Merge branch 'leveldesign'
This commit is contained in:
commit
b5e85b30ec
8
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8
Viagg-io/Assets/2Ginge/LiquidSimulation.meta
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Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts.meta
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185
Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/BottleSmash.cs
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185
Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/BottleSmash.cs
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@ -0,0 +1,185 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BottleSmash : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
//all of the required items in order to gie the impression of hte glass breaking.
|
||||
[ColorUsageAttribute(true, true, 0f, 8f, 0.125f, 3f)]
|
||||
public Color color;
|
||||
//to use to find any delta
|
||||
[SerializeField]
|
||||
[HideInInspector]
|
||||
private Color cachedColor;
|
||||
//used to update any colors when the value changes, not by polling
|
||||
[SerializeField]
|
||||
[HideInInspector]
|
||||
private List<ColorBase> registeredComponents;
|
||||
|
||||
|
||||
public GameObject Cork, Liquid, Glass, Glass_Shattered, Label;
|
||||
//default despawn time;
|
||||
public float DespawnTime = 5.0f;
|
||||
//splash effect.
|
||||
public ParticleSystem Effect;
|
||||
//3D mesh on hte ground (given a specific height).
|
||||
public GameObject Splat;
|
||||
//such as the ground layer otherwise the broken glass could be considered the 'ground'
|
||||
public LayerMask SplatMask;
|
||||
//distance of hte raycast
|
||||
public float maxSplatDistance = 5.0f;
|
||||
//if the change in velocity is greater than this THEN it breaks
|
||||
public float shatterAtSpeed = 2.0f;
|
||||
//if the is disabled then it wont shatter by itself.
|
||||
public bool allowShattering = true;
|
||||
//if it collides with an object then and only then is there a period of 0.2f seconds to shatter.
|
||||
public bool onlyAllowShatterOnCollision = true;
|
||||
//for the ability to find the change in velocity.
|
||||
[SerializeField]
|
||||
[HideInInspector]
|
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private Vector3 previousPos;
|
||||
[SerializeField]
|
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[HideInInspector]
|
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private Vector3 previousVelocity;
|
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[SerializeField]
|
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[HideInInspector]
|
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private Vector3 randomRot;
|
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[SerializeField]
|
||||
[HideInInspector]
|
||||
private float _lastHitSpeed = 0;
|
||||
//dont break if we have already broken, only applies to self breaking logic, not by calling Smash()
|
||||
bool broken = false;
|
||||
//timeout
|
||||
float collidedRecently = -1;
|
||||
void Start () {
|
||||
previousPos = transform.position;
|
||||
}
|
||||
//Smash function so it can be tied to buttons.
|
||||
public void RandomizeColor()
|
||||
{
|
||||
color = new Color(Random.Range(0, 1), Random.Range(0, 1), Random.Range(0, 1), 1);
|
||||
}
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//set a timer for about 0.2s to be able to be broken
|
||||
_lastHitSpeed = collision.impulse.magnitude;
|
||||
if (collision.transform.tag != "Liquid")
|
||||
collidedRecently = 0.2f;
|
||||
|
||||
}
|
||||
|
||||
public void AttemptCollision(Collision col)
|
||||
{
|
||||
OnCollisionEnter(col);
|
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}
|
||||
|
||||
public void RegisterColorBase(ColorBase cb)
|
||||
{
|
||||
registeredComponents.Add(cb);
|
||||
}
|
||||
|
||||
public void ChangedColor()
|
||||
{
|
||||
if(cachedColor != color)
|
||||
{
|
||||
cachedColor = color;
|
||||
|
||||
//update all registered components
|
||||
foreach (ColorBase cb in registeredComponents)
|
||||
{
|
||||
cb.Unify();
|
||||
}
|
||||
}
|
||||
}
|
||||
public Vector3 GetRandomRotation()
|
||||
{
|
||||
return randomRot;
|
||||
}
|
||||
public void RandomRotation()
|
||||
{
|
||||
randomRot = (Random.insideUnitSphere + Vector3.forward).normalized;
|
||||
}
|
||||
|
||||
public void Smash()
|
||||
{
|
||||
|
||||
broken = true;
|
||||
//the Corks collider needs to be turned on;
|
||||
if (Cork != null)
|
||||
{
|
||||
Cork.transform.parent = null;
|
||||
Cork.GetComponent<Collider>().enabled = true;
|
||||
Cork.GetComponent<Rigidbody>().isKinematic = false;
|
||||
Destroy(Cork.gameObject, DespawnTime);
|
||||
}
|
||||
//the Liquid gets removed after n seconds
|
||||
if (Liquid != null)
|
||||
{
|
||||
float t = 0.0f;
|
||||
//if (Effect != null)
|
||||
// t = (Effect.main.startLifetime.constantMin + Effect.main.startLifetime.constantMax)/2;
|
||||
Destroy(Liquid.gameObject, t);
|
||||
}
|
||||
//particle effect
|
||||
if(Effect != null)
|
||||
{
|
||||
Effect.Play();
|
||||
Destroy(Effect.gameObject, Effect.main.startLifetime.constantMax);
|
||||
}
|
||||
|
||||
//now the label;
|
||||
if (Label != null)
|
||||
{
|
||||
//Label.transform.parent = null;
|
||||
//Label.GetComponent<Collider>().enabled = true;
|
||||
//Label.GetComponent<Rigidbody>().isKinematic = false;
|
||||
Destroy(Label.gameObject);
|
||||
}
|
||||
//turn Glass off and the shattered on.
|
||||
if (Glass != null)
|
||||
{
|
||||
Destroy(Glass.gameObject);
|
||||
}
|
||||
if (Glass_Shattered != null)
|
||||
{
|
||||
Glass_Shattered.SetActive(true);
|
||||
Glass_Shattered.transform.parent = null;
|
||||
Destroy(Glass_Shattered, DespawnTime);
|
||||
}
|
||||
|
||||
//instantiate the splat.
|
||||
RaycastHit info = new RaycastHit();
|
||||
if(Splat != null)
|
||||
if (Physics.Raycast(transform.position, Vector3.down, out info, maxSplatDistance, SplatMask))
|
||||
{
|
||||
GameObject newSplat = Instantiate(Splat);
|
||||
newSplat.transform.position = info.point;
|
||||
|
||||
}
|
||||
Destroy(transform.gameObject, DespawnTime);
|
||||
|
||||
}
|
||||
// Update is called once per frame, for the change in velocity and all that jazz...
|
||||
void FixedUpdate () {
|
||||
ChangedColor();
|
||||
|
||||
collidedRecently -= Time.deltaTime;
|
||||
Vector3 currentVelocity = (transform.position - previousPos) / Time.fixedDeltaTime;
|
||||
if ((onlyAllowShatterOnCollision && collidedRecently >= 0.0f) | !onlyAllowShatterOnCollision)
|
||||
{
|
||||
if (allowShattering)
|
||||
{
|
||||
if (Vector3.Distance(currentVelocity, previousVelocity) > shatterAtSpeed || _lastHitSpeed > shatterAtSpeed)
|
||||
{
|
||||
if (!broken)
|
||||
Smash();
|
||||
}
|
||||
}
|
||||
}
|
||||
_lastHitSpeed = 0;
|
||||
|
||||
previousVelocity = currentVelocity;
|
||||
previousPos = transform.position;
|
||||
}
|
||||
}
|
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ColorBase : MonoBehaviour {
|
||||
|
||||
protected virtual void RegisterWithController()
|
||||
{
|
||||
|
||||
}
|
||||
public virtual void Unify()
|
||||
{
|
||||
|
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}
|
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}
|
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fileFormatVersion: 2
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guid: 774af25737ccc4041a5c45bf551af4b3
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timeCreated: 1518256870
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licenseType: Store
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LiquidColor : ColorBase {
|
||||
|
||||
// Use this for initialization
|
||||
public BottleSmash bottleSmash;
|
||||
private LiquidVolumeAnimator lva;
|
||||
public bool UpdateSurfaceColor = true;
|
||||
public bool UpdateColor = true;
|
||||
public bool UpdateSurfaceEmission = true;
|
||||
public bool UpdateEmission = true;
|
||||
void Start ()
|
||||
{
|
||||
//mat = GetComponent<MeshRenderer>();
|
||||
lva = GetComponent<LiquidVolumeAnimator>();
|
||||
if(bottleSmash == null)
|
||||
{
|
||||
bottleSmash = GetComponentInParent<BottleSmash>();
|
||||
}
|
||||
RegisterWithController();
|
||||
}
|
||||
protected override void RegisterWithController()
|
||||
{
|
||||
bottleSmash.RegisterColorBase(this);
|
||||
}
|
||||
// Update is called once per frame
|
||||
public override void Unify()
|
||||
{
|
||||
if (UpdateColor)
|
||||
{
|
||||
lva.mats[0].SetColor("_Color", bottleSmash.color);
|
||||
}
|
||||
if (UpdateEmission)
|
||||
{
|
||||
lva.mats[0].SetColor("_EmissionColor", bottleSmash.color);
|
||||
}
|
||||
if (UpdateSurfaceColor)
|
||||
{
|
||||
lva.mats[0].SetColor("_SColor", bottleSmash.color);
|
||||
}
|
||||
if (UpdateSurfaceEmission)
|
||||
{
|
||||
lva.mats[0].SetColor("_SEmissionColor", bottleSmash.color);
|
||||
//ahh these need to be registered.
