first push!

This commit is contained in:
2026-02-20 17:53:43 +01:00
parent ab073a6a39
commit e723ab86b9
274 changed files with 89671 additions and 0 deletions

View File

@@ -0,0 +1,51 @@
using UnityEngine;
public class TPPCameraFollow : MonoBehaviour
{
[Header("Target Tracking")]
public Transform target; // Drag your Moving Cube here
public Vector3 offset = new Vector3(0f, 3f, -6f); // Behind and slightly above
[Header("Dynamics")]
public float smoothTime = 0.3f;
public float dynamicFOVSpeedMultiplier = 0.5f; // How much the FOV stretches based on speed
public float baseFOV = 60f;
private Vector3 _velocity = Vector3.zero;
private Camera _cam;
private float _currentSpeed;
private void Start()
{
_cam = GetComponent<Camera>();
if (RowingInputManager.Instance != null)
{
RowingInputManager.Instance.OnVelocityChanged += UpdateDynamicFOV;
}
}
private void UpdateDynamicFOV(float speed)
{
_currentSpeed = speed;
}
private void LateUpdate()
{
if (target == null) return;
// 1. Smoothly follow the target's position
Vector3 targetPosition = target.position + target.TransformDirection(offset);
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _velocity, smoothTime);
// 2. Look at the target
transform.LookAt(target.position + Vector3.up * 1.5f); // Look slightly above the base of the cube
// 3. The "Juice": Dynamically widen the FOV as you row faster (Speed Sense)
if (_cam != null)
{
float targetFOV = baseFOV + (_currentSpeed * dynamicFOVSpeedMultiplier);
_cam.fieldOfView = Mathf.Lerp(_cam.fieldOfView, targetFOV, Time.deltaTime * 2f);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 80f384e7a225c4f98850a2f01f2b68ae
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,97 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Threading.Tasks;
public class UnityMainThreadDispatcher : MonoBehaviour {
private static readonly Queue<Action> _executionQueue = new Queue<Action>();
public void Update() {
lock(_executionQueue) {
while (_executionQueue.Count > 0) {
_executionQueue.Dequeue().Invoke();
}
}
}
/// <summary>
/// Locks the queue and adds the IEnumerator to the queue
/// </summary>
/// <param name="action">IEnumerator function that will be executed from the main thread.</param>
public void Enqueue(IEnumerator action) {
lock (_executionQueue) {
_executionQueue.Enqueue (() => {
StartCoroutine (action);
});
}
}
/// <summary>
/// Locks the queue and adds the Action to the queue
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
public void Enqueue(Action action)
{
Enqueue(ActionWrapper(action));
}
/// <summary>
/// Locks the queue and adds the Action to the queue, returning a Task which is completed when the action completes
/// </summary>
/// <param name="action">function that will be executed from the main thread.</param>
/// <returns>A Task that can be awaited until the action completes</returns>
public Task EnqueueAsync(Action action)
{
var tcs = new TaskCompletionSource<bool>();
void WrappedAction() {
try
{
action();
tcs.TrySetResult(true);
} catch (Exception ex)
{
tcs.TrySetException(ex);
}
}
Enqueue(ActionWrapper(WrappedAction));
return tcs.Task;
}
IEnumerator ActionWrapper(Action a)
{
a();
yield return null;
}
private static UnityMainThreadDispatcher _instance = null;
public static bool Exists() {
return _instance != null;
}
public static UnityMainThreadDispatcher Instance() {
if (!Exists ()) {
throw new Exception ("UnityMainThreadDispatcher could not find the UnityMainThreadDispatcher object. Please ensure you have added the MainThreadExecutor Prefab to your scene.");
}
return _instance;
}
void Awake() {
if (_instance == null) {
_instance = this;
DontDestroyOnLoad(this.gameObject);
}
}
void OnDestroy() {
_instance = null;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2ed9d3282e8634c038764ee594f764f8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: