├── README.md ├── Assets ├── Sprites │ ├── tile.png │ ├── black_grid01.png │ ├── tile.png.meta │ └── black_grid01.png.meta ├── Scripts │ ├── Car │ │ ├── CarUserControl.cs │ │ ├── BrakeLight.cs.meta │ │ ├── CarAIControl.cs.meta │ │ ├── CarAudio.cs.meta │ │ ├── Mudguard.cs.meta │ │ ├── SkidTrail.cs.meta │ │ ├── Suspension.cs.meta │ │ ├── WheelEffects.cs.meta │ │ ├── CarController.cs.meta │ │ ├── CarSelfRighting.cs.meta │ │ ├── CarUserControl.cs.meta │ │ ├── SkidTrail.cs │ │ ├── BrakeLight.cs │ │ ├── Mudguard.cs │ │ ├── Suspension.cs │ │ ├── CarSelfRighting.cs │ │ └── WheelEffects.cs │ ├── Car.meta │ ├── PathFind.meta │ ├── NeuralNetwork.meta │ ├── Car.cs.meta │ ├── Wall.cs.meta │ ├── Checkpoint.cs.meta │ ├── LidarSensor.cs.meta │ ├── LineTest.cs.meta │ ├── CameraFollow.cs.meta │ ├── EvolutionManager.cs.meta │ ├── PathFind │ │ ├── Node.cs.meta │ │ ├── NodeGrid.cs.meta │ │ ├── PathFinder.cs.meta │ │ └── PathFindAlgorithm.cs.meta │ ├── NeuralNetwork │ │ └── NeuralNetwork.cs.meta │ ├── Wall.cs │ ├── LineTest.cs │ ├── Checkpoint.cs │ ├── CameraFollow.cs │ └── EvolutionManager.cs ├── Modular Track │ ├── New Terrain.asset │ ├── Resources │ │ ├── Geometry │ │ │ ├── MT_Fences.fbx │ │ │ ├── Modular Road.fbx │ │ │ ├── MT_Fences.fbx.meta │ │ │ └── Modular Road.fbx.meta │ │ ├── Textures │ │ │ ├── MT_Asphalt_Normal.png │ │ │ ├── MT_Borders_Normal.png │ │ │ ├── MT_Fences_Normal.png │ │ │ ├── MT_Asphalt_AlbedoTransparency.png │ │ │ ├── MT_Asphalt_SpecularSmoothness.png │ │ │ ├── MT_Borders_AlbedoTransparency.png │ │ │ ├── MT_Borders_SpecularSmoothness.png │ │ │ ├── MT_Fences_AlbedoTransparency.png │ │ │ ├── MT_Fences_SpecularSmoothness.png │ │ │ ├── MT_Asphalt_Normal.png.meta │ │ │ ├── MT_Borders_Normal.png.meta │ │ │ ├── MT_Fences_Normal.png.meta │ │ │ ├── MT_Fences_AlbedoTransparency.png.meta │ │ │ ├── MT_Fences_SpecularSmoothness.png.meta │ │ │ ├── MT_Asphalt_AlbedoTransparency.png.meta │ │ │ ├── MT_Asphalt_SpecularSmoothness.png.meta │ │ │ ├── MT_Borders_AlbedoTransparency.png.meta │ │ │ └── MT_Borders_SpecularSmoothness.png.meta │ │ ├── Geometry.meta │ │ ├── Textures.meta │ │ ├── Materials.meta │ │ └── Materials │ │ │ ├── MT_Asphalt.mat.meta │ │ │ ├── MT_Borders.mat.meta │ │ │ ├── MT_Fences.mat.meta │ │ │ ├── MT_Asphalt.mat │ │ │ ├── MT_Borders.mat │ │ │ └── MT_Fences.mat │ ├── Prefabs.meta │ ├── Resources.meta │ ├── New Terrain.asset.meta │ └── Prefabs │ │ ├── MT_Road_01.prefab.meta │ │ ├── MT_Road_02.prefab.meta │ │ ├── MT_Turn.prefab.meta │ │ ├── MT_Road_01.prefab │ │ └── MT_Road_02.prefab ├── Standard Assets │ ├── Vehicles │ │ ├── Car │ │ │ ├── Audio │ │ │ │ ├── Skid.wav │ │ │ │ ├── AccelerationLow.wav │ │ │ │ ├── AccelerationHigh.wav │ │ │ │ ├── DecelerationHigh.wav │ │ │ │ ├── Skid.wav.meta │ │ │ │ ├── AccelerationHigh.wav.meta │ │ │ │ ├── AccelerationLow.wav.meta │ │ │ │ └── DecelerationHigh.wav.meta │ │ │ ├── Models │ │ │ │ └── SkyCar.fbx │ │ │ ├── Textures │ │ │ │ ├── SkidTrailAlbedo.png │ │ │ │ ├── SkyCarBodyNormals.png │ │ │ │ ├── ParticleCloudWhite.png │ │ │ │ ├── SkyCarBodyOcclusion.png │ │ │ │ ├── SkyCarWheelNormals.png │ │ │ │ ├── SkyCarWheelOcclusion.png │ │ │ │ ├── SkyCarLightsGlowAlpha.png │ │ │ │ ├── SkidTrailAlbedo.png.meta │ │ │ │ ├── ParticleCloudWhite.png.meta │ │ │ │ ├── SkyCarLightsGlowAlpha.png.meta │ │ │ │ ├── SkyCarBodyNormals.png.meta │ │ │ │ ├── SkyCarBodyOcclusion.png.meta │ │ │ │ ├── SkyCarWheelOcclusion.png.meta │ │ │ │ └── SkyCarWheelNormals.png.meta │ │ │ ├── Prefabs │ │ │ │ ├── Car.prefab.meta │ │ │ │ ├── SkidTrail.prefab.meta │ │ │ │ └── SkidTrail.prefab │ │ │ ├── Materials │ │ │ │ ├── TrailSkid.mat.meta │ │ │ │ ├── ParticleSmokeWhite.mat.meta │ │ │ │ ├── SkyCarBodyGrey.mat.meta │ │ │ │ ├── SkyCarBodyWhite.mat.meta │ │ │ │ ├── SkyCarLightGlows.mat.meta │ │ │ │ ├── SkyCarWheelGrey.mat.meta │ │ │ │ ├── SkyCarWheelWhite.mat.meta │ │ │ │ ├── SkyCarLightCoversGrey.mat.meta │ │ │ │ ├── SkyCarLightCoversWhite.mat.meta │ │ │ │ ├── ParticleSmokeWhite.mat │ │ │ │ └── SkyCarWheelGrey.mat │ │ │ ├── Audio.meta │ │ │ ├── Models.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Textures.meta │ │ │ └── Materials.meta │ │ ├── Aircraft │ │ │ ├── Textures │ │ │ │ ├── AircraftPropellerBlur01GreyAlbedo.png │ │ │ │ └── AircraftPropellerBlur01GreyAlbedo.png.meta │ │ │ ├── Scripts.meta │ │ │ ├── Textures.meta │ │ │ └── Scripts │ │ │ │ ├── LandingGear.cs.meta │ │ │ │ ├── AeroplaneAudio.cs.meta │ │ │ │ ├── JetParticleEffect.cs.meta │ │ │ │ ├── AeroplaneAiControl.cs.meta │ │ │ │ ├── AeroplaneController.cs.meta │ │ │ │ ├── AeroplanePropellerAnimator.cs.meta │ │ │ │ ├── AeroplaneUserControl2Axis.cs.meta │ │ │ │ ├── AeroplaneUserControl4Axis.cs.meta │ │ │ │ ├── AeroplaneControlSurfaceAnimator.cs.meta │ │ │ │ ├── LandingGear.cs │ │ │ │ ├── AeroplaneUserControl4Axis.cs │ │ │ │ ├── AeroplaneUserControl2Axis.cs │ │ │ │ └── JetParticleEffect.cs │ │ ├── Car.meta │ │ └── Aircraft.meta │ ├── Fonts │ │ ├── OpenSans │ │ │ ├── OpenSansBold.ttf │ │ │ ├── OpenSansLight.ttf │ │ │ ├── OpenSansSemibold.ttf │ │ │ ├── OpenSansBold.ttf.meta │ │ │ ├── OpenSansLight.ttf.meta │ │ │ └── OpenSansSemibold.ttf.meta │ │ └── OpenSans.meta │ ├── Editor.meta │ ├── Fonts.meta │ ├── Cameras.meta │ ├── Environment.meta │ ├── Vehicles.meta │ ├── Cameras │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── AutoCam.cs.meta │ │ │ ├── FreeLookCam.cs.meta │ │ │ ├── HandHeldCam.cs.meta │ │ │ ├── LookatTarget.cs.meta │ │ │ ├── TargetFieldOfView.cs.meta │ │ │ ├── AbstractTargetFollower.cs.meta │ │ │ ├── ProtectCameraFromWallClip.cs.meta │ │ │ ├── PivotBasedCameraRig.cs.meta │ │ │ ├── PivotBasedCameraRig.cs │ │ │ ├── HandHeldCam.cs │ │ │ ├── LookatTarget.cs │ │ │ └── TargetFieldOfView.cs │ ├── Editor │ │ ├── Water.meta │ │ ├── Water │ │ │ ├── Water4.meta │ │ │ └── Water4 │ │ │ │ ├── WaterBaseEditor.cs.meta │ │ │ │ ├── WaterEditorUtility.cs.meta │ │ │ │ ├── GerstnerDisplaceEditor.cs.meta │ │ │ │ ├── PlanarReflectionEditor.cs.meta │ │ │ │ ├── SpecularLightingEditor.cs.meta │ │ │ │ ├── SpecularLightingEditor.cs │ │ │ │ ├── PlanarReflectionEditor.cs │ │ │ │ └── WaterEditorUtility.cs │ │ ├── CrossPlatformInput.meta │ │ └── CrossPlatformInput │ │ │ └── CrossPlatformInputInitialize.cs.meta │ ├── CrossPlatformInput.meta │ ├── Environment │ │ ├── Water.meta │ │ ├── Water (Basic).meta │ │ ├── Water │ │ │ ├── Water.meta │ │ │ └── Water │ │ │ │ ├── Scripts.meta │ │ │ │ └── Scripts │ │ │ │ ├── GerstnerDisplace.cs │ │ │ │ ├── Water.cs.meta │ │ │ │ ├── Displace.cs.meta │ │ │ │ ├── WaterBase.cs.meta │ │ │ │ ├── WaterTile.cs.meta │ │ │ │ ├── GerstnerDisplace.cs.meta │ │ │ │ ├── MeshContainer.cs.meta │ │ │ │ ├── PlanarReflection.cs.meta │ │ │ │ ├── SpecularLighting.cs.meta │ │ │ │ ├── MeshContainer.cs │ │ │ │ ├── Displace.cs │ │ │ │ ├── SpecularLighting.cs │ │ │ │ ├── WaterTile.cs │ │ │ │ └── WaterBase.cs │ │ └── Water (Basic) │ │ │ ├── Scripts.meta │ │ │ └── Scripts │ │ │ ├── WaterBasic.cs.meta │ │ │ └── WaterBasic.cs │ └── CrossPlatformInput │ │ ├── Scripts.meta │ │ └── Scripts │ │ ├── PlatformSpecific.meta │ │ ├── Joystick.cs.meta │ │ ├── TouchPad.cs.meta │ │ ├── AxisTouchButton.cs.meta │ │ ├── ButtonHandler.cs.meta │ │ ├── MobileControlRig.cs.meta │ │ ├── VirtualInput.cs.meta │ │ ├── InputAxisScrollbar.cs.meta │ │ ├── PlatformSpecific │ │ ├── MobileInput.cs.meta │ │ ├── StandaloneInput.cs.meta │ │ └── StandaloneInput.cs │ │ ├── CrossPlatformInputManager.cs.meta │ │ ├── TiltInput.cs.meta │ │ ├── InputAxisScrollbar.cs │ │ ├── ButtonHandler.cs │ │ ├── AxisTouchButton.cs │ │ └── MobileControlRig.cs ├── Prefabs │ ├── Car.prefab.meta │ ├── Node.prefab.meta │ ├── Sensors │ │ └── LidarSensor.prefab.meta │ └── Sensors.meta ├── Scenes │ ├── Search.unity.meta │ ├── testLine.unity.meta │ └── PID Control.unity.meta ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta ├── Materials.meta ├── Modular Track.meta ├── Standard Assets.meta └── Materials │ ├── blue.mat.meta │ ├── terrain.mat.meta │ ├── lidar_line.mat.meta │ ├── line_black.mat.meta │ ├── line_red.mat.meta │ ├── lanline_yello.mat.meta │ ├── lidar_line.mat │ ├── line_black.mat │ ├── line_red.mat │ ├── lanline_yello.mat │ ├── blue.mat │ └── terrain.mat ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── .gitignore └── Packages └── manifest.json /README.md: -------------------------------------------------------------------------------- 1 | # AutoDriveSimulator 2 | 基于Unity开发的自动驾驶技术仿真学习项目 3 | 4 | 5 | ### Unity版本-2019.2.15f 6 | 7 | -------------------------------------------------------------------------------- /Assets/Sprites/tile.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class InputAxisScrollbar : MonoBehaviour 7 | { 8 | public string axis; 9 | 10 | void Update() { } 11 | 12 | public void HandleInput(float value) 13 | { 14 | CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - Wall 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Scripts/Car/SkidTrail.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.Vehicles.Car 6 | { 7 | public class SkidTrail : MonoBehaviour 8 | { 9 | [SerializeField] private float m_PersistTime; 10 | 11 | 12 | private IEnumerator Start() 13 | { 14 | while (true) 15 | { 16 | yield return null; 17 | 18 | if (transform.parent.parent == null) 19 | { 20 | Destroy(gameObject, m_PersistTime); 21 | } 22 | } 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/Wall.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Simulator 4 | { 5 | public class Wall : MonoBehaviour 6 | { 7 | [SerializeField] string LayerHitName = "CarCollider"; // The name of the layer set on each car 8 | 9 | private void OnCollisionEnter(Collision collision) // Once anythong hits the wall 10 | { 11 | if (collision.gameObject.layer == LayerMask.NameToLayer("LayerHitName")) 12 | { 13 | //collision.transform.GetComponent().WallHit(); // If it is a car, tell it that it just hit a wall 14 | } 15 | } 16 | } 17 | } 18 | 19 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | public class MeshContainer 7 | { 8 | public Mesh mesh; 9 | public Vector3[] vertices; 10 | public Vector3[] normals; 11 | 12 | 13 | public MeshContainer(Mesh m) 14 | { 15 | mesh = m; 16 | vertices = m.vertices; 17 | normals = m.normals; 18 | } 19 | 20 | 21 | public void Update() 22 | { 23 | mesh.vertices = vertices; 24 | mesh.normals = normals; 25 | } 26 | } 27 | } -------------------------------------------------------------------------------- /Assets/Scripts/Car/BrakeLight.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | public class BrakeLight : MonoBehaviour 7 | { 8 | public CarController car; // reference to the car controller, must be dragged in inspector 9 | 10 | private Renderer m_Renderer; 11 | 12 | 13 | private void Start() 14 | { 15 | m_Renderer = GetComponent(); 16 | } 17 | 18 | 19 | private void Update() 20 | { 21 | // enable the Renderer when the car is braking, disable it otherwise. 22 | m_Renderer.enabled = car.BrakeInput > 0f; 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/LineTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LineTest : MonoBehaviour 6 | { 7 | private LineRenderer lr; 8 | 9 | 10 | void Start() 11 | { 12 | lr = GetComponent(); 13 | lr.positionCount = 10; 14 | } 15 | 16 | // Update is called once per frame 17 | void Update() 18 | { 19 | RaycastHit hit; 20 | if(Physics.Raycast(transform.position,Vector3.right,out hit)) 21 | { 22 | float d = Vector3.Distance(transform.position, hit.point); 23 | print(d); 24 | lr.SetPosition(0, d * Vector3.right); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/Car/Mudguard.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels 7 | // which have to turn with the wheels when steering is applied. 8 | 9 | public class Mudguard : MonoBehaviour 10 | { 11 | public CarController carController; // car controller to get the steering angle 12 | 13 | private Quaternion m_OriginalRotation; 14 | 15 | 16 | private void Start() 17 | { 18 | m_OriginalRotation = transform.localRotation; 19 | } 20 | 21 | 22 | private void Update() 23 | { 24 | transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets.Cameras 6 | { 7 | public abstract class PivotBasedCameraRig : AbstractTargetFollower 8 | { 9 | // This script is designed to be placed on the root object of a camera rig, 10 | // comprising 3 gameobjects, each parented to the next: 11 | 12 | // Camera Rig 13 | // Pivot 14 | // Camera 15 | 16 | protected Transform m_Cam; // the transform of the camera 17 | protected Transform m_Pivot; // the point at which the camera pivots around 18 | protected Vector3 m_LastTargetPosition; 19 | 20 | 21 | protected virtual void Awake() 22 | { 23 | // find the camera in the object hierarchy 24 | m_Cam = GetComponentInChildren().transform; 25 | m_Pivot = m_Cam.parent; 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 8 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_ShowLightmapResolutionOverlay: 1 27 | -------------------------------------------------------------------------------- /Assets/Scripts/Car/Suspension.