@@ -15,7 +15,15 @@ namespace UnityStandardAssets.Characters.ThirdPerson
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private HFTInput m_hftInput;
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private HFTGamepad m_gamepad;
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-
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private GUIStyle m_guiStyle = new GUIStyle();
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private GUIContent m_guiName = new GUIContent("");
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private Rect m_nameRect = new Rect(0,0,0,0);
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private string m_playerName;
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private static int m_playerNumber = 0;
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public Transform nameTransform;
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private void Start()
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{
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// get the transform of the main camera
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@@ -36,6 +44,13 @@ namespace UnityStandardAssets.Characters.ThirdPerson
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m_hftInput = GetComponent<HFTInput>();
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m_gamepad = GetComponent<HFTGamepad>();
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SetColor(m_playerNumber++);
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SetName(m_gamepad.Name);
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// Notify us if the name changes.
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m_gamepad.OnNameChange += ChangeName;
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// Delete ourselves if disconnected
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m_gamepad.OnDisconnect += Remove;
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}
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@@ -44,6 +59,62 @@ namespace UnityStandardAssets.Characters.ThirdPerson
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Destroy(gameObject);
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}
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void SetName(string name)
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{
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m_playerName = name;
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gameObject.name = "Player-" + m_playerName;
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m_guiName = new GUIContent(m_playerName);
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Vector2 size = m_guiStyle.CalcSize(m_guiName);
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m_nameRect.width = size.x + 12;
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m_nameRect.height = size.y + 5;
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}
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void OnGUI()
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{
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// If someone knows a better way to do
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// names in Unity3D please tell me!
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Vector2 size = m_guiStyle.CalcSize(m_guiName);
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Vector3 coords = Camera.main.WorldToScreenPoint(nameTransform.position);
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m_nameRect.x = coords.x - size.x * 0.5f - 5f;
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m_nameRect.y = Screen.height - coords.y;
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m_guiStyle.normal.textColor = Color.black;
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m_guiStyle.contentOffset = new Vector2(4, 2);
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GUI.Box(m_nameRect, m_playerName, m_guiStyle);
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}
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// Called when the user changes their name.
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void ChangeName(object sender, System.EventArgs e)
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{
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SetName(m_gamepad.Name);
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}
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void SetColor(int colorNdx) {
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// Pick a color
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// see http://greggman.github.io/doodles/picking-colors.html
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float hue = (((colorNdx & 0x01) << 5) |
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((colorNdx & 0x02) << 3) |
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((colorNdx & 0x04) << 1) |
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((colorNdx & 0x08) >> 1) |
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((colorNdx & 0x10) >> 3) |
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((colorNdx & 0x20) >> 5)) / 64.0f;
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float val = (colorNdx & 0x20) != 0 ? 0.5f : 1.0f;
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float sat = (colorNdx & 0x10) != 0 ? 0.5f : 1.0f;
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// now get the adjusted color.
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Color playerColor = Color.HSVToRGB(hue, sat, val);
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// Tell the gamepad to change color
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m_gamepad.color = playerColor;
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// Create a 1 pixel texture for the OnGUI code to draw the label
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Color[] pix = new Color[1];
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pix[0] = playerColor;
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Texture2D tex = new Texture2D(1, 1);
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tex.SetPixels(pix);
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tex.Apply();
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m_guiStyle.normal.background = tex;
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}
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private void Update()
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{
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if (!m_Jump)
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