Init commit

main
Andrew Shirtz 7 months ago
parent dfdbad8c3a
commit 9ab37a1e78

1
.gitignore vendored

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/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Aa]ssets/[Ss]tore/
# MemoryCaptures can get excessive in size.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(GridMap))]
public class GridMapEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if(GUILayout.Button("Initialize"))
{
((GridMap)target).Init();
}
if (GUILayout.Button("Generate"))
{
((GridMap)target).LoadMap();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(ProbablilityTest))]
public class ProbabilityTestEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Keyframes to Curve"))
{
((ProbablilityTest)target).CurveFromKeyframes();
}
if (GUILayout.Button("Visualize Distribution"))
{
((ProbablilityTest)target).VisualizeDistribution();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridMap : MonoBehaviour
{
// TYPES
public enum TileType
{
INVALID = 0,
FLOOR = 1,
WALL = 2,
TORCH = 3,
DOOR = 4
}
[System.Serializable]
public struct TilePrefab
{
public TileType typ;
public GameObject prefab;
}
// STATIC
public static int[,] map_01 =
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{1, 2, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1},
{1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
};
// REFERENCES
public Transform gridParent;
public TilePrefab[] tilePrefabs;
// PARAMETERS
public MathExtras.AabbVolume volume;
// INTERNALS
private bool _init = false;
private Dictionary<TileType, GameObject> _prefabDict;
private TileType[,] _curGrid;
// LIFECYCLE
// BEHAVIORS
public void Init()
{
this._init = true;
// Initialize prefab dictionary
this._prefabDict = new Dictionary<TileType, GameObject>();
for (int i = 0; i < this.tilePrefabs.Length; i++)
{
if (this._prefabDict.ContainsKey(this.tilePrefabs[i].typ))
Debug.LogWarning($"Duplicate Tile Prefab: {this.tilePrefabs[i].typ} -> {this.tilePrefabs[i].prefab}");
this._prefabDict[this.tilePrefabs[i].typ] = this.tilePrefabs[i].prefab;
}
}
public void LoadMap()
{
// Lazy init
if (!this._init)
this.Init();
// Delete current grid
for (int i = this.gridParent.childCount - 1; i >= 0; i--)
{
GameObject.DestroyImmediate(this.gridParent.GetChild(i).gameObject);
}
// Create grid
this._curGrid = new TileType[map_01.GetLength(0), map_01.GetLength(1)];
for (int x = 0; x < this._curGrid.GetLength(0); x++)
{
for (int y = 0; y < this._curGrid.GetLength(1); y++)
{
// Copy data from map
this._curGrid[x, y] = (TileType) map_01[x, y];
// Instantiate object
GameObject obj = GameObject.Instantiate(this._prefabDict[this._curGrid[x, y]]);
obj.transform.SetParent(this.gridParent, true);
obj.transform.position = this.volume.GetPoint(new Vector3(x / (float)this._curGrid.GetLength(0), 0f, y / (float)this._curGrid.GetLength(1)));
}
}
// Trigger GC
GC.Collect();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MathExamples : MonoBehaviour
{
// REFERENCES
public Transform steppedTrans;
public Transform badSmoothTrans;
public Transform smoothedTrans;
// PARAMETERS
public Color clrA;
public Color clrB;
public Vector3 a;
public Vector3 b;
[Range(0f, 1f)]
public float t;
public bool useTime = false;
public AnimationCurve easingCurve;
public float smoothingRate;
public float smoothingFactor;
public float smoothingHalflife;
// INTERNALS
private Vector3 _offsetA = Vector3.zero;
private Vector3 _offsetB = Vector3.zero;
private float _lastSmoothingTime = 0f;
private float _badSmooth = 0f;
private float _smoothed = 0f;
// LIFECYCLE
private void Awake()
{
this._offsetA = Random.insideUnitSphere * 100f;
this._offsetB = Random.insideUnitSphere * 100f;
}
private void Update()
{
//this.ShowLerpSmoothing();
//this.ShowLerp(a, b);
this.ShowNoise();
}
// BEHAVIORS
private void ShowLerpSmoothing()
{
float s = Mathf.Round(Mathf.Sin(Time.time * 0.75f) * 2f);
if ((Time.time - this._lastSmoothingTime) > this.smoothingRate)
{
this._lastSmoothingTime = Time.time;
this._badSmooth = Mathf.Lerp(this._badSmooth, s, this.smoothingFactor);
this._smoothed = MathExtras.LerpSmooth(this._smoothed, s, smoothingRate, this.smoothingHalflife);
}
this.steppedTrans.position = new Vector3(Time.time, s, 0.5f);
this.badSmoothTrans.position = new Vector3(Time.time, this._badSmooth, 0f);
this.smoothedTrans.position = new Vector3(Time.time, this._smoothed, 0f);
}
private void ShowNoise()
{
//Vector3 newA = this.a + Random.insideUnitSphere;
//Vector3 newB = this.b + Random.insideUnitSphere;
//Vector3 newA = this.a + (Vector3.up * Mathf.PerlinNoise1D((Time.time * 2f) + 1234f));
//Vector3 newB = this.b + (Vector3.up * Mathf.PerlinNoise1D((Time.time * 2f) + 1234f));
Vector3 newA = this.a + MathExtras.CheapPerlin3d((Time.time * Vector3.one) + this._offsetA);
Vector3 newB = this.b + MathExtras.CheapPerlin3d((Time.time * Vector3.one) + this._offsetB);
this.ShowLerp(newA, newB);
}
private void ShowLerp(Vector3 a, Vector3 b)
{
Debug.DrawLine(a, b, Color.white);
float tmp = (this.useTime ? Mathf.PingPong(Time.time * 0.2f, 1f) : this.t);
Vector3 pt = Vector3.Lerp(a, b, tmp);
this.DrawGizmo(pt, Color.green);
pt = Vector3.Lerp(a, b, this.easingCurve.Evaluate(tmp));
