コード例 #1
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 protected override void SimulatePhysics()
 {
     KinematicCharacterSystem.PreSimulationInterpolationUpdate(Time.fixedDeltaTime);
     KinematicCharacterSystem.Simulate(Time.fixedDeltaTime, KinematicCharacterSystem.CharacterMotors, KinematicCharacterSystem.PhysicsMovers);
     KinematicCharacterSystem.PostSimulationInterpolationUpdate(Time.fixedDeltaTime);
     base.SimulatePhysics();
 }
コード例 #2
0
        private void Start()
        {
            KinematicCharacterSystem.EnsureCreation();
            CountField.text = SpawnCount.ToString();
            UpdateOnImages();

            KinematicCharacterSystem.Settings.AutoSimulation = false;
            KinematicCharacterSystem.Settings.Interpolate    = false;
        }
コード例 #3
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        public void Initialize(int maxCharacters)
        {
            // Set up for manual control over simulation
            KinematicCharacterSystem.EnsureCreation();
            KinematicCharacterSystem.AutoSimulation      = false;
            KinematicCharacterSystem.InterpolationMethod = CharacterSystemInterpolationMethod.None;

            Characters = new Dictionary <int, MyCharacterController>(maxCharacters);
        }
コード例 #4
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 public override void Move(Vector3 dist, float deltaTime = 0)
 {
     _motor.CharacterController.SetVec(dist / deltaTime);
     KinematicCharacterSystem.FlySimulate(deltaTime, _motor);
 }
コード例 #5
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 public override KeyValuePair <float, float> GetRotateBound(Quaternion prevRot, Vector3 prevPos, int frameInterval)
 {
     SetCharacterRotation(prevRot);
     SetCharacterPosition(prevPos);
     return(KinematicCharacterSystem.MyCalcRotateBound(_motor, frameInterval));
 }
コード例 #6
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 private void Start()
 {
     KinematicCharacterSystem.EnsureCreation();
     CountField.text = SpawnCount.ToString();
     UpdateOnImages();
 }
コード例 #7
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 private void Update()
 {
     KinematicCharacterSystem.Simulate(Time.deltaTime, KinematicCharacterSystem.CharacterMotors, KinematicCharacterSystem.PhysicsMovers);
 }
コード例 #8
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 public void OnSimulateStep(float deltaTime)
 {
     KinematicCharacterSystem.Simulate(deltaTime);
 }