UNITY 6 compatibility improvements
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@ -32,7 +32,11 @@ namespace Passer.Humanoid {
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inputModule = humanoid.GetComponent<InteractionModule>();
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if (inputModule == null) {
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#if UNITY_6000_0_OR_NEWER
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inputModule = Object.FindAnyObjectByType<InteractionModule>();
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#else
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inputModule = Object.FindObjectOfType<InteractionModule>();
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#endif
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if (inputModule == null) {
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inputModule = humanoid.gameObject.AddComponent<InteractionModule>();
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}
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@ -825,7 +829,11 @@ namespace Passer.Humanoid {
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Rigidbody objRigidbody = RigidbodyDisabled.UnparentRigidbody(handPalm, grabbedObject.transform);
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if (objRigidbody != null && !objRigidbody.isKinematic) {
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if (handRigidbody != null) {
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#if UNITY_6000_0_OR_NEWER
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objRigidbody.linearVelocity = handRigidbody.linearVelocity;
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#else
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objRigidbody.velocity = handRigidbody.velocity;
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#endif
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objRigidbody.angularVelocity = handRigidbody.angularVelocity;
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}
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HumanoidNetworking.ReenableNetworkSync(objRigidbody.gameObject);
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@ -853,7 +861,11 @@ namespace Passer.Humanoid {
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//grabbedRigidbody.centerOfMass = handTarget.storedCOM;
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if (grabbedRigidbody.isKinematic == false) {
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#if UNITY_6000_0_OR_NEWER
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grabbedRigidbody.linearVelocity = handRigidbody.linearVelocity;
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#else
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grabbedRigidbody.velocity = handRigidbody.velocity;
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#endif
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grabbedRigidbody.angularVelocity = handRigidbody.angularVelocity;
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}
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@ -53,8 +53,13 @@ namespace Passer.Humanoid {
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handTarget.handRigidbody = handTarget.hand.bone.transform.gameObject.AddComponent<Rigidbody>();
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}
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handTarget.handRigidbody.mass = 1;
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#if UNITY_2017_1_OR_NEWER
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handTarget.handRigidbody.linearDamping = 0;
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handTarget.handRigidbody.angularDamping = 10;
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#else
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handTarget.handRigidbody.drag = 0;
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handTarget.handRigidbody.angularDrag = 10;
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#endif
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handTarget.handRigidbody.useGravity = false;
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handTarget.handRigidbody.isKinematic = true;
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handTarget.handRigidbody.interpolation = RigidbodyInterpolation.None;
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@ -6,18 +6,19 @@ namespace Passer {
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protected NetworkingStarter networkingStarter;
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protected UnityEngine.UI.Text textcomponent;
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void Start() {
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protected void Start() {
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#if UNITY_6000_0_OR_NEWER
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networkingStarter = Object.FindAnyObjectByType<NetworkingStarter>();
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#else
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networkingStarter = FindObjectOfType<NetworkingStarter>();
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#endif
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textcomponent = GetComponent<UnityEngine.UI.Text>();
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}
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void Update() {
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protected void Update() {
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#if hNW_UNET || hNW_PHOTON
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if (networkingStarter == null)
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return;
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//if (textcomponent != null)
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// textcomponent.text = networkingStarter.networkingStatus.ToString();
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#endif
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}
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}
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@ -227,7 +227,11 @@ namespace Passer.Humanoid {
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//Compensate for absolute rigidbody speed (specifically when on a moving platform)
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if (handRigidbody != null) {
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#if UNITY_6000_0_OR_NEWER
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Vector3 residualVelocity = handRigidbody.linearVelocity - velocityTowardsTarget;
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#else
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Vector3 residualVelocity = handRigidbody.velocity - velocityTowardsTarget;
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#endif
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damper += residualVelocity * 10;
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}
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}
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@ -552,7 +556,11 @@ namespace Passer.Humanoid {
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Vector3 velocityTarget = (positionDelta * velocityMagic) * Time.fixedDeltaTime;
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if (float.IsNaN(velocityTarget.x) == false)
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#if UNITY_6000_0_OR_NEWER
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handRigidbody.linearVelocity = Vector3.MoveTowards(handRigidbody.linearVelocity, velocityTarget, MaxVelocityChange);
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#else
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handRigidbody.velocity = Vector3.MoveTowards(handRigidbody.velocity, velocityTarget, MaxVelocityChange);
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#endif
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rotationDelta.ToAngleAxis(out angle, out axis);
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@ -15,8 +15,13 @@ namespace Passer {
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public RigidbodyData(Rigidbody rb) {
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mass = rb.mass;
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#if UNITY_6000_0_OR_NEWER
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drag = rb.linearDamping;
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angularDrag = rb.angularDamping;
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#else
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drag = rb.drag;
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angularDrag = rb.angularDrag;
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#endif
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useGravity = rb.useGravity;
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isKinematic = rb.isKinematic;
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interpolation = rb.interpolation;
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@ -28,8 +33,13 @@ namespace Passer {
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public void CopyToRigidbody(Rigidbody rb) {
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rb.mass = mass;
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#if UNITY_6000_0_OR_NEWER
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rb.linearDamping = drag;
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rb.angularDamping = angularDrag;
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#else
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rb.drag = drag;
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rb.angularDrag = angularDrag;
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#endif
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rb.useGravity = useGravity;
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rb.isKinematic = isKinematic;
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rb.interpolation = interpolation;
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@ -1163,7 +1163,11 @@ namespace Passer.Humanoid {
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private HumanoidControl GetHumanoid() {
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// This does not work for prefabs
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#if UNITY_6000_0_OR_NEWER
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HumanoidControl[] humanoids = FindObjectsByType<HumanoidControl>(FindObjectsSortMode.None);
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#else
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HumanoidControl[] humanoids = FindObjectsOfType<HumanoidControl>();
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#endif
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for (int i = 0; i < humanoids.Length; i++) {
