添加成都双流圣菲学校场景
This commit is contained in:
@@ -7,6 +7,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.UI;
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using static UnityEngine.Advertisements.Advertisement;
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public class AIController : MonoBehaviour
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@@ -40,6 +41,7 @@ public class AIController : MonoBehaviour
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//文本变量
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public TMP_Text speedTxt;
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public TMP_Text banben;
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private const float TxtSpeed = 1; //文字显示时间
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public Image dialogBoxImage;//对话框图像
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@@ -72,6 +74,7 @@ public class AIController : MonoBehaviour
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{
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dialogBoxImage.gameObject.SetActive(false);
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}
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banben.text = $"v{Application.version}";
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}
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@@ -1,5 +1,140 @@
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213
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Hunan_Changde_Lixian_WandaGuangchang=39,
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Jilin_Changchun_Beihu_WuyueGuangchang = 41,
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Chongqing_Yuzhong_Hongyadong_Xiakexing=42,
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Chengdu_Shuangliu_ShengfeiXuexiao=43,
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}
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@@ -97,6 +97,9 @@ public class GameManager : NetworkBehaviour
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public GameObject enemyPlanePre;
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public GameObject[] playerNpcPre;
|
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//public GameObject PathGuidePre;
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//public GuideArrowPath pathGuide;//引导路径
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// 怪物ui预制体
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public GameObject EnemyUIPre;
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#endregion
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@@ -167,7 +170,7 @@ public class GameManager : NetworkBehaviour
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[SyncVar]
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public long vistEnd = 0;
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// 总游玩时长
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private int vistAllTime = (int)(60*12 );
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private int vistAllTime = (int)(60*12);
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[SyncVar]
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public string settleData = "";
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@@ -204,7 +207,7 @@ public class GameManager : NetworkBehaviour
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isStart = false;
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CreateDoor();
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}
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}
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//修改处:添加创建AI角色的方法
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@@ -238,6 +241,8 @@ public class GameManager : NetworkBehaviour
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{
|
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//注册AI介绍完成回调
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aiController.OnIntroductionComplete += StartGameAfterIntroduction;
|
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// 新增:注册AI离开回调
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// aiController.OnIntroductionComplete += CreateGuidancePathToDoor;
|
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//添加延迟,确保所有组件已经完成初始化
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StartCoroutine(DelayedStartIntroduction(aiController));
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@@ -258,6 +263,57 @@ public class GameManager : NetworkBehaviour
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yield return new WaitForSeconds(0.1f); // 短暂延迟
|
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aiController.StartIntroduction();
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}
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//// 新增:创建从玩家到门的指引路径
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//private void CreateGuidancePathToDoor()
|
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//{
|
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// Debug.Log("AI离开,创建从玩家到门的指引路径");
|
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// // 确保玩家和门的位置存在
|
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// if (player == null || GameLocal.Ins.doorPos == null)
|
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// {
|
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// Debug.LogError("无法创建指引路径:玩家或门的位置为空");
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// return;
|
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// }
|
||||
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// // 创建指引路径
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// CreatePathGuide();
|
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// // 设置路径从玩家位置到门的位置
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// Vector3 startPos = player.transform.position;
|
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// Vector3 endPos = GameLocal.Ins.doorPos.position;
|
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// pathGuide.SetPath(startPos, endPos);
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// pathGuide.ShowPath();
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// Debug.Log($"指引路径已创建:从 {startPos} 到 {endPos}");
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// // 可选:在玩家到达门后自动关闭指引
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// StartCoroutine(CheckPlayerReachedDoor());
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//}
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//// 新增:检查玩家是否到达门的位置
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//private IEnumerator CheckPlayerReachedDoor()
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//{
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// if (player == null || GameLocal.Ins.doorPos == null) yield break;
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// float arrivalDistance = 2.0f; // 到达门的判定距离
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// while (pathGuide != null && pathGuide.gameObject.activeInHierarchy)
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// {
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// float distanceToDoor = Vector3.Distance(player.transform.position, GameLocal.Ins.doorPos.position);
