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m1-playtes
15 changed files with 74 additions and 746 deletions
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|
||||
- {fileID: 326006527}
|
||||
- {fileID: 1532509717}
|
||||
- {fileID: 974200701}
|
||||
|
|
|
|||
|
|
@ -179,20 +179,6 @@ namespace Jankenbots.Prototype
|
|||
{
|
||||
ReleaseSeatRpc();
|
||||
}
|
||||
|
||||
// Controls hint under the seat box — context-aware (on foot vs driving).
|
||||
int ty = y + h + 6, th = 54;
|
||||
GUI.Box(new Rect(x, ty, w, th), "Controls");
|
||||
if (mine.HasValue)
|
||||
{
|
||||
GUI.Label(new Rect(x + 10, ty + 20, w - 20, 18), "W throttle · LShift pivot · A/D lean");
|
||||
GUI.Label(new Rect(x + 10, ty + 34, w - 20, 18), "Q leave · V camera · turn: differ vs teammate");
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.Label(new Rect(x + 10, ty + 20, w - 20, 18), "WASD move · Mouse look · Scroll zoom");
|
||||
GUI.Label(new Rect(x + 10, ty + 34, w - 20, 18), "E claim tread · V camera · Esc free cursor");
|
||||
}
|
||||
}
|
||||
|
||||
static string SeatLabel(ulong pilot) => pilot == NoPilot ? "free" : $"#{pilot}";
|
||||
|
|
|
|||
|
|
@ -63,9 +63,6 @@ namespace Jankenbots.Prototype
|
|||
[Range(0f, 0.5f)]
|
||||
public float throttleDeadzone = 0.08f;
|
||||
|
||||
[Tooltip("Extra yaw torque (N·m) at full throttle, REINFORCING the natural differential turn so steering reads clearly even with ground friction. Left/Right push opposite ways, so equal throttle cancels to zero → straight line preserved. Set 0 to rely on pure emergent differential. Flip sign in code if it ever fights the turn.")]
|
||||
public float yawAssistTorque = 220f;
|
||||
|
||||
// ---- (b) LOCK-PIVOT tuning -----------------------------------------------
|
||||
[Header("(b) Lock-pivot — plant this tread as an anchor")]
|
||||
[Tooltip("How hard the planted tread resists the chassis sliding at its position.")]
|
||||
|
|
@ -195,13 +192,6 @@ namespace Jankenbots.Prototype
|
|||
{
|
||||
Vector3 drive = transform.forward * (_throttle * cruiseForce);
|
||||
chassis.AddForceAtPosition(drive, treadPos, ForceMode.Force);
|
||||
|
||||
// Yaw assist: reinforce the differential turn (Left throttles → nose right,
|
||||
// Right throttles → nose left). Cancels to zero when both throttle equally,
|
||||
// so straight-line driving is untouched; the maxAngularVelocity clamp still
|
||||
// caps total spin so this can't reintroduce an uncontrolled tip.
|
||||
float yawSign = side == Side.Left ? 1f : -1f;
|
||||
chassis.AddTorque(chassis.transform.up * (yawSign * _throttle * yawAssistTorque), ForceMode.Force);
|
||||
}
|
||||
|
||||
// ---- (c) PASSIVE LEAN — anti-tip ballast ---------------------------
|
||||
|
|
|
|||
|
|
@ -1,196 +0,0 @@
|
|||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Jankenbots.Prototype
|
||||
{
|
||||
/// <summary>
|
||||
/// JANKENBOTS — client-local camera director. Owns four Cinemachine cameras, lets
|
||||
/// the local player cycle between them and orbit/zoom the follow cams; the
|
||||
/// CinemachineBrain on this Camera blends smoothly on every switch.
|
||||
///
|
||||
/// • AvatarFollow — orbitable 3rd-person cam on YOUR character (on-foot).
|
||||
/// • RobotFollow — orbitable chase cam on the bot (driving).
