Insanely huge initial commit

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2026-02-21 17:04:05 -08:00
parent 9cdd36191a
commit 613d75914a
22525 changed files with 4035207 additions and 0 deletions

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using MoreMountains.Feedbacks;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feel
{
/// <summary>
/// A simple class used in Feel's Bounce demo scene.
/// It's meant to be piloted by an animator, that calls animator events at certain points of its "cube jumps" animation
/// </summary>
public class BounceFeedbacks : MonoBehaviour
{
/// a feedback to be played when the cube starts "charging"
public MMFeedbacks ChargeFeedbacks;
/// a feedback to be played when the jump happens
public MMFeedbacks JumpFeedbacks;
/// a feedback to be played when the cube lands
public MMFeedbacks LandingFeedbacks;
/// <summary>
/// Called via an animator event when the charge starts
/// </summary>
public virtual void PlayCharge()
{
ChargeFeedbacks?.PlayFeedbacks();
}
/// <summary>
/// Called via an animator event when the cube jumps
/// </summary>
public virtual void PlayJump()
{
JumpFeedbacks?.PlayFeedbacks();
}
/// <summary>
/// Called via an animator event when the cube lands
/// </summary>
public virtual void PlayLanding()
{
LandingFeedbacks?.PlayFeedbacks();
}
}
}

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using MoreMountains.Feedbacks;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feel
{
/// <summary>
/// An example class part of the Feel demos
/// This class acts as a character controller for the Duck in the FeelDuck demo scene
/// It looks for input, and jumps when instructed to
/// </summary>
public class BounceManager : MonoBehaviour
{
[Header("Cooldown")]
/// a duration, in seconds, between two jumps, during which jumps are prevented
[Tooltip("a duration, in seconds, between two jumps, during which jumps are prevented")]
public float CooldownDuration = 1f;
[Header("Bindings")]
/// the animator of the 'no feedback' version
[Tooltip("the animator of the 'no feedback' version")]
public Animator NoFeedbackAnimator;
/// the animator of the 'feedback' version
[Tooltip("the animator of the 'feedback' version")]
public Animator FeedbackAnimator;
protected float _lastJumpStartedAt = -100f;
/// <summary>
/// On Update we look for input
/// </summary>
protected virtual void Update()
{
HandleInput();
}
/// <summary>
/// Detects input
/// </summary>
protected virtual void HandleInput()
{
if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
{
Jump();
}
}
/// <summary>
/// Performs a jump if possible, otherwise plays a denied feedback
/// </summary>
protected virtual void Jump()
{
if (Time.time - _lastJumpStartedAt < CooldownDuration)
{
}
else
{
if (FeedbackAnimator.isActiveAndEnabled)
{
FeedbackAnimator.SetTrigger("Jump");
}
if (NoFeedbackAnimator.isActiveAndEnabled)
{
NoFeedbackAnimator.SetTrigger("Jump");
}
_lastJumpStartedAt = Time.time;
}
}
}
}

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using MoreMountains.Tools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Feel
{
/// <summary>
/// A class used in Feel's Bounce demo scene to push a bunch of tiny cubes in the air
/// </summary>
public class BounceRocks : MonoBehaviour
{
public List<Rigidbody> Rocks;
public Vector3 MinForce;
public Vector3 MaxForce;
public Vector3 MinTorque;
public Vector3 MaxTorque;
protected Vector3 _force;
protected Vector3 _torque;
public virtual void Bounce()
{
foreach(Rigidbody rock in Rocks)
{
_force = MMMaths.RandomVector3(MinForce, MaxForce);
_torque = MMMaths.RandomVector3(MinTorque, MaxTorque);
rock.AddForce(_force, ForceMode.Impulse);
rock.AddTorque(_torque, ForceMode.Impulse);
}
}
}
}

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