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// if (distanceToDoor <= arrivalDistance)
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// {
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// Debug.Log("玩家已到达门的位置,关闭指引路径");
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// ClosePathGuide();
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// yield break;
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// }
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// yield return new WaitForSeconds(0.5f); // 每0.5秒检查一次
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// }
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//}
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void Awake()
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{
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Ins = this;
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@@ -358,6 +414,42 @@ public class GameManager : NetworkBehaviour
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}
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[Server]
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//public void PlayEndEvent()
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//{
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// Debug.LogError("开启End事件");
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// gameState = GameState.EndEvent;
|
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// GivePistol(GunType.MeleeWeapon);
|
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// foreach (var item in PlayerAiList.Values)
|
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// {
|
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// item.EndEvent();
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// }
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// PlaySound2DRPC("1.61");
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// OpenDoor();
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// for (int i = 0; i < 7; i++)
|
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// {
|
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// Transform[] targetPos = GameLocal.Ins.enemyEndPos;
|
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// GameObject enemy = Instantiate(enemyEndAiPre);
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// NetworkServer.Spawn(enemy);
|
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// int posId =i/3;
|
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// enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
|
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// enemy.transform.eulerAngles = targetPos[posId].eulerAngles;
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// enemyIndex++;
|
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// Enemy enemyScript = enemy.GetComponent<Enemy>();
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// enemyScript.OnSpawn(enemyIndex, 3, 1,GameLocal.Ins.pkPos.position);
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// enemyScript.ai.maxSpeed = 2;
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// EnemyList.Add(enemyIndex, enemyScript);
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// GameObject playerAi = Instantiate(playerEndAiPres);
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// NetworkServer.Spawn(playerAi);
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// playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
|
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// playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
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// PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
|
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// playerAI.OnSpawn(i+2,PlayerAIType.EndPlayerAi, 1,enemy);
|
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// playerAI.ai.maxSpeed = 2;
|
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// PlayerAiList.Add(i+2, playerAI);
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// }
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// curRoundEnemyCount = EnemyList.Count;
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//}
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public void PlayEndEvent()
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{
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Debug.LogError("开启End事件");
|
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@@ -369,32 +461,123 @@ public class GameManager : NetworkBehaviour
|
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}
|
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PlaySound2DRPC("1.61");
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OpenDoor();
|
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|
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// 定义3x3范围的中心点和大小
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Vector3 centerPos = GameLocal.Ins.pkPos.position;
|
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float areaSize = 3f; // 3x3的范围
|
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|
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for (int i = 0; i < 7; i++)
|
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{
|
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Transform[] targetPos = GameLocal.Ins.enemyEndPos;
|
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GameObject enemy = Instantiate(enemyEndAiPre);
|
||||
NetworkServer.Spawn(enemy);
|
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int posId =i/3;
|
||||
enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
|
||||
enemy.transform.eulerAngles = targetPos[posId].eulerAngles;
|
||||
|
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// 检查是否为指定场地
|
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if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
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{
|
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// 在3x3范围内随机生成位置
|
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Vector3 randomOffset = new Vector3(
|
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Random.Range(-areaSize / 2f, areaSize / 2f),
|
||||
0,
|
||||
Random.Range(-areaSize / 2f, areaSize / 2f)
|
||||
);
|
||||
enemy.transform.position = centerPos + randomOffset;
|
||||
enemy.transform.eulerAngles = Vector3.zero; // 或者设置随机朝向
|
||||
}
|
||||
else
|
||||
{
|
||||
// 原有逻辑
|
||||
int posId = i / 3;
|
||||
enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
|
||||
enemy.transform.eulerAngles = targetPos[posId].eulerAngles;
|
||||
}
|
||||
|
||||
enemyIndex++;
|
||||
Enemy enemyScript = enemy.GetComponent<Enemy>();
|
||||
enemyScript.OnSpawn(enemyIndex, 3, 1,GameLocal.Ins.pkPos.position);
|
||||
enemyScript.OnSpawn(enemyIndex, 3, 1, GameLocal.Ins.pkPos.position);
|
||||
enemyScript.ai.maxSpeed = 2;
|
||||
EnemyList.Add(enemyIndex, enemyScript);
|
||||
|
||||
|
||||
GameObject playerAi = Instantiate(playerEndAiPres);
|
||||
NetworkServer.Spawn(playerAi);
|
||||
playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
|
||||
playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
|
||||
|
||||
// 检查是否为指定场地
|
||||
