04.07.2022

This commit is contained in:
Plotnikov
2022-07-04 13:15:35 +03:00
parent 5fad2bcf6b
commit 696daa0b2e
7224 changed files with 3814576 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
/// wasd / arrows - movement
/// q/e - up/down (local space)
/// r/f - up/down (world space)
/// pageup/pagedown - up/down (world space)
/// hold shift - enable fast movement mode
/// right mouse - enable free look
/// mouse - free look / rotation
///
/// </summary>
public class FreeCam : MonoBehaviour
{
/// <summary>
/// Normal speed of camera movement.
/// </summary>
public float movementSpeed = 10f;
/// <summary>
/// Speed of camera movement when shift is held down,
/// </summary>
public float fastMovementSpeed = 100f;
/// <summary>
/// Sensitivity for free look.
/// </summary>
public float freeLookSensitivity = 3f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel.
/// </summary>
public float zoomSensitivity = 10f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel (fast mode).
/// </summary>
public float fastZoomSensitivity = 50f;
/// <summary>
/// Set to true when free looking (on right mouse button).
/// </summary>
private bool looking = false;
void Update()
{
var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.Q))
{
transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
}
if (looking)
{
float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
}
float axis = Input.GetAxis("Mouse ScrollWheel");
if (axis != 0)
{
var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
transform.position = transform.position + transform.forward * axis * zoomSensitivity;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
void OnDisable()
{
StopLooking();
}
/// <summary>
/// Enable free looking.
/// </summary>
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
/// <summary>
/// Disable free looking.
/// </summary>
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}

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using UnityEngine;
public class FreeCamera : MonoBehaviour {
public bool enableInputCapture = true;
public bool holdRightMouseCapture = false;
public float lookSpeed = 5f;
public float moveSpeed = 5f;
public float sprintSpeed = 50f;
bool m_inputCaptured;
float m_yaw;
float m_pitch;
void Awake() {
enabled = enableInputCapture;
}
void OnValidate() {
if(Application.isPlaying)
enabled = enableInputCapture;
}
void CaptureInput() {
m_inputCaptured = true;
m_yaw = transform.eulerAngles.y;
m_pitch = transform.eulerAngles.x;
}
void ReleaseInput() {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
m_inputCaptured = false;
}
void OnApplicationFocus(bool focus) {
if(m_inputCaptured && !focus)
ReleaseInput();
}
void Update() {
if(!m_inputCaptured) {
if(!holdRightMouseCapture && Input.GetMouseButtonDown(0))
CaptureInput();
else if(holdRightMouseCapture && Input.GetMouseButtonDown(1))
CaptureInput();
}
if(!m_inputCaptured)
return;
if(m_inputCaptured) {
if(!holdRightMouseCapture && Input.GetKeyDown(KeyCode.Escape))
ReleaseInput();
else if(holdRightMouseCapture && Input.GetMouseButtonUp(1))
ReleaseInput();
}
var rotStrafe = Input.GetAxis("Mouse X");
var rotFwd = Input.GetAxis("Mouse Y");
m_yaw = (m_yaw + lookSpeed * rotStrafe) % 360f;
m_pitch = (m_pitch - lookSpeed * rotFwd) % 360f;
transform.rotation = Quaternion.AngleAxis(m_yaw, Vector3.up) * Quaternion.AngleAxis(m_pitch, Vector3.right);
var speed = Time.deltaTime * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed);
var forward = speed * Input.GetAxis("Vertical");
var right = speed * Input.GetAxis("Horizontal");
var up = speed * ((Input.GetKey(KeyCode.E) ? 1f : 0f) - (Input.GetKey(KeyCode.Q) ? 1f : 0f));
transform.position += transform.forward * forward + transform.right * right + Vector3.up * up;
}
}

