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ntr committed 2023-07-10 00:23:48 +10:00
1 parent d49bafd535
commit 62a8de8b86
99 files changed
+5837 -673

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+2 -2
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-59
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// GameObject.FixedUpdate example.
//
// Measure frame rate comparing FixedUpdate against Update.
// Show the rates every second.
public class Fps : MonoBehaviour
{
private float updateCount = 0;
private float fixedUpdateCount = 0;
private float updateUpdateCountPerSecond;
private float updateFixedUpdateCountPerSecond;
void Awake()
{
// Uncommenting this will cause framerate to drop to 10 frames per second.
// This will mean that FixedUpdate is called more often than Update.
//Application.targetFrameRate = 10;
StartCoroutine(Loop());
}
// Increase the number of calls to Update.
void Update()
{
updateCount += 1;
}
// Increase the number of calls to FixedUpdate.
void FixedUpdate()
{
fixedUpdateCount += 1;
}
// Show the number of calls to both messages.
void OnGUI()
{
GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("label"));
fontSize.fontSize = 24;
GUI.Label(new Rect(100, 100, 200, 50), "Update: " + updateUpdateCountPerSecond.ToString(), fontSize);
GUI.Label(new Rect(100, 150, 200, 50), "FixedUpdate: " + updateFixedUpdateCountPerSecond.ToString(), fontSize);
}
// Update both CountsPerSecond values every second.
IEnumerator Loop()
{
while (true)
{
yield return new WaitForSeconds(1);
updateUpdateCountPerSecond = updateCount;
updateFixedUpdateCountPerSecond = fixedUpdateCount;
updateCount = 0;
fixedUpdateCount = 0;
}
}
}
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using UnityEngine;
public class ShipControls : MonoBehaviour {
public Camera m_camera;
Rigidbody m_rigidBody;
Vector3 m_initialPosition;
Vector3 m_initialForce;
Quaternion m_initialCamera;
Vector3 m_thrust;
Vector3 m_strafe;
float m_strafeMag;
float m_thrustMag;
float m_stabliseMag;
ForceMode m_forceMode;
// Camera Controls
float m_mouseSenseY = 1.0f;
float m_mouseSenseX = 1.0f;
float m_camPitch;
float m_camYaw;
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
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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<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>
@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 99b48fcb51dac8e4b829015df5b94f85 guid: c0634235ba7ac8c449247dcb52927cd6
ScriptedImporter: ScriptedImporter:
internalIDToNameTable: [] internalIDToNameTable: []
externalObjects: {} externalObjects: {}
+126
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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 fileFormatVersion: 2
guid: b1ea13dbf00e3b2c9aab36c480cf0c1f guid: cb873ce7764a21f6ba132e26f404f428
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
+20
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@@ -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);
}
+11
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@@ -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
File renamed without changes.
File renamed without changes.
File renamed without changes.
+14
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@@ -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 -1
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@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 4c4a5cda8d92fba4aba88e044f32385e guid: a6214f498273bf702b0ad56b756b4e93
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
+181
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@@ -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;
}
}
File renamed without changes.
+46
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@@ -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 -1
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@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 3922a11a7a2359f4f952390b9ca27cbc guid: 14d590d5e541e871cb4b472e9e009128
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
+21
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@@ -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);
}
+11
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@@ -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
+14
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@@ -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;
}
+11
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a26008ff8e485e4bd828df4ce68be09a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+130
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@@ -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);
}
}
}
+11
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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 385acf04d40a396a9a95f738b7353198
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -3,6 +3,8 @@ using UnityEngine;
public class TrackLimits : MonoBehaviour { public class TrackLimits : MonoBehaviour {
ShipControls ship; ShipControls ship;
float maxDmg = 125f;
void Awake() { void Awake() {
ship = GetComponent<ShipControls>(); ship = GetComponent<ShipControls>();
} }
@@ -13,11 +15,20 @@ public class TrackLimits : MonoBehaviour {
// Debug.DrawRay(contact.point, contact.normal, Color.white); // 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") { if (collision.gameObject.tag == "TrackLimits") {
Debug.Log("Track Limits " + collision.gameObject.name); Debug.Log("Track Limits " + collision.gameObject.name);
ship.Respawn(); ship.Respawn();
return;
} }
} }
void HitTrackLimits() {
}
} }
File renamed without changes.