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | // this script is specific to the car supplied in the the assets 7 | // it controls the suspension hub to make it move with the wheel are it goes over bumps 8 | public class Suspension : MonoBehaviour 9 | { 10 | public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension 11 | 12 | 13 | private Vector3 m_TargetOriginalPosition; 14 | private Vector3 m_Origin; 15 | 16 | 17 | private void Start() 18 | { 19 | m_TargetOriginalPosition = wheel.transform.localPosition; 20 | m_Origin = transform.localPosition; 21 | } 22 | 23 | 24 | private void Update() 25 | { 26 | transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent(typeof(WaterBase))] 8 | public class Displace : MonoBehaviour 9 | { 10 | public void Awake() 11 | { 12 | if (enabled) 13 | { 14 | OnEnable(); 15 | } 16 | else 17 | { 18 | OnDisable(); 19 | } 20 | } 21 | 22 | 23 | public void OnEnable() 24 | { 25 | Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); 26 | Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); 27 | } 28 | 29 | 30 | public void OnDisable() 31 | { 32 | Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); 33 | Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); 34 | } 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | [RequireComponent(typeof(WaterBase))] 7 | [ExecuteInEditMode] 8 | public class SpecularLighting : MonoBehaviour 9 | { 10 | public Transform specularLight; 11 | private WaterBase m_WaterBase; 12 | 13 | 14 | public void Start() 15 | { 16 | m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); 17 | } 18 | 19 | 20 | public void Update() 21 | { 22 | if (!m_WaterBase) 23 | { 24 | m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); 25 | } 26 | 27 | if (specularLight && m_WaterBase.sharedMaterial) 28 | { 29 | m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); 30 | } 31 | } 32 | } 33 | } -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 1 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water (Basic)/Scripts/WaterBasic.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | [ExecuteInEditMode] 7 | public class WaterBasic : MonoBehaviour 8 | { 9 | void Update() 10 | { 11 | Renderer r = GetComponent(); 12 | if (!r) 13 | { 14 | return; 15 | } 16 | Material mat = r.sharedMaterial; 17 | if (!mat) 18 | { 19 | return; 20 | } 21 | 22 | Vector4 waveSpeed = mat.GetVector("WaveSpeed"); 23 | float waveScale = mat.GetFloat("_WaveScale"); 24 | float t = Time.time / 20.0f; 25 | 26 | Vector4 offset4 = waveSpeed * (t * waveScale); 27 | Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f), 28 | Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f)); 29 | mat.SetVector("_WaveOffset", offsetClamped); 30 | } 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class ButtonHandler : MonoBehaviour 7 | { 8 | 9 | public string Name; 10 | 11 | void OnEnable() 12 | { 13 | 14 | } 15 | 16 | public void SetDownState() 17 | { 18 | CrossPlatformInputManager.SetButtonDown(Name); 19 | } 20 | 21 | 22 | public void SetUpState() 23 | { 24 | CrossPlatformInputManager.SetButtonUp(Name); 25 | } 26 | 27 | 28 | public void SetAxisPositiveState() 29 | { 30 | CrossPlatformInputManager.SetAxisPositive(Name); 31 | } 32 | 33 | 34 | public void SetAxisNeutralState() 35 | { 36 | CrossPlatformInputManager.SetAxisZero(Name); 37 | } 38 | 39 | 40 | public void SetAxisNegativeState() 41 | { 42 | CrossPlatformInputManager.SetAxisNegative(Name); 43 | } 44 | 45 | public void Update() 46 | { 47 | 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Scripts/Checkpoint.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Simulator 6 | { 7 | public class Checkpoint : MonoBehaviour 8 | { 9 | 10 | [SerializeField] string LayerHitName = "CarCollider"; // The name of the layer set on each car 11 | List AllGuids = new List(); // The list of Guids of all the cars increased 12 | 13 | private void OnTriggerEnter(Collider other) 14 | { 15 | if(other.gameObject.layer == LayerMask.NameToLayer(LayerHitName)) // If this object is a car 16 | { 17 | Car carComponent = other.transform.parent.GetComponent(); // Get the compoent of the car 18 | string carGuid = carComponent.TheGuid; // Get the Unique ID of the car 19 | if (!AllGuids.Contains(carGuid)) // If we didn't increase the car before 20 | { 21 | AllGuids.Add(carGuid); // Make sure we don't increase it again 22 | carComponent.CheckpointHit(); // Increase the car's fitness 23 | } 24 | } 25 | } 26 | 27 | } 28 | } 29 | 30 | -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- /Assets/Modular Track/Resources/Textures/MT_Borders_SpecularSmoothness.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9040bec5cf7854b0c8ceca7affc08e74 3 | timeCreated: 1489382192 4 | licenseType: Store 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 0 25 | cubemapConvolution: 0 26 | cubemapConvolutionSteps: 7 27 | cubemapConvolutionExponent: 1.5 28 | seamlessCubemap: 0 29 | textureFormat: -1 30 | maxTextureSize: 2048 31 | textureSettings: 32 | filterMode: -1 33 | aniso: -1 34 | mipBias: -1 35 | wrapMode: -1 36 | nPOTScale: 1 37 | lightmap: 0 38 | rGBM: 0 39 | compressionQuality: 50 40 | allowsAlphaSplitting: 0 41 | spriteMode: 0 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 0 45 | spritePivot: {x: 0.5, y: 0.5} 46 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 47 | spritePixelsToUnits: 100 48 | alphaIsTransparency: 0 49 | spriteTessellationDetail: -1 50 | textureType: -1 51 | buildTargetSettings: [] 52 | spriteSheet: 53 | serializedVersion: 2 54 | sprites: [] 55 | outline: [] 56 | spritePackingTag: 57 | userData: 58 | assetBundleName: 59 | assetBundleVariant: 60 | -------------------------------------------------------------------------------- /Assets/Scripts/Car/CarSelfRighting.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | public class CarSelfRighting : MonoBehaviour 7 | { 8 | // Automatically put the car the right way up, if it has come to rest upside-down. 9 | [SerializeField] private float m_WaitTime = 3f; // time to wait before self righting 10 | [SerializeField] private float m_VelocityThreshold = 1f; // the velocity below which the car is considered stationary for self-righting 11 | 12 | private float m_LastOkTime; // the last time that the car was in an OK state 13 | private Rigidbody m_Rigidbody; 14 | 15 | 16 | private void Start() 17 | { 18 | m_Rigidbody = GetComponent(); 19 | } 20 | 21 | 22 | private void Update() 23 | { 24 | // is the car is the right way up 25 | if (transform.up.y > 0f || m_Rigidbody.velocity.magnitude > m_VelocityThreshold) 26 | { 27 | m_LastOkTime = Time.time; 28 | } 29 | 30 | if (Time.time > m_LastOkTime + m_WaitTime) 31 | { 32 | RightCar(); 33 | } 34 | } 35 | 36 | 37 | // put the car back the right way up: 38 | private void RightCar() 39 | { 40 | // set the correct orientation for the car, and lift it off the ground a little 41 | transform.position += Vector3.up; 42 | transform.rotation = Quaternion.LookRotation(transform.forward); 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.unitypackage 61 | 62 | # Crashlytics generated file 63 | crashlytics-build.properties 64 | 65 | # Packed Addressables 66 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 67 | 68 | # Temporary auto-generated Android Assets 69 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 70 | /[Aa]ssets/[Ss]treamingAssets/aa/* 71 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | [ExecuteInEditMode] 7 | public class WaterTile : MonoBehaviour 8 | { 9 | public PlanarReflection reflection; 10 | public WaterBase waterBase; 11 | 12 | 13 | public void Start() 14 | { 15 | AcquireComponents(); 16 | } 17 | 18 | 19 | void AcquireComponents() 20 | { 21 | if (!reflection) 22 | { 23 | if (transform.parent) 24 | { 25 | reflection = transform.parent.GetComponent(); 26 | } 27 | else 28 | { 29 | reflection = transform.GetComponent(); 30 | } 31 | } 32 | 33 | if (!waterBase) 34 | { 35 | if (transform.parent) 36 | { 37 | waterBase = transform.parent.GetComponent(); 38 | } 39 | else 40 | { 41 | waterBase = transform.GetComponent(); 42 | } 43 | } 44 | } 45 | 46 | 47 | #if UNITY_EDITOR 48 | public void Update() 49 | { 50 | AcquireComponents(); 51 | } 52 | #endif 53 | 54 | 55 | public void OnWillRenderObject() 56 | { 57 | if (reflection) 58 | { 59 | reflection.WaterTileBeingRendered(transform, Camera.current); 60 | } 61 | if (waterBase) 62 | { 63 | waterBase.WaterTileBeingRendered(transform, Camera.current); 64 | } 65 | } 66 | } 67 | } -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.1.0", 6 | "com.unity.ide.vscode": "1.1.3", 7 | "com.unity.package-manager-ui": "2.2.0", 8 | "com.unity.test-framework": "1.0.13", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.1.0", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": "1.0.0", 39 | "com.unity.modules.video": "1.0.0", 40 | "com.unity.modules.vr": "1.0.0", 41 | "com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Aeroplane 5 | { 6 | public class LandingGear : MonoBehaviour 7 | { 8 | 9 | private enum GearState 10 | { 11 | Raised = -1, 12 | Lowered = 1 13 | } 14 | 15 | // The landing gear can be raised and lowered at differing altitudes. 16 | // The gear is only lowered when descending, and only raised when climbing. 17 | 18 | // this script detects the raise/lower condition and sets a parameter on 19 | // the animator to actually play the animation to raise or lower the gear. 20 | 21 | public float raiseAtAltitude = 40; 22 | public float lowerAtAltitude = 40; 23 | 24 | private GearState m_State = GearState.Lowered; 25 | private Animator m_Animator; 26 | private Rigidbody m_Rigidbody; 27 | private AeroplaneController m_Plane; 28 | 29 | // Use this for initialization 30 | private void Start() 31 | { 32 | m_Plane = GetComponent(); 33 | m_Animator = GetComponent(); 34 | m_Rigidbody = GetComponent(); 35 | } 36 | 37 | 38 | // Update is called once per frame 39 | private void Update() 40 | { 41 | if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0) 42 | { 43 | m_State = GearState.Raised; 44 | } 45 | 46 | if (m_State == GearState.Raised && m_Plane.Altitude < lowerAtAltitude && m_Rigidbody.velocity.y < 0) 47 | { 48 | m_State = GearState.Lowered; 49 | } 50 | 51 | // set the parameter on the animator controller to trigger the appropriate animation 52 | m_Animator.SetInteger("GearState", (int) m_State); 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Scripts/CameraFollow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Simulator 4 | { 5 | public class CameraFollow : MonoBehaviour 6 | { 7 | Vector3 smoothPosVelocity; // Velocity of position smoothing 8 | Vector3 smoothRotValocity; // Velocity of Rotation Smoothing 9 | 10 | private void FixedUpdate() 11 | { 12 | Car bestCar = transform.GetChild(0).GetComponent(); // The best car in the bunch is the first one 13 | 14 | for (int i = 0; i < transform.childCount; i++) // Loop over all the cars 15 | { 16 | Car currentCar = transform.GetChild(i).GetComponent(); // Get the component of the current car 17 | 18 | if (currentCar.Fitness > bestCar.Fitness) // If the current car is better than the best car 19 | { 20 | bestCar = currentCar; //Then , the best car is the current car 21 | } 22 | } 23 | 24 | Transform bestCarCamPos = bestCar.transform.GetChild(0); // The target position of the camera relative to the best car 25 | Camera.main.transform.position = Vector3.SmoothDamp(Camera.main.transform.position, 26 | bestCarCamPos.position, 27 | ref smoothPosVelocity, 28 | 0.7f); // Smoothly set the position 29 | Camera.main.transform.rotation = Quaternion.Lerp(Camera.main.transform.rotation, 30 | Quaternion.LookRotation(bestCar.transform.position - Camera.main.transform.position), 31 | 0.1f); // Smoothly set the rotation 32 | } 33 | } 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Car/Textures/SkyCarWheelNormals.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af58420b18450884782f4761c8f71952 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 1 9 | linearTexture: 1 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 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SerializedProperty specularLight; 11 | 12 | public void OnEnable() 13 | { 14 | serObj = new SerializedObject(target); 15 | specularLight = serObj.FindProperty("specularLight"); 16 | } 17 | 18 | public override void OnInspectorGUI() 19 | { 20 | serObj.Update(); 21 | 22 | GameObject go = ((SpecularLighting)serObj.targetObject).gameObject; 23 | WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); 24 | 25 | if (!wb.sharedMaterial) 26 | return; 27 | 28 | if (wb.sharedMaterial.HasProperty("_WorldLightDir")) 29 | { 30 | GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel); 31 | EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light")); 32 | 33 | if (wb.sharedMaterial.HasProperty("_SpecularColor")) 34 | WaterEditorUtility.SetMaterialColor( 35 | "_SpecularColor", 36 | EditorGUILayout.ColorField("Specular", 37 | WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)), 38 | wb.sharedMaterial); 39 | if (wb.sharedMaterial.HasProperty("_Shininess")) 40 | WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider( 41 | "Specular power", 42 | WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial), 43 | 0.0F, 500.0F), wb.sharedMaterial); 44 | } 45 | else 46 | GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel); 47 | 48 | serObj.ApplyModifiedProperties(); 49 | } 50 | 51 | } 52 | } -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | 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userData: 87 | assetBundleName: 88 | assetBundleVariant: 89 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Water 5 | { 6 | public enum WaterQuality 7 | { 8 | High = 2, 9 | Medium = 1, 10 | Low = 0, 11 | } 12 | 13 | [ExecuteInEditMode] 14 | public class WaterBase : MonoBehaviour 15 | { 16 | public Material sharedMaterial; 17 | public WaterQuality waterQuality = WaterQuality.High; 18 | public bool edgeBlend = true; 19 | 20 | 21 | public void UpdateShader() 22 | { 23 | if (waterQuality > WaterQuality.Medium) 24 | { 25 | sharedMaterial.shader.maximumLOD = 501; 26 | } 27 | else if (waterQuality > WaterQuality.Low) 28 | { 29 | sharedMaterial.shader.maximumLOD = 301; 30 | } 31 | else 32 | { 33 | sharedMaterial.shader.maximumLOD = 201; 34 | } 35 | 36 | // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, 37 | // as the shader will render everything as transparent if the depth texture is not valid. 