init: first prototype state

This commit is contained in:
Jakob Feldmann 2023-12-24 22:43:42 +01:00
commit 4b95e9a9ff
350 changed files with 38184 additions and 0 deletions

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Shader "CustomShader/FesnelRipple"
{
Properties
{
_base_alpha ("base alpha", Range(0.0, 1.0)) = 0.5
_shield_color ("shield color", Color) = (0, 0, 1, 1)
_shield_color_brightness ("shield color brightness", Range(0.25, 20)) = 10.0
_shield_intensity ("shield intensity", Range(0.1,20)) = 2.0
_rotation ("rotation", Vector) = (0.1, 0.0, 0.0)
_shield_size ("shield size", Range(0.0,0.5)) = 0.0
_shield_pulse_frequency ("shield pulse frequency", float)= 1.0
_shield_pulse_density ("shield pulse density", float) = 1.0
_shield_pulse_amplitude ("shield pulse amplitude", float) = 1.0
_shield_pulse_blend ("shield pulse blend", float) = 1.0
_shield_pulse_radius ("shield pulse radius", float) = 1.0
_impact_origin ("impact origin", Vector) = (1.0, 0.0, 0.0)
_impact_frequency ("impact frequency", float) = 5.0
_impact_density ("impact density", float) = 5.0
_impact_amplitude ("impact amplitude", float) = 6.0
_impact_blend ("impact blend", float) = 0
_impact_radius ("impact radius", float) = 1.1
_impact_anim ("impact anim", Range(0.0,0.1)) = 0.0
}
HLSLINCLUDE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// properties
float _base_alpha;
float4 _shield_color;
float _shield_color_brightness;
float _shield_intensity;
float3 _rotation;
float _shield_size;
float _shield_pulse_frequency;
float _shield_pulse_density;
float _shield_pulse_amplitude;
float _shield_pulse_blend;
float _shield_pulse_radius;
float3 _impact_origin;
float _impact_frequency;
float _impact_amplitude;
float _impact_blend;
float _impact_density;
float _impact_radius;
float _impact_anim;
// Impact functions
float _FadeRipple(float dist, float blend, float radius) {
// create a radius
return smoothstep(radius, 0, dist);
}
float _ComputeRipple(float3 vert, float3 orig, float blend, float radius, float freq, float dens, float ampl, float anim) {
// calculate the intensity of the impact
float dist = distance(vert, orig);
float i = sin((freq * anim - dist * dens)) * ampl;
return i * _FadeRipple(dist, blend, radius);
}
// Shield functions
float ComputeFresnel(float3 norm, float3 view_dir, float intensity) {
float width = 0.95;
float softness = 0.96;
float fresnel = 1.0 - saturate(dot(norm, view_dir));
fresnel = pow(fresnel, intensity);
fresnel = lerp(1, smoothstep(width, softness, fresnel), step(0, width));
return fresnel;
}
float4 Rotate(float3 vert, float3 speed) {
// build the 3 rotation matrices
speed = speed * _Time * 5.0;
float4x4 xrot = float4x4(
float4(1.0, 0.0, 0.0, 0.0),
float4(0.0, cos(speed.x), -sin(speed.x), 0.0),
float4(0.0, sin(speed.x), cos(speed.x), 0.0),
float4(0.0, 0.0, 0.0, 1.0));
float4x4 yrot = float4x4(
float4(cos(speed.y), 0.0, -sin(speed.y), 0.0),
float4(0.0, 1.0, 0.0, 0.0),
float4(sin(speed.y), 0.0, cos(speed.y), 0.0),
float4(0.0, 0.0, 0.0, 1.0));
float4x4 zrot = float4x4(
float4(cos(speed.z), -sin(speed.z), 0.0, 0.0),
float4(sin(speed.z), cos(speed.z), 0.0, 0.0),
float4(0.0, 0.0, 1.0, 0.0),
float4(0.0, 0.0, 0.0, 1.0));
float4 output = mul(xrot, mul(yrot, mul(zrot, float4(vert.xyz, 1.0))));
return output;
}
// vertex shader inputs
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float2 uv : TEXCOORD0;
};
