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2025-11-20 12:06:42 +08:00
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commit 7936419eec
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using UnityEngine;
namespace Cinemachine.Examples
{
public class PlayerLookAt : MonoBehaviour
{
public float speed = 5f;
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
float horizontal = Input.GetAxis("Mouse X") * speed;
float vertical = Input.GetAxis("Mouse Y") * speed;
transform.Rotate(0f, horizontal, 0f, Space.World);
transform.Rotate(-vertical, 0f, 0f, Space.Self);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class PlayerMovement : MonoBehaviour
{
public float movementSpeed = 10f;
public float lookatspeed = 5f;
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKey("w"))
{
transform.position += transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
}
else if (Input.GetKey("s"))
{
transform.position -= transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
}
if (Input.GetKey("a") && !Input.GetKey("d"))
{
transform.position += transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
}
else if (Input.GetKey("d") && !Input.GetKey("a"))
{
transform.position -= transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
}
//mouse look at
float horizontal = Input.GetAxis("Mouse X") * lookatspeed;
float vertical = Input.GetAxis("Mouse Y") * lookatspeed;
transform.Rotate(0f, horizontal, 0f, Space.World);
//transform.Rotate(-vertical, 0f, 0f, Space.Self);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/ScreenCutoutShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Lighting Off
Cull Back
ZWrite On
ZTest Less
Fog{ Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
//float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
i.screenPos /= i.screenPos.w;
fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
return col;
}
ENDCG
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class TagChanger : MonoBehaviour
{
public void PlayerTagChanger()
{
this.tag = "Player";
}
public void UntaggedTagChanger()
{
this.tag = "Untagged";
}
}
}

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