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-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat10
-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader236
-rw-r--r--Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta8
-rw-r--r--Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta8
-rw-r--r--Assets/Prefabs/Characters/Saionji_Clone.prefab988
-rw-r--r--Assets/Scenes/Demo/SaionjiShowOff.unity449
-rw-r--r--Assets/Scripts/Avatar/Abilities/AttackAbility.cs2
-rw-r--r--Assets/Scripts/Avatar/Actions/ActionEffects.meta8
-rw-r--r--Assets/Scripts/Effects/AfterImage.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/AbstractWiresEffect/Scripts.meta)2
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImage.cs79
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta11
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs50
-rw-r--r--Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta11
-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs344
-rw-r--r--Assets/Scripts/Physics/PhysicsBody.cs3
-rw-r--r--Assets/Scripts/Props.meta8
16 files changed, 562 insertions, 1655 deletions
diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat b/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat
index 88671fc9..58e57558 100644
--- a/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat
@@ -84,6 +84,8 @@ Material:
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
+ - _Intensity: 1
+ - _MKGlowPower: 0
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
@@ -92,10 +94,16 @@ Material:
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
+ - _StencilComp: 6
+ - _StencilMask: 1
+ - _Step1: 0.5
- _UVSec: 0
- _ZWrite: 1
- __dirty: 1
m_Colors:
- - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 0, b: 0, a: 1}
+ - _Color1: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2: {r: 1, g: 0.95, b: 0.8, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _MKGlowColor: {r: 1, g: 0.95, b: 0.8, a: 1}
- _RimColor: {r: 1, g: 1, b: 1, a: 1}
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader
index 28a86107..eb751153 100644
--- a/Assets/Art/Shaders/Effects/RimLight 1.shader
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader
@@ -1,190 +1,78 @@
-// Made with Amplify Shader Editor
-// Available at the Unity Asset Store - http://u3d.as/y3X
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
Shader "ASESampleShaders/RimLight"
{
Properties
{
- _RimColor("RimColor", Color) = (0,0,0,0)
- _RimPower("RimPower", Range( 0 , 10)) = 0
- _Metallic("Metallic", 2D) = "white" {}
- _Occlusion("Occlusion", 2D) = "white" {}
- _Normals("Normals", 2D) = "bump" {}
- _Albedo("Albedo", 2D) = "white" {}
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- _AlphaCutout("Alpha Cutout", FLoat) = 0.5
+ // Color property for material inspector, default to white
+ _Color("Main Color", Color) = (1,1,1,1)
+ _Intensity("Intensity", range(0,10)) = 1
+
+ _MKGlowPower("Emission Power", range(0,10)) = 0
+
+ _MKGlowColor("Emission Color", color) = (1.0,0.95,0.8,1.0)
+
+ _StencilMask("Mask Layer", Range(0, 255)) = 1
+ [Enum(CompareFunction)] _StencilComp("Mask Mode", Int) = 6
+
}
+ SubShader
+ {
+ //Tags{ "Queue" = "AlphaTest" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" }
+ Stencil
+ {
+ Ref 255
+ ReadMask[_StencilMask]
+ Comp[_StencilComp]
+ }
- SubShader
+ //Pass
+ //{
+ // ZWrite On
+ // //ZTest LEqual
+ // ColorMask 0
+ //}
+
+ Tags{ "Queue" = "AlphaTest-1" "IgnoreProjector" = "False" "RenderType" = "Transparent" "RenderType" = "MKGlow" }
+ Pass
{
- Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IsEmissive" = "true" }
Cull Back
ZTest LEqual
- BlendOp Add
- Blend SrcAlpha OneMinusSrcAlpha
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- fixed2 uv_texcoord;