|
||||
/// • StandView — fixed view from your player stand, looking at the bot.
|
||||
/// • CinematicOrbit— slow auto-orbit of the bot (spectate / flavor).
|
||||
///
|
||||
/// LOOK / ZOOM (Avatar & Robot only): hold RIGHT MOUSE and drag to orbit
|
||||
/// (yaw/pitch), scroll wheel to zoom in/out (out to <see cref="maxDistance"/> so
|
||||
/// you can pull back and see the arena). RMB-drag keeps the cursor free for the
|
||||
/// Claim/Leave buttons until the walk-up interaction exists.
|
||||
///
|
||||
/// Default mode auto-follows the control state (on foot → Avatar, seated → Robot),
|
||||
/// reading the same seat flag as the control handoff (<see cref="PlayerAvatar.IsSeatedLocal"/>).
|
||||
/// Press V to cycle manually. Cameras are purely client-local, never networked.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class CameraDirector : MonoBehaviour
|
||||
{
|
||||
public enum Mode { AvatarFollow, RobotFollow, StandView, CinematicOrbit }
|
||||
|
||||
[Header("Follow distances")]
|
||||
public float avatarDistance = 8f;
|
||||
public float robotDistance = 16f;
|
||||
|
||||
[Header("Look / zoom (Avatar & Robot)")]
|
||||
[Tooltip("Degrees of orbit per pixel of mouse drag (while holding RMB).")]
|
||||
public float lookSensitivity = 0.18f;
|
||||
[Tooltip("Metres of zoom per scroll notch.")]
|
||||
public float zoomSensitivity = 4f;
|
||||
public float minDistance = 3f;
|
||||
[Tooltip("How far you can pull the camera back. Big so you can survey the arena.")]
|
||||
public float maxDistance = 80f;
|
||||
public float minPitch = -8f;
|
||||
public float maxPitch = 78f;
|
||||
public float lookHeight = 1.2f; // aim a bit above the target pivot
|
||||
|
||||
[Header("Cinematic orbit")]
|
||||
public float orbitRadius = 22f;
|
||||
public float orbitHeight = 10f;
|
||||
public float orbitSpeed = 16f; // deg/sec
|
||||
|
||||
Transform _bot, _standOverlook;
|
||||
CinemachineCamera _avatar, _robot, _stand, _orbit;
|
||||
CinemachineCamera[] _all;
|
||||
Mode _mode = Mode.AvatarFollow;
|
||||
bool _userOverride;
|
||||
bool _lastSeated;
|
||||
|
||||
// Orbit state shared by the two follow cams (player-controlled).
|
||||
float _yaw;
|
||||
float _pitch = 18f;
|
||||
float _dist = 8f;
|
||||
float _cineAngle;
|
||||
bool _cursorFree; // Esc toggles the locked cursor free (for GUI / to escape play)
|
||||
|
||||
PlayerAvatar _local;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (GetComponent<CinemachineBrain>() == null) gameObject.AddComponent<CinemachineBrain>();
|
||||
var legacy = GetComponent<FollowCamera>();
|
||||
if (legacy != null) legacy.enabled = false;
|
||||
|
||||
var b = GameObject.Find("Bot"); if (b != null) _bot = b.transform;
|
||||
var s = GameObject.Find("StandPoint_0"); if (s != null) _standOverlook = s.transform;
|
||||
|
||||
var holder = new GameObject("CameraRigs").transform;
|
||||
_avatar = Make(holder, "CM_AvatarFollow");
|
||||
_robot = Make(holder, "CM_RobotFollow");
|
||||
_stand = Make(holder, "CM_StandView");
|
||||
_orbit = Make(holder, "CM_CinematicOrbit");
|
||||
_all = new[] { _avatar, _robot, _stand, _orbit };
|
||||
Apply(_mode);
|
||||
}
|
||||
|
||||
CinemachineCamera Make(Transform parent, string name)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(parent, false);
|
||||
var vc = go.AddComponent<CinemachineCamera>();
|
||||
vc.Priority = 0;
|
||||
return vc;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_local == null) _local = FindLocal();
|
||||
|
||||
var kb = Keyboard.current;
|
||||
if (kb != null && kb.vKey.wasPressedThisFrame)
|
||||
{
|
||||
_mode = (Mode)(((int)_mode + 1) % _all.Length);
|
||||
_userOverride = true;
|
||||
Apply(_mode);
|
||||
}
|
||||
|
||||
// Seat claim/leave re-asserts the sensible default (clears a manual override).