-41
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@@ -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;
}
}
+8
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@@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
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fileFormatVersion: 2
guid: 1d103e83da4f14189b3e8b0b865eca3d
TrueTypeFontImporter:
externalObjects: {}
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- Jura
fallbackFontReferences:
- {fileID: 12800000, guid: 54b9163f81dfb0d7baa7fda0d795ceeb, type: 3}
- {fileID: 12800000, guid: 65648a14640996362a6b0929c723b6e4, type: 3}
- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
customCharacters:
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ascentCalculationMode: 1
useLegacyBoundsCalculation: 0
shouldRoundAdvanceValue: 1
userData:
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fileFormatVersion: 2
guid: 54b9163f81dfb0d7baa7fda0d795ceeb
TrueTypeFontImporter:
externalObjects: {}
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- Jura
fallbackFontReferences:
- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
customCharacters:
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guid: 65648a14640996362a6b0929c723b6e4
TrueTypeFontImporter:
externalObjects: {}
serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
characterPadding: 1
includeFontData: 1
fontNames:
- Jura
fallbackFontReferences:
- {fileID: 12800000, guid: 54b9163f81dfb0d7baa7fda0d795ceeb, type: 3}
- {fileID: 12800000, guid: 11752fd494516326b889605754cb9e26, type: 3}
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serializedVersion: 4
fontSize: 16
forceTextureCase: -2
characterSpacing: 0
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+1 -1
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@@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
themeUss: {fileID: -4733365628477956816, guid: f05f1b7cff1fe844d9f95666b1f86a0c, type: 3} themeUss: {fileID: -4733365628477956816, guid: f05f1b7cff1fe844d9f95666b1f86a0c, type: 3}
m_TargetTexture: {fileID: 0} m_TargetTexture: {fileID: 0}
m_ScaleMode: 1 m_ScaleMode: 2
m_ReferenceSpritePixelsPerUnit: 100 m_ReferenceSpritePixelsPerUnit: 100
m_Scale: 1 m_Scale: 1
m_ReferenceDpi: 96 m_ReferenceDpi: 96
+12
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@@ -0,0 +1,12 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<Style src="project://database/Assets/Src/ShipUi.uss?fileID=7433441132597879392&amp;guid=cf92f075876ddf7ffb4cd5c59633ad7b&amp;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(&apos;project://database/Assets/UI%20Toolkit/Fonts/Jura-Regular.otf?fileID=12800000&amp;guid=11752fd494516326b889605754cb9e26&amp;type=3#Jura-Regular&apos;); -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 @@
fileFormatVersion: 2
guid: 8b8620c717c8ee2edafdfb5f4efa79cb
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
-10
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@@ -1,10 +0,0 @@
<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>
-38
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@@ -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}");
}
}
@@ -0,0 +1,17 @@
{
"MonoBehaviour": {
"Version": 4,
"EnableBurstCompilation": true,
"EnableOptimisations": true,
"EnableSafetyChecks": false,
"EnableDebugInAllBuilds": false,
"DebugDataKind": 1,
"EnableArmv9SecurityFeatures": false,
"CpuMinTargetX32": 0,
"CpuMaxTargetX32": 0,
"CpuMinTargetX64": 0,
"CpuMaxTargetX64": 0,
"CpuTargetsX64": 72,
"OptimizeFor": 0
}
}
+2 -5
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@@ -5,10 +5,7 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 0
path: Assets/Scenes/SampleScene.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
- enabled: 1 - enabled: 1
path: Assets/Scenes/BrokedIt.unity path: Assets/Scenes/TLScene.unity
guid: e92011b3cf791de83a73a4ad7c96592f guid: dbae1149c8224201f9956d49725b1676
m_configObjects: {} m_configObjects: {}
+21
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@@ -0,0 +1,21 @@
# SpaceRace!
- 3p camera
- orientation
- velocity
- sector and lap times
- ux
- more tracks
- generate from svg?
- multiplayer
- models
- liquidator
- cruise craft racing
- ship explode on crash lol
- speed trap
+14
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@@ -0,0 +1,14 @@
1 2 3
-----------------
32.0 62.0
1337 1:18.8
32.0 62.0 -