Progress network character controls
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@ -7,6 +7,7 @@ using Unity.CharacterController;
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using Unity.NetCode;
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[Serializable]
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[GhostComponent]
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public struct FirstPersonCharacterComponent : IComponentData
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{
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public float GroundMaxSpeed;
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@ -4,6 +4,7 @@ using Unity.Mathematics;
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using Unity.NetCode;
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[Serializable]
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[GhostComponent]
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public struct FirstPersonPlayer : IComponentData
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{
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{
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public float2 MoveInput;
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public float2 LookInput;
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public FixedInputEvent JumpPressed;
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[Serializable]
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playerInputs.ValueRW.JumpPressed = default;
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if (Input.GetKeyDown(KeyCode.Space))
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var time = SystemAPI.GetSingleton<FixedTickSystem.Singleton>();
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foreach (var (playerInputs, player) in SystemAPI.Query<FirstPersonPlayerInputs, FirstPersonPlayer>().WithAll<Simulate>())
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{
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if (SystemAPI.HasComponent<FirstPersonCharacterControl>(player.ControlledCharacter))
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characterControl.MoveVector = MathUtilities.ClampToMaxLength(characterControl.MoveVector, 1f);
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// Jump
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characterControl.Jump = playerInputs.JumpPressed.IsSet(time.Tick);
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characterControl.Jump = playerInputs.JumpPressed.IsSet;
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unity.Entities;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public class CameraTargetAuthoring : MonoBehaviour
|
||||
{
|
||||
public GameObject Target;
|
||||
|
||||
public class Baker : Baker<CameraTargetAuthoring>
|
||||
{
|
||||
public override void Bake(CameraTargetAuthoring authoring)
|
||||
{
|
||||
Entity entity = GetEntity(TransformUsageFlags.Dynamic);
|
||||
AddComponent(entity, new CameraTarget
|
||||
{
|
||||
TargetEntity = GetEntity(authoring.Target, TransformUsageFlags.Dynamic),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3a88336df575c34e80048c54a815367
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,44 +0,0 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public struct OrbitCamera : IComponentData
|
||||
{
|
||||
public float RotationSpeed;
|
||||
public float MaxVAngle;
|
||||
public float MinVAngle;
|
||||
public bool RotateWithCharacterParent;
|
||||
|
||||
public float MinDistance;
|
||||
public float MaxDistance;
|
||||
public float DistanceMovementSpeed;
|
||||
public float DistanceMovementSharpness;
|
||||
|
||||
public float ObstructionRadius;
|
||||
public float ObstructionInnerSmoothingSharpness;
|
||||
public float ObstructionOuterSmoothingSharpness;
|
||||
public bool PreventFixedUpdateJitter;
|
||||
|
||||
public float TargetDistance;
|
||||
public float SmoothedTargetDistance;
|
||||
public float ObstructedDistance;
|
||||
public float PitchAngle;
|
||||
public float3 PlanarForward;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct OrbitCameraControl : IComponentData
|
||||
{
|
||||
public Entity FollowedCharacterEntity;
|
||||
public float2 LookDegreesDelta;
|
||||
public float ZoomDelta;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct OrbitCameraIgnoredEntityBufferElement : IBufferElementData
|
||||
{
|
||||
public Entity Entity;
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 441900b2dca2cda429cba5f372fcf5fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,75 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Transforms;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public class OrbitCameraAuthoring : MonoBehaviour
|
||||
{
|
||||
[Header("Rotation")]
|
||||
public float RotationSpeed = 2f;
|
||||
public float MaxVAngle = 89f;
|
||||
public float MinVAngle = -89f;
|
||||
public bool RotateWithCharacterParent = true;
|
||||
|
||||
[Header("Distance")]
|
||||
public float StartDistance = 5f;
|
||||
public float MinDistance = 0f;
|
||||
public float MaxDistance = 10f;
|
||||
public float DistanceMovementSpeed = 1f;
|
||||
public float DistanceMovementSharpness = 20f;
|
||||
|
||||
[Header("Obstructions")]
|
||||
public float ObstructionRadius = 0.1f;
|
||||
public float ObstructionInnerSmoothingSharpness = float.MaxValue;
|
||||
public float ObstructionOuterSmoothingSharpness = 5f;
|
||||
public bool PreventFixedUpdateJitter = true;
|
||||
|
||||
[Header("Misc")]
|
||||
public List<GameObject> IgnoredEntities = new List<GameObject>();
|
||||
|
||||
public class Baker : Baker<OrbitCameraAuthoring>
|
||||
{
|
||||
public override void Bake(OrbitCameraAuthoring authoring)
|
||||
{
|
||||
Entity entity = GetEntity(TransformUsageFlags.Dynamic | TransformUsageFlags.WorldSpace);
|
||||
|
||||
AddComponent(entity, new OrbitCamera
|
||||
{
|
||||
RotationSpeed = authoring.RotationSpeed,
|
||||
MaxVAngle = authoring.MaxVAngle,
|
||||
MinVAngle = authoring.MinVAngle,
|
||||
RotateWithCharacterParent = authoring.RotateWithCharacterParent,
|
||||
|
||||
MinDistance = authoring.MinDistance,
|
||||
MaxDistance = authoring.MaxDistance,
|
||||
DistanceMovementSpeed = authoring.DistanceMovementSpeed,
|
||||
DistanceMovementSharpness = authoring.DistanceMovementSharpness,
|
||||
|
||||
ObstructionRadius = authoring.ObstructionRadius,
|
||||
ObstructionInnerSmoothingSharpness = authoring.ObstructionInnerSmoothingSharpness,
|
||||
ObstructionOuterSmoothingSharpness = authoring.ObstructionOuterSmoothingSharpness,
|
||||
PreventFixedUpdateJitter = authoring.PreventFixedUpdateJitter,
|
||||
|
||||
TargetDistance = authoring.StartDistance,
|
||||
SmoothedTargetDistance = authoring.StartDistance,
|
||||
ObstructedDistance = authoring.StartDistance,
|
||||
|
||||
PitchAngle = 0f,
|
||||
PlanarForward = -math.forward(),
|
||||
});
|
||||
|
||||
AddComponent(entity, new OrbitCameraControl());
|
||||
|
||||
DynamicBuffer<OrbitCameraIgnoredEntityBufferElement> ignoredEntitiesBuffer = AddBuffer<OrbitCameraIgnoredEntityBufferElement>(entity);
|
||||
for (int i = 0; i < authoring.IgnoredEntities.Count; i++)
|
||||
{
|
||||
ignoredEntitiesBuffer.Add(new OrbitCameraIgnoredEntityBufferElement
|
||||
{
|
||||
Entity = GetEntity(authoring.IgnoredEntities[i], TransformUsageFlags.None),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70c323b4be4b1fa4089d1a1fd2872754
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,367 +0,0 @@
