Modify: 매지카클로스2 버전업데이트

This commit is contained in:
Yamo4490 2025-09-02 02:43:55 +09:00
parent d74c524809
commit 920b9966ee
474 changed files with 21559 additions and 9828 deletions

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@ -9,6 +9,13 @@ namespace MagicaCloth2
{
public Vector3 eulers = new Vector3(0, 90, 0);
public Space space = Space.World;
public enum UpdateMode
{
Update,
FixedUpdate,
}
[SerializeField]
private UpdateMode updateMode = UpdateMode.Update;
[SerializeField]
[Range(0.1f, 5.0f)]
@ -19,11 +26,23 @@ namespace MagicaCloth2
private float time = 0;
private void FixedUpdate()
{
if (updateMode == UpdateMode.FixedUpdate)
UpdatePosition(Time.fixedDeltaTime);
}
void Update()
{
if (updateMode == UpdateMode.Update)
UpdatePosition(Time.deltaTime);
}
void UpdatePosition(float dtime)
{
if (useSin)
{
time += Time.deltaTime;
time += dtime;
float ang = (time % interval) / interval * Mathf.PI * 2.0f;
var t = Mathf.Sin(ang);
if (space == Space.World)
@ -33,7 +52,7 @@ namespace MagicaCloth2
}
else
{
transform.Rotate(eulers * Time.deltaTime, space);
transform.Rotate(eulers * dtime, space);
}
}
}

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@ -124,10 +124,7 @@ namespace MagicaCloth2
return;
// カメラターゲットポジション
if (cameraTarget)
{
cameraTargetPos = cameraTarget.position;
}
cameraTargetPos = cameraTarget ? cameraTarget.position : transform.position;
// 補間
cameraDist = Mathf.SmoothDamp(cameraDist, setCameraDist, ref cameraDistVelocity, cameraDistHokanTime);
@ -147,13 +144,13 @@ namespace MagicaCloth2
Vector3 pos = q * v;
// ターゲットポジション
Vector3 tarpos = cameraTargetPos + cameraTargetOffset;
Vector3 tarpos = cameraTargetPos + transform.TransformVector(cameraTargetOffset);
Vector3 fixpos = tarpos + pos;
cameraTransform.localPosition = fixpos;
cameraTransform.position = fixpos;
// 回転確定
Vector3 relativePos = tarpos - cameraTransform.position;
Quaternion rot = Quaternion.LookRotation(relativePos);
Quaternion rot = Quaternion.LookRotation(relativePos, transform.up);
cameraTransform.rotation = rot;
}
@ -182,8 +179,8 @@ namespace MagicaCloth2
}
else if (moveMode == MoveMode.Free)
{
Vector3 offset = cameraTransform.up * -speed.y * moveSpeed;
offset += cameraTransform.right * -speed.x * moveSpeed;
Vector3 offset = transform.InverseTransformDirection(cameraTransform.up) * -speed.y * moveSpeed;
offset += transform.InverseTransformDirection(cameraTransform.right) * -speed.x * moveSpeed;
cameraTargetOffset += offset;
}
@ -207,7 +204,7 @@ namespace MagicaCloth2
/// <param name="screenVelocity"></param>
private void OnTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
{
screenVelocity *= Time.deltaTime * 60.0f;
screenVelocity *= SpeedAdjustment();
if (fid == 2)
{
@ -225,6 +222,8 @@ namespace MagicaCloth2
private void OnDoubleTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
{
screenVelocity *= SpeedAdjustment();
if (SimpleInputManager.Instance.GetTouchCount() >= 3)
updateOffset(screenVelocity);
}
@ -236,9 +235,15 @@ namespace MagicaCloth2
/// <param name="speedcm"></param>
private void OnTouchPinch(float speedscr, float speedcm)
{
//if (Mathf.Abs(speedcm) > 1.0f)
speedcm *= SpeedAdjustment();
if (SimpleInputManager.Instance.GetTouchCount() < 3)
updateZoom(speedcm);
}
private float SpeedAdjustment()
{
return Time.deltaTime * 60.0f;
}
}
}