- float3 viewDir;
- INTERNAL_DATA
- };
+ ZWrite Off
+ Blend One OneMinusSrcAlpha
+ CGPROGRAM
+#pragma vertex vert
+#pragma fragment frag
- uniform sampler2D _Normals;
- uniform float4 _Normals_ST;
- uniform sampler2D _Albedo;
- uniform float4 _Albedo_ST;
- uniform fixed _RimPower;
- uniform fixed4 _RimColor;
- uniform sampler2D _Metallic;
- uniform float4 _Metallic_ST;
- uniform sampler2D _Occlusion;
- uniform float4 _Occlusion_ST;
+ // vertex shader
+ // this time instead of using "appdata" struct, just spell inputs manually,
+ // and instead of returning v2f struct, also just return a single output
+ // float4 clip position
+ float4 vert(float4 vertex : POSITION) : SV_POSITION
+ {
+ return UnityObjectToClipPos(vertex);
+ }
- float _AlphaCutout;
+ // color from the material
+ fixed4 _Color;
+ float _Intensity;
+ fixed4 _MKGlowColor;
+ float _MKGlowPower;
+ // pixel shader, no inputs needed
+ fixed4 frag() : SV_Target
+ {
+ //_Color.rgb *= _Intensity;
+ //_Color.rgb *= _Color.a;
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw;
- fixed3 tex2DNode3 = UnpackNormal( tex2D( _Normals, uv_Normals ) );
- o.Normal = tex2DNode3;
- float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
- fixed4 col = tex2D( _Albedo, uv_Albedo );
- if(col.a < _AlphaCutout)
- discard;
- o.Albedo = fixed3(1,1,1);
- float3 normalizeResult23 = normalize( i.viewDir );
- float dotResult21 = dot( tex2DNode3 , normalizeResult23 );
- o.Emission = ( pow( ( 1.0 - saturate( dotResult21 ) ) , _RimPower ) * _RimColor ).rgb * 5;
- float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw;
- o.Metallic = tex2D( _Metallic, uv_Metallic ).r;
- float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw;
- o.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r;
- o.Alpha = 0.5;
- }
+ //_Color.rgb *= _Intensity;
+ //_Color *= _Intensity;
+ //_MKGlowColor = _Color;
+ //_MKGlowPower = _Intensity;
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard keepalpha fullforwardshadows
+ return _Color; // just return it
+ }
ENDCG
-
- //Pass
- //{
- // Name "ShadowCaster"
- // Tags{ "LightMode" = "ShadowCaster" }
- // ZWrite On
- // CGPROGRAM
- // #pragma vertex vert
- // #pragma fragment frag
- // #pragma target 3.0
- // #pragma multi_compile_shadowcaster
- // #pragma multi_compile UNITY_PASS_SHADOWCASTER
- // #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- // #include "HLSLSupport.cginc"
- // #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- // #define CAN_SKIP_VPOS
- // #endif
- // #include "UnityCG.cginc"
- // #include "Lighting.cginc"
- // #include "UnityPBSLighting.cginc"
- // struct v2f
- // {
- // V2F_SHADOW_CASTER;
- // float4 tSpace0 : TEXCOORD1;
- // float4 tSpace1 : TEXCOORD2;
- // float4 tSpace2 : TEXCOORD3;
- // float4 texcoords01 : TEXCOORD4;
- // UNITY_VERTEX_INPUT_INSTANCE_ID
- // };
- // v2f vert( appdata_full v )
- // {
- // v2f o;
- // UNITY_SETUP_INSTANCE_ID( v );
- // UNITY_INITIALIZE_OUTPUT( v2f, o );
- // UNITY_TRANSFER_INSTANCE_ID( v, o );
- // float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- // fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
- // fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- // fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- // fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- // o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- // o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- // o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- // o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
- // TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- // return o;
- // }
- // fixed4 frag( v2f IN
- // #if !defined( CAN_SKIP_VPOS )
- // , UNITY_VPOS_TYPE vpos : VPOS