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
{
|
||||
// 在3x3范围内随机生成位置,确保与敌人位置不重叠
|
||||
Vector3 randomOffset;
|
||||
bool positionValid;
|
||||
int attempts = 0;
|
||||
|
||||
do
|
||||
{
|
||||
randomOffset = new Vector3(
|
||||
Random.Range(-areaSize / 2f, areaSize / 2f),
|
||||
0,
|
||||
Random.Range(-areaSize / 2f, areaSize / 2f)
|
||||
);
|
||||
|
||||
// 检查是否与现有单位位置太近
|
||||
positionValid = true;
|
||||
Vector3 proposedPos = centerPos + randomOffset;
|
||||
|
||||
foreach (var existingEnemy in EnemyList.Values)
|
||||
{
|
||||
if (Vector3.Distance(proposedPos, existingEnemy.transform.position) < 0.8f) // 稍微减小最小距离
|
||||
{
|
||||
positionValid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
attempts++;
|
||||
if (attempts > 15) break; // 增加尝试次数
|
||||
|
||||
} while (!positionValid);
|
||||
|
||||
playerAi.transform.position = centerPos + randomOffset;
|
||||
playerAi.transform.eulerAngles = Vector3.zero; // 或者设置随机朝向
|
||||
}
|
||||
else
|
||||
{
|
||||
// 原有逻辑
|
||||
playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
|
||||
playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
|
||||
}
|
||||
|
||||
PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
|
||||
playerAI.OnSpawn(i+2,PlayerAIType.EndPlayerAi, 1,enemy);
|
||||
playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
|
||||
playerAI.ai.maxSpeed = 2;
|
||||
PlayerAiList.Add(i+2, playerAI);
|
||||
PlayerAiList.Add(i + 2, playerAI);
|
||||
}
|
||||
|
||||
curRoundEnemyCount = EnemyList.Count;
|
||||
|
||||
// 可选:在指定场地时添加调试可视化
|
||||
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
{
|
||||
Debug.Log($"在场地 {GameLocal.Ins.place} 中,所有单位已生成在3x3范围内,中心点: {centerPos}");
|
||||
|
||||
// 可视化3x3范围(仅在编辑器中)
|
||||
#if UNITY_EDITOR
|
||||
DrawDebugArea(centerPos, areaSize);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// 调试用:绘制3x3区域
|
||||
private void DrawDebugArea(Vector3 center, float size)
|
||||
{
|
||||
Vector3 bottomLeft = center + new Vector3(-size / 2, 0, -size / 2);
|
||||
Vector3 bottomRight = center + new Vector3(size / 2, 0, -size / 2);
|
||||
Vector3 topLeft = center + new Vector3(-size / 2, 0, size / 2);
|
||||
Vector3 topRight = center + new Vector3(size / 2, 0, size / 2);
|
||||
|
||||
Debug.DrawLine(bottomLeft, bottomRight, Color.red, 10f);
|
||||
Debug.DrawLine(bottomRight, topRight, Color.red, 10f);
|
||||
Debug.DrawLine(topRight, topLeft, Color.red, 10f);
|
||||
Debug.DrawLine(topLeft, bottomLeft, Color.red, 10f);
|
||||
}
|
||||
[ClientRpc]
|
||||
public void OpenDoor()
|
||||
{
|
||||
@@ -1310,5 +1493,26 @@ public class GameManager : NetworkBehaviour
|
||||
MasterAudio.PlaySound(JointIn);
|
||||
GameLocal.Ins.BGMState.StateChange(2);
|
||||
}
|
||||
//#region 引导系统
|
||||
//public void CreatePathGuide()
|
||||
//{
|
||||
// var pathGuideObj = Instantiate(PathGuidePre);
|
||||
// pathGuide = pathGuideObj.GetComponent<GuideArrowPath>();
|
||||
// pathGuide.ClosePath();
|
||||
//}
|
||||
|
||||
//public void ShowPathGuide()
|
||||
//{
|
||||
// pathGuide.ShowPath();
|
||||
|
||||
|
||||
//}
|
||||
|
||||
//public void ClosePathGuide()
|
||||
//{
|
||||
// pathGuide.ClosePath();
|
||||
//}
|
||||
|
||||
//#endregion
|
||||
}
|
||||
|
||||
|
||||
@@ -33,13 +33,14 @@ public enum HandState
|
||||
|
||||
public class Player : NetworkRoomPlayer,IDamagable
|
||||
{
|
||||
|
||||
public Transform LeftHand;
|
||||
public Transform RightHand;
|
||||
public Transform Aim;
|
||||
|
||||
public Collider Collider;
|
||||
public LayerMask AimLayer;
|
||||
|
||||
|
||||
[SyncVar]
|
||||
public bool isDie;
|
||||
|
||||
@@ -204,6 +205,7 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
other.gameObject.SetActive(false);
|
||||
NetworkServer.Destroy(other.gameObject);
|
||||
GameManager.Ins.GameStart();
|
||||
|
||||
}
|
||||
|
||||
if (other.tag == "WeaponProp")
|
||||
@@ -491,6 +493,8 @@ public class Player : NetworkRoomPlayer,IDamagable
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
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8
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8
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Normal file
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8
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8
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8
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8
Assets/_Valheim/Prefabs/Pet/Player.meta
Normal file
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Assets/_Valheim/Prefabs/Pet/Player/PathGuide.prefab
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176
Assets/_Valheim/Prefabs/Pet/Player/PathGuide.prefab
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7
Assets/_Valheim/Prefabs/Pet/Player/PathGuide.prefab.meta
Normal file
7
Assets/_Valheim/Prefabs/Pet/Player/PathGuide.prefab.meta
Normal file
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8
Assets/_Valheim/Scripts.meta
Normal file
8
Assets/_Valheim/Scripts.meta
Normal file
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8
Assets/_Valheim/Scripts/Player.meta
Normal file
8
Assets/_Valheim/Scripts/Player.meta
Normal file
@@ -0,0 +1,8 @@
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230
Assets/_Valheim/Scripts/Player/GuideArrowPath.cs
Normal file
230
Assets/_Valheim/Scripts/Player/GuideArrowPath.cs
Normal file
@@ -0,0 +1,230 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class GuideArrowPath : NetworkBehaviour
|
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{
|
||||
// 内部变量
|
||||
private LineRenderer lineRenderer;
|
||||
|
||||
// 障碍物检测设置
|
||||
public LayerMask obstacleMask = 1; // 障碍物层
|
||||
public float pathHeight = 0.5f; // 路径显示高度
|
||||
public int maxRaycastPoints = 10; // 最大射线检测点数
|
||||
|
||||
void Awake()
|
||||
{
|
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// 在Awake中初始化,确保在其他脚本调用前准备好
|
||||
InitializeLineRenderer();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
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// 确保在Start中也有初始化,双重保险
|
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InitializeLineRenderer();
|
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}
|
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/// <summary>
|
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/// 初始化LineRenderer
|
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/// </summary>
|
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private void InitializeLineRenderer()
|
||||
{
|
||||
if (lineRenderer == null)
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
if (lineRenderer == null)
|
||||
{
|
||||
Debug.LogError("LineRenderer component is missing on " + gameObject.name);
|
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}
|
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}
|
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}
|
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|
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/// <summary>
|
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/// 根据起点与终点计算路径,并更新Line Renderer的显示
|
||||
/// </summary>
|
||||
public void SetPath(Vector3 start, Vector3 end)
|
||||
{
|
||||
// 确保lineRenderer已初始化
|
||||
if (lineRenderer == null)
|
||||
{
|
||||
InitializeLineRenderer();
