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@@ -172,7 +172,7 @@ MonoBehaviour:
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@@ -1,59 +0,0 @@
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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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// GameObject.FixedUpdate example.
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//
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// Measure frame rate comparing FixedUpdate against Update.
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// Show the rates every second.
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public class Fps : MonoBehaviour
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{
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private float updateCount = 0;
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private float fixedUpdateCount = 0;
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private float updateUpdateCountPerSecond;
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private float updateFixedUpdateCountPerSecond;
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void Awake()
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{
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// Uncommenting this will cause framerate to drop to 10 frames per second.
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// This will mean that FixedUpdate is called more often than Update.
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//Application.targetFrameRate = 10;
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StartCoroutine(Loop());
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}
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// Increase the number of calls to Update.
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void Update()
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{
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updateCount += 1;
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}
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// Increase the number of calls to FixedUpdate.
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void FixedUpdate()
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{
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fixedUpdateCount += 1;
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}
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// Show the number of calls to both messages.
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void OnGUI()
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{
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GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("label"));
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fontSize.fontSize = 24;
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GUI.Label(new Rect(100, 100, 200, 50), "Update: " + updateUpdateCountPerSecond.ToString(), fontSize);
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GUI.Label(new Rect(100, 150, 200, 50), "FixedUpdate: " + updateFixedUpdateCountPerSecond.ToString(), fontSize);
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}
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// Update both CountsPerSecond values every second.
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IEnumerator Loop()
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{
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while (true)
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{
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yield return new WaitForSeconds(1);
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updateUpdateCountPerSecond = updateCount;
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updateFixedUpdateCountPerSecond = fixedUpdateCount;
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updateCount = 0;
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fixedUpdateCount = 0;
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}
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}
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}
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using UnityEngine;
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public class ShipControls : MonoBehaviour {
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public Camera m_camera;
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Rigidbody m_rigidBody;
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Vector3 m_initialPosition;
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Vector3 m_initialForce;
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Quaternion m_initialCamera;
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Vector3 m_thrust;
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Vector3 m_strafe;
|
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float m_strafeMag;
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float m_thrustMag;
|
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float m_stabliseMag;
|
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ForceMode m_forceMode;
|
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|
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// Camera Controls
|
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float m_mouseSenseY = 1.0f;
|
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float m_mouseSenseX = 1.0f;
|
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float m_camPitch;
|
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float m_camYaw;
|
||||
|
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void Start() {
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
m_rigidBody = GetComponent<Rigidbody>();