|
||||
if (_local != null && _local.IsSeatedLocal != _lastSeated)
|
||||
{
|
||||
_lastSeated = _local.IsSeatedLocal;
|
||||
_userOverride = false;
|
||||
}
|
||||
if (!_userOverride && _local != null)
|
||||
{
|
||||
Mode want = _local.IsSeatedLocal ? Mode.RobotFollow : Mode.AvatarFollow;
|
||||
if (want != _mode) { _mode = want; Apply(_mode); }
|
||||
}
|
||||
|
||||
// Cursor + look. On-foot (AvatarFollow) uses ALWAYS-ON mouse-look with a
|
||||
// locked cursor (no RMB needed); other modes keep the cursor free (RobotFollow
|
||||
// orbits while RMB is held). Esc toggles the cursor free to reach GUI / escape.
|
||||
if (kb != null && kb.escapeKey.wasPressedThisFrame) _cursorFree = !_cursorFree;
|
||||
bool avatarLook = _mode == Mode.AvatarFollow && !_cursorFree;
|
||||
Cursor.lockState = avatarLook ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
Cursor.visible = !avatarLook;
|
||||
|
||||
if (_mode == Mode.AvatarFollow || _mode == Mode.RobotFollow)
|
||||
{
|
||||
var m = Mouse.current;
|
||||
if (m != null)
|
||||
{
|
||||
bool look = _mode == Mode.AvatarFollow ? avatarLook : m.rightButton.isPressed;
|
||||
if (look)
|
||||
{
|
||||
Vector2 d = m.delta.ReadValue();
|
||||
_yaw += d.x * lookSensitivity;
|
||||
_pitch = Mathf.Clamp(_pitch - d.y * lookSensitivity, minPitch, maxPitch);
|
||||
}
|
||||
float scroll = m.scroll.ReadValue().y;
|
||||
if (Mathf.Abs(scroll) > 0.01f)
|
||||
_dist = Mathf.Clamp(_dist - Mathf.Sign(scroll) * zoomSensitivity, minDistance, maxDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (_local != null) PoseOrbit(_avatar, _local.transform);
|
||||
|
||||
if (_bot != null)
|
||||
{
|
||||
PoseOrbit(_robot, _bot);
|
||||
|
||||
_cineAngle += orbitSpeed * Time.deltaTime;
|
||||
Vector3 focus = _bot.position + Vector3.up * lookHeight;
|
||||
Vector3 cineOff = Quaternion.Euler(0f, _cineAngle, 0f) * new Vector3(0f, orbitHeight, -orbitRadius);
|
||||
_orbit.transform.position = focus + cineOff;
|
||||
_orbit.transform.rotation = Quaternion.LookRotation(focus - _orbit.transform.position);
|
||||
|
||||
if (_standOverlook != null)
|
||||
{
|
||||
_stand.transform.position = _standOverlook.position + Vector3.up * 1.5f;
|
||||
_stand.transform.rotation = Quaternion.LookRotation(
|
||||
(_bot.position + Vector3.up * lookHeight) - _stand.transform.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Player-controllable orbit: spherical offset from the target driven by _yaw/_pitch/_dist.
