Merge branch 'main' of 121.165.94.243:capers/bluewater into NTG

# Conflicts:
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiController.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiController.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiStat.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiStat.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiWeight.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/AiWeight.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Archer.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Archer.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Axeman.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Axeman.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/SpearKnight.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/SpearKnight.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Spearman.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Spearman.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/SwordKnight.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/SwordKnight.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Swordman.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Ai/Type/Swordman.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IAiBase.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IAiBase.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IAiStat.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IAiStat.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IDamageable.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Interface/IDamageable.cs.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Utility.meta
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Utility/Utils.cs
#	BlueWater/Assets/Cube World Set URP - Proto Series/Assets/Bitgem/Cube_World/_Materials/URP_Multicolor_Material/Multicolor shader related/Editor/Utility/Utils.cs.meta
This commit is contained in:
NTG_Lenovo 2023-08-03 14:33:33 +09:00
commit bd465b9f89
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.6.3
// from Assets/02.Scritps/BlueWater.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 @BlueWater: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @BlueWater()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""BlueWater"",
""maps"": [
{
""name"": ""Player"",
""id"": ""9fe03cc1-5cd3-4b79-a95e-461613cb242e"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""e46165d9-8066-4400-8950-9b7d4bb9ca75"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": ""WASD"",
""id"": ""4dc5b54c-0e59-461e-a12d-470900925a36"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""up"",
""id"": ""07083b18-8b38-4c90-ae78-28c2927a5f82"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""down"",
""id"": ""3b75699e-1063-4230-9ac3-95292c44d2bd"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""left"",
""id"": ""6bdc290d-3bc8-4e00-b868-1977d3f2267d"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""03206e08-b0b8-4a95-9bf8-a3e4fd10d4db"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": [
{
""name"": ""Keyboard"",
""bindingGroup"": ""Keyboard"",
""devices"": [
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Mouse>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Move = m_Player.FindAction("Move", 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);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_Move;
public struct PlayerActions
{
private @BlueWater m_Wrapper;
public PlayerActions(@BlueWater wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Player_Move;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
}
private void UnregisterCallbacks(IPlayerActions instance)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
}
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public PlayerActions @Player => new PlayerActions(this);
private int m_KeyboardSchemeIndex = -1;
public InputControlScheme KeyboardScheme
{
get
{
if (m_KeyboardSchemeIndex == -1) m_KeyboardSchemeIndex = asset.FindControlSchemeIndex("Keyboard");
return asset.controlSchemes[m_KeyboardSchemeIndex];
}
}
public interface IPlayerActions
{
void OnMove(InputAction.CallbackContext context);
}
}

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{
"name": "BlueWater",
"maps": [
{
"name": "Player",
"id": "9fe03cc1-5cd3-4b79-a95e-461613cb242e",
"actions": [
{
"name": "Move",
"type": "Value",
"id": "e46165d9-8066-4400-8950-9b7d4bb9ca75",
"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": true
}
],
"bindings": [
{
"name": "WASD",
"id": "4dc5b54c-0e59-461e-a12d-470900925a36",
"path": "2DVector",
"interactions": "",
"processors": "",
"groups": "",
"action": "Move",
"isComposite": true,
"isPartOfComposite": false
},
{
"name": "up",
"id": "07083b18-8b38-4c90-ae78-28c2927a5f82",
"path": "<Keyboard>/w",
"interactions": "",
"processors": "",
"groups": "Keyboard",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "3b75699e-1063-4230-9ac3-95292c44d2bd",
"path": "<Keyboard>/s",
"interactions": "",
"processors": "",
"groups": "Keyboard",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "left",
"id": "6bdc290d-3bc8-4e00-b868-1977d3f2267d",
"path": "<Keyboard>/a",
"interactions": "",
"processors": "",
"groups": "Keyboard",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "right",
"id": "03206e08-b0b8-4a95-9bf8-a3e4fd10d4db",
"path": "<Keyboard>/d",
"interactions": "",
"processors": "",
"groups": "Keyboard",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
}
]
}
],
"controlSchemes": [
{
"name": "Keyboard",
"bindingGroup": "Keyboard",
"devices": [
{
"devicePath": "<Keyboard>",
"isOptional": false,
"isOR": false
},
{
"devicePath": "<Mouse>",
"isOptional": false,
"isOR": false
}
]
}
]
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Floater : MonoBehaviour
{
public GerstnerWave waveGenerator;
public float boatOffset = 0.0f; // new variable
private Rigidbody rb;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
float waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
float phaseConstant = waveGenerator.speed * waveNumber;
// Convert the boat's world position to the wave's local position
Vector3 localPosition = waveGenerator.transform.InverseTransformPoint(rb.position);
float dotProduct = Vector2.Dot(new Vector2(localPosition.x, localPosition.z), waveGenerator.direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
// Calculate the new height
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset;
localPosition.y = newY;
// Convert the position back to world coordinates
rb.MovePosition(waveGenerator.transform.TransformPoint(localPosition));
// Calculate the wave's normal at the boat's position
Vector3 normal = new Vector3(
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.x * Mathf.Cos(wavePhase),
1.0f,
-waveGenerator.amplitude * waveNumber * waveGenerator.direction.y * Mathf.Cos(wavePhase)
).normalized;
// Rotate the boat to align with the wave's normal
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GerstnerWave : MonoBehaviour
{
public float waveLength = 0.1f;
public float amplitude = 0.1f;
public float speed = 1f;
public Vector2 direction = new Vector2(1.0f, 0.0f);
void Update()
{
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 vertex = vertices[i];
float dotProduct = Vector2.Dot(new Vector2(vertex.x, vertex.z), direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
vertex.y = amplitude * Mathf.Sin(wavePhase);
vertices[i] = vertex;
// Calculate the normal at the vertex
float cosPhase = Mathf.Cos(wavePhase);
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
normals[i] = new Vector3(dx, 1.0f, dz).normalized;
}
mesh.vertices = vertices;
mesh.normals = normals;
}
public Vector3 GetWaveNormal(Vector3 position)
{
float waveNumber = 2.0f * Mathf.PI / waveLength;
float phaseConstant = speed * waveNumber;
float dotProduct = Vector2.Dot(new Vector2(position.x + transform.position.x, position.z + transform.position.z), direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
float cosPhase = Mathf.Cos(wavePhase);
// We differentiate the wave function to get the slope at the current point
float dx = -waveNumber * amplitude * direction.x * cosPhase;
float dz = -waveNumber * amplitude * direction.y * cosPhase;
Vector3 normal = new Vector3(dx, 1.0f, dz).normalized;
return normal;
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace _02.Scripts.WaterAndShip
{
public class Player : MonoBehaviour
{
public float maxSpeed = 10f;
public float acceleration = 2f;
public float deceleration = 2f;
public float turnSpeed = 10f;
private Rigidbody rb;
private Vector2 movementInput;
void Awake()
{
rb = GetComponent<Rigidbody>();
}
public void OnMove(InputValue value)
{
movementInput = value.Get<Vector2>();
}
void FixedUpdate()
{
// Calculate the desired velocity
Vector3 desiredVelocity = transform.forward * movementInput.y * maxSpeed;
// If moving forward, use acceleration. Otherwise, use deceleration.
float speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
// Adjust the current velocity towards the desired velocity
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
// Rotate the boat
float turn = movementInput.x;
Quaternion turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
rb.MoveRotation(rb.rotation * turnRotation);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Float : MonoBehaviour
{
public float waterLevel = 0.0f;
public float floatThreshold = 2.0f;
public float waterDensity = 0.125f;
public float downForce = 4.0f;
float forceFactor;
Vector3 floatForce;
void FixedUpdate()
{
forceFactor = 1.0f - ((transform.position.y - waterLevel) / floatThreshold);
if (forceFactor > 0.0f)
{
floatForce = -Physics.gravity * GetComponent<Rigidbody>().mass * (forceFactor - GetComponent<Rigidbody>().velocity.y * waterDensity);
floatForce += new Vector3(0.0f, -downForce * GetComponent<Rigidbody>().mass, 0.0f);
GetComponent<Rigidbody>().AddForceAtPosition(floatForce, transform.position);
}
}
}

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