// vertex shader outputs to fragment
struct v2f
{
float2 uv : TEXCOORD0; // texture coordinate
float4 vertex : SV_POSITION; // clips space position
float3 normal : NORMAL;
float3 viewDirection : TEXCOORD2;
};
// vertex shader
v2f vert (appdata v)
{
v.vertex = Rotate(v.vertex, _rotation);
v.normal = Rotate(v.normal, _rotation);
float4 vert_world_pos = mul(unity_ObjectToWorld, v.vertex);
float impact_ripple = _ComputeRipple(v.vertex.xyz,
_impact_origin.xyz,
_impact_blend,
_impact_radius,
_impact_frequency,
_impact_density,
_impact_amplitude,
_impact_anim);
v.vertex += v.normal * (impact_ripple + _shield_size);
v2f o;
// transform position to clip space
// (multiply with model*view*projection matrix)
o.vertex = UnityObjectToClipPos(v.vertex);
// just pass the texture coordinate
o.uv = v.uv;
o.normal = v.normal.xyz;
o.viewDirection = normalize(WorldSpaceViewDir(vert_world_pos));
return o;
}
ENDHLSL
SubShader
{
Tags { "RenderType"="Transparent"
"IgnoreProjector"="True"
"Queue"="Transparent"
"ForceNoShadowCasting"="True"
}
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Tags
{
"LightMode" = "UniversalForward"
}
Name "BackCullingPass"
Cull Back
HLSLPROGRAM
fixed4 frag (v2f i) : SV_Target
{
float f = ComputeFresnel(i.normal, i.viewDirection, _shield_intensity);
fixed4 col = 0;
fixed3 normalToGray = (0.299 * i.normal.r) + (0.587 * i.normal.g) + (0.114 * i.normal.b);
col.rgb = f * _shield_color_brightness * _shield_color + (abs(normalToGray) - 0.3);
col.a = f * _base_alpha;
return col;
}
ENDHLSL
}
Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit"
}
Name "FrontCullingPass"
Cull Front
HLSLPROGRAM
fixed4 frag (v2f i) : SV_Target
{
float f = ComputeFresnel(i.normal, i.viewDirection, _shield_intensity);
fixed4 col = 0;
fixed3 normalToGray = (0.299 * i.normal.r) + (0.587 * i.normal.g) + (0.114 * i.normal.b);
col.rgb = f * _shield_color_brightness * _shield_color + (abs(normalToGray) * 0.5 - 0.5);
col.a = f * _base_alpha * 0.5;
return col;
}
ENDHLSL
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This sample shows how to set up a simple character controller using the input system. As there is more than one way to do it, the sample illustrates several ways. Each demonstration is set up as a separate scene. The basic functionality in all the scenes is the same. You can move and look around and fire projectiles (colored cubes) into the scene. In some scenes, only gamepads are supported but the more involved demonstrations support several different inputs concurrently.
# SimpleDemo_UsingState
[Source](./SimpleController_UsingState.cs)
This starts off at the lowest level by demonstrating how to wire up input by polling input state directly in a `MonoBehaviour.Update` function. For simplicity's sake it only deals with gamepads but the same mechanism works in equivalent ways for other types of input devices (e.g. using `Mouse.current` and `Keyboard.current`).
The key APIs demonstrated here are `Gamepad.current` and `InputControl.ReadValue`.
```CSharp
public class SimpleController_UsingState : MonoBehaviour
{
//...
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var move = Gamepad.leftStick.ReadValue();
//...
}
}
```
# SimpleDemo_UsingActions
[Source](./SimpleController_UsingActions.cs)
This moves one level higher and moves input over to "input actions". These are input abstractions that allow you to bind to input sources indirectly.
