20:45:57 -0400 Subject: [PATCH 05/22] Inital push. Potential start to a camera that can 360 rotate around the player --- Assets/Scripts/CameraController.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs index dd98a01..f25b93d 100644 --- a/Assets/Scripts/CameraController.cs +++ b/Assets/Scripts/CameraController.cs @@ -52,12 +52,13 @@ public class CameraController : MonoBehaviour float angleY = player.eulerAngles.y; float cameraAngle = transform.eulerAngles.y; - //if (Mathf.Abs(cameraAngle - angleY) <= 45){ Potential start for camera following similar to banjo/mario64 + Quaternion rotation = Quaternion.Euler(angleX, angleY, 0); - Quaternion rotation = Quaternion.Euler(angleX, angleY, 0); - transform.position = player.position - (rotation * offset); - - //} + if(!Input.GetKey(KeyCode.LeftShift)){ + transform.position = player.position - (rotation * offset); + } else { + transform.position = player.position - offset; + } if(transform.position.y < player.position.y){ transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z); From e104e71bba94a90536e47677fe781adb2d081782 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 13 Oct 2019 12:30:41 -0400 Subject: [PATCH 06/22] Updated Unity Version --- ProjectSettings/ProjectVersion.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 3e24348..89d0ada 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.2.8f1 -m_EditorVersionWithRevision: 2019.2.8f1 (ff5b465c8d13) +m_EditorVersion: 2019.2.9f1 +m_EditorVersionWithRevision: 2019.2.9f1 (ebce4d76e6e8) From 71667543b7a9746f4b5cab3749d9863de6a54c7b Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 13 Oct 2019 12:56:56 -0400 Subject: [PATCH 07/22] Character faces direction but then input moves character relative to the position character is facing --- Assets/Scripts/PlayerController.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index c5771fa..e6cd211 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -31,7 +31,9 @@ public class PlayerController : MonoBehaviour moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); //Player rotation - transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); + //transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); + Vector3 newPosition = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")); + transform.LookAt(newPosition + transform.position); if (extraJump == true) { From d8e0b5fa804a6b77d9753ea0196bae7c340c330d Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 13 Oct 2019 14:02:58 -0400 Subject: [PATCH 08/22] Implemented free roam camera. Working on a button which resets camera location. --- Assets/Scripts/CameraController.cs | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs index f25b93d..cc5ac14 100644 --- a/Assets/Scripts/CameraController.cs +++ b/Assets/Scripts/CameraController.cs @@ -27,7 +27,7 @@ public class CameraController : MonoBehaviour void LateUpdate(){ float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed; - player.Rotate(0, camX, 0); + pivot.Rotate(0, camX, 0); float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed; if (invertY){ @@ -36,6 +36,12 @@ public class CameraController : MonoBehaviour pivot.Rotate(-camY, 0, 0); } + if(Input.GetKey(KeyCode.LeftShift)) + { + player.Rotate(0, camX, 0); + pivot.Rotate(0, 0, 0); + } + if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f) { pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0); @@ -47,18 +53,18 @@ public class CameraController : MonoBehaviour } float camZ = Input.GetAxisRaw("Mouse ScrollWheel"); - + float angleY = pivot.eulerAngles.y; float angleX = pivot.eulerAngles.x; - float angleY = player.eulerAngles.y; - float cameraAngle = transform.eulerAngles.y; + + if(Input.GetKey(KeyCode.LeftShift)) + { + angleY = player.eulerAngles.y; + } + + float cameraAngle = transform.eulerAngles.y; Quaternion rotation = Quaternion.Euler(angleX, angleY, 0); - - if(!Input.GetKey(KeyCode.LeftShift)){ - transform.position = player.position - (rotation * offset); - } else { - transform.position = player.position - offset; - } + transform.position = player.position - (rotation * offset); if(transform.position.y < player.position.y){ transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z); From 8891b706414685e6b42095ba7aaffd336bd9708b Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Thu, 17 Oct 2019 23:40:37 -0400 Subject: [PATCH 09/22] Implemented static y axis rotation when reset button is pressed --- Assets/Scripts/CameraController.