this.DrawGizmo(pt, Color.blue);
}
private void DrawGizmo(Vector3 pt, Color clr)
{
Debug.DrawLine(pt + Vector3.up, pt + Vector3.down, clr);
Debug.DrawLine(pt + Vector3.right, pt + Vector3.left, clr);
Debug.DrawLine(pt + Vector3.forward, pt + Vector3.back, clr);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ProbablilityTest : MonoBehaviour
{
public MathExtras.Keyframe[] quantileKeyframes;
public AnimationCurve quantileCurve;
public int numSamples = 100 * 1000;
public int numBuckets = 100;
public Vector3 labelPos;
private int[] _buckets;
private int _maxBucketCount;
// LIFECYCLE
#if UNITY_EDITOR
private void OnDrawGizmos()
{
// Guard
if (_buckets == null)
return;
// Display histogram
for (int i = 1; i < this._buckets.Length; i++)
{
Vector3 a = new Vector3((i - 1) / (float)this.numBuckets, _buckets[i - 1] / (float)_maxBucketCount, 0f);
Vector3 b = new Vector3(i / (float)this.numBuckets, _buckets[i] / (float)_maxBucketCount, 0f);
Debug.DrawLine(a, b, Color.red);
}
// Display probability
Handles.Label(this.labelPos, $"{(_maxBucketCount / (float)this.numSamples):P2}");
}
#endif
// BEHAVIORS
public void CurveFromKeyframes()
{
this.quantileCurve = MathExtras.CurveFromKeyframes(this.quantileKeyframes);
}
public void VisualizeDistribution()
{
_buckets = new int[this.numBuckets];
_maxBucketCount = 0;
for (int i = 0; i < numSamples; i++)
{
// Take sample from distribution
float rand = MathExtras.SampleDistribution(this.quantileCurve);
// Update histogram
int bucket = Mathf.FloorToInt(rand * this.numBuckets);
if (bucket < 0 || bucket >= this._buckets.Length)
continue;
_buckets[bucket]++;
if (_buckets[bucket] > _maxBucketCount)
_maxBucketCount = _buckets[bucket];
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerCameraController : MonoBehaviour, PlayerInput.ICameraActions
{
// REFERENCES
public Camera cam;
public Transform player;
// PARAMETERS
public AnimationCurve pitchCamHeightCurve;
public Vector2 pitchExtents;
public AnimationCurve pitchCamDistCurve;
public float cameraSmoothing;
public Vector2 cameraSensitivity;
public Vector2 cameraInvert;
// INTERNAL
private PlayerInput _inpt = null;
private Vector2 _curLookInpt = Vector2.zero;
private Vector2 _smoothLookInpt = Vector2.zero;
private Vector3 _curCamRot = Vector3.zero;
// LIFECYCLE
private void Awake()
{
this._curCamRot = this.transform.eulerAngles;
Debug.Log(this.cam.projectionMatrix.ToString());
}
private void OnEnable()
{
if (this._inpt == null)
{
this._inpt = new PlayerInput();
this._inpt.Camera.SetCallbacks(this);
}
this._inpt.Enable();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = true;
}
private void OnDisable()
{
if (this._inpt != null)
{
this._inpt.Disable();
}
Cursor.lockState = CursorLockMode.None;
}
private void LateUpdate()
{
this.HandleInput();
this.PlaceCamera();
}
// BEHAVIORS
private void HandleInput()
{
// Smooth input
this._smoothLookInpt = MathExtras.LerpSmooth2(this._smoothLookInpt, MathExtras.ClipVec2(this._curLookInpt, 1f), Time.deltaTime, this.cameraSmoothing);
// Clip Input
if (this._curLookInpt.sqrMagnitude < 1e-3f && this._smoothLookInpt.sqrMagnitude < 1e-3f)
this._smoothLookInpt = Vector2.zero;
}
private void PlaceCamera()
{
// Apply sensitivity and inversion to input
Vector2 inputDir = Vector2.Scale(Vector2.Scale(this._smoothLookInpt, this.cameraSensitivity), this.cameraInvert);
// Update camera rotation
this._curCamRot += new Vector3(inputDir.y, inputDir.x, 0f);
// Clamp camera pitch
if (this._curCamRot.x > 180f)
this._curCamRot.x = this._curCamRot.x - 360f;
this._curCamRot.x = Mathf.Clamp(this._curCamRot.x, this.pitchExtents.x, this.pitchExtents.y);
// Zero out camera roll
this._curCamRot.z = 0f;
// Apply rotation
this.transform.eulerAngles = this._curCamRot;
// Get current pitch relative to extents
float relPitch = Mathf.InverseLerp(this.pitchExtents.x, this.pitchExtents.y, this._curCamRot.x);
// Place relative to player
this.transform.position = this.player.transform.position + (Vector3.up * this.pitchCamHeightCurve.Evaluate(relPitch));
// Determine camera distance
this.cam.transform.localPosition = Vector3.back * this.pitchCamDistCurve.Evaluate(relPitch);
}
// INPUT
public void OnLookInput(InputAction.CallbackContext context)
{
this._curLookInpt = context.ReadValue<Vector2>();
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.11.2
// from Assets/Scripts/PlayerInput.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @PlayerInput: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerInput()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerInput"",
""maps"": [
{
""name"": ""Movement"",
""id"": ""c59c52ca-b1d6-4317-abe1-989eadfb5f7d"",
""actions"": [
{
""name"": ""MoveInput"",
""type"": ""Value"",
""id"": ""9fee29ac-d1fd-45ac-9eed-aca251b66a77"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""StrafeToggle"",
""type"": ""Button"",
""id"": ""f4ac4b73-8783-4546-95f9-a16a576b9ab0"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""e80d0f2b-5eab-45ab-beb2-659e1d0e5950"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""4185619b-615b-4b11-bae9-0c88cc948ecc"",
""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""MoveInput"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""WASD"",
