From a771b7888fea39a294c66e9d819f31d9422e63cb Mon Sep 17 00:00:00 2001
From: sin365 <353374337@qq.com>
Date: Mon, 2 Jan 2023 14:47:39 +0800
Subject: [PATCH 1/2] =?UTF-8?q?=E5=8D=87=E7=BA=A7=E5=88=B0URP?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
AkiraPixelWind.sln | 32 +-
Assembly-CSharp-Editor.csproj | 795 +++++++++++++
Assembly-CSharp.csproj | 884 +++++++-------
Assets/Axibug/Axibug.prefab | 88 +-
.../Prefabs/UI/UIYYControl/UIMgr.prefab | 103 +-
Assets/Materials.meta | 8 +
Assets/Materials/Skybox_Mat.mat | 89 ++
Assets/Materials/Skybox_Mat.mat.meta | 8 +
Assets/Presets.meta | 8 +
Assets/Presets/AudioCompressedInMemory.preset | 137 +++
.../AudioCompressedInMemory.preset.meta | 8 +
Assets/Presets/AudioStreaming.preset | 137 +++
Assets/Presets/AudioStreaming.preset.meta | 8 +
Assets/Presets/Defaults.meta | 8 +
.../Defaults/AlbedoTexture_Default.preset | 497 ++++++++
.../AlbedoTexture_Default.preset.meta | 8 +
.../Defaults/AudioDecompressOnLoad.preset | 137 +++
.../AudioDecompressOnLoad.preset.meta | 8 +
.../Defaults/DirectionalLight_Default.preset | 137 +++
.../DirectionalLight_Default.preset.meta | 8 +
Assets/Presets/NormalTexture.preset | 497 ++++++++
Assets/Presets/NormalTexture.preset.meta | 8 +
Assets/Presets/UtilityTexture.preset | 497 ++++++++
Assets/Presets/UtilityTexture.preset.meta | 8 +
Assets/Readme.asset | 50 +
Assets/Readme.asset.meta | 8 +
Assets/Scenes.meta | 2 +-
Assets/Scenes/{Main.unity => MainScene.unity} | 488 +++++---
.../{Main.unity.meta => MainScene.unity.meta} | 2 +-
.../Scenes/MainSceneLightingSettings.lighting | 63 +
.../MainSceneLightingSettings.lighting.meta | 8 +
Assets/Scripts.meta | 2 +-
Assets/Scripts/SimpleCameraController.cs | 303 +++++
Assets/Scripts/SimpleCameraController.cs.meta | 11 +
Assets/Settings.meta | 8 +
Assets/Settings/ForwardRenderer.asset | 44 +
Assets/Settings/ForwardRenderer.asset.meta | 8 +
Assets/Settings/SampleSceneProfile.asset | 118 ++
Assets/Settings/SampleSceneProfile.asset.meta | 8 +
Assets/Settings/UniversalRP-HighQuality.asset | 53 +
.../UniversalRP-HighQuality.asset.meta | 8 +
Assets/Settings/UniversalRP-LowQuality.asset | 53 +
.../UniversalRP-LowQuality.asset.meta | 8 +
.../Settings/UniversalRP-MediumQuality.asset | 53 +
.../UniversalRP-MediumQuality.asset.meta | 8 +
Assets/TutorialInfo.meta | 9 +
Assets/TutorialInfo/Icons.meta | 9 +
Assets/TutorialInfo/Icons/Help_Icon.png | Bin 0 -> 18108 bytes
Assets/TutorialInfo/Icons/Help_Icon.png.meta | 128 ++
Assets/TutorialInfo/Icons/UniversalIcon.png | Bin 0 -> 132694 bytes
.../TutorialInfo/Icons/UniversalIcon.png.meta | 128 ++
Assets/TutorialInfo/Layout.wlt | 654 +++++++++++
Assets/TutorialInfo/Layout.wlt.meta | 8 +
Assets/TutorialInfo/Scripts.meta | 9 +
Assets/TutorialInfo/Scripts/Editor.meta | 9 +
.../Scripts/Editor/ReadmeEditor.cs | 158 +++
.../Scripts/Editor/ReadmeEditor.cs.meta | 12 +
Assets/TutorialInfo/Scripts/Readme.cs | 14 +
Assets/TutorialInfo/Scripts/Readme.cs.meta | 12 +
Axibug.Editor.csproj | 427 ++++---
Axibug.Runtime.csproj | 922 +++++++--------
Axibug.csproj | 1028 ++++++++---------
Game.Editor.csproj | 429 ++++---
Game.csproj | 900 +++++++--------
Packages/manifest.json | 1 +
Packages/packages-lock.json | 46 +
ProjectSettings/AudioManager.asset | 2 +-
ProjectSettings/DynamicsManager.asset | 10 +-
ProjectSettings/EditorBuildSettings.asset | 5 +-
ProjectSettings/EditorSettings.asset | 7 +-
ProjectSettings/GraphicsSettings.asset | 11 +-
ProjectSettings/InputManager.asset | 192 +++
ProjectSettings/PresetManager.asset | 24 +-
ProjectSettings/ProjectSettings.asset | 72 +-
ProjectSettings/QualitySettings.asset | 145 +--
ProjectSettings/TagManager.asset | 12 +-