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{
"name": "MagicaCloth2Example",
"rootNamespace": "",
"references": [
"MagicaClothV2",
"Unity.InputSystem"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [],
"autoReferenced": false,
"defineConstraints": [
"MAGICACLOTH2"
],
"versionDefines": [
{
"name": "com.unity.inputsystem",
"expression": "1.0.0",
"define": "MC2_INPUTSYSTEM"
}
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@ -233,6 +233,7 @@ namespace MagicaCloth2
sdata.colliderCollisionConstraint.mode = ColliderCollisionConstraint.Mode.Point;
// setup collider
// UpperLeg L
var lobj = new GameObject("CapsuleCollider_L");
lobj.transform.SetParent(gameObjectContainer.GetGameObject("Character1_LeftUpLeg").transform);
lobj.transform.localPosition = new Vector3(0.0049f, 0.0f, -0.0832f);
@ -240,17 +241,10 @@ namespace MagicaCloth2
var colliderL = lobj.AddComponent<MagicaCapsuleCollider>();
colliderL.direction = MagicaCapsuleCollider.Direction.Z;
colliderL.SetSize(0.082f, 0.094f, 0.3f);
var robj = new GameObject("CapsuleCollider_R");
robj.transform.SetParent(gameObjectContainer.GetGameObject("Character1_RightUpLeg").transform);
robj.transform.localPosition = new Vector3(-0.0049f, 0.0f, -0.0832f);
robj.transform.localEulerAngles = new Vector3(0.23f, -16.376f, -0.028f);
var colliderR = robj.AddComponent<MagicaCapsuleCollider>();
colliderR.direction = MagicaCapsuleCollider.Direction.Z;
colliderR.SetSize(0.082f, 0.094f, 0.3f);
// UpperLeg R (Symmetry)
colliderL.symmetryMode = ColliderSymmetryMode.AutomaticHumanBody;
colliderL.UpdateParameters(); // Required when changing parameters.
sdata.colliderCollisionConstraint.colliderList.Add(colliderL);
sdata.colliderCollisionConstraint.colliderList.Add(colliderR);
// start build
cloth.BuildAndRun();