""id"": ""1c438110-ad87-4de0-b3ca-7c71fbf03a7c"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""MoveInput"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""22e82d7a-d048-4ee8-a788-2dc3c89f7ce8"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""MoveInput"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""e7de3e8c-be7a-46c3-8206-7a1e20a13ea4"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""MoveInput"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""1044edb7-2190-4e52-a23d-3646a4f8c4d9"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""MoveInput"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""ec482506-0fc6-49db-a2fd-806fe02e566d"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""MoveInput"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""e99dcbd6-c0fb-40d9-bcf8-05212c516e2c"",
""path"": ""<Gamepad>/leftTrigger"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""StrafeToggle"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""06afad87-3c47-4cf6-9255-8e7b4ec8d824"",
""path"": ""<Mouse>/rightButton"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""StrafeToggle"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""eae2cb65-b63b-48ed-9d5a-a2af38cfbc11"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""6ec07d48-748b-48d1-83f9-d94b3d545c7a"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""Camera"",
""id"": ""974b31f0-2390-49ae-81e9-a3a1ff0f136b"",
""actions"": [
{
""name"": ""LookInput"",
""type"": ""Value"",
""id"": ""04f2f8c7-cd20-466d-8e14-952075fe4100"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""1f28dd67-af74-4694-8890-e807bfef8793"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": """",
""groups"": "";Gamepad"",
""action"": ""LookInput"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""863e71dd-932f-420b-8956-7f0240bfc6aa"",
""path"": ""<Mouse>/delta"",
""interactions"": """",
""processors"": """",
""groups"": "";KeyboardMouse"",
""action"": ""LookInput"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": [
{
""name"": ""KeyboardMouse"",
""bindingGroup"": ""KeyboardMouse"",
""devices"": []
},
{
""name"": ""Gamepad"",
""bindingGroup"": ""Gamepad"",
""devices"": []
}
]
}");
// Movement
m_Movement = asset.FindActionMap("Movement", throwIfNotFound: true);
m_Movement_MoveInput = m_Movement.FindAction("MoveInput", throwIfNotFound: true);
m_Movement_StrafeToggle = m_Movement.FindAction("StrafeToggle", throwIfNotFound: true);
m_Movement_Jump = m_Movement.FindAction("Jump", throwIfNotFound: true);
// Camera
m_Camera = asset.FindActionMap("Camera", throwIfNotFound: true);
m_Camera_LookInput = m_Camera.FindAction("LookInput", throwIfNotFound: true);
}
~@PlayerInput()
{
UnityEngine.Debug.Assert(!m_Movement.enabled, "This will cause a leak and performance issues, PlayerInput.Movement.Disable() has not been called.");
UnityEngine.Debug.Assert(!m_Camera.enabled, "This will cause a leak and performance issues, PlayerInput.Camera.Disable() has not been called.");
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Movement
private readonly InputActionMap m_Movement;
private List<IMovementActions> m_MovementActionsCallbackInterfaces = new List<IMovementActions>();
private readonly InputAction m_Movement_MoveInput;
private readonly InputAction m_Movement_StrafeToggle;
private readonly InputAction m_Movement_Jump;
public struct MovementActions
{
private @PlayerInput m_Wrapper;
public MovementActions(@PlayerInput wrapper) { m_Wrapper = wrapper; }
public InputAction @MoveInput => m_Wrapper.m_Movement_MoveInput;
public InputAction @StrafeToggle => m_Wrapper.m_Movement_StrafeToggle;
public InputAction @Jump => m_Wrapper.m_Movement_Jump;
public InputActionMap Get() { return m_Wrapper.m_Movement; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(MovementActions set) { return set.Get(); }
public void AddCallbacks(IMovementActions instance)
{
if (instance == null || m_Wrapper.m_MovementActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_MovementActionsCallbackInterfaces.Add(instance);
@MoveInput.started += instance.OnMoveInput;
@MoveInput.performed += instance.OnMoveInput;
@MoveInput.canceled += instance.OnMoveInput;
@StrafeToggle.started += instance.OnStrafeToggle;
@StrafeToggle.performed += instance.OnStrafeToggle;
@StrafeToggle.canceled += instance.OnStrafeToggle;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
}
private void UnregisterCallbacks(IMovementActions instance)
{
@MoveInput.started -= instance.OnMoveInput;
@MoveInput.performed -= instance.OnMoveInput;
@MoveInput.canceled -= instance.OnMoveInput;
@StrafeToggle.started -= instance.OnStrafeToggle;
@StrafeToggle.performed -= instance.OnStrafeToggle;
@StrafeToggle.canceled -= instance.OnStrafeToggle;
@Jump.started -= instance.OnJump;
@Jump.performed -= instance.OnJump;
@Jump.canceled -= instance.OnJump;
}
public void RemoveCallbacks(IMovementActions instance)
{
if (m_Wrapper.m_MovementActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IMovementActions instance)
{