In this scene, the actions are embedded directly into the character controller component. This allows setting up the bindings for the actions directly in the inspector. To see the actions and their bindings, select the `Player` object in the hierarchy and look at the `SimpleController_UsingActions` component in the inspector.
The key APIs demonstrated here are `InputAction` and its `Enable`/`Disable` methods and its `ReadValue` method.
```CSharp
public class SimpleController_UsingActions : MonoBehaviour
{
public InputAction moveAction;
//...
public void OnEnable()
{
moveAction.Enable();
//...
}
public void OnDisable()
{
moveAction.Disable();
//...
}
public void Update()
{
var move = moveAction.ReadValue<Vector2>();
//...
}
}
```
The sample also demonstrates how to use a `Tap` and a `SlowTap` interaction on the fire action to implement a charged shooting mechanism. Note that in this case, we run the firing logic right from within the action using the action's `started`, `performed`, and `canceled` callbacks.
```CSharp
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
```
# SimpleDemo_UsingActionAsset
[Source](./SimpleController_UsingActionAsset.cs)
As more and more actions are added, it can become quite tedious to manually set up and `Enable` and `Disable` all the actions. We could use an `InputActionMap` in the component like so
```CSharp
public class SimpleController : MonoBehaviour
{
public InputActionMap actions;
public void OnEnable()
{
actions.Enable();
}
public void OnDisable()
{
actions.Disable();
}
}
```
but then we would have to look up all the actions manually in the action map. A simpler approach is to put all our actions in a separate asset and generate a C# wrapper class that automatically performs the lookup for us.
To create such an `.inputactions` asset, right-click in the Project Browser and click `Create >> Input Actions`. To edit the actions, double-click the `.inputactions` asset and a separate window will come up. The asset we use in this example is [SimpleControls.inputactions](SimpleControls.inputactions).
When you select the asset, note that `Generate C# Class` is ticked in the import settings. This triggers the generation of [SimpleControls.cs](SimpleControls.cs) based on the `.inputactions` file.
Regarding the `SimpleController_UsingActionAsset` script, there are some notable differences.
```CSharp
public class SimpleController_UsingActionAsset
{
// This replaces the InputAction instances we had before with
// the generated C# class.
private SimpleControls m_Controls;
//...
public void Awake()
{
// To use the controls, we need to instantiate them.
// This can be done arbitrary many times. E.g. there
// can be multiple players each with its own SimpleControls
// instance.
m_Controls = new SimpleControls();
// The generated C# class exposes all the action map
// and actions in the asset by name. Here, we reference
// the `fire` action in the `gameplay` action map, for
// example.
m_Controls.gameplay.fire.performed +=
//...
}
//...
public void Update()
{
// Same here, we can just look the actions up by name.
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
//...
}
}
```
Just for kicks, this sample also adds keyboard and mouse control to the game.
# SimpleDemo_UsingPlayerInput
[Source](./SimpleController_UsingPlayerInput.cs)
Finally, we reached the highest level of the input system. While scripting input like in the examples above can be quick and easy, it becomes hard to manage when there can be multiple devices and/or multiple players in the game. This is where `PlayerInput` comes in.
`PlayerInput` automatically manages per-player device assignments and can also automatically handle control scheme switching in single player (e.g. when the player switches between a gamepad and mouse&keyboard).
In our case, we're not getting too much out of it since we don't have control schemes or multiple players but still, let's have a look.
The first thing you'll probably notice is that now there are two script components on the `Player` object, one being the usual `SimpleController` and the other being `PlayerInput`. The latter is what now refers to [SimpleControls.inputactions](SimpleControls.inputactions). It also has `gameplay` set as the `Default Action Map` so that the gameplay actions will get enabled right away when `PlayerInput` itself is enabled.
For getting callbacks, we have chosen `Invoke Unity Events` as the `Behavior`. If you expand the `Events` foldout in the inspector, you can see that `OnFire`, `OnMove`, and `OnLook` are added to the respective events. Each callback method here looks like the `started`, `performed`, and `canceled` callbacks we've already seen on `fireAction` before.