ProjectSettings/TimeManager.asset | 2 +-
ProjectSettings/URPProjectSettings.asset | 15 +
ProjectSettings/UnityConnectSettings.asset | 2 +-
ProjectSettings/VFXManager.asset | 1 -
Unity.AssetBundleBrowser.Editor.csproj | 435 ++++---
UserSettings/EditorUserSettings.asset | 4 +-
82 files changed, 8304 insertions(+), 2962 deletions(-)
create mode 100644 Assembly-CSharp-Editor.csproj
create mode 100644 Assets/Materials.meta
create mode 100644 Assets/Materials/Skybox_Mat.mat
create mode 100644 Assets/Materials/Skybox_Mat.mat.meta
create mode 100644 Assets/Presets.meta
create mode 100644 Assets/Presets/AudioCompressedInMemory.preset
create mode 100644 Assets/Presets/AudioCompressedInMemory.preset.meta
create mode 100644 Assets/Presets/AudioStreaming.preset
create mode 100644 Assets/Presets/AudioStreaming.preset.meta
create mode 100644 Assets/Presets/Defaults.meta
create mode 100644 Assets/Presets/Defaults/AlbedoTexture_Default.preset
create mode 100644 Assets/Presets/Defaults/AlbedoTexture_Default.preset.meta
create mode 100644 Assets/Presets/Defaults/AudioDecompressOnLoad.preset
create mode 100644 Assets/Presets/Defaults/AudioDecompressOnLoad.preset.meta
create mode 100644 Assets/Presets/Defaults/DirectionalLight_Default.preset
create mode 100644 Assets/Presets/Defaults/DirectionalLight_Default.preset.meta
create mode 100644 Assets/Presets/NormalTexture.preset
create mode 100644 Assets/Presets/NormalTexture.preset.meta
create mode 100644 Assets/Presets/UtilityTexture.preset
create mode 100644 Assets/Presets/UtilityTexture.preset.meta
create mode 100644 Assets/Readme.asset
create mode 100644 Assets/Readme.asset.meta
rename Assets/Scenes/{Main.unity => MainScene.unity} (53%)
rename Assets/Scenes/{Main.unity.meta => MainScene.unity.meta} (74%)
create mode 100644 Assets/Scenes/MainSceneLightingSettings.lighting
create mode 100644 Assets/Scenes/MainSceneLightingSettings.lighting.meta
create mode 100644 Assets/Scripts/SimpleCameraController.cs
create mode 100644 Assets/Scripts/SimpleCameraController.cs.meta
create mode 100644 Assets/Settings.meta
create mode 100644 Assets/Settings/ForwardRenderer.asset
create mode 100644 Assets/Settings/ForwardRenderer.asset.meta
create mode 100644 Assets/Settings/SampleSceneProfile.asset
create mode 100644 Assets/Settings/SampleSceneProfile.asset.meta
create mode 100644 Assets/Settings/UniversalRP-HighQuality.asset
create mode 100644 Assets/Settings/UniversalRP-HighQuality.asset.meta
create mode 100644 Assets/Settings/UniversalRP-LowQuality.asset
create mode 100644 Assets/Settings/UniversalRP-LowQuality.asset.meta
create mode 100644 Assets/Settings/UniversalRP-MediumQuality.asset
create mode 100644 Assets/Settings/UniversalRP-MediumQuality.asset.meta
create mode 100644 Assets/TutorialInfo.meta
create mode 100644 Assets/TutorialInfo/Icons.meta
create mode 100644 Assets/TutorialInfo/Icons/Help_Icon.png
create mode 100644 Assets/TutorialInfo/Icons/Help_Icon.png.meta
create mode 100644 Assets/TutorialInfo/Icons/UniversalIcon.png
create mode 100644 Assets/TutorialInfo/Icons/UniversalIcon.png.meta
create mode 100644 Assets/TutorialInfo/Layout.wlt
create mode 100644 Assets/TutorialInfo/Layout.wlt.meta
create mode 100644 Assets/TutorialInfo/Scripts.meta
create mode 100644 Assets/TutorialInfo/Scripts/Editor.meta
create mode 100644 Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
create mode 100644 Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
create mode 100644 Assets/TutorialInfo/Scripts/Readme.cs
create mode 100644 Assets/TutorialInfo/Scripts/Readme.cs.meta
create mode 100644 ProjectSettings/URPProjectSettings.asset
diff --git a/AkiraPixelWind.sln b/AkiraPixelWind.sln
