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private Dictionary> playerControlSchemes = new Dictionary>(); + private Dictionary> playerControlSchemes = + new Dictionary>(); private float restartMatchTime = 0; private ControlSchemeDetection controlSchemeDetector; @@ -159,11 +160,13 @@ public class GameManager : MonoBehaviour } if (controlScheme.Item1.Contains("Keyboard")) { - pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, InputSystem.GetDeviceById(controlScheme.Item2)); + pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, + InputSystem.GetDeviceById(controlScheme.Item2)); } else if (controlScheme.Item1.Contains("Controller")) { - pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, InputSystem.GetDeviceById(controlScheme.Item2)); + pc.playerInput.SwitchCurrentControlScheme(controlScheme.Item1, + InputSystem.GetDeviceById(controlScheme.Item2)); } if (controlScheme.Item1 != "New Player") { @@ -236,6 +239,7 @@ public class ControlSchemeDetection : IPlayerActions int bindingIndex = context.action.GetBindingIndexForControl(context.control); InputBinding binding = context.action.bindings[bindingIndex]; string controlScheme = binding.groups.Split(';')[0]; - ControlSchemeDetected.Invoke(this, new Tuple(controlScheme, context.control.device.deviceId)); + ControlSchemeDetected.Invoke(this, new Tuple(controlScheme, + context.control.device.deviceId)); } } \ No newline at end of file diff --git a/Assets/Scripts/HitFeedbackTestObjectBehavior.cs b/Assets/Scripts/HitFeedbackTestObjectBehavior.cs index 2909140..9cd1e34 100644 --- a/Assets/Scripts/HitFeedbackTestObjectBehavior.cs +++ b/Assets/Scripts/HitFeedbackTestObjectBehavior.cs @@ -86,7 +86,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour Vector3 rotation = transform.rotation.eulerAngles; Vector3 driftVelocity = currentVelocity - Vector3.Project(currentVelocity, rotation); antiDriftVelocity = Vector3.Reflect(-driftVelocity, transform.up) - driftVelocity; - antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude); + antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, + currentVelocity.magnitude); antiDriftFactor = Mathf.Max(antiDriftFactor, minAntiDriftFactor); Debug.DrawRay(transform.position, driftVelocity.normalized * 5, Color.red); } @@ -97,7 +98,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour Vector3 DragDecceleration(Vector3 currentVelocity, Zone zone) { Vector3 drag = new Vector3(); - float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude); + float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, + currentVelocity.magnitude); float normalDragFactor = Mathf.InverseLerp(normalMaxVelocity, 0, currentVelocity.magnitude); if (zone == Zone.NimbleZone) { @@ -135,7 +137,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour Vector3 colliderVelocity = collider.attachedRigidbody.velocity; Vector3 tackleDirection = body.transform.position - collider.transform.position; float colliderMass = collider.attachedRigidbody.mass; - body.AddForce(colliderVelocity.magnitude * tackleDirection * (colliderMass / body.mass), ForceMode.Acceleration); + body.AddForce(colliderVelocity.magnitude * tackleDirection * (colliderMass / body.mass), + ForceMode.Acceleration); UpdateTackleResponse(true); } diff --git a/Assets/Scripts/NimbleZoneDetection.cs b/Assets/Scripts/NimbleZoneDetection.cs index 9d51e62..4d2139c 100644 --- a/Assets/Scripts/NimbleZoneDetection.cs +++ b/Assets/Scripts/NimbleZoneDetection.cs @@ -48,12 +48,18 @@ public class NimbleZoneDetection : MonoBehaviour ResetShaderProperties(); } - private Func[] gravityFunctions = { DownGravity, NoGravity, InwardsGravity, OutwardsGravity }; + private Func[] gravityFunctions = + { DownGravity, NoGravity, InwardsGravity, OutwardsGravity }; + + private static Func NoGravity = + new Func(position => new Vector3()); + private static Func DownGravity = + new Func(position => Vector3.down * gravityFactor); + + private static Func InwardsGravity = + new Func + (position => new Vector3(position.x, position.y, 0).normalized * -gravityFactor); - private static Func NoGravity = new Func(position => new Vector3()); - private static Func DownGravity = new Func(position => Vector3.down * gravityFactor); - private static Func InwardsGravity = new Func - (position => new Vector3(position.x, position.y, 0).normalized * -gravityFactor); private static Func OutwardsGravity = new Func (position => new Vector3(position.x, position.y, 0).normalized * gravityFactor); @@ -156,9 +162,4 @@ public class NimbleZoneDetection : MonoBehaviour material.SetFloatArray("_RippleDurations", rippleDurations); material.SetFloatArray("_RippleRadii", rippleRadii); } - - private void OnDestroy() - { - ResetShaderProperties(); - } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index e304744..5d6ce27 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -55,7 +55,8 @@ public class PlayerController : MonoBehaviour { if (forceManager == null) { - forceManager = GameObject.FindGameObjectWithTag("ForceManager").GetComponent(); + forceManager = GameObject.FindGameObjectWithTag("ForceManager"). + GetComponent(); } body = GetComponent(); playerInput = GetComponent(); @@ -116,7 +117,8 @@ public class PlayerController : MonoBehaviour float stunFactor = isCriticalTackle ? stunLooseControlFactor : 1f; currentThrustInput = IsBoosting() ? 1f : currentThrustInput; - Vector3 acceleration = thrustAcceleration * currentThrustInput * Time.deltaTime * Vector3.up * stunFactor; + Vector3 acceleration = thrustAcceleration * currentThrustInput * Time.deltaTime + * Vector3.up * stunFactor; Vector3 currentVelocity = body.velocity; @@ -161,8 +163,11 @@ public class PlayerController : MonoBehaviour // Cancel out inertia/drifting Vector3 rotation = transform.rotation.eulerAngles; Vector3 driftVelocity = currentVelocity - Vector3.Project(currentVelocity, rotation); + antiDriftVelocity = Vector3.Reflect(-driftVelocity, transform.up) - driftVelocity; - antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude); + antiDriftFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, + currentVelocity.magnitude); + antiDriftFactor = Mathf.Max(antiDriftFactor, minAntiDriftFactor); Debug.DrawRay(transform.position, driftVelocity.normalized * 5, Color.red); Debug.DrawRay(transform.position, antiDriftVelocity.normalized * 5, Color.green); @@ -173,7 +178,9 @@ public class PlayerController : MonoBehaviour { Vector3 drag = new Vector3(); bool isBoosting = currentBoostInput > 0 && canBoost == true; - float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, currentVelocity.magnitude); + float minDragFactor = Mathf.InverseLerp(absolutMaxVelocity, normalMaxVelocity, + currentVelocity.magnitude); + float normalDragFactor = Mathf.InverseLerp(normalMaxVelocity, 0, currentVelocity.magnitude); if (!isBoosting && zone == Zone.NimbleZone) { @@ -290,7 +297,8 @@ public class PlayerController : MonoBehaviour } Vector3 colliderVelocity = collider.attachedRigidbody.velocity; Vector3 tackleDirection = body.transform.position - collider.transform.position; - body.AddForce(colliderVelocity.magnitude * tackleDirection * tacklePowerFactor, ForceMode.Acceleration); + body.AddForce(colliderVelocity.magnitude * tackleDirection * tacklePowerFactor, + ForceMode.Acceleration); UpdateTackleResponse(true); } diff --git a/Assets/Shaders/FesnelRipple.shader b/Assets/Shaders/BRP_FesnelRipple.shader similarity index 100% rename from Assets/Shaders/FesnelRipple.shader rename to Assets/Shaders/BRP_FesnelRipple.shader diff --git a/Assets/Shaders/FesnelRipple.shader.meta b/Assets/Shaders/BRP_FesnelRipple.shader.meta similarity index 100% rename from Assets/Shaders/FesnelRipple.shader.meta rename to Assets/Shaders/BRP_FesnelRipple.shader.meta diff --git a/Assets/Shaders/PBRLitRipples.shader b/Assets/Shaders/URP_PBRLitRipples.shader similarity index 100% rename from Assets/Shaders/PBRLitRipples.shader rename to Assets/Shaders/URP_PBRLitRipples.shader diff --git a/Assets/Shaders/PBRLitRipples.shader.meta b/Assets/Shaders/URP_PBRLitRipples.shader.meta similarity index 100% rename from Assets/Shaders/PBRLitRipples.shader.meta rename to Assets/Shaders/URP_PBRLitRipples.shader.meta