|
||||
}
|
||||
|
||||
}
|
||||
}
|
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|
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fileFormatVersion: 2
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guid: 8821811f704fa594182c00cc2811db0f
|
||||
timeCreated: 1496904762
|
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licenseType: Store
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MonoImporter:
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PS_Color : ColorBase {
|
||||
|
||||
// Use this for initialization
|
||||
public BottleSmash bottleSmash;
|
||||
private ParticleSystem ps;
|
||||
void Start ()
|
||||
{
|
||||
ps = GetComponent<ParticleSystem>();
|
||||
if (bottleSmash == null)
|
||||
{
|
||||
bottleSmash = GetComponentInParent<BottleSmash>();
|
||||
}
|
||||
RegisterWithController();
|
||||
}
|
||||
protected override void RegisterWithController()
|
||||
{
|
||||
bottleSmash.RegisterColorBase(this);
|
||||
}
|
||||
// Update is called once per frame
|
||||
public override void Unify()
|
||||
{
|
||||
UpdateValues();
|
||||
}
|
||||
public void UpdateValues ()
|
||||
{
|
||||
//get the main block.
|
||||
ParticleSystem.MainModule mm = ps.main;
|
||||
//apply the color;
|
||||
mm.startColor = new ParticleSystem.MinMaxGradient(bottleSmash.color);
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
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|
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fileFormatVersion: 2
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guid: f8e6bfdb03686b84f93898dfd2b5116e
|
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timeCreated: 1496906557
|
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ParticleColor : ColorBase {
|
||||
|
||||
// Use this for initialization
|
||||
public BottleSmash bottleSmash;
|
||||
private ParticleSystemRenderer ps;
|
||||
public ColorID colorType;
|
||||
|
||||
public enum ColorID
|
||||
{
|
||||
_TintColor,
|
||||
_Color
|
||||
}
|
||||
|
||||
void Start ()
|
||||
{
|
||||
ps = GetComponent<ParticleSystemRenderer>();
|
||||
if (bottleSmash == null)
|
||||
{
|
||||
bottleSmash = GetComponentInParent<BottleSmash>();
|
||||
}
|
||||
RegisterWithController();
|
||||
}
|
||||
protected override void RegisterWithController()
|
||||
{
|
||||
bottleSmash.RegisterColorBase(this);
|
||||
}
|
||||
public override void Unify()
|
||||
{
|
||||
//apply the material color
|
||||
switch (colorType)
|
||||
{
|
||||
case ColorID._TintColor:
|
||||
{
|
||||
ps.material.SetColor("_TintColor", bottleSmash.color);
|
||||
break;
|
||||
}
|
||||
case ColorID._Color:
|
||||
{
|
||||
ps.material.SetColor("_Color", bottleSmash.color);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
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|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ResetColors : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
public LiquidVolumeAnimator LVA;
|
||||
public float timeout = 5;
|
||||
private float tReset;
|
||||
public BottleSmash BS;
|
||||
public Color Color1,Color2;
|
||||
void Start ()
|
||||
{
|
||||
tReset = timeout;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
timeout -= Time.deltaTime;
|
||||
if (timeout <= 0.0f)
|
||||
{
|
||||
if(BS.color == Color1)
|
||||
BS.color = Color2;
|
||||
else
|
||||
{
|
||||
BS.color = Color1;
|
||||
}
|
||||
LVA.level = 1;
|
||||
timeout = tReset;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0eefa95962e56ea43905b3d2492fe268
|
||||
timeCreated: 1498035320
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DemoRotation : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
private BottleSmash BS;
|
||||
public float rotSpeed = 30.0f;
|
||||
void Start ()
|
||||
{
|
||||
BS = GetComponent<BottleSmash>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
Vector3 a;
|
||||
a = BS.GetRandomRotation ().normalized;
|
||||
if(a != Vector3.zero)
|
||||
if (Vector3.Dot(BS.GetRandomRotation ().normalized, (BS.transform.up + Vector3.up).normalized) < 0.98f) {
|
||||
BS.transform.rotation = Quaternion.RotateTowards (BS.transform.rotation, Quaternion.LookRotation (BS.GetRandomRotation (), (BS.transform.up + Vector3.up).normalized), rotSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f311986f616e27b4e821fd1db2a5ae89
|
||||
timeCreated: 1498116019
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
23
Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/ForceTest.cs
Normal file
23
Viagg-io/Assets/2Ginge/LiquidSimulation/Scripts/ForceTest.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ForceTest : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
public bool AddForce = false;
|
||||
public Vector3 force;
|
||||
private LiquidVolumeAnimator lva;
|
||||
void Start () {
|
||||
lva = GetComponent<LiquidVolumeAnimator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if(AddForce)
|
||||
{
|
||||
lva.AddForce(force);
|
||||
AddForce = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c3ce4b3b56a17a41843c0d0a9bc775b
|
||||
timeCreated: 1504421482
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,70 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LiquidAbsorption : MonoBehaviour {
|
||||
|
||||
//public int collisionCount = 0;
|
||||
public Color currentColor;
|
||||
public BottleSmash smashScript;
|
||||
public float particleValue = 0.02f;
|
||||
public LiquidVolumeAnimator LVA;
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
if(LVA == null)
|
||||
LVA = GetComponent<LiquidVolumeAnimator>();
|
||||
}
|
||||
void OnParticleCollision(GameObject other)
|
||||
{
|
||||
//check if it is the same factory.
|
||||
if (other.transform.parent == transform.parent)
|
||||
return;
|
||||
bool available = false;
|
||||
if (smashScript.Cork == null)
|
||||
{
|
||||
available = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if the cork is not on!
|
||||
if (!smashScript.Cork.activeSelf)
|
||||
{
|
||||
|
||||
available = true;
|
||||
}
|
||||
//or it is disabled (through kinamism)? is that even a word?
|
||||
else if (!smashScript.Cork.GetComponent<Rigidbody>().isKinematic)
|
||||
{
|
||||
available = true;
|
||||
}
|
||||
}
|
||||
if (available)
|
||||
{
|
||||
currentColor = smashScript.color;
|
||||
if (LVA.level < 1.0f - particleValue)
|
||||
{
|
||||
|
||||
//essentially, take the ratio of the bottle that has liquid (0 to 1), then see how much the level will change, then interpolate the color based on the dif.