|
||||
void PoseOrbit(CinemachineCamera vc, Transform target)
|
||||
{
|
||||
Vector3 focus = target.position + Vector3.up * lookHeight;
|
||||
Vector3 dir = Quaternion.Euler(_pitch, _yaw, 0f) * Vector3.back;
|
||||
Vector3 pos = focus + dir * _dist;
|
||||
vc.transform.position = pos;
|
||||
vc.transform.rotation = Quaternion.LookRotation(focus - pos);
|
||||
}
|
||||
|
||||
PlayerAvatar FindLocal()
|
||||
{
|
||||
foreach (var a in FindObjectsByType<PlayerAvatar>(FindObjectsSortMode.None))
|
||||
if (a.IsOwner) return a;
|
||||
return null;
|
||||
}
|
||||
|
||||
void Apply(Mode m)
|
||||
{
|
||||
for (int i = 0; i < _all.Length; i++)
|
||||
_all[i].Priority = ((int)m == i) ? 20 : 0;
|
||||
|
||||
// Reset zoom to the mode's default distance on switch (keep the look angle).
|
||||
if (m == Mode.AvatarFollow) _dist = avatarDistance;
|
||||
else if (m == Mode.RobotFollow) _dist = robotDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,2 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cd21368c9a8b1064d913c375fb607c0b
|
||||
|
|
@ -1,5 +1,4 @@
|
|||
using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
|
|
@ -7,24 +6,25 @@ namespace Jankenbots.Prototype
|
|||
{
|
||||
/// <summary>
|
||||
/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
|
||||
/// character), PLUS the on-foot ↔ driving control handoff.
|
||||
/// character). This is the foundation for the timed junkyard "gather parts"
|
||||
/// phase: each player controls one of these, runs around, and (later) hauls
|
||||
/// scrap back to build the bot. Driving the finished bot happens from player
|
||||
/// stands, so the avatar and the tread controls are separate systems.
|
||||
///
|
||||
/// CONTROL MODEL (the spine): a player is in exactly one mode, derived from a
|
||||
/// single fact — do I currently hold a bot seat? (<see cref="SeatManager"/>).
|
||||
/// • ON FOOT (no seat) → WASD drives THIS avatar; free-roaming.
|
||||
/// • DRIVING (holds a seat)→ avatar TELEPORTS to its player stand and FREEZES;
|
||||
/// it refuses all input, so control transfers and
|
||||
/// locks to the claimed tread (TreadPart already only
|
||||
/// listens when you hold its seat). Release the seat →
|
||||
/// teleport back and resume on-foot control.
|
||||
/// This is what resolves the WASD overlap: PlayerAvatar and TreadPart become
|
||||
/// mutually exclusive off one flag — never both live at once.
|
||||
/// NETCODE: OWNER-authoritative. Only the owning client reads input and moves
|
||||
/// its CharacterController; an <see cref="OwnerAuthNetworkTransform"/> on the
|
||||
/// same object replicates the resulting motion to everyone. No host round-trip
|
||||
/// on your own movement → it feels responsive.
|
||||
///
|
||||
/// NETCODE: OWNER-authoritative movement (see <see cref="OwnerAuthNetworkTransform"/>).
|
||||
/// Teleports use NetworkTransform.Teleport so observers don't see a slide.
|
||||
/// ANIMATION: derived LOCALLY on every client from the avatar's measured
|
||||
/// horizontal speed (position delta / dt), fed into the Animator's "Speed"
|
||||
/// float, which drives an Idle→Walk→Run 1-D blend tree. Because observers
|
||||
/// measure the same replicated motion the owner produces, the animation stays
|
||||
/// in sync with zero extra network traffic — no NetworkAnimator needed.
|
||||
///
|
||||
/// ANIMATION: derived locally on every client from measured horizontal speed →
|
||||
/// Animator "Speed" → Idle/Walk/Run blend (stays in sync with no extra traffic).