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Physics;
|
||||
using Unity.Transforms;
|
||||
using Unity.CharacterController;
|
||||
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(FixedStepSimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(ThirdPersonPlayerVariableStepControlSystem))]
|
||||
[UpdateAfter(typeof(ThirdPersonCharacterVariableUpdateSystem))]
|
||||
[UpdateBefore(typeof(TransformSystemGroup))]
|
||||
[BurstCompile]
|
||||
public partial struct OrbitCameraSimulationSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<OrbitCamera, OrbitCameraControl>().Build());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
OrbitCameraSimulationJob job = new OrbitCameraSimulationJob
|
||||
{
|
||||
DeltaTime = SystemAPI.Time.DeltaTime,
|
||||
LocalTransformLookup = SystemAPI.GetComponentLookup<LocalTransform>(false),
|
||||
ParentLookup = SystemAPI.GetComponentLookup<Parent>(true),
|
||||
PostTransformMatrixLookup = SystemAPI.GetComponentLookup<PostTransformMatrix>(true),
|
||||
CameraTargetLookup = SystemAPI.GetComponentLookup<CameraTarget>(true),
|
||||
KinematicCharacterBodyLookup = SystemAPI.GetComponentLookup<KinematicCharacterBody>(true),
|
||||
};
|
||||
job.Schedule();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
[WithAll(typeof(Simulate))]
|
||||
public partial struct OrbitCameraSimulationJob : IJobEntity
|
||||
{
|
||||
public float DeltaTime;
|
||||
|
||||
public ComponentLookup<LocalTransform> LocalTransformLookup;
|
||||
[ReadOnly] public ComponentLookup<Parent> ParentLookup;
|
||||
[ReadOnly] public ComponentLookup<PostTransformMatrix> PostTransformMatrixLookup;
|
||||
[ReadOnly] public ComponentLookup<CameraTarget> CameraTargetLookup;
|
||||
[ReadOnly] public ComponentLookup<KinematicCharacterBody> KinematicCharacterBodyLookup;
|
||||
|
||||
void Execute(Entity entity, ref OrbitCamera orbitCamera, in OrbitCameraControl cameraControl)
|
||||
{
|
||||
if (OrbitCameraUtilities.TryGetCameraTargetSimulationWorldTransform(
|
||||
cameraControl.FollowedCharacterEntity,
|
||||
ref LocalTransformLookup,
|
||||
ref ParentLookup,
|
||||
ref PostTransformMatrixLookup,
|
||||
ref CameraTargetLookup,
|
||||
out float4x4 targetWorldTransform))
|
||||
{
|
||||
float3 targetUp = targetWorldTransform.Up();
|
||||
float3 targetPosition = targetWorldTransform.Translation();
|
||||
|
||||
// Update planar forward based on target up direction and rotation from parent
|
||||
{
|
||||
quaternion tmpPlanarRotation = MathUtilities.CreateRotationWithUpPriority(targetUp, orbitCamera.PlanarForward);
|
||||
|
||||
// Rotation from character parent
|
||||
if (orbitCamera.RotateWithCharacterParent &&
|
||||
KinematicCharacterBodyLookup.TryGetComponent(cameraControl.FollowedCharacterEntity, out KinematicCharacterBody characterBody))
|
||||
{
|
||||
// Only consider rotation around the character up, since the camera is already adjusting itself to character up
|
||||
quaternion planarRotationFromParent = characterBody.RotationFromParent;
|
||||
KinematicCharacterUtilities.AddVariableRateRotationFromFixedRateRotation(ref tmpPlanarRotation, planarRotationFromParent, DeltaTime, characterBody.LastPhysicsUpdateDeltaTime);
|
||||
}
|
||||
|
||||
orbitCamera.PlanarForward = MathUtilities.GetForwardFromRotation(tmpPlanarRotation);
|
||||
}
|
||||
|
||||
// Yaw
|
||||
float yawAngleChange = cameraControl.LookDegreesDelta.x * orbitCamera.RotationSpeed;
|
||||
quaternion yawRotation = quaternion.Euler(targetUp * math.radians(yawAngleChange));
|
||||
orbitCamera.PlanarForward = math.rotate(yawRotation, orbitCamera.PlanarForward);
|
||||
|
||||
// Pitch
|
||||
orbitCamera.PitchAngle += -cameraControl.LookDegreesDelta.y * orbitCamera.RotationSpeed;
|
||||
orbitCamera.PitchAngle = math.clamp(orbitCamera.PitchAngle, orbitCamera.MinVAngle, orbitCamera.MaxVAngle);
|
||||
|
||||
// Calculate final rotation
|
||||
quaternion cameraRotation = OrbitCameraUtilities.CalculateCameraRotation(targetUp, orbitCamera.PlanarForward, orbitCamera.PitchAngle);
|
||||
|
||||
// Distance input
|
||||
float desiredDistanceMovementFromInput = cameraControl.ZoomDelta * orbitCamera.DistanceMovementSpeed;
|
||||
orbitCamera.TargetDistance = math.clamp(orbitCamera.TargetDistance + desiredDistanceMovementFromInput, orbitCamera.MinDistance, orbitCamera.MaxDistance);
|
||||
|
||||
// Calculate camera position (no smoothing or obstructions yet; these are done in the camera late update)
|
||||
float3 cameraPosition = OrbitCameraUtilities.CalculateCameraPosition(targetPosition, cameraRotation, orbitCamera.TargetDistance);
|
||||
|
||||
// Write back to component
|
||||
LocalTransformLookup[entity] = LocalTransform.FromPositionRotation(cameraPosition, cameraRotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(TransformSystemGroup))]
|
||||
[BurstCompile]
|
||||
public partial struct OrbitCameraLateUpdateSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<PhysicsWorldSingleton>();
|
||||
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<OrbitCamera, OrbitCameraControl>().Build());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
OrbitCameraLateUpdateJob job = new OrbitCameraLateUpdateJob
|
||||
{
|
||||
DeltaTime = SystemAPI.Time.DeltaTime,
|
||||
PhysicsWorld = SystemAPI.GetSingleton<PhysicsWorldSingleton>().PhysicsWorld,
|
||||
LocalToWorldLookup = SystemAPI.GetComponentLookup<LocalToWorld>(false),
|
||||
CameraTargetLookup = SystemAPI.GetComponentLookup<CameraTarget>(true),
|
||||
KinematicCharacterBodyLookup = SystemAPI.GetComponentLookup<KinematicCharacterBody>(true),
|
||||
};
|
||||
job.Schedule();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
[WithAll(typeof(Simulate))]
|
||||
public partial struct OrbitCameraLateUpdateJob : IJobEntity
|
||||
{
|
||||
public float DeltaTime;
|
||||
[ReadOnly]
|
||||
public PhysicsWorld PhysicsWorld;
|
||||
|
||||
public ComponentLookup<LocalToWorld> LocalToWorldLookup;
|
||||
[ReadOnly]
|
||||
public ComponentLookup<CameraTarget> CameraTargetLookup;
|
||||
[ReadOnly]
|
||||
public ComponentLookup<KinematicCharacterBody> KinematicCharacterBodyLookup;
|
||||
|
||||
void Execute(
|
||||
Entity entity,
|
||||
ref OrbitCamera orbitCamera,
|
||||
in OrbitCameraControl cameraControl,
|
||||
in DynamicBuffer<OrbitCameraIgnoredEntityBufferElement> ignoredEntitiesBuffer)
|
||||
{
|
||||
if (OrbitCameraUtilities.TryGetCameraTargetInterpolatedWorldTransform(
|
||||
cameraControl.FollowedCharacterEntity,
|
||||
ref LocalToWorldLookup,
|
||||
ref CameraTargetLookup,
|
||||
out LocalToWorld targetWorldTransform))
|
||||
{
|
||||
quaternion cameraRotation = OrbitCameraUtilities.CalculateCameraRotation(targetWorldTransform.Up, orbitCamera.PlanarForward, orbitCamera.PitchAngle);
|
||||
|
||||
float3 cameraForward = math.mul(cameraRotation, math.forward());
|
||||
float3 targetPosition = targetWorldTransform.Position;
|
||||
|
||||
// Distance smoothing
|
||||
orbitCamera.SmoothedTargetDistance = math.lerp(orbitCamera.SmoothedTargetDistance, orbitCamera.TargetDistance, MathUtilities.GetSharpnessInterpolant(orbitCamera.DistanceMovementSharpness, DeltaTime));
|
||||
|
||||
// Obstruction handling
|
||||
// Obstruction detection is handled here, because we have to adjust the obstruction distance
|
||||
// to match the interpolated physics body transform (as opposed to the "simulation" transform). Otherwise, a
|
||||
// camera getting obstructed by a moving physics body would have visible jitter.
