美术资源提交

This commit is contained in:
guanxn 2022-05-18 21:44:19 +08:00
parent 567fae72aa
commit 1d3aad570a
1923 changed files with 935786 additions and 0 deletions

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using UnityEngine;
using System.Collections;
public class Doors : MonoBehaviour {
private Animator anim = null;
// Use this for initialization
void Start () {
anim = GetComponent<Animator> ();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter(Collider collider)
{
anim.SetBool ("itsopen", true);
}
void OnTriggerExit(Collider collider)
{
anim.SetBool ("itsopen", false);
}
}

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using UnityEngine;
using System.Collections;
public class DynamicBoneDemo1 : MonoBehaviour
{
public GameObject m_Player;
float m_weight = 1;
float m_sleepTime;
void Update()
{
m_Player.transform.Rotate(new Vector3(0, Input.GetAxis("Horizontal") * Time.deltaTime * 200, 0));
m_Player.transform.Translate(transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 4);
}
void OnGUI()
{
float x = 50;
float y = 50;
float w1 = 100;
float w2 = 200;
float h = 24;
GUI.Label(new Rect(x, y, w2, h), "Press arrow key to move");
Animation a = m_Player.GetComponentInChildren<Animation>();
y += h;
a.enabled = GUI.Toggle(new Rect(x, y, w2, h), a.enabled, "Play Animation");
y += h * 2;
DynamicBone[] dbs = m_Player.GetComponents<DynamicBone>();
GUI.Label(new Rect(x, y, w2, h), "Choose dynamic bone:");
y += h;
dbs[0].enabled = dbs[1].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[0].enabled, "Breasts");
y += h;
dbs[2].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[2].enabled, "Tail");
y += h;
GUI.Label(new Rect(x, y, w2, h), "Weight");
m_weight = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_weight, 0, 1);
foreach (var db in dbs)
db.SetWeight(m_weight);
/*
y += h * 2;
GUI.Label(new Rect(x, y, w2, h), "Sleep");
m_sleepTime = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_sleepTime, 0, 1);
if (m_sleepTime > 0)
System.Threading.Thread.Sleep((int)(m_sleepTime * 100));
y += h;
GUI.Label(new Rect(x, y, w2, h), "Time Scale");
Time.timeScale = GUI.HorizontalSlider(new Rect(x + 80, y, w1, h), Time.timeScale, 0, 2);
*/
}
}

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using UnityEngine;
using System.Collections.Generic;
[AddComponentMenu("Dynamic Bone/Dynamic Bone")]
public class DynamicBone : MonoBehaviour
{
#if UNITY_5_3_OR_NEWER
[Tooltip("The root of the transform hierarchy to apply physics.")]
#endif
public Transform m_Root = null;
#if UNITY_5_3_OR_NEWER
[Tooltip("Internal physics simulation rate.")]
#endif
public float m_UpdateRate = 60.0f;
public enum UpdateMode
{
Normal,
AnimatePhysics,
UnscaledTime,
Default
}
public UpdateMode m_UpdateMode = UpdateMode.Default;
#if UNITY_5_3_OR_NEWER
[Tooltip("How much the bones slowed down.")]
#endif
[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;
}
}
}

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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);
}
}
}

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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;
}
}

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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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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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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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using UnityEngine;
using System.Collections;
public class Rotate : MonoBehaviour {
public float rotSpeed=3f;
// 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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using UnityEngine;
using System.Collections;
public class TopDpwnCamera : MonoBehaviour {
public Transform cam_target;
public float smooth = 0.5f;
public Vector3 cam_offset;
public float rotSpeed = 50f;
private Vector3 start_angle;
void Start ()
{
start_angle = transform.position;
}
void FixedUpdate ()
{
if (cam_target != null)
{
Vector3 desPosition = cam_target.position;// + cam_offset;
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desPosition, smooth*Time.deltaTime);
transform.position = smoothedPosition;
if (Input.GetKey ("q"))
{
transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime,0));
}
if (Input.GetKey ("e"))
{
transform.Rotate(new Vector3(0,rotSpeed*Time.deltaTime*-1,0));
}
}
}
}

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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);
}
}
}

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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;
}
}

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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;
}
}
}
}

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// 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"
}

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