This commit is contained in:
OliverS 2024-04-20 17:53:04 +02:00
commit f5fade285f
40 changed files with 4577 additions and 2587 deletions

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View File

@ -3,27 +3,37 @@ using Cinemachine;
public class CameraController : MonoBehaviour
{
//[SerializeField] private CinemachineVirtualCamera cam;
//private CinemachineOrbitalTransposer orbitalTransposer;
[SerializeField] private GameObject cam;
//private void Start()
//{
// orbitalTransposer = cam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
//}
public float scrollSpeed;
//private void Update()
//{
// if (Input.GetMouseButtonDown(1))
// {
// orbitalTransposer.m_XAxis.m_InputAxisName = "Mouse X";
// //orbitalTransposer.
// }
public Vector2 sens;
private Vector2 defaultMaxSpeed;
// if (Input.GetMouseButtonUp(1))
// {
private void Start()
{
defaultMaxSpeed *= 0;
}
// orbitalTransposer.m_XAxis.m_InputAxisName = null;
private void Update()
{
defaultMaxSpeed = new Vector2(cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed, cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed);
// }
//}
if (Input.GetMouseButtonDown(1))
{
defaultMaxSpeed = sens;
}
if (Input.GetMouseButtonUp(1))
{
defaultMaxSpeed *= 0;
}
cam.GetComponent<CinemachineFreeLook>().m_XAxis.m_MaxSpeed = defaultMaxSpeed.x;
cam.GetComponent<CinemachineFreeLook>().m_YAxis.m_MaxSpeed = defaultMaxSpeed.y;
float scroll = Input.GetAxis("Mouse ScrollWheel");
cam.GetComponent<CinemachineCameraOffset>().m_Offset.z += scroll * scrollSpeed;
}
}

View File

@ -1,46 +1,75 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HideWall : MonoBehaviour
{
public float maxRayDistance;
[SerializeField] private GameObject target;
[SerializeField] private GameObject origin;
public GameObject prevObject;
public Material defaultMaterial; // Material when not hitting "Wall"
public Material hitMaterial; // Material when hitting "Wall"
public GameObject prevObject;
public float sphereRadius;
float maxSphereRayDistance;
public Vector3 maxSphereRayDistanceOffset;
private List<GameObject> prevHitObjects = new List<GameObject>();
private void Start()
{
maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius * 2 + 1);
}
void Update()
{
Vector3 direction = (target.transform.position - origin.transform.position).normalized;
Vector3 direction = ((target.transform.position + maxSphereRayDistanceOffset) - origin.transform.position).normalized;
RaycastHit[] hits = Physics.SphereCastAll(origin.transform.position, sphereRadius, direction, maxSphereRayDistance);
RaycastHit hit;
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
if (Physics.Raycast(origin.transform.position, direction, out hit, maxRayDistance))
// Change material of currently hit objects
for (int i = 0; i < hits.Length; i++)
{
if (hit.collider.CompareTag("Wall"))
if (hits[i].collider.CompareTag("Wall"))
{
if (prevObject == hit.collider.gameObject)
{
hit.collider.GetComponent<Renderer>().material = hitMaterial;
prevObject = hit.collider.gameObject;
}
else
{
hit.collider.GetComponent<Renderer>().material = defaultMaterial;
}
var hitGameObject = hits[i].collider.gameObject;
hitObjectsThisFrame.Add(hitGameObject);
// Change material only if this object wasn't hit last frame
if (!prevHitObjects.Contains(hitGameObject))
{
Renderer renderer = hits[i].collider.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material = hitMaterial;
}
}
}
}
// Restore the material of objects that are not hit this frame but were hit in the previous frame
for (int i = 0; i < prevHitObjects.Count; i++)
{
if (!hitObjectsThisFrame.Contains(prevHitObjects[i]))
{
Renderer renderer = prevHitObjects[i].GetComponent<Renderer>();
if (renderer != null)
{
renderer.material = defaultMaterial;
}
}
}
// Update the list of previously hit objects
prevHitObjects = hitObjectsThisFrame;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(origin.transform.position, (target.transform.position - origin.transform.position).normalized * maxRayDistance);
Gizmos.DrawWireSphere(origin.transform.position, sphereRadius);
}
}

View File

@ -23,6 +23,7 @@ public class CameraSlotClickDetect : MonoBehaviour
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
{
var slotInfo = hit.collider.gameObject.GetComponentInParent<SlotManager>();
slotInfo.OnClick();
Debug.Log($"Hit PlacementSlot! At ({slotInfo.x}, {slotInfo.y})");
}