- // #endif
- // ) : SV_Target
- // {
- // UNITY_SETUP_INSTANCE_ID( IN );
- // Input surfIN;
- // UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- // surfIN.uv_texcoord.xy = IN.texcoords01.xy;
- // float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- // fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- // surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
- // surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- // surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- // surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- // SurfaceOutputStandard o;
- // UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
- // surf( surfIN, o );
- // #if defined( CAN_SKIP_VPOS )
- // float2 vpos = IN.pos;
- // #endif
- // SHADOW_CASTER_FRAGMENT( IN )
- // }
- // ENDCG
- //}
}
- Fallback "Diffuse"
-}
-/*ASEBEGIN
-Version=13803
-566;511;900;507;1495.187;170.1838;2.333382;True;False
-Node;AmplifyShaderEditor.ViewDirInputsCoordNode;22;-1552,416;Float;False;Tangent;0;4;FLOAT3;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.NormalizeNode;23;-1329.303,412.9002;Float;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3
-Node;AmplifyShaderEditor.SamplerNode;3;-1552,144;Float;True;Property;_Normals;Normals;4;0;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1.0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.DotProductOpNode;21;-1137.603,334.4997;Float;False;2;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0.0,0,0;False;1;FLOAT
-Node;AmplifyShaderEditor.SaturateNode;20;-962.4039,309.9996;Float;False;1;0;FLOAT;1.23;False;1;FLOAT
-Node;AmplifyShaderEditor.OneMinusNode;5;-793.4009,352.2989;Float;False;1;0;FLOAT;0;False;1;FLOAT
-Node;AmplifyShaderEditor.RangedFloatNode;28;-890.0026,467.6995;Float;False;Property;_RimPower;RimPower;1;0;0;0;10;0;1;FLOAT
-Node;AmplifyShaderEditor.PowerNode;26;-600.6031,375.6995;Float;False;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT
-Node;AmplifyShaderEditor.ColorNode;25;-606.8026,555.4988;Float;False;Property;_RimColor;RimColor;0;0;0,0,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.SimpleMultiplyOpNode;27;-358.2028,390.8992;Float;False;2;2;0;FLOAT;0;False;1;COLOR;0.0;False;1;COLOR
-Node;AmplifyShaderEditor.SamplerNode;2;-213.5002,481.3999;Float;True;Property;_Metallic;Metallic;2;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.SamplerNode;1;-210.5004,83.20016;Float;True;Property;_Albedo;Albedo;5;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.SamplerNode;4;-208.9012,673.0024;Float;True;Property;_Occlusion;Occlusion;3;0;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;0,0;False;1;FLOAT2;1,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
-Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;147.2,339.6;Fixed;False;True;2;Fixed;;0;0;Standard;ASESampleShaders/RimLight;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;3;False;0;0;Opaque;0.5;True;True;0;False;Opaque;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
-WireConnection;23;0;22;0
-WireConnection;21;0;3;0
-WireConnection;21;1;23;0
-WireConnection;20;0;21;0
-WireConnection;5;0;20;0
-WireConnection;26;0;5;0
-WireConnection;26;1;28;0
-WireConnection;27;0;26;0
-WireConnection;27;1;25;0
-WireConnection;0;0;1;0
-WireConnection;0;1;3;0
-WireConnection;0;2;27;0
-WireConnection;0;3;2;0
-WireConnection;0;5;4;0
-ASEEND*/
-//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3
+ }
+} \ No newline at end of file
diff --git a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta b/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta
deleted file mode 100644
index 41200932..00000000
--- a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: abff7cb61c760094f8ab9437379e0f2c