|
||||
Color impactColor = other.GetComponentInParent<BottleSmash>().color;
|
||||
|
||||
if (LVA.level <= float.Epsilon * 10)
|
||||
{
|
||||
currentColor = impactColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentColor = Color.Lerp(currentColor, impactColor, particleValue / LVA.level);
|
||||
}
|
||||
//collisionCount += 1;
|
||||
LVA.level += particleValue;
|
||||
smashScript.color = currentColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
currentColor = smashScript.color;
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c72153d81fccf5428e6e49ee41c9f4f
|
||||
timeCreated: 1496752098
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,74 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LiquidAbsorptionV2 : MonoBehaviour {
|
||||
|
||||
//public int collisionCount = 0;
|
||||
public Color currentColor;
|
||||
public BottleSmash smashScript;
|
||||
public MeshLiquidEmission LiquidEmission;
|
||||
public LiquidVolumeAnimator LVA;
|
||||
// Use this for initialization
|
||||
float particleValue = 1;
|
||||
|
||||
void Start () {
|
||||
if(LVA == null)
|
||||
LVA = GetComponent<LiquidVolumeAnimator>();
|
||||
}
|
||||
void OnParticleCollision(GameObject other)
|
||||
{
|
||||
//check if it is the same factory.
|
||||
if (other.transform.parent == transform.parent)
|
||||
return;
|
||||
bool available = false;
|
||||
if (smashScript.Cork == null)
|
||||
{
|
||||
available = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if the cork is not on!
|
||||
if (!smashScript.Cork.activeSelf)
|
||||
{
|
||||
|
||||
available = true;
|
||||
}
|
||||
//or it is disabled (through kinamism)? is that even a word?
|
||||
else if (!smashScript.Cork.GetComponent<Rigidbody>().isKinematic)
|
||||
{
|
||||
available = true;
|
||||
}
|
||||
}
|
||||
float finalParticleValue = particleValue * (1.0f / LiquidEmission.volumeOfParticles);
|
||||
if (available)
|
||||
{
|
||||
currentColor = smashScript.color;
|
||||
if (LVA.level < 1.0f - finalParticleValue)
|
||||
{
|
||||
|
||||
//essentially, take the ratio of the bottle that has liquid (0 to 1), then see how much the level will change, then interpolate the color based on the dif.
|
||||
Color impactColor = other.GetComponentInParent<BottleSmash>().color;//cant be cached
|
||||
|
||||
if (LVA.level <= float.Epsilon * 10)
|
||||
{
|
||||
currentColor = impactColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentColor = Color.Lerp(currentColor, impactColor, finalParticleValue / LVA.level);
|
||||
}
|
||||
//collisionCount += 1;
|
||||
LVA.level += finalParticleValue;
|
||||
smashScript.color = currentColor;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
currentColor = smashScript.color;
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 425a25cf2882b0549b0fc086445c4036
|
||||
timeCreated: 1496752098
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,49 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LiquidPool : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
public float minSize = 0.5f;
|
||||
public float maxSize = 1.0f;
|
||||
public float timeToComplete = 0.5f;
|
||||
float randomSize;
|
||||
float currentTime = 0.0f;
|
||||
bool fadingOut = false;
|
||||
MeshRenderer mr;
|
||||
Material mat;
|
||||
void Start () {
|
||||
|
||||
transform.localScale = Vector3.zero;
|
||||
randomSize = Random.Range(minSize, maxSize);
|
||||
mr = GetComponent<MeshRenderer>();
|
||||
mat = mr.material;
|
||||
mat = Instantiate(mat);
|
||||
mr.material = mat;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
currentTime += Time.deltaTime * ((fadingOut) ? -1 : 1);
|
||||
if (currentTime >= timeToComplete)
|
||||
{
|
||||
fadingOut = true;
|
||||
}
|
||||
if(fadingOut)
|
||||
{
|
||||
mat.color = new Color(mat.color.r,mat.color.g,mat.color.b,Mathf.Lerp(0.0f, 1.0f, currentTime/timeToComplete));
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.localScale = Vector3.one * Mathf.Lerp(0.0f, randomSize, currentTime / timeToComplete);
|
||||
}
|
||||
if(fadingOut)
|
||||
{
|
||||
if(currentTime <= 0)
|
||||
{
|
||||
Destroy(transform.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 882eae614fd4a1744a300f31e7a3506a
|
||||
timeCreated: 1491029086
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,330 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class LiquidVolumeAnimator : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
//just incase we have multiple materials;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
public Material[] mats;
|
||||
//the level of the liquid on a hyperplane.
|
||||
[Range(0,1)]
|
||||
[SerializeField]
|
||||
public float level = 0.5f;
|
||||
private float finalLevel;
|
||||
|
||||
//the current bound given a direction
|
||||
public Vector2 minMaxBounds;
|
||||
//the mesh to
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private MeshFilter mf;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private MeshRenderer mr;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private Mesh m;
|
||||
//in order to see how its working, physics is kind of hacked in
|
||||
public bool DebugAnchor = false;
|
||||
//debugsize is how large the handles are
|
||||
public float debugSize = 1.0f;
|
||||
//how much mass it has? kind of?
|
||||
public float _anchorLength = 0.5f;
|
||||
//how much the rotation and movement applies to the anchor
|
||||
[Range(0,1)]
|
||||
public float dampening;
|
||||
//it always wants to be rotated to down
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private Vector3 anchor;
|
||||
//velocity of the direction of 'gravity'
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private Vector3 anchorVelocity;
|
||||
//direction of velocity after clamp. ALSO used to see if the position has changed and use that as a velocity reference;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private Vector3 transformedPoint, prevTransformedPoint;
|
||||
public bool calculateTextureProjection = true;
|
||||
public float TextureSize = 1.0f;
|
||||
public float TextureSizeScalar = 1;
|
||||
public AnimationCurve texCurveSize = AnimationCurve.Linear(0, 1, 1, 1);
|
||||
//for rotation of the texture;
|
||||
Quaternion previous;
|
||||
float totalRotation = 0.0f;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private Vector3 TopLeft, TopRight, BottomLeft, BottomRight;
|
||||
|
||||
public Transform ExposedLiquidT;
|
||||
public Vector3 GravityDirection = Vector3.down;
|
||||
public bool normalizeGravityDirection = true;
|
||||
//vert cache
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
Vector3[] verts;
|
||||
int shader_Key_localHeight;
|
||||
int shader_Key_anchor;
|
||||
int shader_Key_point;
|
||||
int shader_Key_level;
|
||||
float prvLevel = -1;
|
||||
Quaternion prevQ = Quaternion.identity;
|
||||
//for debugging purposes
|
||||
//for caching
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
Vector3 cPos = Vector3.zero;
|
||||
|
||||
//output values:
|
||||
public Vector3 finalAnchor, finalPoint;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
string[] shaderNames;
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
float anchorLength = _anchorLength * Mathf.Max(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z);
|
||||
if(DebugAnchor)
|
||||
{
|
||||
cPos = transform.position;
|
||||
//Vector3 prevTransformedPointD = transform.TransformDirection(Vector3.down);
|
||||
Vector3 anchorD = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
|
||||
if (anchor == Vector3.zero)
|
||||
anchor = anchorD;
|
||||
//makes sure something is available (even while not playing).