View File

@ -7,14 +7,22 @@ public class GridManager : MonoBehaviour
{
[SerializeField] private Vector2Int GridSize;
[SerializeField] private float Gap = 0.1f;
[SerializeField] private GridType gridType = GridType.Primary;
[Space(10)]
[SerializeField] private GameObject TowerSlotPrefab;
[DoNotSerialize] public List<GameObject> SpawnedSlots = new();
/// <summary>
/// Not implimented
/// </summary>
[DoNotSerialize] public string[,] GridStates;
private void OnEnable()
{
TowerPlacementManager.OnSpawnGridRequested += SpawnSlots;
GridStates = new string[GridSize.x, GridSize.y];
}
private void OnDisable()
@ -39,8 +47,17 @@ public class GridManager : MonoBehaviour
infoHolder.x = x;
infoHolder.y = y;
infoHolder.OnSlotClicked += sender.OnSlotClicked;
SpawnedSlots.Add(spawned);
}
}
}
}
public enum GridType
{
Primary,
Wall,
Celling
}

View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
@ -10,9 +11,16 @@ public class TowerPlacementManager : MonoBehaviour
/// Sender
/// </summary>
public static event Action<TowerPlacementManager> OnSpawnGridRequested;
public static TowerPlacementManager Singleton;
// Section: Selection
private SlotManager CurrentSelected;
// Section: Debug
public GameObject DebugTowerPrefab;
private bool IsPlacing = true; // Show silluette or nothing
private void Start()
{
if (Singleton != this)
@ -20,10 +28,71 @@ public class TowerPlacementManager : MonoBehaviour
Singleton = this;
OnSpawnGridRequested?.Invoke(this);
ToSilhouette(DebugTowerPrefab);
}
public void OnSlotClicked(SlotManager slot, GridManager grid, int x, int y)
{
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
OnSelectSlot(slot);
SpawnTowerAtSelected(DebugTowerPrefab);
}
// Called when a slot is selected
public void OnSelectSlot(SlotManager slot)
{
// Detects if the selected slot is new
if (CurrentSelected != null && CurrentSelected != slot)
OnDeselectSlot(CurrentSelected, slot);
CurrentSelected = slot;
slot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.blue;
}
// Called when another slot is getting selected
public void OnDeselectSlot(SlotManager prevSlot, SlotManager newSlot)
{
prevSlot.gameObject.GetComponentInChildren<Renderer>().material.color = Color.white;
}
public void SpawnTowerAtSelected(GameObject towerPrefab)
{
Instantiate(towerPrefab, CurrentSelected.transform);
}
public void OnSlotHovered()
{
}
[Space(10)]
public Material SilhouetteMaterial;
public GameObject ToSilhouette(GameObject obj)
{
// if prefab, then spawn it
if (obj.scene.name == null)
obj = Instantiate(obj);
Component[] objScripts = obj.GetComponents<Component>();
objScripts = objScripts.Concat(obj.GetComponentsInChildren<Component>()).ToArray();
for (int i = 0; i < objScripts.Length; i++)
{
var comp = objScripts[i];
if (comp is not Renderer && comp is not Transform && comp is not MeshFilter)
{
Destroy(comp);
}
else if (typeof(Renderer).IsAssignableFrom(comp))
{
var renderer = comp as Renderer;
renderer.materials = new Material[] { SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial , SilhouetteMaterial };
}
}
return obj;
}
}

View File

@ -9,8 +9,15 @@ public class SlotManager : MonoBehaviour
public int x;
public int y;
public Transform TowerSpawnPoint;
/// <summary>
/// (Sender, spawnerRef, X, Y)
/// </summary>
public static event Action<SlotManager, GridManager, int, int> OnSlotClicked;
public event Action<SlotManager, GridManager, int, int> OnSlotClicked;
public void OnClick()
{
OnSlotClicked?.Invoke(this, spawnerRef, x, y);
}
}