foreach (var item in m_Wrapper.m_MovementActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_MovementActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public MovementActions @Movement => new MovementActions(this);
// Camera
private readonly InputActionMap m_Camera;
private List<ICameraActions> m_CameraActionsCallbackInterfaces = new List<ICameraActions>();
private readonly InputAction m_Camera_LookInput;
public struct CameraActions
{
private @PlayerInput m_Wrapper;
public CameraActions(@PlayerInput wrapper) { m_Wrapper = wrapper; }
public InputAction @LookInput => m_Wrapper.m_Camera_LookInput;
public InputActionMap Get() { return m_Wrapper.m_Camera; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(CameraActions set) { return set.Get(); }
public void AddCallbacks(ICameraActions instance)
{
if (instance == null || m_Wrapper.m_CameraActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_CameraActionsCallbackInterfaces.Add(instance);
@LookInput.started += instance.OnLookInput;
@LookInput.performed += instance.OnLookInput;
@LookInput.canceled += instance.OnLookInput;
}
private void UnregisterCallbacks(ICameraActions instance)
{
@LookInput.started -= instance.OnLookInput;
@LookInput.performed -= instance.OnLookInput;
@LookInput.canceled -= instance.OnLookInput;
}
public void RemoveCallbacks(ICameraActions instance)
{
if (m_Wrapper.m_CameraActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(ICameraActions instance)
{
foreach (var item in m_Wrapper.m_CameraActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_CameraActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public CameraActions @Camera => new CameraActions(this);
private int m_KeyboardMouseSchemeIndex = -1;
public InputControlScheme KeyboardMouseScheme
{
get
{
if (m_KeyboardMouseSchemeIndex == -1) m_KeyboardMouseSchemeIndex = asset.FindControlSchemeIndex("KeyboardMouse");
return asset.controlSchemes[m_KeyboardMouseSchemeIndex];
}
}
private int m_GamepadSchemeIndex = -1;
public InputControlScheme GamepadScheme
{
get
{
if (m_GamepadSchemeIndex == -1) m_GamepadSchemeIndex = asset.FindControlSchemeIndex("Gamepad");
return asset.controlSchemes[m_GamepadSchemeIndex];
}
}
public interface IMovementActions
{
void OnMoveInput(InputAction.CallbackContext context);
void OnStrafeToggle(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
}
public interface ICameraActions
{
void OnLookInput(InputAction.CallbackContext context);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour, PlayerInput.IMovementActions
{
// TYPES
public enum State
{
INVALID = 0,
GROUNDED = 1,
SLIDING = 2,
AIRBORNE = 3
}
// REFERENCES
public CapsuleCollider playerNavCollider;
public Rigidbody rgdBdy;
public PlayerCameraController camCntlr;
// PARAMETERS
public float smoothing;
public string[] groundingLayers;
public float moveForce = 30f;
public float maxSpeed = 10f;
public AnimationCurve brakingForceCurve = null;
public float slidingAngle = 45f;
public float jumpHeight = 3f;
public float jumpCooldown = 0.15f;
public float coyoteTime = 0.1f;
public float turnRate = 270f;
// PROPERTIES
public State CurState
{
get { return this._curState; }
set
{
// Guard; same state
if (value == this._curState)
return;
// TODO: Teardown
// Swap
this._curState = value;
// TODO: Setup
}
}
// INTERNALS
private int _groundingMask = -1;
private PlayerInput _inpt = null;
private State _curState = State.AIRBORNE;
private Vector2 _curMvInpt = Vector2.zero;
private Vector2 _smoothMvInpt = Vector2.zero;
private bool _strafeToggleHeld = false;
private float _jumpHoldStartTime = -1f;
private float _lastJumpTime = -1f;
// Record the results of the grounding check
// as instance variables
private float _groundedTime = -1f;
private Vector3 _groundNormal = Vector3.up;
// LIFECYCLE
private void Awake()
{
this._groundingMask = LayerMask.GetMask(this.groundingLayers);
}
private void OnEnable()
{
if (this._inpt == null)
{
this._inpt = new PlayerInput();
this._inpt.Movement.SetCallbacks(this);
}
this._inpt.Enable();
}
private void OnDisable()
{
if (this._inpt != null)
{
this._inpt.Disable();
}
}
private void FixedUpdate()
{
this.HandleInput();
this.GroundCheck();
switch(this._curState)
{
case State.GROUNDED:
this.HandleGrounded();
break;
case State.SLIDING:
this.HandleSliding();
break;
case State.AIRBORNE:
this.HandleAirborne();
break;
default:
break;
}
}
// BEHAVIORS
private void HandleInput()
{
// Smooth input
this._smoothMvInpt = MathExtras.LerpSmooth2(this._smoothMvInpt, Vector2.ClampMagnitude(this._curMvInpt, 1f), Time.fixedDeltaTime, this.smoothing);
// Clip Input
if (this._curMvInpt.sqrMagnitude < 1e-3f && this._smoothMvInpt.sqrMagnitude < 1e-3f)
this._smoothMvInpt = Vector2.zero;
}
// This gets run once per FixedUpdate
private void GroundCheck()
{
// Spherecast parameters determined from player's capsule collider
Vector3 start = (((this.playerNavCollider.height * 0.5f) - this.playerNavCollider.radius - 0.1f) * Vector3.down) + this.rgdBdy.position;
float dist = (Physics.gravity * Time.fixedDeltaTime * 3f).magnitude;
Ray ry = new Ray(start, Physics.gravity);
RaycastHit ht;
// _groundingMask determines which layers are checked for ground
// See LayerMask.GetMask(string[] layers) for more info. Can leave as -1 to check all layers.