|
||||
if (orbitCamera.ObstructionRadius > 0f)
|
||||
{
|
||||
float obstructionCheckDistance = orbitCamera.SmoothedTargetDistance;
|
||||
|
||||
CameraObstructionHitsCollector collector = new CameraObstructionHitsCollector(cameraControl.FollowedCharacterEntity, ignoredEntitiesBuffer, cameraForward);
|
||||
PhysicsWorld.SphereCastCustom(
|
||||
targetPosition,
|
||||
orbitCamera.ObstructionRadius,
|
||||
-cameraForward,
|
||||
obstructionCheckDistance,
|
||||
ref collector,
|
||||
CollisionFilter.Default,
|
||||
QueryInteraction.IgnoreTriggers);
|
||||
|
||||
float newObstructedDistance = obstructionCheckDistance;
|
||||
if (collector.NumHits > 0)
|
||||
{
|
||||
newObstructedDistance = obstructionCheckDistance * collector.ClosestHit.Fraction;
|
||||
|
||||
// Redo cast with the interpolated body transform to prevent FixedUpdate jitter in obstruction detection
|
||||
if (orbitCamera.PreventFixedUpdateJitter)
|
||||
{
|
||||
RigidBody hitBody = PhysicsWorld.Bodies[collector.ClosestHit.RigidBodyIndex];
|
||||
if (LocalToWorldLookup.TryGetComponent(hitBody.Entity, out LocalToWorld hitBodyLocalToWorld))
|
||||
{
|
||||
// Adjust the rigidbody transform for interpolation, so we can raycast it in that state
|
||||
hitBody.WorldFromBody = new RigidTransform(quaternion.LookRotationSafe(hitBodyLocalToWorld.Forward, hitBodyLocalToWorld.Up), hitBodyLocalToWorld.Position);
|
||||
|
||||
collector = new CameraObstructionHitsCollector(cameraControl.FollowedCharacterEntity, ignoredEntitiesBuffer, cameraForward);
|
||||
hitBody.SphereCastCustom(
|
||||
targetPosition,
|
||||
orbitCamera.ObstructionRadius,
|
||||
-cameraForward,
|
||||
obstructionCheckDistance,
|
||||
ref collector,
|
||||
CollisionFilter.Default,
|
||||
QueryInteraction.IgnoreTriggers);
|
||||
|
||||
if (collector.NumHits > 0)
|
||||
{
|
||||
newObstructedDistance = obstructionCheckDistance * collector.ClosestHit.Fraction;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update current distance based on obstructed distance
|
||||
if (orbitCamera.ObstructedDistance < newObstructedDistance)
|
||||
{
|
||||
// Move outer
|
||||
orbitCamera.ObstructedDistance = math.lerp(orbitCamera.ObstructedDistance, newObstructedDistance, MathUtilities.GetSharpnessInterpolant(orbitCamera.ObstructionOuterSmoothingSharpness, DeltaTime));
|
||||
}
|
||||
else if (orbitCamera.ObstructedDistance > newObstructedDistance)
|
||||
{
|
||||
// Move inner
|
||||
orbitCamera.ObstructedDistance = math.lerp(orbitCamera.ObstructedDistance, newObstructedDistance, MathUtilities.GetSharpnessInterpolant(orbitCamera.ObstructionInnerSmoothingSharpness, DeltaTime));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
orbitCamera.ObstructedDistance = orbitCamera.SmoothedTargetDistance;
|
||||
}
|
||||
|
||||
// Place camera at the final distance (includes smoothing and obstructions)
|
||||
float3 cameraPosition = OrbitCameraUtilities.CalculateCameraPosition(targetPosition, cameraRotation, orbitCamera.ObstructedDistance);
|
||||
|
||||
// Write to LtW
|
||||
LocalToWorldLookup[entity] = new LocalToWorld { Value = new float4x4(cameraRotation, cameraPosition) };
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static class OrbitCameraUtilities
|
||||
{
|
||||
public static bool TryGetCameraTargetSimulationWorldTransform(
|
||||
Entity targetCharacterEntity,
|
||||
ref ComponentLookup<LocalTransform> localTransformLookup,
|
||||
ref ComponentLookup<Parent> parentLookup,
|
||||
ref ComponentLookup<PostTransformMatrix> postTransformMatrixLookup,
|
||||
ref ComponentLookup<CameraTarget> cameraTargetLookup,
|
||||
out float4x4 worldTransform)
|
||||
{
|
||||
bool foundValidCameraTarget = false;
|
||||
worldTransform = float4x4.identity;
|
||||
|
||||
// Camera target is either defined by the CameraTarget component, or if not, the transform of the followed character
|
||||
if (cameraTargetLookup.TryGetComponent(targetCharacterEntity, out CameraTarget cameraTarget) &&
|
||||
localTransformLookup.HasComponent(cameraTarget.TargetEntity))
|
||||
{
|
||||
TransformHelpers.ComputeWorldTransformMatrix(
|
||||
cameraTarget.TargetEntity,
|
||||
out worldTransform,
|
||||
ref localTransformLookup,
|
||||
ref parentLookup,
|
||||
ref postTransformMatrixLookup);
|
||||
foundValidCameraTarget = true;
|
||||
}
|
||||
else if (localTransformLookup.TryGetComponent(targetCharacterEntity, out LocalTransform characterLocalTransform))
|
||||
{
|
||||
worldTransform = float4x4.TRS(characterLocalTransform.Position, characterLocalTransform.Rotation, 1f);
|
||||
foundValidCameraTarget = true;
|
||||
}
|
||||
|
||||
return foundValidCameraTarget;
|
||||
}
|
||||
|
||||
public static bool TryGetCameraTargetInterpolatedWorldTransform(
|
||||
Entity targetCharacterEntity,
|
||||
ref ComponentLookup<LocalToWorld> localToWorldLookup,
|
||||
ref ComponentLookup<CameraTarget> cameraTargetLookup,
|
||||
out LocalToWorld worldTransform)
|
||||
{
|
||||
bool foundValidCameraTarget = false;
|
||||
worldTransform = default;
|
||||
|
||||
// Get the interpolated transform of the target
|
||||
if (cameraTargetLookup.TryGetComponent(targetCharacterEntity, out CameraTarget cameraTarget) &&
|
||||
localToWorldLookup.TryGetComponent(cameraTarget.TargetEntity, out worldTransform))
|
||||
{
|
||||
foundValidCameraTarget = true;
|
||||
}
|
||||
else if (localToWorldLookup.TryGetComponent(targetCharacterEntity, out worldTransform))
|
||||
{
|
||||
foundValidCameraTarget = true;
|
||||
}
|
||||
|
||||
return foundValidCameraTarget;
|
||||
}
|
||||
|
||||
public static quaternion CalculateCameraRotation(float3 targetUp, float3 planarForward, float pitchAngle)
|
||||
{
|
||||
quaternion pitchRotation = quaternion.Euler(math.right() * math.radians(pitchAngle));
|
||||
quaternion cameraRotation = MathUtilities.CreateRotationWithUpPriority(targetUp, planarForward);
|
||||
cameraRotation = math.mul(cameraRotation, pitchRotation);
|
||||
return cameraRotation;
|
||||
}
|
||||
|
||||
public static float3 CalculateCameraPosition(float3 targetPosition, quaternion cameraRotation, float distance)
|
||||
{
|
||||
return targetPosition + (-MathUtilities.GetForwardFromRotation(cameraRotation) * distance);
|
||||
}
|
||||
}
|
||||
|
||||