View File

@ -0,0 +1,9 @@
using UnityEngine;
public class Barrel : MonoBehaviour
{
[SerializeField]
private Transform tip;
public Transform Tip => tip;
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7e81b110ace4ce100b765f538ff6522f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -0,0 +1,22 @@
using UnityEngine;
using UnityEngine.Assertions;
[RequireComponent(typeof(Collider))]
public class Projectile : MonoBehaviour
{
[SerializeField, Range(0f, 1f)]
private float bounciness = 0.5f;
private Collider projCol;
private void Awake()
{
projCol = GetComponent<Collider>();
Assert.IsNotNull(projCol);
PhysicMaterial pMat = new();
pMat.bounciness = this.bounciness;
projCol.material = pMat;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a98521a4b559621438fc196adc605f3b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,18 +1,89 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
[RequireComponent(typeof(ProjectileSpawner))]
public class ProjectileTower : Tower
{
[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
[SerializeField] private ProjectilePattern[] projectileSequence;
[SerializeField] private Barrel barrel;
[SerializeField] private LineRenderer trajectory;
[SerializeField] private int trajectoryBounces = 2;
private const float k_trajectory_maxdist = 100f;
private ProjectileSpawner projectileSpawner;
public Vector3 AimDirection => transform.TransformVector(transform.InverseTransformVector(horizontalArc.ToKnobVector) + transform.InverseTransformVector(verticalArc.ToKnobVector));
protected override void Awake()
{
base.Awake();
projectileSpawner = GetComponent<ProjectileSpawner>();
Assert.IsNotNull(projectileSpawner);
horizontalArc.Value.AddListener(UpdateBarrelRotation);
verticalArc.Value.AddListener(UpdateBarrelRotation);
horizontalArc.Value.AddListener(UpdateTrajectory);
verticalArc.Value.AddListener(UpdateTrajectory);
UpdateBarrelRotation();
UpdateTrajectory();
StartCoroutine(AttackLoop());
}
private void UpdateTrajectory(float unused) => UpdateTrajectory();
private void UpdateTrajectory()
{
if (trajectory == null) return;
Vector3 origin = barrel.Tip.position;
Vector3 dir = barrel.transform.forward;
List<Vector3> pointsInTrajectory = new();
pointsInTrajectory.Add(origin);
for (int i = 0; i < trajectoryBounces; i++)
{
Debug.DrawRay(origin, dir.normalized * k_trajectory_maxdist, Color.red, 5f);
RaycastHit hit;
if (!Physics.Raycast(origin, dir, out hit, k_trajectory_maxdist))
break;
pointsInTrajectory.Add(hit.point);
dir = Vector3.Reflect(dir, hit.normal);
origin = hit.point;
}
trajectory.positionCount = pointsInTrajectory.Count;
trajectory.SetPositions(pointsInTrajectory.ToArray());
}
protected override void OnDestroy()
{
horizontalArc.Value.RemoveListener(UpdateBarrelRotation);
verticalArc.Value.RemoveListener(UpdateBarrelRotation);
}
private IEnumerator AttackLoop()
{
do {
yield return new WaitForSeconds(attackSecondsDelay);
UpdateBarrelRotation();
Debug.DrawRay(transform.position, horizontalArc.ToKnobVector, Color.red, attackSecondsDelay);
Debug.DrawRay(transform.position, verticalArc.ToKnobVector, Color.green, attackSecondsDelay);
Debug.DrawRay(transform.position, AimDirection, Color.yellow, attackSecondsDelay);
projectileSpawner.RunBulletSequence(transform.position, transform.up, AimDirection, projectileSequence);
} while (true);
}
private void UpdateBarrelRotation(float unused) => UpdateBarrelRotation();
// Rotate barrel to match rotation
private void UpdateBarrelRotation()
{
barrel.transform.localRotation = Quaternion.Euler(verticalArc.Value, horizontalArc.Value, 0f);
}
}

View File

@ -1,13 +1,14 @@
using UnityEngine;
using UnityEngine.Assertions;
[RequireComponent(typeof(HealthComponent))]
public abstract class Tower : MonoBehaviour
{
[SerializeField] private EditableArc horizontalArc;
[SerializeField] private EditableArc verticalArc;
public bool towerSelected { get; set; } = true;
private HealthComponent healthComp;
[SerializeField] protected EditableArc horizontalArc;
[SerializeField] protected EditableArc verticalArc;
protected HealthComponent healthComp;
// Getters
public Vector2 HorizontalRotationMinMax => horizontalArc.RotationMinMax;
@ -20,6 +21,16 @@ public abstract class Tower : MonoBehaviour
healthComp = GetComponent<HealthComponent>();
Assert.IsNotNull(healthComp);
// Set default rotation to average between min max
horizontalArc.Value.AddListener(SnapVerticalToHorizontal);
}
private void SnapVerticalToHorizontal(float horizontalAngle)
{
verticalArc.transform.rotation = Quaternion.Euler(verticalArc.transform.rotation.eulerAngles.x, horizontalAngle, verticalArc.transform.rotation.eulerAngles.z);
}
protected virtual void OnDestroy()
{
horizontalArc.Value.RemoveListener(SnapVerticalToHorizontal);
}
}