if (Physics.SphereCast(ry, this.playerNavCollider.radius, out ht, dist, this._groundingMask))
{
// Hit ground, record
this._groundedTime = Time.time;
this._groundNormal = ht.normal;
}
else
{
// Timeout ground normal
if (this._groundedTime > 0f && (Time.time - this._groundedTime) > this.coyoteTime)
{
this._groundedTime = -1f;
this._groundNormal = Vector3.up;
}
}
}
private void ApplyGroundForces()
{
// Convert input direction to camera local
Vector3 input = this.camCntlr.cam.transform.TransformVector(new Vector3(this._smoothMvInpt.x, 0f, this._smoothMvInpt.y));
// Rotate to horizontal, then to match ground orientation
input = Quaternion.FromToRotation(Vector3.up, this._groundNormal) * Quaternion.FromToRotation(this.camCntlr.transform.up, Vector3.up) * input;
// Apply input force
this.rgdBdy.AddForce(input * this.moveForce, ForceMode.Force);
Debug.DrawLine(this.rgdBdy.position, this.rgdBdy.position + (input * this.moveForce), Color.white);
// Apply braking
Vector3 groundSpeed = Vector3.ProjectOnPlane(this.rgdBdy.velocity, this._groundNormal);
float brakingForce = this.brakingForceCurve.Evaluate(groundSpeed.magnitude / this.maxSpeed) * this.moveForce;
this.rgdBdy.AddForce(groundSpeed.normalized * -1f * brakingForce, ForceMode.Force);
Debug.DrawLine(this.rgdBdy.position, this.rgdBdy.position + (groundSpeed.normalized * -1f * brakingForce), Color.blue);
// Counteract gravity while grounded on slope
this.rgdBdy.AddForce(Vector3.ProjectOnPlane(Physics.gravity, this._groundNormal) * -1f);
// Stopping force (only when no input, only when grounded)
if (this._groundedTime == Time.time && this._smoothMvInpt == Vector2.zero)
this.rgdBdy.AddForce(MathExtras.ClipVec3(groundSpeed, 1f) * -1f * this.moveForce, ForceMode.Force);
}
private bool ApplyJumpForces()
{
// Guard; Jumped to recently
if ((Time.time - this._lastJumpTime) < this.jumpCooldown)
return false;
// Record
this._lastJumpTime = Time.time;
// Calculate jump height from gravity
Vector3 jumpFrc = Physics.gravity.normalized * -1f * Mathf.Sqrt(2f * Physics.gravity.magnitude * this.jumpHeight);
this.rgdBdy.AddForce(jumpFrc, ForceMode.VelocityChange);
return true;
}
private void HandleFacing()
{
// Get desired facing direction
Vector3 facingDir = this.transform.forward;
if (this._strafeToggleHeld)
{
// Face camera direction
facingDir = this.camCntlr.cam.transform.forward;
facingDir.y = 0f;
facingDir.Normalize();
}
else
{
// Face direction of travel
Vector3 groundVel = Vector3.ProjectOnPlane(this.rgdBdy.velocity, this._groundNormal);
if (groundVel.sqrMagnitude > 1e-2f)
facingDir = groundVel.normalized;
}
// Get target rotation
Quaternion facingRot = Quaternion.FromToRotation(this.transform.forward, facingDir);
facingRot = Quaternion.Euler(Vector3.Scale(facingRot.eulerAngles, new Vector3(0f, 1f, 0f))) * this.rgdBdy.rotation;
// Yaw player towards facing direction
this.rgdBdy.rotation = Quaternion.RotateTowards(this.rgdBdy.rotation, facingRot, this.turnRate * Time.fixedDeltaTime);
}
// FSM
private void HandleGrounded()
{
// Watch for state change
if (Time.time != this._groundedTime)
{
this.CurState = State.AIRBORNE;
return;
}
else if (Vector3.Angle(Vector3.up, this._groundNormal) > this.slidingAngle)
{
this.CurState = State.SLIDING;
return;
}
// Check and execute jump
// The '&&' operator 'short-circuits', so ApplyJumpForces will only be run if the previous operands are true
if (this._jumpHoldStartTime > 0f && (Time.time - this._jumpHoldStartTime) < this.coyoteTime && this.ApplyJumpForces())
return;
this.ApplyGroundForces();
this.HandleFacing();
}
private void HandleSliding()
{
// Watch for state change
if (Time.time != this._groundedTime)
{
this.CurState = State.AIRBORNE;
return;
}
else if (Vector3.Angle(Vector3.up, this._groundNormal) < this.slidingAngle)
{
this.CurState = State.GROUNDED;
return;
}
// TODO: Any behavior here? Braking force?
}
private void HandleAirborne()
{
// Watch for state change
if (Time.time == this._groundedTime)
{
if (Vector3.Angle(Vector3.up, this._groundNormal) > this.slidingAngle)
this.CurState = State.SLIDING;
else
this.CurState = State.GROUNDED;
return;
}
// TODO: Any behavior here? Air control?