|
||||
|
||||
// 如果仍然为null,直接返回
|
||||
if (lineRenderer == null)
|
||||
{
|
||||
Debug.LogError("LineRenderer is still null after initialization!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector3> path = CalculateSimplePath(start, end);
|
||||
|
||||
if (path != null && path.Count > 1)
|
||||
{
|
||||
lineRenderer.positionCount = path.Count;
|
||||
|
||||
// 调整路径点高度
|
||||
List<Vector3> adjustedPath = new List<Vector3>();
|
||||
foreach (Vector3 point in path)
|
||||
{
|
||||
adjustedPath.Add(new Vector3(point.x, pathHeight, point.z));
|
||||
}
|
||||
|
||||
lineRenderer.SetPositions(adjustedPath.ToArray());
|
||||
}
|
||||
else
|
||||
{
|
||||
lineRenderer.positionCount = 0;
|
||||
Debug.LogWarning("未能计算出有效路径!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算简单路径(直线 + 障碍物避让)
|
||||
/// </summary>
|
||||
private List<Vector3> CalculateSimplePath(Vector3 start, Vector3 end)
|
||||
{
|
||||
List<Vector3> path = new List<Vector3>();
|
||||
path.Add(start);
|
||||
|
||||
// 检查起点到终点是否有直接路径
|
||||
if (!Physics.Linecast(start, end, obstacleMask))
|
||||
{
|
||||
// 没有障碍物,直接使用直线路径
|
||||
path.Add(end);
|
||||
return path;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 有障碍物,尝试找到绕过障碍物的路径
|
||||
List<Vector3> obstacleAvoidancePath = FindObstacleAvoidancePath(start, end);
|
||||
if (obstacleAvoidancePath != null && obstacleAvoidancePath.Count > 0)
|
||||
{
|
||||
return obstacleAvoidancePath;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果无法找到有效路径,返回空路径
|
||||
return new List<Vector3> { start, end };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 寻找绕过障碍物的路径
|
||||
/// </summary>
|
||||
private List<Vector3> FindObstacleAvoidancePath(Vector3 start, Vector3 end)
|
||||
{
|
||||
List<Vector3> path = new List<Vector3>();
|
||||
path.Add(start);
|
||||
|
||||
Vector3 direction = (end - start).normalized;
|
||||
float totalDistance = Vector3.Distance(start, end);
|
||||
|
||||
// 沿着方向进行多次射线检测,寻找可通行的路径点
|
||||
for (int i = 1; i <= maxRaycastPoints; i++)
|
||||
{
|
||||
float t = (float)i / maxRaycastPoints;
|
||||
Vector3 testPoint = start + direction * totalDistance * t;
|
||||
|
||||
// 检查从上一个点到当前点是否有障碍物
|
||||
Vector3 lastPoint = path[path.Count - 1];
|
||||
if (!Physics.Linecast(lastPoint, testPoint, obstacleMask))
|
||||
{
|
||||
// 没有障碍物,添加路径点
|
||||
path.Add(testPoint);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 有障碍物,尝试绕过
|
||||
Vector3 bypassPoint = FindBypassPoint(lastPoint, testPoint);
|
||||
if (bypassPoint != lastPoint) // 确保找到了有效的绕过点
|
||||
{
|
||||
path.Add(bypassPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 确保终点被添加
|
||||
if (path[path.Count - 1] != end)
|
||||
{
|
||||
path.Add(end);
|
||||
}
|
||||
|
||||
return path.Count > 1 ? path : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 寻找绕过障碍物的点
|
||||
/// </summary>
|
||||
private Vector3 FindBypassPoint(Vector3 from, Vector3 to)
|
||||
{
|
||||
Vector3 direction = (to - from).normalized;
|
||||
float distance = Vector3.Distance(from, to);
|
||||
|
||||
// 尝试从不同方向绕过障碍物
|
||||
Vector3[] testDirections = {
|
||||
Vector3.Cross(direction, Vector3.up).normalized, // 右侧
|
||||
Vector3.Cross(direction, Vector3.down).normalized, // 左侧
|
||||
Vector3.up, // 上方
|
||||
new Vector3(direction.z, 0, -direction.x).normalized // 另一个侧向
|
||||
};
|
||||
|
||||
float[] testDistances = { 2f, 3f, 5f }; // 测试不同的绕过距离
|
||||
|
||||
foreach (Vector3 testDir in testDirections)
|
||||
{
|
||||
foreach (float testDist in testDistances)
|
||||
{
|
||||
Vector3 bypassStart = from + testDir * testDist;
|
||||
Vector3 bypassEnd = to + testDir * testDist;
|
||||
|
||||
// 检查绕过路径是否可行
|
||||
if (!Physics.Linecast(from, bypassStart, obstacleMask) &&
|
||||
!Physics.Linecast(bypassStart, bypassEnd, obstacleMask) &&
|
||||
!Physics.Linecast(bypassEnd, to, obstacleMask))
|
||||
{
|
||||
return bypassStart;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 如果找不到绕过点,返回原始起点
|
||||
return from;
|
||||
}
|
||||
|
||||
public float GetToTargetDis(Vector3 start, Vector3 end)
|
||||
{
|
||||
List<Vector3> path = CalculateSimplePath(start, end);
|
||||
|
||||
if (path != null && path.Count > 1)
|
||||
{
|
||||
float dis = 0;
|
||||
for (int i = 0; i < path.Count - 1; i++)
|
||||
{
|
||||
dis += Vector3.Distance(path[i], path[i + 1]);
|
||||
}
|
||||
return dis;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void ShowPath()
|
||||
{
|
||||
if (lineRenderer == null)
|
||||
InitializeLineRenderer();
|
||||
|
||||
if (lineRenderer != null)
|
||||
lineRenderer.enabled = true;
|
||||
}
|
||||
|
||||
public void ClosePath()
|
||||
{
|
||||
if (lineRenderer == null)
|
||||
InitializeLineRenderer();
|
||||
|
||||
if (lineRenderer != null)
|
||||
lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
11
Assets/_Valheim/Scripts/Player/GuideArrowPath.cs.meta
Normal file
11
Assets/_Valheim/Scripts/Player/GuideArrowPath.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8cdda35296b966646ada44468a5c40c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio 1.meta
Normal file
8
Assets/sucai/Hovl Studio 1.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b27f9a0028d6f60439d2166fb71fe9a5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio 1/RPG VFX pack.meta
Normal file
8
Assets/sucai/Hovl Studio 1/RPG VFX pack.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cad0bfe29ec7a444f971c2901b6d943c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Demo scenes.meta
Normal file
8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Demo scenes.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c4903780872c2e4fb69cb06b70f3db7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 133ca869d6305e244888b8d999ec0b98
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,163 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraHolder : MonoBehaviour
|
||||
{
|
||||
//camera holder
|
||||
public Transform Holder;
|
||||
public float currDistance = 5.0f;
|
||||
public float xRotate = 250.0f;
|
||||
public float yRotate = 120.0f;
|
||||
public float yMinLimit = -20f;
|
||||
public float yMaxLimit = 80f;
|
||||
public float prevDistance;
|
||||
private float x = 0.0f;
|
||||
private float y = 0.0f;
|
||||
|
||||
[Header("GUI")]
|
||||
private float windowDpi;
|
||||
public GameObject[] Prefabs;
|
||||
private int Prefab;
|
||||
private GameObject Instance;
|
||||
private float StartColor;
|
||||
private float HueColor;
|
||||
public Texture HueTexture;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
var angles = transform.eulerAngles;
|
||||
x = angles.y;
|
||||
y = angles.x;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
|
||||
{
|
||||
Counter(-1);
|
||||
}
|
||||
if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
|
||||
{
|
||||
Counter(0);
|
||||
}
|
||||
if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
|
||||
{
|
||||
Counter(+1);
|
||||
}
|
||||
|
||||
StartColor = HueColor;
|
||||
HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
|
||||
GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
|
||||
if (HueColor != StartColor)
|
||||
{
|
||||
int i = 0;
|
||||
foreach (var ps in particleSystems)
|
||||
{
|
||||
var main = ps.main;
|
||||
Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
|
||||
