Angular









How do I use Angular
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
File name: ThirdPersonCamera.cs Copy
86     void Apply( Transform dummyTarget, Vector3 dummyCenter )
87     {
88         // Early out if we don't have a target
89         if( !controller )
90             return;
91
92         Vector3 targetCenter = _target.position + centerOffset;
93         Vector3 targetHead = _target.position + headOffset;
94
95         // DebugDrawStuff();
96
97         // Calculate the current & target rotation angles
98         float originalTargetAngle = _target.eulerAngles.y;
99         float currentAngle = cameraTransform.eulerAngles.y;
100
101         // Adjust real target angle when camera is locked
102         float targetAngle = originalTargetAngle;
103
104         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
105         // It will stop snapping when it reaches the target
106         if( Input.GetButton( "Fire2" ) )
107             snap = true;
108
109         if( snap )
110         {
111             // We are close to the target, so we can stop snapping now!
112             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
113                 snap = false;
114
115             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
116         }
117         // Normal camera motion
118         else
119         {
120             if( controller.GetLockCameraTimer() < lockCameraTimeout )
121             {
122                 targetAngle = currentAngle;
123             }
124
125             // Lock the camera when moving backwards!
126             // * It is really confusing to do 180 degree spins when turning around.
127             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
128                 targetAngle += 180;
129
130             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
131         }
132
133
134         // When jumping don't move camera upwards but only down!
135         if( controller.IsJumping() )
136         {
137             // We'd be moving the camera upwards, do that only if it's really high
138             float newTargetHeight = targetCenter.y + height;
139             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
140                 targetHeight = targetCenter.y + height;
141         }
142         // When walking always update the target height
143         else
144         {
145             targetHeight = targetCenter.y + height;
146         }
147
148         // Damp the height
149         float currentHeight = cameraTransform.position.y;
150         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
151
152         // Convert the angle into a rotation, by which we then reposition the camera
153         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
154
155         // Set the position of the camera on the x-z plane to:
156         // distance meters behind the target
157         cameraTransform.position = targetCenter;
158         cameraTransform.position += currentRotation * Vector3.back * distance;
159
160         // Set the height of the camera
161         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
162
163         // Always look at the target
164         SetUpRotation( targetCenter, targetHead );
165     }
File name: PhotonRigidbody2DViewEditor.cs Copy
7     public override void OnInspectorGUI()
8     {
9         PhotonGUI.ContainerHeader("Options");
10
11         Rect containerRect = PhotonGUI.ContainerBody(EditorGUIUtility.singleLineHeight*2 + 10);
12
13         Rect propertyRect = new Rect(containerRect.xMin + 5, containerRect.yMin + 5, containerRect.width, EditorGUIUtility.singleLineHeight);
14         EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_SynchronizeVelocity"), new GUIContent("Synchronize Velocity"));
15
16         propertyRect.y += EditorGUIUtility.singleLineHeight;
17         EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_SynchronizeAngularVelocity"), new GUIContent("Synchronize Angular Velocity"));
18     }
File name: PhotonRigidbodyViewEditor.cs Copy
7     public override void OnInspectorGUI()
8     {
9         PhotonGUI.ContainerHeader("Options");
10
11         Rect containerRect = PhotonGUI.ContainerBody(EditorGUIUtility.singleLineHeight*2 + 10);
12
13         Rect propertyRect = new Rect(containerRect.xMin + 5, containerRect.yMin + 5, containerRect.width, EditorGUIUtility.singleLineHeight);
14         EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_SynchronizeVelocity"), new GUIContent("Synchronize Velocity"));
15
16         propertyRect.y += EditorGUIUtility.singleLineHeight;
17         EditorGUI.PropertyField(propertyRect, serializedObject.FindProperty("m_SynchronizeAngularVelocity"), new GUIContent("Synchronize Angular Velocity"));
18     }
File name: PhotonRigidbody2DView.cs Copy
32     void OnPhotonSerializeView( PhotonStream stream, PhotonMessageInfo info )
33     {
34         if( stream.isWriting == true )
35         {
36             if( m_SynchronizeVelocity == true )
37             {
38                 stream.SendNext( m_Body.velocity );
39             }
40
41             if( m_SynchronizeAngularVelocity == true )
42             {
43                 stream.SendNext( m_Body.angularVelocity );
44             }
45         }
46         else
47         {
48             if( m_SynchronizeVelocity == true )
49             {
50                 m_Body.velocity = (Vector2)stream.ReceiveNext();
51             }
52
53             if( m_SynchronizeAngularVelocity == true )
54             {
55                 m_Body.angularVelocity = (float)stream.ReceiveNext();
56             }
57         }
58     }
File name: PhotonRigidbodyView.cs Copy
32     void OnPhotonSerializeView( PhotonStream stream, PhotonMessageInfo info )
33     {
34         if( stream.isWriting == true )
35         {
36             if( m_SynchronizeVelocity == true )
37             {
38                 stream.SendNext( m_Body.velocity );
39             }
40
41             if( m_SynchronizeAngularVelocity == true )
42             {
43                 stream.SendNext( m_Body.angularVelocity );
44             }
45         }
46         else
47         {
48             if( m_SynchronizeVelocity == true )
49             {
50                 m_Body.velocity = (Vector3)stream.ReceiveNext();
51             }
52
53             if( m_SynchronizeAngularVelocity == true )
54             {
55                 m_Body.angularVelocity = (Vector3)stream.ReceiveNext();
56             }
57         }
58     }
File name: PhotonView.cs Copy
348     internal protected void DeserializeComponent( Component component, PhotonStream stream, PhotonMessageInfo info )
349     {
350         if( component == null )
351         {
352             return;
353         }
354
355         // Use incoming data according to observed type
356         if( component is MonoBehaviour )
357         {
358             ExecuteComponentOnSerialize( component, stream, info );
359         }
360         else if( component is Transform )
361         {
362             Transform trans = (Transform)component;
363
364             switch( onSerializeTransformOption )
365             {
366             case OnSerializeTransform.All:
367                 trans.localPosition = (Vector3)stream.ReceiveNext();
368                 trans.localRotation = (Quaternion)stream.ReceiveNext();
369                 trans.localScale = (Vector3)stream.ReceiveNext();
370                 break;
371             case OnSerializeTransform.OnlyPosition:
372                 trans.localPosition = (Vector3)stream.ReceiveNext();
373                 break;
374             case OnSerializeTransform.OnlyRotation:
375                 trans.localRotation = (Quaternion)stream.ReceiveNext();
376                 break;
377             case OnSerializeTransform.OnlyScale:
378                 trans.localScale = (Vector3)stream.ReceiveNext();
379                 break;
380             case OnSerializeTransform.PositionAndRotation:
381                 trans.localPosition = (Vector3)stream.ReceiveNext();
382                 trans.localRotation = (Quaternion)stream.ReceiveNext();
383                 break;
384             }
385         }
386         else if( component is Rigidbody )
387         {
388             Rigidbody rigidB = (Rigidbody)component;
389
390             switch( onSerializeRigidBodyOption )
391             {
392             case OnSerializeRigidBody.All:
393                 rigidB.velocity = (Vector3)stream.ReceiveNext();
394                 rigidB.angularVelocity = (Vector3)stream.ReceiveNext();
395                 break;
396             case OnSerializeRigidBody.OnlyAngularVelocity:
397                 rigidB.angularVelocity = (Vector3)stream.ReceiveNext();
398                 break;
399             case OnSerializeRigidBody.OnlyVelocity:
400                 rigidB.velocity = (Vector3)stream.ReceiveNext();
401                 break;
402             }
403         }
404         else if( component is Rigidbody2D )
405         {
406             Rigidbody2D rigidB = (Rigidbody2D)component;
407
408             switch( onSerializeRigidBodyOption )
409             {
410             case OnSerializeRigidBody.All:
411                 rigidB.velocity = (Vector2)stream.ReceiveNext();
412                 rigidB.angularVelocity = (float)stream.ReceiveNext();
413                 break;
414             case OnSerializeRigidBody.OnlyAngularVelocity:
415                 rigidB.angularVelocity = (float)stream.ReceiveNext();
416                 break;
417             case OnSerializeRigidBody.OnlyVelocity:
418                 rigidB.velocity = (Vector2)stream.ReceiveNext();
419                 break;
420             }
421         }
422         else
423         {
424             Debug.LogError( "Type of observed is unknown when receiving." );
425         }
426     }
File name: PhotonView.cs Copy
428     internal protected void SerializeComponent( Component component, PhotonStream stream, PhotonMessageInfo info )
429     {
430         if( component == null )
431         {
432             return;
433         }
434
435         if( component is MonoBehaviour )
436         {
437             ExecuteComponentOnSerialize( component, stream, info );
438         }
439         else if( component is Transform )
440         {
441             Transform trans = (Transform)component;
442
443             switch( onSerializeTransformOption )
444             {
445             case OnSerializeTransform.All:
446                 stream.SendNext( trans.localPosition );
447                 stream.SendNext( trans.localRotation );
448                 stream.SendNext( trans.localScale );
449                 break;
450             case OnSerializeTransform.OnlyPosition:
451                 stream.SendNext( trans.localPosition );
452                 break;
453             case OnSerializeTransform.OnlyRotation:
454                 stream.SendNext( trans.localRotation );
455                 break;
456             case OnSerializeTransform.OnlyScale:
457                 stream.SendNext( trans.localScale );
458                 break;
459             case OnSerializeTransform.PositionAndRotation:
460                 stream.SendNext( trans.localPosition );
461                 stream.SendNext( trans.localRotation );
462                 break;
463             }
464         }
465         else if( component is Rigidbody )
466         {
467             Rigidbody rigidB = (Rigidbody)component;
468
469             switch( onSerializeRigidBodyOption )
470             {
471             case OnSerializeRigidBody.All:
472                 stream.SendNext( rigidB.velocity );
473                 stream.SendNext( rigidB.angularVelocity );
474                 break;
475             case OnSerializeRigidBody.OnlyAngularVelocity:
476                 stream.SendNext( rigidB.angularVelocity );
477                 break;
478             case OnSerializeRigidBody.OnlyVelocity:
479                 stream.SendNext( rigidB.velocity );
480                 break;
481             }
482         }
483         else if( component is Rigidbody2D )
484         {
485             Rigidbody2D rigidB = (Rigidbody2D)component;
486
487             switch( onSerializeRigidBodyOption )
488             {
489             case OnSerializeRigidBody.All:
490                 stream.SendNext( rigidB.velocity );
491                 stream.SendNext( rigidB.angularVelocity );
492                 break;
493             case OnSerializeRigidBody.OnlyAngularVelocity:
494                 stream.SendNext( rigidB.angularVelocity );
495                 break;
496             case OnSerializeRigidBody.OnlyVelocity:
497                 stream.SendNext( rigidB.velocity );
498                 break;
499             }
500         }
501         else
502         {
503             Debug.LogError( "Observed type is not serializable: " + component.GetType() );
504         }
505     }

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