}
// DEBUG
#if UNITY_EDITOR
private void OnDrawGizmos()
{
Handles.Label(this.transform.position + Vector3.up * 2f, $"State: {this._curState}\r\nSpeed: {this.rgdBdy.velocity.magnitude}\r\nAngle: {Vector3.Angle(Vector3.up, this._groundNormal)}");
}
#endif
// INPUT
public void OnMoveInput(InputAction.CallbackContext context)
{
this._curMvInpt = context.ReadValue<Vector2>();
}
public void OnStrafeToggle(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Started)
this._strafeToggleHeld = true;
else if (context.phase == InputActionPhase.Canceled)
this._strafeToggleHeld = false;
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.phase == InputActionPhase.Started)
this._jumpHoldStartTime = Time.time;
else if (context.phase == InputActionPhase.Canceled)
this._jumpHoldStartTime = -1f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tester : MonoBehaviour
{
private Coroutine _crtn;
private void Start()
{
this._crtn = this.StartCoroutine(this.HandleAnim());
}
private IEnumerator HandleAnim()
{
float progress = 0f;
float invDur = 1f / 5f;
while (progress < 1f)
{
yield return new WaitForSeconds(0.2f);
progress = Mathf.Clamp01(progress + (0.2f * invDur));
// Do something with progress
Debug.Log(progress);
}
yield return this.StartCoroutine(this.subCoroutine());
// Cleanup?
this._crtn = null;
}
private IEnumerator subCoroutine()
{
yield return new WaitForSeconds(1f);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FrameRateReporter : MonoBehaviour
{
// REFERENCES
public TMPro.TMP_Text uiText;
// INTERNALS
private float[] _samples = new float[20];
private int _sampleIndex = 0;
// LIFECYCLE
void Update()
{
// Get most recent unscaled delta time
this._samples[this._sampleIndex] = Time.unscaledDeltaTime;
// Update index (with wrap around)
this._sampleIndex = (this._sampleIndex + 1) % this._samples.Length;
// Calculate mininum and average frame rate
float maxDelta = float.MinValue;
float avgDelta = 0f;
for (int i = 0; i < this._samples.Length; i++)
{
avgDelta += this._samples[i];
maxDelta = (maxDelta < this._samples[i] ? this._samples[i] : maxDelta);
}
avgDelta /= this._samples.Length;
// Write framerates to UI
this.uiText.text = $"{string.Format("{0:0.0}", 1f / avgDelta)}\r\n{string.Format("{0:0.0}", 1f / maxDelta)}";
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MathExtras : MonoBehaviour
{
// TYPES
/// <summary>
/// Serializable version of Keyframe struct.
/// </summary>
[System.Serializable]
public struct Keyframe
{
[Tooltip("Time and Value of keyframe.")]
public Vector2 timeValue;
[Tooltip("Tangents of keyframe.")]
public Vector2 tangents;
}
/// <summary>
/// Representation of an AABB volume.
/// </summary>
[System.Serializable]
public struct AabbVolume
{
[Tooltip("Minimum corner of AABB volume.")]
public Vector3 minCorner;
[Tooltip("Maximum corner of AABB volume.")]
public Vector3 maxCorner;
public AabbVolume(Vector3 min, Vector3 max)
{
this.minCorner = min;
this.maxCorner = max;
this.Validate();
}
public void Validate()
{
Vector3 mn, mx;
mn.x = Mathf.Min(this.minCorner.x, this.maxCorner.x);
mn.y = Mathf.Min(this.minCorner.y, this.maxCorner.y);
mn.z = Mathf.Min(this.minCorner.z, this.maxCorner.z);
mx.x = Mathf.Max(this.minCorner.x, this.maxCorner.x);
mx.y = Mathf.Max(this.minCorner.y, this.maxCorner.y);
mx.z = Mathf.Max(this.minCorner.z, this.maxCorner.z);
if (mn == mx)
Debug.LogError($"Bad AABB Volume: {this.minCorner} -> {this.maxCorner}");
this.minCorner = mn;
this.maxCorner = mx;
}
public bool ContainsPoint(Vector3 pt)
{
return
(
this.minCorner.x <= pt.x && this.maxCorner.x >= pt.x &&
this.minCorner.y <= pt.y && this.maxCorner.y >= pt.y &&
this.minCorner.z <= pt.z && this.maxCorner.z >= pt.z
);
}
public Vector3 GetNormalizedPoint(Vector3 pt)
{
return new Vector3
(
Mathf.InverseLerp(this.minCorner.x, this.maxCorner.x, pt.x),
Mathf.InverseLerp(this.minCorner.y, this.maxCorner.y, pt.y),
Mathf.InverseLerp(this.minCorner.z, this.maxCorner.z, pt.z)
);
}
public Vector3 GetPoint(Vector3 normalized)
{
return new Vector3
(
Mathf.Lerp(this.minCorner.x, this.maxCorner.x, normalized.x),
Mathf.Lerp(this.minCorner.y, this.maxCorner.y, normalized.y),
Mathf.Lerp(this.minCorner.z, this.maxCorner.z, normalized.z)
);
}
public Vector3 Extents { get { return this.maxCorner - this.minCorner; } }
}
/// <summary>
/// An "octohedral neighborhood" for bucketing data points to the 6 cardinal directions.
