diff options
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: - 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- target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda, - type: 3} - propertyPath: m_Materials.Array.data[61] - value: - objectReference: {fileID: 2100000, guid: cb6394a3aca55064386e6bf7f1da2a8c, type: 2} - - target: {fileID: 8191694612211005764, guid: 2bc84022d3389104b84680ddf3faeeda, - type: 3} - propertyPath: m_Materials.Array.data[62] - value: - objectReference: {fileID: 2100000, guid: cb6394a3aca55064386e6bf7f1da2a8c, type: 2} - 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 @@ -fileFormatVersion: 2 -guid: 0b5ccfefc2e6b104a8566f4da9a16c5f -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: 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 @@ -fileFormatVersion: 2 -guid: f299520ed9fcf4a45858ad4ef5a8d5d1 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: |