public struct CameraObstructionHitsCollector : ICollector<ColliderCastHit>
|
||||
{
|
||||
public bool EarlyOutOnFirstHit => false;
|
||||
public float MaxFraction => 1f;
|
||||
public int NumHits { get; private set; }
|
||||
|
||||
public ColliderCastHit ClosestHit;
|
||||
|
||||
private float _closestHitFraction;
|
||||
private float3 _cameraDirection;
|
||||
private Entity _followedCharacter;
|
||||
private DynamicBuffer<OrbitCameraIgnoredEntityBufferElement> _ignoredEntitiesBuffer;
|
||||
|
||||
public CameraObstructionHitsCollector(Entity followedCharacter, DynamicBuffer<OrbitCameraIgnoredEntityBufferElement> ignoredEntitiesBuffer, float3 cameraDirection)
|
||||
{
|
||||
NumHits = 0;
|
||||
ClosestHit = default;
|
||||
|
||||
_closestHitFraction = float.MaxValue;
|
||||
_cameraDirection = cameraDirection;
|
||||
_followedCharacter = followedCharacter;
|
||||
_ignoredEntitiesBuffer = ignoredEntitiesBuffer;
|
||||
}
|
||||
|
||||
public bool AddHit(ColliderCastHit hit)
|
||||
{
|
||||
if (_followedCharacter == hit.Entity)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (math.dot(hit.SurfaceNormal, _cameraDirection) < 0f || !PhysicsUtilities.IsCollidable(hit.Material))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _ignoredEntitiesBuffer.Length; i++)
|
||||
{
|
||||
if (_ignoredEntitiesBuffer[i].Entity == hit.Entity)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Process valid hit
|
||||
if (hit.Fraction < _closestHitFraction)
|
||||
{
|
||||
_closestHitFraction = hit.Fraction;
|
||||
ClosestHit = hit;
|
||||
}
|
||||
NumHits++;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d6d36bc694f390408f5683be8de8c7d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,224 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.CharacterController;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Physics;
|
||||
using Unity.Physics.Authoring;
|
||||
using Unity.Physics.Extensions;
|
||||
using Unity.Physics.Systems;
|
||||
using Unity.Transforms;
|
||||
using UnityEngine;
|
||||
|
||||
public struct ThirdPersonCharacterUpdateContext
|
||||
{
|
||||
// Here, you may add additional global data for your character updates, such as ComponentLookups, Singletons, NativeCollections, etc...
|
||||
// The data you add here will be accessible in your character updates and all of your character "callbacks".
|
||||
|
||||
public void OnSystemCreate(ref SystemState state)
|
||||
{
|
||||
// Get lookups
|
||||
}
|
||||
|
||||
public void OnSystemUpdate(ref SystemState state)
|
||||
{
|
||||
// Update lookups
|
||||
}
|
||||
}
|
||||
|
||||
public readonly partial struct ThirdPersonCharacterAspect : IAspect, IKinematicCharacterProcessor<ThirdPersonCharacterUpdateContext>
|
||||
{
|
||||
public readonly KinematicCharacterAspect CharacterAspect;
|
||||
public readonly RefRW<ThirdPersonCharacterComponent> CharacterComponent;
|
||||
public readonly RefRW<ThirdPersonCharacterControl> CharacterControl;
|
||||
|
||||
public void PhysicsUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
|
||||
{
|
||||
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
|
||||
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
|
||||
ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
|
||||
|
||||
// First phase of default character update
|
||||
CharacterAspect.Update_Initialize(in this, ref context, ref baseContext, ref characterBody, baseContext.Time.DeltaTime);
|
||||
CharacterAspect.Update_ParentMovement(in this, ref context, ref baseContext, ref characterBody, ref characterPosition, characterBody.WasGroundedBeforeCharacterUpdate);
|
||||
CharacterAspect.Update_Grounding(in this, ref context, ref baseContext, ref characterBody, ref characterPosition);
|
||||
|
||||
// Update desired character velocity after grounding was detected, but before doing additional processing that depends on velocity
|
||||
HandleVelocityControl(ref context, ref baseContext);
|
||||
|
||||
// Second phase of default character update
|
||||
CharacterAspect.Update_PreventGroundingFromFutureSlopeChange(in this, ref context, ref baseContext, ref characterBody, in characterComponent.StepAndSlopeHandling);
|
||||
CharacterAspect.Update_GroundPushing(in this, ref context, ref baseContext, characterComponent.Gravity);
|
||||
CharacterAspect.Update_MovementAndDecollisions(in this, ref context, ref baseContext, ref characterBody, ref characterPosition);
|
||||
CharacterAspect.Update_MovingPlatformDetection(ref baseContext, ref characterBody);
|
||||
CharacterAspect.Update_ParentMomentum(ref baseContext, ref characterBody);
|
||||
CharacterAspect.Update_ProcessStatefulCharacterHits();
|
||||
}
|
||||
|
||||
private void HandleVelocityControl(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
|
||||
{
|
||||
float deltaTime = baseContext.Time.DeltaTime;
|
||||
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
|
||||
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
|
||||
ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
|
||||
|
||||
// Rotate move input and velocity to take into account parent rotation
|
||||
if(characterBody.ParentEntity != Entity.Null)
|
||||
{
|
||||
characterControl.MoveVector = math.rotate(characterBody.RotationFromParent, characterControl.MoveVector);
|
||||
characterBody.RelativeVelocity = math.rotate(characterBody.RotationFromParent, characterBody.RelativeVelocity);
|
||||
}
|
||||
|
||||
if (characterBody.IsGrounded)
|
||||
{
|
||||
// Move on ground
|
||||
float3 targetVelocity = characterControl.MoveVector * characterComponent.GroundMaxSpeed;
|
||||
CharacterControlUtilities.StandardGroundMove_Interpolated(ref characterBody.RelativeVelocity, targetVelocity, characterComponent.GroundedMovementSharpness, deltaTime, characterBody.GroundingUp, characterBody.GroundHit.Normal);
|
||||
|
||||
// Jump
|
||||
if (characterControl.Jump)
|
||||
{
|
||||
CharacterControlUtilities.StandardJump(ref characterBody, characterBody.GroundingUp * characterComponent.JumpSpeed, true, characterBody.GroundingUp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move in air
|
||||
float3 airAcceleration = characterControl.MoveVector * characterComponent.AirAcceleration;
|
||||
if (math.lengthsq(airAcceleration) > 0f)
