Add new particles sample

Update Samples to Tiny 0.24
This commit is contained in:
Abdul Algharbi
2020-04-14 19:50:50 -07:00
parent 92c6c5503a
commit 956cb2cc26
207 changed files with 56729 additions and 1139 deletions
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Project Tiny Samples copyright © 2019 Unity Technologies ApS
Project Tiny Samples copyright © 2020 Unity Technologies ApS
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;
using Unity.Mathematics;
namespace TinyAquarium
{
[GenerateAuthoringComponent]
public struct Player : IComponentData
{
public float Speed;
public float2 HorizontalLimit;
public float2 VerticalLimit;
}
}
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using Unity.Entities;
using Unity.Mathematics;
namespace TinyAquarium
{
[GenerateAuthoringComponent]
public struct PlayerInput : IComponentData
{
public float2 InputAxis;
}
}
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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))
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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using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace TinyAquarium
{
public class PlayerSystem : SystemBase
{
protected override void OnUpdate()
{
Entities.ForEach((ref Player player, ref PlayerInput playerInput, ref Translation translation) =>
{
var newPosition = translation.Value +
new float3(0,
playerInput.InputAxis.y * player.Speed,
-playerInput.InputAxis.x * player.Speed);
translation.Value = new float3(newPosition.x,
// Clamp the player position to avoid going off screen
math.clamp(newPosition.y, player.VerticalLimit.y, player.VerticalLimit.x),
math.clamp(newPosition.z, player.HorizontalLimit.y, player.HorizontalLimit.x));
}).ScheduleParallel();
}
}
}
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