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using UnityEngine;
using System.Collections;
public class SuperCamera : MonoBehaviour {
public GameObject pivot;
public KeyCode resetShortcut = KeyCode.Space;
[Range(0f, 100f)]
public float rotationSensibility = 10f;
public bool invertRotationX = false;
public bool invertRotationY = false;
[Range(0f, 100f)]
public float translationSensibility = 10f;
public bool invertTranslationX = false;
public bool invertTranslationY = false;
public float zoomMax = 2f;
public float zoomMin = 20f;
[Range(0f, 100f)]
public float wheelSensibility = 10;
private float delayDoubleClic = 0.2f;
private Vector3 oldCamPos;
private Quaternion oldCamRot;
private Vector3 oldMousePos;
private float timeDoubleClic;
private bool firstClic = false;
private Vector3 pivotPos;
// Use this for initialization
void Start () {
pivotPos = pivot.transform.position;
oldCamPos = Camera.main.transform.position;
oldCamRot = Camera.main.transform.rotation;
}
// Update is called once per frame
void Update () {
Debug.DrawRay(pivotPos, Vector3.up, Color.red);
Debug.DrawRay(pivotPos, Camera.main.transform.right, Color.green);
if (Input.GetKeyDown(resetShortcut))
{
Camera.main.transform.position = oldCamPos;
Camera.main.transform.rotation = oldCamRot;
}
float wheel = Input.GetAxis("Mouse ScrollWheel");
if (wheel != 0f)
{
Vector3 movVec = (pivotPos - Camera.main.transform.position);
movVec.Normalize();
movVec *= wheel/ 20 * wheelSensibility;
Vector3 newPos = Camera.main.transform.position + movVec;
if ((newPos - pivotPos).magnitude >= zoomMax && (newPos - pivotPos).magnitude <= zoomMin)
{
Camera.main.transform.position = newPos;
}
}
bool doubleClic = false;
if (Input.GetMouseButtonDown(0))
{
if (firstClic)
{
doubleClic = true;
firstClic = false;
}
else
{
firstClic = true;
timeDoubleClic = Time.time;
}
}
if (firstClic && Time.time - timeDoubleClic > delayDoubleClic)
{
firstClic = false;
}
if (doubleClic)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
pivotPos = hit.point;
Debug.Log(hit.point);
}
else
{
pivotPos = pivot.transform.position;
Debug.Log("reset Pivot");
}
}
if (!Input.GetMouseButton(0) && !Input.GetMouseButton(2))
{
//Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = true;
return;
}
else
{
Cursor.visible = false;
}
Vector3 mousePos = Input.mousePosition;
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(2))
{
oldMousePos = mousePos;
return;
}
if (Input.GetMouseButton(2))
{
int factor = -1;
if (invertTranslationX)
{
factor = 1;
}
gameObject.transform.Translate(new Vector3(factor * translationSensibility * (mousePos.x - oldMousePos.x) / 100f,0, 0));
factor = -1;
if (invertTranslationY)
{
factor = 1;
}
gameObject.transform.Translate(new Vector3(0, factor * translationSensibility * (mousePos.y - oldMousePos.y) / 100f, 0));
}
else
{
int factor = 1;
if (invertRotationX)
{
factor = -1;
}
gameObject.transform.RotateAround(pivotPos, Vector3.up, factor * rotationSensibility * (mousePos.x - oldMousePos.x)/100f);
factor = 1;
if (invertRotationY)
{
factor = -1;
}
gameObject.transform.RotateAround(pivotPos, Camera.main.transform.right, factor * - rotationSensibility * (mousePos.y - oldMousePos.y)/100f);
}
oldMousePos = mousePos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIButton_ShowNext : MonoBehaviour
{
// GameObjects list
public GameObject[] GameObjectsList;
private int shownGameObjectIndex = -1;
private void Start()
{
for (int i = 0; i < GameObjectsList.Length; ++i)
GameObjectsList[i].SetActive(false);
SelectNextGameObject();
}
// Next or previous GameObjects onClick
public void SelectNextGameObject()
{
int index = shownGameObjectIndex >= GameObjectsList.Length - 1 ? -1 : shownGameObjectIndex;
SelectGameObject(index + 1);
}
public void SelectPreviousGameObject()
{
int index = shownGameObjectIndex <= 0 ? GameObjectsList.Length : shownGameObjectIndex;
SelectGameObject(index - 1);
}
public void SelectGameObject(int index)
{
if (shownGameObjectIndex >= 0)
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shownGameObjectIndex = index;
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