View File

@ -1,4 +1,6 @@
using System;
using UnityEngine;
using UnityEngine.Assertions;
public enum ArcOrientation
{
@ -12,6 +14,9 @@ public class EditableArc : MonoBehaviour
[SerializeField] private ArcOrientation orientation = ArcOrientation.HORIZONTAL;
[SerializeField, Range(5, 50)] private int samples = 15;
[SerializeField] private float visualRadius = 1f;
[SerializeField] private SliderKnob knob;
[SerializeField] private float knobSensitiviy = 1f;
[SerializeField] private string moveKnobAxisName = "Mouse X";
[SerializeField] private Vector2 rotationMinMax = new Vector2(-30f, 30f);
private LineRenderer lineRenderer;
@ -19,13 +24,64 @@ public class EditableArc : MonoBehaviour
public Observer<float> Value { get; private set; } = new(0);
public Vector2 RotationMinMax => rotationMinMax;
public Vector3 normal => orientation == ArcOrientation.HORIZONTAL ? transform.up : transform.forward;
public Vector3 tangent => orientation == ArcOrientation.HORIZONTAL ? transform.forward : transform.up;
public Vector3 ToKnobVector => Quaternion.AngleAxis(Value.Value, normal) * tangent;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
Value.AddListener(UpdateArc);
Value.AddListener(UpdateKnobPosition);
Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
// Set default rotation to average between min max
// Value.Value = (rotationMinMax.x + rotationMinMax.y) / 2f;
Assert.IsNotNull(knob, $"No knob on {this}");
knob.OnDrag += PointerDraggedOnKnob;
// Initial
UpdateKnobPosition(Value);
}
// Moves the knob to the right position based on the angle on the arc
private void UpdateKnobPosition(float angle)
{
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
Vector3 knobPos = transform.position + dir;
knob.transform.position = knobPos;
}
private void OnDestroy()
{
Value.RemoveListener(UpdateArc);
Value.RemoveListener(UpdateKnobPosition);
knob.OnDrag -= PointerDraggedOnKnob;
}
private void PointerDraggedOnKnob(SliderKnob knob)
{
// Amount mouse have moved since last frame - ie. mouse velocity
Vector2 mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
Vector3 end = Quaternion.AngleAxis(rotationMinMax.y, normal) * tangent;
Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 1f);
Vector3 arcTangent = (v2 - v1).normalized;
Debug.DrawRay(knob.transform.position, arcTangent, Color.yellow, 5f);
Debug.Log($"tangent: {arcTangent}");
// TODO: figure out this based on camera orientation
float sign = -1f;
float delta = (Vector2.Dot(arcTangent, Vector2.up * mouseMovement.x) + Vector2.Dot(arcTangent, Vector2.right * mouseMovement.y)) * knobSensitiviy * sign;
Debug.Log(delta);
float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
Value.Value = newAngle;
}
private void Update()
@ -35,24 +91,6 @@ public class EditableArc : MonoBehaviour
private void UpdateArc(float rotation)
{
Vector3 normal;
Vector3 tangent;
if (orientation == ArcOrientation.HORIZONTAL)
{
normal = transform.up;
tangent = transform.right;
}
else if (orientation == ArcOrientation.VERTICAL)
{
normal = transform.right;
tangent = transform.up;
}
else
{
throw new System.Exception("WTFFFFF HAVE YOU DONE YOU MF!!?");
}
float angle = rotationMinMax.y - rotationMinMax.x;
float v = (Mathf.PI - Value * Mathf.Deg2Rad) / 2f;
Vector3 start = Quaternion.AngleAxis(rotationMinMax.x, normal) * tangent;
@ -71,22 +109,36 @@ public class EditableArc : MonoBehaviour
}
lineRenderer.SetPositions(positions);
// Set looop
if (angle >= 360)
lineRenderer.loop = true;
else
lineRenderer.loop = false;
}
public Vector3 SamplePointOnArc(Vector3 startPoint, Vector3 endPoint, float radius, float t)
{
// Calculate the angle between start and end points
float angle = Vector3.Angle(startPoint, endPoint) * t;
float angle = Mathf.Lerp(rotationMinMax.x, rotationMinMax.y, t);
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
return transform.position + dir.normalized * radius;
}
// Calculate the perpendicular vector from start to end
Vector3 axis = Vector3.Cross(startPoint, endPoint).normalized;
public Vector3 SamplePointOnArcAngle(Vector3 startPoint, Vector3 endPoint, float radius, float angle)
{
Vector3 dir = Quaternion.AngleAxis(angle, normal) * tangent;
return transform.position + dir.normalized * radius;
}
// Calculate the position of the point on the arc
Vector3 pointOnArc = Quaternion.AngleAxis(angle, axis) * startPoint;
public static float ClampAngle(float current, float min, float max)
{
float dtAngle = Mathf.Abs(((min - max) + 180) % 360 - 180);
float hdtAngle = dtAngle * 0.5f;
float midAngle = min + hdtAngle;
// Scale the point by the radius
pointOnArc *= radius;
return pointOnArc;
float offset = Mathf.Abs(Mathf.DeltaAngle(current, midAngle)) - hdtAngle;
if (offset > 0)
current = Mathf.MoveTowardsAngle(current, midAngle, offset);
return current;
}
}

