diff options
Diffstat (limited to 'Assets')
73 files changed, 10995 insertions, 0 deletions
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Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger1/Bip01 + L Finger11/Bip01_L_Finger11 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger1/Bip01_L_Finger1 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01 + L Finger21 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01 + L Finger21/Bip01 L Finger22 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01 + L Finger21/Bip01 L Finger22/Bip01 L Finger2Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01 + L Finger21/Bip01 L Finger22/Bip01_L_Finger22 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01 + L Finger21/Bip01_L_Finger21 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger2/Bip01_L_Finger2 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01 + L Finger31 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01 + L Finger31/Bip01 L Finger32 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01 + L Finger31/Bip01 L Finger32/Bip01 L Finger3Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01 + L Finger31/Bip01 L Finger32/Bip01_L_Finger32 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01 + L Finger31/Bip01_L_Finger31 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger3/Bip01_L_Finger3 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01 + L Finger41 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01 + L Finger41/Bip01 L Finger42 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01 + L Finger41/Bip01 L Finger42/Bip01 L Finger4Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01 + L Finger41/Bip01 L Finger42/Bip01_L_Finger41 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01 + L Finger41/Bip01 L Finger42/Bip01_L_Finger42 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01 L Finger4/Bip01_L_Finger4 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01 L Hand/Bip01_L_Hand + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01 L Forearm/Bip01_L_Forearm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01 L UpperArm/Bip01_L_UpperArm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + L Clavicle/Bip01_L_Clavicle + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01 + R Finger01 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01 + R Finger01/Bip01 R Finger02 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01 + R Finger01/Bip01 R Finger02/Bip01 R Finger0Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01 + R Finger01/Bip01 R Finger02/Bip01_R_Finger02 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01 + R Finger01/Bip01_R_Finger01 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger0/Bip01_R_Finger0 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01 + R Finger11 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01 + R Finger11/Bip01 R Finger12 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01 + R Finger11/Bip01 R Finger12/Bip01 R Finger1Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01 + R Finger11/Bip01 R Finger12/Bip01_R_Finger12 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01 + R Finger11/Bip01_R_Finger11 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger1/Bip01_R_Finger1 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01 + R Finger21 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01 + R Finger21/Bip01 R Finger22 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01 + R Finger21/Bip01 R Finger22/Bip01 R Finger2Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01 + R Finger21/Bip01 R Finger22/Bip01_R_Finger22 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01 + R Finger21/Bip01_R_Finger21 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger2/Bip01_R_Finger2 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger3 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger3/Bip01 + R Finger31 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger3/Bip01 + R Finger31/Bip01 R Finger32 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger3/Bip01 + R Finger31/Bip01 R Finger32/Bip01 R Finger3Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger3/Bip01 + R Finger31/Bip01 R Finger32/Bip01_R_Finger32 + 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Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger4/Bip01 + R Finger41/Bip01 R Finger42/Bip01 R Finger4Nub + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger4/Bip01 + R Finger41/Bip01 R Finger42/Bip01_R_Finger42 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger4/Bip01 + R Finger41/Bip01_R_Finger41 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01 R Finger4/Bip01_R_Finger4 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01 R Hand/Bip01_R_Hand + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01 R Forearm/Bip01_R_Forearm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01 R UpperArm/Bip01_R_UpperArm + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01 + R Clavicle/Bip01_R_Clavicle + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01 Neck/Bip01_Neck + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2/Bip01_Spine2 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01_Spine1 + weight: 1 + - path: Bip01/Bip01 Pelvis/Bip01 Spine/Bip01_Spine + weight: 1 + - path: Bip01/Bip01_Pelvis + weight: 1 + - path: Bone003 + weight: 1 + - path: Bone003/Bone004 + weight: 1 + - path: Bone003/Box01 + weight: 1 + - path: Particle View 01 + weight: 1 + maskType: 0 + maskSource: {instanceID: 0} + additiveReferencePoseFrame: 0 + 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: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 4 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + rootMotionBoneName: + hasTranslationDoF: 0 + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 1 + humanoidOversampling: 1 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts.meta b/Assets/ThirdParty/XWeaponTrail/Scripts.meta new file mode 100644 index 00000000..3a1f84f2 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d7b3758c8dbfb5f40b138aaa4dad2543 +folderAsset: yes +timeCreated: 1464360531 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs b/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs new file mode 100644 index 00000000..33b32555 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs @@ -0,0 +1,250 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +namespace XftWeapon { + public class Spline + { + + List<SplineControlPoint> mControlPoints = new List<SplineControlPoint>(); + List<SplineControlPoint> mSegments = new List<SplineControlPoint>(); + + + public int Granularity = 20; + + + public SplineControlPoint this[int index] + { + get + { + if (index > -1 && index < mSegments.Count) + return mSegments[index]; + else + return null; + + } + } + + public List<SplineControlPoint> Segments + { + get + { + return mSegments; + } + } + + public List<SplineControlPoint> ControlPoints + { + get + { + return mControlPoints; + } + } + + + public SplineControlPoint NextControlPoint(SplineControlPoint controlpoint) + { + if (mControlPoints.Count == 0) return null; + + int i = controlpoint.ControlPointIndex + 1; + if (i >= mControlPoints.Count) + return null; + else + return mControlPoints[i]; + } + + + public SplineControlPoint PreviousControlPoint(SplineControlPoint controlpoint) + { + if (mControlPoints.Count == 0) return null; + + int i = controlpoint.ControlPointIndex - 1; + if (i < 0) + return null; + else + return mControlPoints[i]; + } + + public Vector3 NextPosition(SplineControlPoint controlpoint) + { + SplineControlPoint seg = NextControlPoint(controlpoint); + if (seg != null) + return seg.Position; + else + return controlpoint.Position; + } + + + public Vector3 PreviousPosition(SplineControlPoint controlpoint) + { + SplineControlPoint seg = PreviousControlPoint(controlpoint); + if (seg != null) + return seg.Position; + else + return controlpoint.Position; + } + + + public Vector3 PreviousNormal(SplineControlPoint controlpoint) + { + SplineControlPoint seg = PreviousControlPoint(controlpoint); + if (seg != null) + return seg.Normal; + else + return controlpoint.Normal; + } + + public Vector3 NextNormal(SplineControlPoint controlpoint) + { + SplineControlPoint seg = NextControlPoint(controlpoint); + if (seg != null) + return seg.Normal; + else + return controlpoint.Normal; + } + + public SplineControlPoint LenToSegment(float t, out float