/// </summary>
public struct Neighborhood
{
// STATIC
private static Vector3[] _directions = new Vector3[]
{
new Vector3( 0f, 0f, 0f),
new Vector3( 1f, 0f, 0f),
new Vector3(-1f, 0f, 0f),
new Vector3( 0f, 1f, 0f),
new Vector3( 0f, -1f, 0f),
new Vector3( 0f, 0f, 1f),
new Vector3( 0f, 0f, -1f),
};
// TYPES
public enum Direction
{
INVALID = 0,
X_POS = 1,
X_NEG = 2,
Y_POS = 3,
Y_NEG = 4,
Z_POS = 5,
Z_NEG = 6
}
// INTERNALS
private bool _init;
private int[] _buckets;
// BEHAVIORS
private void Init()
{
this._init = true;
this._buckets = new int[_directions.Length];
}
public void Clear()
{
if (!this._init)
this.Init();
else
{
this._buckets[0] = 0;
this._buckets[1] = 0;
this._buckets[2] = 0;
this._buckets[3] = 0;
this._buckets[4] = 0;
this._buckets[5] = 0;
this._buckets[6] = 0;
}
}
public Direction GetDir(Transform relative, Vector3 point)
{
return this.GetDir(relative.InverseTransformDirection(point));
}
public Direction GetDir(Vector3 point)
{
// Classify into direction
float bestDot = float.MinValue;
int bestBucket = 0;
for (int i = 0; i < _directions.Length; i++)
{
float dot = Vector3.Dot(point, _directions[i]);
if (dot > bestDot)
{
bestDot = dot;
bestBucket = i;
}
}
// Return
return (Direction)bestBucket;
}
public void Add(Transform relative, Vector3 point)
{
this.Add(relative.InverseTransformDirection(point));
}
public void Add(Vector3 point)
{
// Guard; not init
if (!this._init)
this.Init();
// Classify and increment
this._buckets[(int)this.GetDir(point)]++;
}
public int GetCount(Direction dir)
{
if (!this._init)
this.Init();
return this._buckets[(int)dir];
}
}
/// <summary>
/// Implementation of simple Moving Average (https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)
/// </summary>
[System.Serializable]
public struct SMA
{
// PROPERTIES
public float CurAvg { get { return this._curAvg; } }
// INTERNALS
private bool _init;
private float[] _buffer;
private float _curAvg;
private int _index;
public SMA(int len, float fill)
{
this._init = true;
this._curAvg = fill;
this._buffer = new float[len];
this._index = 0;
}
public void AddSample(float sample)
{
// Guard
if (!this._init)
{
this._init = true;
this._curAvg = 0f;
this._buffer = new float[5];
this._index = 0;
}
this._curAvg += (sample - this._buffer[this._index]) / this._buffer.Length;
this._buffer[this._index] = sample;
this._index = (this._index + 1) % this._buffer.Length;
}
}
/// <summary>
/// Implementation of simple Moving Average (https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)
/// </summary>
[System.Serializable]
public struct SMA2
{
// PROPERTIES
public Vector2 CurAvg { get { return this._curAvg; } }
// INTERNALS
private bool _init;
private Vector2[] _buffer;
private Vector2 _curAvg;
private int _index;
public SMA2(int len, Vector2 fill)
{
this._init = true;
this._curAvg = fill;
this._buffer = new Vector2[len];
this._index = 0;
}
public void AddSample(Vector2 sample)
{
// Guard
if (!this._init)
{
this._init = true;
this._curAvg = Vector2.zero;
this._buffer = new Vector2[5];
this._index = 0;
}
this._curAvg += (sample - this._buffer[this._index]) / this._buffer.Length;
this._buffer[this._index] = sample;
this._index = (this._index + 1) % this._buffer.Length;
}
}
/// <summary>
/// Implementation of simple Moving Average (https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)
/// </summary>
[System.Serializable]
public struct SMA3
{
// PROPERTIES
public Vector3 CurAvg { get { return this._curAvg; } }
// INTERNALS
private bool _init;
private Vector3[] _buffer;
private Vector3 _curAvg;
private int _index;
public SMA3(int len, Vector3 fill)
{
this._init = true;
this._curAvg = fill;
this._buffer = new Vector3[len];
this._index = 0;
}
public void AddSample(Vector3 sample)
{
// Guard
if (!this._init)
{
this._init = true;
this._curAvg = Vector3.zero;
this._buffer = new Vector3[5];
this._index = 0;
}
this._curAvg += (sample - this._buffer[this._index]) / this._buffer.Length;
this._buffer[this._index] = sample;
this._index = (this._index + 1) % this._buffer.Length;
}
}
// BEHAVIORS
/// <summary>
/// Returns a rotation vector whose elements are in the range (-180f, 180f).
