美术资源提交
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using UnityEngine;
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using System.Collections;
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public class Doors : MonoBehaviour {
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private Animator anim = null;
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// Use this for initialization
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void Start () {
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anim = GetComponent<Animator> ();
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}
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// Update is called once per frame
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void Update () {
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}
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void OnTriggerEnter(Collider collider)
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{
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anim.SetBool ("itsopen", true);
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}
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void OnTriggerExit(Collider collider)
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{
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anim.SetBool ("itsopen", false);
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}
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}
|
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guid: 00544fb5bddc2e64582bb2c7bcb84714
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timeCreated: 1517917856
|
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licenseType: Store
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using UnityEngine;
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using System.Collections;
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public class DynamicBoneDemo1 : MonoBehaviour
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{
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public GameObject m_Player;
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float m_weight = 1;
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float m_sleepTime;
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void Update()
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{
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m_Player.transform.Rotate(new Vector3(0, Input.GetAxis("Horizontal") * Time.deltaTime * 200, 0));
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m_Player.transform.Translate(transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 4);
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}
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void OnGUI()
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{
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float x = 50;
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float y = 50;
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float w1 = 100;
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float w2 = 200;
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float h = 24;
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GUI.Label(new Rect(x, y, w2, h), "Press arrow key to move");
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Animation a = m_Player.GetComponentInChildren<Animation>();
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y += h;
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a.enabled = GUI.Toggle(new Rect(x, y, w2, h), a.enabled, "Play Animation");
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y += h * 2;
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DynamicBone[] dbs = m_Player.GetComponents<DynamicBone>();
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GUI.Label(new Rect(x, y, w2, h), "Choose dynamic bone:");
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y += h;
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dbs[0].enabled = dbs[1].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[0].enabled, "Breasts");
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y += h;
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dbs[2].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[2].enabled, "Tail");
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y += h;
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GUI.Label(new Rect(x, y, w2, h), "Weight");
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m_weight = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_weight, 0, 1);
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foreach (var db in dbs)
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db.SetWeight(m_weight);
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/*
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y += h * 2;
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GUI.Label(new Rect(x, y, w2, h), "Sleep");
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m_sleepTime = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_sleepTime, 0, 1);
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if (m_sleepTime > 0)
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System.Threading.Thread.Sleep((int)(m_sleepTime * 100));
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y += h;
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GUI.Label(new Rect(x, y, w2, h), "Time Scale");
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Time.timeScale = GUI.HorizontalSlider(new Rect(x + 80, y, w1, h), Time.timeScale, 0, 2);
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*/
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}
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}
|
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using UnityEngine;
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using System.Collections.Generic;
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[AddComponentMenu("Dynamic Bone/Dynamic Bone")]
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public class DynamicBone : MonoBehaviour
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{
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#if UNITY_5_3_OR_NEWER
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[Tooltip("The root of the transform hierarchy to apply physics.")]
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#endif
|
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public Transform m_Root = null;
|
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|
||||
#if UNITY_5_3_OR_NEWER
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[Tooltip("Internal physics simulation rate.")]
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#endif
|
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public float m_UpdateRate = 60.0f;
|
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|
||||
public enum UpdateMode
|
||||
{
|
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Normal,
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AnimatePhysics,
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UnscaledTime,
|
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Default
|
||||
}
|
||||
public UpdateMode m_UpdateMode = UpdateMode.Default;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("How much the bones slowed down.")]
|
||||
#endif
|
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[Range(0, 1)]
|
||||
public float m_Damping = 0.1f;
|
||||
public AnimationCurve m_DampingDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("How much the force applied to return each bone to original orientation.")]
|
||||
#endif
|
||||
[Range(0, 1)]
|
||||
public float m_Elasticity = 0.1f;
|
||||
public AnimationCurve m_ElasticityDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("How much bone's original orientation are preserved.")]
|
||||
#endif
|
||||
[Range(0, 1)]
|
||||
public float m_Stiffness = 0.1f;
|
||||
public AnimationCurve m_StiffnessDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("How much character's position change is ignored in physics simulation.")]
|
||||
#endif
|
||||
[Range(0, 1)]
|
||||
public float m_Inert = 0;
|
||||
public AnimationCurve m_InertDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("How much the bones slowed down when collide.")]
|
||||
#endif
|
||||
public float m_Friction = 0;
|
||||
public AnimationCurve m_FrictionDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Each bone can be a sphere to collide with colliders. Radius describe sphere's size.")]
|
||||
#endif
|
||||
public float m_Radius = 0;
|
||||
public AnimationCurve m_RadiusDistrib = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("If End Length is not zero, an extra bone is generated at the end of transform hierarchy.")]
|
||||
#endif
|
||||
public float m_EndLength = 0;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("If End Offset is not zero, an extra bone is generated at the end of transform hierarchy.")]
|
||||
#endif
|
||||
public Vector3 m_EndOffset = Vector3.zero;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The force apply to bones. Partial force apply to character's initial pose is cancelled out.")]
|
||||
#endif
|
||||
public Vector3 m_Gravity = Vector3.zero;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The force apply to bones.")]
|
||||
#endif
|
||||
public Vector3 m_Force = Vector3.zero;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Collider objects interact with the bones.")]
|
||||
#endif
|
||||
public List<DynamicBoneColliderBase> m_Colliders = null;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Bones exclude from physics simulation.")]
|
||||
#endif
|
||||
public List<Transform> m_Exclusions = null;
|
||||
|
||||
|
||||
public enum FreezeAxis
|
||||
{
|
||||
None, X, Y, Z
|
||||
}
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Constrain bones to move on specified plane.")]
|
||||
#endif
|
||||
public FreezeAxis m_FreezeAxis = FreezeAxis.None;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Disable physics simulation automatically if character is far from camera or player.")]