|
||||
{
|
||||
float3 tmpVelocity = characterBody.RelativeVelocity;
|
||||
CharacterControlUtilities.StandardAirMove(ref characterBody.RelativeVelocity, airAcceleration, characterComponent.AirMaxSpeed, characterBody.GroundingUp, deltaTime, false);
|
||||
|
||||
// Cancel air acceleration from input if we would hit a non-grounded surface (prevents air-climbing slopes at high air accelerations)
|
||||
if (characterComponent.PreventAirAccelerationAgainstUngroundedHits && CharacterAspect.MovementWouldHitNonGroundedObstruction(in this, ref context, ref baseContext, characterBody.RelativeVelocity * deltaTime, out ColliderCastHit hit))
|
||||
{
|
||||
characterBody.RelativeVelocity = tmpVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
// Gravity
|
||||
CharacterControlUtilities.AccelerateVelocity(ref characterBody.RelativeVelocity, characterComponent.Gravity, deltaTime);
|
||||
|
||||
// Drag
|
||||
CharacterControlUtilities.ApplyDragToVelocity(ref characterBody.RelativeVelocity, deltaTime, characterComponent.AirDrag);
|
||||
}
|
||||
}
|
||||
|
||||
public void VariableUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
|
||||
{
|
||||
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
|
||||
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
|
||||
ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
|
||||
ref quaternion characterRotation = ref CharacterAspect.LocalTransform.ValueRW.Rotation;
|
||||
|
||||
// Add rotation from parent body to the character rotation
|
||||
// (this is for allowing a rotating moving platform to rotate your character as well, and handle interpolation properly)
|
||||
KinematicCharacterUtilities.AddVariableRateRotationFromFixedRateRotation(ref characterRotation, characterBody.RotationFromParent, baseContext.Time.DeltaTime, characterBody.LastPhysicsUpdateDeltaTime);
|
||||
|
||||
// Rotate towards move direction
|
||||
if (math.lengthsq(characterControl.MoveVector) > 0f)
|
||||
{
|
||||
CharacterControlUtilities.SlerpRotationTowardsDirectionAroundUp(ref characterRotation, baseContext.Time.DeltaTime, math.normalizesafe(characterControl.MoveVector), MathUtilities.GetUpFromRotation(characterRotation), characterComponent.RotationSharpness);
|
||||
}
|
||||
}
|
||||
|
||||
#region Character Processor Callbacks
|
||||
public void UpdateGroundingUp(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext)
|
||||
{
|
||||
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
|
||||
|
||||
CharacterAspect.Default_UpdateGroundingUp(ref characterBody);
|
||||
}
|
||||
|
||||
public bool CanCollideWithHit(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext,
|
||||
in BasicHit hit)
|
||||
{
|
||||
return PhysicsUtilities.IsCollidable(hit.Material);
|
||||
}
|
||||
|
||||
public bool IsGroundedOnHit(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext,
|
||||
in BasicHit hit,
|
||||
int groundingEvaluationType)
|
||||
{
|
||||
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
|
||||
|
||||
return CharacterAspect.Default_IsGroundedOnHit(
|
||||
in this,
|
||||
ref context,
|
||||
ref baseContext,
|
||||
in hit,
|
||||
in characterComponent.StepAndSlopeHandling,
|
||||
groundingEvaluationType);
|
||||
}
|
||||
|
||||
public void OnMovementHit(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext,
|
||||
ref KinematicCharacterHit hit,
|
||||
ref float3 remainingMovementDirection,
|
||||
ref float remainingMovementLength,
|
||||
float3 originalVelocityDirection,
|
||||
float hitDistance)
|
||||
{
|
||||
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
|
||||
ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
|
||||
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
|
||||
|
||||
CharacterAspect.Default_OnMovementHit(
|
||||
in this,
|
||||
ref context,
|
||||
ref baseContext,
|
||||
ref characterBody,
|
||||
ref characterPosition,
|
||||
ref hit,
|
||||
ref remainingMovementDirection,
|
||||
ref remainingMovementLength,
|
||||
originalVelocityDirection,
|
||||
hitDistance,
|
||||
characterComponent.StepAndSlopeHandling.StepHandling,
|
||||
characterComponent.StepAndSlopeHandling.MaxStepHeight,
|
||||
characterComponent.StepAndSlopeHandling.CharacterWidthForStepGroundingCheck);
|
||||
}
|
||||
|
||||
public void OverrideDynamicHitMasses(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext,
|
||||
ref PhysicsMass characterMass,
|
||||
ref PhysicsMass otherMass,
|
||||
BasicHit hit)
|
||||
{
|
||||
// Custom mass overrides
|
||||
}
|
||||
|
||||
public void ProjectVelocityOnHits(
|
||||
ref ThirdPersonCharacterUpdateContext context,
|
||||
ref KinematicCharacterUpdateContext baseContext,
|
||||
ref float3 velocity,
|
||||
ref bool characterIsGrounded,
|
||||
ref BasicHit characterGroundHit,
|
||||
in DynamicBuffer<KinematicVelocityProjectionHit> velocityProjectionHits,
|
||||
float3 originalVelocityDirection)
|
||||
{
|
||||
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
|
||||
|
||||
CharacterAspect.Default_ProjectVelocityOnHits(
|
||||
ref velocity,
|
||||
ref characterIsGrounded,
|
||||
ref characterGroundHit,
|
||||
in velocityProjectionHits,
|
||||
originalVelocityDirection,
|
||||
characterComponent.StepAndSlopeHandling.ConstrainVelocityToGroundPlane);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e1982b631c39194b8eaa4838ec11284
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,50 +0,0 @@
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Physics.Authoring;
|
||||
using UnityEngine;
|
||||
using Unity.CharacterController;
|
||||
using Unity.Physics;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public class ThirdPersonCharacterAuthoring : MonoBehaviour
|
||||
{
|
||||
public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault();
|
||||
|
||||
public float RotationSharpness = 25f;
|
||||
public float GroundMaxSpeed = 10f;
|
||||
public float GroundedMovementSharpness = 15f;
|
||||
public float AirAcceleration = 50f;
|
||||
public float AirMaxSpeed = 10f;
|
||||
public float AirDrag = 0f;
|
||||
public float JumpSpeed = 10f;
|
||||
public float3 Gravity = math.up() * -30f;
|
||||
public bool PreventAirAccelerationAgainstUngroundedHits = true;
|
||||
public BasicStepAndSlopeHandlingParameters StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault();
|
||||
|
||||
public class Baker : Baker<ThirdPersonCharacterAuthoring>
|
||||
{
|
||||
public override void Bake(ThirdPersonCharacterAuthoring authoring)
|
||||
{
|
||||
KinematicCharacterUtilities.BakeCharacter(this, authoring.gameObject, authoring.CharacterProperties);
|
||||
|
||||
Entity entity = GetEntity(TransformUsageFlags.Dynamic | TransformUsageFlags.WorldSpace);
|
||||
|
||||
AddComponent(entity, new ThirdPersonCharacterComponent
|
||||
{
|
||||
RotationSharpness = authoring.RotationSharpness,
|
||||
GroundMaxSpeed = authoring.GroundMaxSpeed,
|
||||
GroundedMovementSharpness = authoring.GroundedMovementSharpness,
|
||||
AirAcceleration = authoring.AirAcceleration,
|
||||
AirMaxSpeed = authoring.AirMaxSpeed,
|
||||
AirDrag = authoring.AirDrag,
|
||||
JumpSpeed = authoring.JumpSpeed,
|
||||
Gravity = authoring.Gravity,
|
||||
PreventAirAccelerationAgainstUngroundedHits = authoring.PreventAirAccelerationAgainstUngroundedHits,
|
||||
StepAndSlopeHandling = authoring.StepAndSlopeHandling,
|
||||
});
|
||||
AddComponent(entity, new ThirdPersonCharacterControl());
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c854a728d43c7cf47bec103607a449f9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,28 +0,0 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using Unity.CharacterController;
|
||||
|
||||
[Serializable]
|
||||
public struct ThirdPersonCharacterComponent : IComponentData
|
||||
{
|
||||
public float RotationSharpness;
|
||||
public float GroundMaxSpeed;
|
||||
public float GroundedMovementSharpness;
|
||||
public float AirAcceleration;
|
||||
public float AirMaxSpeed;
|
||||
public float AirDrag;
|
||||
public float JumpSpeed;
|
||||
public float3 Gravity;
|
||||
public bool PreventAirAccelerationAgainstUngroundedHits;
|
||||
public BasicStepAndSlopeHandlingParameters StepAndSlopeHandling;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct ThirdPersonCharacterControl : IComponentData
|
||||
{
|
||||
public float3 MoveVector;
|
||||
public bool Jump;
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8471dfde63584745b2234708055b211
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,137 +0,0 @@
|
||||
using Unity.Burst;
|
||||
using Unity.Entities;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Physics;
|
||||
using Unity.Transforms;
|
||||
using Unity.CharacterController;
|
||||
using Unity.Burst.Intrinsics;
|
||||
|
||||
[UpdateInGroup(typeof(KinematicCharacterPhysicsUpdateGroup))]
|
||||
[BurstCompile]
|
||||
public partial struct ThirdPersonCharacterPhysicsUpdateSystem : ISystem
|
||||
{
|
||||
private EntityQuery _characterQuery;
|
||||
private ThirdPersonCharacterUpdateContext _context;
|
||||
private KinematicCharacterUpdateContext _baseContext;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
_characterQuery = KinematicCharacterUtilities.GetBaseCharacterQueryBuilder()
|
||||
.WithAll<
|
||||
ThirdPersonCharacterComponent,
|
||||
ThirdPersonCharacterControl>()
|
||||
.Build(ref state);
|
||||
|
||||
_context = new ThirdPersonCharacterUpdateContext();
|
||||
_context.OnSystemCreate(ref state);
|
||||
_baseContext = new KinematicCharacterUpdateContext();
|
||||
_baseContext.OnSystemCreate(ref state);
|
||||
|
||||
state.RequireForUpdate(_characterQuery);
|
||||
state.RequireForUpdate<PhysicsWorldSingleton>();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
_context.OnSystemUpdate(ref state);
|
||||
_baseContext.OnSystemUpdate(ref state, SystemAPI.Time, SystemAPI.GetSingleton<PhysicsWorldSingleton>());
|
||||
|
||||
ThirdPersonCharacterPhysicsUpdateJob job = new ThirdPersonCharacterPhysicsUpdateJob
|
||||
{
|
||||
Context = _context,
|
||||
BaseContext = _baseContext,
|
||||
};
|
||||
job.ScheduleParallel();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
[WithAll(typeof(Simulate))]
|
||||
public partial struct ThirdPersonCharacterPhysicsUpdateJob : IJobEntity, IJobEntityChunkBeginEnd
|
||||
{
|
||||
public ThirdPersonCharacterUpdateContext Context;
|
||||
public KinematicCharacterUpdateContext BaseContext;
|
||||
|
||||
void Execute(ThirdPersonCharacterAspect characterAspect)
|
||||
{
|
||||
characterAspect.PhysicsUpdate(ref Context, ref BaseContext);
|
||||
}
|
||||
|
||||
public bool OnChunkBegin(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
|
||||
{
|
||||
BaseContext.EnsureCreationOfTmpCollections();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnChunkEnd(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask, bool chunkWasExecuted)
|
||||
{ }
|
||||
}
|
||||
}
|
||||
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(FixedStepSimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(ThirdPersonPlayerVariableStepControlSystem))]
|
||||
[UpdateBefore(typeof(TransformSystemGroup))]
|
||||
[BurstCompile]
|
||||
public partial struct ThirdPersonCharacterVariableUpdateSystem : ISystem
|
||||
{
|
||||
private EntityQuery _characterQuery;
|
||||
private ThirdPersonCharacterUpdateContext _context;
|
||||
private KinematicCharacterUpdateContext _baseContext;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
_characterQuery = KinematicCharacterUtilities.GetBaseCharacterQueryBuilder()
|
||||
.WithAll<
|
||||
ThirdPersonCharacterComponent,
|
||||
ThirdPersonCharacterControl>()
|
||||
.Build(ref state);
|
||||
|
||||
_context = new ThirdPersonCharacterUpdateContext();
|
||||
_context.OnSystemCreate(ref state);
|
||||
_baseContext = new KinematicCharacterUpdateContext();
|
||||
_baseContext.OnSystemCreate(ref state);
|
||||
|
||||
state.RequireForUpdate(_characterQuery);
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
_context.OnSystemUpdate(ref state);
|
||||
_baseContext.OnSystemUpdate(ref state, SystemAPI.Time, SystemAPI.GetSingleton<PhysicsWorldSingleton>());
|
||||
|
||||
ThirdPersonCharacterVariableUpdateJob job = new ThirdPersonCharacterVariableUpdateJob
|
||||
{
|
||||
Context = _context,
|
||||
BaseContext = _baseContext,
|
||||
};
|
||||
job.ScheduleParallel();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
[WithAll(typeof(Simulate))]
|
||||
public partial struct ThirdPersonCharacterVariableUpdateJob : IJobEntity, IJobEntityChunkBeginEnd
|
||||
