[TASK] Initial commit with basic product setup

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2019-08-18 13:50:14 +02:00
commit 01a66a8e1f
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using UnityEngine;
using Mapbox.Directions;
using System.Collections.Generic;
using Mapbox.Unity.Map;
using Mapbox.Unity.MeshGeneration.Data;
using Mapbox.Utils;
using Mapbox.Unity.Utilities;
using Mapbox.Unity;
using System;
namespace Mapbox.Examples
{
public class AstronautDirections : MonoBehaviour
{
AbstractMap _map;
Directions.Directions _directions;
Action<List<Vector3>> callback;
void Awake()
{
_directions = MapboxAccess.Instance.Directions;
}
public void Query(Action<List<Vector3>> vecs, Transform start, Transform end, AbstractMap map)
{
if (callback == null)
callback = vecs;
_map = map;
var wp = new Vector2d[2];
wp[0] = start.GetGeoPosition(_map.CenterMercator, _map.WorldRelativeScale);
wp[1] = end.GetGeoPosition(_map.CenterMercator, _map.WorldRelativeScale);
var _directionResource = new DirectionResource(wp, RoutingProfile.Walking);
_directionResource.Steps = true;
_directions.Query(_directionResource, HandleDirectionsResponse);
}
void HandleDirectionsResponse(DirectionsResponse response)
{
if (null == response.Routes || response.Routes.Count < 1)
{
return;
}
var dat = new List<Vector3>();
foreach (var point in response.Routes[0].Geometry)
{
dat.Add(Conversions.GeoToWorldPosition(point.x, point.y, _map.CenterMercator, _map.WorldRelativeScale).ToVector3xz());
}
callback(dat);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mapbox.Unity.Map;
namespace Mapbox.Examples
{
public class AstronautMouseController : MonoBehaviour
{
[Header("Character")]
[SerializeField]
GameObject character;
[SerializeField]
float characterSpeed;
[SerializeField]
Animator characterAnimator;
[Header("References")]
[SerializeField]
AstronautDirections directions;
[SerializeField]
Transform startPoint;
[SerializeField]
Transform endPoint;
[SerializeField]
AbstractMap map;
[SerializeField]
GameObject rayPlane;
[SerializeField]
Transform _movementEndPoint;
[SerializeField]
LayerMask layerMask;
Ray ray;
RaycastHit hit;
LayerMask raycastPlane;
float clicktime;
bool moving;
bool characterDisabled;
void Start()
{
characterAnimator = GetComponentInChildren<Animator>();
if (!Application.isEditor)
{
this.enabled = false;
return;
}
}
void Update()
{
if (characterDisabled)
return;
CamControl();
bool click = false;
if (Input.GetMouseButtonDown(0))
{
clicktime = Time.time;
}
if (Input.GetMouseButtonUp(0))
{
if (Time.time - clicktime < 0.15f)
{
click = true;
}
}
if (click)
{
ray = cam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
{
startPoint.position = transform.localPosition;
endPoint.position = hit.point;
MovementEndpointControl(hit.point, true);
directions.Query(GetPositions, startPoint, endPoint, map);
}
}
}
#region Character : Movement
List<Vector3> futurePositions;
bool interruption;
void GetPositions(List<Vector3> vecs)
{
futurePositions = vecs;
if (futurePositions != null && moving)
{
interruption = true;
}
if (!moving)
{
interruption = false;
MoveToNextPlace();
}
}
Vector3 nextPos;
void MoveToNextPlace()
{
if (futurePositions.Count > 0)
{
nextPos = futurePositions[0];
futurePositions.Remove(nextPos);
moving = true;
characterAnimator.SetBool("IsWalking", true);
StartCoroutine(MoveTo());
}
else if (futurePositions.Count <= 0)
{
moving = false;
characterAnimator.SetBool("IsWalking", false);
}
}
Vector3 prevPos;
IEnumerator MoveTo()
{
prevPos = transform.localPosition;
float time = CalculateTime();
float t = 0;
StartCoroutine(LookAtNextPos());
while (t < 1 && !interruption)
{
t += Time.deltaTime / time;
transform.localPosition = Vector3.Lerp(prevPos, nextPos, t);
yield return null;
}
interruption = false;
MoveToNextPlace();
}
float CalculateTime()
{
float timeToMove = 0;
timeToMove = Vector3.Distance(prevPos, nextPos) / characterSpeed;
return timeToMove;
}
#endregion
#region Character : Rotation
IEnumerator LookAtNextPos()
{
Quaternion neededRotation = Quaternion.LookRotation(nextPos - character.transform.position);
Quaternion thisRotation = character.transform.localRotation;
float t = 0;
while (t < 1.0f)
{
t += Time.deltaTime / 0.25f;
var rotationValue = Quaternion.Slerp(thisRotation, neededRotation, t);
character.transform.rotation = Quaternion.Euler(0, rotationValue.eulerAngles.y, 0);
yield return null;
}
}
#endregion
#region CameraControl
[Header("CameraSettings")]
[SerializeField]
Camera cam;
Vector3 previousPos = Vector3.zero;
Vector3 deltaPos = Vector3.zero;
void CamControl()
{
deltaPos = transform.position - previousPos;
deltaPos.y = 0;
cam.transform.position = Vector3.Lerp(cam.transform.position, cam.transform.position + deltaPos, Time.time);
previousPos = transform.position;
}
#endregion
#region Utility
public void DisableCharacter()
{
characterDisabled = true;
moving = false;
StopAllCoroutines();
character.SetActive(false);
}
public void EnableCharacter()
{
characterDisabled = false;
character.SetActive(true);
}
public void LayerChangeOn()
{
Debug.Log("OPEN");
}
public void LayerChangeOff()
{
Debug.Log("CLOSE");
}
void MovementEndpointControl(Vector3 pos, bool active)
{
_movementEndPoint.position = new Vector3(pos.x, 0.2f, pos.z);
_movementEndPoint.gameObject.SetActive(active);
}
#endregion
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Mapbox.Examples
{
public class CharacterMovement : MonoBehaviour
{
public Material[] Materials;
public Transform Target;
public Animator CharacterAnimator;
public float Speed;
AstronautMouseController _controller;
void Start()
{
_controller = GetComponent<AstronautMouseController>();
}
void Update()
{
if (_controller.enabled)// Because the mouse control script interferes with this script
{
return;
}
foreach (var item in Materials)
{
item.SetVector("_CharacterPosition", transform.position);
}
var distance = Vector3.Distance(transform.position, Target.position);
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{
transform.LookAt(Target.position);
transform.Translate(Vector3.forward * Speed);
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CharacterAnimator.SetBool("IsWalking", false);
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// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/Light" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
_FalloffTex ("FallOff", 2D) = "" {}
}
Subshader {
Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor One
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 _Color;
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.rgb *= _Color.rgb;
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = texS * texF.a * 5;
UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
return res;
}
ENDCG
}
}
}

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