|
||||
|
||||
CalculateSquare(anchor);
|
||||
//the location of the anchor (static)
|
||||
Gizmos.DrawSphere(anchorD, 0.25f * transform.lossyScale.magnitude * 0.1f * debugSize);
|
||||
//line between the anchor and the surface
|
||||
Gizmos.DrawLine(cPos, anchorD);
|
||||
Gizmos.color = Color.blue;
|
||||
//the ocation of the anchor (physics)
|
||||
Gizmos.DrawSphere(anchor, 0.25f * transform.lossyScale.magnitude * 0.1f * debugSize);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawSphere(cPos - (anchorD - cPos).normalized * finalLevel, 0.1f * transform.lossyScale.magnitude * 0.01f * debugSize);
|
||||
//All four corners of the texture
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawSphere(TopLeft, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
|
||||
Gizmos.DrawSphere(TopRight, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
|
||||
Gizmos.DrawSphere(BottomLeft, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
|
||||
Gizmos.DrawSphere(BottomRight, 0.25f * transform.lossyScale.magnitude * 0.01f * debugSize);
|
||||
Gizmos.color = Color.white;
|
||||
CalculateSquare(anchor);
|
||||
}
|
||||
}
|
||||
|
||||
void CalculateSquare(Vector3 anch)
|
||||
{
|
||||
if (!calculateTextureProjection)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Vector3 pos1 = cPos - (anch - cPos).normalized * finalLevel;
|
||||
Vector3 nrm = (cPos - (anch - cPos).normalized * finalLevel - anch).normalized;
|
||||
Vector3 beginningRight = Quaternion.Euler(0, totalRotation, 0) * Vector3.right;
|
||||
Vector3 f1 = Vector3.Cross(beginningRight, nrm.normalized).normalized;
|
||||
Vector3 r1 = Vector3.Cross(f1, nrm).normalized;
|
||||
f1 = Vector3.Cross(r1, nrm).normalized;
|
||||
float tSize = TextureSize * texCurveSize.Evaluate(Mathf.Clamp01(level)) * transform.lossyScale.magnitude * 0.001f;
|
||||
|
||||
TopLeft = r1 * tSize + f1 * tSize + pos1;
|
||||
TopRight = r1 * tSize * -1 + f1 * tSize + pos1;
|
||||
BottomLeft = r1 * tSize + f1 * tSize * -1 + pos1;
|
||||
BottomRight = r1 * tSize * -1 - f1 * tSize + pos1;
|
||||
}
|
||||
|
||||
void Start ()
|
||||
{
|
||||
cPos = transform.position;
|
||||
shader_Key_localHeight = Shader.PropertyToID ("_localHeight");
|
||||
shader_Key_anchor = Shader.PropertyToID ("_anchor");
|
||||
shader_Key_point = Shader.PropertyToID ("_point");
|
||||
shader_Key_level = Shader.PropertyToID ("_level");
|
||||
//delta
|
||||
prevTransformedPoint = transformedPoint = transform.TransformDirection((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection);
|
||||
//anchor = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
|
||||
anchor -= ((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection) * -1 * Time.deltaTime * (1.0f - dampening);
|
||||
anchor.Normalize();
|
||||
mr = GetComponent<MeshRenderer>();
|
||||
mats = mr.materials;
|
||||
shaderNames = new string[mats.Length];
|
||||
|
||||
for (int i = 0; i < mats.Length; ++i)
|
||||
{
|
||||
mats[i] = Instantiate(mats[i]);
|
||||
shaderNames[i] = mats[i].shader.name;
|
||||
|
||||
}
|
||||
mf = GetComponent<MeshFilter>();
|
||||
m = mf.sharedMesh;
|
||||
verts = new Vector3[m.vertices.Length];
|
||||
verts = m.vertices;
|
||||
minMaxBounds.x = minMaxBounds.y = verts[0].y;
|
||||
|
||||
for (int i = 0; i < verts.Length; ++i)
|
||||
{
|
||||
Vector3 wPos = transform.TransformDirection(verts[i]);
|
||||
if (wPos.y > minMaxBounds.y)
|
||||
{
|
||||
minMaxBounds.y = wPos.y;
|
||||
}
|
||||
if (wPos.y < minMaxBounds.x)
|
||||
{
|
||||
minMaxBounds.x = wPos.y;
|
||||
}
|
||||
}
|
||||
minMaxBounds.x -= cPos.y;
|
||||
minMaxBounds.y -= cPos.y;
|
||||
for (int i = 0; i < mats.Length; ++i)
|
||||
{
|
||||
mats[i].SetFloat(shader_Key_localHeight, Mathf.Lerp(minMaxBounds.x,minMaxBounds.y,level));
|
||||
}
|
||||
|
||||
mr.materials = mats;
|
||||
|
||||
}
|
||||
public void AddForce(Vector3 force)
|
||||
{
|
||||
anchorVelocity += force;
|
||||
}
|
||||
// Update is called once per frame
|
||||
void FixedUpdate ()
|
||||
{
|
||||
cPos = transform.position;
|
||||
float nLength = _anchorLength * Mathf.Max(transform.lossyScale.x, transform.lossyScale.y, transform.lossyScale.z);
|
||||
//prevTransformedPoint = transform.TransformDirection(Vector3.down);
|
||||
//anchor = transform.position - transform.TransformDirection(Vector3.up) * nLength;
|
||||
transformedPoint = transform.TransformDirection((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection);
|
||||
|
||||
////Now we need to move the anchor down by gravity;
|
||||
//anchorVelocity += Vector3.down * Time.deltaTime * 0.1f;
|
||||
anchor += anchorVelocity * (1.0f - dampening);
|
||||
Vector3 prevPos = anchor;
|
||||
anchor -= ((normalizeGravityDirection) ? GravityDirection.normalized : GravityDirection) * -1 * Time.deltaTime * (1.0f - dampening);
|
||||
|
||||
//clamp it
|
||||
float d = Vector3.Distance(anchor, cPos);
|
||||
//float difference = (nLength - d) / d;
|
||||
//float d2 = d / nLength;
|
||||
|
||||
if (d > nLength)
|
||||
{
|
||||
anchor = cPos + (anchor - cPos).normalized * nLength;
|
||||
//connections[i].position = connections[i].position + (cPos - connections[i].position).normalized * difference * 0.5f;
|
||||
}
|
||||
Vector3 addition = (anchor - prevPos) + (transformedPoint - prevTransformedPoint) * -1 * (1.0f / nLength) * Time.deltaTime;
|
||||
//if there is no change dont bother updating.
|
||||
if (addition == Vector3.zero)
|
||||
{
|
||||
if (prvLevel == level && prevQ == transform.rotation)
|
||||
return;
|
||||
}
|
||||
anchorVelocity += addition;
|
||||
//find the difference and add it to the velocity;
|
||||
|
||||
//Vector3 lastPos = anchor;
|
||||
//anchor += anchorVelocity * Time.deltaTime;
|
||||
//anchor = (anchor - cPos).normalized * anchorLength;
|
||||
//add the direction as velocity;
|
||||
//anchorVelocity += (b - lastPos);
|
||||
Matrix4x4 localToWorld = transform.localToWorldMatrix;
|
||||
minMaxBounds.x = minMaxBounds.y = (transform.TransformPoint(verts[0])).y;
|
||||
for (int i = 0; i < verts.Length; ++i)
|
||||
{
|
||||
Vector3 wPos = localToWorld.MultiplyPoint(verts[i]);
|
||||
//Vector3 wPos = transform.TransformPoint(verts[i]);
|
||||
if (wPos.y > minMaxBounds.y)
|
||||
{
|
||||
minMaxBounds.y = wPos.y;
|
||||
}
|
||||
if (wPos.y < minMaxBounds.x)
|
||||
{
|
||||
minMaxBounds.x = wPos.y;
|
||||
}
|
||||
}
|
||||
minMaxBounds.y -= cPos.y;
|
||||
minMaxBounds.x -= cPos.y;
|
||||
//minMaxBounds.x += cPos.y;
|
||||
//minMaxBounds.y += cPos.y;
|
||||
finalLevel = Mathf.Lerp(minMaxBounds.x, minMaxBounds.y, level);
|
||||
if(level <= Single.Epsilon * 10)
|
||||
{
|
||||
//dont render (turn off renderer)
|
||||
anchor = Vector3.down * nLength + cPos;
|
||||
}
|
||||
finalPoint = (cPos - (anchor - cPos).normalized * finalLevel);
|
||||
|
||||
for (int i = 0; i < mats.Length; ++i)
|
||||
{
|
||||
mats[i].SetFloat(shader_Key_localHeight, Mathf.Lerp(minMaxBounds.x - Single.Epsilon * 10, minMaxBounds.y + Single.Epsilon * 10, level));
|
||||
mats[i].SetVector(shader_Key_anchor, transform.InverseTransformPoint(anchor));
|
||||
mats[i].SetVector(shader_Key_point, transform.InverseTransformPoint(cPos - (anchor - cPos).normalized * finalLevel));
|
||||
mats[i].SetFloat(shader_Key_level, level - Single.Epsilon);//to make sure its not rendered accidentally by rotations
|
||||
}
|
||||
|
||||
|
||||
//lets update the size of the plane (for texture projection);
|
||||
// Vector3 anchorD = cPos - transform.TransformDirection(Vector3.up) * anchorLength;
|
||||
finalAnchor = anchor;
|
||||
CalculateSquare(anchor);
|
||||
//lets find the delta y rotation; (global);
|
||||
//Quaternion rot = Quaternion.RotateTowards(previous, transform.rotation, 360);
|
||||
//make two quaternions static on the xz plane (only rotation about the y)
|
||||
Quaternion q1 = Quaternion.LookRotation(previous * Vector3.right, Vector3.up);
|
||||
//to find the obtuse angle
|
||||
Vector3 vqf = q1 * Vector3.right;
|
||||
//returns the acute angle, very cute indeed.