|
||||
|
||||
// just stop the body from being affected by rotation for now
|
||||
// until the 3p camera is in to explain why
|
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m_rigidBody.freezeRotation = true;
|
||||
|
||||
m_initialPosition = m_rigidBody.transform.position;
|
||||
m_initialCamera = m_camera.transform.rotation;
|
||||
m_initialForce = Vector3.forward;
|
||||
|
||||
m_thrust = Vector3.zero;
|
||||
m_strafe = Vector3.zero;
|
||||
|
||||
m_thrustMag = 50.0f;
|
||||
m_strafeMag = 25.0f;
|
||||
m_stabliseMag = 75.0f;
|
||||
|
||||
m_camPitch = m_initialCamera.eulerAngles.x;
|
||||
m_camYaw = m_initialCamera.eulerAngles.y;
|
||||
m_forceMode = ForceMode.Acceleration;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
// update the movement vectors every frame
|
||||
m_thrust = getThrust();
|
||||
m_strafe = getStrafe();
|
||||
|
||||
// do everything else input related on every frame too
|
||||
processInput();
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
// the ship being propelled forward
|
||||
m_rigidBody.AddForce(m_thrust, m_forceMode);
|
||||
|
||||
// moving side to side
|
||||
m_rigidBody.AddRelativeForce(m_strafe, m_forceMode);
|
||||
|
||||
// rotating towards the camera's orientation
|
||||
// not being done by a force because of strange behaviour
|
||||
// needs investigation
|
||||
float step = m_stabliseMag * Time.fixedDeltaTime;
|
||||
m_rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, m_camera.transform.rotation, step);
|
||||
}
|
||||
|
||||
Vector3 getThrust() {
|
||||
// thrust in the direction of the camera
|
||||
if (Input.GetMouseButton(0))
|
||||
// transform from the camera's forward vector into world space
|
||||
return m_camera.transform.TransformDirection(Vector3.forward) * m_thrustMag;
|
||||
|
||||
// brake just decelerates the ship against the direction it is moving
|
||||
if (Input.GetMouseButton(1)) {
|
||||
// the velocity is already in world space so we just invert it
|
||||
return m_rigidBody.velocity.normalized * -1f * m_thrustMag;
|
||||
}
|
||||
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
// 2D strafing
|
||||
// we combine all the vectors so you can move in 2 dimensions at once
|
||||
// thrust is added as a relative force so we don't need to convert to worldspace
|
||||
Vector3 getStrafe() {
|
||||
Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
strafe += m_strafeMag * Vector3.up;
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
strafe += m_strafeMag * Vector3.down;
|
||||
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
strafe += m_strafeMag * Vector3.left;
|
||||
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
strafe += m_strafeMag * Vector3.right;
|
||||
|
||||
return strafe;
|
||||
}
|
||||
|
||||
void processInput() {
|
||||
updateCamera();
|
||||
|
||||
if (Input.GetKey(KeyCode.Space))
|
||||
Respawn();
|
||||
|
||||
// if (Input.GetKey(KeyCode.Alpha1))
|
||||
// m_forceMode = ForceMode.Acceleration;
|
||||
// if (Input.GetKey(KeyCode.Alpha2))
|
||||
// m_forceMode = ForceMode.Impulse;
|
||||
// if (Input.GetKey(KeyCode.Alpha3))
|
||||
// m_forceMode = ForceMode.Force;
|
||||
// if (Input.GetKey(KeyCode.Alpha4))
|
||||
// m_forceMode = ForceMode.VelocityChange;
|
||||
|
||||
if (Input.GetKey(KeyCode.F10))
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void Respawn() {
|
||||
m_thrust = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
transform.position = m_initialPosition;
|
||||
m_rigidBody.transform.forward = m_initialForce;
|
||||
m_rigidBody.velocity = new Vector3(0f, 0f, 0f);
|
||||
m_rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
|
||||
m_camera.transform.rotation = m_initialCamera;
|
||||
|
||||
m_camPitch = m_initialCamera.eulerAngles.x;
|
||||
m_camYaw = m_initialCamera.eulerAngles.y;
|
||||
}
|
||||
|
||||
void updateCamera() {
|
||||
m_camPitch -= m_mouseSenseY * Input.GetAxis("Mouse Y");
|
||||
m_camYaw += m_mouseSenseX * Input.GetAxis("Mouse X");
|
||||
m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
if (Application.isPlaying == false)
|
||||
return;
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Vector3 right = m_camera.transform.TransformDirection(Vector3.right) * 10;
|
||||
Gizmos.DrawRay(transform.position, right);
|
||||
|
||||
Gizmos.color = Color.green;
|
||||
Vector3 direction = m_camera.transform.TransformDirection(Vector3.up) * 10;
|
||||
Gizmos.DrawRay(transform.position, direction);
|
||||
|
||||
Gizmos.color = Color.blue;
|
||||
Vector3 forward = m_camera.transform.TransformDirection(Vector3.forward) * 10;
|
||||
Gizmos.DrawRay(transform.position, forward);
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Vector3 velocity = m_rigidBody.velocity;
|
||||
Gizmos.DrawRay(transform.position, velocity);
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
Vector3 thrust = m_thrust;
|
||||
Gizmos.DrawRay(transform.position, thrust);
|
||||
}
|
||||
}
|
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fileFormatVersion: 2
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<Style src="ShipUi.uss" />
|
||||
<ui:VisualElement name="lap-time-entry">
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 99b48fcb51dac8e4b829015df5b94f85
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guid: c0634235ba7ac8c449247dcb52927cd6
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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@@ -0,0 +1,126 @@
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace SpaceRaceUi
|
||||
{
|
||||
|
||||
// An element that displays progress inside a partially filled circle
|
||||
public class RadialProgress : VisualElement
|
||||
{
|
||||
public new class UxmlTraits : VisualElement.UxmlTraits
|
||||
{
|
||||
// The progress property is exposed to UXML.