localF) + { + SplineControlPoint seg = null; + + t = Mathf.Clamp01(t); + + float len = t * mSegments[mSegments.Count - 1].Dist; + + + int index = 0; + for (index = 0; index < mSegments.Count; index++) + { + if (mSegments[index].Dist >= len) + { + seg = mSegments[index]; + break; + } + } + + if (index == 0) + { + //skip the first frame. + localF = 0f; + return seg; + } + + float PrevLen = 0f; + int prevIdx = seg.SegmentIndex - 1; + SplineControlPoint prevSeg = mSegments[prevIdx]; + PrevLen = seg.Dist - prevSeg.Dist; + localF = (len - prevSeg.Dist) / PrevLen; + return prevSeg; + + } + + + public static Vector3 CatmulRom(Vector3 T0, Vector3 P0, Vector3 P1, Vector3 T1, float f) + { + double DT1 = -0.5; + double DT2 = 1.5; + double DT3 = -1.5; + double DT4 = 0.5; + + double DE2 = -2.5; + double DE3 = 2; + double DE4 = -0.5; + + double DV1 = -0.5; + double DV3 = 0.5; + + double FAX = DT1 * T0.x + DT2 * P0.x + DT3 * P1.x + DT4 * T1.x; + double FBX = T0.x + DE2 * P0.x + DE3 * P1.x + DE4 * T1.x; + double FCX = DV1 * T0.x + DV3 * P1.x; + double FDX = P0.x; + + double FAY = DT1 * T0.y + DT2 * P0.y + DT3 * P1.y + DT4 * T1.y; + double FBY = T0.y + DE2 * P0.y + DE3 * P1.y + DE4 * T1.y; + double FCY = DV1 * T0.y + DV3 * P1.y; + double FDY = P0.y; + + double FAZ = DT1 * T0.z + DT2 * P0.z + DT3 * P1.z + DT4 * T1.z; + double FBZ = T0.z + DE2 * P0.z + DE3 * P1.z + DE4 * T1.z; + double FCZ = DV1 * T0.z + DV3 * P1.z; + double FDZ = P0.z; + + float FX = (float)(((FAX * f + FBX) * f + FCX) * f + FDX); + float FY = (float)(((FAY * f + FBY) * f + FCY) * f + FDY); + float FZ = (float)(((FAZ * f + FBZ) * f + FCZ) * f + FDZ); + + return new Vector3(FX, FY, FZ); + } + + + public Vector3 InterpolateByLen(float tl) + { + float localF; + SplineControlPoint seg = LenToSegment(tl, out localF); + return seg.Interpolate(localF); + } + + public Vector3 InterpolateNormalByLen(float tl) + { + float localF; + SplineControlPoint seg = LenToSegment(tl, out localF); + return seg.InterpolateNormal(localF); + } + + public SplineControlPoint AddControlPoint(Vector3 pos, Vector3 up) + { + SplineControlPoint cp = new SplineControlPoint(); + + cp.Init(this); + + cp.Position = pos; + + cp.Normal = up; + + mControlPoints.Add(cp); + + cp.ControlPointIndex = mControlPoints.Count - 1; + + + return cp; + } + + public void Clear() + { + mControlPoints.Clear(); + } + + + void RefreshDistance() + { + if (mSegments.Count < 1) + return; + + mSegments[0].Dist = 0f; + + for (int i = 1; i < mSegments.Count; i++) + { + + float prevLen = (mSegments[i].Position - mSegments[i - 1].Position).magnitude; + + mSegments[i].Dist = mSegments[i - 1].Dist + prevLen; + } + } + + public void RefreshSpline() + { + mSegments.Clear(); + + for (int i = 0; i < mControlPoints.Count; i++) + { + if (mControlPoints[i].IsValid) + { + mSegments.Add(mControlPoints[i]); + mControlPoints[i].SegmentIndex = mSegments.Count - 1; + } + } + + RefreshDistance(); + } + } +} + + diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs.meta b/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs.meta new file mode 100644 index 00000000..c2f6aea7 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/Spline.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b3d86990734e5c247a39502c62e7d9a8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs b/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs new file mode 100644 index 00000000..9f8602c6 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs @@ -0,0 +1,123 @@ +using UnityEngine; +using System.Collections; + + +namespace XftWeapon { + public class SplineControlPoint + { + public Vector3 Position; + public Vector3 Normal; + + public int ControlPointIndex = -1; + public int SegmentIndex = -1; + + public float Dist; + + protected Spline mSpline; + + + public SplineControlPoint NextControlPoint + { + get + { + return mSpline.NextControlPoint(this); + } + } + + public SplineControlPoint PreviousControlPoint + { + get + { + return mSpline.PreviousControlPoint(this); + } + } + + public Vector3 NextPosition + { + get + { + return mSpline.NextPosition(this); + } + } + + + public Vector3 PreviousPosition + { + get + { + return mSpline.PreviousPosition(this); + + } + } + + + public Vector3 NextNormal + { + get + { + return mSpline.NextNormal(this); + } + } + + + public Vector3 PreviousNormal + { + get { return mSpline.PreviousNormal(this); } + } + + public bool IsValid + { + get + { + return (NextControlPoint != null); + } + } + + + Vector3 GetNext2Position() + { + SplineControlPoint cp = NextControlPoint; + if (cp != null) + return cp.NextPosition; + return NextPosition; + } + + + Vector3 GetNext2Normal() + { + SplineControlPoint cp = NextControlPoint; + if (cp != null) + return cp.NextNormal; + + + return Normal; + } + + + public Vector3 Interpolate(float localF) + { + localF = Mathf.Clamp01(localF); + + return Spline.CatmulRom(PreviousPosition, Position, NextPosition, GetNext2Position(), localF); + + } + + + public Vector3 InterpolateNormal(float localF) + { + localF = Mathf.Clamp01(localF); + + return Spline.CatmulRom(PreviousNormal, Normal, NextNormal, GetNext2Normal(), localF); + } + + + public void Init(Spline owner) + { + mSpline = owner; + SegmentIndex = -1; + } + + } +} + + diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs.meta b/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs.meta new file mode 100644 index 00000000..68db10c1 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/SplineControlPoint.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f49d3fcc41e813e4781a8c4ce717f813 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs b/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs new file mode 100644 index 00000000..31d98d08 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs @@ -0,0 +1,282 @@ +//---------------------------------------------- +// Xffect Editor +// Copyright © 2012- Shallway Studio +// http://shallway.net +//---------------------------------------------- +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace XftWeapon { + + public class VertexPool + { + public class VertexSegment + { + public int VertStart; + public int IndexStart; + public int VertCount; + public int IndexCount; + public VertexPool Pool; + + public VertexSegment(int start, int count, int istart, int icount, VertexPool pool) + { + VertStart = start; + VertCount = count; + IndexCount = icount; + IndexStart = istart; + Pool = pool; + } + + + public void ClearIndices() + { + for (int i = IndexStart; i < IndexStart + IndexCount; i++) + { + Pool.Indices[i] = 0; + } + + Pool.IndiceChanged = true; + } + + } + + public Vector3[] Vertices; + public int[] Indices; + public Vector2[] UVs; + public Color[] Colors; + + public bool IndiceChanged; + public bool ColorChanged; + public bool UVChanged; + public bool VertChanged; + public bool UV2Changed; + + + + + + protected int VertexTotal; + protected int VertexUsed; + protected int IndexTotal = 0; + protected int IndexUsed = 0; + public bool FirstUpdate = true; + + protected bool VertCountChanged; + + + public const int BlockSize = 108; + + public float BoundsScheduleTime = 1f; + public float ElapsedTime = 0f; + + protected XWeaponTrail _owner; + + protected MeshFilter _meshFilter; + + protected Mesh _mesh2d; + protected Material _material; + + public Mesh MyMesh { + get { + + if (!_owner.UseWith2D) { + return _mesh2d; + } + else { + if (_meshFilter == null || _meshFilter.gameObject == null) { + return null; + } + return _meshFilter.sharedMesh; + } + } + } + + public void RecalculateBounds() + { + MyMesh.RecalculateBounds(); + } + + + public void SetMeshObjectActive(bool flag) { + if (_meshFilter == null) { + return; + } + + _meshFilter.gameObject.SetActive(flag); + } + + void CreateMeshObj(XWeaponTrail owner, Material material) { + GameObject obj = new GameObject("_XWeaponTrailMesh:" + "|material:" + material.name); + obj.layer = owner.gameObject.layer; + obj.AddComponent<MeshFilter>(); + obj.AddComponent<MeshRenderer>(); + + obj.transform.position = Vector3.zero; + obj.transform.rotation = Quaternion.identity; + + + MeshRenderer Meshrenderer; + _meshFilter = (MeshFilter)obj.GetComponent(typeof(MeshFilter)); + Meshrenderer = (MeshRenderer)obj.GetComponent(typeof(MeshRenderer)); +#if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 + Meshrenderer.castShadows = false; +#else + Meshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; +#endif + Meshrenderer.receiveShadows = false; + Meshrenderer.GetComponent<Renderer>().sharedMaterial = material; + Meshrenderer.sortingLayerName = _owner.SortingLayerName; + Meshrenderer.sortingOrder = _owner.SortingOrder; + _meshFilter.sharedMesh = new Mesh(); + } + + public void Destroy() { + + if (!