chore: new filenames according to new Style Guide

This commit is contained in:
Jakob Feldmann 2024-02-22 20:31:19 +01:00
parent 741edc72a7
commit cb92720fa6
50 changed files with 195 additions and 38 deletions

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@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c46f07b5ed07e4e92aa78254188d3d10, type: 3}
m_Name: InputSystem.inputsettings
m_Name: Input System Input Settings
m_EditorClassIdentifier:
m_SupportedDevices:
- Gamepad

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@ -20,7 +20,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FresnelRippleMaterial
m_Name: BRP Fresnel Ripples
m_Shader: {fileID: 4800000, guid: b965bf942e2a1754ea5b506226e626ed, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0

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@ -7,7 +7,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GlossyPBRRipples Variant
m_Name: URP PBR Ripples Variant
m_Shader: {fileID: 4800000, guid: 8a7f26cb4a0b4d446b2ca031d3ff37df, type: 3}
m_Parent: {fileID: 2100000, guid: 78cb0d90576fe15439f3fd294d5eaaba, type: 2}
m_ModifiedSerializedProperties: 8

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@ -20,7 +20,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: GlossyPBRRipples
m_Name: URP PBR Ripples
m_Shader: {fileID: 4800000, guid: 8a7f26cb4a0b4d446b2ca031d3ff37df, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0

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@ -0,0 +1,133 @@
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m_PrefabInstance: {fileID: 0}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 7
--- !u!21 &2100000
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_BuildTextureStacks: []

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c6f5f8e387397484fbcfbe020cb4d7d6
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
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@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3}
m_Name: UniversalRenderPipelineGlobalSettings
m_Name: URP Global Settings
m_EditorClassIdentifier:
k_AssetVersion: 3
m_RenderingLayerNames:

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@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3}
m_Name: URP_Renderer
m_Name: URP Renderer
m_EditorClassIdentifier:
debugShaders:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, type: 3}

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@ -17,7 +17,8 @@ public class GameManager : MonoBehaviour
[SerializeField] int minPlayerCount = 2;
public GameState currentState { get; private set; }
private Dictionary<int, PlayerController> players = new Dictionary<int, PlayerController>();
private Dictionary<int, Tuple<string, int>> playerControlSchemes = new Dictionary<int, Tuple<string, int>>();
private Dictionary<int, Tuple<string, int>> playerControlSchemes =
new Dictionary<int, Tuple<string, int>>();
private float restartMatchTime = 0;
private ControlSchemeDetection controlSchemeDetector;
@ -159,11 +160,13 @@ public class GameManager : MonoBehaviour
}
if (controlScheme.Item1.Contains("Keyboard"))
{
pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, InputSystem.GetDeviceById(controlScheme.Item2));
pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1,
InputSystem.GetDeviceById(controlScheme.Item2));
}
else if (controlScheme.Item1.Contains("Controller"))
{
pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, InputSystem.GetDeviceById(controlScheme.Item2));
pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1,
InputSystem.GetDeviceById(controlScheme.Item2));
}
if (controlScheme.Item1 != "New Player")
{
@ -236,6 +239,7 @@ public class ControlSchemeDetection : IPlayerActions
int bindingIndex = context.action.GetBindingIndexForControl(context.control);
InputBinding binding = context.action.bindings[bindingIndex];
string controlScheme = binding.groups.Split(';')[0];
ControlSchemeDetected.Invoke(this, new Tuple<string, int>(controlScheme, context.control.device.deviceId));
ControlSchemeDetected.Invoke(this, new Tuple<string, int>(controlScheme,
context.control.device.deviceId));
}
}

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@ -86,7 +86,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour
Vector3 rotation = transform.rotation.eulerAngles;
Vector3 driftVelocity = currentVelocity - Vector3.Project(currentVelocity, rotation);
antiDriftVelocity = Vector3.Reflect(-driftVelocity, transform.up) - driftVelocity;
antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude);
antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity,
currentVelocity.magnitude);
antiDriftFactor = Mathf.Max(antiDriftFactor, minAntiDriftFactor);
Debug.DrawRay(transform.position, driftVelocity.normalized * 5, Color.red);
}
@ -97,7 +98,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour
Vector3 DragDecceleration(Vector3 currentVelocity, Zone zone)
{
Vector3 drag = new Vector3();
float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude);
float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity,
currentVelocity.magnitude);
float normalDragFactor = Mathf.InverseLerp(normalMaxVelocity, 0, currentVelocity.magnitude);
if (zone == Zone.NimbleZone)
{
@ -135,7 +137,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour
Vector3 colliderVelocity = collider.attachedRigidbody.velocity;
Vector3 tackleDirection = body.transform.position - collider.transform.position;
float colliderMass = collider.attachedRigidbody.mass;
body.AddForce(colliderVelocity.magnitude * tackleDirection * (colliderMass / body.mass), ForceMode.Acceleration);
body.AddForce(colliderVelocity.magnitude * tackleDirection * (colliderMass / body.mass),
ForceMode.Acceleration);
UpdateTackleResponse(true);
}