|
||||
#endif
|
||||
public bool m_DistantDisable = false;
|
||||
public Transform m_ReferenceObject = null;
|
||||
public float m_DistanceToObject = 20;
|
||||
|
||||
Vector3 m_LocalGravity = Vector3.zero;
|
||||
Vector3 m_ObjectMove = Vector3.zero;
|
||||
Vector3 m_ObjectPrevPosition = Vector3.zero;
|
||||
float m_BoneTotalLength = 0;
|
||||
float m_ObjectScale = 1.0f;
|
||||
float m_Time = 0;
|
||||
float m_Weight = 1.0f;
|
||||
bool m_DistantDisabled = false;
|
||||
|
||||
class Particle
|
||||
{
|
||||
public Transform m_Transform = null;
|
||||
public int m_ParentIndex = -1;
|
||||
public float m_Damping = 0;
|
||||
public float m_Elasticity = 0;
|
||||
public float m_Stiffness = 0;
|
||||
public float m_Inert = 0;
|
||||
public float m_Friction = 0;
|
||||
public float m_Radius = 0;
|
||||
public float m_BoneLength = 0;
|
||||
public bool m_isCollide = false;
|
||||
|
||||
public Vector3 m_Position = Vector3.zero;
|
||||
public Vector3 m_PrevPosition = Vector3.zero;
|
||||
public Vector3 m_EndOffset = Vector3.zero;
|
||||
public Vector3 m_InitLocalPosition = Vector3.zero;
|
||||
public Quaternion m_InitLocalRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
List<Particle> m_Particles = new List<Particle>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
SetupParticles();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (m_UpdateMode == UpdateMode.AnimatePhysics)
|
||||
PreUpdate();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (m_UpdateMode != UpdateMode.AnimatePhysics)
|
||||
PreUpdate();
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (m_DistantDisable)
|
||||
CheckDistance();
|
||||
|
||||
if (m_Weight > 0 && !(m_DistantDisable && m_DistantDisabled))
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
float dt = m_UpdateMode == UpdateMode.UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
|
||||
#else
|
||||
float dt = Time.deltaTime;
|
||||
#endif
|
||||
UpdateDynamicBones(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void PreUpdate()
|
||||
{
|
||||
if (m_Weight > 0 && !(m_DistantDisable && m_DistantDisabled))
|
||||
InitTransforms();
|
||||
}
|
||||
|
||||
void CheckDistance()
|
||||
{
|
||||
Transform rt = m_ReferenceObject;
|
||||
if (rt == null && Camera.main != null)
|
||||
rt = Camera.main.transform;
|
||||
if (rt != null)
|
||||
{
|
||||
float d = (rt.position - transform.position).sqrMagnitude;
|
||||
bool disable = d > m_DistanceToObject * m_DistanceToObject;
|
||||
if (disable != m_DistantDisabled)
|
||||
{
|
||||
if (!disable)
|
||||
ResetParticlesPosition();
|
||||
m_DistantDisabled = disable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
ResetParticlesPosition();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
InitTransforms();
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
m_UpdateRate = Mathf.Max(m_UpdateRate, 0);
|
||||
m_Damping = Mathf.Clamp01(m_Damping);
|
||||
m_Elasticity = Mathf.Clamp01(m_Elasticity);
|
||||
m_Stiffness = Mathf.Clamp01(m_Stiffness);
|
||||
m_Inert = Mathf.Clamp01(m_Inert);
|
||||
m_Friction = Mathf.Clamp01(m_Friction);
|
||||
m_Radius = Mathf.Max(m_Radius, 0);
|
||||
|
||||
if (Application.isEditor && Application.isPlaying)
|
||||
{
|
||||
InitTransforms();
|
||||
SetupParticles();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!enabled || m_Root == null)
|
||||
return;
|
||||
|
||||
if (Application.isEditor && !Application.isPlaying && transform.hasChanged)
|
||||
{
|
||||
InitTransforms();
|
||||
SetupParticles();
|
||||
}
|
||||
|
||||
Gizmos.color = Color.white;
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
if (p.m_ParentIndex >= 0)
|
||||
{
|
||||
Particle p0 = m_Particles[p.m_ParentIndex];
|
||||
Gizmos.DrawLine(p.m_Position, p0.m_Position);
|
||||
}
|
||||
if (p.m_Radius > 0)
|
||||
Gizmos.DrawWireSphere(p.m_Position, p.m_Radius * m_ObjectScale);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetWeight(float w)
|
||||
{
|
||||
if (m_Weight != w)
|
||||
{
|
||||
if (w == 0)
|
||||
InitTransforms();
|
||||
else if (m_Weight == 0)
|
||||
ResetParticlesPosition();
|
||||
m_Weight = w;
|
||||
}
|
||||
}
|
||||
|
||||
public float GetWeight()
|
||||
{
|
||||
return m_Weight;
|
||||
}
|
||||
|
||||
void UpdateDynamicBones(float t)
|
||||
{
|
||||
if (m_Root == null)
|
||||
return;
|
||||
|
||||
m_ObjectScale = Mathf.Abs(transform.lossyScale.x);
|
||||
m_ObjectMove = transform.position - m_ObjectPrevPosition;