View File

@ -32,7 +32,6 @@ public class Observer<T> {
}
public void Invoke() {
Debug.Log($"Invoking {onValueChanged.GetPersistentEventCount()} listeners");
onValueChanged.Invoke(value);
}

View File

@ -23,12 +23,12 @@ public class ProjectileSpawner : MonoBehaviour
{
[SerializeField] private float delayBetweenBulletSequences = 0.1f;
public void RunBulletSequence(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
public void RunBulletSequence(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
{
StartCoroutine(RunBulletSequenceCourotine(origin, baseDirection, bulletSequence));
StartCoroutine(RunBulletSequenceCourotine(origin, normal, baseDirection, bulletSequence));
}
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
private IEnumerator RunBulletSequenceCourotine(Vector3 origin, Vector3 normal, Vector3 baseDirection, ProjectilePattern[] bulletSequence)
{
baseDirection.Normalize();
@ -37,13 +37,14 @@ public class ProjectileSpawner : MonoBehaviour
float stepSize = bulletPattern.Arc / ((float)bulletPattern.Amount);
for (int i = 0; i < bulletPattern.Amount; i++)
{
Vector2 bulletDir = rotate(baseDirection, stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f);
float angle = stepSize * i + stepSize / 2f - bulletPattern.Arc / 2f;
Vector3 bulletDir = Quaternion.AngleAxis(angle, normal) * baseDirection;
GameObject projectile = Instantiate(bulletPattern.bulletPrefab, origin, Quaternion.identity);
Debug.DrawRay(origin, bulletDir, Color.magenta, 5f);
projectile.transform.up = bulletDir;
projectile.GetComponent<Rigidbody2D>().AddForce(bulletDir * bulletPattern.Speed);
projectile.GetComponent<Rigidbody>().AddForce(bulletDir * bulletPattern.Speed);
if (bulletPattern.Burst)
yield return new WaitForSeconds(bulletPattern.BurstDelay);

View File

@ -0,0 +1,26 @@
using System;
using UnityEngine;
public class SliderKnob : MonoBehaviour
{
public event Action<SliderKnob> OnDrag;
private Vector3 screenPoint;
private Vector3 offset;
void OnMouseDown()
{
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
void OnMouseDrag()
{
OnDrag?.Invoke(this);
/* Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
transform.position = curPosition; */
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9998882d4b72010a9b0ca2d8bd35835e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -3,10 +3,11 @@
--- !u!55 &1
PhysicsManager:
m_ObjectHideFlags: 0
serializedVersion: 13
serializedVersion: 14
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
m_DefaultMaxDepenetrationVelocity: 10
m_SleepThreshold: 0.005
m_DefaultContactOffset: 0.01
m_DefaultSolverIterations: 6
@ -17,10 +18,11 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0.1
m_ClothInterCollisionStiffness: 0.2
m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_SimulationMode: 0
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1
m_InvokeCollisionCallbacks: 1
m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0
@ -32,5 +34,7 @@ PhysicsManager:
m_FrictionType: 0
m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1
m_ImprovedPatchFriction: 0
m_SolverType: 0
m_DefaultMaxAngularSpeed: 50
m_FastMotionThreshold: 3.4028235e+38

View File

@ -12,7 +12,7 @@ TagManager:
-
- Water
- UI
- PlacementSlots
- Projectile
-
-
-