|
||||
/// NOTE: reads WASD, same keys as the bot's TreadPart — fine while testing the
|
||||
/// avatar in isolation; the real game separates "running" from "driving" via
|
||||
/// the (future) player-stand flow, so a player is never doing both at once.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerAvatar : NetworkBehaviour
|
||||
|
|
@ -45,41 +45,28 @@ namespace Jankenbots.Prototype
|
|||
[Tooltip("Gravity (m/s^2, negative). Keeps the CharacterController grounded.")]
|
||||
public float gravity = -20f;
|
||||
|
||||
[Header("Animation")]
|
||||
[Tooltip("Speed value the Animator treats as full-run, for normalising the blend.")]
|
||||
public float runAnimSpeed = 5f;
|
||||
|
||||
CharacterController _cc;
|
||||
Animator _anim;
|
||||
NetworkTransform _nt;
|
||||
SeatManager _seats;
|
||||
Transform _standLeft, _standRight; // where each pilot teleports (found by name)
|
||||
|
||||
float _vy; // vertical velocity (gravity)
|
||||
Vector3 _horizVel; // smoothed horizontal velocity (ramped, not instant)
|
||||
Vector3 _lastPos;
|
||||
float _animSpeed;
|
||||
|
||||
bool _seated; // am I (owner) currently piloting a tread?
|
||||
Vector3 _returnPos; // where to drop me back when I leave the seat
|
||||
bool _hasReturn;
|
||||
|
||||
static readonly int SpeedHash = Animator.StringToHash("Speed");
|
||||
|
||||
/// <summary>True while the LOCAL owner is seated/driving — read by the camera director.</summary>
|
||||
public bool IsSeatedLocal => _seated;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_cc = GetComponent<CharacterController>();
|
||||
_anim = GetComponentInChildren<Animator>();
|
||||
_nt = GetComponent<NetworkTransform>();
|
||||
_lastPos = transform.position;
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
_lastPos = transform.position;
|
||||
_seats = FindFirstObjectByType<SeatManager>();
|
||||
var sl = GameObject.Find("StandPoint_0"); if (sl != null) _standLeft = sl.transform;
|
||||
var sr = GameObject.Find("StandPoint_1"); if (sr != null) _standRight = sr.transform;
|
||||
|
||||
// Fan owners out a little so multiple players don't stack on the origin.
|
||||
if (IsOwner)
|
||||
{
|
||||
|
|
@ -93,29 +80,7 @@ namespace Jankenbots.Prototype
|
|||
{
|
||||
if (!IsSpawned) return;
|
||||
|
||||
if (IsOwner)
|
||||
{
|
||||
// Derive mode from seat ownership and handle the transition.
|
||||
SeatManager.Seat? seat = LocalSeat();
|
||||
bool wantSeated = seat.HasValue;
|
||||
if (wantSeated != _seated)
|
||||
{
|
||||
if (wantSeated) EnterSeated(seat.Value);
|
||||
else ExitSeated();
|
||||
}
|
||||
|
||||
// Claim / leave a tread by KEY. On-foot mouse-look locks the cursor, so
|
||||
// the OnGUI Claim/Leave buttons aren't clickable — E claims, Q leaves.
|
||||
var kb = Keyboard.current;
|
||||
if (_seats != null && kb != null)
|
||||
{
|
||||
if (!_seated && kb.eKey.wasPressedThisFrame) _seats.ClaimSeatRpc();
|
||||
else if (_seated && kb.qKey.wasPressedThisFrame) _seats.ReleaseSeatRpc();
|
||||
}
|
||||
|
||||
// On foot → drive the avatar. Seated → do nothing (control is on the tread).
|
||||
if (!_seated) OwnerMove();
|
||||
}
|
||||
if (IsOwner) OwnerMove();
|
||||
|
||||
// Animation on EVERY client, from measured horizontal speed.
|
||||
Vector3 delta = transform.position - _lastPos;
|
||||
|
|
@ -126,46 +91,6 @@ namespace Jankenbots.Prototype
|
|||
if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
|
||||
}
|
||||
|
||||
// Which seat (if any) the local player holds — the single source of truth for mode.