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta b/Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta
deleted file mode 100644
index fa9e76cd..00000000
--- a/Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: e38cb65072bb4a64cbe162792de9bec2
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Prefabs/Characters/Saionji_Clone.prefab b/Assets/Prefabs/Characters/Saionji_Clone.prefab
index 71aa5220..f5697ebf 100644
--- a/Assets/Prefabs/Characters/Saionji_Clone.prefab
+++ b/Assets/Prefabs/Characters/Saionji_Clone.prefab
@@ -1020,6 +1020,7 @@ GameObject:
m_Component:
- component: {fileID: 6706507541047699684}
- component: {fileID: 8191694612211005764}
+ - component: {fileID: 4671668680293680277}
m_Layer: 0
m_Name: Hair001
m_TagString: Untagged
@@ -1058,69 +1059,69 @@ SkinnedMeshRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
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- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 3cbc1a570c02aa841b7134a0f448f98a, type: 2}
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- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
- - {fileID: 2100000, guid: 96fa7af00802cdf4a99b3ec4b328ae96, type: 2}
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diff --git a/Assets/Scenes/Demo/SaionjiShowOff.unity b/Assets/Scenes/Demo/SaionjiShowOff.unity
index 38baa2ae..9a3f1116 100644
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- type: 3}
- propertyPath: m_Materials.Array.data[57]
- value:
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- type: 3}
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- - target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda,
- type: 3}
- propertyPath: m_Materials.Array.data[59]
- value:
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- - target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda,
- type: 3}
- propertyPath: m_Materials.Array.data[60]
- value:
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- - target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda,
- type: 3}
- propertyPath: m_Materials.Array.data[61]
- value:
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- - target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda,
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- value:
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- target: {fileID: 8969987971784487432, guid: 2bc84022d3389104b84680ddf3faeeda,
type: 3}
propertyPath: m_Name
@@ -2495,12 +2196,6 @@ PrefabInstance:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 2bc84022d3389104b84680ddf3faeeda, type: 3}
---- !u!95 &7687474691083604173 stripped
-Animator:
- m_CorrespondingSourceObject: {fileID: 2605466399590836501, guid: 2bc84022d3389104b84680ddf3faeeda,
- type: 3}
- m_PrefabInstance: {fileID: 5658522667000265176}
- m_PrefabAsset: {fileID: 0}
--- !u!4 &9190676758873534539 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 5505303514460593431, guid: 83d445123a203b14298b7a7662a0a470,
diff --git a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
index c6e4d21e..57e9541b 100644
--- a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
+++ b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
@@ -105,7 +105,7 @@ public class AttackAbility : AbilityBase
hitInfo.AddRecord(avatar);
Debug.Log("hit " + avatar.Name);
PhysicsBody body = avatar.Body;
- body.SetLocalForce(new Vector3(1000, 5000, 0));
+ body.SetLocalForce(new Vector3(-1000, 5000, 0));
if(avatar is ArmorSoldierScript)
{
ArmorSoldierScript solider = avatar as ArmorSoldierScript;
diff --git a/Assets/Scripts/Avatar/Actions/ActionEffects.meta b/Assets/Scripts/Avatar/Actions/ActionEffects.meta
deleted file mode 100644
index 17a426dd..00000000