{
|
||||
public ThirdPersonCharacterUpdateContext Context;
|
||||
public KinematicCharacterUpdateContext BaseContext;
|
||||
|
||||
void Execute(ThirdPersonCharacterAspect characterAspect)
|
||||
{
|
||||
characterAspect.VariableUpdate(ref Context, ref BaseContext);
|
||||
}
|
||||
|
||||
public bool OnChunkBegin(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
|
||||
{
|
||||
BaseContext.EnsureCreationOfTmpCollections();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnChunkEnd(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask, bool chunkWasExecuted)
|
||||
{ }
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b37392a281d8a5f45a770ad4cfd747a6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,20 +0,0 @@
|
||||
using System;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
|
||||
[Serializable]
|
||||
public struct ThirdPersonPlayer : IComponentData
|
||||
{
|
||||
public Entity ControlledCharacter;
|
||||
public Entity ControlledCamera;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct ThirdPersonPlayerInputs : IComponentData
|
||||
{
|
||||
public float2 MoveInput;
|
||||
public float2 CameraLookInput;
|
||||
public float CameraZoomInput;
|
||||
public FixedInputEvent JumpPressed;
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8586d18bf7667c040949956b7ff40b6d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Unity.Entities;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public class ThirdPersonPlayerAuthoring : MonoBehaviour
|
||||
{
|
||||
public GameObject ControlledCharacter;
|
||||
public GameObject ControlledCamera;
|
||||
|
||||
public class Baker : Baker<ThirdPersonPlayerAuthoring>
|
||||
{
|
||||
public override void Bake(ThirdPersonPlayerAuthoring authoring)
|
||||
{
|
||||
Entity entity = GetEntity(TransformUsageFlags.None);
|
||||
AddComponent(entity, new ThirdPersonPlayer
|
||||
{
|
||||
ControlledCharacter = GetEntity(authoring.ControlledCharacter, TransformUsageFlags.Dynamic),
|
||||
ControlledCamera = GetEntity(authoring.ControlledCamera, TransformUsageFlags.Dynamic),
|
||||
});
|
||||
AddComponent<ThirdPersonPlayerInputs>(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3fbdb3174a73a07408595a85d3e7fb6a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,127 +0,0 @@
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Transforms;
|
||||
using UnityEngine;
|
||||
using Unity.CharacterController;
|
||||
|
||||
[UpdateInGroup(typeof(InitializationSystemGroup))]
|
||||
public partial class ThirdPersonPlayerInputsSystem : SystemBase
|
||||
{
|
||||
protected override void OnCreate()
|
||||
{
|
||||
RequireForUpdate<FixedTickSystem.Singleton>();
|
||||
RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
uint tick = SystemAPI.GetSingleton<FixedTickSystem.Singleton>().Tick;
|
||||
|
||||
foreach (var (playerInputs, player) in SystemAPI.Query<RefRW<ThirdPersonPlayerInputs>, ThirdPersonPlayer>())
|
||||
{
|
||||
playerInputs.ValueRW.MoveInput = new float2
|
||||
{
|
||||
x = (Input.GetKey(KeyCode.D) ? 1f : 0f) + (Input.GetKey(KeyCode.A) ? -1f : 0f),
|
||||
y = (Input.GetKey(KeyCode.W) ? 1f : 0f) + (Input.GetKey(KeyCode.S) ? -1f : 0f),
|
||||
};
|
||||
|
||||
playerInputs.ValueRW.CameraLookInput = new float2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
|
||||
playerInputs.ValueRW.CameraZoomInput = -Input.mouseScrollDelta.y;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
playerInputs.ValueRW.JumpPressed.Set(tick);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply inputs that need to be read at a variable rate
|
||||
/// </summary>
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(FixedStepSimulationSystemGroup))]
|
||||
[BurstCompile]
|
||||
public partial struct ThirdPersonPlayerVariableStepControlSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
foreach (var (playerInputs, player) in SystemAPI.Query<ThirdPersonPlayerInputs, ThirdPersonPlayer>().WithAll<Simulate>())
|
||||
{
|
||||
if (SystemAPI.HasComponent<OrbitCameraControl>(player.ControlledCamera))
|
||||
{
|
||||
OrbitCameraControl cameraControl = SystemAPI.GetComponent<OrbitCameraControl>(player.ControlledCamera);
|
||||
|
||||
cameraControl.FollowedCharacterEntity = player.ControlledCharacter;
|
||||
cameraControl.LookDegreesDelta = playerInputs.CameraLookInput;
|
||||
cameraControl.ZoomDelta = playerInputs.CameraZoomInput;
|
||||
|
||||
SystemAPI.SetComponent(player.ControlledCamera, cameraControl);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply inputs that need to be read at a fixed rate.
|
||||
/// It is necessary to handle this as part of the fixed step group, in case your framerate is lower than the fixed step rate.
|
||||
/// </summary>
|
||||
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup), OrderFirst = true)]
|
||||
[BurstCompile]
|
||||
public partial struct ThirdPersonPlayerFixedStepControlSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<FixedTickSystem.Singleton>();
|
||||
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<ThirdPersonPlayer, ThirdPersonPlayerInputs>().Build());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
uint tick = SystemAPI.GetSingleton<FixedTickSystem.Singleton>().Tick;
|
||||
|
||||
foreach (var (playerInputs, player) in SystemAPI.Query<ThirdPersonPlayerInputs, ThirdPersonPlayer>().WithAll<Simulate>())
|
||||
{
|
||||
if (SystemAPI.HasComponent<ThirdPersonCharacterControl>(player.ControlledCharacter))
|
||||
{
|
||||
ThirdPersonCharacterControl characterControl = SystemAPI.GetComponent<ThirdPersonCharacterControl>(player.ControlledCharacter);
|
||||
|
||||
float3 characterUp = MathUtilities.GetUpFromRotation(SystemAPI.GetComponent<LocalTransform>(player.ControlledCharacter).Rotation);
|
||||
|
||||
// Get camera rotation, since our movement is relative to it.
|
||||
quaternion cameraRotation = quaternion.identity;
|
||||
if (SystemAPI.HasComponent<OrbitCamera>(player.ControlledCamera))
|
||||
{
|
||||
// Camera rotation is calculated rather than gotten from transform, because this allows us to
|
||||
// reduce the size of the camera ghost state in a netcode prediction context.
|
||||
// If not using netcode prediction, we could simply get rotation from transform here instead.