index dc39c0d..114be59 100644
--- a/AkiraPixelWind.sln
+++ b/AkiraPixelWind.sln
@@ -7,11 +7,15 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axibug.Runtime", "Axibug.Ru
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axibug", "Axibug.csproj", "{1C6A6544-CF52-D2FA-C49F-74768676B988}"
EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axibug.Editor", "Axibug.Editor.csproj", "{627D77F4-C9BE-84D3-DB10-6046CB23071E}"
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{DCCC4B6C-854C-8A1A-E177-44093267F831}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Game.Editor", "Game.Editor.csproj", "{98FBFC68-818B-0A9E-7472-D409D606C424}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity.AssetBundleBrowser.Editor", "Unity.AssetBundleBrowser.Editor.csproj", "{ABF204EF-1E2E-8CB2-72AF-91D7308875CD}"
EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Game.Editor", "Game.Editor.csproj", "{98FBFC68-818B-0A9E-7472-D409D606C424}"
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axibug.Editor", "Axibug.Editor.csproj", "{627D77F4-C9BE-84D3-DB10-6046CB23071E}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{A168D890-7B12-8BE2-A4ED-EF58FC71CA47}"
EndProject
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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{1C6A6544-CF52-D2FA-C49F-74768676B988}.Release|Any CPU.Build.0 = Release|Any CPU
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- {ABF204EF-1E2E-8CB2-72AF-91D7308875CD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{98FBFC68-818B-0A9E-7472-D409D606C424}.Release|Any CPU.Build.0 = Release|Any CPU
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GlobalSection(SolutionProperties) = preSolution
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+ Unity.AssetBundleBrowser.Editor
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+ {627D77F4-C9BE-84D3-DB10-6046CB23071E}
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+ Axibug.Runtime
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+ {98FBFC68-818B-0A9E-7472-D409D606C424}
+ Game.Editor
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diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 25af95a..2a90b9d 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -22,7 +22,7 @@
full
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Library\ScriptAssemblies\Unity.VSCode.Editor.dll
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Library\ScriptAssemblies\Unity.TextMeshPro.Editor.dll
Library\ScriptAssemblies\Unity.VisualStudio.Editor.dll
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Library\ScriptAssemblies\Unity.Timeline.dll
Library\ScriptAssemblies\Unity.TextMeshPro.dll
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@@ -683,9 +690,36 @@
Library\ScriptAssemblies\Unity.Rider.Editor.dll
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{627D77F4-C9BE-84D3-DB10-6046CB23071E}
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{88C9498B-28D5-9BC2-A070-28EA094BD304}
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{98FBFC68-818B-0A9E-7472-D409D606C424}
Game.Editor
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{1E25715C-CDA3-48CD-B962-7142A7C4E9DE}
Game
diff --git a/Assets/Axibug/Axibug.prefab b/Assets/Axibug/Axibug.prefab
index 50226a6..4475542 100644
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+ title: Universal Render Pipeline Template
+ sections:
+ - heading: Universal Render Pipeline
+ text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.'
+ linkText:
+ url:
+ - heading:
+ text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.'
+ linkText:
+ url:
+ - heading:
+ text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.'
+ linkText:
+ url:
+ - heading:
+ text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.'
+ linkText:
+ url:
+ - heading:
+ text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.'
+ linkText:
+ url:
+ - heading:
+ text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.'
+ linkText:
+ url:
+ - heading:
+ text: 'To read more about URP and its built-in features, see the '
+ linkText: URP documentation.
+ url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html
+ - heading:
+ text: 'For more information about Shader Graph, see the '
+ linkText: Shader Graph documentation
+ url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest
+ loadedLayout: 1
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diff --git a/Assets/Scenes/Main.unity b/Assets/Scenes/MainScene.unity
similarity index 53%
rename from Assets/Scenes/Main.unity
rename to Assets/Scenes/MainScene.unity
index 22e9448..1af3f8a 100644
--- a/Assets/Scenes/Main.unity
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diff --git a/Assets/Scripts/SimpleCameraController.cs b/Assets/Scripts/SimpleCameraController.cs
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+#if ENABLE_INPUT_SYSTEM
+using UnityEngine.InputSystem;
+#endif
+
+using UnityEngine;
+
+namespace UnityTemplateProjects
+{
+ public class SimpleCameraController : MonoBehaviour
+ {
+ class CameraState
+ {
+ public float yaw;
+ public float pitch;
+ public float roll;
+ public float x;
+ public float y;
+ public float z;
+
+ public void SetFromTransform(Transform t)
+ {
+ pitch = t.eulerAngles.x;
+ yaw = t.eulerAngles.y;
+ roll = t.eulerAngles.z;
+ x = t.position.x;
+ y = t.position.y;
+ z = t.position.z;
+ }
+
+ public void Translate(Vector3 translation)
+ {
+ Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
+
+ x += rotatedTranslation.x;
+ y += rotatedTranslation.y;
+ z += rotatedTranslation.z;
+ }
+
+ public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
+ {
+ yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
+ pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
+ roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
+
+ x = Mathf.Lerp(x, target.x, positionLerpPct);
+ y = Mathf.Lerp(y, target.y, positionLerpPct);
+ z = Mathf.Lerp(z, target.z, positionLerpPct);
+ }
+
+ public void UpdateTransform(Transform t)
+ {
+ t.eulerAngles = new Vector3(pitch, yaw, roll);
+ t.position = new Vector3(x, y, z);
+ }
+ }
+
+ const float k_MouseSensitivityMultiplier = 0.01f;
+
+ CameraState m_TargetCameraState = new CameraState();
+ CameraState m_InterpolatingCameraState = new CameraState();
+
+ [Header("Movement Settings")]
+ [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
+ public float boost = 3.5f;
+
+ [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
+ public float positionLerpTime = 0.2f;
+
+ [Header("Rotation Settings")]
+ [Tooltip("Multiplier for the sensitivity of the rotation.")]
+ public float mouseSensitivity = 60.0f;
+
+ [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
+ public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
+
+ [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
+ public float rotationLerpTime = 0.01f;
+
+ [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
+ public bool invertY = false;
+
+#if ENABLE_INPUT_SYSTEM
+ InputAction movementAction;
+ InputAction verticalMovementAction;
+ InputAction lookAction;
+ InputAction boostFactorAction;
+ bool mouseRightButtonPressed;
+
+ void Start()
+ {
+ var map = new InputActionMap("Simple Camera Controller");
+
+ lookAction = map.AddAction("look", binding: "/delta");
+ movementAction = map.AddAction("move", binding: "/leftStick");
+ verticalMovementAction = map.AddAction("Vertical Movement");
+ boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll");
+
+ lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
+ movementAction.AddCompositeBinding("Dpad")
+ .With("Up", "/w")
+ .With("Up", "/upArrow")
+ .With("Down", "/s")
+ .With("Down", "/downArrow")
+ .With("Left", "/a")
+ .With("Left", "/leftArrow")
+ .With("Right", "/d")
+ .With("Right", "/rightArrow");
+ verticalMovementAction.AddCompositeBinding("Dpad")
+ .With("Up", "/pageUp")
+ .With("Down", "/pageDown")
+ .With("Up", "/e")
+ .With("Down", "/q")