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@ -0,0 +1,196 @@
// Magica Cloth 2.
// Copyright (c) 2025 MagicaSoft.
// https://magicasoft.jp
using UnityEngine;
#if MC2_INPUTSYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.EnhancedTouch;
#endif
namespace MagicaCloth2
{
/// <summary>
/// InputManager/InputSystem入力切り替えラッパー
/// </summary>
public class SimpleInput
{
#if MC2_INPUTSYSTEM
// (New) Imput System
public static void Init()
{
EnhancedTouchSupport.Enable();
}
public static int touchCount
{
get
{
return UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
}
}
public static UnityEngine.Touch GetTouch(int index)
{
var touchData = new UnityEngine.Touch();
int count = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
if (index < count)
{
var touch = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches[index];
// convert
touchData.fingerId = touch.finger.index;
touchData.position = touch.screenPosition;
touchData.deltaPosition = touch.delta;
switch (touch.phase)
{
case UnityEngine.InputSystem.TouchPhase.Canceled:
touchData.phase = UnityEngine.TouchPhase.Canceled;
break;
case UnityEngine.InputSystem.TouchPhase.Ended:
touchData.phase = UnityEngine.TouchPhase.Ended;
break;
case UnityEngine.InputSystem.TouchPhase.Moved:
touchData.phase = UnityEngine.TouchPhase.Moved;
break;
case UnityEngine.InputSystem.TouchPhase.Began:
touchData.phase = UnityEngine.TouchPhase.Began;
break;
}
}
return touchData;
}
public static bool GetKey(KeyCode key)
{
switch (key)
{
case KeyCode.Escape:
return Keyboard.current.escapeKey.isPressed;
default:
return false;
}
}
public static bool GetKeyDown(KeyCode key)
{
switch (key)
{
case KeyCode.Backspace:
return Keyboard.current.backspaceKey.wasPressedThisFrame;
default:
return false;
}
}
public static bool GetMouseButtonDown(int button)
{
switch (button)
{
case 0:
return Mouse.current.leftButton.wasPressedThisFrame;
case 1:
return Mouse.current.rightButton.wasPressedThisFrame;
case 2:
return Mouse.current.middleButton.wasPressedThisFrame;
default:
return false;
}
}
public static bool GetMouseButtonUp(int button)
{
switch (button)
{
case 0:
return Mouse.current.leftButton.wasReleasedThisFrame;
case 1:
return Mouse.current.rightButton.wasReleasedThisFrame;
case 2:
return Mouse.current.middleButton.wasReleasedThisFrame;
default:
return false;
}
}
public static Vector3 mousePosition
{
get
{
return Mouse.current.position.ReadValue();
}
}
public static float GetMouseScrollWheel()
{
// 古いInputSystemに不具合あり
// ホイールデルタがデフォルトでx120されて返ってくる
// これはWindowsのみの挙動でMac/Linuxでは発生しない
// そしてUnity 2023.2以降は修正された
float value = Mouse.current.scroll.ReadValue().y * 0.12f; // base
#if UNITY_2023_2_OR_NEWER
return value;
#else
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
return value / 120.0f; // ホイールデルタの不具合を吸収
#else
return value;
#endif
#endif
}
#else
// (Old) Imput Manager
public static void Init()
{
}
public static int touchCount
{
get
{
return Input.touchCount;
}
}
public static Touch GetTouch(int index)
{
return Input.GetTouch(index);
}
public static bool GetKey(KeyCode key)
{
return Input.GetKey(key);
}
public static bool GetKeyDown(KeyCode key)
{
return Input.GetKeyDown(key);
}
public static bool GetMouseButtonDown(int button)
{
return Input.GetMouseButtonDown(button);
}
public static bool GetMouseButtonUp(int button)
{
return Input.GetMouseButtonUp(button);
}
public static Vector3 mousePosition
{
get
{
return Input.mousePosition;
}
}
public static float GetMouseScrollWheel()
{
return Input.GetAxis("Mouse ScrollWheel");
}
#endif
}
}

