From 2bc8af1ff3667eb32d94df3c72a94f9f791c4896 Mon Sep 17 00:00:00 2001 From: Daniel Lovell Date: Thu, 12 Sep 2024 11:39:23 -0700 Subject: [PATCH] Rendering and environment improvements --- Assets/Materials/BlueTrailMat.mat | 163 ++ Assets/Materials/BlueTrailMat.mat.meta | 8 + Assets/Materials/DroneTargetMat.mat | 57 +- Assets/Materials/HitMarkerMat.mat | 78 +- Assets/Materials/MicromissileMat.mat | 65 +- Assets/Materials/RedTrailMat.mat | 159 ++ Assets/Materials/RedTrailMat.mat.meta | 8 + Assets/RP.meta | 8 + Assets/RP/URP Pipeline Asset Renderer.asset | 57 + .../RP/URP Pipeline Asset Renderer.asset.meta | 8 + Assets/RP/URP Pipepline Asset.asset | 114 + Assets/RP/URP Pipepline Asset.asset.meta | 8 + Assets/Resources/Prefabs/DroneTarget.prefab | 12 +- Assets/Resources/Prefabs/Micromissile.prefab | 10 +- Assets/Scalable Grid Prototype Materials.meta | 8 + .../Demo Scene.meta | 8 + .../Demo Scene/Material Demo Scene HDRP.unity | 2462 +++++++++++++++++ .../Material Demo Scene HDRP.unity.meta | 7 + .../Demo Scene/Material Demo Scene.unity | 2348 ++++++++++++++++ .../Demo Scene/Material Demo Scene.unity.meta | 7 + .../Materials.meta | 8 + .../Materials/Black_Prototype.mat | 169 ++ .../Materials/Black_Prototype.mat.meta | 8 + .../Materials/Blue_Prototype.mat | 167 ++ .../Materials/Blue_Prototype.mat.meta | 8 + .../Materials/Blue_Sapphire_Prototype.mat | 169 ++ .../Blue_Sapphire_Prototype.mat.meta | 8 + .../Materials/Dark_Blue_Prototype.mat | 167 ++ .../Materials/Dark_Blue_Prototype.mat.meta | 8 + .../Materials/Dark_Gray_Prototype.mat | 167 ++ .../Materials/Dark_Gray_Prototype.mat.meta | 8 + .../Materials/Gray_Prototype.mat | 170 ++ .../Materials/Gray_Prototype.mat.meta | 8 + .../Materials/Green_Prototype.mat | 169 ++ .../Materials/Green_Prototype.mat.meta | 8 + .../Materials/Ground.meta | 8 + .../Ground/Blue_Ground_Prototype.mat | 167 ++ .../Ground/Blue_Ground_Prototype.mat.meta | 8 + .../Ground/DarkGray_Ground_Prototype.mat | 169 ++ .../Ground/DarkGray_Ground_Prototype.mat.meta | 8 + .../Ground/Gray_Ground_Prototype.mat | 167 ++ .../Ground/Gray_Ground_Prototype.mat.meta | 8 + .../Materials/Light_Gray_Prototype.mat | 167 ++ .../Materials/Light_Gray_Prototype.mat.meta | 8 + .../Materials/Light_Sea_Green_Prototype.mat | 169 ++ .../Light_Sea_Green_Prototype.mat.meta | 8 + .../Materials/Mantis_Prototype.mat | 169 ++ .../Materials/Mantis_Prototype.mat.meta | 8 + .../Materials/Orange_Prototype.mat | 169 ++ .../Materials/Orange_Prototype.mat.meta | 8 + .../Materials/Red_Prototype.mat | 169 ++ .../Materials/Red_Prototype.mat.meta | 8 + .../Materials/Violet_Prototype.mat | 169 ++ .../Materials/Violet_Prototype.mat.meta | 8 + .../Materials/White_Prototype.mat | 170 ++ .../Materials/White_Prototype.mat.meta | 8 + .../Materials/Yellow_Prototype.mat | 169 ++ .../Materials/Yellow_Prototype.mat.meta | 8 + .../ShaderGraphs.meta | 8 + .../ScaleTilingShader.shadergraph | 781 ++++++ .../ScaleTilingShader.shadergraph.meta | 10 + .../Template Scenes.meta | 8 + .../Template Scenes/Blue_SampleScene.unity | 726 +++++ .../Blue_SampleScene.unity.meta | 7 + .../Template Scenes/Dark_SampleScene.unity | 726 +++++ .../Dark_SampleScene.unity.meta | 7 + .../Template Scenes/Gray_SampleScene.unity | 726 +++++ .../Gray_SampleScene.unity.meta | 7 + .../Template Scenes/VolumeProfiles.meta | 8 + .../Blue_SampleSceneProfile.asset | 133 + .../Blue_SampleSceneProfile.asset.meta | 8 + .../Dark_SampleSceneProfile.asset | 133 + .../Dark_SampleSceneProfile.asset.meta | 8 + .../Gray_SampleSceneProfile.asset | 133 + .../Gray_SampleSceneProfile.asset.meta | 8 + .../Textures.meta | 8 + .../Textures/1x1_checkerboard.png | Bin 0 -> 2320 bytes .../Textures/1x1_checkerboard.png.meta | 144 + .../Textures/1x1_grid.png | Bin 0 -> 2275 bytes .../Textures/1x1_grid.png.meta | 144 + .../Textures/1x1_grid_numbered.png | Bin 0 -> 2642 bytes .../Textures/1x1_grid_numbered.png.meta | 144 + .../Textures/1x1_grid_quarter_lines.png | Bin 0 -> 2371 bytes .../Textures/1x1_grid_quarter_lines.png.meta | 144 + .../1x1_grid_quarter_lines_numbered.png | Bin 0 -> 2617 bytes .../1x1_grid_quarter_lines_numbered.png.meta | 144 + .../Textures/prototype_normal.png | Bin 0 -> 2931 bytes .../Textures/prototype_normal.png.meta | 120 + Assets/Scenes/MainScene.unity | 382 ++- Assets/Scripts/Agent.cs | 1 - Assets/Scripts/Interceptors/Micromissile.cs | 6 +- Assets/Scripts/Missile.cs | 10 +- Assets/Scripts/Sensors/IdealSensor.cs | 72 +- Assets/Scripts/Sensors/Sensor.cs | 38 + ...niversalRenderPipelineGlobalSettings.asset | 34 + ...salRenderPipelineGlobalSettings.asset.meta | 8 + Packages/manifest.json | 1 + Packages/packages-lock.json | 64 + ProjectSettings/GraphicsSettings.asset | 24 +- ProjectSettings/InputManager.asset | 193 ++ ProjectSettings/ProjectSettings.asset | 4 +- ProjectSettings/QualitySettings.asset | 125 +- ProjectSettings/ShaderGraphSettings.asset | 17 + ProjectSettings/URPProjectSettings.asset | 15 + 104 files changed, 13846 insertions(+), 220 deletions(-) create mode 100644 Assets/Materials/BlueTrailMat.mat create mode 100644 Assets/Materials/BlueTrailMat.mat.meta create mode 100644 Assets/Materials/RedTrailMat.mat create mode 100644 Assets/Materials/RedTrailMat.mat.meta create mode 100644 Assets/RP.meta create mode 100644 Assets/RP/URP Pipeline Asset Renderer.asset create mode 100644 Assets/RP/URP Pipeline Asset Renderer.asset.meta create mode 100644 Assets/RP/URP Pipepline Asset.asset create mode 100644 Assets/RP/URP Pipepline Asset.asset.meta create mode 100644 Assets/Scalable Grid Prototype Materials.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Demo Scene.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Demo Scene/Material Demo Scene HDRP.unity create mode 100644 Assets/Scalable Grid Prototype Materials/Demo Scene/Material Demo Scene HDRP.unity.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Demo Scene/Material Demo Scene.unity create mode 100644 Assets/Scalable Grid Prototype Materials/Demo Scene/Material Demo Scene.unity.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Black_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Blue_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Blue_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Blue_Sapphire_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Blue_Sapphire_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Dark_Blue_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Dark_Blue_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Dark_Gray_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Dark_Gray_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Gray_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Gray_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Green_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Green_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/Blue_Ground_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/Blue_Ground_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/DarkGray_Ground_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/DarkGray_Ground_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/Gray_Ground_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Ground/Gray_Ground_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Light_Gray_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Light_Gray_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Light_Sea_Green_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Light_Sea_Green_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Mantis_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Mantis_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Orange_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Orange_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Red_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Red_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Violet_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/White_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat create mode 100644 Assets/Scalable Grid Prototype Materials/Materials/Yellow_Prototype.mat.meta create mode 100644 Assets/Scalable Grid Prototype Materials/ShaderGraphs.meta create mode 100644 Assets/Scalable Grid Prototype Materials/ShaderGraphs/ScaleTilingShader.shadergraph create mode 100644 Assets/Scalable Grid Prototype Materials/ShaderGraphs/ScaleTilingShader.shadergraph.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Blue_SampleScene.unity create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Blue_SampleScene.unity.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Dark_SampleScene.unity create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Dark_SampleScene.unity.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Gray_SampleScene.unity create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/Gray_SampleScene.unity.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Blue_SampleSceneProfile.asset create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Blue_SampleSceneProfile.asset.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Dark_SampleSceneProfile.asset create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Dark_SampleSceneProfile.asset.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Gray_SampleSceneProfile.asset create mode 100644 Assets/Scalable Grid Prototype Materials/Template Scenes/VolumeProfiles/Gray_SampleSceneProfile.asset.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_checkerboard.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_checkerboard.png.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid.png.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_numbered.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_numbered.png.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_quarter_lines.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_quarter_lines.png.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_quarter_lines_numbered.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/1x1_grid_quarter_lines_numbered.png.meta create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/prototype_normal.png create mode 100644 Assets/Scalable Grid Prototype Materials/Textures/prototype_normal.png.meta create mode 100644 Assets/UniversalRenderPipelineGlobalSettings.asset create mode 100644 Assets/UniversalRenderPipelineGlobalSettings.asset.meta create mode 100644 ProjectSettings/ShaderGraphSettings.asset create mode 100644 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-1,5 +1,18 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!114 &-8397720066458689716 +MonoBehaviour: + m_ObjectHideFlags: 11 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} + m_Name: + m_EditorClassIdentifier: + version: 7 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -8,7 +21,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: DroneTargetMat - m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -17,12 +30,17 @@ Material: m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: {} + stringTagMap: + RenderType: Opaque disabledShaderPasses: [] 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b/Assets/Scripts/Interceptors/Micromissile.cs @@ -4,7 +4,7 @@ using UnityEngine; public class Micromissile : Missile { - [SerializeField] private float navigationGain = 10f; // Typically 3-5 + [SerializeField] private float navigationGain = 5f; // Typically 3-5 [SerializeField] private bool _showDebugVectors = true; private Vector3 _previousLOS; @@ -83,10 +83,10 @@ public class Micromissile : Missile if (_target != null) { // Line of sight - Debug.DrawLine(transform.position, _target.transform.position, Color.white); + Debug.DrawLine(transform.position, _target.transform.position, new Color(1, 1, 1, 0.15f)); // Velocity vector - Debug.DrawRay(transform.position, GetVelocity()*0.01f, Color.blue); + Debug.DrawRay(transform.position, GetVelocity()*0.01f, new Color(0, 0, 1, 0.15f)); // Acceleration input Debug.DrawRay(transform.position, _accelerationCommand*1f, Color.green); diff --git a/Assets/Scripts/Missile.cs b/Assets/Scripts/Missile.cs index 4d53965..e1fc342 100644 --- a/Assets/Scripts/Missile.cs +++ b/Assets/Scripts/Missile.cs @@ -73,6 +73,10 @@ public class Missile : Agent private void OnTriggerEnter(Collider other) { + + if(other.gameObject.name == "Floor") { + this.MarkAsMiss(); + } // Check if the collision is with another Agent Agent otherAgent = other.gameObject.GetComponentInParent(); if (otherAgent != null && otherAgent.GetComponent() != null) @@ -83,7 +87,7 @@ public class Missile : Agent if (Random.value <= killProbability) { // Set green for hit - markerObject.GetComponent().material.color = new Color(0, 1, 0, 0.5f); + markerObject.GetComponent().material.color = new Color(0, 1, 0, 0.15f); // Mark both this agent and the other agent as hit this.MarkAsHit(); otherAgent.MarkAsHit(); @@ -91,9 +95,9 @@ public class Missile : Agent } else { // Set red for miss - markerObject.GetComponent().material.color = new Color(1, 0, 0, 0.5f); + markerObject.GetComponent().material.color = new Color(1, 0, 0, 0.15f); this.MarkAsMiss(); - otherAgent.MarkAsMiss(); + //otherAgent.MarkAsMiss(); } } diff --git a/Assets/Scripts/Sensors/IdealSensor.cs b/Assets/Scripts/Sensors/IdealSensor.cs index 3a75974..29bd94d 100644 --- a/Assets/Scripts/Sensors/IdealSensor.cs +++ b/Assets/Scripts/Sensors/IdealSensor.cs @@ -41,77 +41,7 @@ public class IdealSensor : Sensor return positionSensorOutput; } - - // protected override VelocityOutput SenseVelocity(Agent target) - // { - // VelocityOutput velocitySensorOutput = new VelocityOutput(); - - // // Calculate the relative position of the target with respect to the agent - // Vector3 position = _agent.transform.position; - // Vector3 targetPosition = target.transform.position; - // Vector3 targetRelativePosition = targetPosition - position; - - // // Calculate the relative velocity of the target with respect to the agent - // Vector3 velocity = _agent.GetVelocity(); - // Vector3 targetVelocity = target.GetVelocity(); - // Vector3 targetRelativeVelocity = targetVelocity - velocity; - - // // Project the relative velocity vector onto the relative position vector - // Vector3 velocityProjectionOnRelativePosition = Vector3.Project(targetRelativeVelocity, targetRelativePosition); - - // // Determine the sign of the range rate - // float rangeRateSign = Vector3.Dot(velocityProjectionOnRelativePosition, targetRelativePosition) >= 0 ? 1 : -1; - - // // Calculate the range rate - // velocitySensorOutput.range = rangeRateSign * velocityProjectionOnRelativePosition.magnitude; - - // // Project the relative velocity vector onto the sphere passing through the target - // Vector3 velocityProjectionOnAzimuthElevationSphere = targetRelativeVelocity - velocityProjectionOnRelativePosition; - - // // The target azimuth vector is orthogonal to the relative position vector and - // // points to the starboard of the target along the azimuth-elevation sphere - // Vector3 targetAzimuth = Vector3.Cross(targetRelativePosition, _agent.transform.forward).normalized; - - // // The target elevation vector is orthogonal to the relative position vector - // // and points upwards from the target along the azimuth-elevation sphere - // Vector3 targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition).normalized; - - // // If the relative position vector is parallel to the yaw or pitch axis, the - // // target azimuth vector or the target elevation vector will be undefined - // if (targetAzimuth.magnitude == 0) - // { - // // In this case, we can use the right vector as the azimuth - // targetAzimuth = _agent.transform.right; - // // And recalculate the elevation vector - // targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition).normalized; - // } - - // else if (targetElevation.magnitude == 0) - // { - // targetElevation = Vector3.Cross(targetAzimuth, targetRelativePosition); - // } - - // // Project the relative velocity vector on the azimuth-elevation sphere onto the target azimuth vector - // Vector3 velocityProjectionOnTargetAzimuth = Vector3.Project(velocityProjectionOnAzimuthElevationSphere, targetAzimuth); - - // // Determine the sign of the azimuth velocity - // float azimuthVelocitySign = Vector3.Dot(velocityProjectionOnTargetAzimuth, targetAzimuth) >= 0 ? 1 : -1; - - // // Calculate the time derivative of the azimuth to the target - // velocitySensorOutput.azimuth = azimuthVelocitySign * velocityProjectionOnTargetAzimuth.magnitude / targetRelativePosition.magnitude; - - // // Project the velocity vector on the azimuth-elevation sphere onto the target elevation vector - // Vector3 velocityProjectionOnTargetElevation = velocityProjectionOnAzimuthElevationSphere - velocityProjectionOnTargetAzimuth; - - // // Determine the sign of the elevation velocity - // float elevationVelocitySign = Vector3.Dot(velocityProjectionOnTargetElevation, targetElevation) >= 0 ? 1 : -1; - - // // Calculate the time derivative of the elevation to the target - // velocitySensorOutput.elevation = elevationVelocitySign * velocityProjectionOnTargetElevation.magnitude / targetRelativePosition.magnitude; - - // return velocitySensorOutput; - // } - + protected override VelocityOutput SenseVelocity(Agent target) { VelocityOutput velocitySensorOutput = new VelocityOutput(); diff --git a/Assets/Scripts/Sensors/Sensor.cs b/Assets/Scripts/Sensors/Sensor.cs index 9293a8b..4be17e5 100644 --- a/Assets/Scripts/Sensors/Sensor.cs +++ b/Assets/Scripts/Sensors/Sensor.cs @@ -9,10 +9,48 @@ public abstract class Sensor : MonoBehaviour _agent = GetComponent(); } + /// + /// Main sensing method to gather information about a target agent. + /// + /// The agent to sense. + /// SensorOutput containing position and velocity data. + /// + /// Implementers should: + /// 1. Call SensePosition to get position data. + /// 2. Call SenseVelocity to get velocity data. + /// 3. Combine results into a SensorOutput struct. + /// public abstract SensorOutput Sense(Agent target); + /// + /// Calculates the relative position of the target agent. + /// + /// The agent to sense. + /// PositionOutput containing range, azimuth, and elevation. + /// + /// Implementers should calculate: + /// - range: Distance to the target (in unity units). + /// - azimuth: Horizontal angle to the target (in degrees). + /// Positive is clockwise from the forward direction. + /// - elevation: Vertical angle to the target (in degrees). + /// Positive is above the horizontal plane. + /// protected abstract PositionOutput SensePosition(Agent target); + /// + /// Calculates the relative velocity of the target agent. + /// + /// The agent to sense. + /// VelocityOutput containing range rate, azimuth rate, and elevation rate. + /// + /// Implementers should calculate: + /// - range: Radial velocity (closing speed) in units/second. + /// Positive means the target is moving away. + /// - azimuth: Rate of change of azimuth in degrees/second. + /// Positive means the target is moving clockwise. + /// - elevation: Rate of change of elevation in degrees/second. + /// Positive means the target is moving upwards. + /// protected abstract VelocityOutput SenseVelocity(Agent target); } diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset b/Assets/UniversalRenderPipelineGlobalSettings.asset new file mode 100644 index 0000000..783520f --- /dev/null +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset @@ -0,0 +1,34 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} + m_Name: UniversalRenderPipelineGlobalSettings + m_EditorClassIdentifier: + k_AssetVersion: 3 + m_RenderingLayerNames: + - Default + m_ValidRenderingLayers: 1 + lightLayerName0: + lightLayerName1: + lightLayerName2: + lightLayerName3: + lightLayerName4: + lightLayerName5: + lightLayerName6: + lightLayerName7: + m_StripDebugVariants: 1 + m_StripUnusedPostProcessingVariants: 0 + m_StripUnusedVariants: 1 + m_StripUnusedLODCrossFadeVariants: 1 + m_StripScreenCoordOverrideVariants: 1 + supportRuntimeDebugDisplay: 0 + m_ShaderVariantLogLevel: 0 + m_ExportShaderVariants: 1 diff --git a/Assets/UniversalRenderPipelineGlobalSettings.asset.meta b/Assets/UniversalRenderPipelineGlobalSettings.asset.meta new file mode 100644 index 0000000..1fd3281 --- /dev/null +++ b/Assets/UniversalRenderPipelineGlobalSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7985c859853f1ea4d811ef16792033b9 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index 945d564..5af7236 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -3,6 +3,7 @@ "com.unity.collab-proxy": "2.5.1", "com.unity.feature.development": "1.0.1", "com.unity.ide.cursor": "https://github.com/boxqkrtm/com.unity.ide.cursor.git", + "com.unity.render-pipelines.universal": "14.0.11", "com.unity.textmeshpro": "3.0.6", "com.unity.timeline": "1.7.6", "com.unity.ugui": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 376b639..534ff6b 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,5 +1,15 @@ { "dependencies": { + "com.unity.burst": { + "version": "1.8.17", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.mathematics": "1.2.1", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.collab-proxy": { "version": "2.5.1", "depth": 0, @@ -69,6 +79,13 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.mathematics": { + "version": "1.2.6", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.performance.profile-analyzer": { "version": "1.2.2", "depth": 1, @@ -76,6 +93,44 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.render-pipelines.core": { + "version": "14.0.11", + "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.ugui": "1.0.0", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.terrain": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0" + } + }, + "com.unity.render-pipelines.universal": { + "version": "14.0.11", + "depth": 0, + "source": "builtin", + "dependencies": { + "com.unity.mathematics": "1.2.1", + "com.unity.burst": "1.8.9", + "com.unity.render-pipelines.core": "14.0.11", + "com.unity.shadergraph": "14.0.11", + "com.unity.render-pipelines.universal-config": "14.0.9" + } + }, + "com.unity.render-pipelines.universal-config": { + "version": "14.0.10", + "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.render-pipelines.core": "14.0.10" + } + }, + "com.unity.searcher": { + "version": "4.9.2", + "depth": 2, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.settings-manager": { "version": "2.0.1", "depth": 2, @@ -83,6 +138,15 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.shadergraph": { + "version": "14.0.11", + "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.render-pipelines.core": "14.0.11", + "com.unity.searcher": "4.9.2" + } + }, "com.unity.test-framework": { "version": "1.1.33", "depth": 1, diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 43369e3..fba197e 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - 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