_owner.UseWith2D) { + Mesh.DestroyImmediate(_mesh2d); + } + else { + if (_meshFilter != null) { + GameObject.Destroy(_meshFilter.gameObject); + } + } + } + + public VertexPool(Material material, XWeaponTrail owner) + { + VertexTotal = VertexUsed = 0; + VertCountChanged = false; + _owner = owner; + if (owner.UseWith2D) { + CreateMeshObj(owner, material); + } + else { + _mesh2d = new Mesh(); + } + _material = material; + InitArrays(); + IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true; + } + + + public VertexSegment GetVertices(int vcount, int icount) + { + int vertNeed = 0; + int indexNeed = 0; + if (VertexUsed + vcount >= VertexTotal) + { + vertNeed = (vcount / BlockSize + 1) * BlockSize; + } + if (IndexUsed + icount >= IndexTotal) + { + indexNeed = (icount / BlockSize + 1) * BlockSize; + } + VertexUsed += vcount; + IndexUsed += icount; + if (vertNeed != 0 || indexNeed != 0) + { + EnlargeArrays(vertNeed, indexNeed); + VertexTotal += vertNeed; + IndexTotal += indexNeed; + } + + VertexSegment ret = new VertexSegment(VertexUsed - vcount, vcount, IndexUsed - icount, icount, this); + + return ret; + } + + + protected void InitArrays() + { + Vertices = new Vector3[4]; + UVs = new Vector2[4]; + Colors = new Color[4]; + Indices = new int[6]; + VertexTotal = 4; + IndexTotal = 6; + } + + + + public void EnlargeArrays(int count, int icount) + { + Vector3[] tempVerts = Vertices; + Vertices = new Vector3[Vertices.Length + count]; + tempVerts.CopyTo(Vertices, 0); + + Vector2[] tempUVs = UVs; + UVs = new Vector2[UVs.Length + count]; + tempUVs.CopyTo(UVs, 0); + + Color[] tempColors = Colors; + Colors = new Color[Colors.Length + count]; + tempColors.CopyTo(Colors, 0); + + int[] tempTris = Indices; + Indices = new int[Indices.Length + icount]; + tempTris.CopyTo(Indices, 0); + + VertCountChanged = true; + IndiceChanged = true; + ColorChanged = true; + UVChanged = true; + VertChanged = true; + UV2Changed = true; + } + + + + + public void LateUpdate() + { + if (VertCountChanged) + { + MyMesh.Clear(); + } + + // we assume the vertices are always changed. + MyMesh.vertices = Vertices; + if (UVChanged) + { + MyMesh.uv = UVs; + } + + if (ColorChanged) + { + MyMesh.colors = Colors; + } + + if (IndiceChanged) + { + MyMesh.triangles = Indices; + } + + ElapsedTime += Time.deltaTime; + if (ElapsedTime > BoundsScheduleTime || FirstUpdate) + { + RecalculateBounds(); + ElapsedTime = 0f; + } + + if (ElapsedTime > BoundsScheduleTime) + FirstUpdate = false; + + VertCountChanged = false; + IndiceChanged = false; + ColorChanged = false; + UVChanged = false; + UV2Changed = false; + VertChanged = false; + + + if (_owner.UseWith2D) { + + } + else { + //Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one); + Graphics.DrawMesh(MyMesh, Matrix4x4.identity, _material, _owner.gameObject.layer, null, 0, null, false, false); + } + } + } +}
\ No newline at end of file diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs.meta b/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs.meta new file mode 100644 index 00000000..474b340b --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/VertexPool.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 339f2e9408de8004b81c1de4cc130d45 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs new file mode 100644 index 00000000..5a2de663 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs @@ -0,0 +1,419 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace XftWeapon { + public class XWeaponTrail : MonoBehaviour { + public class Element { + public Vector3 PointStart; + + public Vector3 PointEnd; + + public Vector3 Pos { + get { + return (PointStart + PointEnd) / 2f; + } + } + + + public Element(Vector3 start, Vector3 end) { + PointStart = start; + PointEnd = end; + } + + public Element() { + + } + } + public class ElementPool { + private readonly Stack<Element> _stack = new Stack<Element>(); + + public int CountAll { get; private set; } + public int CountActive { get { return CountAll - CountInactive; } } + public int CountInactive { get { return _stack.Count; } } + + public ElementPool(int preCount) { + for (int i = 0; i < preCount; i++) { + Element element = new Element(); + _stack.Push(element); + CountAll++; + } + } + + public Element Get() { + Element element; + if (_stack.Count == 0) { + element = new Element(); + CountAll++; + } + else { + element = _stack.Pop(); + } + + return element; + } + + public void Release(Element element) { + if (_stack.Count > 0 && ReferenceEquals(_stack.Peek(), element)) { + Debug.LogError("Internal error. Trying to destroy object that is already released to pool."); + } + _stack.Push(element); + } + } + + #region public members + + public static string Version = "1.2.0"; + + + public bool UseWith2D = false; + public string SortingLayerName; + public int SortingOrder; + public Transform PointStart; + public Transform PointEnd; + + public int MaxFrame = 14; + public int Granularity = 60; + //public float Fps = 60f; + + public Color MyColor = Color.white; + public Material MyMaterial; + #endregion + + + + #region protected members + protected float mTrailWidth = 0f; + protected Element mHeadElem = new Element(); + protected List<Element> mSnapshotList = new List<Element>(); + protected ElementPool mElemPool; + protected Spline mSpline = new Spline(); + protected float mFadeT = 1f; + protected bool mIsFading = false; + protected float mFadeTime = 1f; + protected float mElapsedTime = 0f; + protected float mFadeElapsedime = 0f; + protected GameObject mMeshObj; + protected VertexPool mVertexPool; + protected VertexPool.VertexSegment mVertexSegment; + protected bool mInited = false; + + #endregion + + #region property + //public float UpdateInterval { + // get { + // return 1f / Fps; + // } + //} + public Vector3 CurHeadPos { + get { return (PointStart.position + PointEnd.position) / 2f; } + } + public float TrailWidth { + get { + return mTrailWidth; + } + } + #endregion + + #region API + //you may pre-init the trail to save some performance. + public void Init() { + if (mInited) + return; + + mElemPool = new ElementPool(MaxFrame); + + mTrailWidth = (PointStart.position - PointEnd.position).magnitude; + + InitMeshObj(); + + InitOriginalElements(); + + InitSpline(); + + mInited = true; + } + + public void Activate() { + + Init(); + + gameObject.SetActive(true); + mVertexPool.SetMeshObjectActive(true); + + mFadeT = 1f; + mIsFading = false; + mFadeTime = 1f; + mFadeElapsedime = 0f; + mElapsedTime = 0f; + + //reset all elemts to head pos. + for (int i = 0; i < mSnapshotList.Count; i++) { + mSnapshotList[i].PointStart = PointStart.position; + mSnapshotList[i].PointEnd = PointEnd.position; + + mSpline.ControlPoints[i].Position = mSnapshotList[i].Pos; + mSpline.ControlPoints[i].Normal = mSnapshotList[i].PointEnd - mSnapshotList[i].PointStart; + } + + //reset vertex too. + RefreshSpline(); + UpdateVertex(); + } + + public void Deactivate() { + gameObject.SetActive(false); + mVertexPool.SetMeshObjectActive(false); + } + + public void StopSmoothly(float fadeTime) { + mIsFading = true; + mFadeTime = fadeTime; + } + + #endregion + + #region unity methods + void Update() { + + if (!mInited) + return; + + + UpdateHeadElem(); + + + //mElapsedTime += Time.deltaTime; + //if (mElapsedTime < UpdateInterval) { + // return; + //} + //mElapsedTime -= UpdateInterval; + + + + RecordCurElem(); + + RefreshSpline(); + + UpdateFade(); + + UpdateVertex(); + + } + + + void LateUpdate() { + if (!mInited) + return; + + + mVertexPool.LateUpdate(); + } + + void OnDestroy() { + if (!mInited || mVertexPool == null) { + return; + } + mVertexPool.Destroy(); + } + + + void Start() { + mInited = false; + Init(); + } + + void OnDrawGizmos() { + if (PointEnd == null || PointStart == null) { + return; + } + + + float dist = (PointStart.position - PointEnd.position).magnitude; + + if (dist < Mathf.Epsilon) + return; + + + Gizmos.color = Color.red; + + Gizmos.DrawSphere(PointStart.position, dist * 0.04f); + + + Gizmos.color = Color.blue; + Gizmos.DrawSphere(PointEnd.position, dist * 0.04f); + + } + + #endregion + + #region local methods + + void InitSpline() { + mSpline.Granularity = Granularity; + + mSpline.Clear(); + + for (int i = 0; i < MaxFrame; i++) { + mSpline.AddControlPoint(CurHeadPos, PointStart.position - PointEnd.position); + } + } + + void RefreshSpline() { + for (int i = 0; i < mSnapshotList.Count; i++) { + mSpline.ControlPoints[i].Position = mSnapshotList[i].Pos; + mSpline.ControlPoints[i].Normal = mSnapshotList[i].PointEnd - mSnapshotList[i].PointStart; + } + + mSpline.RefreshSpline(); + } + + void UpdateVertex() { + + VertexPool pool = mVertexSegment.Pool; + + + for (int i = 0; i < Granularity; i++) { + int baseIdx = mVertexSegment.VertStart + i * 3; + + float uvSegment = (float)i / Granularity; + + + float fadeT = uvSegment * mFadeT; + + Vector2 uvCoord = Vector2.zero; + + Vector3 pos = mSpline.InterpolateByLen(fadeT); + + //Debug.DrawRay(pos, Vector3.up, Color.red); + + Vector3 up = mSpline.InterpolateNormalByLen(fadeT); + Vector3 pos0 = pos + (up.normalized * mTrailWidth * 0.5f); + Vector3 pos1 = pos - (up.normalized * mTrailWidth * 0.5f); + + + // pos0 + pool.Vertices[baseIdx] = pos0; + pool.Colors[baseIdx] = MyColor; + uvCoord.x = 0f; + uvCoord.y = uvSegment; + pool.UVs[baseIdx] = uvCoord; + + //pos + pool.Vertices[baseIdx + 1] = pos; + pool.Colors[baseIdx + 1] = MyColor; + uvCoord.x = 0.5f; + uvCoord.y = uvSegment; + pool.UVs[baseIdx + 1] = uvCoord; + + //pos1 + pool.Vertices[baseIdx + 2] = pos1; + pool.Colors[baseIdx + 2] = MyColor; + uvCoord.x = 1f; + uvCoord.y = uvSegment; + pool.UVs[baseIdx + 2] = uvCoord; + } + + mVertexSegment.Pool.UVChanged = true; + mVertexSegment.Pool.VertChanged = true; + mVertexSegment.Pool.ColorChanged = true; + + } + + void UpdateIndices() { + + VertexPool pool = mVertexSegment.Pool; + + for (int i = 0; i < Granularity - 1; i++) { + int baseIdx = mVertexSegment.VertStart + i * 3; + int nextBaseIdx = mVertexSegment.VertStart + (i + 1) * 3; + + int iidx = mVertexSegment.IndexStart + i * 12; + + //triangle left + pool.Indices[iidx + 0] = nextBaseIdx; + pool.Indices[iidx + 1] = nextBaseIdx + 1; + pool.Indices[iidx + 2] = baseIdx; + pool.Indices[iidx + 3] = nextBaseIdx + 1; + pool.Indices[iidx + 4] = baseIdx + 1; + pool.Indices[iidx + 5] = baseIdx; + + + //triangle right + pool.Indices[iidx + 6] = nextBaseIdx + 1; + pool.Indices[iidx + 7] = nextBaseIdx + 2; + pool.Indices[iidx + 8] = baseIdx + 1; + pool.Indices[iidx + 9] = nextBaseIdx + 2; + pool.Indices[iidx + 10] = baseIdx + 2; + pool.Indices[iidx + 11] = baseIdx + 1; + + } + + pool.IndiceChanged = true; + } + + void UpdateHeadElem() { + mSnapshotList[0].PointStart = PointStart.position; + mSnapshotList[0].PointEnd = PointEnd.position; + } + + + void UpdateFade() { + if (!mIsFading) + return; + + mFadeElapsedime += Time.deltaTime; + + float t = mFadeElapsedime / mFadeTime; + + mFadeT = 1f - t; + + if (mFadeT < 0f) { + Deactivate(); + } + } + + void RecordCurElem() { + //TODO: use element pool to avoid gc alloc. + //Element elem = new Element(PointStart.position, PointEnd.position); + + Element elem = mElemPool.Get(); + elem.PointStart = PointStart.position; + elem.PointEnd = PointEnd.position; + + if (mSnapshotList.Count < MaxFrame) { + mSnapshotList.Insert(1, elem); + } + else { + mElemPool.Release(mSnapshotList[mSnapshotList.Count - 1]); + mSnapshotList.RemoveAt(mSnapshotList.Count - 1); + mSnapshotList.Insert(1, elem); + } + + } + + void InitOriginalElements() { + mSnapshotList.Clear(); + //at least add 2 original elements + mSnapshotList.Add(new Element(PointStart.position, PointEnd.position)); + mSnapshotList.Add(new Element(PointStart.position, PointEnd.position)); + } + + + + void InitMeshObj() { + //init vertexpool + mVertexPool = new VertexPool(MyMaterial, this); + mVertexSegment = mVertexPool.GetVertices(Granularity * 3, (Granularity - 1) * 12); + UpdateIndices(); + } + + #endregion + + + } + +} + + diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs.meta b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs.meta new file mode 100644 index 00000000..9cf46f13 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrail.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f6c2c9828fec98747a1b0680f47bed80 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrailDemo.cs b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrailDemo.cs new file mode 100644 index 00000000..9061995c --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrailDemo.cs @@ -0,0 +1,80 @@ +using UnityEngine; +using System.Collections; +using XftWeapon; + +public class XWeaponTrailDemo : MonoBehaviour +{ + public Animation SwordAnimation; + + + + public XWeaponTrail ProTrailDistort; + public XWeaponTrail ProTrailShort; + public XWeaponTrail ProTraillong; + + + public XWeaponTrail SimpleTrail; + + + + //pre-init to save some performance. + public void Start() + { + ProTrailDistort.Init(); + ProTrailShort.Init(); + ProTraillong.Init(); + SimpleTrail.Init(); + } + + + + void OnGUI() + { + + //GUI.Label(new Rect(60, 0, 500, 30), "Pro example requires unity Pro."); + + if (GUI.Button(new Rect(0, 0, 150, 30), "Activate Trail1")) + { + + ProTrailDistort.Deactivate(); + ProTrailShort.Deactivate(); + ProTraillong.Deactivate(); + + SwordAnimation.Play(); + SimpleTrail.Activate(); + } + if (GUI.Button(new Rect(0, 30, 150, 30), "Stop Trail1")) + { + + SimpleTrail.Deactivate(); + } + if (GUI.Button(new Rect(0, 60, 150, 30), "Stop Trail1 Smoothly")) + { + SimpleTrail.StopSmoothly(0.3f); + } + + + if (GUI.Button(new Rect(0, 120, 150, 30), "Activate Trail2")) + { + SimpleTrail.Deactivate(); + + SwordAnimation.Play(); + ProTrailDistort.Activate(); + ProTrailShort.Activate(); + ProTraillong.Activate(); + } + if (GUI.Button(new Rect(0, 150, 150, 30), "Stop Trail2")) + { + ProTrailDistort.Deactivate(); + ProTrailShort.Deactivate(); + ProTraillong.Deactivate(); + } + if (GUI.Button(new Rect(0, 180, 150, 30), "Stop Trail2 Smoothly")) + { + ProTrailDistort.StopSmoothly(0.3f); + ProTrailShort.StopSmoothly(0.3f); + ProTraillong.StopSmoothly(0.3f); + } + } + +} diff --git a/Assets/ThirdParty/XWeaponTrail/Scripts/XWeaponTrailDemo.cs.meta 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Tags { "LightMode" = "Always" } + } + + Pass { + Name "BASE" + Tags { "LightMode" = "Always" } + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma fragmentoption ARB_precision_hint_fastest +#include "UnityCG.cginc" + +struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord: TEXCOORD0; + float2 param : TEXCOORD1; +}; + +struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 uvmain : TEXCOORD0; + float2 param : TEXCOORD1; + float4 uvgrab : TEXCOORD2; +}; + +uniform half _StrengthX; +uniform half _StrengthY; + +uniform float4 _DispMap_ST; +uniform sampler2D _DispMap; +uniform sampler2D _MaskTex; +uniform half _DispScrollSpeedY; +uniform half _DispScrollSpeedX; + +v2f vert (appdata_t v) +{ + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; + o.uvgrab.zw = 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+Version - 1.0.1 +Version Changes: +1.0.1 +-Fixed a null reference bug when scene changed. +1.1.0 +-No mesh object created. +-No GC allocated! +-Huge performance improved. +1.1.1 +-Added "Use With 2D" option to support with 2d sprite. +1.1.2 +-Fixed a null reference error in OnDestroy() function. + +1.1.3 +-Fixed UseWith2D trail can not stop correctly. + +1.1.4 +-Fixed the OnLevelWasLoaded warnings in unity 5.3 + +1.2.0 +-Removed Fps option since the performance is good enough now. +-Improved the delay rendering issue, still has 1 frame delay though. +-Fixed the distortion material, if you still can't see the distortion effect, please increase the material's "Displacement Strength" value. + +How to use: +1, Find the weapon socket in your animated model. +2, Drag the "X-WeaponTrail.prefab" into its hierarchy. +3, Adjust the "StartPoint" and "EndPoint"'s position to match the weapon's length. +4, Now play the animation you should see a smooth trail. + +API: +Activate(): Activate trail +Deactivate(): Stop trail immediately +StopSmoothly(float fadeTime): Stop trail smoothly. +*NOTE YOU NEED TO IMPORT THE NAME SPACE, for example, using Xft; in C#* + +Parameters +Max Frame: Indicates the length of the trail. +Granularity: Indicates the granularity of the trail, the bigger the smoother. +Fps: Indicates the update frequence of the trail. + +Video Tutorial +https://www.youtube.com/watch?v=1lQ7p2OQsA4 + + +More Effects: +Please check my new FX package, Hope you like it. +http://phantomparticle.org/ + +Contact +shallwaycn@gmail.com
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