|
||||
Quaternion q2 = Quaternion.LookRotation(transform.rotation * Vector3.right, Vector3.up);
|
||||
float angle = Quaternion.Angle(q1, q2) * ((Vector3.Dot(vqf,q2 * Vector3.forward) < 0) ? -1 : 1);
|
||||
float ydelta = angle;
|
||||
//to correct weird rotations (from cross product potentially). (approximation errors)
|
||||
if(Mathf.Abs(ydelta) > 0.05f)
|
||||
totalRotation += ydelta;
|
||||
if(totalRotation > 360)
|
||||
{
|
||||
totalRotation -= 360;
|
||||
}
|
||||
else if(totalRotation < 0)
|
||||
{
|
||||
totalRotation += 360;
|
||||
}
|
||||
|
||||
if (ExposedLiquidT != null)
|
||||
{
|
||||
ExposedLiquidT.position = cPos - (anchor - cPos).normalized * finalLevel;
|
||||
ExposedLiquidT.localScale = Vector3.one *texCurveSize.Evaluate(Mathf.Clamp01(level)) * transform.lossyScale.magnitude * 0.001f * TextureSize * TextureSizeScalar;
|
||||
ExposedLiquidT.up = (finalPoint - finalAnchor).normalized;
|
||||
|
||||
}
|
||||
|
||||
|
||||
prevTransformedPoint = transformedPoint;
|
||||
previous = transform.rotation;
|
||||
//finally, lets set the plane.
|
||||
|
||||
Vector4 sTopLeft = transform.InverseTransformPoint(TopLeft);
|
||||
Vector4 sTopRight = transform.InverseTransformPoint((TopRight));
|
||||
Vector4 sBotLeft = transform.InverseTransformPoint((BottomLeft));
|
||||
Vector4 sBotRight = transform.InverseTransformPoint((BottomRight));
|
||||
Vector4 sCenter = transform.InverseTransformPoint(cPos - (anchor - cPos).normalized * finalLevel);
|
||||
for (int i = 0; i < mats.Length; ++i)
|
||||
{
|
||||
if (!shaderNames[i].Contains ("_Texture"))
|
||||
continue;
|
||||
mats[i].SetVector("_TL", sTopLeft);
|
||||
mats[i].SetVector("_TR", sTopRight);
|
||||
mats[i].SetVector("_BL", sBotLeft);
|
||||
mats[i].SetVector("_BR", sBotRight);
|
||||
mats[i].SetVector("_CENTER", sCenter);
|
||||
}
|
||||
prvLevel = level;
|
||||
prevQ = transform.rotation;
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eaa316a3d12ddaa4e83caf66ca7e9804
|
||||
timeCreated: 1490790906
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,358 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class MeshLiquidEmission : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
[System.Serializable]
|
||||
private class BVertex
|
||||
{
|
||||
public Vector3 p;
|
||||
public Vector3 n;
|
||||
public bool b;
|
||||
}
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
private MeshFilter r;
|
||||
|
||||
public LiquidVolumeAnimator LVA;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
int[] calculatedTriangles;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
BVertex[] calculatedVerts;
|
||||
public ParticleSystem system;
|
||||
float particlesToEmit = 0;
|
||||
public float emissionSpeed = 0.0f;
|
||||
private Mesh m;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
int[] tris;
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
Vector3[] verts, norms;
|
||||
public bool debug = false;
|
||||
public float debugScale = 1.0f;
|
||||
public bool CullNullNormals = false;
|
||||
public Rigidbody Cork;
|
||||
public float volumeOfParticles = 70.0f;
|
||||
public bool emitting = true;
|
||||
public BottleSmash bottleSmash;
|
||||
public float angleSpeedScalar = 1.0f;
|
||||
int CVOB = 0;
|
||||
void Start () {
|
||||
r = GetComponent<MeshFilter>();
|
||||
m = r.mesh;
|
||||
calculatedVerts = new BVertex[m.vertexCount * 6];
|
||||
|
||||
for(int i = 0; i < calculatedVerts.Length; ++i)
|
||||
{
|
||||
calculatedVerts[i] = new BVertex();
|
||||
}
|
||||
verts = m.vertices;
|
||||
tris = m.triangles;
|
||||
norms = m.normals;
|
||||
}
|
||||
bool LinePlaneIntersection(Vector3 p0, Vector3 p1, Vector3 planePoint, Vector3 planeNormal, out Vector3 coordinate)
|
||||
{
|
||||
Vector3 line = p1 - p0;
|
||||
coordinate = Vector3.zero;
|
||||
float d = Vector3.Dot(planeNormal.normalized, line);
|
||||
if(Mathf.Abs(d) > float.Epsilon)
|
||||
{
|
||||
Vector3 w = p0 - planePoint;
|
||||
float fac = (Vector3.Dot(planeNormal.normalized, w) * -1) / d;
|
||||
line = line * fac;
|
||||
coordinate = p0 + line;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (!debug)
|
||||
return;
|
||||
if(calculatedVerts != null)
|
||||
{
|
||||
for(int i =0; i < calculatedVerts.Length; ++i)
|
||||
{
|
||||
if (!calculatedVerts[i].b)
|
||||
break;
|
||||
Gizmos.DrawSphere(transform.TransformPoint(calculatedVerts[i].p), 0.01f * transform.lossyScale.magnitude * debugScale);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void SetDual(int under1, int under2, int above, ref Vector3 dir, ref Vector3 lpos, ref int currentVOB, ref Vector3 tmpV)
|
||||
{
|
||||
|
||||
calculatedVerts[currentVOB].p = verts[under1];
|
||||
calculatedVerts[currentVOB].n = norms[under1];
|
||||
calculatedVerts[currentVOB].b = true;
|
||||
|
||||
LinePlaneIntersection(verts[under1], verts[above], lpos, (dir * -1), out tmpV);
|
||||
calculatedVerts[currentVOB + 1].p = tmpV;
|
||||
calculatedVerts[currentVOB + 1].n = Vector3.Lerp(norms[under1], norms[above], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above]).magnitude);
|
||||
calculatedVerts[currentVOB + 1].b = true;
|
||||
|
||||
calculatedVerts[currentVOB + 2].p = verts[under2];
|
||||
calculatedVerts[currentVOB + 2].n = norms[under2];
|
||||
calculatedVerts[currentVOB + 2].b = true;
|
||||
|
||||
calculatedVerts[currentVOB + 3].p = verts[under2];
|
||||
calculatedVerts[currentVOB + 3].n = norms[under2];
|
||||
calculatedVerts[currentVOB + 3].b = true;
|
||||
|
||||
calculatedVerts[currentVOB + 4].p = tmpV;
|
||||
calculatedVerts[currentVOB + 4].n = calculatedVerts[currentVOB + 1].n;
|
||||
calculatedVerts[currentVOB + 4].b = true;
|
||||
|
||||
LinePlaneIntersection(verts[under2], verts[above], lpos, (dir * -1), out tmpV);
|
||||
calculatedVerts[currentVOB + 5].p = tmpV;
|
||||
calculatedVerts[currentVOB + 5].n = Vector3.Lerp(norms[under2], norms[above], (tmpV - verts[under2]).magnitude / (verts[under2] - verts[above]).magnitude);
|
||||
calculatedVerts[currentVOB + 5].b = true;
|
||||
}
|
||||
void SetDualInverted(int under1, int above1, int above2, ref Vector3 dir, ref Vector3 lpos, ref int currentVOB, ref Vector3 tmpV)
|
||||
{
|
||||
|
||||
calculatedVerts[currentVOB].p = verts[under1];
|
||||
calculatedVerts[currentVOB].n = norms[under1];
|
||||
calculatedVerts[currentVOB].b = true;
|
||||
|
||||
LinePlaneIntersection(verts[under1], verts[above1], lpos, (dir * -1), out tmpV);
|
||||
calculatedVerts[currentVOB + 1].p = tmpV;
|
||||
calculatedVerts[currentVOB + 1].n = Vector3.Lerp(norms[under1], norms[above1], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above1]).magnitude);
|
||||
calculatedVerts[currentVOB + 1].b = true;
|
||||
|
||||
LinePlaneIntersection(verts[under1], verts[above2], lpos, (dir * -1), out tmpV);
|
||||
calculatedVerts[currentVOB + 2].p = tmpV;
|
||||
calculatedVerts[currentVOB + 2].n = Vector3.Lerp(norms[under1], norms[above2], (tmpV - verts[under1]).magnitude / (verts[under1] - verts[above2]).magnitude);
|
||||
calculatedVerts[currentVOB + 2].b = true;
|
||||
|
||||
}
|
||||
void CalculateTrianglesToEmitFrom(int[] tris, Vector3[] verts)
|
||||
{
|
||||
Vector3 dir = (LVA.finalAnchor - LVA.finalPoint).normalized;
|
||||
Vector3 lpos = transform.InverseTransformPoint(LVA.finalPoint);
|
||||
dir = transform.InverseTransformDirection(dir).normalized;
|
||||
int currentVOB = 0;
|
||||
Vector3 tmpV = Vector3.zero;
|
||||
//for every triangle, check if ANY vertex is below the level.