|
||||
m_ObjectPrevPosition = transform.position;
|
||||
|
||||
int loop = 1;
|
||||
float timeVar = 1;
|
||||
|
||||
if (m_UpdateMode == UpdateMode.Default)
|
||||
{
|
||||
if (m_UpdateRate > 0)
|
||||
{
|
||||
timeVar = Time.deltaTime * m_UpdateRate;
|
||||
}
|
||||
else
|
||||
{
|
||||
timeVar = Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_UpdateRate > 0)
|
||||
{
|
||||
float dt = 1.0f / m_UpdateRate;
|
||||
m_Time += t;
|
||||
loop = 0;
|
||||
|
||||
while (m_Time >= dt)
|
||||
{
|
||||
m_Time -= dt;
|
||||
if (++loop >= 3)
|
||||
{
|
||||
m_Time = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (loop > 0)
|
||||
{
|
||||
for (int i = 0; i < loop; ++i)
|
||||
{
|
||||
UpdateParticles1(timeVar);
|
||||
UpdateParticles2(timeVar);
|
||||
m_ObjectMove = Vector3.zero;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SkipUpdateParticles();
|
||||
}
|
||||
|
||||
ApplyParticlesToTransforms();
|
||||
}
|
||||
|
||||
public void SetupParticles()
|
||||
{
|
||||
m_Particles.Clear();
|
||||
if (m_Root == null)
|
||||
return;
|
||||
|
||||
m_LocalGravity = m_Root.InverseTransformDirection(m_Gravity);
|
||||
m_ObjectScale = Mathf.Abs(transform.lossyScale.x);
|
||||
m_ObjectPrevPosition = transform.position;
|
||||
m_ObjectMove = Vector3.zero;
|
||||
m_BoneTotalLength = 0;
|
||||
AppendParticles(m_Root, -1, 0);
|
||||
UpdateParameters();
|
||||
}
|
||||
|
||||
void AppendParticles(Transform b, int parentIndex, float boneLength)
|
||||
{
|
||||
Particle p = new Particle();
|
||||
p.m_Transform = b;
|
||||
p.m_ParentIndex = parentIndex;
|
||||
if (b != null)
|
||||
{
|
||||
p.m_Position = p.m_PrevPosition = b.position;
|
||||
p.m_InitLocalPosition = b.localPosition;
|
||||
p.m_InitLocalRotation = b.localRotation;
|
||||
}
|
||||
else // end bone
|
||||
{
|
||||
Transform pb = m_Particles[parentIndex].m_Transform;
|
||||
if (m_EndLength > 0)
|
||||
{
|
||||
Transform ppb = pb.parent;
|
||||
if (ppb != null)
|
||||
p.m_EndOffset = pb.InverseTransformPoint((pb.position * 2 - ppb.position)) * m_EndLength;
|
||||
else
|
||||
p.m_EndOffset = new Vector3(m_EndLength, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
p.m_EndOffset = pb.InverseTransformPoint(transform.TransformDirection(m_EndOffset) + pb.position);
|
||||
}
|
||||
p.m_Position = p.m_PrevPosition = pb.TransformPoint(p.m_EndOffset);
|
||||
}
|
||||
|
||||
if (parentIndex >= 0)
|
||||
{
|
||||
boneLength += (m_Particles[parentIndex].m_Transform.position - p.m_Position).magnitude;
|
||||
p.m_BoneLength = boneLength;
|
||||
m_BoneTotalLength = Mathf.Max(m_BoneTotalLength, boneLength);
|
||||
}
|
||||
|
||||
int index = m_Particles.Count;
|
||||
m_Particles.Add(p);
|
||||
|
||||
if (b != null)
|
||||
{
|
||||
for (int i = 0; i < b.childCount; ++i)
|
||||
{
|
||||
Transform child = b.GetChild(i);
|
||||
bool exclude = false;
|
||||
if (m_Exclusions != null)
|
||||
{
|
||||
exclude = m_Exclusions.Contains(child);
|
||||
}
|
||||
if (!exclude)
|
||||
AppendParticles(child, index, boneLength);
|
||||
else if (m_EndLength > 0 || m_EndOffset != Vector3.zero)
|
||||
AppendParticles(null, index, boneLength);
|
||||
}
|
||||
|
||||
if (b.childCount == 0 && (m_EndLength > 0 || m_EndOffset != Vector3.zero))
|
||||
AppendParticles(null, index, boneLength);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateParameters()
|
||||
{
|
||||
if (m_Root == null)
|
||||
return;
|
||||
|
||||
m_LocalGravity = m_Root.InverseTransformDirection(m_Gravity);
|
||||
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
p.m_Damping = m_Damping;
|
||||
p.m_Elasticity = m_Elasticity;
|
||||
p.m_Stiffness = m_Stiffness;
|
||||
p.m_Inert = m_Inert;
|
||||
p.m_Friction = m_Friction;
|
||||
p.m_Radius = m_Radius;
|
||||
|
||||
if (m_BoneTotalLength > 0)
|
||||
{
|
||||
float a = p.m_BoneLength / m_BoneTotalLength;
|
||||
if (m_DampingDistrib != null && m_DampingDistrib.keys.Length > 0)
|
||||
p.m_Damping *= m_DampingDistrib.Evaluate(a);
|
||||
if (m_ElasticityDistrib != null && m_ElasticityDistrib.keys.Length > 0)
|
||||
p.m_Elasticity *= m_ElasticityDistrib.Evaluate(a);
|
||||
if (m_StiffnessDistrib != null && m_StiffnessDistrib.keys.Length > 0)
|
||||
p.m_Stiffness *= m_StiffnessDistrib.Evaluate(a);
|
||||
if (m_InertDistrib != null && m_InertDistrib.keys.Length > 0)
|
||||
p.m_Inert *= m_InertDistrib.Evaluate(a);
|
||||
if (m_FrictionDistrib != null && m_FrictionDistrib.keys.Length > 0)
|