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if ((humanoids[i].leftHandTarget != null && humanoids[i].leftHandTarget.transform == this.transform) ||
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@ -1195,8 +1199,13 @@ namespace Passer.Humanoid {
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handRigidbody = hand.bone.transform.gameObject.AddComponent<Rigidbody>();
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}
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handRigidbody.mass = 1;
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#if UNITY_6000_0_OR_NEWER
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handRigidbody.linearDamping = 0;
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handRigidbody.angularDamping = 10;
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#else
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handRigidbody.drag = 0;
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handRigidbody.angularDrag = 10;
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#endif
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handRigidbody.useGravity = false;
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handRigidbody.isKinematic = true;
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handRigidbody.interpolation = RigidbodyInterpolation.None;
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@ -12,18 +12,18 @@ namespace Passer {
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private Vector3 startPosition;
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private Quaternion startRotation;
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void Start() {
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protected void Start() {
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startPosition = transform.position;
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startRotation = transform.rotation;
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}
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void Update() {
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protected void Update() {
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if (groundCollider == null && transform.position.y < 0) {
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MoveToStart();
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}
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}
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private void OnCollisionEnter(Collision collision) {
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protected void OnCollisionEnter(Collision collision) {
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if (collision.collider == groundCollider) {
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MoveToStart();
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}
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@ -34,7 +34,11 @@ namespace Passer {
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if (thisRigidbody != null) {
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thisRigidbody.MovePosition(new Vector3(startPosition.x, startPosition.y + 0.1F, startPosition.z));
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thisRigidbody.MoveRotation(startRotation);
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#if UNITY_6000_0_OR_NEWER
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thisRigidbody.linearVelocity = Vector3.zero;
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#else
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thisRigidbody.velocity = Vector3.zero;
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#endif
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thisRigidbody.angularVelocity = Vector3.zero;
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}
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}
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@ -229,7 +229,11 @@ namespace Passer {
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damper = -velocityTowardsTarget * damping;
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//Compensate for absolute rigidbody speed (specifically when on a moving platform)
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#if UNITY_6000_0_OR_NEWER
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Vector3 residualVelocity = thisRigidbody.linearVelocity - velocityTowardsTarget;
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#else
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Vector3 residualVelocity = thisRigidbody.velocity - velocityTowardsTarget;
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#endif
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damper += residualVelocity * 10;
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}
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lastDistanceToTarget = distanceToTarget;
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@ -30,8 +30,13 @@ namespace Passer {
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public void CopyFromRigidbody(Rigidbody rb) {
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mass = rb.mass;
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#if UNITY_6000_0_OR_NEWER
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drag = rb.linearDamping;
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angularDrag = rb.angularDamping;
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#else
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drag = rb.drag;
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angularDrag = rb.angularDrag;
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#endif
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useGravity = rb.useGravity;
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isKinematic = rb.isKinematic;
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interpolation = rb.interpolation;
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@ -44,8 +49,13 @@ namespace Passer {
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public void CopyToRigidbody(Rigidbody rb) {
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rb.mass = mass;
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#if UNITY_6000_0_OR_NEWER
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rb.linearDamping = drag;
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rb.angularDamping = angularDrag;
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#else
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rb.drag = drag;
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rb.angularDrag = angularDrag;
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#endif
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rb.useGravity = useGravity;
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rb.isKinematic = isKinematic;
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rb.interpolation = interpolation;
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@ -46,13 +46,17 @@ namespace Passer.Humanoid {
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}
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}
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private void Awake() {
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protected void Awake() {
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#if UNITY_6000_0_OR_NEWER
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HumanoidControl humanoid = Object.FindAnyObjectByType<HumanoidControl>();
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#else
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HumanoidControl humanoid = FindObjectOfType<HumanoidControl>();
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#endif
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if (humanoid == null)
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return;
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Vector3 humanoidXZ = new Vector3(humanoid.transform.position.x, 0, humanoid.transform.position.z);
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Vector3 thisXZ = new Vector3(this.transform.position.x, 0, this.transform.position.z);
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Vector3 humanoidXZ = new(humanoid.transform.position.x, 0, humanoid.transform.position.z);
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Vector3 thisXZ = new(this.transform.position.x, 0, this.transform.position.z);
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float distance = Vector3.Distance(humanoidXZ, thisXZ);
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if (distance < radius || isFree)
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humanoid.transform.MoveTo(this.transform.position);
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@ -103,6 +107,6 @@ namespace Passer.Humanoid {
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Gizmos.DrawLine(pos, lastPos);
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}
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#endregion
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#endregion
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}
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}
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@ -224,7 +224,11 @@ namespace Passer {
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protected virtual void Awake() {
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Transform rootTransform = this.transform.root;
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#if UNITY_6000_0_OR_NEWER
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interactionModule = FindAnyObjectByType<InteractionModule>();
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#else
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interactionModule = FindObjectOfType<InteractionModule>();
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#endif
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if (interactionModule == null)
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interactionModule = CreateInteractionModule();
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EventSystem eventSystem = interactionModule.GetComponent<EventSystem>();
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@ -585,7 +589,11 @@ namespace Passer {
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if (rayType != RayType.Gravity)
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return;
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#if UNITY_6000_0_OR_NEWER
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rigidbody.linearVelocity = transform.forward * speed;
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#else
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rigidbody.velocity = transform.forward * speed;
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#endif
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}
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public void LaunchPrefab(GameObject prefab) {
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