View File

@ -48,12 +48,18 @@ public class NimbleZoneDetection : MonoBehaviour
ResetShaderProperties();
}
private Func<Vector3, Vector3>[] gravityFunctions = { DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
private Func<Vector3, Vector3>[] gravityFunctions =
{ DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
private static Func<Vector3, Vector3> NoGravity = new Func<Vector3, Vector3>(position => new Vector3());
private static Func<Vector3, Vector3> DownGravity = new Func<Vector3, Vector3>(position => Vector3.down * gravityFactor);
private static Func<Vector3, Vector3> InwardsGravity = new Func<Vector3, Vector3>
private static Func<Vector3, Vector3> NoGravity =
new Func<Vector3, Vector3>(position => new Vector3());
private static Func<Vector3, Vector3> DownGravity =
new Func<Vector3, Vector3>(position => Vector3.down * gravityFactor);
private static Func<Vector3, Vector3> InwardsGravity =
new Func<Vector3, Vector3>
(position => new Vector3(position.x, position.y, 0).normalized * -gravityFactor);
private static Func<Vector3, Vector3> OutwardsGravity = new Func<Vector3, Vector3>
(position => new Vector3(position.x, position.y, 0).normalized * gravityFactor);
@ -156,9 +162,4 @@ public class NimbleZoneDetection : MonoBehaviour
material.SetFloatArray("_RippleDurations", rippleDurations);
material.SetFloatArray("_RippleRadii", rippleRadii);
}
private void OnDestroy()
{
ResetShaderProperties();
}
}

View File

@ -55,7 +55,8 @@ public class PlayerController : MonoBehaviour
{
if (forceManager == null)
{
forceManager = GameObject.FindGameObjectWithTag("ForceManager").GetComponent<AffectingForcesManager>();
forceManager = GameObject.FindGameObjectWithTag("ForceManager").
GetComponent<AffectingForcesManager>();
}
body = GetComponent<Rigidbody>();
playerInput = GetComponent<PlayerInput>();
@ -116,7 +117,8 @@ public class PlayerController : MonoBehaviour
float stunFactor = isCriticalTackle ? stunLooseControlFactor : 1f;
currentThrustInput = IsBoosting() ? 1f : currentThrustInput;
Vector3 acceleration = thrustAcceleration * currentThrustInput * Time.deltaTime * Vector3.up * stunFactor;
Vector3 acceleration = thrustAcceleration * currentThrustInput * Time.deltaTime
* Vector3.up * stunFactor;
Vector3 currentVelocity = body.velocity;
@ -161,8 +163,11 @@ public class PlayerController : MonoBehaviour
// Cancel out inertia/drifting
Vector3 rotation = transform.rotation.eulerAngles;
Vector3 driftVelocity = currentVelocity - Vector3.Project(currentVelocity, rotation);
antiDriftVelocity = Vector3.Reflect(-driftVelocity, transform.up) - driftVelocity;
antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude);
antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity,
currentVelocity.magnitude);
antiDriftFactor = Mathf.Max(antiDriftFactor, minAntiDriftFactor);
Debug.DrawRay(transform.position, driftVelocity.normalized * 5, Color.red);
Debug.DrawRay(transform.position, antiDriftVelocity.normalized * 5, Color.green);
@ -173,7 +178,9 @@ public class PlayerController : MonoBehaviour
{
Vector3 drag = new Vector3();
bool isBoosting = currentBoostInput > 0 && canBoost == true;
float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude);
float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity,
currentVelocity.magnitude);
float normalDragFactor = Mathf.InverseLerp(normalMaxVelocity, 0, currentVelocity.magnitude);
if (!isBoosting && zone == Zone.NimbleZone)
{
@ -290,7 +297,8 @@ public class PlayerController : MonoBehaviour
}
Vector3 colliderVelocity = collider.attachedRigidbody.velocity;
Vector3 tackleDirection = body.transform.position - collider.transform.position;
body.AddForce(colliderVelocity.magnitude * tackleDirection * tacklePowerFactor, ForceMode.Acceleration);
body.AddForce(colliderVelocity.magnitude * tackleDirection * tacklePowerFactor,
ForceMode.Acceleration);
UpdateTackleResponse(true);
}