new input actions, basic onmove function that logs input values
This commit is contained in:
13
Assets/Scripts/ExitGame.cs
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13
Assets/Scripts/ExitGame.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ExitGame : MonoBehaviour
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{
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private void Update() {
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if (Input.GetKey("escape")) {
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Debug.Log("Application is quitting!!");
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Application.Quit();
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}
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}
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}
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11
Assets/Scripts/ExitGame.cs.meta
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11
Assets/Scripts/ExitGame.cs.meta
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26
Assets/Scripts/FpsCounter.cs
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26
Assets/Scripts/FpsCounter.cs
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using UnityEngine;
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using TMPro;
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public class FpsCounter : MonoBehaviour
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{
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public TextMeshProUGUI fpsText;
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private float pollingTime = 0.5f;
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private float time;
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private int frameCount;
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void Update()
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{
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time += Time.deltaTime;
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frameCount++;
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if(time >= pollingTime) {
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float frameRate = frameCount / time;
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frameRate = Mathf.Round(frameRate * 100) / 100;
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fpsText.text = frameRate.ToString() + " Fps";
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time -= pollingTime;
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frameCount = 0;
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}
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}
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}
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11
Assets/Scripts/FpsCounter.cs.meta
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11
Assets/Scripts/FpsCounter.cs.meta
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9
Assets/Scripts/MainMenu.cs
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9
Assets/Scripts/MainMenu.cs
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class MainMenu : MonoBehaviour
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{
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public void PlayGame() {
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
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}
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}
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11
Assets/Scripts/MainMenu.cs.meta
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11
Assets/Scripts/MainMenu.cs.meta
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11
Assets/Scripts/MainMenuQuit.cs
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11
Assets/Scripts/MainMenuQuit.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MainMenuQuit : MonoBehaviour
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{
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public void QuitGame() {
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Debug.Log("Application is quitting!!");
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Application.Quit();
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}
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}
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11
Assets/Scripts/MainMenuQuit.cs.meta
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11
Assets/Scripts/MainMenuQuit.cs.meta
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62
Assets/Scripts/OptionMenu.cs
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Assets/Scripts/OptionMenu.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.UI;
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public class OptionMenu : MonoBehaviour
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{
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//Resolution
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Resolution[] resolutions;
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public Dropdown resolutionDropdown;
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private void Start() {
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resolutions = Screen.resolutions;
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resolutionDropdown.ClearOptions();
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List<string> options = new List<string>();
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int currentResIndex = 0;
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for (int i = 0; i < resolutions.Length; i++) {
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string option = resolutions[i].width + " x " + resolutions[i].height;
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options.Add(option);
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if(resolutions[i].width == Screen.currentResolution.width && resolutions[i].height == Screen.currentResolution.height) {
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currentResIndex = i;
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}
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}
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resolutionDropdown.AddOptions(options);
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resolutionDropdown.value = currentResIndex;
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resolutionDropdown.RefreshShownValue();
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}
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public void setResolution(int resolutionIndex) {
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Resolution resolution = resolutions[resolutionIndex];
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Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
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}
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//Audio
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public AudioMixer mixer;
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public void SetMainVolume(float mainVolume) {
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mixer.SetFloat("mainVolume", mainVolume);
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}
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public void SetMusicVolume(float musicVolume) {
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mixer.SetFloat("musicVolume", musicVolume);
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}
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public void SetSfxVolume(float sfxVolume) {
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mixer.SetFloat("sfxVolume", sfxVolume);
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}
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//Quality
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public void setQuality(int qualityIndex) {
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QualitySettings.SetQualityLevel(qualityIndex);
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}
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//Fullscreen
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public void setFullscreen(bool isFullscreen) {
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Screen.fullScreen = isFullscreen;
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}
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}
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11
Assets/Scripts/OptionMenu.cs.meta
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11
Assets/Scripts/OptionMenu.cs.meta
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24
Assets/Scripts/PlayerMovement.cs
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24
Assets/Scripts/PlayerMovement.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerMovement : MonoBehaviour
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{
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[SerializeField] private CharacterController controller;
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[SerializeField] private float speed;
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private Vector2 _moveDirection;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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_moveDirection = context.ReadValue<Vector2>();
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Debug.Log("direction: " + _moveDirection);
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}
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}
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11
Assets/Scripts/PlayerMovement.cs.meta
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11
Assets/Scripts/PlayerMovement.cs.meta
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