```CSharp
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
private Vector2 m_Move;
//...
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
//...
}
```

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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Use action set asset instead of lose InputActions directly on component.
public class SimpleController_UsingActionAsset : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private SimpleControls m_Controls;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
m_Controls = new SimpleControls();
m_Controls.gameplay.fire.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
m_Controls.gameplay.fire.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
m_Controls.gameplay.fire.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
m_Controls.Enable();
}
public void OnDisable()
{
m_Controls.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = m_Controls.gameplay.look.ReadValue<Vector2>();
var move = m_Controls.gameplay.move.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using System.Collections;
using UnityEngine.InputSystem;
using UnityEngine;
using UnityEngine.InputSystem.Interactions;
// Using simple actions with callbacks.
public class SimpleController_UsingActions : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
public InputAction moveAction;
public InputAction lookAction;
public InputAction fireAction;
private bool m_Charging;
private Vector2 m_Rotation;
public void Awake()
{
// We could use `fireAction.triggered` in Update() but that makes it more difficult to
// implement the charging mechanism. So instead we use the `started`, `performed`, and
// `canceled` callbacks to run the firing logic right from within the action.
fireAction.performed +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(ctx.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
};
fireAction.started +=
ctx =>
{
if (ctx.interaction is SlowTapInteraction)
m_Charging = true;
};
fireAction.canceled +=
ctx =>
{
m_Charging = false;
};
}
public void OnEnable()
{
moveAction.Enable();
lookAction.Enable();
fireAction.Enable();
}
public void OnDisable()
{
moveAction.Disable();
lookAction.Disable();
fireAction.Disable();
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
var look = lookAction.ReadValue<Vector2>();
var move = moveAction.ReadValue<Vector2>();
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(look);
Move(move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
var size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
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using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
// Use a separate PlayerInput component for setting up input.
public class SimpleController_UsingPlayerInput : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public float burstSpeed;
public GameObject projectile;
private bool m_Charging;
private Vector2 m_Rotation;
private Vector2 m_Look;
private Vector2 m_Move;
public void OnMove(InputAction.CallbackContext context)
{
m_Move = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
m_Look = context.ReadValue<Vector2>();
}
public void OnFire(InputAction.CallbackContext context)
{
switch (context.phase)
{
case InputActionPhase.Performed:
if (context.interaction is SlowTapInteraction)
{
StartCoroutine(BurstFire((int)(context.duration * burstSpeed)));
}
else
{
Fire();
}
m_Charging = false;
break;
case InputActionPhase.Started:
if (context.interaction is SlowTapInteraction)
m_Charging = true;
break;
case InputActionPhase.Canceled:
m_Charging = false;
break;
}
}
public void OnGUI()
{
if (m_Charging)
GUI.Label(new Rect(100, 100, 200, 100), "Charging...");
}
public void Update()
{
// Update orientation first, then move. Otherwise move orientation will lag
// behind by one frame.
Look(m_Look);
Move(m_Move);
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private IEnumerator BurstFire(int burstAmount)
{
for (var i = 0; i < burstAmount; ++i)
{
Fire();
yield return new WaitForSeconds(0.1f);
}
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using UnityEngine.InputSystem;
using UnityEngine;
// Using state of gamepad device directly.
public class SimpleController_UsingState : MonoBehaviour
{
public float moveSpeed;
public float rotateSpeed;
public GameObject projectile;
private Vector2 m_Rotation;
private bool m_Firing;
private float m_FireCooldown;
public void Update()
{
var gamepad = Gamepad.current;
if (gamepad == null)
return;
var leftStick = gamepad.leftStick.ReadValue();
var rightStick = gamepad.rightStick.ReadValue();
Look(rightStick);
Move(leftStick);
if (gamepad.buttonSouth.wasPressedThisFrame)
{
m_Firing = true;
m_FireCooldown = 0;
}
else if (gamepad.buttonSouth.wasReleasedThisFrame)
{
m_Firing = false;
}
if (m_Firing && m_FireCooldown < Time.time)
{
Fire();
m_FireCooldown = Time.time + 0.1f;
}
}
private void Move(Vector2 direction)
{
if (direction.sqrMagnitude < 0.01)
return;
var scaledMoveSpeed = moveSpeed * Time.deltaTime;
// For simplicity's sake, we just keep movement in a single plane here. Rotate
// direction according to world Y rotation of player.