38 | if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) 39 | { 40 | edgeBlend = false; 41 | } 42 | 43 | if (edgeBlend) 44 | { 45 | Shader.EnableKeyword("WATER_EDGEBLEND_ON"); 46 | Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); 47 | // just to make sure (some peeps might forget to add a water tile to the patches) 48 | if (Camera.main) 49 | { 50 | Camera.main.depthTextureMode |= DepthTextureMode.Depth; 51 | } 52 | } 53 | else 54 | { 55 | Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); 56 | Shader.DisableKeyword("WATER_EDGEBLEND_ON"); 57 | } 58 | } 59 | 60 | 61 | public void WaterTileBeingRendered(Transform tr, Camera currentCam) 62 | { 63 | if (currentCam && edgeBlend) 64 | { 65 | currentCam.depthTextureMode |= DepthTextureMode.Depth; 66 | } 67 | } 68 | 69 | 70 | public void Update() 71 | { 72 | if (sharedMaterial) 73 | { 74 | UpdateShader(); 75 | } 76 | } 77 | } 78 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | 5 | namespace UnityStandardAssets.Water 6 | { 7 | [CustomEditor(typeof(PlanarReflection))] 8 | public class PlanarReflectionEditor : Editor 9 | { 10 | private SerializedObject serObj; 11 | 12 | //private SerializedProperty wavesFrequency; 13 | 14 | // reflection 15 | private SerializedProperty reflectionMask; 16 | private SerializedProperty reflectSkybox; 17 | private SerializedProperty clearColor; 18 | 19 | bool showKidsWithReflectionHint = false; 20 | 21 | public void OnEnable() 22 | { 23 | serObj = new SerializedObject(target); 24 | 25 | reflectionMask = serObj.FindProperty("reflectionMask"); 26 | reflectSkybox = serObj.FindProperty("reflectSkybox"); 27 | clearColor = serObj.FindProperty("clearColor"); 28 | } 29 | 30 | public override void OnInspectorGUI() 31 | { 32 | GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel); 33 | 34 | serObj.Update(); 35 | 36 | EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers")); 37 | EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox")); 38 | EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color")); 39 | 40 | showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint); 41 | if (showKidsWithReflectionHint) 42 | { 43 | int i = 0; 44 | foreach (Transform t in ((PlanarReflection)target).transform) 45 | { 46 | if (t.GetComponent()) 47 | { 48 | if (i % 2 == 0) 49 | EditorGUILayout.BeginHorizontal(); 50 | EditorGUILayout.ObjectField(t, typeof(Transform), true); 51 | if (i % 2 == 1) 52 | EditorGUILayout.EndHorizontal(); 53 | i = (i + 1) % 2; 54 | } 55 | } 56 | if (i > 0) 57 | EditorGUILayout.EndHorizontal(); 58 | } 59 | EditorGUILayout.EndToggleGroup(); 60 | 61 | serObj.ApplyModifiedProperties(); 62 | } 63 | 64 | } 65 | } -------------------------------------------------------------------------------- /Assets/Materials/terrain.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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Input.GetAxisRaw(name) : Input.GetAxis(name); 11 | } 12 | 13 | 14 | public override bool GetButton(string name) 15 | { 16 | return Input.GetButton(name); 17 | } 18 | 19 | 20 | public override bool GetButtonDown(string name) 21 | { 22 | return Input.GetButtonDown(name); 23 | } 24 | 25 | 26 | public override bool GetButtonUp(string name) 27 | { 28 | return Input.GetButtonUp(name); 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | throw new Exception( 35 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 36 | } 37 | 38 | 39 | public override void SetButtonUp(string name) 40 | { 41 | throw new Exception( 42 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 43 | } 44 | 45 | 46 | public override void SetAxisPositive(string name) 47 | { 48 | throw new Exception( 49 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 50 | } 51 | 52 | 53 | public override void SetAxisNegative(string name) 54 | { 55 | throw new Exception( 56 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 57 | } 58 | 59 | 60 | public override void SetAxisZero(string name) 61 | { 62 | throw new Exception( 63 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 64 | } 65 | 66 | 67 | public override void SetAxis(string name, float value) 68 | { 69 | throw new Exception( 70 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 71 | } 72 | 73 | 74 | public override Vector3 MousePosition() 75 | { 76 | return Input.mousePosition; 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 8 | { 9 | // designed to work in a pair with another axis touch button 10 | // (typically with one having -1 and one having 1 axisValues) 11 | public string axisName = "Horizontal"; // The name of the axis 12 | public float axisValue = 1; // The axis that the value has 13 | public float responseSpeed = 3; // The speed at which the axis touch button responds 14 | public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre 15 | 16 | AxisTouchButton m_PairedWith; // Which button this one is paired with 17 | CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input 18 | 19 | void OnEnable() 20 | { 21 | if (!CrossPlatformInputManager.AxisExists(axisName)) 22 | { 23 | // if the axis doesnt exist create a new one in cross platform input 24 | m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); 25 | CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); 26 | } 27 | else 28 | { 29 | m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); 30 | } 31 | FindPairedButton(); 32 | } 33 | 34 | void FindPairedButton() 35 | { 36 | // find the other button witch which this button should be paired 37 | // (it should have the same axisName) 38 | var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; 39 | 40 | if (otherAxisButtons != null) 41 | { 42 | for (int i = 0; i < otherAxisButtons.Length; i++) 43 | { 44 | if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) 45 | { 46 | m_PairedWith = otherAxisButtons[i]; 47 | } 48 | } 49 | } 50 | } 51 | 52 | void OnDisable() 53 | { 54 | // The object is disabled so remove it from the cross platform input system 55 | m_Axis.Remove(); 56 | } 57 | 58 | 59 | public void OnPointerDown(PointerEventData data) 60 | { 61 | if (m_PairedWith == null) 62 | { 63 | FindPairedButton(); 64 | } 65 | // update the axis and record that the button has been pressed this frame 66 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); 67 | } 68 | 69 | 70 | public void OnPointerUp(PointerEventData data) 71 | { 72 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- 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UnityStandardAssets.CrossPlatformInput; 4 | 5 | namespace UnityStandardAssets.Vehicles.Aeroplane 6 | { 7 | [RequireComponent(typeof (AeroplaneController))] 8 | public class AeroplaneUserControl4Axis : MonoBehaviour 9 | { 10 | // these max angles are only used on mobile, due to the way pitch and roll input are handled 11 | public float maxRollAngle = 80; 12 | public float maxPitchAngle = 80; 13 | 14 | // reference to the aeroplane that we're controlling 15 | private AeroplaneController m_Aeroplane; 16 | private float m_Throttle; 17 | private bool m_AirBrakes; 18 | private float m_Yaw; 19 | 20 | 21 | private void Awake() 22 | { 23 | // Set up the reference to the aeroplane controller. 24 | m_Aeroplane = GetComponent(); 25 | } 26 | 27 | 28 | private void FixedUpdate() 29 | { 30 | // Read input for the pitch, yaw, roll and throttle of the aeroplane. 31 | float roll = CrossPlatformInputManager.GetAxis("Mouse X"); 32 | float pitch = CrossPlatformInputManager.GetAxis("Mouse Y"); 33 | m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1"); 34 | m_Yaw = CrossPlatformInputManager.GetAxis("Horizontal"); 35 | m_Throttle = CrossPlatformInputManager.GetAxis("Vertical"); 36 | #if MOBILE_INPUT 37 | AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle); 38 | #endif 39 | // Pass the input to the aeroplane 40 | m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes); 41 | } 42 | 43 | 44 | private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) 45 | { 46 | // because mobile tilt is used for roll and pitch, we help out by 47 | // assuming that a centered level device means the user 48 | // wants to fly straight and level! 49 | 50 | // this means on mobile, the input represents the *desired* roll angle of the aeroplane, 51 | // and the roll input is calculated to achieve that. 52 | // whereas on non-mobile, the input directly controls the roll of the aeroplane. 53 | 54 | float intendedRollAngle = 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aeroplane that we're controlling 15 | private AeroplaneController m_Aeroplane; 16 | 17 | 18 | private void Awake() 19 | { 20 | // Set up the reference to the aeroplane controller. 21 | m_Aeroplane = GetComponent(); 22 | } 23 | 24 | 25 | private void FixedUpdate() 26 | { 27 | // Read input for the pitch, yaw, roll and throttle of the aeroplane. 28 | float roll = CrossPlatformInputManager.GetAxis("Horizontal"); 29 | float pitch = CrossPlatformInputManager.GetAxis("Vertical"); 30 | bool airBrakes = CrossPlatformInputManager.GetButton("Fire1"); 31 | 32 | // auto throttle up, or down if braking. 33 | float throttle = airBrakes ? -1 : 1; 34 | #if MOBILE_INPUT 35 | AdjustInputForMobileControls(ref roll, ref pitch, ref throttle); 36 | #endif 37 | // Pass the input to the aeroplane 38 | m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes); 39 | } 40 | 41 | 42 | private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) 43 | { 44 | // because mobile tilt is used for roll and pitch, we help out by 45 | // assuming that a centered level device means the user 46 | // wants to fly straight and level! 47 | 48 | // this means on mobile, the input represents the *desired* roll angle of the aeroplane, 49 | // and the roll input is calculated to achieve that. 50 | // whereas on non-mobile, the input directly controls the roll of the aeroplane. 51 | 52 | float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; 53 | float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; 54 | roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); 55 | pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); 56 | 57 | // similarly, the throttle axis input is considered to be the desired absolute value, not a relative change to current throttle. 58 | float intendedThrottle = throttle*0.5f + 0.5f; 59 | throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle, -1, 1); 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Scripts/Car/WheelEffects.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Car 5 | { 6 | [RequireComponent(typeof (AudioSource))] 7 | public class WheelEffects : MonoBehaviour 8 | { 9 | public Transform SkidTrailPrefab; 10 | public static Transform skidTrailsDetachedParent; 11 | public ParticleSystem skidParticles; 12 | public bool skidding { get; private set; } 13 | public bool PlayingAudio { get; private set; } 14 | 15 | 16 | private AudioSource m_AudioSource; 17 | private Transform m_SkidTrail; 18 | private WheelCollider m_WheelCollider; 19 | 20 | 21 | private void Start() 22 | { 23 | skidParticles = transform.root.GetComponentInChildren(); 24 | 25 | if (skidParticles == null) 26 | { 27 | Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject); 28 | } 29 | else 30 | { 31 | skidParticles.Stop(); 32 | } 33 | 34 | m_WheelCollider = GetComponent(); 35 | m_AudioSource = GetComponent(); 36 | PlayingAudio = false; 37 | 38 | if (skidTrailsDetachedParent == null) 39 | { 40 | skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; 41 | } 42 | } 43 | 44 | 45 | public void EmitTyreSmoke() 46 | { 47 | skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius; 48 | skidParticles.Emit(1); 49 | if (!skidding) 50 | { 51 | StartCoroutine(StartSkidTrail()); 52 | } 53 | } 54 | 55 | 56 | public void PlayAudio() 57 | { 58 | m_AudioSource.Play(); 59 | PlayingAudio = true; 60 | } 61 | 62 | 63 | public void StopAudio() 64 | { 65 | m_AudioSource.Stop(); 66 | PlayingAudio = false; 67 | } 68 | 69 | 70 | public IEnumerator StartSkidTrail() 71 | { 72 | skidding = true; 73 | m_SkidTrail = Instantiate(SkidTrailPrefab); 74 | while (m_SkidTrail == null) 75 | { 76 | yield return null; 77 | } 78 | m_SkidTrail.parent = transform; 79 | m_SkidTrail.localPosition = -Vector3.up*m_WheelCollider.radius; 80 | } 81 | 82 | 83 | public void EndSkidTrail() 84 | { 85 | if (!skidding) 86 | { 87 | return; 88 | } 89 | skidding = false; 90 | m_SkidTrail.parent = skidTrailsDetachedParent; 91 | Destroy(m_SkidTrail.gameObject, 10); 92 | } 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | #if UNITY_EDITOR 3 | using UnityEditor; 4 | #endif 5 | using UnityEngine; 6 | 7 | 8 | namespace UnityStandardAssets.CrossPlatformInput 9 | { 10 | [ExecuteInEditMode] 11 | public class MobileControlRig : MonoBehaviour 12 | #if UNITY_EDITOR 13 | , UnityEditor.Build.IActiveBuildTargetChanged 14 | #endif 15 | { 16 | // this script enables or disables the child objects of a control rig 17 | // depending on whether the USE_MOBILE_INPUT define is declared. 18 | 19 | // This define is set or unset by a menu item that is included with 20 | // the Cross Platform Input package. 21 | 22 | 23 | #if !UNITY_EDITOR 24 | void OnEnable() 25 | { 26 | CheckEnableControlRig(); 27 | } 28 | #else 29 | public int callbackOrder 30 | { 31 | get 32 | { 33 | return 1; 34 | } 35 | } 36 | #endif 37 | 38 | private void Start() 39 | { 40 | #if UNITY_EDITOR 41 | if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play 42 | #endif 43 | { 44 | UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); 45 | 46 | if (system == null) 47 | {//the scene have no event system, spawn one 48 | GameObject o = new GameObject("EventSystem"); 49 | 50 | o.AddComponent(); 51 | o.AddComponent(); 52 | } 53 | } 54 | } 55 | 56 | #if UNITY_EDITOR 57 | 58 | private void OnEnable() 59 | { 60 | EditorApplication.update += Update; 61 | } 62 | 63 | 64 | private void OnDisable() 65 | { 66 | EditorApplication.update -= Update; 67 | } 68 | 69 | 70 | private void Update() 71 | { 72 | CheckEnableControlRig(); 73 | } 74 | #endif 75 | 76 | 77 | private void CheckEnableControlRig() 78 | { 79 | #if MOBILE_INPUT 80 | EnableControlRig(true); 81 | #else 82 | EnableControlRig(false); 83 | #endif 84 | } 85 | 86 | 87 | private void EnableControlRig(bool enabled) 88 | { 89 | foreach (Transform t in transform) 90 | { 91 | t.gameObject.SetActive(enabled); 92 | } 93 | } 94 | 95 | #if UNITY_EDITOR 96 | public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) 97 | { 98 | CheckEnableControlRig(); 99 | } 100 | #endif 101 | } 102 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | class WaterEditorUtility 5 | { 6 | // helper functions to retrieve & set material values 7 | 8 | public static float GetMaterialFloat(System.String name, Material mat) { 9 | return mat.GetFloat(name); 10 | } 11 | public static void SetMaterialFloat(System.String name, float f, Material mat) { 12 | mat.SetFloat(name, f); 13 | } 14 | 15 | public static Color GetMaterialColor(System.String name, Material mat) { 16 | return mat.GetColor(name); 17 | } 18 | public static void SetMaterialColor(System.String name, Color color, Material mat) { 19 | mat.SetColor(name, color); 20 | } 21 | public static Vector4 GetMaterialVector(System.String name, Material mat) { 22 | return mat.GetVector(name); 23 | } 24 | public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) { 25 | mat.SetVector(name, vector); 26 | } 27 | public static Texture GetMaterialTexture(System.String theName, Material mat) { 28 | return mat.GetTexture(theName); 29 | } 30 | public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) { 31 | mat.SetTexture(theName, parameter); 32 | } 33 | 34 | public static Material LocateValidWaterMaterial(Transform parent) 35 | { 36 | if(parent.GetComponent() && parent.GetComponent().sharedMaterial) 37 | return parent.GetComponent().sharedMaterial; 38 | foreach( Transform t in parent) 39 | { 40 | if(t.GetComponent() && t.GetComponent().sharedMaterial) 41 | return t.GetComponent().sharedMaterial; 42 | } 43 | return null; 44 | } 45 | 46 | public static void CurveGui (System.String name, SerializedObject serObj, Color color) 47 | { 48 | AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f)); 49 | curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f)); 50 | 51 | //if (GUI.changed) { 52 | // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve); 53 | //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver); 54 | //} 55 | } 56 | /* 57 | public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve) 58 | { 59 | Debug.Log("AnimationCurveChanged"); 60 | Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel"); 61 | if(!fresnel) 62 | fresnel = new Texture2D(256,1); 63 | 64 | for (int i = 0; i < 256; i++) 65 | { 66 | float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f); 67 | Debug.Log(""+(((float)i)/255.0f) +": "+val); 68 | fresnel.SetPixel(i, 0, new Color(val,val,val,val)); 69 | } 70 | fresnel.Apply(); 71 | 72 | sharedMaterial.SetTexture("_Fresnel", fresnel); 73 | 74 | } */ 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Sprites/tile.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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outline: [] 89 | physicsShape: [] 90 | bones: [] 91 | spriteID: 5e97eb03825dee720800000000000000 92 | internalID: 0 93 | vertices: [] 94 | indices: 95 | edges: [] 96 | weights: [] 97 | secondaryTextures: [] 98 | spritePackingTag: 99 | pSDRemoveMatte: 0 100 | pSDShowRemoveMatteOption: 0 101 | userData: 102 | assetBundleName: 103 | assetBundleVariant: 104 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Cameras 5 | { 6 | public class LookatTarget : AbstractTargetFollower 7 | { 8 | // A simple script to make one object look at another, 9 | // but with optional constraints which operate relative to 10 | // this gameobject's initial rotation. 11 | 12 | // Only rotates around local X and Y. 13 | 14 | // Works in local coordinates, so if this object is parented 15 | // to another moving gameobject, its local constraints will 16 | // operate correctly 17 | // (Think: looking out the side window of a car, or a gun turret 18 | // on a moving spaceship with a limited angular range) 19 | 20 | // to have no constraints on an axis, set the rotationRange greater than 360. 21 | 22 | [SerializeField] private Vector2 m_RotationRange; 23 | [SerializeField] private float m_FollowSpeed = 1; 24 | 25 | private Vector3 m_FollowAngles; 26 | private Quaternion m_OriginalRotation; 27 | 28 | protected Vector3 m_FollowVelocity; 29 | 30 | 31 | // Use this for initialization 32 | protected override void Start() 33 | { 34 | base.Start(); 35 | m_OriginalRotation = transform.localRotation; 36 | } 37 | 38 | 39 | protected override void FollowTarget(float deltaTime) 40 | { 41 | // we make initial calculations from the original local rotation 42 | transform.localRotation = m_OriginalRotation; 43 | 44 | // tackle rotation around Y first 45 | Vector3 localTarget = transform.InverseTransformPoint(m_Target.position); 46 | float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; 47 | 48 | yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f); 49 | transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0); 50 | 51 | // then recalculate new local target position for rotation around X 52 | localTarget = transform.InverseTransformPoint(m_Target.position); 53 | float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg; 54 | xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f); 55 | var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle), 56 | m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle)); 57 | 58 | // smoothly interpolate the current angles to the target angles 59 | m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed); 60 | 61 | 62 | // and update the gameobject itself 63 | transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); 64 | } 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Vehicles.Aeroplane 5 | { 6 | [RequireComponent(typeof (ParticleSystem))] 7 | public class JetParticleEffect : MonoBehaviour 8 | { 9 | // this script controls the jet's exhaust particle system, controlling the 10 | // size and colour based on the jet's current throttle value. 11 | public Color minColour; // The base colour for the effect to start at 12 | 13 | private AeroplaneController m_Jet; // The jet that the particle effect is attached to 14 | private ParticleSystem m_System; // The particle system that is being controlled 15 | private float m_OriginalStartSize; // The original starting size of the particle system 16 | private float m_OriginalLifetime; // The original lifetime of the particle system 17 | private Color m_OriginalStartColor; // The original starting colout of the particle system 18 | 19 | // Use this for initialization 20 | private void Start() 21 | { 22 | // get the aeroplane from the object hierarchy 23 | m_Jet = FindAeroplaneParent(); 24 | 25 | // get the particle system ( it will be on the object as we have a require component set up 26 | m_System = GetComponent(); 27 | 28 | // set the original properties from the particle system 29 | m_OriginalLifetime = m_System.main.startLifetime.constant; 30 | m_OriginalStartSize = m_System.main.startSize.constant; 31 | m_OriginalStartColor = m_System.main.startColor.color; 32 | } 33 | 34 | 35 | // Update is called once per frame 36 | private void Update() 37 | { 38 | ParticleSystem.MainModule mainModule = m_System.main; 39 | // update the particle system based on the jets throttle 40 | mainModule.startLifetime = Mathf.Lerp(0.0f, m_OriginalLifetime, m_Jet.Throttle); 41 | mainModule.startSize = Mathf.Lerp(m_OriginalStartSize*.3f, m_OriginalStartSize, m_Jet.Throttle); 42 | mainModule.startColor = Color.Lerp(minColour, m_OriginalStartColor, m_Jet.Throttle); 43 | } 44 | 45 | 46 | private AeroplaneController FindAeroplaneParent() 47 | { 48 | // get reference to the object transform 49 | var t = transform; 50 | 51 | // traverse the object hierarchy upwards to find the AeroplaneController 52 | // (since this is placed on a child object) 53 | while (t != null) 54 | { 55 | var aero = t.GetComponent(); 56 | if (aero == null) 57 | { 58 | // try next parent 59 | t = t.parent; 60 | } 61 | else 62 | { 63 | return aero; 64 | } 65 | } 66 | 67 | // controller not found! 68 | throw new Exception(" AeroplaneContoller not found in object hierarchy"); 69 | } 70 | } 71 | } 72 | 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0.3455882, a: 1} 94 | -------------------------------------------------------------------------------- /Assets/Scripts/EvolutionManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | namespace Simulator 7 | { 8 | public class EvolutionManager : MonoBehaviour 9 | { 10 | 11 | public static EvolutionManager Singleton = null; // The current EvolutionManager Instance 12 | 13 | 14 | [SerializeField] bool UseNodeMutation = true; // Should we use node mutation? 15 | [SerializeField] int CarCount = 100; // The number of cars per generation 16 | [SerializeField] GameObject CarPrefab; // The Prefab of the car to be created for each instance 17 | [SerializeField] Text GenerationNumberText; // Some text to write the generation number 18 | 19 | int generationCount = 0; // The current generation number 20 | List cars = new List(); // This list od cars currently alive 21 | 22 | NeuralNetwork bestNeuralNetwork = null; // The best NeuralNetwork currently avalable 23 | int bestFitness = -1; // The Fitness of the best NeuralNetwork ever created 24 | 25 | // On Start 26 | void Start() 27 | { 28 | if (Singleton == null) // If no other instances were created 29 | Singleton = this; // Make the only instance this one 30 | else 31 | gameObject.SetActive(false); // There is another instance already in place. Make this one inactive. 32 | 33 | bestNeuralNetwork = new NeuralNetwork(Car.NextNetwork); // Set the bestNeuralNetwork to a random new network 34 | 35 | StartGeneration(); 36 | } 37 | 38 | /// 39 | /// Starts a whole new genneration 40 | /// 41 | void StartGeneration() 42 | { 43 | generationCount++; // Increment the generation count 44 | GenerationNumberText.text = "Generation: " + generationCount; // Update generation text 45 | 46 | for (int i = 0; i < CarCount; i++) 47 | { 48 | if (i == 0) 49 | Car.NextNetwork = bestNeuralNetwork; // Make sure one car uses the best network 50 | else 51 | { 52 | // Clone the best neural network and set it to be for the next car 53 | Car.NextNetwork = new NeuralNetwork(bestNeuralNetwork); 54 | Car.NextNetwork.Mutate(); //Mutate it 55 | } 56 | 57 | // Instantiate a new car and add it to the list of cars 58 | cars.Add(Instantiate(CarPrefab, transform.position, Quaternion.identity, transform).GetComponent()); 59 | } 60 | } 61 | 62 | 63 | /// 64 | /// Gets called by cars when they die 65 | /// 66 | public void CarDead(Car deadCar, int fitness) 67 | { 68 | cars.Remove(deadCar); // Remove the car from the list 69 | Destroy(deadCar.gameObject); // Destory the dead car 70 | 71 | if(fitness> bestFitness) 72 | { 73 | bestNeuralNetwork = deadCar.TheNetwork; // Make sure it becomes the best car 74 | bestFitness = fitness; // And also set the best fitness 75 | } 76 | 77 | if (cars.Count <= 0) // If there are no cars left 78 | StartGeneration(); // Create a new generation 79 | } 80 | } 81 | 82 | } 83 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets.Cameras 6 | { 7 | public class TargetFieldOfView : AbstractTargetFollower 8 | { 9 | // This script is primarily designed to be used with the "LookAtTarget" script to enable a 10 | // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the 11 | // target (so that it zooms in as the target becomes further away). 12 | // When used with a follow cam, it will automatically use the same target. 13 | 14 | [SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount. 15 | [SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target. 16 | [SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned. 17 | 18 | private float m_BoundSize; 19 | private float m_FovAdjustVelocity; 20 | private Camera m_Cam; 21 | private Transform m_LastTarget; 22 | 23 | // Use this for initialization 24 | protected override void Start() 25 | { 26 | base.Start(); 27 | m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize); 28 | 29 | // get a reference to the actual camera component: 30 | m_Cam = GetComponentInChildren(); 31 | } 32 | 33 | 34 | protected override void FollowTarget(float deltaTime) 35 | { 36 | // calculate the correct field of view to fit the bounds size at the current distance 37 | float dist = (m_Target.position - transform.position).magnitude; 38 | float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier; 39 | 40 | m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime); 41 | } 42 | 43 | 44 | public override void SetTarget(Transform newTransform) 45 | { 46 | base.SetTarget(newTransform); 47 | m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize); 48 | } 49 | 50 | 51 | public static float MaxBoundsExtent(Transform obj, bool includeEffects) 52 | { 53 | // get the maximum bounds extent of object, including all child renderers, 54 | // but excluding particles and trails, for FOV zooming effect. 55 | 56 | var renderers = obj.GetComponentsInChildren(); 57 | 58 | Bounds bounds = new Bounds(); 59 | bool initBounds = false; 60 | foreach (Renderer r in renderers) 61 | { 62 | if (!((r is TrailRenderer) || (r is ParticleSystemRenderer))) 63 | { 64 | if (!initBounds) 65 | { 66 | initBounds = true; 67 | bounds = r.bounds; 68 | } 69 | else 70 | { 71 | bounds.Encapsulate(r.bounds); 72 | } 73 | } 74 | } 75 | float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z); 76 | return max; 77 | } 78 | } 79 | } 80 | --------------------------------------------------------------------------------