--- a/Assets/Scripts/Avatar/Actions/ActionEffects.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
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diff --git a/Assets/Art/Vfx/GrabSquaresEffect/AbstractWiresEffect/Scripts.meta b/Assets/Scripts/Effects/AfterImage.meta
index b76e98a5..4d4c324a 100644
--- a/Assets/Art/Vfx/GrabSquaresEffect/AbstractWiresEffect/Scripts.meta
+++ b/Assets/Scripts/Effects/AfterImage.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 20381b3eecfbfe34a9d9222868969d29
+guid: d16ac0401b1e91a4fa81ceec42b004d8
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs b/Assets/Scripts/Effects/AfterImage/AfterImage.cs
new file mode 100644
index 00000000..1e1d0393
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs
@@ -0,0 +1,79 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class AfterImage : MonoBehaviour
+{
+ public Animator myAnimator;
+ //public CharacterControl myCharacterControl;
+ public Renderer myRenderer;
+
+ public Animator targetAnimator;
+ public GameObject targetObject;
+
+ public float time;
+ public float intensity;
+ public float pow;
+ public float timeMax = 45;
+
+ public bool active;
+
+ // Use this for initialization
+ void Start()
+ {
+ //targetObject =
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (time > 0)
+ {
+ time--;
+ active = true;
+ intensity = (time / timeMax) * 10 * pow;
+ UpdateRenderer();
+ }
+ else
+ {
+ active = false;
+ intensity = 0;
+ }
+ }
+
+ void UpdateRenderer()
+ {
+ myRenderer.material.SetFloat("_Intensity", intensity);
+ myRenderer.material.SetFloat("_MKGlowPower", intensity);
+ }
+
+ public void Activate()
+ {
+ active = true;
+ transform.position = targetObject.transform.position;
+ transform.localScale = targetObject.transform.lossyScale;
+ transform.rotation = targetObject.transform.rotation;
+
+ myAnimator.Play(targetAnimator.GetCurrentAnimatorStateInfo(0).shortNameHash, 0, targetAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime);
+ //myAnimator.Play(myCharacterControl.animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
+ //myAnimator.no
+
+ //foreach (AnimatorControllerParameter param in targetAnimator.parameters)
+ //{
+ // if (param.type == AnimatorControllerParameterType.Float)
+ // {
+ // myAnimator.SetFloat(param.name, targetAnimator.GetFloat(param.name));
+ // }
+ // if (param.type == AnimatorControllerParameterType.Int)
+ // {
+ // myAnimator.SetInteger(param.name, targetAnimator.GetInteger(param.name));
+ // }
+ //}
+
+ myAnimator.speed = 0.02f;
+ myAnimator.Update(1/60f);
+ time = timeMax + 1;
+ Update();
+ }
+
+} \ No newline at end of file
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta
new file mode 100644
index 00000000..cd1fd19a
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5912e1e5f1e32ea429bf6a9ec2d11a0f
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
new file mode 100644
index 00000000..f9d033fd
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs
@@ -0,0 +1,50 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class AfterImagePool : MonoBehaviour
+{
+
+ //public CharacterControl myCharacterControl;
+ public GameObject targetObject; //Set these manually to the character object you're copying
+ public Animator targetAnimator; //Set these manually to the character object you're copying
+ public GameObject prefab; //This is the prefab you made in the scene. It's a parent transform with an animator and AfterImage script on it, with Armature and SkinnedMeshRenderer children
+ public int poolSize = 10;
+ public List<AfterImage> afterImages;
+
+ public int interval = 10;
+
+ public int time = 0;
+
+ // Use this for initialization
+ void Start()
+ {
+ //myCharacterControl = transform.root.GetComponent<CharacterControl>();
