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b/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Prefabs/Walls/Wall_Up_01_Long.prefab differ diff --git a/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Scripts/Turn_Move.cs b/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Scripts/Turn_Move.cs new file mode 100644 index 0000000..ada0d5f --- /dev/null +++ b/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Scripts/Turn_Move.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Turn_Move : MonoBehaviour { + public float TurnX; + public float TurnY; + public float TurnZ; + + public float MoveX; + public float MoveY; + public float MoveZ; + + public bool World; + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + if (World == true) { + transform.Rotate(TurnX * Time.deltaTime,TurnY * Time.deltaTime,TurnZ * Time.deltaTime, Space.World); + transform.Translate(MoveX * Time.deltaTime, MoveY * Time.deltaTime, MoveZ * Time.deltaTime, Space.World); + }else{ + transform.Rotate(TurnX * Time.deltaTime,TurnY * Time.deltaTime,TurnZ * Time.deltaTime, Space.Self); + transform.Translate(MoveX * Time.deltaTime, MoveY * Time.deltaTime, MoveZ * Time.deltaTime, Space.Self); + } + } +} diff --git a/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Shaders/GlassTypeB.shader b/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Shaders/GlassTypeB.shader new file mode 100644 index 0000000..a3a073a --- /dev/null +++ b/Assets/Beispiel Scenes/Raumschiff Beispiel Assets/3D Scifi Kit Starter Kit_HD/Shaders/GlassTypeB.shader @@ -0,0 +1,63 @@ +Shader "Creepy Cat/Glass Reflective" +{ + Properties + { + _MainTint ("Diffuse Color (Alpha Controllable)", Color) = (1,1,1,1) + _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) + _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 + _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} + _AO("Ambient Occlusion Texture", 2D) = "white" {} + _NormalMap ("Normal Map", 2D) = "bump" {} + _Cube ("Cubemap", CUBE) = ""{} + _ReflAmount ("Reflection Amount", Range(0,1)) = 0.5 + _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) + _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 + } + + SubShader + { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 400 + + CGPROGRAM + #pragma surface surf BlinnPhong alpha + #pragma target 3.0 + + samplerCUBE _Cube; + sampler2D _MainTex; + sampler2D _NormalMap; + sampler2D _AO; + float4 _MainTint; + float _ReflAmount; + float4 _RimColor; + float _RimPower; + half _Shininess; + + struct Input + { + float2 uv_MainTex; + float2 uv_NormalMap; + float2 uv_AO; + float3 worldRefl; + float3 viewDir; + INTERNAL_DATA + }; + + void surf (Input IN, inout SurfaceOutput o) + { + half4 c = tex2D (_MainTex, IN.uv_MainTex); + 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((bodyLayerMask & pushLayers.value) == 0) return; + + // We dont want to push objects below us + if (hit.moveDirection.y < -0.3f) return; + + // Calculate push direction from move direction, horizontal motion only + Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); + + // Apply the push and take strength into account + body.AddForce(pushDir * strength, ForceMode.Impulse); + } +} \ No newline at end of file diff --git a/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/FirstPersonController/Scripts/FirstPersonController.cs b/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/FirstPersonController/Scripts/FirstPersonController.cs new file mode 100644 index 0000000..9f27dfb --- /dev/null +++ b/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/FirstPersonController/Scripts/FirstPersonController.cs @@ -0,0 +1,268 @@ +using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif + +namespace StarterAssets +{ + [RequireComponent(typeof(CharacterController))] +#if ENABLE_INPUT_SYSTEM + [RequireComponent(typeof(PlayerInput))] +#endif + public class FirstPersonController : MonoBehaviour + { + [Header("Player")] + [Tooltip("Move speed of the character in m/s")] + public float MoveSpeed = 4.0f; + [Tooltip("Sprint speed of the character in m/s")] + public float SprintSpeed = 6.0f; + [Tooltip("Rotation speed of the character")] + public float RotationSpeed = 1.0f; + [Tooltip("Acceleration and deceleration")] + public float SpeedChangeRate = 10.0f; + + [Space(10)] + [Tooltip("The height the player can jump")] + public float JumpHeight = 1.2f; + [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] + public float Gravity = -15.0f; + + [Space(10)] + [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] + public float JumpTimeout = 0.1f; + [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] + public float FallTimeout = 0.15f; + + [Header("Player Grounded")] + [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] + public bool Grounded = true; + [Tooltip("Useful for rough ground")] + public float GroundedOffset = -0.14f; + [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] + public float GroundedRadius = 0.5f; + [Tooltip("What layers the character uses as ground")] + public LayerMask GroundLayers; + + [Header("Cinemachine")] + [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] + public GameObject CinemachineCameraTarget; + [Tooltip("How far in degrees can you move the camera up")] + public float TopClamp = 90.0f; + [Tooltip("How far in degrees can you move the camera down")] + public float BottomClamp = -90.0f; + + // cinemachine + private float _cinemachineTargetPitch; + + // player + private float _speed; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + + // timeout deltatime + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; + + +#if ENABLE_INPUT_SYSTEM + private PlayerInput _playerInput; +#endif + private CharacterController _controller; + private StarterAssetsInputs _input; + private GameObject _mainCamera; + + private const float _threshold = 0.01f; + + private bool IsCurrentDeviceMouse + { + get + { + #if ENABLE_INPUT_SYSTEM + return _playerInput.currentControlScheme == "KeyboardMouse"; + #else + return false; + #endif + } + } + + private void Awake() + { + // get a reference to our main camera + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + } + + private void Start() + { + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM + _playerInput = GetComponent(); +#else + Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + + // reset our timeouts on start + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } + + private void Update() + { + JumpAndGravity(); + GroundedCheck(); + Move(); + } + + private void LateUpdate() + { + CameraRotation(); + } + + private void GroundedCheck() + { + // set sphere position, with offset + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); + } + + private void CameraRotation() + { + // if there is an input + if (_input.look.sqrMagnitude >= _threshold) + { + //Don't multiply mouse input by Time.deltaTime + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + + _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier; + _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier; + + // clamp our pitch rotation + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + + // Update Cinemachine camera target pitch + CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); + + // rotate the player left and right + transform.Rotate(Vector3.up * _rotationVelocity); + } + } + + private void Move() + { + // set target speed based on move speed, sprint speed and if sprint is pressed + float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + + // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + + // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is no input, set the target speed to 0 + if (_input.move == Vector2.zero) targetSpeed = 0.0f; + + // a reference to the players current horizontal velocity + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + + // accelerate or decelerate to target speed + if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) + { + // creates curved result rather than a linear one giving a more organic speed change + // note T in Lerp is clamped, so we don't need to clamp our speed + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); + + // round speed to 3 decimal places + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } + else + { + _speed = targetSpeed; + } + + // normalise input direction + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + + // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is a move input rotate player when the player is moving + if (_input.move != Vector2.zero) + { + // move + inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y; + } + + // move the player + _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + } + + private void JumpAndGravity() + { + if (Grounded) + { + // reset the fall timeout timer + _fallTimeoutDelta = FallTimeout; + + // stop our velocity dropping infinitely when grounded + if (_verticalVelocity < 0.0f) + { + _verticalVelocity = -2f; + } + + // Jump + if (_input.jump && _jumpTimeoutDelta <= 0.0f) + { + // the square root of H * -2 * G = how much velocity needed to reach desired height + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + } + + // jump timeout + if (_jumpTimeoutDelta >= 0.0f) + { + _jumpTimeoutDelta -= Time.deltaTime; + } + } + else + { + // reset the jump timeout timer + _jumpTimeoutDelta = JumpTimeout; + + // fall timeout + if (_fallTimeoutDelta >= 0.0f) + { + _fallTimeoutDelta -= Time.deltaTime; + } + + // if we are not grounded, do not jump + _input.jump = false; + } + + // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) + if (_verticalVelocity < _terminalVelocity) + { + _verticalVelocity += Gravity * Time.deltaTime; + } + } + + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) + { + if (lfAngle < -360f) lfAngle += 360f; + if (lfAngle > 360f) lfAngle -= 360f; + return Mathf.Clamp(lfAngle, lfMin, lfMax); + } + + private void OnDrawGizmosSelected() + { + Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); + Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); + + if (Grounded) Gizmos.color = transparentGreen; + else Gizmos.color = transparentRed; + + // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider + Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius); + } + } +} \ No newline at end of file diff --git a/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/InputSystem/StarterAssets.inputactions b/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/InputSystem/StarterAssets.inputactions new file mode 100644 index 0000000..13307f4 --- /dev/null +++ b/Assets/Spieluebergreifend/Charakter Movement/Starter 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{ + JumpInput(value.isPressed); + } + + public void OnSprint(InputValue value) + { + SprintInput(value.isPressed); + } +#endif + + + public void MoveInput(Vector2 newMoveDirection) + { + move = newMoveDirection; + } + + public void LookInput(Vector2 newLookDirection) + { + look = newLookDirection; + } + + public void JumpInput(bool newJumpState) + { + jump = newJumpState; + } + + public void SprintInput(bool newSprintState) + { + sprint = newSprintState; + } + + private void OnApplicationFocus(bool hasFocus) + { + SetCursorState(cursorLocked); + } + + private void SetCursorState(bool newState) + { + Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None; + } + } + +} \ No newline at end of file diff --git a/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/Readme.asset b/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/Readme.asset new file mode 100644 index 0000000..9f783b2 --- /dev/null +++ b/Assets/Spieluebergreifend/Charakter Movement/Starter Assets Vorlaufiges Movement/Readme.asset @@ -0,0 +1,59 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} + m_Name: Readme + m_EditorClassIdentifier: + icon: {fileID: 2800000, guid: 44a17a5b205fcd349a24700e6f5615bd, type: 3} + title: Welcome to Starter Assets! + sections: + - heading: Starter Assets Readme + text: + linkText: + url: + - heading: + text: 'Starter Assets include First and Third Person Character controllers built + in a modular way as a solid foundation for any game genre. ' + linkText: Starter Assets - First Person Character Controller + url: http://u3d.as/2z1q + - heading: + text: + linkText: Starter Assets - Third Person Character Controller + url: http://u3d.as/2z1r + - heading: + text: "The Starter Assets packages are compatible with Unity 2020.3 LTS and leverage + Unity\u2019s CharacterController component." + linkText: + url: + - heading: Important note + text: The Starter Assets packages require the Input System and Cinemachine packages + to work. See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf) + for more information. + linkText: + url: + - heading: 'Get started ' + text: In StarterAssets/ThirdPersonController/Scenes or StarterAssets/FirstPersonController/Scenes, + you will find the Playground Scene. Here you can use the Starter Assets controller + in a simple playground environment and start adjusting the controller settings + to your liking. + linkText: + url: + - heading: Documentation + text: See the documentation (Assets/StarterAssets/StarterAssets_Documentation.pdf) + for more information on how to set up the Starter Assets in a new Scene, in + HDRP/URP, or for mobile devices. + linkText: + url: + - heading: 'We want to hear your feedback! 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+ { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/Assets/TutorialInfo/Scripts/Readme.cs b/Assets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 0000000..48843db --- /dev/null +++ b/Assets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +public class Readme : 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