+ .With("Up", "/rightshoulder")
+ .With("Down", "/leftshoulder");
+ boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
+
+ movementAction.Enable();
+ lookAction.Enable();
+ verticalMovementAction.Enable();
+ boostFactorAction.Enable();
+ }
+#endif
+
+ void OnEnable()
+ {
+ m_TargetCameraState.SetFromTransform(transform);
+ m_InterpolatingCameraState.SetFromTransform(transform);
+ }
+
+ Vector3 GetInputTranslationDirection()
+ {
+ Vector3 direction = Vector3.zero;
+#if ENABLE_INPUT_SYSTEM
+ var moveDelta = movementAction.ReadValue();
+ direction.x = moveDelta.x;
+ direction.z = moveDelta.y;
+ direction.y = verticalMovementAction.ReadValue().y;
+#else
+ if (Input.GetKey(KeyCode.W))
+ {
+ direction += Vector3.forward;
+ }
+ if (Input.GetKey(KeyCode.S))
+ {
+ direction += Vector3.back;
+ }
+ if (Input.GetKey(KeyCode.A))
+ {
+ direction += Vector3.left;
+ }
+ if (Input.GetKey(KeyCode.D))
+ {
+ direction += Vector3.right;
+ }
+ if (Input.GetKey(KeyCode.Q))
+ {
+ direction += Vector3.down;
+ }
+ if (Input.GetKey(KeyCode.E))
+ {
+ direction += Vector3.up;
+ }
+#endif
+ return direction;
+ }
+
+ void Update()
+ {
+ // Exit Sample
+
+ if (IsEscapePressed())
+ {
+ Application.Quit();
+ #if UNITY_EDITOR
+ UnityEditor.EditorApplication.isPlaying = false;
+ #endif
+ }
+
+ // Hide and lock cursor when right mouse button pressed
+ if (IsRightMouseButtonDown())
+ {
+ Cursor.lockState = CursorLockMode.Locked;
+ }
+
+ // Unlock and show cursor when right mouse button released
+ if (IsRightMouseButtonUp())
+ {
+ Cursor.visible = true;
+ Cursor.lockState = CursorLockMode.None;
+ }
+
+ // Rotation
+ if (IsCameraRotationAllowed())
+ {
+ var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
+ if (invertY)
+ mouseMovement.y = -mouseMovement.y;
+
+ var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
+
+ m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
+ m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
+ }
+
+ // Translation
+ var translation = GetInputTranslationDirection() * Time.deltaTime;
+
+ // Speed up movement when shift key held
+ if (IsBoostPressed())
+ {
+ translation *= 10.0f;
+ }
+
+ // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
+ boost += GetBoostFactor();
+ translation *= Mathf.Pow(2.0f, boost);
+
+ m_TargetCameraState.Translate(translation);
+
+ // Framerate-independent interpolation
+ // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
+ var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
+ var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
+ m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
+
+ m_InterpolatingCameraState.UpdateTransform(transform);
+ }
+
+ float GetBoostFactor()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return boostFactorAction.ReadValue().y * 0.01f;
+#else
+ return Input.mouseScrollDelta.y * 0.01f;
+#endif
+ }
+
+ Vector2 GetInputLookRotation()
+ {
+ // try to compensate the diff between the two input systems by multiplying with empirical values
+#if ENABLE_INPUT_SYSTEM
+ var delta = lookAction.ReadValue();
+ delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
+ delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
+ return delta;
+#else
+ return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
+#endif
+ }
+
+ bool IsBoostPressed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
+ boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
+ return boost;
+#else
+ return Input.GetKey(KeyCode.LeftShift);
+#endif
+
+ }
+
+ bool IsEscapePressed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
+#else
+ return Input.GetKey(KeyCode.Escape);
+#endif
+ }
+
+ bool IsCameraRotationAllowed()
+ {
+#if ENABLE_INPUT_SYSTEM
+ bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
+ canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
+ return canRotate;
+#else
+ return Input.GetMouseButton(1);
+#endif
+ }
+
+ bool IsRightMouseButtonDown()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
+#else
+ return Input.GetMouseButtonDown(1);
+#endif
+ }
+
+ bool IsRightMouseButtonUp()
+ {
+#if ENABLE_INPUT_SYSTEM
+ return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
+#else
+ return Input.GetMouseButtonUp(1);
+#endif
+ }
+
+ }
+
+}
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