+ //Debug.Log("START AFTER IMAGE POOL");
+ afterImages = new List<AfterImage>(poolSize);
+ for (int i = 0; i < poolSize; i++)
+ {
+ GameObject nextAfterImage = Instantiate(prefab);
+ afterImages.Add(nextAfterImage.GetComponent<AfterImage>());
+
+ nextAfterImage.GetComponent<AfterImage>().targetObject = targetObject; //Game Object Target
+ nextAfterImage.GetComponent<AfterImage>().targetAnimator = targetAnimator; //Animator Target
+ }
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ //if (CitadelDeep.hitPause > 0 || CitadelDeep.debugPause) { return; }
+ time++;
+ if (time > interval) { time = 0; AddAfterImage(); }
+ }
+
+ void AddAfterImage()
+ {
+ for (int i = 0; i < poolSize; i++)
+ {
+ if (!afterImages[i].active) { afterImages[i].Activate(); break; }
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta
new file mode 100644
index 00000000..78d84907
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4aaea939b0abb3c4eb78963aedf4b2f3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs
index ba269279..e6dd57e7 100644
--- a/Assets/Scripts/Effects/AfterImageEffects.cs
+++ b/Assets/Scripts/Effects/AfterImageEffects.cs
@@ -1,186 +1,186 @@
- using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-/// <summary>
-/// 残影特效
-/// </summary>
-public class AfterImageEffects : MonoBehaviour
-{
+// using UnityEngine;
+//using System.Collections;
+//using System.Collections.Generic;
+///// <summary>
+///// 残影特效
+///// </summary>
+//public class AfterImageEffects : MonoBehaviour
+//{
- public Material[] materials = new Material[8];
+// public Material[] materials = new Material[8];
- //开启残影
- public bool _OpenAfterImage;
+// //开启残影
+// public bool _OpenAfterImage;
- //残影颜色
- public Color _AfterImageColor = Color.black;
- //残影的生存时间
- public float _SurvivalTime = 1;
- //生成残影的间隔时间
- public float _IntervalTime = 0.2f;
- private float _Time = 0;
- //残影初始透明度
- [Range(0.1f, 1.0f)]
- public float _InitialAlpha = 1.0f;
+// //残影颜色
+// public Color _AfterImageColor = Color.black;
+// //残影的生存时间
+// public float _SurvivalTime = 1;
+// //生成残影的间隔时间
+// public float _IntervalTime = 0.2f;
+// private float _Time = 0;
+// //残影初始透明度
+// [Range(0.1f, 1.0f)]
+// public float _InitialAlpha = 1.0f;
- private List<AfterImage> _AfterImageList;
- private SkinnedMeshRenderer _SkinnedMeshRenderer;
+// private List<AfterImage> _AfterImageList;
+// private SkinnedMeshRenderer _SkinnedMeshRenderer;
- void Awake()
- {
- _AfterImageList = new List<AfterImage>();
- _SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
- }
- void Update()
- {
- if (_OpenAfterImage && _AfterImageList != null)
- {
- if (_SkinnedMeshRenderer == null)
- {
- _OpenAfterImage = false;
- return;
- }
+// void Awake()
+// {
+// _AfterImageList = new List<AfterImage>();
+// _SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
+// }
+// void Update()
+// {
+// if (_OpenAfterImage && _AfterImageList != null)
+// {
+// if (_SkinnedMeshRenderer == null)
+// {
+// _OpenAfterImage = false;
+// return;
+// }
- _Time += Time.deltaTime;
- //生成残影
- CreateAfterImage();
- //刷新残影
- UpdateAfterImage();
- }
- }
- /// <summary>
- /// 生成残影
- /// </summary>
- void CreateAfterImage()
- {
- //生成残影
- if (_Time >= _IntervalTime)
- {
- _Time = 0;
+// _Time += Time.deltaTime;
+// //生成残影
+// CreateAfterImage();
+// //刷新残影
+// UpdateAfterImage();
+// }
+// }
+// /// <summary>
+// /// 生成残影
+// /// </summary>
+// void CreateAfterImage()
+// {
+// //生成残影
+// if (_Time >= _IntervalTime)
+// {
+// _Time = 0;
- Mesh mesh = new Mesh();
- _SkinnedMeshRenderer.BakeMesh(mesh);
+// Mesh mesh = new Mesh();
+// _SkinnedMeshRenderer.BakeMesh(mesh);
- Material material = new Material(_SkinnedMeshRenderer.material);
- // SetMaterialRenderingMode(material, RenderingMode.Fade);
+// Material material = new Material(_SkinnedMeshRenderer.material);
+// // SetMaterialRenderingMode(material, RenderingMode.Fade);
- _AfterImageList.Add(new AfterImage(
- mesh,
- material,
- transform.localToWorldMatrix,
- _InitialAlpha,
- Time.realtimeSinceStartup,
- _SurvivalTime));
- }
- }
- /// <summary>
- /// 刷新残影
- /// </summary>
- void UpdateAfterImage()
- {
- //刷新残影,根据生存时间销毁已过时的残影
- for (int i = 0; i < _AfterImageList.Count; i++)
- {
- float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime;
+// _AfterImageList.Add(new AfterImage(
+// mesh,
+// material,
+// transform.localToWorldMatrix,
+// _InitialAlpha,
+// Time.realtimeSinceStartup,
+// _SurvivalTime));
+// }
+// }
+// /// <summary>
+// /// 刷新残影
+// /// </summary>
+// void UpdateAfterImage()
+// {
+// //刷新残影,根据生存时间销毁已过时的残影
+// for (int i = 0; i < _AfterImageList.Count; i++)
+// {
+// float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime;
- if (_PassingTime > _AfterImageList[i]._Duration)
- {
- _AfterImageList.Remove(_AfterImageList[i]);
- Destroy(_AfterImageList[i]);
- continue;
- }
+// if (_PassingTime > _AfterImageList[i]._Duration)
+// {
+// _AfterImageList.Remove(_AfterImageList[i]);
+// Destroy(_AfterImageList[i]);
+// continue;
+// }
- if (_AfterImageList[i]._Material.HasProperty("_Color"))
- {
- _AfterImageList[i]._Alpha *= (1 - _PassingTime / _AfterImageList[i]._Duration);
- _AfterImageColor.a = _AfterImageList[i]._Alpha;
- // _AfterImageList[i]._Material.SetColor("_Color", _AfterImageColor);
- }
+// if (_AfterImageList[i]._Material.HasProperty("_Color"))
+// {
+// _AfterImageList[i]._Alpha *= (1 - _PassingTime / _AfterImageList[i]._Duration);
+// _AfterImageColor.a = _AfterImageList[i]._Alpha;
+// // _AfterImageList[i]._Material.SetColor("_Color", _AfterImageColor);
+// }
- // 绘制submesh
- for(int j = 0; j < _AfterImageList[i]._Mesh.subMeshCount; ++j)
- {
- if (j >= 4) continue;
- Graphics.DrawMesh(_AfterImageList[i]._Mesh, _AfterImageList[i]._Matrix, /*_AfterImageList[i]._Material*/materials[j], gameObject.layer, null, j);
- }
- }
- }
- /// <summary>
- /// 设置纹理渲染模式
- /// </summary>
- void SetMaterialRenderingMode(Material material, RenderingMode renderingMode)
- {
- switch (renderingMode)
- {
- case RenderingMode.Opaque:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
- material.SetInt("_ZWrite", 1);
- material.DisableKeyword("_ALPHATEST_ON");
- material.DisableKeyword("_ALPHABLEND_ON");
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- material.renderQueue = -1;
- break;
- case RenderingMode.Cutout:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
- material.SetInt("_ZWrite", 1);
- material.EnableKeyword("_ALPHATEST_ON");
- material.DisableKeyword("_ALPHABLEND_ON");
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- material.renderQueue = 2450;
- break;
- case RenderingMode.Fade:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- material.SetInt("_ZWrite", 0);
- material.DisableKeyword("_ALPHATEST_ON");
- material.EnableKeyword("_ALPHABLEND_ON");
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- material.renderQueue = 3000;
- break;
- case RenderingMode.Transparent:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- material.SetInt("_ZWrite", 0);
- material.DisableKeyword("_ALPHATEST_ON");
- material.DisableKeyword("_ALPHABLEND_ON");
- material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
- material.renderQueue = 3000;
- break;
- }
- }
-}
-public enum RenderingMode
-{
- Opaque,
- Cutout,
- Fade,
- Transparent,
-}
-class AfterImage : Object
-{
- //残影网格
- public Mesh _Mesh;
- //残影纹理
- public Material _Material;
- //残影位置
- public Matrix4x4 _Matrix;
- //残影透明度
- public float _Alpha;
- //残影启动时间
- public float _StartTime;