|
||||
UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
|
||||
{
|
||||
name = "progress"
|
||||
};
|
||||
|
||||
// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
|
||||
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
|
||||
{
|
||||
base.Init(ve, bag, cc);
|
||||
|
||||
(ve as RadialProgress).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
|
||||
}
|
||||
}
|
||||
|
||||
// Define a factory class to expose this control to UXML.
|
||||
public new class UxmlFactory : UxmlFactory<RadialProgress, UxmlTraits> { }
|
||||
|
||||
// These are USS class names for the control overall and the label.
|
||||
public static readonly string ussClassName = "radial-progress";
|
||||
public static readonly string ussLabelClassName = "radial-progress__label";
|
||||
|
||||
// These objects allow C# code to access custom USS properties.
|
||||
static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
|
||||
static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
|
||||
|
||||
Color m_TrackColor = Color.gray;
|
||||
Color m_ProgressColor = Color.red;
|
||||
|
||||
// This is the label that displays the percentage.
|
||||
Label m_Label;
|
||||
|
||||
// This is the number that the Label displays as a percentage.
|
||||
float m_Progress;
|
||||
|
||||
// A value between 0 and 100
|
||||
public float progress
|
||||
{
|
||||
// The progress property is exposed in C#.
|
||||
get => m_Progress;
|
||||
set
|
||||
{
|
||||
// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
|
||||
// generateVisualContents callback.
|
||||
m_Progress = value;
|
||||
m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
|
||||
MarkDirtyRepaint();
|
||||
}
|
||||
}
|
||||
|
||||
// This default constructor is RadialProgress's only constructor.
|
||||
public RadialProgress()
|
||||
{
|
||||
// Create a Label, add a USS class name, and add it to this visual tree.
|
||||
m_Label = new Label();
|
||||
m_Label.AddToClassList(ussLabelClassName);
|
||||
Add(m_Label);
|
||||
|
||||
// Add the USS class name for the overall control.
|
||||
AddToClassList(ussClassName);
|
||||
|
||||
// Register a callback after custom style resolution.
|
||||
RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
|
||||
|
||||
// Register a callback to generate the visual content of the control.
|
||||
generateVisualContent += GenerateVisualContent;
|
||||
|
||||
progress = 0.0f;
|
||||
}
|
||||
|
||||
static void CustomStylesResolved(CustomStyleResolvedEvent evt)
|
||||
{
|
||||
RadialProgress element = (RadialProgress)evt.currentTarget;
|
||||
element.UpdateCustomStyles();
|
||||
}
|
||||
|
||||
// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
|
||||
// the control.
|
||||
void UpdateCustomStyles()
|
||||
{
|
||||
bool repaint = false;
|
||||
if (customStyle.TryGetValue(s_ProgressColor, out m_ProgressColor))
|
||||
repaint = true;
|
||||
|
||||
if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
|
||||
repaint = true;
|
||||
|
||||
if (repaint)
|
||||
MarkDirtyRepaint();
|
||||
}
|
||||
|
||||
void GenerateVisualContent(MeshGenerationContext context)
|
||||
{
|
||||
float width = contentRect.width;
|
||||
float height = contentRect.height;
|
||||
|
||||
var painter = context.painter2D;
|
||||
painter.lineWidth = 10.0f;
|
||||
painter.lineCap = LineCap.Butt;
|
||||
|
||||
// Draw the track
|
||||
painter.strokeColor = m_TrackColor;
|
||||
painter.BeginPath();
|
||||
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, 0.0f, 360.0f);
|
||||
painter.Stroke();
|
||||
|
||||
// Draw the progress
|
||||
painter.strokeColor = m_ProgressColor;
|
||||
painter.BeginPath();
|
||||
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, -90.0f, 360.0f * (progress / 100.0f) - 90.0f);
|
||||
painter.Stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1ea13dbf00e3b2c9aab36c480cf0c1f
|
||||
guid: cb873ce7764a21f6ba132e26f404f428
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,20 @@
|
||||
.radial-progress {
|
||||
min-width: 26px;