main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private ParticleSystem[] particleSystems = new ParticleSystem[0];
|
||||
private List<SVA> svList = new List<SVA>();
|
||||
private float H;
|
||||
|
||||
public struct SVA
|
||||
{
|
||||
public float S;
|
||||
public float V;
|
||||
public float A;
|
||||
}
|
||||
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
if (Instance != null)
|
||||
{
|
||||
Destroy(Instance);
|
||||
}
|
||||
Instance = Instantiate(Prefabs[Prefab]);
|
||||
particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
|
||||
svList.Clear();
|
||||
foreach (var ps in particleSystems)
|
||||
{
|
||||
Color baseColor = ps.main.startColor.color;
|
||||
SVA baseSVA = new SVA();
|
||||
Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
|
||||
baseSVA.A = baseColor.a;
|
||||
svList.Add(baseSVA);
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (currDistance < 2)
|
||||
{
|
||||
currDistance = 2;
|
||||
}
|
||||
currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
|
||||
if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
|
||||
{
|
||||
var pos = Input.mousePosition;
|
||||
float dpiScale = 1;
|
||||
if (Screen.dpi < 1) dpiScale = 1;
|
||||
if (Screen.dpi < 200) dpiScale = 1;
|
||||
else dpiScale = Screen.dpi / 200f;
|
||||
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
|
||||
Cursor.visible = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
|
||||
y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
|
||||
y = ClampAngle(y, yMinLimit, yMaxLimit);
|
||||
var rotation = Quaternion.Euler(y, x, 0);
|
||||
var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position;
|
||||
transform.rotation = rotation;
|
||||
transform.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
if (prevDistance != currDistance)
|
||||
{
|
||||
prevDistance = currDistance;
|
||||
var rot = Quaternion.Euler(y, x, 0);
|
||||
var po = rot * new Vector3(0, 0, -currDistance) + Holder.position;
|
||||
transform.rotation = rot;
|
||||
transform.position = po;
|
||||
}
|
||||
}
|
||||
|
||||
static float ClampAngle(float angle, float min, float max)
|
||||
{
|
||||
if (angle < -360)
|
||||
{
|
||||
angle += 360;
|
||||
}
|
||||
if (angle > 360)
|
||||
{
|
||||
angle -= 360;
|
||||
}
|
||||
return Mathf.Clamp(angle, min, max);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b99cd4d7484b23488edaed430e3e34f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ba15b40442a8e64c863959b30dfbb40
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RaycastInstance : MonoBehaviour
|
||||
{
|
||||
public Camera Cam;
|
||||
public GameObject[] Prefabs;
|
||||
private int Prefab;
|
||||
private Ray RayMouse;
|
||||
private GameObject Instance;
|
||||
private float windowDpi;
|
||||
|
||||
//Double-click protection
|
||||
private float buttonSaver = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
if (Cam != null)
|
||||
{
|
||||
RaycastHit hit;
|
||||
var mousePos = Input.mousePosition;
|
||||
RayMouse = Cam.ScreenPointToRay(mousePos);
|
||||
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, 40))
|
||||
{
|
||||
Instance = Instantiate(Prefabs[Prefab]);
|
||||
Instance.transform.position = hit.point + hit.normal * 0.01f;
|
||||
Destroy(Instance, 1.5f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No camera");
|
||||
}
|
||||
}
|
||||
|
||||
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(-1);
|
||||
}
|
||||
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(+1);
|
||||
}
|
||||
buttonSaver += Time.deltaTime;
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change prefabs!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for instancing!");
|
||||
}
|
||||
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8525fc6b3b62e24e86a37b99d3aec83
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Materials.meta
Normal file
8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Materials.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40f1344a5242cfd48babac13c4924566
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,111 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Shield2bcg 1
|
||||
m_Shader: {fileID: 4800000, guid: b68b99c2e57cef4419465c63c527201b, type: 3}
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords:
|
||||
- _USEDEPTH_ON
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
|
||||
m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 2800000, guid: e6f1be8867d4eb246825875f8ab19c1e, type: 3}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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||||
m_Texture: {fileID: 0}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _CullMode: 0
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- _Cutoff: 0.5
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||||
- _Depthpower: 0.15
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||||
- _DetailNormalMapScale: 1
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||||
- _DstBlend: 0
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- _Emission: 2
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
|
||||
- _InvFade: 3
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- _Metallic: 0
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _Usecenterglow: 0
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- _Usedepth: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _DistortionSpeedXYPowerZ: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
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- _SpeedMainTexUVNoiseUV: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _SpeedMainTexUVNoiseZW: {r: -1, g: 0, b: 0, a: 0}
|
||||
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
|
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- _UVDistortionOpacity: {r: -1, g: 0, b: 1, a: 0.4}
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m_BuildTextureStacks: []
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8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts.meta
Normal file
8
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ff234a4db8dd5284789880b533c59882
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EGA_EffectSound : MonoBehaviour
|
||||
{
|
||||
public bool Repeating = true;
|
||||
public float RepeatTime = 2.0f;
|
||||
public float StartTime = 0.0f;
|
||||
public bool RandomVolume;
|
||||
public float minVolume = .4f;
|
||||
public float maxVolume = 1f;
|
||||
private AudioClip clip;
|
||||
|
||||
private AudioSource soundComponent;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
soundComponent = GetComponent<AudioSource>();
|
||||
clip = soundComponent.clip;
|
||||
if (RandomVolume == true)
|
||||
{
|
||||
soundComponent.volume = Random.Range(minVolume, maxVolume);
|
||||
RepeatSound();
|
||||
}
|
||||
if (Repeating == true)
|
||||
{
|
||||
InvokeRepeating("RepeatSound", StartTime, RepeatTime);
|
||||
}
|
||||
}
|
||||
|
||||
void RepeatSound()
|
||||
{
|
||||
soundComponent.PlayOneShot(clip);
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a79ba5bb0b3780b4a98ce45e779b6441
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,125 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Hovl_DemoLasers : MonoBehaviour
|
||||
{
|
||||
public GameObject FirePoint;
|
||||
public Camera Cam;
|
||||
public float MaxLength;
|
||||
public GameObject[] Prefabs;
|
||||
|
||||
private Ray RayMouse;
|
||||
private Vector3 direction;
|
||||
private Quaternion rotation;
|
||||
|
||||
[Header("GUI")]
|
||||
private float windowDpi;
|
||||
|
||||
private int Prefab;
|
||||
private GameObject Instance;
|
||||
private Hovl_Laser LaserScript;
|
||||
private Hovl_Laser2 LaserScript2;
|
||||
|
||||
//Double-click protection
|
||||
private float buttonSaver = 0f;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
//LaserEndPoint = new Vector3(0, 0, 0);
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//Enable lazer
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Destroy(Instance);
|
||||
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
Instance.transform.parent = transform;
|
||||
LaserScript = Instance.GetComponent<Hovl_Laser>();
|
||||
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
|
||||
}
|
||||
|
||||
//Disable lazer prefab
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
if (LaserScript) LaserScript.DisablePrepare();
|
||||
if (LaserScript2) LaserScript2.DisablePrepare();
|
||||
Destroy(Instance,1);
|
||||
}
|
||||
|
||||
//To change lazers
|
||||
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(-1);
|
||||
}
|
||||
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(+1);
|
||||
}
|
||||
buttonSaver += Time.deltaTime;
|
||||
|
||||
|
||||
//Current fire point
|
||||
if (Cam != null)
|
||||
{
|
||||
RaycastHit hit; //DELATE THIS IF YOU WANT TO USE LASERS IN 2D
|
||||
var mousePos = Input.mousePosition;
|
||||
RayMouse = Cam.ScreenPointToRay(mousePos);
|
||||
//ADD THIS IF YOU WANT TO USE LASERS IN 2D: RaycastHit2D hit = Physics2D.Raycast(RayMouse.origin, RayMouse.direction, MaxLength);
|
||||
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength)) //CHANGE THIS IF YOU WANT TO USE LASERRS IN 2D: if (hit.collider != null)
|
||||
{
|
||||
RotateToMouseDirection(gameObject, hit.point);
|
||||
//LaserEndPoint = hit.point;
|
||||
}
|
||||
else
|
||||
{
|
||||
var pos = RayMouse.GetPoint(MaxLength);
|
||||
RotateToMouseDirection(gameObject, pos);
|
||||
//LaserEndPoint = pos;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No camera");
|
||||
}
|
||||
}
|
||||
|
||||
//GUI Text
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
|
||||
}
|
||||
|
||||
//To change prefabs (count - prefab number)
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
//To rotate fire point
|
||||
void RotateToMouseDirection (GameObject obj, Vector3 destination)
|
||||
{
|
||||
direction = destination - obj.transform.position;
|
||||
rotation = Quaternion.LookRotation(direction);
|
||||
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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guid: 6af44eb64ff318b42a219a7abd31ff20
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timeCreated: 1536001444
|
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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115
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Hovl_Laser.cs
Normal file
115
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Hovl_Laser.cs
Normal file
@@ -0,0 +1,115 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Hovl_Laser : MonoBehaviour
|
||||
{
|
||||
public GameObject HitEffect;
|
||||
public float HitOffset = 0;
|
||||
public bool useLaserRotation = false;
|
||||
|
||||
public float MaxLength;
|
||||
private LineRenderer Laser;
|
||||
|
||||
public float MainTextureLength = 1f;
|
||||
public float NoiseTextureLength = 1f;
|
||||
private Vector4 Length = new Vector4(1,1,1,1);
|
||||
//private Vector4 LaserSpeed = new Vector4(0, 0, 0, 0); {DISABLED AFTER UPDATE}
|
||||
//private Vector4 LaserStartSpeed; {DISABLED AFTER UPDATE}
|
||||
//One activation per shoot
|
||||
private bool LaserSaver = false;
|
||||
private bool UpdateSaver = false;
|
||||
|
||||
private ParticleSystem[] Effects;
|
||||
private ParticleSystem[] Hit;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
//Get LineRender and ParticleSystem components from current prefab;
|
||||
Laser = GetComponent<LineRenderer>();
|
||||
Effects = GetComponentsInChildren<ParticleSystem>();
|
||||
Hit = HitEffect.GetComponentsInChildren<ParticleSystem>();
|
||||
//if (Laser.material.HasProperty("_SpeedMainTexUVNoiseZW")) LaserStartSpeed = Laser.material.GetVector("_SpeedMainTexUVNoiseZW");
|
||||
//Save [1] and [3] textures speed
|
||||
//{ DISABLED AFTER UPDATE}
|
||||
//LaserSpeed = LaserStartSpeed;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//if (Laser.material.HasProperty("_SpeedMainTexUVNoiseZW")) Laser.material.SetVector("_SpeedMainTexUVNoiseZW", LaserSpeed);
|
||||
//SetVector("_TilingMainTexUVNoiseZW", Length); - old code, _TilingMainTexUVNoiseZW no more exist
|
||||
Laser.material.SetTextureScale("_MainTex", new Vector2(Length[0], Length[1]));
|
||||
Laser.material.SetTextureScale("_Noise", new Vector2(Length[2], Length[3]));
|
||||
//To set LineRender position
|
||||
if (Laser != null && UpdateSaver == false)
|
||||
{
|
||||
Laser.SetPosition(0, transform.position);
|
||||
RaycastHit hit; //DELETE THIS IF YOU WANT USE LASERS IN 2D
|
||||
//ADD THIS IF YOU WANNT TO USE LASERS IN 2D: RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.forward, MaxLength);
|
||||
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))//CHANGE THIS IF YOU WANT TO USE LASERRS IN 2D: if (hit.collider != null)
|
||||
{
|
||||
//End laser position if collides with object
|
||||
Laser.SetPosition(1, hit.point);
|
||||
|
||||
HitEffect.transform.position = hit.point + hit.normal * HitOffset;
|
||||
if (useLaserRotation)
|
||||
HitEffect.transform.rotation = transform.rotation;
|
||||
else
|
||||
HitEffect.transform.LookAt(hit.point + hit.normal);
|
||||
|
||||
foreach (var AllPs in Effects)
|
||||
{
|
||||
if (!AllPs.isPlaying) AllPs.Play();
|
||||
}
|
||||
//Texture tiling
|
||||
Length[0] = MainTextureLength * (Vector3.Distance(transform.position, hit.point));
|
||||
Length[2] = NoiseTextureLength * (Vector3.Distance(transform.position, hit.point));
|
||||
//Texture speed balancer {DISABLED AFTER UPDATE}
|
||||
//LaserSpeed[0] = (LaserStartSpeed[0] * 4) / (Vector3.Distance(transform.position, hit.point));
|
||||
//LaserSpeed[2] = (LaserStartSpeed[2] * 4) / (Vector3.Distance(transform.position, hit.point));
|
||||
}
|
||||
else
|
||||
{
|
||||
//End laser position if doesn't collide with object
|
||||
var EndPos = transform.position + transform.forward * MaxLength;
|
||||
Laser.SetPosition(1, EndPos);
|
||||
HitEffect.transform.position = EndPos;
|
||||
foreach (var AllPs in Hit)
|
||||
{
|
||||
if (AllPs.isPlaying) AllPs.Stop();
|
||||
}
|
||||
//Texture tiling
|
||||
Length[0] = MainTextureLength * (Vector3.Distance(transform.position, EndPos));
|
||||
Length[2] = NoiseTextureLength * (Vector3.Distance(transform.position, EndPos));
|
||||
//LaserSpeed[0] = (LaserStartSpeed[0] * 4) / (Vector3.Distance(transform.position, EndPos)); {DISABLED AFTER UPDATE}
|
||||
//LaserSpeed[2] = (LaserStartSpeed[2] * 4) / (Vector3.Distance(transform.position, EndPos)); {DISABLED AFTER UPDATE}
|
||||
}
|
||||
//Insurance against the appearance of a laser in the center of coordinates!
|
||||
if (Laser.enabled == false && LaserSaver == false)
|
||||
{
|
||||
LaserSaver = true;
|
||||
Laser.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DisablePrepare()
|
||||
{
|
||||
if (Laser != null)
|
||||
{
|
||||
Laser.enabled = false;
|
||||
}
|
||||
UpdateSaver = true;
|
||||
//Effects can = null in multiply shooting
|
||||
if (Effects != null)
|
||||
{
|
||||
foreach (var AllPs in Effects)
|
||||
{
|
||||
if (AllPs.isPlaying) AllPs.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ea4308861e24ac4caa06d26e151d595
|
||||
timeCreated: 1536001444
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
146
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Hovl_Laser2.cs
Normal file
146
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Hovl_Laser2.cs
Normal file
@@ -0,0 +1,146 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Hovl_Laser2 : MonoBehaviour
|
||||
{
|
||||
public float laserScale = 1;
|
||||
public Color laserColor = new Vector4(1,1,1,1);
|
||||
public GameObject HitEffect;
|
||||
public GameObject FlashEffect;
|
||||
public float HitOffset = 0;
|
||||
|
||||
public float MaxLength;
|
||||
|
||||
private bool UpdateSaver = false;
|
||||
private ParticleSystem laserPS;
|
||||
private ParticleSystem[] Flash;
|
||||
private ParticleSystem[] Hit;
|
||||
private Material laserMat;
|
||||
private int particleCount;
|
||||
private ParticleSystem.Particle[] particles;
|
||||
private Vector3[] particlesPositions;
|
||||
private float dissovleTimer = 0;
|
||||
private bool startDissovle = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
laserPS = GetComponent<ParticleSystem>();
|
||||
laserMat = GetComponent<ParticleSystemRenderer>().material;
|
||||
Flash = FlashEffect.GetComponentsInChildren<ParticleSystem>();
|
||||
Hit = HitEffect.GetComponentsInChildren<ParticleSystem>();
|
||||
laserMat.SetFloat("_Scale", laserScale);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (laserPS != null && UpdateSaver == false)
|
||||
{
|
||||
//Set start laser point
|
||||
laserMat.SetVector("_StartPoint", transform.position);
|
||||
//Set end laser point
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
|
||||
{
|
||||
particleCount = Mathf.RoundToInt(hit.distance / (2 * laserScale));
|
||||
if (particleCount < hit.distance / (2 * laserScale))
|
||||
{
|
||||
particleCount += 1;
|
||||
}
|
||||
particlesPositions = new Vector3[particleCount];
|
||||
AddParticles();
|
||||
|
||||
laserMat.SetFloat("_Distance", hit.distance);
|
||||
laserMat.SetVector("_EndPoint", hit.point);
|
||||
if (Hit != null)
|
||||
{
|
||||
HitEffect.transform.position = hit.point + hit.normal * HitOffset;
|
||||
HitEffect.transform.LookAt(hit.point);
|
||||
foreach (var AllHits in Hit)
|
||||
{
|
||||
if (!AllHits.isPlaying) AllHits.Play();
|
||||
}
|
||||
foreach (var AllFlashes in Flash)
|
||||
{
|
||||
if (!AllFlashes.isPlaying) AllFlashes.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//End laser position if doesn't collide with object
|
||||
var EndPos = transform.position + transform.forward * MaxLength;
|
||||
var distance = Vector3.Distance(EndPos, transform.position);
|
||||
particleCount = Mathf.RoundToInt(distance / (2 * laserScale));
|
||||
if (particleCount < distance / (2 * laserScale))
|
||||
{
|
||||
particleCount += 1;
|
||||
}
|
||||
particlesPositions = new Vector3[particleCount];
|
||||
AddParticles();
|
||||
|
||||
laserMat.SetFloat("_Distance", distance);
|
||||
laserMat.SetVector("_EndPoint", EndPos);
|
||||
if (Hit != null)
|
||||
{
|
||||
HitEffect.transform.position = EndPos;
|
||||
foreach (var AllPs in Hit)
|
||||
{
|
||||
if (AllPs.isPlaying) AllPs.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (startDissovle)
|
||||
{
|
||||
dissovleTimer += Time.deltaTime;
|
||||
laserMat.SetFloat("_Dissolve", dissovleTimer*5);
|
||||
}
|
||||
}
|
||||
|
||||
void AddParticles()
|
||||
{
|
||||
//Old particles settings
|
||||
/*
|
||||
var normalDistance = particleCount;
|
||||
var sh = LaserPS.shape;
|
||||
sh.radius = normalDistance;
|
||||
sh.position = new Vector3(0,0, normalDistance);
|
||||
LaserPS.emission.SetBursts(new[] { new ParticleSystem.Burst(0f, particleCount + 1) });
|
||||
*/
|
||||
|
||||
particles = new ParticleSystem.Particle[particleCount];
|
||||
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
particlesPositions[i] = new Vector3(0f, 0f, 0f) + new Vector3(0f, 0f, i * 2 * laserScale);
|
||||
particles[i].position = particlesPositions[i];
|
||||
particles[i].startSize3D = new Vector3(0.001f, 0.001f, 2 * laserScale);
|
||||
particles[i].startColor = laserColor;
|
||||
}
|
||||
laserPS.SetParticles(particles, particles.Length);
|
||||
}
|
||||
|
||||
public void DisablePrepare()
|
||||
{
|
||||
transform.parent = null;
|
||||
dissovleTimer = 0;
|
||||
startDissovle = true;
|
||||
UpdateSaver = true;
|
||||
if (Flash != null && Hit != null)
|
||||
{
|
||||
foreach (var AllHits in Hit)
|
||||
{
|
||||
if (AllHits.isPlaying) AllHits.Stop();
|
||||
}
|
||||
foreach (var AllFlashes in Flash)
|
||||
{
|
||||
if (AllFlashes.isPlaying) AllFlashes.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7c107ae524aed749b3de3034023eb9d
|
||||
timeCreated: 1536001444
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,48 @@
|
||||
/*This script created by using docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleCollision.html*/
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class ParticleCollisionInstance : MonoBehaviour
|
||||
{
|
||||
public GameObject[] EffectsOnCollision;
|
||||
public float DestroyTimeDelay = 5;
|
||||
public bool UseWorldSpacePosition;
|
||||
public float Offset = 0;
|
||||
public Vector3 rotationOffset = new Vector3(0,0,0);
|
||||
public bool useOnlyRotationOffset = true;
|
||||
public bool UseFirePointRotation;
|
||||
public bool DestoyMainEffect = true;
|
||||
private ParticleSystem part;
|
||||
private List<ParticleCollisionEvent> collisionEvents = new List<ParticleCollisionEvent>();
|
||||
private ParticleSystem ps;
|
||||
|
||||
void Start()
|
||||
{
|
||||
part = GetComponent<ParticleSystem>();
|
||||
}
|
||||
void OnParticleCollision(GameObject other)
|
||||
{
|
||||
int numCollisionEvents = part.GetCollisionEvents(other, collisionEvents);
|
||||
for (int i = 0; i < numCollisionEvents; i++)
|
||||
{
|
||||
foreach (var effect in EffectsOnCollision)
|
||||
{
|
||||
var instance = Instantiate(effect, collisionEvents[i].intersection + collisionEvents[i].normal * Offset, new Quaternion()) as GameObject;
|
||||
if (!UseWorldSpacePosition) instance.transform.parent = transform;
|
||||
if (UseFirePointRotation) { instance.transform.LookAt(transform.position); }
|
||||
else if (rotationOffset != Vector3.zero && useOnlyRotationOffset) { instance.transform.rotation = Quaternion.Euler(rotationOffset); }
|
||||
else
|
||||
{
|
||||
instance.transform.LookAt(collisionEvents[i].intersection + collisionEvents[i].normal);
|
||||
instance.transform.rotation *= Quaternion.Euler(rotationOffset);
|
||||
}
|
||||
Destroy(instance, DestroyTimeDelay);
|
||||
}
|
||||
}
|
||||
if (DestoyMainEffect == true)
|
||||
{
|
||||
Destroy(gameObject, DestroyTimeDelay + 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a959a1b0b8414d4fb8a68bdc12d69ed
|
||||
timeCreated: 1516192333
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
21
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Rotator.cs
Normal file
21
Assets/sucai/Hovl Studio 1/RPG VFX pack/Scripts/Rotator.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Rotator : MonoBehaviour
|
||||
{
|
||||
public float x = 0f;
|
||||
public float y = 0f;
|
||||
public float z = 0f;
|
||||
void OnEnable()
|
||||
{
|
||||
InvokeRepeating("Rotate", 0f, 0.0167f);
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
CancelInvoke();
|
||||
}
|
||||
void Rotate()
|
||||
{
|
||||
this.transform.localEulerAngles += new Vector3(x,y,z);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 268fb4d91644e42409780f6594097609
|
||||
timeCreated: 1490959302
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio.meta
Normal file
8
Assets/sucai/Hovl Studio.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e722501f2bed454688e53e3f2b75ff2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio/Resources.meta
Normal file
8
Assets/sucai/Hovl Studio/Resources.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce600f6f87e170e4c908027d082db926
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/sucai/Hovl Studio/Resources/Scripts.meta
Normal file
8
Assets/sucai/Hovl Studio/Resources/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ecb832565be7bb428bf7ca3a7f7bd92
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f282ea0379a617d4ba5a4986637a461b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,164 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class HS_CameraHolder : MonoBehaviour
|
||||
{
|
||||
//camera holder
|
||||
public Transform Holder;
|
||||
public Vector3 cameraPos = new Vector3(0, 0, 0);
|
||||
public float currDistance = 5.0f;
|
||||
public float xRotate = 250.0f;
|
||||
public float yRotate = 120.0f;
|
||||
public float yMinLimit = -20f;
|
||||
public float yMaxLimit = 80f;
|
||||
public float prevDistance;
|
||||
private float x = 0.0f;
|
||||
private float y = 0.0f;
|
||||
|
||||
[Header("GUI")]
|
||||
private float windowDpi;
|
||||
public GameObject[] Prefabs;
|
||||
private int Prefab;
|
||||
private GameObject Instance;
|
||||
private float StartColor;
|
||||
private float HueColor;
|
||||
public Texture HueTexture;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
var angles = transform.eulerAngles;
|
||||
x = angles.y;
|
||||
y = angles.x;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
|
||||
{
|
||||
Counter(-1);
|
||||
}
|
||||
if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
|
||||
{
|
||||
Counter(0);
|
||||
}
|
||||
if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
|
||||
{
|
||||
Counter(+1);
|
||||
}
|
||||
|
||||
StartColor = HueColor;
|
||||
HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
|
||||
GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
|
||||
if (HueColor != StartColor)
|
||||
{
|
||||
int i = 0;
|
||||
foreach (var ps in particleSystems)
|
||||
{
|
||||
var main = ps.main;
|
||||
Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
|
||||
main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private ParticleSystem[] particleSystems = new ParticleSystem[0];
|
||||
private List<SVA> svList = new List<SVA>();
|
||||
private float H;
|
||||
|
||||
public struct SVA
|
||||
{
|
||||
public float S;
|
||||
public float V;
|
||||
public float A;
|
||||
}
|
||||
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
if (Instance != null)
|
||||
{
|
||||
Destroy(Instance);
|
||||
}
|
||||
Instance = Instantiate(Prefabs[Prefab]);
|
||||
particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
|
||||
svList.Clear();
|
||||
foreach (var ps in particleSystems)
|
||||
{
|
||||
Color baseColor = ps.main.startColor.color;
|
||||
SVA baseSVA = new SVA();
|
||||
Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
|
||||
baseSVA.A = baseColor.a;
|
||||
svList.Add(baseSVA);
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (currDistance < 2)
|
||||
{
|
||||
currDistance = 2;
|
||||
}
|
||||
currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
|
||||
if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
|
||||
{
|
||||
var pos = Input.mousePosition;
|
||||
float dpiScale = 1;
|
||||
if (Screen.dpi < 1) dpiScale = 1;
|
||||
if (Screen.dpi < 200) dpiScale = 1;
|
||||
else dpiScale = Screen.dpi / 200f;
|
||||
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
|
||||
Cursor.visible = false;
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
|
||||
y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
|
||||
y = ClampAngle(y, yMinLimit, yMaxLimit);
|
||||
var rotation = Quaternion.Euler(y, x, 0);
|
||||
var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position + cameraPos;
|
||||
transform.rotation = rotation;
|
||||
transform.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
if (prevDistance != currDistance)
|
||||
{
|
||||
prevDistance = currDistance;
|
||||
var rot = Quaternion.Euler(y, x, 0);
|
||||
var po = rot * new Vector3(0, 0, -currDistance) + Holder.position + cameraPos;
|
||||
transform.rotation = rot;
|
||||
transform.position = po;
|
||||
}
|
||||
}
|
||||
|
||||
static float ClampAngle(float angle, float min, float max)
|
||||
{
|
||||
if (angle < -360)
|
||||
{
|
||||
angle += 360;
|
||||
}
|
||||
if (angle > 360)
|
||||
{
|
||||
angle -= 360;
|
||||
}
|
||||
return Mathf.Clamp(angle, min, max);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a586cf93dc19b28488308d7488b8de20
|
||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
8
Assets/sucai/Hovl Studio/Resources/Shaders.meta
Normal file
8
Assets/sucai/Hovl Studio/Resources/Shaders.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d93190b0022e01c44bd398ef911969f0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
Reference in New Issue
Block a user