- //残影保留时间
- public float _Duration;
+// // 绘制submesh
+// for(int j = 0; j < _AfterImageList[i]._Mesh.subMeshCount; ++j)
+// {
+// if (j >= 4) continue;
+// Graphics.DrawMesh(_AfterImageList[i]._Mesh, _AfterImageList[i]._Matrix, /*_AfterImageList[i]._Material*/materials[j], gameObject.layer, null, j);
+// }
+// }
+// }
+// /// <summary>
+// /// 设置纹理渲染模式
+// /// </summary>
+// void SetMaterialRenderingMode(Material material, RenderingMode renderingMode)
+// {
+// switch (renderingMode)
+// {
+// case RenderingMode.Opaque:
+// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
+// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
+// material.SetInt("_ZWrite", 1);
+// material.DisableKeyword("_ALPHATEST_ON");
+// material.DisableKeyword("_ALPHABLEND_ON");
+// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+// material.renderQueue = -1;
+// break;
+// case RenderingMode.Cutout:
+// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
+// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
+// material.SetInt("_ZWrite", 1);
+// material.EnableKeyword("_ALPHATEST_ON");
+// material.DisableKeyword("_ALPHABLEND_ON");
+// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+// material.renderQueue = 2450;
+// break;
+// case RenderingMode.Fade:
+// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
+// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
+// material.SetInt("_ZWrite", 0);
+// material.DisableKeyword("_ALPHATEST_ON");
+// material.EnableKeyword("_ALPHABLEND_ON");
+// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+// material.renderQueue = 3000;
+// break;
+// case RenderingMode.Transparent:
+// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
+// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
+// material.SetInt("_ZWrite", 0);
+// material.DisableKeyword("_ALPHATEST_ON");
+// material.DisableKeyword("_ALPHABLEND_ON");
+// material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
+// material.renderQueue = 3000;
+// break;
+// }
+// }
+//}
+//public enum RenderingMode
+//{
+// Opaque,
+// Cutout,
+// Fade,
+// Transparent,
+//}
+//class AfterImage : Object
+//{
+// //残影网格
+// public Mesh _Mesh;
+// //残影纹理
+// public Material _Material;
+// //残影位置
+// public Matrix4x4 _Matrix;
+// //残影透明度
+// public float _Alpha;
+// //残影启动时间
+// public float _StartTime;
+// //残影保留时间
+// public float _Duration;
- public AfterImage(Mesh mesh, Material material, Matrix4x4 matrix4x4, float alpha, float startTime, float duration)
- {
- _Mesh = mesh;
- _Material = material;
- _Matrix = matrix4x4;
- _Alpha = alpha;
- _StartTime = startTime;
- _Duration = duration;
- }
+// public AfterImage(Mesh mesh, Material material, Matrix4x4 matrix4x4, float alpha, float startTime, float duration)
+// {
+// _Mesh = mesh;
+// _Material = material;
+// _Matrix = matrix4x4;
+// _Alpha = alpha;
+// _StartTime = startTime;
+// _Duration = duration;
+// }
-} \ No newline at end of file
+//} \ No newline at end of file
diff --git a/Assets/Scripts/Physics/PhysicsBody.cs b/Assets/Scripts/Physics/PhysicsBody.cs
index b6be778a..80026962 100644
--- a/Assets/Scripts/Physics/PhysicsBody.cs
+++ b/Assets/Scripts/Physics/PhysicsBody.cs
@@ -28,7 +28,8 @@ public sealed class PhysicsBody : MonoBehaviour
{
float rotY = Quaternion.ToEulerAngles(transform.rotation).y;
rotY = Mathf.Rad2Deg * rotY;
- return rotY > 0 && rotY <= 180;
+ bool right = rotY >= 0 && rotY <= 180;
+ return right;
}
}
diff --git a/Assets/Scripts/Props.meta b/Assets/Scripts/Props.meta
deleted file mode 100644
index bb96602e..00000000
--- a/Assets/Scripts/Props.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
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- assetBundleVariant: