新增SensorToolkit

This commit is contained in:
2026-05-23 08:48:48 +08:00
parent 9369f512d1
commit 81c326af53
557 changed files with 186698 additions and 137 deletions

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class BoxSpawner : MonoBehaviour
{
public Teams Team;
public GameObject ToSpawn;
public int Number;
public float SpawnInterval;
public int StartSpawnAmount;
public float SizeX = 10f;
public float SizeY = 10f;
public float SizeZ = 10f;
public float ClearRadius = 1f;
public LayerMask ObstructingLayers;
float spawnCountdown;
GameObject[] spawned;
void Awake()
{
spawned = new GameObject[Number];
}
void Start()
{
for (int i = 0; i < StartSpawnAmount; i++)
{
spawn();
}
}
void OnEnable()
{
StartCoroutine(SpawnRoutine());
}
IEnumerator SpawnRoutine()
{
spawnCountdown = SpawnInterval;
while (true)
{
spawnCountdown -= Time.deltaTime;
if (spawnCountdown <= 0f)
{
spawn();
}
yield return null;
}
}
int nextAvailableSlot
{
get
{
for (int i = 0; i < spawned.Length; i++)
{
if (spawned[i] == null) return i;
}
return -1;
}
}
void spawn()
{
spawnCountdown = SpawnInterval;
var nextSlot = nextAvailableSlot;
if (nextSlot == -1) return; // No spawn slots available
int nTrys = 0;
Vector3 pos;
do
{
nTrys++;
if (nTrys > 10)
{
Debug.LogWarning("Failed to find spawn location after 10 tries, aborting.", gameObject);
return;
}
pos = chooseLocation();
} while (locationIsObstructed(pos));
var newInst = Instantiate(ToSpawn, pos, transform.rotation) as GameObject;
newInst.transform.SetParent(transform.parent);
if (Team != Teams.None)
{
var instTeam = newInst.GetComponent<TeamMember>();
if (instTeam != null)
{
instTeam.StartTeam = Team;
}
}
spawned[nextSlot] = newInst;
}
Vector3 chooseLocation()
{
var dims = new Vector3(SizeX / 2f, SizeY / 2f, SizeZ / 2f);
var randVector = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f));
var pos = Vector3.Scale(dims, randVector) + transform.position;
return pos;
}
bool locationIsObstructed(Vector3 location)
{
return Physics.CheckSphere(location, ClearRadius, ObstructingLayers);
}
protected static readonly Color YellowColor = Color.yellow;
protected static readonly Color MagentaColor = Color.magenta;
protected static readonly Color NoneColor = Color.green;
protected static readonly Color RedColor = Color.red;
public void OnDrawGizmosSelected()
{
if (!isActiveAndEnabled) return;
if (Team == Teams.Yellow) Gizmos.color = YellowColor;
else if (Team == Teams.Magenta) Gizmos.color = MagentaColor;
else Gizmos.color = NoneColor;
Gizmos.DrawCube(transform.position, new Vector3(SizeX, SizeY, SizeZ));
Gizmos.color = RedColor;
Gizmos.DrawSphere(transform.position + Vector3.up * (SizeY / 2f + ClearRadius), ClearRadius);
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class Bullet : MonoBehaviour {
public float Speed;
public float Damage;
public float MaxAge;
public float ImpactForce;
[Header("References")]
public RaySensor RaySensor;
public GameObject HitEffect;
float age;
void Start() {
RaySensor.PulseMode = PulseRoutine.Modes.Manual;
age = 0;
}
void Update() {
age += Time.deltaTime;
if (age > MaxAge) {
explode(Vector3.up);
return;
}
var deltaPos = transform.forward * Speed * Time.deltaTime;
RaySensor.Length = deltaPos.magnitude;
RaySensor.Pulse();
var nearestDetection = RaySensor.GetNearestDetection();
if (nearestDetection != null) {
HitObject(nearestDetection);
} else if (RaySensor.IsObstructed) {
HitWall();
} else {
transform.position += deltaPos;
}
}
void HitObject(GameObject g) {
var health = g.GetComponent<Health>();
if (health != null) {
health.Impact(Damage, transform.forward * ImpactForce, RaySensor.GetDetectionRayHit(g).Point);
}
explode(RaySensor.GetDetectionRayHit(g).Normal);
}
void HitWall() {
explode(RaySensor.GetObstructionRayHit().Normal);
}
void explode(Vector3 direction) {
if (HitEffect != null) {
Instantiate(HitEffect, transform.position, Quaternion.LookRotation(direction));
}
Destroy(gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Micosmo.SensorToolkit.Example {
public class Comment : MonoBehaviour {
[TextArea(3,40)]
public string comment;
}
}
#if UNITY_EDITOR
namespace Micosmo.SensorToolkit.Editors {
[CustomEditor(typeof(Example.Comment))]
public class CommentEditor : Editor {
SerializedProperty text;
void OnEnable() {
text = serializedObject.FindProperty("comment");
}
public override void OnInspectorGUI() {
serializedObject.Update();
EditorGUILayout.Space();
EditorGUILayout.PropertyField(text);
serializedObject.ApplyModifiedProperties();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Micosmo.SensorToolkit.Example {
public class Convert3DTo2D : MonoBehaviour {
public List<GameObject> ToConvert;
public void DoConvert() {
var all = All();
foreach (var t in all) {
var p = t.localPosition;
var s = t.localScale;
t.localPosition = new Vector3(p.x, p.z, -p.y);
t.localScale = new Vector3(s.x, s.z, s.y);
}
}
HashSet<Transform> All() {
var set = new HashSet<Transform>();
var list = new List<Transform>();
foreach (var go in ToConvert) {
list.Clear();
Descend(go.transform, list);
set.UnionWith(list);
}
return set;
}
void Descend(Transform node, List<Transform> list) {
list.Add(node);
for (var i = 0; i < node.childCount; i++) {
Descend(node.GetChild(i), list);
}
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(Convert3DTo2D))]
public class Convert3DTo2DEditor : Editor {
public override void OnInspectorGUI() {
DrawDefaultInspector();
if (GUILayout.Button("Convert")) {
(serializedObject.targetObject as Convert3DTo2D).DoConvert();
}
serializedObject.ApplyModifiedProperties();
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example {
public class DestroyOnTouch : MonoBehaviour {
public Sensor TouchSensor;
void OnEnable() {
TouchSensor.OnDetected.AddListener(OnDetectionHandler);
}
void OnDisable() {
TouchSensor.OnDetected.RemoveListener(OnDetectionHandler);
}
void OnDetectionHandler(GameObject detectedObject, Sensor sensor) {
detectedObject.transform.position = new Vector3(10000, 10000, 10000); // In case were using a TriggerSensor. See manual why is this recomended
Destroy(detectedObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Collections;
namespace Micosmo.SensorToolkit.Example {
public class DirectionalGridTester : MonoBehaviour {
public enum SamplingMode { NearestCell, Sample, MaxContinuous };
public bool IsSpherical;
public int Resolution;
public List<Transform> SeekTargets;
[Space]
public bool AvoidDanger;
public List<Transform> DangerTargets;
public float DangerThreshold = 0.5f;
[Space]
public SamplingMode Mode;
public Transform SampleDirection;
DirectionalGrid grid;
DirectionalGrid dangerGrid;
void OnDrawGizmos() {
if (IsSpherical) {
grid = DirectionalGrid.CreateSphere(Resolution, Allocator.Persistent);
dangerGrid = DirectionalGrid.CreateSphere(Resolution, Allocator.Persistent);
} else {
grid = DirectionalGrid.CreateCircle(Resolution * 4, Vector3.up, Allocator.Persistent);
dangerGrid = DirectionalGrid.CreateCircle(Resolution * 4, Vector3.up, Allocator.Persistent);
}
if (SeekTargets != null) {
foreach (var target in SeekTargets) {
var delta = target.position - transform.position;
grid.GradientFill(delta, -1f);
}
}
if (AvoidDanger && DangerTargets != null) {
foreach (var target in DangerTargets) {
var delta = target.position - transform.position;
dangerGrid.GradientFill(delta, 0f);
}
grid.MergeDanger(dangerGrid, DangerThreshold);
}
Gizmos.color = Color.yellow;
grid.DrawGizmos(transform.position, 0f, 1f, 5f);
Gizmos.color = Color.red;
if (Mode != SamplingMode.MaxContinuous) {
if (SampleDirection != null) {
var direction = (SampleDirection.position - transform.position).normalized;
var value = Mode == SamplingMode.Sample ? grid.SampleDirection(direction) : grid.Values[grid.GetCell(direction)];
Gizmos.DrawRay(transform.position, direction * value);
}
} else {
var max = grid.GetMaxContinuous();
Gizmos.DrawRay(transform.position, max);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example {
public class ExampleTag : MonoBehaviour {
public string Tag;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Micosmo.SensorToolkit.Example {
public class FilterExampleTagProcessor : SignalProcessor {
public string[] AllowedTags;
public override bool Process(ref Signal signal, Sensor sensor) {
if (signal.Object != null) {
var tag = signal.Object.GetComponent<ExampleTag>();
if (tag != null) {
foreach (var allowedTag in AllowedTags) {
if (tag.Tag == allowedTag) {
return true;
}
}
return false;
}
}
return false;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class GunWithClip : MonoBehaviour
{
public float FireInterval;
public int ClipSize;
public float ReloadTime;
public GameObject Nozzle;
public GameObject Bullet;
public GameObject FireEffect;
int clipRemaining;
float cooldown;
public bool IsReady { get { return cooldown <= float.Epsilon; } }
public bool IsEmptyClip { get { return clipRemaining == 0; } }
public bool IsReloading { get; private set; }
public float ReloadFraction { get { return IsReloading ? (1f - cooldown / ReloadTime) : 1f; } }
public void Fire()
{
if (IsReady && !IsEmptyClip)
{
var bullet = Instantiate(Bullet, Nozzle.transform.position, Nozzle.transform.rotation) as GameObject;
var raySensor = bullet.GetComponent<RaySensor>();
raySensor.IgnoreList.Clear();
raySensor.IgnoreList.Add(gameObject);
var effect = Instantiate(FireEffect, Nozzle.transform.position, Nozzle.transform.rotation) as GameObject;
effect.transform.SetParent(Nozzle.transform);
cooldown = FireInterval;
clipRemaining--;
}
}
public void Reload()
{
if (IsReady && clipRemaining < ClipSize && !IsReloading)
{
StopCoroutine("FiringRoutine");
StartCoroutine("ReloadRoutine");
}
}
void Start()
{
StartCoroutine("FiringRoutine");
}
IEnumerator FiringRoutine()
{
cooldown = 0f;
clipRemaining = ClipSize;
IsReloading = false;
while (true)
{
cooldown = Mathf.Max(cooldown - Time.deltaTime, 0f);
yield return null;
}
}
IEnumerator ReloadRoutine()
{
IsReloading = true;
cooldown = ReloadTime;
while (true)
{
cooldown = Mathf.Max(cooldown - Time.deltaTime, 0f);
if (IsReady)
{
StartCoroutine("FiringRoutine");
yield break;
}
yield return null;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class Health : MonoBehaviour
{
public float MaxHP;
public GameObject Corpse;
Rigidbody rb;
public float HP { get; private set; }
public void Impact(float amount, Vector3 impactForce, Vector3 impactPoint)
{
HP -= amount;
if (HP <= 0f)
{
var corpse = Instantiate(Corpse, transform.position, transform.rotation) as GameObject;
corpse.transform.SetParent(transform.parent);
var myTeam = GetComponent<TeamMember>();
var corpseTeam = corpse.GetComponent<TeamMember>();
if (myTeam != null && corpseTeam != null) corpseTeam.StartTeam = myTeam.Team;
var corpseRBs = corpse.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < corpseRBs.Length; i++)
{
corpseRBs[i].AddForceAtPosition(impactForce, impactPoint);
}
Destroy(gameObject);
}
else if (rb != null)
{
rb.AddForceAtPosition(impactForce, impactPoint);
}
}
public void Damage(float amount)
{
Impact(amount, Vector3.zero, Vector3.zero);
}
void Start()
{
rb = GetComponent<Rigidbody>();
HP = MaxHP;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class Holdable : MonoBehaviour {
public float PickupTime;
public Holder Holder { get; private set; }
public bool IsHeld => Holder != null;
public bool PickUp(Holder holder) {
if (IsHeld || holder == null) {
return false;
}
Drop();
Holder = holder;
transform.position = holder.HoldSlot.transform.position;
transform.rotation = holder.HoldSlot.transform.rotation;
joint = gameObject.AddComponent<FixedJoint>();
joint.connectedBody = holder.GetComponent<Rigidbody>();
return true;
}
public void Drop() {
Holder = null;
if (joint != null) {
Destroy(joint);
}
}
FixedJoint joint;
void Update() {
if (!IsHeld && joint != null) {
Drop();
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class Holder : MonoBehaviour {
public Sensor InteractionRange;
public GameObject HoldSlot;
public bool IsInteracting { get; private set; }
Holdable held;
public Holdable Held => held;
public bool IsHolding => held != null;
public void PickUp(Holdable holdable) {
if (held != null || IsInteracting || !InteractionRange.IsDetected(holdable.gameObject) || holdable.IsHeld) {
return;
} else {
StartCoroutine(PickUpRoutine(holdable));
}
}
public bool CanPickUp(Holdable holdable) => InteractionRange.IsDetected(holdable?.gameObject);
IEnumerator PickUpRoutine(Holdable holdable) {
float countdown = holdable.PickupTime;
IsInteracting = true;
while (countdown > 0f) {
countdown -= Time.deltaTime;
if (holdable.IsHeld || !InteractionRange.IsDetected(holdable.gameObject)) {
// Conditions have changed, holdable can no longer be picked up
IsInteracting = false;
yield break;
}
yield return null;
}
if (holdable.PickUp(this)) {
held = holdable;
}
IsInteracting = false;
}
void Start() {
IsInteracting = false;
held = null;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class Lifetime : MonoBehaviour
{
public float MaxAge;
float age;
void OnEnable()
{
age = 0f;
}
void Update()
{
age += Time.deltaTime;
if (age >= MaxAge)
{
Destroy(gameObject);
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class PhysicsSettings : MonoBehaviour {
public Vector3 GravityForce = Vector3.down * 9.81f;
void Awake() {
Physics.autoSyncTransforms = false;
Physics2D.autoSyncTransforms = false;
Physics.gravity = GravityForce;
Physics2D.gravity = GravityForce;
// Make the IgnoreRaycast layer ignore itself, all trigger sensor volumes are put on this layer in the examples.
Physics.IgnoreLayerCollision(2, 2, true);
Physics2D.IgnoreLayerCollision(2, 2, true);
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public enum Teams { Yellow, Magenta, None };
public class TeamMember : MonoBehaviour {
public Teams StartTeam;
public Material YellowMaterial;
public Material MagentaMaterial;
private Teams team;
public Teams Team {
get => initialised ? team : StartTeam;
set => SetTeam(value);
}
bool initialised = false;
public bool IsEnemy(GameObject other) => IsEnemy(other.GetComponent<TeamMember>());
public bool IsEnemy(TeamMember other) => other != null && other.team != Teams.None && other.team != team;
public bool IsFriendly(GameObject other) => IsFriendly(other.GetComponent<TeamMember>());
public bool IsFriendly(TeamMember other) => other != null && other.team != Teams.None && other.team == team;
void Start() {
Team = StartTeam;
initialised = true;
}
void SetTeam(Teams x) {
team = x;
var targetMat = team == Teams.Yellow ? YellowMaterial : MagentaMaterial;
var renderers = GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers) {
var mat = renderer.sharedMaterial;
if (mat == YellowMaterial || mat == MagentaMaterial) {
renderer.sharedMaterial = targetMat;
}
}
}
}
}

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