|
||||
for (int i = 2; i < tris.Length; i+=3)
|
||||
{
|
||||
int v1i = tris[i - 2], v2i = tris[i - 1], v3i = tris[i];
|
||||
Vector3 v1 = verts[v1i], v2 = verts[v2i], v3 = verts[v3i];
|
||||
|
||||
Vector3 v1d = v1 - lpos;
|
||||
bool v1b = Vector3.Dot(dir, v1d) >= 0;
|
||||
Vector3 v2d = v2 - lpos;
|
||||
bool v2b = Vector3.Dot(dir, v2d) >= 0;
|
||||
Vector3 v3d = v3 - lpos;
|
||||
bool v3b = Vector3.Dot(dir, v3d) >= 0;
|
||||
//all are under
|
||||
if(v3b && v2b && v1b)
|
||||
{
|
||||
//add ALL vertices to buffer
|
||||
calculatedVerts[currentVOB].p = v1;
|
||||
calculatedVerts[currentVOB].n = norms[v1i];
|
||||
calculatedVerts[currentVOB].b = true;
|
||||
calculatedVerts[currentVOB+1].p = v2;
|
||||
calculatedVerts[currentVOB+1].n = norms[v2i];
|
||||
calculatedVerts[currentVOB+1].b = true;
|
||||
calculatedVerts[currentVOB+2].p = v3;
|
||||
calculatedVerts[currentVOB+2].n = norms[v2i];
|
||||
calculatedVerts[currentVOB+2].b = true;
|
||||
currentVOB += 3;
|
||||
continue;
|
||||
|
||||
}
|
||||
else if(!(v3b || v2b || v1b))
|
||||
{
|
||||
//none are in, do nothing
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
//one or TWO of them out of 3 are under;
|
||||
bool found = false;
|
||||
if(v1b && v2b)
|
||||
{
|
||||
|
||||
//subdivide face with projected vertices
|
||||
SetDual(v1i, v2i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 6;
|
||||
found = true;
|
||||
}
|
||||
if (v1b && v3b)
|
||||
{
|
||||
SetDual(v1i, v3i, v2i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 6;
|
||||
found = true;
|
||||
}
|
||||
if (v2b && v3b)
|
||||
{
|
||||
SetDual(v3i, v2i, v1i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 6;
|
||||
found = true;
|
||||
}
|
||||
if(found)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if(v1b)
|
||||
{
|
||||
SetDualInverted(v1i, v2i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 3;
|
||||
|
||||
continue;
|
||||
}
|
||||
if (v2b)
|
||||
{
|
||||
SetDualInverted(v2i, v1i, v3i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 3;
|
||||
|
||||
continue;
|
||||
}
|
||||
if (v3b)
|
||||
{
|
||||
SetDualInverted(v3i, v2i, v1i, ref dir, ref lpos, ref currentVOB, ref tmpV);
|
||||
currentVOB += 3;
|
||||
|
||||
continue;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
}
|
||||
if(currentVOB < calculatedVerts.Length)
|
||||
{
|
||||
calculatedVerts[currentVOB].b = false;
|
||||
}
|
||||
CVOB = currentVOB;
|
||||
|
||||
}
|
||||
float GetPS_StartSpeed()
|
||||
{
|
||||
switch (system.main.startSpeed.mode)
|
||||
{
|
||||
case ParticleSystemCurveMode.TwoConstants:
|
||||
return UnityEngine.Random.Range(system.main.startSpeed.constantMin, system.main.startSpeed.constantMax);
|
||||
case ParticleSystemCurveMode.Constant:
|
||||
return system.main.startSpeed.constant;
|
||||
case ParticleSystemCurveMode.Curve:
|
||||
return system.main.startSpeed.Evaluate(UnityEngine.Random.value);
|
||||
case ParticleSystemCurveMode.TwoCurves:
|
||||
return system.main.startSpeed.Evaluate(UnityEngine.Random.value);
|
||||
|
||||
default:
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
bool EmitFromSubmesh()
|
||||
{
|
||||
//randomly select ONE triangle;
|
||||
// div by 3
|
||||
|
||||
int index = UnityEngine.Random.Range(0,(CVOB / 3)-1);
|
||||
//multiply out to corresponding id;
|
||||
index *= 3;
|
||||
//find the position to emit from;
|
||||
//pick vert1, lerp to v2 randomly, then v3 randomly.
|
||||
float r1 = UnityEngine.Random.value;
|
||||
float r2 = UnityEngine.Random.value;
|
||||
Vector3 pos = Vector3.Lerp(calculatedVerts[index].p, calculatedVerts[index + 1].p, r1);
|
||||
Vector3 nrm = Vector3.Lerp(calculatedVerts[index].n, calculatedVerts[index + 1].n, r1).normalized;
|
||||
pos = Vector3.Lerp(pos, calculatedVerts[index + 2].p, r2);
|
||||
nrm = Vector3.Lerp(nrm, calculatedVerts[index + 2].n, r2).normalized;
|
||||
//ParticleSystem.Particle p = new ParticleSystem.Particle();
|
||||
//p.position = pos;
|
||||
//p.angularVelocity3D =
|
||||
ParticleSystem.EmitParams param = new ParticleSystem.EmitParams();
|
||||
float pouringAngle = 1;
|
||||
|
||||
if (bottleSmash != null)
|
||||
{
|
||||
Vector3 wNrm = transform.TransformDirection(nrm).normalized;
|
||||
pouringAngle = ((1.0f + Vector3.Dot((LVA.finalAnchor - LVA.finalPoint).normalized, wNrm))/2.0f);
|
||||
param.velocity = wNrm * GetPS_StartSpeed() * pouringAngle * angleSpeedScalar;
|
||||
}
|
||||
else
|
||||
{
|
||||
param.velocity = transform.TransformDirection(nrm).normalized * GetPS_StartSpeed();
|
||||
}
|
||||
|
||||
param.position = transform.TransformPoint(pos);
|
||||
if (param.velocity == Vector3.zero && CullNullNormals)
|
||||
return false;
|
||||
|
||||
particlesToEmit -= 1;
|
||||
|
||||
//adjust level
|
||||
if (Cork != null)
|
||||
{
|
||||
if (Cork.isKinematic && volumeOfParticles > 0)
|
||||
{
|
||||
//
|
||||
LVA.level = Mathf.Clamp01((volumeOfParticles * LVA.level - 1) / volumeOfParticles);
|
||||
|
||||
}
|
||||
}
|
||||
else if(volumeOfParticles > 0)
|
||||
{
|
||||
LVA.level = Mathf.Clamp01((volumeOfParticles * LVA.level - 1) / volumeOfParticles);
|
||||
}
|
||||
|
||||
system.Emit(param, 1);
|
||||
return true;
|
||||
}
|
||||
void Update () {
|
||||
|
||||
if (!emitting || Cork != null)
|
||||
return;
|
||||
if (LVA.level <= 0)
|
||||
return;
|
||||
CalculateTrianglesToEmitFrom(tris, verts);
|
||||
//triangles are in order
|
||||
particlesToEmit += emissionSpeed * Time.deltaTime;
|
||||
if(calculatedVerts.Length == 0)
|
||||
{
|
||||
particlesToEmit = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(calculatedVerts[0].b == false)
|
||||
particlesToEmit = 0;
|
||||
}
|
||||
int maxFailInASeq = 10;
|
||||
int seq = maxFailInASeq;
|
||||
while(particlesToEmit > 0 && (GetPS_StartSpeed() > 0 || !CullNullNormals))
|
||||
{
|
||||
if (EmitFromSubmesh())
|
||||
{
|
||||
seq = maxFailInASeq;
|
||||
}
|
||||
else
|
||||
{
|
||||
seq -= 1;
|
||||
}
|
||||
if (seq <= 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23f1469ed98ee1c4a95001a5905576fb
|
||||
timeCreated: 1514976424
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 812c09618a5f00248947f77f1f89fd55
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,13 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ConveyImpacts : MonoBehaviour {
|
||||
|
||||
public GhostPhysics _physics;
|
||||
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
_physics.SendCollision(collision);
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b36b887c8b0e7b44be11b2c95dd6f42
|
||||
timeCreated: 1532345246
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GhostPhysics : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
private BottleSmash _smash;
|
||||
private Transform _ghost;
|
||||
|
||||
public GameObject _ghostObject;
|
||||
public bool _redirectSelection = false;
|
||||
|
||||
[Header("Reference")]
|
||||
public Transform _externalTransform;
|
||||
|
||||
void Start () {
|
||||
_smash = GetComponent<BottleSmash>();
|
||||
_ghost = Instantiate(_ghostObject).transform;
|
||||
_ghost.position = transform.position;
|
||||
_ghost.rotation = transform.rotation;
|
||||
_ghost.localScale = _smash.Glass.transform.localScale;
|
||||
_externalTransform = _ghost;
|
||||
MeshCollider mc = _ghost.gameObject.GetComponent<MeshCollider>();
|
||||
mc.sharedMesh = _smash.Glass.GetComponent<MeshFilter>().sharedMesh;
|
||||
|
||||
_ghost.GetComponent<ConveyImpacts>()._physics = this;
|
||||
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (_ghost != null)
|
||||
{
|
||||
Destroy(_ghost.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void SendCollision(Collision col)
|
||||
{
|
||||
if (_smash != null)
|
||||
{
|
||||
_smash.AttemptCollision(col);
|
||||
}
|
||||
}
|
||||
|
||||
public Transform GetController()
|
||||
{
|
||||
|
||||
return _ghost;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if(_ghost != null)
|
||||
{
|
||||
transform.position = _ghost.position;
|
||||
transform.rotation = _ghost.rotation;
|
||||
}
|
||||
#if UNITY_EDITOR
|
||||
if(_redirectSelection)
|
||||
{
|
||||
if(UnityEditor.Selection.activeTransform == this.transform)
|
||||
{
|
||||
UnityEditor.Selection.activeTransform = _ghost;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fe6f8fb1a6321d45b7b7991928c4ef2
|
||||
timeCreated: 1532341479
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PickUpPotion : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
private GameObject Obj;
|
||||
private Rigidbody rObj;
|
||||
private float dist;
|
||||
float d;
|
||||
public float offsetValue = 1;
|
||||
private Vector2 beginDist;
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
Ray r = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Input.GetMouseButtonDown(0) && Obj == null)
|
||||
{
|
||||
|
||||
|
||||
RaycastHit hitInfo = new RaycastHit();
|
||||
|
||||
bool hit = Physics.Raycast(r, out hitInfo);
|
||||
if (hit)
|
||||
{
|
||||
//Debug.Log("Hit " + hitInfo.transform.gameObject.name);
|
||||
if (hitInfo.transform.gameObject.tag == "Potion")
|
||||
{
|
||||
dist = hitInfo.distance;
|
||||
beginDist = Input.mousePosition;
|
||||
Obj = hitInfo.transform.gameObject;
|
||||
rObj = Obj.GetComponent<Rigidbody>();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
else if(Obj !=null && Input.GetMouseButtonDown(0))
|
||||
{
|
||||
rObj.isKinematic = false;
|
||||
rObj.useGravity = true;
|
||||
rObj = null;
|
||||
Obj = null;
|
||||
}
|
||||
if(Obj != null)
|
||||
{
|
||||
Vector2 d1 = (beginDist - (Vector2)Input.mousePosition);
|
||||
d1 = new Vector2 (d1.x / (beginDist.x / 2), d1.y / (beginDist.y / 2));
|
||||
d = d1.magnitude;
|
||||
Obj.transform.position = r.origin + r.direction.normalized * dist + (r.direction.normalized * (d) * -1 * offsetValue);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 781a203698e6c8a4f93445cb25c35090
|
||||
timeCreated: 1510145323
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PourLiquid : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
//how quickly it takes to empty
|
||||
public float rateOfFlow = 1.0f;
|
||||
//such b....stuff
|
||||
public BottleSmash smashScript;
|
||||
public LiquidVolumeAnimator liquid;
|
||||
public Transform controllingTransform;
|
||||
public ParticleSystem pouringParticleSystem;
|
||||
//how many particles it takes to empty
|
||||
public float volumeOfParticles = 70.0f;
|
||||
private Rigidbody corkRB;
|
||||
void Start () {
|
||||
if (smashScript != null)
|
||||
{
|
||||
if (smashScript.Cork != null)
|
||||
{
|
||||
corkRB = smashScript.Cork.GetComponent<Rigidbody>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if(corkRB != null)
|
||||
{
|
||||
if (corkRB.isKinematic)
|
||||
return;
|
||||
else if (!corkRB.gameObject.activeInHierarchy)
|
||||
return;
|
||||
}
|
||||
|
||||
float d = Vector3.Dot(controllingTransform.up, (liquid.finalPoint - liquid.finalAnchor).normalized);
|
||||
float d2 = (d + 1.0f) / 2;
|
||||
float particleVal = 0.0f;
|
||||
if(d2 < liquid.level)
|
||||
{
|
||||
particleVal = (liquid.level - d2) * rateOfFlow;
|
||||
liquid.level = Mathf.Lerp(liquid.level, d2, Time.deltaTime * rateOfFlow);
|
||||
}
|
||||
if(d <= 0.0f)
|
||||
{
|
||||
if(liquid.level > float.Epsilon)
|
||||
particleVal = liquid.level;
|
||||
liquid.level = Mathf.Lerp(liquid.level, 0, Time.deltaTime * rateOfFlow);
|
||||
}
|
||||
if(pouringParticleSystem != null)
|
||||
{
|
||||
ParticleSystem.MinMaxCurve emi = pouringParticleSystem.emission.rateOverTime;
|
||||
emi.constant = volumeOfParticles * particleVal;
|
||||
ParticleSystem.EmissionModule emod = pouringParticleSystem.emission;
|
||||
emod.rateOverTime = emi;
|
||||
//pouringParticleSystem.emission = emod;
|
||||
if(particleVal > 0)
|
||||
{
|
||||
if(!pouringParticleSystem.isEmitting)
|
||||
{
|
||||
pouringParticleSystem.Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pouringParticleSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9595bd8a6648b72478d69bc5182430eb
|
||||
timeCreated: 1493623177
|
||||
licenseType: Store
|
||||
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}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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8
Viagg-io/Assets/2Ginge/LiquidSimulation/Shaders.meta
Normal file
8
Viagg-io/Assets/2Ginge/LiquidSimulation/Shaders.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6ccac31b1b63404094c89c55f8cb421
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,95 @@
|
||||
Shader "2Ginge/Potion/Glass_Potion_URP" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (0.5, 0.5, 0.5, 1)
|
||||
_Fres_Exp ("Fresnel Exp", Float ) = 0
|
||||
_metallic ("Metallic", Range(0, 1)) = 0
|
||||
_Gloss ("Gloss", Range(0, 1)) = 0
|
||||
_Texture ("Texture", 2D) = "white" {}
|
||||
_Normal ("Normal", 2D) = "bump" {}
|
||||
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
"RenderType"="Transparent"
|
||||
"Queue"="Transparent"
|
||||
}
|
||||
Pass {
|
||||
Name "FORWARD"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||||
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
struct Attributes {
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings {
|
||||
float4 positionCS : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normalWS : TEXCOORD1;
|
||||
float3 tangentWS : TEXCOORD2;
|
||||
float3 bitangentWS : TEXCOORD3;
|
||||
float3 viewDirWS : TEXCOORD4;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float _Fres_Exp;
|
||||
float _metallic;
|
||||
float _Gloss;
|
||||
CBUFFER_END
|
||||
|
||||
TEXTURE2D(_Texture); SAMPLER(sampler_Texture);
|
||||
TEXTURE2D(_Normal); SAMPLER(sampler_Normal);
|
||||
|
||||
Varyings vert(Attributes IN) {
|
||||
Varyings OUT;
|
||||
VertexPositionInputs posInputs = GetVertexPositionInputs(IN.positionOS.xyz);
|
||||
VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS, IN.tangentOS);
|
||||
|
||||
OUT.positionCS = posInputs.positionCS;
|
||||
OUT.uv = IN.uv;
|
||||
OUT.normalWS = normalInputs.normalWS;
|
||||
OUT.tangentWS = normalInputs.tangentWS;
|
||||
OUT.bitangentWS = normalInputs.bitangentWS;
|
||||
OUT.viewDirWS = GetWorldSpaceViewDir(posInputs.positionWS);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target {
|
||||
float3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_Normal, sampler_Normal, IN.uv));
|
||||
float3x3 TBN = float3x3(IN.tangentWS, IN.bitangentWS, IN.normalWS);
|
||||
