Player, player movement, camera control

This commit is contained in:
2024-12-07 21:48:47 +01:00
parent 54fe327198
commit 8969435fda
1052 changed files with 166612 additions and 6768 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomEditor(typeof(KinematicCharacterMotor))]
public class KinematicCharacterMotorEditor : Editor
{
protected virtual void OnSceneGUI()
{
KinematicCharacterMotor motor = (target as KinematicCharacterMotor);
if (motor)
{
Vector3 characterBottom = motor.transform.position + (motor.Capsule.center + (-Vector3.up * (motor.Capsule.height * 0.5f)));
Handles.color = Color.yellow;
Handles.CircleHandleCap(
0,
characterBottom + (motor.transform.up * motor.MaxStepHeight),
Quaternion.LookRotation(motor.transform.up, motor.transform.forward),
motor.Capsule.radius + 0.1f,
EventType.Repaint);
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace KinematicCharacterController
{
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyPropertyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
}

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