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs index cc5ac14..a225f5f 100644 --- a/Assets/Scripts/CameraController.cs +++ b/Assets/Scripts/CameraController.cs @@ -59,6 +59,7 @@ public class CameraController : MonoBehaviour if(Input.GetKey(KeyCode.LeftShift)) { angleY = player.eulerAngles.y; + angleX = player.eulerAngles.x; } float cameraAngle = transform.eulerAngles.y; From 8c48b3bdbbc52e83021aaad517487f8c0d57e35a Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 10 Nov 2019 19:33:17 -0500 Subject: [PATCH 10/22] Updated project version and scene --- Assets/Scenes/Test Scene.unity | 1 + ProjectSettings/ProjectVersion.txt | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/Assets/Scenes/Test Scene.unity b/Assets/Scenes/Test Scene.unity index 80fe64c..7b2fe55 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Test Scene.unity @@ -538,6 +538,7 @@ MonoBehaviour: speed: 20 jumpSpeed: 20 gravity: 5 + rotationSpeed: 200 --- !u!143 &741217458 CharacterController: m_ObjectHideFlags: 0 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 89d0ada..87079c1 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.2.9f1 -m_EditorVersionWithRevision: 2019.2.9f1 (ebce4d76e6e8) +m_EditorVersion: 2019.2.11f1 +m_EditorVersionWithRevision: 2019.2.11f1 (5f859a4cfee5) From e99156177bad4852893392927cbbf74a5abcca45 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 10 Nov 2019 20:37:51 -0500 Subject: [PATCH 11/22] Commented out the reset camera button since that functionality may be useless in the long run --- Assets/Scripts/CameraController.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs index a225f5f..6fba5b9 100644 --- a/Assets/Scripts/CameraController.cs +++ b/Assets/Scripts/CameraController.cs @@ -19,7 +19,7 @@ public class CameraController : MonoBehaviour } pivot.position = player.position; - pivot.parent = player.transform; + pivot.parent = null; Cursor.visible = !Cursor.visible; Cursor.lockState = CursorLockMode.Locked; @@ -56,11 +56,12 @@ public class CameraController : MonoBehaviour float angleY = pivot.eulerAngles.y; float angleX = pivot.eulerAngles.x; + /* Code to force the camera behind the player if(Input.GetKey(KeyCode.LeftShift)) { angleY = player.eulerAngles.y; angleX = player.eulerAngles.x; - } + } */ float cameraAngle = transform.eulerAngles.y; From b6ad41aa53d8da9438f7f339f62fe12e764da925 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 13 Oct 2019 12:56:56 -0400 Subject: [PATCH 12/22] Character faces direction but then input moves character relative to the position character is facing --- Assets/Scripts/PlayerController.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index c5771fa..e6cd211 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -31,7 +31,9 @@ public class PlayerController : MonoBehaviour moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); //Player rotation - transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); + //transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); + Vector3 newPosition = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")); + transform.LookAt(newPosition + transform.position); if (extraJump == true) { From b696d526d5d99746fd7874c5d094fd8a89369080 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 10 Nov 2019 21:04:52 -0500 Subject: [PATCH 13/22] Player moves based on where the camera is pointing and faces the direction in which it is moving --- Assets/Scenes/Test Scene.unity | 8 +++++--- Assets/Scripts/PlayerController.cs | 24 +++++++++++++++--------- 2 files changed, 20 insertions(+), 12 deletions(-) diff --git a/Assets/Scenes/Test Scene.unity b/Assets/Scenes/Test Scene.unity index 7b2fe55..f97dbff 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Test Scene.unity @@ -147,8 +147,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 150911451} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0.5, z: 0.5} - m_LocalScale: {x: 0.5, y: 0.5, z: 0.5} + m_LocalPosition: {x: 0, y: 0.5, z: 0} + m_LocalScale: {x: 0.25, y: 0.5, z: 1.5} m_Children: [] m_Father: {fileID: 741217456} m_RootOrder: 0 @@ -538,7 +538,9 @@ MonoBehaviour: speed: 20 jumpSpeed: 20 gravity: 5 - rotationSpeed: 200 + rotationSpeed: 20 + pivot: {fileID: 1402695046} + playerModel: {fileID: 150911451} --- !u!143 &741217458 CharacterController: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index e6cd211..327d259 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -11,10 +11,12 @@ public class PlayerController : MonoBehaviour { CharacterController characterController; - public float speed = 20.0f; - public float jumpSpeed = 15.0f; - public float gravity = 5.0f; - public float rotationSpeed = 150.0f; + public float speed; + public float jumpSpeed; + public float gravity; + public float rotationSpeed; + public Transform pivot; + public GameObject playerModel; private bool extraJump = true; private Vector3 moveDirection; @@ -30,11 +32,6 @@ public class PlayerController : MonoBehaviour float yStore = moveDirection.y; moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); - //Player rotation - //transform.