var move = Quaternion.Euler(0, transform.eulerAngles.y, 0) * new Vector3(direction.x, 0, direction.y);
transform.position += move * scaledMoveSpeed;
}
private void Look(Vector2 rotate)
{
if (rotate.sqrMagnitude < 0.01)
return;
var scaledRotateSpeed = rotateSpeed * Time.deltaTime;
m_Rotation.y += rotate.x * scaledRotateSpeed;
m_Rotation.x = Mathf.Clamp(m_Rotation.x - rotate.y * scaledRotateSpeed, -89, 89);
transform.localEulerAngles = m_Rotation;
}
private void Fire()
{
var transform = this.transform;
var newProjectile = Instantiate(projectile);
newProjectile.transform.position = transform.position + transform.forward * 0.6f;
newProjectile.transform.rotation = transform.rotation;
const int size = 1;
newProjectile.transform.localScale *= size;
newProjectile.GetComponent<Rigidbody>().mass = Mathf.Pow(size, 3);
newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * 20f, ForceMode.Impulse);
newProjectile.GetComponent<MeshRenderer>().material.color =
new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.6.3
// from Assets/Samples/Input System/1.6.3/Simple Demo/SimpleControls.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 @SimpleControls: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @SimpleControls()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""SimpleControls"",
""maps"": [
{
""name"": ""gameplay"",
""id"": ""265c38f5-dd18-4d34-b198-aec58e1627ff"",
""actions"": [
{
""name"": ""fire"",
""type"": ""Button"",
""id"": ""1077f913-a9f9-41b1-acb3-b9ee0adbc744"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": ""Tap,SlowTap"",
""initialStateCheck"": false
},
{
""name"": ""move"",
""type"": ""Value"",
""id"": ""50fd2809-3aa3-4a90-988e-1facf6773553"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
},
{
""name"": ""look"",
""type"": ""Value"",
""id"": ""c60e0974-d140-4597-a40e-9862193067e9"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""abb776f3-f329-4f7b-bbf8-b577d13be018"",
""path"": ""*/{PrimaryAction}"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""fire"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc"",
""path"": ""<Gamepad>/leftStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""Dpad"",
""id"": ""cefc16fc-557a-44b0-939f-2ad792876b07"",
""path"": ""Dpad"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""07244659-79df-461d-b329-defbe2fbc5f6"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""21fe6bfe-4721-4483-9f4a-a0031ade105c"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""2dd39746-c75c-4a11-838a-e59eacaf4e0b"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": """",
""id"": ""c106d6e6-2780-47ff-b318-396171bd54cc"",
""path"": ""<Gamepad>/rightStick"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""578caa03-6827-4797-adfc-a59770c437fe"",
""path"": ""<Pointer>/delta"",
""interactions"": """",
""processors"": ""ScaleVector2(x=2,y=2)"",
""groups"": """",
""action"": ""look"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// gameplay
m_gameplay = asset.FindActionMap("gameplay", throwIfNotFound: true);
m_gameplay_fire = m_gameplay.FindAction("fire", throwIfNotFound: true);
m_gameplay_move = m_gameplay.FindAction("move", throwIfNotFound: true);
m_gameplay_look = m_gameplay.FindAction("look", 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();
}
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);
}
// gameplay
private readonly InputActionMap m_gameplay;
private List<IGameplayActions> m_GameplayActionsCallbackInterfaces = new List<IGameplayActions>();
private readonly InputAction m_gameplay_fire;
private readonly InputAction m_gameplay_move;
private readonly InputAction m_gameplay_look;
public struct GameplayActions
{
private @SimpleControls m_Wrapper;
public GameplayActions(@SimpleControls wrapper) { m_Wrapper = wrapper; }
public InputAction @fire => m_Wrapper.m_gameplay_fire;