|
||||
SeatManager.Seat? LocalSeat()
|
||||
{
|
||||
if (_seats == null || NetworkManager.Singleton == null) return null;
|
||||
ulong me = NetworkManager.Singleton.LocalClientId;
|
||||
if (_seats.PilotOf(SeatManager.Seat.Left) == me) return SeatManager.Seat.Left;
|
||||
if (_seats.PilotOf(SeatManager.Seat.Right) == me) return SeatManager.Seat.Right;
|
||||
return null;
|
||||
}
|
||||
|
||||
void EnterSeated(SeatManager.Seat seat)
|
||||
{
|
||||
_seated = true;
|
||||
_returnPos = transform.position; // remember where I left the arena
|
||||
_hasReturn = true;
|
||||
_horizVel = Vector3.zero; _vy = 0f;
|
||||
|
||||
Transform sp = seat == SeatManager.Seat.Left ? _standLeft : _standRight;
|
||||
if (sp != null) TeleportTo(sp.position, sp.rotation);
|
||||
}
|
||||
|
||||
void ExitSeated()
|
||||
{
|
||||
_seated = false;
|
||||
_horizVel = Vector3.zero; _vy = 0f;
|
||||
if (_hasReturn) TeleportTo(_returnPos + Vector3.up * 0.2f, transform.rotation);
|
||||
}
|
||||
|
||||
// Interpolation-free teleport (CharacterController must be off to move it directly;
|
||||
// NetworkTransform.Teleport keeps observers from seeing a slide across the map).
|
||||
void TeleportTo(Vector3 pos, Quaternion rot)
|
||||
{
|
||||
bool ccWas = _cc.enabled;
|
||||
_cc.enabled = false;
|
||||
transform.SetPositionAndRotation(pos, rot);
|
||||
_cc.enabled = ccWas;
|
||||
_lastPos = pos;
|
||||
if (_nt != null) _nt.Teleport(pos, rot, transform.localScale);
|
||||
}
|
||||
|
||||
void OwnerMove()
|
||||
{
|
||||
var kb = Keyboard.current;
|
||||
|
|
@ -178,23 +103,12 @@ namespace Jankenbots.Prototype
|
|||
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
|
||||
}
|
||||
|
||||
// CAMERA-RELATIVE movement: W goes the way the camera (mouse) is looking,
|
||||
// not world +Z. Basis is the active game camera flattened onto the ground.
|
||||
Vector3 camF = Vector3.forward, camR = Vector3.right;
|
||||
var cam = Camera.main;
|
||||
if (cam != null)
|
||||
{
|
||||
camF = Vector3.ProjectOnPlane(cam.transform.forward, Vector3.up);
|
||||
if (camF.sqrMagnitude < 1e-4f) camF = Vector3.ProjectOnPlane(cam.transform.up, Vector3.up); // looking straight down
|
||||
camF.Normalize();
|
||||
camR = Vector3.ProjectOnPlane(cam.transform.right, Vector3.up).normalized;
|
||||
}
|
||||
|
||||
Vector3 input = camR * h + camF * v;
|
||||
Vector3 input = new Vector3(h, 0f, v);
|
||||
if (input.sqrMagnitude > 1f) input.Normalize();
|
||||
Vector3 desired = input * moveSpeed;
|
||||
|
||||
// Ramp velocity toward the target instead of snapping (smooth start/stop).
|
||||
// Ramp velocity toward the target instead of snapping — this is what kills
|
||||
// the "jerky/jarring" feel and lets the anim blend Idle→Walk→Run smoothly.
|
||||
float rate = input.sqrMagnitude > 0.001f ? acceleration : deceleration;
|
||||
_horizVel = Vector3.MoveTowards(_horizVel, desired, rate * Time.deltaTime);
|
||||
|
||||
|
|
@ -203,6 +117,8 @@ namespace Jankenbots.Prototype
|
|||
|
||||
_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
|
||||
|
||||
// Face the way we're actually moving (uses the smoothed velocity, so turns
|
||||
// ease too rather than snapping on a key change).