|
||||
OrbitCamera orbitCamera = SystemAPI.GetComponent<OrbitCamera>(player.ControlledCamera);
|
||||
cameraRotation = OrbitCameraUtilities.CalculateCameraRotation(characterUp, orbitCamera.PlanarForward, orbitCamera.PitchAngle);
|
||||
}
|
||||
float3 cameraForwardOnUpPlane = math.normalizesafe(MathUtilities.ProjectOnPlane(MathUtilities.GetForwardFromRotation(cameraRotation), characterUp));
|
||||
float3 cameraRight = MathUtilities.GetRightFromRotation(cameraRotation);
|
||||
|
||||
// Move
|
||||
characterControl.MoveVector = (playerInputs.MoveInput.y * cameraForwardOnUpPlane) + (playerInputs.MoveInput.x * cameraRight);
|
||||
characterControl.MoveVector = MathUtilities.ClampToMaxLength(characterControl.MoveVector, 1f);
|
||||
|
||||
// Jump
|
||||
characterControl.Jump = playerInputs.JumpPressed.IsSet(tick);
|
||||
|
||||
SystemAPI.SetComponent(player.ControlledCharacter, characterControl);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 427fac77ddc96db4a87e6d5b4a31555f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -163,8 +163,8 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 8c277d7b8d296f0418bcdc6075f1e394, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
PrefabCharacter: {fileID: 1555240849038293811, guid: 3ec06d4b739fd724c83484d1713584a8, type: 3}
|
||||
PrefabFPSPlayer: {fileID: 577874318210893199, guid: fb25bd25e66169c4f83a52201b051ba2, type: 3}
|
||||
PrefabCharacter: {fileID: 1248813991221940096, guid: 1d0dd41a9ab5e3a4ea7626a3fb8fbcc3, type: 3}
|
||||
PrefabFPSPlayer: {fileID: 5756556331676690795, guid: 7d31de590ce492146824ea754807601c, type: 3}
|
||||
--- !u!1 &1798493387
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -178,7 +178,7 @@ GameObject:
|
||||
- component: {fileID: 1798493389}
|
||||
- component: {fileID: 1798493388}
|
||||
m_Layer: 0
|
||||
m_Name: Cube
|
||||
m_Name: Floor
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
||||
@ -11,6 +11,7 @@ namespace Client
|
||||
{
|
||||
private EntityQuery _pendingNetworkIdQuery;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
//Get all entities connected to the server (having networkID), but not in game yet (no NetworkStreamInGame)
|
||||
@ -22,11 +23,16 @@ namespace Client
|
||||
state.RequireForUpdate<ClientTeamRequest>();
|
||||
}
|
||||
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
//Get Requested team and all network ids that want to join
|
||||
var teamrequest = SystemAPI.GetSingleton<ClientTeamRequest>();
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
var ecb = SystemAPI.GetSingletonRW<EndSimulationEntityCommandBufferSystem.Singleton>().ValueRW
|
||||
.CreateCommandBuffer(state.WorldUnmanaged);
|
||||
|
||||
var pendingNetworkIds = _pendingNetworkIdQuery.ToEntityArray(Allocator.Temp);
|
||||
|
||||
foreach (var pendingNetworkId in pendingNetworkIds)
|
||||
@ -49,9 +55,6 @@ namespace Client
|
||||
TargetConnection = pendingNetworkId
|
||||
});
|
||||
}
|
||||
|
||||
//Broadcast Rpc - playback disposes of ecb
|
||||
ecb.Playback(state.EntityManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -14,6 +14,7 @@ namespace Server
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
public partial struct ServerProcessGameEntryRequestSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<TdPrefabs>();
|
||||
@ -22,21 +23,19 @@ namespace Server
|
||||
}
|
||||
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
// var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
var ecb = SystemAPI.GetSingletonRW<EndSimulationEntityCommandBufferSystem.Singleton>().ValueRW
|
||||
.CreateCommandBuffer(state.WorldUnmanaged);
|
||||
|
||||
var tdPrefabs = SystemAPI.GetSingleton<TdPrefabs>();
|
||||
var characterPrefab = tdPrefabs.Character;
|
||||
var fpsPlayerPrefab = tdPrefabs.FPSPlayer;
|
||||
|
||||
foreach (var (teamRequest, requestSource, requestEntity) in SystemAPI.Query<TdTeamRequest, ReceiveRpcCommandRequest>().WithEntityAccess())
|
||||
{
|
||||
//destroy request entity that only holds request
|
||||
ecb.DestroyEntity(requestEntity);
|
||||
|
||||
//sync server connection entity with client connection entity
|
||||
ecb.AddComponent<NetworkStreamInGame>(requestSource.SourceConnection);
|
||||
|
||||
var requestedTeam = teamRequest.Value;
|
||||
var requestedColor = teamRequest.Color;
|
||||
|
||||
@ -54,37 +53,47 @@ namespace Server
|
||||
break;
|
||||
}
|
||||
|
||||
Debug.Log($"Server is assigning ClientId {clientId} to team {requestedTeam}");
|
||||
|
||||
var newCharacter = ecb.Instantiate(characterPrefab);
|
||||
var newFPSPlayer = ecb.Instantiate(fpsPlayerPrefab);
|
||||
|
||||
ecb.SetName(newCharacter, "Character");
|
||||
//instantiate prefab
|
||||
|
||||
var characterEntity = ecb.Instantiate(tdPrefabs.Character);
|
||||
var playerEntity = ecb.Instantiate(tdPrefabs.FPSPlayer);
|
||||
|
||||
//Destroy character prefab, when client disconnects
|
||||
ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = characterEntity});
|
||||
ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = playerEntity});
|
||||
|
||||
//Setup ghost owner
|
||||
ecb.SetComponent(characterEntity, new GhostOwner { NetworkId = clientId});
|
||||
ecb.SetComponent(playerEntity, new GhostOwner { NetworkId = clientId});
|
||||
|
||||
|
||||
ecb.SetName(characterEntity, "Character");
|
||||
|
||||
//Set position
|
||||
var newTransform = LocalTransform.FromPosition(spawnPosition);
|
||||
ecb.SetComponent(newCharacter, newTransform);
|
||||
ecb.SetComponent(characterEntity, newTransform);
|
||||
|
||||
ecb.SetComponent(newCharacter, new GhostOwner { NetworkId = clientId});
|
||||
ecb.SetComponent(newFPSPlayer, new GhostOwner { NetworkId = clientId});
|
||||
|
||||
ecb.SetComponent(newCharacter, new TdTeam { Value = requestedTeam });
|
||||
//Set config and Team
|
||||
ecb.SetComponent(characterEntity, new TdTeam { Value = requestedTeam });
|
||||
|
||||
ecb.SetComponent(newCharacter, new CharacterConfig
|
||||
ecb.SetComponent(characterEntity, new CharacterConfig
|
||||
{
|
||||
Color = requestedColor
|
||||
});
|
||||
|
||||
//Setup connection
|
||||
FirstPersonPlayer playerComponent = SystemAPI.GetComponent<FirstPersonPlayer>(tdPrefabs.FPSPlayer);
|
||||
playerComponent.ControlledCharacter = newCharacter;
|
||||
ecb.SetComponent(newFPSPlayer, playerComponent);
|
||||
playerComponent.ControlledCharacter = characterEntity;
|
||||
ecb.SetComponent(playerEntity, playerComponent);
|
||||
|
||||
//Destroy character prefab, when client disconnects
|
||||
ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = newCharacter});
|
||||
ecb.AppendToBuffer(requestSource.SourceConnection, new LinkedEntityGroup{Value = newFPSPlayer});
|
||||
//sync server connection entity with client connection entity
|
||||
ecb.AddComponent<NetworkStreamInGame>(requestSource.SourceConnection);
|
||||
|
||||
//destroy request entity that only holds request
|
||||
ecb.DestroyEntity(requestEntity);
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -10,7 +10,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.18",
|
||||
"version": "1.8.19",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
||||
@ -141,7 +141,8 @@ PlayerSettings:
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.1.0
|
||||
preloadedAssets: []
|
||||
preloadedAssets:
|
||||
- {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
m_HolographicPauseOnTrackingLoss: 1
|
||||
|
||||
@ -1,2 +1,2 @@
|
||||
m_EditorVersion: 6000.0.36f1
|
||||
m_EditorVersionWithRevision: 6000.0.36f1 (9fe3b5f71dbb)
|
||||
m_EditorVersion: 6000.0.37f1
|
||||
m_EditorVersionWithRevision: 6000.0.37f1 (090b7797214c)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user