float3 normalWS = normalize(mul(normalTS, TBN));
|
||||
|
||||
float3 viewDir = normalize(IN.viewDirWS);
|
||||
float3 lightDir = normalize(GetMainLight().direction);
|
||||
float3 lightColor = GetMainLight().color;
|
||||
|
||||
float fresnelEffect = pow(1.0 - dot(viewDir, normalWS), _Fres_Exp);
|
||||
float3 diffuse = lightColor * max(dot(normalWS, lightDir), 0.0);
|
||||
float3 specular = pow(max(dot(reflect(-lightDir, normalWS), viewDir), 0.0), _Gloss * 128) * _metallic;
|
||||
|
||||
float4 baseColor = SAMPLE_TEXTURE2D(_Texture, sampler_Texture, IN.uv) * _Color;
|
||||
float3 finalColor = baseColor.rgb * diffuse + specular + fresnelEffect;
|
||||
|
||||
return float4(finalColor, baseColor.a);
|
||||
}
|
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ENDHLSL
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}
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}
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Shader "2Ginge/Potion/URP_Glass"
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{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("Main Texture", 2D) = "white" {}
|
||||
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,1)
|
||||
_FresnelTightness ("Fresnel Tightness", Float) = 0
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[HideInInspector]_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
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}
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SubShader
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{
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||||
Tags { "Queue"="Transparent" "RenderPipeline"="UniversalRenderPipeline" "RenderType"="Transparent" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode"="UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
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#pragma fragment frag
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||||
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{
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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{
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float3 normalWS : TEXCOORD1;
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float3 viewDirWS : TEXCOORD2;
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float4 color : COLOR;
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|
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _TintColor;
|
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float _FresnelTightness;
|
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CBUFFER_END
|
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|
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Varyings vert(Attributes IN)
|
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{
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Varyings OUT;
|
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.viewDirWS = GetWorldSpaceViewDir(TransformObjectToWorld(IN.positionOS.xyz));
|
||||
OUT.color = IN.color;
|
||||
return OUT;
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}
|
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half4 frag(Varyings IN) : SV_Target
|
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{
|
||||
IN.normalWS = normalize(IN.normalWS);
|
||||
float3 viewDir = normalize(IN.viewDirWS);
|
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|
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float4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
|
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float fresnel = pow(1.0 - saturate(dot(IN.normalWS, viewDir)), _FresnelTightness);
|
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|
||||
float3 emissive = texColor.rgb * IN.color.rgb * _TintColor.rgb * 2.0;
|
||||
float alpha = (texColor.a * IN.color.a * _TintColor.a) + fresnel;
|
||||
|
||||
return float4(emissive, alpha);
|
||||
}
|
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ENDHLSL
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}
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Shader "2Ginge/Potion/Legacy_Liquid_Potion"
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{
|
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Properties
|
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{
|
||||
//_MainTex("Albedo (RGB)", 2D) = "white" {}
|
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[HDR]_SEmissionColor("Surface Emission Color", Color) = (1, 1, 1, 1)
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[HDR]_EmissionColor("Volume Emission Color", Color) = (1,1, 1, 1)
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_EmissionScalar("Emission Intensity", Float) = 1
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// for later implementation
|
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SubShader
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{
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Pass
|
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{
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LOD 200
|
||||
Cull Front
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// Stencil {
|
||||
// Ref 255
|
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// WriteMask [_StencilMask]
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// Comp always
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// Pass replace
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// }
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||||
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||||
#pragma target 2.0
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float _EmissionScalar;
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//in local space;
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//in local space
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float _level;
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struct appdata
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{
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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return o;
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{
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{
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discard;
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ENDCG
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Pass
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{
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#include "UnityCG.cginc"
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float _EmissionScalar;
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float4 _EmissionColor;
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//in local space;
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//in local space
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float _level;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_INITIALIZE_OUTPUT(v2f,o);
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float3 worldP = mul((float4x4)unity_ObjectToWorld, v.vertex) - mul((float4x4)unity_ObjectToWorld, float4(0, 0, 0,0));
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{
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{
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discard;
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// sample the texture
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fixed4 col = _EmissionColor * _EmissionScalar;
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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ENDCG
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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{
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using UnityEngine;
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using System.Collections;
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public class Flicker : MonoBehaviour
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{
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public float MaxReduction;
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public float MaxIncrease;
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public float Strength;
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public bool StopFlickering;
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private Light _lightSource;
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private bool _flickering;
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{
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RateDamping = 0.1f;
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{
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if (_lightSource == null)
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return;
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}
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_baseIntensity = _lightSource.intensity;
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StartCoroutine(DoFlicker());
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}
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void Update()
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{
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if (!StopFlickering && !_flickering)
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{
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StartCoroutine(DoFlicker());
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}
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}
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private IEnumerator DoFlicker()
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{
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while (!StopFlickering)
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{
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yield return new WaitForSeconds(RateDamping);
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3300000: //RootNode
|
||||
4300000: Plane.003
|
||||
materials:
|
||||
importMaterials: 0
|
||||
materialName: 0
|
||||
materialSearch: 1
|
||||
animations:
|
||||
legacyGenerateAnimations: 4
|
||||
bakeSimulation: 0
|
||||
resampleCurves: 1
|
||||
optimizeGameObjects: 0
|
||||
motionNodeName:
|
||||
animationImportErrors:
|
||||
animationImportWarnings:
|
||||
animationRetargetingWarnings:
|
||||
animationDoRetargetingWarnings: 0
|
||||
animationCompression: 1
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
clipAnimations: []
|
||||
isReadable: 1
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
||||
meshCompression: 0
|
||||
addColliders: 0
|
||||
importBlendShapes: 1
|
||||
swapUVChannels: 0
|
||||
generateSecondaryUV: 0
|
||||
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:
|
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Reference in New Issue
Block a user