|
||||
if (_horizVel.sqrMagnitude > 0.05f)
|
||||
{
|
||||
Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));
|
||||
|
|
|
|||
|
|
@ -68,7 +68,22 @@ MonoBehaviour:
|
|||
- rid: 7808513024541851664
|
||||
- rid: 7808513024541851665
|
||||
m_RuntimeSettings:
|
||||
m_List: []
|
||||
m_List:
|
||||
- rid: 6852985685364965378
|
||||
- rid: 6852985685364965379
|
||||
- rid: 6852985685364965380
|
||||
- rid: 6852985685364965381
|
||||
- rid: 6852985685364965384
|
||||
- rid: 6852985685364965392
|
||||
- rid: 6852985685364965394
|
||||
- rid: 8712630790384254976
|
||||
- rid: 7808513024541851653
|
||||
- rid: 7808513024541851655
|
||||
- rid: 7808513024541851656
|
||||
- rid: 7808513024541851657
|
||||
- rid: 7808513024541851658
|
||||
- rid: 7808513024541851662
|
||||
- rid: 7808513024541851664
|
||||
m_AssetVersion: 10
|
||||
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
|
||||
m_RenderingLayerNames:
|
||||
|
|
|
|||
|
|
@ -2,7 +2,6 @@
|
|||
"dependencies": {
|
||||
"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
|
||||
"com.unity.ai.navigation": "2.0.13",
|
||||
"com.unity.cinemachine": "3.1.7",
|
||||
"com.unity.collab-proxy": "2.12.4",
|
||||
"com.unity.ide.rider": "3.0.38",
|
||||
"com.unity.ide.visualstudio": "2.0.26",
|
||||
|
|
|
|||
|
|
@ -36,16 +36,6 @@
|
|||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.cinemachine": {
|
||||
"version": "3.1.7",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.splines": "2.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "2.12.4",
|
||||
"depth": 0,
|
||||
|
|
@ -252,13 +242,6 @@
|
|||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.settings-manager": {
|
||||
"version": "2.1.1",
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.shadergraph": {
|
||||
"version": "17.5.0",
|
||||
"depth": 1,
|
||||
|
|
@ -268,17 +251,6 @@
|
|||
"com.unity.searcher": "4.9.3"
|
||||
}
|
||||
},
|
||||
"com.unity.splines": {
|
||||
"version": "2.9.0",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.settings-manager": "1.0.3"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.7.0",
|
||||
"depth": 0,
|
||||
|
|
|
|||
|
|
@ -148,7 +148,7 @@ PlayerSettings:
|
|||
loadStoreDebugModeEnabled: 0
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.2.0
|
||||
bundleVersion: 0.1.0
|
||||
preloadedAssets:
