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using UnityEngine; | |||
using UnityEngine.Events; | |||
public class CharacterController2D : MonoBehaviour | |||
{ | |||
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. | |||
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% | |||
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement | |||
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; | |||
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character | |||
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. | |||
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings | |||
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching | |||
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded | |||
private bool m_Grounded; // Whether or not the player is grounded. | |||
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up | |||
private Rigidbody2D m_Rigidbody2D; | |||
private bool m_FacingRight = true; // For determining which way the player is currently facing. | |||
private Vector3 m_Velocity = Vector3.zero; | |||
[Header("Events")] | |||
[Space] | |||
public UnityEvent OnLandEvent; | |||
[System.Serializable] | |||
public class BoolEvent : UnityEvent<bool> { } | |||
public BoolEvent OnCrouchEvent; | |||
private bool m_wasCrouching = false; | |||
private void Awake() | |||
{ | |||
m_Rigidbody2D = GetComponent<Rigidbody2D>(); | |||
if (OnLandEvent == null) | |||
OnLandEvent = new UnityEvent(); | |||
if (OnCrouchEvent == null) | |||
OnCrouchEvent = new BoolEvent(); | |||
} | |||
private void FixedUpdate() | |||
{ | |||
bool wasGrounded = m_Grounded; | |||
m_Grounded = false; | |||
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground | |||
// This can be done using layers instead but Sample Assets will not overwrite your project settings. | |||
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); | |||
for (int i = 0; i < colliders.Length; i++) | |||
{ | |||
if (colliders[i].gameObject != gameObject) | |||
{ | |||
m_Grounded = true; | |||
if (!wasGrounded) | |||
OnLandEvent.Invoke(); | |||
} | |||
} | |||
} | |||
public void Move(float move, bool crouch, bool jump) | |||
{ | |||
// If crouching, check to see if the character can stand up | |||
if (!crouch) | |||
{ | |||
// If the character has a ceiling preventing them from standing up, keep them crouching | |||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) | |||
{ | |||
crouch = true; | |||
} | |||
} | |||
//only control the player if grounded or airControl is turned on | |||
if (m_Grounded || m_AirControl) | |||
{ | |||
// If crouching | |||
if (crouch) | |||
{ | |||
if (!m_wasCrouching) | |||
{ | |||
m_wasCrouching = true; | |||
OnCrouchEvent.Invoke(true); | |||
} | |||
// Reduce the speed by the crouchSpeed multiplier | |||
move *= m_CrouchSpeed; | |||
// Disable one of the colliders when crouching | |||
if (m_CrouchDisableCollider != null) | |||
m_CrouchDisableCollider.enabled = false; | |||
} | |||
else | |||
{ | |||
// Enable the collider when not crouching | |||
if (m_CrouchDisableCollider != null) | |||
m_CrouchDisableCollider.enabled = true; | |||
if (m_wasCrouching) | |||
{ | |||
m_wasCrouching = false; | |||
OnCrouchEvent.Invoke(false); | |||
} | |||
} | |||
// Move the character by finding the target velocity | |||
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y); | |||
// And then smoothing it out and applying it to the character | |||
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing); | |||
// If the input is moving the player right and the player is facing left... | |||
if (move > 0 && !m_FacingRight) | |||
{ | |||
// ... flip the player. | |||
Flip(); | |||
} | |||
// Otherwise if the input is moving the player left and the player is facing right... | |||
else if (move < 0 && m_FacingRight) | |||
{ | |||
// ... flip the player. | |||
Flip(); | |||
} | |||
} | |||
// If the player should jump... | |||
if (m_Grounded && jump) | |||
{ | |||
// Add a vertical force to the player. | |||
m_Grounded = false; | |||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); | |||
