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ntr committed 2023-06-26 17:36:28 +10:00
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using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public float speedH = 2.0f;
public float speedV = 2.0f;
private float yaw = 0.0f;
private float pitch = 0.0f;
void Update () {
yaw += speedH * Input.GetAxis("Mouse X");
pitch -= speedV * Input.GetAxis("Mouse Y");
transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
}
}
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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
{
//Use to switch between Force Modes
enum ModeSwitching { Start, Impulse, Acceleration, Force, VelocityChange };
ModeSwitching m_ModeSwitching;
Vector3 m_StartPos, m_StartForce;
Vector3 m_NewForce;
Rigidbody m_Rigidbody;
public float m_ForceAmp;
public GameObject ship;
void Start()
{
//You get the Rigidbody component you attach to the GameObject
m_Rigidbody = GetComponent<Rigidbody>();
//This starts at first mode (nothing happening yet)
m_ModeSwitching = ModeSwitching.Start;
//Initialising the force which is used on GameObject in various ways
m_NewForce = new Vector3(-5.0f, 1.0f, 0.0f);
//The GameObject's starting position and Rigidbody position
m_StartPos = transform.position;
m_StartForce = m_Rigidbody.transform.position;
}
void FixedUpdate()
{
//If the current mode is not the starting mode (or the GameObject is not reset), the force can change
if (m_ModeSwitching != ModeSwitching.Start)
{
//The force changes depending what you input into the text fields
m_NewForce = ship.transform.forward * m_ForceAmp;
}
//Here, switching modes depend on button presses in the Game mode
switch (m_ModeSwitching)
{
//This is the starting mode which resets the GameObject
case ModeSwitching.Start:
//This resets the GameObject and Rigidbody to their starting positions
transform.position = m_StartPos;
m_Rigidbody.transform.position = m_StartForce;
//This resets the velocity of the Rigidbody
m_Rigidbody.velocity = new Vector3(0f, 0f, 0f);
break;
//These are the modes ForceMode can force on a Rigidbody
//This is Acceleration mode
case ModeSwitching.Acceleration:
//Use Acceleration as the force on the Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.Acceleration);
break;
//This is Force Mode, using a continuous force on the Rigidbody considering its mass
case ModeSwitching.Force:
//Use Force as the force on GameObject’s Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.Force);
break;
//This is Impulse Mode, which involves using the Rigidbody’s mass to apply an instant impulse force.
case ModeSwitching.Impulse:
//Use Impulse as the force on GameObject
m_Rigidbody.AddForce(m_NewForce, ForceMode.Impulse);
break;
//This is VelocityChange which involves ignoring the mass of the GameObject and impacting it with a sudden speed change in a direction
case ModeSwitching.VelocityChange:
//Make a Velocity change on the Rigidbody
m_Rigidbody.AddForce(m_NewForce, ForceMode.VelocityChange);
break;
}
}
//The function outputs buttons, text fields, and other interactable UI elements to the Scene in Game view
void OnGUI()
{
//Press the button to reset the GameObject and Rigidbody
if (GUI.Button(new Rect(100, 0, 150, 30), "Reset"))
{
//This switches to the start/reset case
m_ModeSwitching = ModeSwitching.Start;
}
//When you press the Acceleration button, switch to Acceleration mode
if (GUI.Button(new Rect(100, 30, 150, 30), "Apply Acceleration"))
{
//Switch to Acceleration (apply acceleration force to GameObject)
m_ModeSwitching = ModeSwitching.Acceleration;
}
//If you press the Impulse button
if (GUI.Button(new Rect(100, 60, 150, 30), "Apply Impulse"))
{
//Switch to impulse (apply impulse forces to GameObject)
m_ModeSwitching = ModeSwitching.Impulse;
}
//If you press the Force Button, switch to Force state
if (GUI.Button(new Rect(100, 90, 150, 30), "Apply Force"))
{
//Switch to Force (apply force to GameObject)
m_ModeSwitching = ModeSwitching.Force;
}
//Press the button to switch to VelocityChange state
if (GUI.Button(new Rect(100, 120, 150, 30), "Apply Velocity Change"))
{
//Switch to velocity changing
m_ModeSwitching = ModeSwitching.VelocityChange;
}
}
}
+11
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