||||
p.m_Friction *= m_FrictionDistrib.Evaluate(a);
|
||||
if (m_RadiusDistrib != null && m_RadiusDistrib.keys.Length > 0)
|
||||
p.m_Radius *= m_RadiusDistrib.Evaluate(a);
|
||||
}
|
||||
|
||||
p.m_Damping = Mathf.Clamp01(p.m_Damping);
|
||||
p.m_Elasticity = Mathf.Clamp01(p.m_Elasticity);
|
||||
p.m_Stiffness = Mathf.Clamp01(p.m_Stiffness);
|
||||
p.m_Inert = Mathf.Clamp01(p.m_Inert);
|
||||
p.m_Friction = Mathf.Clamp01(p.m_Friction);
|
||||
p.m_Radius = Mathf.Max(p.m_Radius, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void InitTransforms()
|
||||
{
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
if (p.m_Transform != null)
|
||||
{
|
||||
p.m_Transform.localPosition = p.m_InitLocalPosition;
|
||||
p.m_Transform.localRotation = p.m_InitLocalRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ResetParticlesPosition()
|
||||
{
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
if (p.m_Transform != null)
|
||||
{
|
||||
p.m_Position = p.m_PrevPosition = p.m_Transform.position;
|
||||
}
|
||||
else // end bone
|
||||
{
|
||||
Transform pb = m_Particles[p.m_ParentIndex].m_Transform;
|
||||
p.m_Position = p.m_PrevPosition = pb.TransformPoint(p.m_EndOffset);
|
||||
}
|
||||
p.m_isCollide = false;
|
||||
}
|
||||
m_ObjectPrevPosition = transform.position;
|
||||
}
|
||||
|
||||
void UpdateParticles1(float timeVar)
|
||||
{
|
||||
Vector3 force = m_Gravity;
|
||||
Vector3 fdir = m_Gravity.normalized;
|
||||
Vector3 rf = m_Root.TransformDirection(m_LocalGravity);
|
||||
Vector3 pf = fdir * Mathf.Max(Vector3.Dot(rf, fdir), 0); // project current gravity to rest gravity
|
||||
force -= pf; // remove projected gravity
|
||||
force = (force + m_Force) * (m_ObjectScale * timeVar);
|
||||
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
if (p.m_ParentIndex >= 0)
|
||||
{
|
||||
// verlet integration
|
||||
Vector3 v = p.m_Position - p.m_PrevPosition;
|
||||
Vector3 rmove = m_ObjectMove * p.m_Inert;
|
||||
p.m_PrevPosition = p.m_Position + rmove;
|
||||
float damping = p.m_Damping;
|
||||
if (p.m_isCollide)
|
||||
{
|
||||
damping += p.m_Friction;
|
||||
if (damping > 1)
|
||||
damping = 1;
|
||||
p.m_isCollide = false;
|
||||
}
|
||||
p.m_Position += v * (1 - damping) + force + rmove;
|
||||
}
|
||||
else
|
||||
{
|
||||
p.m_PrevPosition = p.m_Position;
|
||||
p.m_Position = p.m_Transform.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateParticles2(float timeVar)
|
||||
{
|
||||
Plane movePlane = new Plane();
|
||||
|
||||
for (int i = 1; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
Particle p0 = m_Particles[p.m_ParentIndex];
|
||||
|
||||
float restLen;
|
||||
if (p.m_Transform != null)
|
||||
restLen = (p0.m_Transform.position - p.m_Transform.position).magnitude;
|
||||
else
|
||||
restLen = p0.m_Transform.localToWorldMatrix.MultiplyVector(p.m_EndOffset).magnitude;
|
||||
|
||||
// keep shape
|
||||
float stiffness = Mathf.Lerp(1.0f, p.m_Stiffness, m_Weight);
|
||||
if (stiffness > 0 || p.m_Elasticity > 0)
|
||||
{
|
||||
Matrix4x4 m0 = p0.m_Transform.localToWorldMatrix;
|
||||
m0.SetColumn(3, p0.m_Position);
|
||||
Vector3 restPos;
|
||||
if (p.m_Transform != null)
|
||||
restPos = m0.MultiplyPoint3x4(p.m_Transform.localPosition);
|
||||
else
|
||||
restPos = m0.MultiplyPoint3x4(p.m_EndOffset);
|
||||
|
||||
Vector3 d = restPos - p.m_Position;
|
||||
p.m_Position += d * (p.m_Elasticity * timeVar);
|
||||
|
||||
if (stiffness > 0)
|
||||
{
|
||||
d = restPos - p.m_Position;
|
||||
float len = d.magnitude;
|
||||
float maxlen = restLen * (1 - stiffness) * 2;
|
||||
if (len > maxlen)
|
||||
p.m_Position += d * ((len - maxlen) / len);
|
||||
}
|
||||
}
|
||||
|
||||
// collide
|
||||
if (m_Colliders != null)
|
||||
{
|
||||
float particleRadius = p.m_Radius * m_ObjectScale;
|
||||
for (int j = 0; j < m_Colliders.Count; ++j)
|
||||
{
|
||||
DynamicBoneColliderBase c = m_Colliders[j];
|
||||
if (c != null && c.enabled)
|
||||
p.m_isCollide |= c.Collide(ref p.m_Position, particleRadius);
|
||||
}
|
||||
}
|
||||
|
||||
// freeze axis, project to plane
|
||||
if (m_FreezeAxis != FreezeAxis.None)
|
||||
{
|
||||
switch (m_FreezeAxis)
|
||||
{
|
||||
case FreezeAxis.X:
|
||||
movePlane.SetNormalAndPosition(p0.m_Transform.right, p0.m_Position);
|
||||
break;
|
||||
case FreezeAxis.Y:
|
||||
movePlane.SetNormalAndPosition(p0.m_Transform.up, p0.m_Position);
|
||||
break;
|
||||
case FreezeAxis.Z:
|
||||