} | |||
} | |||
private void Flip() | |||
{ | |||
// Switch the way the player is labelled as facing. | |||
m_FacingRight = !m_FacingRight; | |||
// Multiply the player's x local scale by -1. | |||
Vector3 theScale = transform.localScale; | |||
theScale.x *= -1; | |||
transform.localScale = theScale; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine.InputSystem; | |||
using NaughtyAttributes; | |||
public class CharacterInputController : MonoBehaviour | |||
{ | |||
[SerializeField,Header("References")] | |||
private CharacterController2D m_characterController; | |||
[SerializeField] | |||
private Material m_Darkness; | |||
[ShowNonSerializedField] | |||
private Vector2 m_movement; | |||
[ShowNonSerializedField] | |||
private bool m_jump; | |||
public void OnMove(InputAction.CallbackContext context) | |||
{ | |||
m_movement = context.ReadValue<Vector2>(); | |||
} | |||
public void OnJump(InputAction.CallbackContext context) | |||
{ | |||
m_jump = context.ReadValueAsButton(); | |||
} | |||
private void Update() | |||
{ | |||
m_characterController.Move(m_movement.x,false ,m_jump); | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using NaughtyAttributes; | |||
using Variables; | |||
public class DarknessController : MonoBehaviour | |||
{ | |||
[SerializeField, Header("References")] | |||
private Material m_darknessMat; | |||
[SerializeField] | |||
private Reference<bool> m_isInputDown; | |||
[SerializeField, BoxGroup("Settings")] | |||
private float m_darknessSpeed = 0.25f; | |||
[SerializeField, BoxGroup("Settings")] | |||
private float m_lightSpeed = 1.0f; | |||
[ShowNonSerializedField] | |||
private float m_currentDarknessLevel; | |||
private bool m_isDarknessChanging; | |||
private void OnEnable() | |||
{ | |||
m_isInputDown.OnValueChanged += OnInputChange; | |||
} | |||
private void OnDisable() | |||
{ | |||
m_isInputDown.OnValueChanged -= OnInputChange; | |||
} | |||
private void OnInputChange(bool value) | |||
{ | |||
StopAllCoroutines(); | |||
if (value) | |||
StartCoroutine(ChangeDarkness(0, m_darknessSpeed)); | |||
else | |||
StartCoroutine(ChangeDarkness(1, m_lightSpeed)); | |||
} | |||
private IEnumerator ChangeDarkness(float end, float time) | |||
{ | |||
yield return StartCoroutine(ChangeDarkness(end, time, AnimationCurve.Linear(0, 0, 1, 1))); | |||
} | |||
private IEnumerator ChangeDarkness(float end, float time, AnimationCurve curve) | |||
{ | |||
float start = m_currentDarknessLevel; | |||
float elapsedTime = 0; | |||
time = Mathf.InverseLerp(start, end, m_currentDarknessLevel); | |||
m_isDarknessChanging = true; | |||
while(elapsedTime < time) | |||
{ | |||
m_currentDarknessLevel = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time)); | |||
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel); | |||
yield return new WaitForEndOfFrame(); | |||
elapsedTime += Time.deltaTime; | |||
} | |||
m_isDarknessChanging = false; | |||
m_currentDarknessLevel = end; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
[ExecuteAlways] | |||
public class ApplyImageEffect : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Shader m_imageEffect; | |||
[SerializeField] | |||
private Material m_mat; | |||
private void Awake() | |||
{ | |||
if (m_imageEffect != null && m_mat == null) | |||
{ | |||
m_mat = new Material(m_imageEffect); | |||
} | |||
} | |||
private void OnRenderImage(RenderTexture source, RenderTexture destination) | |||
{ | |||
if (m_mat != null) | |||
{ | |||
Graphics.Blit(source, destination, m_mat); | |||
} | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class Float : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private Vector3 m_direction; | |||
[SerializeField] | |||
private float m_speed; | |||
private Vector3 m_startPosition; | |||
private float m_randomOffset; | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
m_startPosition = transform.position; | |||
m_randomOffset = Random.Range(0.0f, 1.0f); | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
transform.position = m_startPosition + Mathf.Sin(Time.time * m_speed + m_randomOffset) * m_direction; | |||
} | |||
} |
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Shader "Hidden/AlphaMask" | |||
{ | |||
Properties | |||
{ | |||
_MainTex ("Texture", 2D) = "white" {} | |||
} | |||
SubShader | |||
{ | |||
// No culling or depth | |||
Cull Off ZWrite Off ZTest Always | |||
Pass | |||
{ | |||
CGPROGRAM | |||
#pragma vertex vert | |||
#pragma fragment frag | |||
#include "UnityCG.cginc" | |||
struct appdata | |||
{ | |||
float4 vertex : POSITION; | |||
float2 uv : TEXCOORD0; | |||
}; | |||
struct v2f | |||
{ | |||
float2 uv : TEXCOORD0; | |||
float4 vertex : SV_POSITION; | |||
}; | |||
v2f vert (appdata v) | |||
{ | |||
v2f o; | |||
o.vertex = UnityObjectToClipPos(v.vertex); | |||
o.uv = v.uv; | |||
return o; | |||
} | |||
sampler2D _MainTex; | |||
fixed4 frag (v2f i) : SV_Target | |||
{ | |||
fixed4 col = tex2D(_MainTex, i.uv); | |||
col.rgb = col.aaa; | |||
col.a = 1; | |||
return col; | |||
} | |||
ENDCG | |||
} | |||
} | |||
} |
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Shader "ImageEffect/DarknessEffect" | |||
{ | |||
Properties | |||
{ | |||
_MainTex ("Texture", 2D) = "white" {} | |||
_MaskTex ("Texture", 2D) = "white" {} | |||
_BackgroundColor("BackGround Color", Color) = (.25, .5, .5, 1) | |||
_MaskColor("Mask Color", Color) = (1, 1, 1, 1) | |||
_Apply("Darkness Effect Multiplier", Range(0.0, 1.0)) = 0.5 | |||
_KeepColors("Show Mask Color", Int) = 1 | |||
} | |||
SubShader | |||
{ | |||
// No culling or depth | |||
Cull Off ZWrite Off ZTest Always | |||
Pass | |||
{ | |||
CGPROGRAM | |||
#pragma vertex vert | |||
#pragma fragment frag | |||
#include "UnityCG.cginc" | |||
struct appdata | |||
{ | |||
float4 vertex : POSITION; | |||
float2 uv : TEXCOORD0; | |||
}; | |||
struct v2f | |||
{ | |||
float2 uv : TEXCOORD0; | |||
float4 vertex : SV_POSITION; | |||
}; | |||
v2f vert (appdata v) | |||
{ | |||
v2f o; | |||
o.vertex = UnityObjectToClipPos(v.vertex); | |||
o.uv = v.uv; | |||
return o; | |||
} | |||
sampler2D _MainTex; | |||
sampler2D _MaskTex; | |||
float4 _BackgroundColor; | |||
float4 _MaskColor; | |||
float _Apply; | |||
float _KeepColors; | |||
fixed4 frag (v2f i) : SV_Target | |||
{ | |||
fixed4 col = tex2D(_MainTex, i.uv); | |||
fixed4 mask = tex2D(_MaskTex, i.uv); | |||
// just invert the colors | |||
col.rgb = lerp(_MaskColor, col, clamp(_KeepColors,0,1)); | |||
col.rgb = lerp(_BackgroundColor, col, clamp(mask.r + _Apply, 0, 1)); | |||
return col; | |||
} | |||
ENDCG | |||
} | |||
} | |||
} |
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// GENERATED AUTOMATICALLY FROM 'Assets/Settings/PlayerInput.inputactions' | |||
using System; | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine.InputSystem; | |||
using UnityEngine.InputSystem.Utilities; | |||
public class @PlayerInput : IInputActionCollection, IDisposable | |||
{ | |||
public InputActionAsset asset { get; } | |||
public @PlayerInput() | |||
{ | |||
asset = InputActionAsset.FromJson(@"{ | |||
""name"": ""PlayerInput"", | |||
""maps"": [ | |||
{ | |||
""name"": ""Level"", | |||
""id"": ""2bc60834-e09f-4981-affb-635cad7ffbfd"", | |||
""actions"": [ | |||
{ | |||
""name"": ""Move"", | |||
""type"": ""Value"", | |||
""id"": ""d1943f36-92e5-4335-a3f3-dd2e9e553ba6"", | |||
""expectedControlType"": ""Vector2"", | |||
""processors"": """", | |||
""interactions"": """" | |||
}, | |||
{ | |||
""name"": ""Jump"", | |||
""type"": ""Button"", | |||
""id"": ""e7ae7276-c64d-43bb-8719-ef3178e194a0"", | |||
""expectedControlType"": ""Button"", | |||
""processors"": """", | |||
""interactions"": """" | |||
} | |||
], | |||
""bindings"": [ | |||
{ | |||
""name"": ""WASD"", | |||
""id"": ""a50ea126-50e2-4f31-9167-ac757787a3e6"", | |||
""path"": ""2DVector"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": true, | |||
""isPartOfComposite"": false | |||
}, | |||
{ | |||
""name"": ""up"", | |||
""id"": ""f7f33275-3f13-451c-8219-e1b34d39139c"", | |||
""path"": ""<Keyboard>/w"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""down"", | |||
""id"": ""73900688-a28e-40cf-ace2-05ad1b118594"", | |||
""path"": ""<Keyboard>/s"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""left"", | |||
""id"": ""c4e7f05b-1733-4e36-b752-6e0cf95f477e"", | |||
""path"": ""<Keyboard>/a"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""right"", | |||
""id"": ""f889cf6b-20aa-4169-a5d2-3bdae2e636e3"", | |||
""path"": ""<Keyboard>/d"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""Arrow"", | |||
""id"": ""9328658c-a019-4f76-b35b-5f023f9de6e0"", | |||
""path"": ""2DVector"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": true, | |||
""isPartOfComposite"": false | |||
}, | |||
{ | |||
""name"": ""up"", | |||
""id"": ""16f6fb9d-eb25-445d-9313-fdf19a51b67c"", | |||
""path"": ""<Keyboard>/upArrow"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""down"", | |||
""id"": ""b8ce9a70-56c3-42da-9960-45d9791c903e"", | |||
""path"": ""<Keyboard>/downArrow"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""left"", | |||
""id"": ""e5dcf5e4-bff0-40ea-8b4f-dce1f8ed5156"", | |||
""path"": ""<Keyboard>/leftArrow"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": ""right"", | |||
""id"": ""e4bf6a66-4a5d-4d05-baeb-e0db660132da"", | |||
""path"": ""<Keyboard>/rightArrow"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Move"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": true | |||
}, | |||
{ | |||
""name"": """", | |||
""id"": ""67ec88e9-6ebb-4f16-9f4a-49d4f75af68e"", | |||
""path"": ""<Keyboard>/space"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Jump"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": false | |||
}, | |||
{ | |||
""name"": """", | |||
""id"": ""fdb42cec-2a7c-452a-884c-b08443c104bb"", | |||
""path"": ""<Keyboard>/w"", | |||
""interactions"": """", | |||
""processors"": """", | |||
""groups"": """", | |||
""action"": ""Jump"", | |||
""isComposite"": false, | |||
""isPartOfComposite"": false | |||
} | |||
] | |||
} | |||
], | |||
""controlSchemes"": [] | |||
}"); | |||
// Level | |||
m_Level = asset.FindActionMap("Level", throwIfNotFound: true); | |||
m_Level_Move = m_Level.FindAction("Move", throwIfNotFound: true); | |||
m_Level_Jump = m_Level.FindAction("Jump", throwIfNotFound: true); | |||
} | |||
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(); | |||
} | |||
// Level | |||
private readonly InputActionMap m_Level; | |||
private ILevelActions m_LevelActionsCallbackInterface; | |||
private readonly InputAction m_Level_Move; | |||
private readonly InputAction m_Level_Jump; | |||
public struct LevelActions | |||
{ | |||
private @PlayerInput m_Wrapper; | |||
public LevelActions(@PlayerInput wrapper) { m_Wrapper = wrapper; } | |||
public InputAction @Move => m_Wrapper.m_Level_Move; | |||
public InputAction @Jump => m_Wrapper.m_Level_Jump; | |||
public InputActionMap Get() { return m_Wrapper.m_Level; } | |||
public void Enable() { Get().Enable(); } | |||
public void Disable() { Get().Disable(); } | |||
public bool enabled => Get().enabled; | |||
public static implicit operator InputActionMap(LevelActions set) { return set.Get(); } | |||
public void SetCallbacks(ILevelActions instance) | |||
{ | |||
if (m_Wrapper.m_LevelActionsCallbackInterface != null) | |||
{ | |||
@Move.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||
@Move.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||
@Move.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove; | |||
@Jump.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||
@Jump.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||
@Jump.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump; | |||
} | |||
m_Wrapper.m_LevelActionsCallbackInterface = instance; | |||
if (instance != null) | |||
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@Jump.performed += instance.OnJump; | |||
@Jump.canceled += instance.OnJump; | |||
} | |||
} | |||
} | |||
public LevelActions @Level => new LevelActions(this); | |||
public interface ILevelActions | |||
{ | |||
void OnMove(InputAction.CallbackContext context); | |||
void OnJump(InputAction.CallbackContext context); | |||
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