|
||||
min-height: 20px;
|
||||
--track-color: rgb(130, 130, 130);
|
||||
--progress-color: rgb(46, 132, 24);
|
||||
--percentage-color: white;
|
||||
margin-left: 5px;
|
||||
margin-right: 5px;
|
||||
margin-top: 5px;
|
||||
margin-bottom: 5px;
|
||||
flex-direction: row;
|
||||
justify-content: center;
|
||||
width: 100px;
|
||||
height: 100px;
|
||||
}
|
||||
|
||||
.radial-progress__label {
|
||||
-unity-text-align: middle-left;
|
||||
color: var(--percentage-color);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22ecc27ec3f77ed128879fe6aa00c469
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
|
||||
disableValidation: 0
|
||||
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class Sector: MonoBehaviour {
|
||||
public int sector;
|
||||
public Timing timing;
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
Debug.Log("Hit sector " + sector);
|
||||
timing.NextSector(sector);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c4a5cda8d92fba4aba88e044f32385e
|
||||
guid: a6214f498273bf702b0ad56b756b4e93
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,181 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class ShipControls : MonoBehaviour {
|
||||
public Camera aim;
|
||||
public Timing timing;
|
||||
|
||||
Rigidbody rigidBody;
|
||||
|
||||
Vector3 initialPosition;
|
||||
Vector3 initialForce;
|
||||
Quaternion initialAim;
|
||||
|
||||
Vector3 thrust;
|
||||
Vector3 strafe;
|
||||
|
||||
float strafeMag;
|
||||
float thrustMag;
|
||||
float stabliseMag;
|
||||
ForceMode forceMode;
|
||||
|
||||
// Camera Controls
|
||||
float mouseSenseY = 1.0f;
|
||||
float mouseSenseX = 1.0f;
|
||||
float camPitch;
|
||||
float camYaw;
|
||||
|
||||
void Start() {
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
rigidBody = GetComponent<Rigidbody>();
|
||||
|
||||
// just stop the body from being affected by rotation for now
|
||||
// until the 3p camera is in to explain why
|
||||
rigidBody.freezeRotation = true;
|
||||
|
||||
initialPosition = rigidBody.transform.position;
|
||||
initialAim = aim.transform.rotation;
|
||||
initialForce = Vector3.forward;
|
||||
|
||||
thrust = Vector3.zero;
|
||||
strafe = Vector3.zero;
|
||||
|
||||
thrustMag = 50.0f;
|
||||
strafeMag = 25.0f;
|
||||
stabliseMag = 75.0f;
|
||||
|
||||
camPitch = initialAim.eulerAngles.x;
|
||||
camYaw = initialAim.eulerAngles.y;
|
||||
forceMode = ForceMode.Acceleration;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
// update the movement vectors every frame
|
||||
thrust = getThrust();
|
||||
strafe = getStrafe();
|
||||
|
||||
// do everything else input related on every frame too
|
||||
processInput();
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
|
||||
// when you hit the trigger...
|
||||
// GO
|
||||
// needs to be done here in fixedUpdate because otherwise the input is checked on every frame
|
||||
// so they will have already hit the button before this tick
|
||||
bool shouldStartTimer = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
|
||||
if (shouldStartTimer)
|
||||
timing.StartTimer();
|
||||
|
||||
// the ship being propelled forward
|
||||
rigidBody.AddForce(thrust, forceMode);
|
||||
|
||||
// moving side to side
|
||||
rigidBody.AddRelativeForce(strafe, forceMode);
|
||||
|
||||
// rotating towards the camera's orientation
|
||||
// not being done by a force because of strange behaviour
|
||||
// needs investigation
|
||||
float step = stabliseMag * Time.fixedDeltaTime;
|
||||
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
|
||||
}
|
||||
|
||||
Vector3 getThrust() {
|
||||
// thrust in the direction of the camera
|
||||
if (Input.GetMouseButton(0))
|
||||
// transform from the camera's forward vector into world space
|
||||
return aim.transform.TransformDirection(Vector3.forward) * thrustMag;
|
||||
|
||||
// brake just decelerates the ship against the direction it is moving
|
||||
if (Input.GetMouseButton(1)) {
|
||||
// the velocity is already in world space so we just invert it
|
||||
return rigidBody.velocity.normalized * -1f * thrustMag;
|
||||
}
|
||||
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
// 2D strafing
|
||||
// we combine all the vectors so you can move in 2 dimensions at once
|
||||
// thrust is added as a relative force so we don't need to convert to worldspace
|
||||
Vector3 getStrafe() {
|
||||
Vector3 strafe = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
strafe += strafeMag * Vector3.up;
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
strafe += strafeMag * Vector3.down;
|
||||
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
strafe += strafeMag * Vector3.left;
|
||||
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
strafe += strafeMag * Vector3.right;
|
||||
|
||||
return strafe;
|
||||
}
|
||||
|
||||
void processInput() {
|
||||
updateCamera();
|
||||
|
||||
// don't just spam respawn
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
Respawn();
|
||||
|
||||
if (Input.GetKey(KeyCode.F10))
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void Respawn() {
|
||||
// IMPORTANT
|
||||
// stop the timer before we move the ship or anything
|
||||
// otherwise it might generate a checkpoint time
|
||||
// for the final sector
|
||||
timing.StopTimer();
|
||||
|
||||
thrust = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
transform.position = initialPosition;
|
||||
rigidBody.transform.forward = initialForce;
|
||||
rigidBody.velocity = new Vector3(0f, 0f, 0f);
|
||||
rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
|
||||
aim.transform.rotation = initialAim;
|
||||
|
||||
camPitch = initialAim.eulerAngles.x;
|
||||
camYaw = initialAim.eulerAngles.y;
|
||||
|
||||
}
|
||||
|
||||
void updateCamera() {
|
||||
camPitch -= mouseSenseY * Input.GetAxis("Mouse Y");
|
||||
camYaw += mouseSenseX * Input.GetAxis("Mouse X");
|
||||
aim.transform.eulerAngles = new Vector3(camPitch, camYaw, 0.0f);
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
if (Application.isPlaying == false)
|
||||
return;
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Vector3 right = aim.transform.TransformDirection(Vector3.right) * 10;
|
||||
Gizmos.DrawRay(transform.position, right);
|
||||
|
||||
Gizmos.color = Color.green;
|
||||
Vector3 direction = aim.transform.TransformDirection(Vector3.up) * 10;
|
||||
Gizmos.DrawRay(transform.position, direction);
|
||||
|
||||
Gizmos.color = Color.blue;
|
||||
Vector3 forward = aim.transform.TransformDirection(Vector3.forward) * 10;
|
||||
Gizmos.DrawRay(transform.position, forward);
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Vector3 velocity = rigidBody.velocity;
|
||||
Gizmos.DrawRay(transform.position, velocity);
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawRay(transform.position, thrust);
|
||||
}
|
||||
|
||||
public float Speed() {
|
||||
return rigidBody.velocity.magnitude;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class ShipUi : MonoBehaviour {
|
||||
[SerializeField]
|
||||
UIDocument uiDocument = null;
|
||||
|
||||
[SerializeField]
|
||||
ShipControls ship;
|
||||
|
||||
[SerializeField]
|
||||
Timing timing;
|
||||
|
||||
Label speed;
|
||||
Label timer;
|
||||
Label sectors;
|
||||
VisualElement timeSheet;
|
||||
|
||||
void OnEnable() {
|
||||
speed = uiDocument.rootVisualElement.Q<Label>("speed");
|
||||
timer = uiDocument.rootVisualElement.Q<Label>("timer");
|
||||
sectors = uiDocument.rootVisualElement.Q<Label>("sectors");
|
||||
timeSheet = uiDocument.rootVisualElement.Q<VisualElement>("timeSheet");
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
timer.text = $"{timing.sectorTime:0.0}";
|
||||
speed.text = $"{ship.Speed():0}";
|
||||
|
||||
UpdateTimesheet();
|
||||
}
|
||||
|
||||
public void UpdateTimesheet() {
|
||||
timeSheet.Clear();
|
||||
foreach (Lap lap in timing.lapTimes) {
|
||||
Label l = new Label();
|
||||
l.text = $"{lap}";
|
||||
timeSheet.Add(l);
|
||||
}
|
||||
|
||||