/// </summary>
/// <param name="euler">Rotation vector to center</param>
/// <returns>The rotation with each element in the range (-180f, 180f).</returns>
public static Vector3 CenterEulerAngles(Vector3 euler)
{
return new Vector3
(
euler.x > 180f ? euler.x - 360f : euler.x,
euler.y > 180f ? euler.y - 360f : euler.y,
euler.z > 180f ? euler.z - 360f : euler.z
);
}
/// <summary>
/// Repeat then Inverse Lerp
/// </summary>
/// <param name="t">Input value</param>
/// <param name="max">Maximum value</param>
/// <returns>Remainder of (t % max), normalized to range [0, 1]</returns>
public static float NormalizedRepeat(float t, float max)
{
return Mathf.InverseLerp(0f, max, Mathf.Repeat(t, max));
}
public static Vector3 Apply(Vector3 op, float w, Matrix4x4 mat)
{
Vector4 v = op;
v.w = w;
return mat * v;
}
public static float LerpSmooth(float a, float b, float dt, float smoothingTime)
{
// Thanks Freya
return Mathf.Lerp(a, b, 1f - Mathf.Pow(2f, (-1f * dt / (-1f * Mathf.Clamp(smoothingTime, 0.01f, 5f) / -4.321928f)))); // Constant is Mathf.Log(0.05f, 2f) which is 'precision'
}
public static Vector2 LerpSmooth2(Vector2 a, Vector2 b, float dt, float smoothingTime)
{
return Vector2.Lerp(a, b, 1f - Mathf.Pow(2f, (-1f * dt / (-1f * Mathf.Clamp(smoothingTime, 0.01f, 5f) / -4.321928f)))); // Constant is Mathf.Log(0.05f, 2f) which is 'precision'
}
public static Vector3 LerpSmooth3(Vector3 a, Vector3 b, float dt, float smoothingTime)
{
return Vector3.Lerp(a, b, 1f - Mathf.Pow(2f, (-1f * dt / (-1f * Mathf.Clamp(smoothingTime, 0.01f, 5f) / -4.321928f)))); // Constant is Mathf.Log(0.05f, 2f) which is 'precision'
}
public static Quaternion LerpSmoothRot(Quaternion a, Quaternion b, float dt, float smoothingTime)
{
return Quaternion.Slerp(a, b, 1f - Mathf.Pow(2f, (-1f * dt / (-1f * Mathf.Clamp(smoothingTime, 0.01f, 5f) / -4.321928f)))); // Constant is Mathf.Log(0.05f, 2f) which is 'precision'
}
/// <summary>
/// Calculates and returns the closest points on a pair of given lines.
/// </summary>
/// <param name="pos1">Point on line 1.</param>
/// <param name="dir1">Direction of line 1.</param>
/// <param name="pos2">Point on line 2.</param>
/// <param name="dir2">Direction of line 2.</param>
/// <param name="closest1">Closest point between lines on line 1, outptut.</param>
/// <param name="closest2">Closest point between lines on line 2, outptut.</param>
/// <returns>True if calculation successful, false if not.</returns>
public static bool GetClosestPoints(Vector3 pos1, Vector3 dir1, Vector3 pos2, Vector3 dir2, out Vector3 closest1, out Vector3 closest2)
{
Vector3 n = Vector3.Cross(dir1, dir2);
Vector3 n1 = Vector3.Cross(dir1, n);
Vector3 n2 = Vector3.Cross(dir2, n);
float d1n2 = Vector3.Dot(dir1, n2);
float d2n1 = Vector3.Dot(dir2, n1);
if (!Mathf.Approximately(d1n2, 0f) && !Mathf.Approximately(d2n1, 0f))
{
closest1 = pos1 + (Vector3.Dot(pos2 - pos1, n2) / (Vector3.Dot(dir1, n2))) * dir1;
closest2 = pos2 + (Vector3.Dot(pos1 - pos2, n1) / (Vector3.Dot(dir2, n1))) * dir2;
return true;
}
else
{
closest1 = Vector3.zero;
closest2 = Vector3.zero;
return false;
}
}
/// <summary>
/// Three calls to Mathf.PerlinNoise1D packaged for brevity.
/// Caller expected to handle offsets between dimensions to avoid variance issues.
/// </summary>
/// <param name="coords"></param>
/// <returns>Random Vector3 in range [0,1]^3</returns>
public static Vector3 CheapPerlin3d(Vector3 coords)
{
return new Vector3
(
Mathf.PerlinNoise1D(coords.x),
Mathf.PerlinNoise1D(coords.y),
Mathf.PerlinNoise1D(coords.z)
);
}
/// <summary>
/// Clips the given float at the given absolute value.
/// </summary>
/// <param name="op">Float to clip</param>
/// <param name="absMax">Maximum absolute value</param>
/// <returns>Float clipped to given absolute value.</returns>
public static float ClipFloat(float op, float absMax)
{
return (Mathf.Abs(op) > absMax) ? Mathf.Sign(op) * absMax : op;
}
/// <summary>
/// Clips the given vector at the given magnitude.
/// </summary>
/// <param name="op">Vector to clip</param>
/// <param name="max">Maximum magnitude</param>
/// <returns>Vector clipped to magnitude.</returns>
public static Vector3 ClipVec2(Vector2 op, float max)
{
return (op.sqrMagnitude > max * max) ? op.normalized * max : op;
}
/// <summary>
/// Clips the given vector at the given magnitude.
/// </summary>
/// <param name="op">Vector to clip</param>
/// <param name="max">Maximum magnitude</param>
/// <returns>Vector clipped to magnitude.</returns>
public static Vector3 ClipVec3(Vector3 op, float max)
{
return (op.sqrMagnitude > max * max) ? op.normalized * max : op;
}
/// <summary>
/// Creates an animation curve from the provided keyframes.
/// </summary>
/// <param name="dkfs">Keyframes to create a curve from.</param>
/// <returns>An animation curve from the given keyframes.</returns>
public static AnimationCurve CurveFromKeyframes(Keyframe[] dkfs)
{
UnityEngine.Keyframe[] kfs = new UnityEngine.Keyframe[dkfs.Length];
for (int i = 0; i < kfs.Length; i++)
kfs[i] = new UnityEngine.Keyframe(dkfs[i].timeValue.x, dkfs[i].timeValue.y, dkfs[i].tangents.x, dkfs[i].tangents.y);
return new AnimationCurve(kfs);
}
/// <summary>
/// Samples the distribution specified by the given quantile function curve.
/// </summary>
/// <param name="quantileCurve">Quantile curve for the desired distribution.</param>
/// <returns>Sample pulled from the distribution. [0,1] </returns>
public static float SampleDistribution(AnimationCurve quantileCurve)
{
return quantileCurve.Evaluate(Random.Range(0f, 1f));
}
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