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * rotationSpeed, 0); - Vector3 newPosition = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")); - transform.LookAt(newPosition + transform.position); - if (extraJump == true) { moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run @@ -75,5 +72,14 @@ public class PlayerController : MonoBehaviour // Move the controller characterController.Move(moveDirection * Time.deltaTime); + + //Move the player in different directions based on camera look direction + if(Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) + { + transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f); + Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z)); + playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotationSpeed * Time.deltaTime); + } + } } From 4c04f3d802542792edc412be30cabc670ff022b4 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 17 Nov 2019 20:17:16 -0500 Subject: [PATCH 14/22] Made character direction change more smooth and less binary --- Assets/Scripts/PlayerController.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 327d259..6b66668 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -30,7 +30,8 @@ public class PlayerController : MonoBehaviour { float yStore = moveDirection.y; - moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal")); + //Need to switch to 'raw' when using keyboard + moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal")); if (extraJump == true) { @@ -74,7 +75,8 @@ public class PlayerController : MonoBehaviour characterController.Move(moveDirection * Time.deltaTime); //Move the player in different directions based on camera look direction - if(Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) + //Need to switch to 'raw' when using keyboard + if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) { transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f); Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z)); From 2d5ce21ea75ad34ce97ed7650dc08291615e3527 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 17 Nov 2019 20:30:33 -0500 Subject: [PATCH 15/22] Created, Added and Applied a basic texture that helps show which way the player chracter is facing --- Assets/Materials/Direction Map.mat | 77 +++++++++++++++ Assets/Materials/Direction Map.mat.meta | 8 ++ Assets/Scenes/Test Scene.unity | 4 +- Assets/Textures.meta | 8 ++ Assets/Textures/Basic Direction Texture.png | Bin 0 -> 333 bytes .../Textures/Basic Direction Texture.png.meta | 91 ++++++++++++++++++ 6 files changed, 186 insertions(+), 2 deletions(-) create mode 100644 Assets/Materials/Direction Map.mat create mode 100644 Assets/Materials/Direction Map.mat.meta create mode 100644 Assets/Textures.meta create mode 100644 Assets/Textures/Basic Direction Texture.png create mode 100644 Assets/Textures/Basic Direction Texture.png.meta diff --git a/Assets/Materials/Direction Map.mat b/Assets/Materials/Direction Map.mat new file mode 100644 index 0000000..b2858e2 --- /dev/null +++ b/Assets/Materials/Direction Map.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Direction Map + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailNormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _EmissionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 2800000, guid: 4e93e73d15a7fa148abf0c451daaa698, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/Materials/Direction Map.mat.meta b/Assets/Materials/Direction Map.mat.meta new file mode 100644 index 0000000..81dda85 --- /dev/null +++ b/Assets/Materials/Direction Map.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 727f61c75f8320d4ab79aaf01ab76181 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/Test Scene.unity b/Assets/Scenes/Test Scene.unity index f97dbff..4b45e62 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Test Scene.unity @@ -183,7 +183,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 2e8066249a525704999c373210d308b9, type: 2} + - {fileID: 2100000, guid: 727f61c75f8320d4ab79aaf01ab76181, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -479,7 +479,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 2100000, guid: 727f61c75f8320d4ab79aaf01ab76181, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Textures.meta b/Assets/Textures.meta new file mode 100644 index 0000000..d88ffb6 --- /dev/null +++ b/Assets/Textures.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 184ab3d096bbce9488707cce0f00b516 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Textures/Basic Direction Texture.png b/Assets/Textures/Basic Direction Texture.png new file mode 100644 index 0000000000000000000000000000000000000000..84e133513bfd26976378a81803b5e376265d6cda GIT binary patch literal 333 zcmeAS@N?(olHy`uVBq!ia0vp^4Is?H1SEZ8zRdwroCO|{#S9F3${@^GvDCf{D9B#o z>Fdh=m|KWZ+_c%uof{}5S>hT|;+&tGo0?a`;9QiNSdyBeP@Y+mq2TW68xY>eCk|9} z+|$J|q~g}wiwAib7+4q#|Gcp`$e!@UY=?<@-SzYAS}Y*@1sE8Z7#tWFI2afh85BV3 iC=#TWIdEqbEMT2p!p#2e?e=^IAn Date: Sun, 24 Nov 2019 17:27:29 -0500 Subject: [PATCH 16/22] Updated Unity version --- ProjectSettings/ProjectVersion.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 87079c1..f499f71 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.2.11f1 -m_EditorVersionWithRevision: 2019.2.11f1 (5f859a4cfee5) +m_EditorVersion: 2019.2.13f1 +m_EditorVersionWithRevision: 2019.2.13f1 (e20f6c7e5017) From c88ef3ac240b7ea21c5620823d840d3af92bd6ab Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Sun, 24 Nov 2019 17:53:48 -0500 Subject: [PATCH 17/22] Changed which object rotates when player faces directions and added new texture/material so player front and back are more clear --- Assets/Materials/Player Face.mat | 77 ++++++++ Assets/Materials/Player Face.mat.meta | 8 + Assets/Scenes/Test Scene.unity | 191 ++++++++++--------- Assets/Textures/Player Face Texture.png | Bin 0 -> 3093 bytes Assets/Textures/Player Face Texture.png.meta | 91 +++++++++ 5 files changed, 272 insertions(+), 95 deletions(-) create mode 100644 Assets/Materials/Player Face.mat create mode 100644 Assets/Materials/Player Face.mat.meta create mode 100644 Assets/Textures/Player Face Texture.png create mode 100644 Assets/Textures/Player Face Texture.png.meta diff --git a/Assets/Materials/Player Face.mat b/Assets/Materials/Player Face.mat new file mode 100644 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7618493..39828a2 100644 --- a/Assets/Scenes/Test Scene.unity +++ b/Assets/Scenes/Test Scene.unity @@ -96,6 +96,7 @@ LightmapSettings: m_PVRFilteringAtrousPositionSigmaAO: 1 m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} m_UseShadowmask: 1 --- !u!196 &4 @@ -199,6 +200,7 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -270,8 +272,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 705507993} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 1 + m_Shape: 0 m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1} m_Intensity: 1 m_Range: 10 @@ -396,6 +399,7 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -477,6 +481,7 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -537,7 +542,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: speed: 20 - jumpSpeed: 20 + jumpHeight: 15 gravity: 5 rotationSpeed: 20 pivot: {fileID: 1402695046} @@ -620,6 +625,7 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 6b66668..b692186 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -12,13 +12,13 @@ public class PlayerController : MonoBehaviour CharacterController characterController; public float speed; - public float jumpSpeed; + public float jumpHeight; public float gravity; public float rotationSpeed; public Transform pivot; public GameObject playerModel; - private bool extraJump = true; + private int jump = 0; private Vector3 moveDirection; void Start() @@ -33,7 +33,7 @@ public class PlayerController : MonoBehaviour //Need to switch to 'raw' when using keyboard moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal")); - if (extraJump == true) + if (jump <= 1) { moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run } else @@ -45,7 +45,7 @@ public class PlayerController : MonoBehaviour if (characterController.isGrounded) { - extraJump = true; + jump = 0; moveDirection.y = 0.0f; if(Input.GetKey(KeyCode.LeftShift)) @@ -55,21 +55,15 @@ public class PlayerController : MonoBehaviour moveDirection = moveDirection.normalized * speed; } - if (Input.GetButtonDown("Jump")) - { - moveDirection.y = jumpSpeed; - } - - } else { - if (Input.GetButtonDown("Jump") && extraJump == true) - { - moveDirection.y = jumpSpeed; - extraJump = false; - } + } + if (Input.GetButtonDown("Jump") && jump <= 1) + { + moveDirection.y = jumpHeight; + jump++; } - moveDirection.y = moveDirection.y + (Physics.gravity.y * gravity * Time.deltaTime); + moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime; // Move the controller characterController.Move(moveDirection * Time.deltaTime); From 9c10ca695dbeaa5d0e785a54a6d3e5bbe9653528 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Thu, 5 Dec 2019 22:42:16 -0500 Subject: [PATCH 20/22] Crouching/crawling functionality is working --- Assets/Scripts/PlayerController.cs | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index b692186..d61dfd5 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -10,6 +10,7 @@ using System.Collections; public class PlayerController : MonoBehaviour { CharacterController characterController; + CapsuleCollider capsule; public float speed; public float jumpHeight; @@ -19,11 +20,18 @@ public class PlayerController : MonoBehaviour public GameObject playerModel; private int jump = 0; + private float capsuleHeight; + private float controllerHeight; + private float transformHeight; private Vector3 moveDirection; void Start() { characterController = GetComponent(); + capsule = GetComponent(); + transformHeight = transform.localScale.y; + controllerHeight = characterController.height; + capsuleHeight = capsule.height; } void Update() @@ -55,6 +63,19 @@ public class PlayerController : MonoBehaviour moveDirection = moveDirection.normalized * speed; } + if(Input.GetKey(KeyCode.LeftControl)) + { + moveDirection = (moveDirection.normalized * speed/4); + characterController.height /= 2; + capsule.height /= 2; + transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z); + } else { + moveDirection = moveDirection.normalized * speed; + characterController.height = controllerHeight; + capsule.height = capsuleHeight; + transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z); + } + } if (Input.GetButtonDown("Jump") && jump <= 1) From ba63ebf72bd5a3c504a3b5e2e8605b239138912b Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Thu, 5 Dec 2019 23:17:24 -0500 Subject: [PATCH 21/22] Added sliding which reverts back to crouching/crawling after 1 second --- Assets/Scripts/PlayerController.cs | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index d61dfd5..e299121 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -25,6 +25,9 @@ public class PlayerController : MonoBehaviour private float transformHeight; private Vector3 moveDirection; + float startTime = 0.0f; + float oneSec = 1.0f; + void Start() { characterController = GetComponent(); @@ -44,8 +47,7 @@ public class PlayerController : MonoBehaviour if (jump <= 1) { moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run - } else - { + } else { moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run } @@ -65,10 +67,19 @@ public class PlayerController : MonoBehaviour if(Input.GetKey(KeyCode.LeftControl)) { - moveDirection = (moveDirection.normalized * speed/4); + if(Input.GetKeyDown(KeyCode.LeftControl)) + { + startTime = Time.time; + } + + moveDirection = (moveDirection.normalized * speed * 2); characterController.height /= 2; capsule.height /= 2; transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z); + if (startTime + oneSec <= Time.time) + { + moveDirection = (moveDirection.normalized * speed/4); + } } else { moveDirection = moveDirection.normalized * speed; characterController.height = controllerHeight; From 645395a43c81b9fd492a8881515c760200e5a626 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Fri, 6 Dec 2019 22:34:57 -0500 Subject: [PATCH 22/22] Added implementation so that crawling in differentiated from sliding through current player movement --- Assets/Scripts/PlayerController.cs | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index e299121..45416b5 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -67,19 +67,27 @@ public class PlayerController : MonoBehaviour if(Input.GetKey(KeyCode.LeftControl)) { + + characterController.height /= 2; + capsule.height /= 2; + transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z); + if(Input.GetKeyDown(KeyCode.LeftControl)) { startTime = Time.time; } - moveDirection = (moveDirection.normalized * speed * 2); - characterController.height /= 2; - capsule.height /= 2; - transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z); - if (startTime + oneSec <= Time.time) + if(characterController.velocity != new Vector3(0, 0, 0) && startTime + oneSec >= Time.time) { + + moveDirection = (moveDirection.normalized * speed * 2); + + } else { + moveDirection = (moveDirection.normalized * speed/4); + } + } else { moveDirection = moveDirection.normalized * speed; characterController.height = controllerHeight;