movePlane.SetNormalAndPosition(p0.m_Transform.forward, p0.m_Position);
|
||||
break;
|
||||
}
|
||||
p.m_Position -= movePlane.normal * movePlane.GetDistanceToPoint(p.m_Position);
|
||||
}
|
||||
|
||||
// keep length
|
||||
Vector3 dd = p0.m_Position - p.m_Position;
|
||||
float leng = dd.magnitude;
|
||||
if (leng > 0)
|
||||
p.m_Position += dd * ((leng - restLen) / leng);
|
||||
}
|
||||
}
|
||||
|
||||
// only update stiffness and keep bone length
|
||||
void SkipUpdateParticles()
|
||||
{
|
||||
for (int i = 0; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
if (p.m_ParentIndex >= 0)
|
||||
{
|
||||
p.m_PrevPosition += m_ObjectMove;
|
||||
p.m_Position += m_ObjectMove;
|
||||
|
||||
Particle p0 = m_Particles[p.m_ParentIndex];
|
||||
|
||||
float restLen;
|
||||
if (p.m_Transform != null)
|
||||
restLen = (p0.m_Transform.position - p.m_Transform.position).magnitude;
|
||||
else
|
||||
restLen = p0.m_Transform.localToWorldMatrix.MultiplyVector(p.m_EndOffset).magnitude;
|
||||
|
||||
// keep shape
|
||||
float stiffness = Mathf.Lerp(1.0f, p.m_Stiffness, m_Weight);
|
||||
if (stiffness > 0)
|
||||
{
|
||||
Matrix4x4 m0 = p0.m_Transform.localToWorldMatrix;
|
||||
m0.SetColumn(3, p0.m_Position);
|
||||
Vector3 restPos;
|
||||
if (p.m_Transform != null)
|
||||
restPos = m0.MultiplyPoint3x4(p.m_Transform.localPosition);
|
||||
else
|
||||
restPos = m0.MultiplyPoint3x4(p.m_EndOffset);
|
||||
|
||||
Vector3 d = restPos - p.m_Position;
|
||||
float len = d.magnitude;
|
||||
float maxlen = restLen * (1 - stiffness) * 2;
|
||||
if (len > maxlen)
|
||||
p.m_Position += d * ((len - maxlen) / len);
|
||||
}
|
||||
|
||||
// keep length
|
||||
Vector3 dd = p0.m_Position - p.m_Position;
|
||||
float leng = dd.magnitude;
|
||||
if (leng > 0)
|
||||
p.m_Position += dd * ((leng - restLen) / leng);
|
||||
}
|
||||
else
|
||||
{
|
||||
p.m_PrevPosition = p.m_Position;
|
||||
p.m_Position = p.m_Transform.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static Vector3 MirrorVector(Vector3 v, Vector3 axis)
|
||||
{
|
||||
return v - axis * (Vector3.Dot(v, axis) * 2);
|
||||
}
|
||||
|
||||
void ApplyParticlesToTransforms()
|
||||
{
|
||||
#if !UNITY_5_4_OR_NEWER
|
||||
// detect negative scale
|
||||
Vector3 ax = Vector3.right;
|
||||
Vector3 ay = Vector3.up;
|
||||
Vector3 az = Vector3.forward;
|
||||
bool nx = false, ny = false, nz = false;
|
||||
|
||||
Vector3 loosyScale = transform.lossyScale;
|
||||
if (loosyScale.x < 0 || loosyScale.y < 0 || loosyScale.z < 0)
|
||||
{
|
||||
Transform mirrorObject = transform;
|
||||
do
|
||||
{
|
||||
Vector3 ls = mirrorObject.localScale;
|
||||
nx = ls.x < 0;
|
||||
if (nx)
|
||||
ax = mirrorObject.right;
|
||||
ny = ls.y < 0;
|
||||
if (ny)
|
||||
ay = mirrorObject.up;
|
||||
nz = ls.z < 0;
|
||||
if (nz)
|
||||
az = mirrorObject.forward;
|
||||
if (nx || ny || nz)
|
||||
break;
|
||||
|
||||
mirrorObject = mirrorObject.parent;
|
||||
}
|
||||
while (mirrorObject != null);
|
||||
}
|
||||
#endif
|
||||
|
||||
for (int i = 1; i < m_Particles.Count; ++i)
|
||||
{
|
||||
Particle p = m_Particles[i];
|
||||
Particle p0 = m_Particles[p.m_ParentIndex];
|
||||
|
||||
if (p0.m_Transform.childCount <= 1) // do not modify bone orientation if has more then one child
|
||||
{
|
||||
Vector3 v;
|
||||
if (p.m_Transform != null)
|
||||
v = p.m_Transform.localPosition;
|
||||
else
|
||||
v = p.m_EndOffset;
|
||||
Vector3 v2 = p.m_Position - p0.m_Position;
|
||||
#if !UNITY_5_4_OR_NEWER
|
||||
if (nx)
|
||||
v2 = MirrorVector(v2, ax);
|
||||
if (ny)
|
||||
v2 = MirrorVector(v2, ay);
|
||||
if (nz)
|
||||
v2 = MirrorVector(v2, az);
|
||||
#endif
|
||||
Quaternion rot = Quaternion.FromToRotation(p0.m_Transform.TransformDirection(v), v2);
|
||||
p0.m_Transform.rotation = rot * p0.m_Transform.rotation;
|
||||
}
|
||||
|
||||
if (p.m_Transform != null)
|
||||
p.m_Transform.position = p.m_Position;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f9ac8d30c6a0d9642a11e5be4c440740
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,235 @@
|
|||
using UnityEngine;
|
||||
|
||||
[AddComponentMenu("Dynamic Bone/Dynamic Bone Collider")]
|
||||
public class DynamicBoneCollider : DynamicBoneColliderBase
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The radius of the sphere or capsule.")]
|
||||
#endif
|
||||
public float m_Radius = 0.5f;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The height of the capsule.")]