sectors.text = $"{String.Join(" ", timing.sectorTimes)}";
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3922a11a7a2359f4f952390b9ca27cbc
|
||||
guid: 14d590d5e541e871cb4b472e9e009128
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,21 @@
|
||||
#shipUi {
|
||||
color: white;
|
||||
font-size: 21px;
|
||||
}
|
||||
|
||||
#list-entry {
|
||||
height: 41px;
|
||||
align-items: flex-start;
|
||||
justify-content: center;
|
||||
padding-left: 10px;
|
||||
background-color: rgb(170, 89, 57);
|
||||
border-color: rgb(49, 26, 17);
|
||||
border-width: 2px;
|
||||
border-radius: 15px;
|
||||
}
|
||||
|
||||
#character-name {
|
||||
-unity-font-style: bold;
|
||||
font-size: 18px;
|
||||
color: rgb(49, 26, 17);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf92f075876ddf7ffb4cd5c59633ad7b
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
|
||||
disableValidation: 0
|
||||
@@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
|
||||
public enum ECharacterClass
|
||||
{
|
||||
Knight, Ranger, Wizard
|
||||
}
|
||||
|
||||
[CreateAssetMenu] //This adds an entry to the **Create** menu
|
||||
public class SpaceRaceData : ScriptableObject
|
||||
{
|
||||
public string CharacterName;
|
||||
public ECharacterClass Class;
|
||||
public Sprite PortraitImage;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a26008ff8e485e4bd828df4ce68be09a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,130 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public readonly struct SectorTime {
|
||||
public SectorTime(int i, double t) {
|
||||
Sector = i;
|
||||
Value = t;
|
||||
}
|
||||
|
||||
public int Sector { get; }
|
||||
public double Value { get; }
|
||||
|
||||
public override string ToString() => $"{Sector} {Value:0.000}";
|
||||
}
|
||||
|
||||
public readonly struct Lap {
|
||||
public Lap(int i, List<SectorTime> s) {
|
||||
Sectors = s;
|
||||
Number = i;
|
||||
}
|
||||
|
||||
public int Number { get; }
|
||||
public List<SectorTime> Sectors { get; }
|
||||
|
||||
public override string ToString() {
|
||||
return $"Lap {Number} : {TotalTime():0.000} {String.Join(" ", Sectors.ConvertAll(s => s.ToString()))}";
|
||||
}
|
||||
|
||||
double TotalTime() {
|
||||
return Sectors.Sum(s => s.Value);
|
||||
}
|
||||
}
|
||||
|
||||
public class Timing: MonoBehaviour {
|
||||
[SerializeField]
|
||||
public List<Lap> lapTimes;
|
||||
[SerializeField]
|
||||
public List<SectorTime> sectorTimes;
|
||||
public bool timerEnabled;
|
||||
|
||||
public double sectorTime;
|
||||
double sectorStart;
|
||||
Sector[] sectors;
|
||||
|
||||
void Awake() {
|
||||
lapTimes = new List<Lap>();
|
||||
sectorTimes = new List<SectorTime>();
|
||||
sectorStart = 0.0;
|
||||
sectorTime = 0.0;
|
||||
sectors = GetComponentsInChildren<Sector>();
|
||||
Debug.Log("Track Sector Count - " + sectors.Length);
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (timerEnabled)
|
||||
sectorTime = Time.timeAsDouble - sectorStart;
|
||||
}
|
||||
|
||||
public void StartTimer() {
|
||||
if (sectors.Length == 0) {
|
||||
Debug.LogWarning("No Sectors found in timing");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("Started Timer");
|
||||
|
||||
timerEnabled = true;
|
||||
sectorStart = Time.timeAsDouble;
|
||||
}
|
||||
|
||||
public void StopTimer() {
|
||||
sectorTimes = new List<SectorTime>();
|
||||
timerEnabled = false;
|
||||
sectorTime = 0;
|
||||
Debug.Log("Timer Stopped");
|
||||
|
||||
EndLap();
|
||||
}
|
||||
|
||||
public void NextSector(int sector) {
|
||||
if (!timerEnabled)
|
||||
return;
|
||||
|
||||
// they turned around or somethin?
|
||||
if (sectorTimes.Any(s => s.Sector == sector))
|
||||
return;
|
||||
|
||||
// this basically makes sure the timer doesn't do anything weird
|
||||
// due to respawns, driving in the wrong direction etc
|
||||
// you have to hit the sectors in numbered order
|
||||
// ---------------
|
||||
// make sure sectors are only accessible by being hit by following
|
||||
// the track correctly!
|
||||
if (sector != sectorTimes.Count + 1)
|
||||
return;
|
||||
|
||||
double sTime = Time.timeAsDouble - sectorStart;
|
||||
|
||||
SectorTime s = new SectorTime(sector, sTime);
|
||||
sectorTimes.Add(s);
|
||||
|
||||
if (sectorTimes.Count == sectors.Length) {
|
||||
EndLap();
|
||||
NextLap();
|
||||
}
|
||||
}
|
||||
|
||||
void NextLap() {
|
||||
Debug.Log("NextLap" + lapTimes.Count);
|
||||
sectorTimes = new List<SectorTime>();
|
||||
StartTimer();
|
||||
}
|
||||
|
||||
public void EndLap() {
|
||||
// when live reloading this happens
|
||||
if (sectorTimes == null)
|
||||
Awake();
|
||||
|
||||
if (sectorTimes.Count > 0) {
|
||||
Lap l = new Lap(lapTimes.Count, sectorTimes);
|
||||
Debug.Log($"EndLap {l}");
|
||||
lapTimes.Add(l);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 385acf04d40a396a9a95f738b7353198
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
@@ -3,6 +3,8 @@ using UnityEngine;
|
||||
public class TrackLimits : MonoBehaviour {
|
||||
ShipControls ship;
|
||||
|
||||
float maxDmg = 125f;
|
||||
|
||||
void Awake() {
|
||||
ship = GetComponent<ShipControls>();
|
||||
}
|
||||
@@ -13,11 +15,20 @@ public class TrackLimits : MonoBehaviour {
|
||||
// Debug.DrawRay(contact.point, contact.normal, Color.white);
|
||||
// }
|
||||
|
||||
// Debug.Log("Collision magnitude " + collision.relativeVelocity.magnitude);
|
||||
if (collision.relativeVelocity.magnitude > maxDmg) {
|
||||
Debug.Log("Ddddestroyed by" + collision.gameObject.name);
|
||||
ship.Respawn();
|
||||
return;
|
||||
}
|
||||
|
||||
if (collision.gameObject.tag == "TrackLimits") {
|
||||
Debug.Log("Track Limits " + collision.gameObject.name);
|
||||
ship.Respawn();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void HitTrackLimits() {
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class StartFinishLine : MonoBehaviour {
|
||||
ShipControls ship;
|
||||
|
||||
// timing...
|
||||
|
||||
List<double> lapTimes;
|
||||
List<double> sectorTimes;
|
||||
double lapStart;
|
||||
|
||||
void Awake() {
|
||||
ship = GetComponent<ShipControls>();
|
||||
lapTimes = new List<double>();
|
||||
sectorTimes = new List<double>();
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
// our timer is not running
|
||||
// either because we haven't started racing yet
|
||||
// or we respawned
|
||||
if (lapStart == 0)
|
||||
return;
|
||||
|
||||
// we are completing a lap
|
||||
Debug.Log("Lap Complete");
|
||||
double lapTime = Time.timeAsDouble - lapStart;
|
||||
lapTimes.Add(lapTime);
|
||||
|
||||
TimeSpan lapSpan = TimeSpan.FromSeconds(lapTime);
|
||||
Debug.Log("Time " + lapSpan.ToString("c"));
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other) {
|
||||
Debug.Log("Starting Lap");
|
||||
lapStart = Time.timeAsDouble;
|
||||
}
|
||||
}
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fileFormatVersion: 2
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guid: 809ff17c981a71403b7517bb16f6c000
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 1d103e83da4f14189b3e8b0b865eca3d
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TrueTypeFontImporter:
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externalObjects: {}
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serializedVersion: 4
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fontSize: 16
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forceTextureCase: -2
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
|
||||
- Jura
|
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fallbackFontReferences:
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- {fileID: 12800000, guid: 54b9163f81dfb0d7baa7fda0d795ceeb, type: 3}
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- {fileID: 12800000, guid: 65648a14640996362a6b0929c723b6e4, type: 3}
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- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
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customCharacters:
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fontRenderingMode: 0
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useLegacyBoundsCalculation: 0
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shouldRoundAdvanceValue: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,22 @@
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fileFormatVersion: 2
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guid: 54b9163f81dfb0d7baa7fda0d795ceeb
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TrueTypeFontImporter:
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externalObjects: {}
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fontSize: 16
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forceTextureCase: -2
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Jura
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fallbackFontReferences:
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- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
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customCharacters:
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@@ -0,0 +1,23 @@
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fileFormatVersion: 2
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guid: 65648a14640996362a6b0929c723b6e4
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TrueTypeFontImporter:
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externalObjects: {}
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fontSize: 16
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Jura
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fallbackFontReferences:
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- {fileID: 12800000, guid: 54b9163f81dfb0d7baa7fda0d795ceeb, type: 3}
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- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
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customCharacters:
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fontRenderingMode: 0
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@@ -0,0 +1,21 @@
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fileFormatVersion: 2
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guid: 11752fd494516326b889605754cb9e26
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TrueTypeFontImporter:
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Jura
|
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fallbackFontReferences: []
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customCharacters:
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fontRenderingMode: 0
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ascentCalculationMode: 1
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userData:
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@@ -14,7 +14,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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themeUss: {fileID: -4733365628477956816, guid: f05f1b7cff1fe844d9f95666b1f86a0c, type: 3}
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m_ScaleMode: 1
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m_ReferenceDpi: 96
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@@ -0,0 +1,12 @@
|
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
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<Style src="project://database/Assets/Src/ShipUi.uss?fileID=7433441132597879392&guid=cf92f075876ddf7ffb4cd5c59633ad7b&type=3#ShipUi" />
|
||||
<ui:VisualElement name="shipUi" style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); color: rgb(255, 255, 255); font-size: 24px; -unity-font: url('project://database/Assets/UI%20Toolkit/Fonts/Jura-Regular.otf?fileID=12800000&guid=11752fd494516326b889605754cb9e26&type=3#Jura-Regular'); -unity-font-definition: initial;">
|
||||
<ui:VisualElement name="timeSheet" style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); align-items: flex-end;" />
|
||||
<ui:VisualElement name="Middle" style="flex-grow: 1; background-color: rgba(0, 0, 0, 0);" />
|
||||
<ui:VisualElement name="Bottom" style="flex-grow: 0; background-color: rgba(0, 0, 0, 0); flex-direction: column; align-items: center; justify-content: flex-end; color: rgb(255, 255, 255);">
|
||||
<ui:Label tabindex="-1" text="Time" display-tooltip-when-elided="true" name="timer" />
|
||||
<ui:Label tabindex="-1" text="Sectors" display-tooltip-when-elided="true" name="sectors" />
|
||||
<ui:Label tabindex="-1" text="Speed" display-tooltip-when-elided="true" name="speed" />
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 8b8620c717c8ee2edafdfb5f4efa79cb
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
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@@ -1,10 +0,0 @@
|
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements"
|
||||
xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements"
|
||||
noNamespaceSchemaLocation="../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Label text="This is a Label" display-tooltip-when-elided="true"/>
|
||||
<ui:Button text="This is a Button" display-tooltip-when-elided="true" name="button"/>
|
||||
<ui:Toggle label="Display the counter?" name="toggle"/>
|
||||
<ui:TextField picking-mode="Ignore" label="Text Field" text="filler text" name="input-message" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
@@ -1,38 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class SimpleRuntimeUi : MonoBehaviour {
|
||||
private Button _button;
|
||||
private Toggle _toggle;
|
||||
|
||||
private int _clickCount;
|
||||
|
||||
//Add logic that interacts with the UI controls in the `OnEnable` methods
|
||||
private void OnEnable() {
|
||||
// The UXML is already instantiated by the UIDocument component
|
||||
var uiDocument = GetComponent<UIDocument>();
|
||||
|
||||
_button = uiDocument.rootVisualElement.Q("button") as Button;
|
||||
_toggle = uiDocument.rootVisualElement.Q("toggle") as Toggle;
|
||||
|
||||
_button.RegisterCallback<ClickEvent>(PrintClickMessage);
|
||||
|
||||
var _inputFields = uiDocument.rootVisualElement.Q("input-message");
|
||||
_inputFields.RegisterCallback<ChangeEvent<string>>(InputMessage);
|
||||
}
|
||||
|
||||
private void OnDisable() {
|
||||
_button.UnregisterCallback<ClickEvent>(PrintClickMessage);
|
||||
}
|
||||
|
||||
private void PrintClickMessage(ClickEvent evt) {
|
||||
++_clickCount;
|
||||
|
||||
Debug.Log($"{"button"} was clicked!" +
|
||||
(_toggle.value ? " Count: " + _clickCount : ""));
|
||||
}
|
||||
|
||||
public static void InputMessage(ChangeEvent<string> evt) {
|
||||
Debug.Log($"{evt.newValue} -> {evt.target}");
|
||||
}
|
||||
}
|
||||