|
||||
- {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
|
||||
metroInputSource: 0
|
||||
|
|
|
|||
|
|
@ -1,66 +0,0 @@
|
|||
#!/usr/bin/env bash
|
||||
# SessionStart digest: fetch remote, report incoming commits + open Forgejo
|
||||
# issues/PRs. Emits a Claude hook JSON blob on stdout (additionalContext) so
|
||||
# Claude can surface anything actionable at the top of the session.
|
||||
# Always exits 0 and always prints valid JSON — must never block a session.
|
||||
|
||||
set -o pipefail
|
||||
cd "$(dirname "$0")/.." 2>/dev/null || exit 0
|
||||
|
||||
digest=""
|
||||
add() { digest+="$1"$'\n'; }
|
||||
|
||||
# --- Remote fetch + incoming/outgoing commit comparison ------------------
|
||||
if git rev-parse --git-dir >/dev/null 2>&1; then
|
||||
git fetch --all --quiet 2>/dev/null
|
||||
upstream=$(git rev-parse --abbrev-ref --symbolic-full-name '@{u}' 2>/dev/null)
|
||||
if [ -n "$upstream" ]; then
|
||||
incoming=$(git log --oneline "HEAD..$upstream" 2>/dev/null)
|
||||
outgoing=$(git log --oneline "$upstream..HEAD" 2>/dev/null)
|
||||
if [ -n "$incoming" ]; then
|
||||
add "INCOMING commits on $upstream (you are behind — pull to get them):"
|
||||
while IFS= read -r l; do add " $l"; done <<< "$incoming"
|
||||
# Flag incoming edits to Unity scene/prefab/asset files — risky to pull
|
||||
# while the Editor is open (it may overwrite them or hold a stale copy).
|
||||
scenefiles=$(git diff --name-only "HEAD..$upstream" 2>/dev/null | grep -Ei '\.(unity|prefab|asset|mat|controller)$')
|
||||
if [ -n "$scenefiles" ]; then
|
||||
add " *** WARNING: incoming commits change Unity scene/asset files:"
|
||||
while IFS= read -r f; do add " $f"; done <<< "$scenefiles"
|
||||
add " *** CLOSE or save the Unity Editor before pulling to avoid clobbering scene state."
|
||||
fi
|
||||
else
|
||||
add "Up to date with $upstream (no incoming commits)."
|
||||
fi
|
||||
[ -n "$outgoing" ] && add "You have $(wc -l <<< "$outgoing") local commit(s) not yet pushed."
|
||||
fi
|
||||
fi
|
||||
|
||||
# --- Forgejo open issues + PRs -------------------------------------------
|
||||
remote_url=$(git remote get-url origin 2>/dev/null)
|
||||
if [[ "$remote_url" =~ ^https?://([^/]+)/([^/]+)/([^/.]+) ]]; then
|
||||
host="${BASH_REMATCH[1]}"; owner="${BASH_REMATCH[2]}"; repo="${BASH_REMATCH[3]}"
|
||||
cred=$(grep -m1 "$host" "$HOME/.git-credentials" 2>/dev/null)
|
||||
tok=$(sed -E 's#https?://([^@]+)@.*#\1#' <<< "$cred")
|
||||
api="https://$host/api/v1/repos/$owner/$repo/issues"
|
||||
parse='import sys,json
|
||||
try: d=json.load(sys.stdin)
|
||||
except: sys.exit(0)
|
||||
for i in d: print(" #%d %s (by %s)"%(i["number"],i["title"],i["user"]["login"]))'
|
||||
if [ -n "$tok" ]; then
|
||||
issues=$(curl -sf --max-time 8 -u "$tok" "$api?state=open&type=issues" 2>/dev/null | python3 -c "$parse" 2>/dev/null)
|
||||
prs=$(curl -sf --max-time 8 -u "$tok" "$api?state=open&type=pulls" 2>/dev/null | python3 -c "$parse" 2>/dev/null)
|
||||
if [ -n "$issues" ]; then add "OPEN ISSUES:"; add "$issues"; else add "No open issues."; fi
|
||||
if [ -n "$prs" ]; then add "OPEN PULL REQUESTS:"; add "$prs"; else add "No open PRs."; fi
|
||||
fi
|
||||
fi
|
||||
|
||||
# --- Emit hook JSON ------------------------------------------------------
|
||||
ctx="[Session start — repo/remote status]
|
||||
$digest
|
||||
If there are INCOMING commits or any open issues/PRs, briefly tell the user at the start of your first reply. If everything is up to date with no open items, do not mention this."
|
||||
|
||||
python3 - "$ctx" <<'PY'
|
||||
import json,sys
|
||||
print(json.dumps({"hookSpecificOutput":{"hookEventName":"SessionStart","additionalContext":sys.argv[1]},"suppressOutput":True}))
|
||||
PY
|
||||
exit 0
|
||||
Loading…
Add table
Add a link
Reference in a new issue