mirror of
https://github.com/hanzoai/ProjectTinySamples.git
synced 2026-09-24 00:01:34 +00:00
Add new particles sample
Update Samples to Tiny 0.24
This commit is contained in:
+1
-1
@@ -1,4 +1,4 @@
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Project Tiny Samples copyright © 2019 Unity Technologies ApS
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Project Tiny Samples copyright © 2020 Unity Technologies ApS
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Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](https://unity3d.com/legal/licenses/Unity_Companion_License).
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using Unity.Entities;
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using Unity.Mathematics;
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namespace TinyAquarium
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{
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using Unity.Entities;
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using Unity.Mathematics;
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namespace TinyAquarium
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{
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using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Tiny.Input;
|
||||
|
||||
namespace TinyAquarium
|
||||
{
|
||||
public class InputCollector : SystemBase
|
||||
{
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
//Get the keyboard input data
|
||||
var inputAxis = new float2(0, 0);
|
||||
var input = World.GetOrCreateSystem<InputSystem>();
|
||||
if (input.GetKey(KeyCode.W) || input.GetKey(KeyCode.UpArrow))
|
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inputAxis.y = 1;
|
||||
if (input.GetKey(KeyCode.S) || input.GetKey(KeyCode.DownArrow))
|
||||
inputAxis.y = -1;
|
||||
if (input.GetKey(KeyCode.A) || input.GetKey(KeyCode.LeftArrow))
|
||||
inputAxis.x = -1;
|
||||
if (input.GetKey(KeyCode.D) || input.GetKey(KeyCode.RightArrow))
|
||||
inputAxis.x = 1;
|
||||
|
||||
//Get the touch input data
|
||||
if (input.TouchCount() > 0 && input.GetTouch(0).phase == TouchState.Moved)
|
||||
{
|
||||
var touchDelta = new float2(input.GetTouch(0).deltaX, input.GetTouch(0).deltaY);
|
||||
inputAxis = math.normalizesafe(touchDelta);
|
||||
}
|
||||
|
||||
Entities.ForEach((ref PlayerInput playerInput) =>
|
||||
{
|
||||
playerInput.InputAxis = inputAxis;
|
||||
}).WithBurst().Run();
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}
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}
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}
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using Unity.Entities;
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||||
using Unity.Mathematics;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace TinyAquarium
|
||||
{
|
||||
public class PlayerSystem : SystemBase
|
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{
|
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protected override void OnUpdate()
|
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{
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Entities.ForEach((ref Player player, ref PlayerInput playerInput, ref Translation translation) =>
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{
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var newPosition = translation.Value +
|
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new float3(0,
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playerInput.InputAxis.y * player.Speed,
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-playerInput.InputAxis.x * player.Speed);
|
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translation.Value = new float3(newPosition.x,
|
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// Clamp the player position to avoid going off screen
|
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math.clamp(newPosition.y, player.VerticalLimit.y, player.VerticalLimit.x),
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math.clamp(newPosition.z, player.HorizontalLimit.y, player.HorizontalLimit.x));
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}).ScheduleParallel();
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user