public InputAction @move => m_Wrapper.m_gameplay_move;
public InputAction @look => m_Wrapper.m_gameplay_look;
public InputActionMap Get() { return m_Wrapper.m_gameplay; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(GameplayActions set) { return set.Get(); }
public void AddCallbacks(IGameplayActions instance)
{
if (instance == null || m_Wrapper.m_GameplayActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_GameplayActionsCallbackInterfaces.Add(instance);
@fire.started += instance.OnFire;
@fire.performed += instance.OnFire;
@fire.canceled += instance.OnFire;
@move.started += instance.OnMove;
@move.performed += instance.OnMove;
@move.canceled += instance.OnMove;
@look.started += instance.OnLook;
@look.performed += instance.OnLook;
@look.canceled += instance.OnLook;
}
private void UnregisterCallbacks(IGameplayActions instance)
{
@fire.started -= instance.OnFire;
@fire.performed -= instance.OnFire;
@fire.canceled -= instance.OnFire;
@move.started -= instance.OnMove;
@move.performed -= instance.OnMove;
@move.canceled -= instance.OnMove;
@look.started -= instance.OnLook;
@look.performed -= instance.OnLook;
@look.canceled -= instance.OnLook;
}
public void RemoveCallbacks(IGameplayActions instance)
{
if (m_Wrapper.m_GameplayActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IGameplayActions instance)
{
foreach (var item in m_Wrapper.m_GameplayActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_GameplayActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public GameplayActions @gameplay => new GameplayActions(this);
public interface IGameplayActions
{
void OnFire(InputAction.CallbackContext context);
void OnMove(InputAction.CallbackContext context);
void OnLook(InputAction.CallbackContext context);
}
}

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{
"name": "SimpleControls",
"maps": [
{
"name": "gameplay",
"id": "265c38f5-dd18-4d34-b198-aec58e1627ff",
"actions": [
{
"name": "fire",
"type": "Button",
"id": "1077f913-a9f9-41b1-acb3-b9ee0adbc744",
"expectedControlType": "Button",
"processors": "",
"interactions": "Tap,SlowTap"
},
{
"name": "move",
"type": "Value",
"id": "50fd2809-3aa3-4a90-988e-1facf6773553",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
{
"name": "look",
"type": "Value",
"id": "c60e0974-d140-4597-a40e-9862193067e9",
"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
}
],
"bindings": [
{
"name": "",
"id": "abb776f3-f329-4f7b-bbf8-b577d13be018",
"path": "*/{PrimaryAction}",
"interactions": "",
"processors": "",
"groups": "",
"action": "fire",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "e1b8c4dd-7b3a-4db6-a93a-0889b59b1afc",
"path": "<Gamepad>/leftStick",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "Dpad",
"id": "cefc16fc-557a-44b0-939f-2ad792876b07",
"path": "Dpad",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "07244659-79df-461d-b329-defbe2fbc5f6",
"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "f0ec75cb-f02c-40d2-a33f-1fd6eab2ae0b",
"path": "<Keyboard>/s",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "21fe6bfe-4721-4483-9f4a-a0031ade105c",
"path": "<Keyboard>/a",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "2dd39746-c75c-4a11-838a-e59eacaf4e0b",
"path": "<Keyboard>/d",
"interactions": "",
"processors": "",
"groups": "",
"action": "move",
"isComposite": false,
"isPartOfComposite": true
},
{
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"path": "<Gamepad>/rightStick",
"interactions": "",
"processors": "",
"groups": "",
"action": "look",
"isComposite": false,
"isPartOfComposite": false
},
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"interactions": "",
"processors": "ScaleVector2(x=2,y=2)",
"groups": "",
"action": "look",
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}
]
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