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@ -105,6 +105,8 @@ namespace MagicaCloth2
//=========================================================================================
protected override void InitSingleton()
{
SimpleInput.Init();
// スクリーン情報
CalcScreenDpi();
@ -188,7 +190,7 @@ namespace MagicaCloth2
public int GetTouchCount()
{
return Input.touchCount;
return SimpleInput.touchCount;
}
public bool IsUI()
@ -199,7 +201,7 @@ namespace MagicaCloth2
if (mobilePlatform)
{
// モバイル用タッチ入力
return EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
return EventSystem.current.IsPointerOverGameObject(SimpleInput.GetTouch(0).fingerId);
}
else
{
@ -214,7 +216,7 @@ namespace MagicaCloth2
/// </summary>
private void UpdateMobile()
{
int count = Input.touchCount;
int count = SimpleInput.touchCount;
if (count == 0)
{
@ -223,7 +225,7 @@ namespace MagicaCloth2
// バックボタン
if (Application.platform == RuntimePlatform.Android)
{
if (Input.GetKey(KeyCode.Escape) && lastTime + 0.2f < Time.time)
if (SimpleInput.GetKey(KeyCode.Escape) && lastTime + 0.2f < Time.time)
{
lastTime = Time.time;
if (OnBackButton != null)
@ -239,7 +241,7 @@ namespace MagicaCloth2
// メイン
for (int i = 0; i < count; i++)
{
Touch touch = Input.GetTouch(i);
Touch touch = SimpleInput.GetTouch(i);
int fid = touch.fingerId;
// フィンガーIDが以外は無視する
@ -289,7 +291,7 @@ namespace MagicaCloth2
int setcnt = 0;
for (int j = 0; j < count; j++)
{
Touch t = Input.GetTouch(j);
Touch t = SimpleInput.GetTouch(j);
if (mainFingerId == t.fingerId)
{
t1pos = t.position;
@ -497,7 +499,7 @@ namespace MagicaCloth2
private void UpdateMouse()
{
// BackSpace を Android 端末のバックボタンに割り当てる
if (Input.GetKeyDown(KeyCode.Backspace))
if (SimpleInput.GetKeyDown(KeyCode.Backspace))
{
if (OnBackButton != null)
OnBackButton();
@ -507,7 +509,7 @@ namespace MagicaCloth2
for (int i = 0; i < 3; i++)
{
// マウスボタンダウン
if (Input.GetMouseButtonDown(i))
if (SimpleInput.GetMouseButtonDown(i))
{
if (IsUI())
continue;
@ -519,46 +521,46 @@ namespace MagicaCloth2
mouseDown[i] = true;
// 入力位置を記録
downPos[i] = Input.mousePosition;
mouseOldMovePos[i] = Input.mousePosition;
downPos[i] = SimpleInput.mousePosition;
mouseOldMovePos[i] = SimpleInput.mousePosition;
if (i == 0)
flickDownPos[i] = Input.mousePosition;
flickDownPos[i] = SimpleInput.mousePosition;
// タッチダウンイベント発行
if (OnTouchDown != null)
OnTouchDown(i, Input.mousePosition);
OnTouchDown(i, SimpleInput.mousePosition);
}
// マウスボタンアップ
if (Input.GetMouseButtonUp(i) && mouseDown[i])
if (SimpleInput.GetMouseButtonUp(i) && mouseDown[i])
{
mouseDown[i] = false;
// フリック判定
if (i == 0)
{
CheckFlic(i, mouseOldMovePos[i], Input.mousePosition, flickDownPos[i], flickDownTime[i]);
CheckFlic(i, mouseOldMovePos[i], SimpleInput.mousePosition, flickDownPos[i], flickDownTime[i]);
}
mouseOldMovePos[i] = Vector2.zero;
// タッチアップイベント
if (OnTouchUp != null)
OnTouchUp(i, Input.mousePosition);
OnTouchUp(i, SimpleInput.mousePosition);
// タップ判定
float distcm = Vector2.Distance(downPos[0], Input.mousePosition) / screenDpc;
float distcm = Vector2.Distance(downPos[0], SimpleInput.mousePosition) / screenDpc;
if (distcm <= tapRadiusCm)
{
if (OnTouchTap != null)
OnTouchTap(i, Input.mousePosition);
OnTouchTap(i, SimpleInput.mousePosition);
}
}
// 移動
if (mouseDown[i])
{
Vector2 spos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
Vector2 spos = new Vector2(SimpleInput.mousePosition.x, SimpleInput.mousePosition.y);
Vector2 delta = spos - mouseOldMovePos[i];
if (spos != mouseOldMovePos[i])
@ -569,10 +571,10 @@ namespace MagicaCloth2
// 移動通知(現在スクリーン座標、速度(スクリーン比率/s)、速度(cm/s))
if (OnTouchMove != null)
OnTouchMove(i, Input.mousePosition, CalcScreenRatioVector(delta) / Time.deltaTime, speedcm);
OnTouchMove(i, SimpleInput.mousePosition, CalcScreenRatioVector(delta) / Time.deltaTime, speedcm);
}
mouseOldMovePos[i] = Input.mousePosition;
mouseOldMovePos[i] = SimpleInput.mousePosition;
// フリックダウン位置更新
flickDownPos[i] = (flickDownPos[i] + spos) * 0.5f;
@ -582,7 +584,7 @@ namespace MagicaCloth2
}
// ピンチイン/アウト
float w = Input.GetAxis("Mouse ScrollWheel");
float w = SimpleInput.GetMouseScrollWheel();
if (Mathf.Abs(w) > 0.01f)
{
// モバイル入力とスケール感を合わせるために係数を掛ける

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