|
||||
#endif
|
||||
public float m_Height = 0;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
m_Radius = Mathf.Max(m_Radius, 0);
|
||||
m_Height = Mathf.Max(m_Height, 0);
|
||||
}
|
||||
|
||||
public override bool Collide(ref Vector3 particlePosition, float particleRadius)
|
||||
{
|
||||
float radius = m_Radius * Mathf.Abs(transform.lossyScale.x);
|
||||
float h = m_Height * 0.5f - m_Radius;
|
||||
if (h <= 0)
|
||||
{
|
||||
if (m_Bound == Bound.Outside)
|
||||
return OutsideSphere(ref particlePosition, particleRadius, transform.TransformPoint(m_Center), radius);
|
||||
else
|
||||
return InsideSphere(ref particlePosition, particleRadius, transform.TransformPoint(m_Center), radius);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 c0 = m_Center;
|
||||
Vector3 c1 = m_Center;
|
||||
|
||||
switch (m_Direction)
|
||||
{
|
||||
case Direction.X:
|
||||
c0.x -= h;
|
||||
c1.x += h;
|
||||
break;
|
||||
case Direction.Y:
|
||||
c0.y -= h;
|
||||
c1.y += h;
|
||||
break;
|
||||
case Direction.Z:
|
||||
c0.z -= h;
|
||||
c1.z += h;
|
||||
break;
|
||||
}
|
||||
if (m_Bound == Bound.Outside)
|
||||
return OutsideCapsule(ref particlePosition, particleRadius, transform.TransformPoint(c0), transform.TransformPoint(c1), radius);
|
||||
else
|
||||
return InsideCapsule(ref particlePosition, particleRadius, transform.TransformPoint(c0), transform.TransformPoint(c1), radius);
|
||||
}
|
||||
}
|
||||
|
||||
static bool OutsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
|
||||
{
|
||||
float r = sphereRadius + particleRadius;
|
||||
float r2 = r * r;
|
||||
Vector3 d = particlePosition - sphereCenter;
|
||||
float len2 = d.sqrMagnitude;
|
||||
|
||||
// if is inside sphere, project onto sphere surface
|
||||
if (len2 > 0 && len2 < r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = sphereCenter + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool InsideSphere(ref Vector3 particlePosition, float particleRadius, Vector3 sphereCenter, float sphereRadius)
|
||||
{
|
||||
float r = sphereRadius - particleRadius;
|
||||
float r2 = r * r;
|
||||
Vector3 d = particlePosition - sphereCenter;
|
||||
float len2 = d.sqrMagnitude;
|
||||
|
||||
// if is outside sphere, project onto sphere surface
|
||||
if (len2 > r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = sphereCenter + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool OutsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
|
||||
{
|
||||
float r = capsuleRadius + particleRadius;
|
||||
float r2 = r * r;
|
||||
Vector3 dir = capsuleP1 - capsuleP0;
|
||||
Vector3 d = particlePosition - capsuleP0;
|
||||
float t = Vector3.Dot(d, dir);
|
||||
|
||||
if (t <= 0)
|
||||
{
|
||||
// check sphere1
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > 0 && len2 < r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = capsuleP0 + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float dl = dir.sqrMagnitude;
|
||||
if (t >= dl)
|
||||
{
|
||||
// check sphere2
|
||||
d = particlePosition - capsuleP1;
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > 0 && len2 < r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = capsuleP1 + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (dl > 0)
|
||||
{
|
||||
// check cylinder
|
||||
t /= dl;
|
||||
d -= dir * t;
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > 0 && len2 < r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition += d * ((r - len) / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool InsideCapsule(ref Vector3 particlePosition, float particleRadius, Vector3 capsuleP0, Vector3 capsuleP1, float capsuleRadius)
|
||||
{
|
||||
float r = capsuleRadius - particleRadius;
|
||||
float r2 = r * r;
|
||||
Vector3 dir = capsuleP1 - capsuleP0;
|
||||
Vector3 d = particlePosition - capsuleP0;
|
||||
float t = Vector3.Dot(d, dir);
|
||||
|
||||
if (t <= 0)
|
||||
{
|
||||
// check sphere1
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = capsuleP0 + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float dl = dir.sqrMagnitude;
|
||||
if (t >= dl)
|
||||
{
|
||||
// check sphere2
|
||||
d = particlePosition - capsuleP1;
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition = capsuleP1 + d * (r / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (dl > 0)
|
||||
{
|
||||
// check cylinder
|
||||
t /= dl;
|
||||
d -= dir * t;
|
||||
float len2 = d.sqrMagnitude;
|
||||
if (len2 > r2)
|
||||
{
|
||||
float len = Mathf.Sqrt(len2);
|
||||
particlePosition += d * ((r - len) / len);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
if (m_Bound == Bound.Outside)
|
||||
Gizmos.color = Color.yellow;
|
||||
else
|
||||
Gizmos.color = Color.magenta;
|
||||
float radius = m_Radius * Mathf.Abs(transform.lossyScale.x);
|
||||
float h = m_Height * 0.5f - m_Radius;
|
||||
if (h <= 0)
|
||||
{
|
||||
Gizmos.DrawWireSphere(transform.TransformPoint(m_Center), radius);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 c0 = m_Center;
|
||||
Vector3 c1 = m_Center;
|
||||
|
||||
switch (m_Direction)
|
||||
{
|
||||
case Direction.X:
|
||||
c0.x -= h;
|
||||
c1.x += h;
|
||||
break;
|
||||
case Direction.Y:
|
||||
c0.y -= h;
|
||||
c1.y += h;
|
||||
break;
|
||||
case Direction.Z:
|
||||
c0.z -= h;
|
||||
c1.z += h;
|
||||
break;
|
||||
}
|
||||
Gizmos.DrawWireSphere(transform.TransformPoint(c0), radius);
|
||||
Gizmos.DrawWireSphere(transform.TransformPoint(c1), radius);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: baedd976e12657241bf7ff2d1c685342
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
|
@ -0,0 +1,35 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class DynamicBoneColliderBase : MonoBehaviour
|
||||
{
|
||||
public enum Direction
|
||||
{
|
||||
X, Y, Z
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The axis of the capsule's height.")]
|
||||
#endif
|
||||
public Direction m_Direction = Direction.Y;
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("The center of the sphere or capsule, in the object's local space.")]
|
||||
#endif
|
||||
public Vector3 m_Center = Vector3.zero;
|
||||
|
||||
public enum Bound
|
||||
{
|
||||
Outside,
|
||||
Inside
|
||||
}
|
||||
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[Tooltip("Constrain bones to outside bound or inside bound.")]
|
||||
#endif
|
||||
public Bound m_Bound = Bound.Outside;
|
||||
|
||||
public virtual bool Collide(ref Vector3 particlePosition, float particleRadius)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 04878769c08021a41bc2d2375e23ec0b
|
||||
timeCreated: 1482666371
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,76 @@
|
|||
using UnityEngine;
|
||||
|
||||
[AddComponentMenu("Dynamic Bone/Dynamic Bone Plane Collider")]
|
||||
public class DynamicBonePlaneCollider : DynamicBoneColliderBase
|
||||
{
|
||||
void OnValidate()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Collide(ref Vector3 particlePosition, float particleRadius)
|
||||
{
|
||||
Vector3 normal = Vector3.up;
|
||||
switch (m_Direction)
|
||||
{
|
||||
case Direction.X:
|
||||
normal = transform.right;
|
||||
break;
|
||||
case Direction.Y:
|
||||
normal = transform.up;
|
||||
break;
|
||||
case Direction.Z:
|
||||
normal = transform.forward;
|
||||
break;
|
||||
}
|
||||
|
||||
Vector3 p = transform.TransformPoint(m_Center);
|
||||
Plane plane = new Plane(normal, p);
|
||||
float d = plane.GetDistanceToPoint(particlePosition);
|
||||
|
||||
if (m_Bound == Bound.Outside)
|
||||
{
|
||||
if (d < 0)
|
||||
{
|
||||
particlePosition -= normal * d;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (d > 0)
|
||||
{
|
||||
particlePosition -= normal * d;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
if (m_Bound == Bound.Outside)
|
||||
Gizmos.color = Color.yellow;
|
||||
else
|
||||
Gizmos.color = Color.magenta;
|
||||
|
||||
Vector3 normal = Vector3.up;
|
||||
switch (m_Direction)
|
||||
{
|
||||
case Direction.X:
|
||||
normal = transform.right;
|
||||
break;
|
||||
case Direction.Y:
|
||||
normal = transform.up;
|
||||
break;
|
||||
case Direction.Z:
|
||||
normal = transform.forward;
|
||||
break;
|
||||
}
|
||||
|
||||
Vector3 p = transform.TransformPoint(m_Center);
|
||||
Gizmos.DrawLine(p, p + normal);
|
||||
}
|
||||
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|
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Controller : MonoBehaviour {
|
||||
|
||||
private Animator anim;
|
||||
private CharacterController controller;
|
||||
// private int battle_state = 1;
|
||||
public float speed = 1.0f;
|
||||
public float runSpeed = 3.0f;
|
||||
public float turnSpeed = 90.0f;
|
||||
public float gravity = 20.0f;
|
||||
private Vector3 moveDirection = Vector3.zero;
|
||||
private float w_sp = 0.0f; //walk speed
|
||||
private float r_sp = 0.0f; //run speed
|
||||
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
{
|
||||
anim = GetComponent<Animator>();
|
||||
controller = GetComponent<CharacterController> ();
|
||||
|
||||
w_sp = speed; //read walk speed
|
||||
r_sp = runSpeed; //read run speed
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
if (Input.GetKey ("up"))
|
||||
{
|
||||
runSpeed = w_sp;
|
||||
}
|
||||
if (Input.GetKey ("down"))
|
||||
{
|
||||
runSpeed = w_sp/2;
|
||||
}
|
||||
|
||||
|
||||
if (controller.isGrounded)
|
||||
{
|
||||
moveDirection=transform.forward * Input.GetAxis ("Vertical") * speed * runSpeed;
|
||||
float turn = Input.GetAxis("Horizontal");
|
||||
transform.Rotate(0, turn * turnSpeed * Time.deltaTime, 0);
|
||||
}
|
||||
moveDirection.y -= gravity * Time.deltaTime;
|
||||
controller.Move (moveDirection * Time.deltaTime);
|
||||
}
|
||||
}
|
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|
@ -0,0 +1,12 @@
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guid: 27ab742f3f2dd9f4b8c007628f4e24e7
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@ -0,0 +1,41 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Cycle_moving : MonoBehaviour {
|
||||
|
||||
public float movSpeed=2f;
|
||||
public float range=1f;
|
||||
[Header("Position phase in %")]
|
||||
public float Phase=0f;
|
||||
private int n=1;
|
||||
private Vector3 StartPosition;
|
||||
private float StartPhase;
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
if (Phase > 100)Phase = 100;
|
||||
if (Phase < 1) Phase = 1;
|
||||
|
||||
StartPosition = transform.position;
|
||||
StartPhase =(range * Phase / 100);
|
||||
transform.position = new Vector3 (StartPosition.x, StartPosition.y + StartPhase, StartPosition.z);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if ((transform.position.y > (StartPosition.y + range))) //|| (transform.position.y < StartPosition.y ))
|
||||
{
|
||||
transform.position = new Vector3 (StartPosition.x, StartPosition.y + range, StartPosition.z);
|
||||
n = n * -1;
|
||||
}
|
||||
if ((transform.position.y < (StartPosition.y))) //|| (transform.position.y < StartPosition.y ))
|
||||
{
|
||||
transform.position = new Vector3 (StartPosition.x, StartPosition.y, StartPosition.z);
|
||||
n = n * -1;
|
||||
}
|
||||
|
||||
transform.Translate (0,movSpeed*Time.deltaTime*n,0);
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}
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||||
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@ -0,0 +1,12 @@
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using UnityEngine;
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using System.Collections;
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||||
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public class Rotate : MonoBehaviour {
|
||||
|
||||
public float rotSpeed=3f;
|
||||
|
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// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime,0));
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|
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}
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using UnityEngine;
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using System.Collections;
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||||
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public class TopDpwnCamera : MonoBehaviour {
|
||||
|
||||
public Transform cam_target;
|
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public float smooth = 0.5f;
|
||||
public Vector3 cam_offset;
|
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public float rotSpeed = 50f;
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private Vector3 start_angle;
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|
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void Start ()
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{
|
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}
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void FixedUpdate ()
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{
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if (cam_target != null)
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{
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Vector3 desPosition = cam_target.position;// + cam_offset;
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, desPosition, smooth*Time.deltaTime);
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transform.position = smoothedPosition;
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|
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if (Input.GetKey ("q"))
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{
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transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime,0));
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}
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if (Input.GetKey ("e"))
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{
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transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime*-1,0));
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}
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animationDoRetargetingWarnings: 0
|
||||
animationCompression: 1
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
clipAnimations: []
|
||||
isReadable: 1
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 0.01
|
||||
meshCompression: 0
|
||||
addColliders: 0
|
||||
importBlendShapes: 0
|
||||
swapUVChannels: 0
|
||||
generateSecondaryUV: 1
|
||||
useFileUnits: 1
|
||||
optimizeMeshForGPU: 1
|
||||
keepQuads: 0
|
||||
weldVertices: 1
|
||||
secondaryUVAngleDistortion: 8
|
||||
secondaryUVAreaDistortion: 15.000001
|
||||
secondaryUVHardAngle: 88
|
||||
secondaryUVPackMargin: 4
|
||||
useFileScale: 1
|
||||
tangentSpace:
|
||||
normalSmoothAngle: 60
|
||||
normalImportMode: 0
|
||||
tangentImportMode: 3
|
||||
importAnimation: 1
|
||||
copyAvatar: 0
|
||||
humanDescription:
|
||||
serializedVersion: 2
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
rootMotionBoneName:
|
||||
rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
animationType: 0
|
||||
humanoidOversampling: 1
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 357b55b12e93c01419990f77354b8a36
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,26 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class destroyMe : MonoBehaviour{
|
||||
|
||||
float timer;
|
||||
public float deathtimer = 10;
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
if(timer >= deathtimer)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1a895231490da6545890b1e1794f8704
|
||||
timeCreated: 1479050854
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,60 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class instantiateEffectCaller : MonoBehaviour
|
||||
{
|
||||
[System.NonSerialized]
|
||||
public bool fired = false;
|
||||
float timer;
|
||||
public float timeLimit;
|
||||
[System.Serializable]
|
||||
public class chainEffect
|
||||
{
|
||||
[System.NonSerialized]
|
||||
public bool isPlayed = false;
|
||||
public float activateTimer;
|
||||
public GameObject Effect;
|
||||
public Transform effectLocator;
|
||||
}
|
||||
public chainEffect[] chainEffectList;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// print(chainEffectList.Length);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
CheckTimer();
|
||||
}
|
||||
void CheckTimer()
|
||||
{
|
||||
|
||||
for (int i = 0; i < chainEffectList.Length; i++)
|
||||
{
|
||||
if (timer >= chainEffectList[i].activateTimer && chainEffectList[i].isPlayed == false)
|
||||
{
|
||||
Instantiate(chainEffectList[i].Effect, chainEffectList[i].effectLocator.transform.position, chainEffectList[i].effectLocator.transform.rotation);
|
||||
chainEffectList[i].isPlayed = true;
|
||||
}
|
||||
}
|
||||
if (timer >= timeLimit)
|
||||
{
|
||||
fired = false;
|
||||
ResetTimers();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void ResetTimers()
|
||||
{
|
||||
for (int i = 0; i < chainEffectList.Length; i++)
|
||||
{
|
||||
chainEffectList[i].isPlayed = false;
|
||||
}
|
||||
timer = 0;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a8b05e8d0aee4064ba7e23c47a8f5597
|
||||
timeCreated: 1484774335
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,33 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class particleColorChanger : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public class colorChange
|
||||
{
|
||||
public string Name;
|
||||
public ParticleSystem[] colored_ParticleSystem;
|
||||
public Gradient customer_Gradient;
|
||||
|
||||
}
|
||||
public colorChange[] colorChangeList;
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < colorChangeList.Length; i++)
|
||||
{
|
||||
|
||||
for(int a = 0; a < colorChangeList[i].colored_ParticleSystem.Length; a++)
|
||||
{
|
||||
var col = colorChangeList[i].colored_ParticleSystem[a].colorOverLifetime;
|
||||
col.color = colorChangeList[i].customer_Gradient;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e0937d8b31b6b2647971c24f4d8f0ea4
|
||||
timeCreated: 1482420701
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9c8aa35be2c27754a833a6b97c9461d4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,62 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "EffectCore/alphaBlend_glow" {
|
||||
Properties {
|
||||
_MainTex ("MainTex", 2D) = "white" {}
|
||||
_Glow ("Glow", Float ) = 2
|
||||
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"IgnoreProjector"="True"
|
||||
"Queue"="Transparent"
|
||||
"RenderType"="Transparent"
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags {
|
||||
"LightMode"="ForwardBase"
|
||||
}
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#define UNITY_PASS_FORWARDBASE
|
||||
#include "UnityCG.cginc"
|
||||
#pragma multi_compile_fwdbase
|
||||
#pragma exclude_renderers d3d11_9x xbox360 xboxone ps3 ps4 psp2
|
||||
#pragma target 3.0
|
||||
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
||||
uniform float _Glow;
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
VertexOutput vert (VertexInput v) {
|
||||
VertexOutput o = (VertexOutput)0;
|
||||
o.uv0 = v.texcoord0;
|
||||
o.vertexColor = v.vertexColor;
|
||||
o.pos = UnityObjectToClipPos(v.vertex );
|
||||
return o;
|
||||
}
|
||||
float4 frag(VertexOutput i) : COLOR {
|
||||
////// Lighting:
|
||||
////// Emissive:
|
||||
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
|
||||
float3 emissive = (_MainTex_var.rgb*i.vertexColor.rgb*_Glow);
|
||||
float3 finalColor = emissive;
|
||||
return fixed4(finalColor,(_MainTex_var.a*i.vertexColor.a));
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Mobile/Particles/Additive"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: acd899f7ccf081b4ba126e1515d5b8d3
|
||||
timeCreated: 1482187419
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 03c7d1967c9539344a79e9cb652ec8a0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Binary file not shown.
|
@ -0,0 +1,76 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f8d2027d0a3f973459f097265f3884a8
|
||||
timeCreated: 1482529229
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||||
licenseType: Store
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
serializedVersion: 4
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: -3
|
||||
maxTextureSize: 128
|
||||
textureSettings:
|
||||
filterMode: 1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapMode: 1
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 128
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
- buildTarget: Standalone
|
||||
maxTextureSize: 128
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Binary file not shown.
|
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|
|||
fileFormatVersion: 2
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||||
guid: 13d2bd189265fe04896378a2a197794c
|
||||
timeCreated: 1478447533
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||||
licenseType: Store
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
serializedVersion: 2
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
linearTexture: 0
|
||||
correctGamma: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 0
|
||||
cubemapConvolution: 0
|
||||
cubemapConvolutionSteps: 7
|
||||
cubemapConvolutionExponent: 1.5
|
||||
seamlessCubemap: 0
|
||||
textureFormat: -3
|
||||
maxTextureSize: 128
|
||||
textureSettings:
|
||||
filterMode: 1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapMode: 1
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
rGBM: 0
|
||||
compressionQuality: 50
|
||||
allowsAlphaSplitting: 0
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaIsTransparency: 1
|
||||
textureType: -1
|
||||
buildTargetSettings: []
|
||||
spriteSheet:
|
||||
sprites: []
|
||||
outline: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue