From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../WebDemo/scripts/CameraShake.cs | 24 -- .../WebDemo/scripts/CameraShake.cs.meta | 13 -- .../WebDemo/scripts/ExplodingProjectile.cs | 142 ------------ .../WebDemo/scripts/ExplodingProjectile.cs.meta | 12 - .../WebDemo/scripts/Projectile.cs | 102 --------- .../WebDemo/scripts/Projectile.cs.meta | 12 - .../WebDemo/scripts/projectileActor.cs | 253 --------------------- .../WebDemo/scripts/projectileActor.cs.meta | 12 - 8 files changed, 570 deletions(-) delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta (limited to 'Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts') diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs deleted file mode 100644 index 7ea397bf..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs +++ /dev/null @@ -1,24 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CameraShake : MonoBehaviour { - - //public bool cameraShakeBool = true; - public Animator CamerShakeAnimator; - - // Use this for initialization - void Start () { - - } - - // Update is called once per frame - void Update () { - - } - - public void ShakeCamera() - { - CamerShakeAnimator.SetTrigger("CameraShakeTrigger"); - } -} diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta deleted file mode 100644 index 8824141a..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/CameraShake.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 8fd6dcdcf07bb644abde2fade0426568 -timeCreated: 1512820034 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs deleted file mode 100644 index ee62553b..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs +++ /dev/null @@ -1,142 +0,0 @@ -using UnityEngine; -using System.Collections; - -/* THIS CODE IS JUST FOR PREVIEW AND TESTING */ -// Feel free to use any code and picking on it, I cannot guaratnee it will fit into your project -public class ExplodingProjectile : MonoBehaviour -{ - public GameObject impactPrefab; - public GameObject explosionPrefab; - public float thrust; - - public Rigidbody thisRigidbody; - - public GameObject particleKillGroup; - private Collider thisCollider; - - public bool LookRotation = true; - public bool Missile = false; - public Transform missileTarget; - public float projectileSpeed; - public float projectileSpeedMultiplier; - - public bool ignorePrevRotation = false; - - public bool explodeOnTimer = false; - public float explosionTimer; - float timer; - - private Vector3 previousPosition; - - // Use this for initialization - void Start() - { - thisRigidbody = GetComponent(); - if (Missile) - { - missileTarget = GameObject.FindWithTag("Target").transform; - } - thisCollider = GetComponent(); - previousPosition = transform.position; - } - - // Update is called once per frame - void Update() - { - /* if(Input.GetButtonUp("Fire2")) - { - Explode(); - }*/ - timer += Time.deltaTime; - if (timer >= explosionTimer && explodeOnTimer == true) - { - Explode(); - } - - } - - void FixedUpdate() - { - if (Missile) - { - projectileSpeed += projectileSpeed * projectileSpeedMultiplier; - // transform.position = Vector3.MoveTowards(transform.position, missileTarget.transform.position, 0); - - transform.LookAt(missileTarget); - - thisRigidbody.AddForce(transform.forward * projectileSpeed); - } - - if (LookRotation && timer >= 0.05f) - { - transform.rotation = Quaternion.LookRotation(thisRigidbody.velocity); - } - - CheckCollision(previousPosition); - - previousPosition = transform.position; - } - - void CheckCollision(Vector3 prevPos) - { - RaycastHit hit; - Vector3 direction = transform.position - prevPos; - Ray ray = new Ray(prevPos, direction); - float dist = Vector3.Distance(transform.position, prevPos); - if (Physics.Raycast(ray, out hit, dist)) - { - transform.position = hit.point; - Quaternion rot = Quaternion.FromToRotation(Vector3.forward, hit.normal); - Vector3 pos = hit.point; - Instantiate(impactPrefab, pos, rot); - if (!explodeOnTimer && Missile == false) - { - Destroy(gameObject); - } - else if (Missile == true) - { - thisCollider.enabled = false; - particleKillGroup.SetActive(false); - thisRigidbody.velocity = Vector3.zero; - Destroy(gameObject, 5); - } - - } - } - - void OnCollisionEnter(Collision collision) - { - if (collision.gameObject.tag != "FX") - { - ContactPoint contact = collision.contacts[0]; - Quaternion rot = Quaternion.FromToRotation(Vector3.forward, contact.normal); - if (ignorePrevRotation) - { - rot = Quaternion.Euler(0, 0, 0); - } - Vector3 pos = contact.point; - Instantiate(impactPrefab, pos, rot); - if (!explodeOnTimer && Missile == false) - { - Destroy(gameObject); - } - else if (Missile == true) - { - - thisCollider.enabled = false; - particleKillGroup.SetActive(false); - thisRigidbody.velocity = Vector3.zero; - - Destroy(gameObject, 5); - - } - } - } - - void Explode() - { - Instantiate(explosionPrefab, gameObject.transform.position, Quaternion.Euler(0, 0, 0)); - Destroy(gameObject); - } - -} \ No newline at end of file diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta deleted file mode 100644 index c912e350..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/ExplodingProjectile.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 538d28f745155f34fba977c5c1026e39 -timeCreated: 1483283774 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs deleted file mode 100644 index 69c939c6..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace StylizedProjectile -{ - - -public class Projectile : MonoBehaviour -{ - private float disappearAfterTime = 3; - private float disappearTimer = 0; - - private bool isActive = false; - - // private MeshRenderer meshRenderer; - - private Vector3 direction; - private Vector3 startPosition; - - private float movementSpeed = 1; - - private Vector3 targetPosition; - - private float distanceToTarget; - private float movementValue; - - // Use this for initialization - void Start () - { - // We cache this for performance reasons, GetComponent is slow to do realtime - // meshRenderer = GetComponent(); - // meshRenderer = GetComponent(); - } - - // Update is called once per frame - void Update () { - if (isActive) // Only update stuff if we're alive - { - disappearTimer += Time.deltaTime; // Increase disappear timer - if (disappearTimer > disappearAfterTime) // If we're alive too long, get rekt - { - disappearTimer = 0; // Reset timer - isActive = false; // Is not active anymore - // meshRenderer.enabled = false; // Disable meshrender so it's invisible - } - - - // 1/distanceToTarget is the calculation to move 1 unit per second, movementspeed defines how many units per second you want to move - movementValue += (1/distanceToTarget*movementSpeed) * Time.deltaTime; - if (movementValue > 1) - { - movementValue = 1; - Explode(); - } - Move(); - - } - } - - void Move() - { - // lerp goes from 0 to 1, 0 is startPosition, 1 is the targets position; - transform.position = Vector3.Lerp(startPosition, targetPosition, movementValue); - } - - void MoveWithoutTargetHit() - { - transform.position += direction.normalized * movementSpeed; - } - - public void Fire(Vector3 target, Vector3 spawnPosition, Vector3 Direction, float speed) - { - if (isActive) // If we're active, just return so we don't execute any code - return; - - isActive = true; // Set active - disappearTimer = 0; // Reset timer just in case it's not reset - transform.position = spawnPosition; // set spawn position - // meshRenderer.enabled = true; // Enable meshrender so it's visible - movementSpeed = speed; // Units per second - direction = Direction.normalized; // Normalize the direction - targetPosition = target; // Set target transform - Can be null for continous movement without target - distanceToTarget = Vector3.Distance(targetPosition, transform.position); - startPosition = spawnPosition; - movementValue = 0; - } - - // It gets here after it hits something - void Explode() - { - disappearTimer = 0; // Reset timer - isActive = false; // Is not active anymore - // meshRenderer.enabled = false; // Disable meshrender so it's invisible - } - - public bool GetIsActive() - { - return isActive; - } -} -} \ No newline at end of file diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta deleted file mode 100644 index e7b30e7a..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 989960b1a1aad4b449f0051bdeb3d79f -timeCreated: 1485807647 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs deleted file mode 100644 index 86fc9fea..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs +++ /dev/null @@ -1,253 +0,0 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.UI; - -public class projectileActor : MonoBehaviour { - - public Transform spawnLocator; - public Transform spawnLocatorMuzzleFlare; - public Transform shellLocator; - public Animator recoilAnimator; - - public Transform[] shotgunLocator; - - [System.Serializable] - public class projectile - { - public string name; - public Rigidbody bombPrefab; - public GameObject muzzleflare; - public float min, max; - public bool rapidFire; - public float rapidFireCooldown; - - public bool shotgunBehavior; - public int shotgunPellets; - public GameObject shellPrefab; - public bool hasShells; - } - public projectile[] bombList; - - - string FauxName; - public Text UiText; - - public bool UImaster = true; - public bool CameraShake = true; - public float rapidFireDelay; - public CameraShake CameraShakeCaller; - - float firingTimer; - public bool firing; - public int bombType = 0; - - // public ParticleSystem muzzleflare; - - public bool swarmMissileLauncher = false; - int projectileSimFire = 1; - - public bool Torque = false; - public float Tor_min, Tor_max; - - public bool MinorRotate; - public bool MajorRotate = false; - int seq = 0; - - - // Use this for initialization - void Start () - { - if (UImaster) - { - UiText.text = bombList[bombType].name.ToString(); - } - if (swarmMissileLauncher) - { - projectileSimFire = 5; - } - } - - // Update is called once per frame - void Update () - { - //Movement - if(Input.GetButton("Horizontal")) - { - if (Input.GetAxis("Horizontal") < 0) - { - gameObject.transform.Rotate(Vector3.up, -25 * Time.deltaTime); - } - else - { - gameObject.transform.Rotate(Vector3.up, 25 * Time.deltaTime); - } - } - - //BULLETS - if (Input.GetKeyDown(KeyCode.D)) - { - Switch(-1); - } - if (Input.GetButtonDown("Fire2") || Input.GetKeyDown(KeyCode.A)) - { - Switch(1); - } - - if(Input.GetButtonDown("Fire1")) - { - firing = true; - Fire(); - } - if (Input.GetButtonUp("Fire1")) - { - firing = false; - firingTimer = 0; - } - - if (bombList[bombType].rapidFire && firing) - { - if(firingTimer > bombList[bombType].rapidFireCooldown+rapidFireDelay) - { - Fire(); - firingTimer = 0; - } - } - - if(firing) - { - firingTimer += Time.deltaTime; - } - } - - public void Switch(int value) - { - bombType += value; - if (bombType < 0) - { - bombType = bombList.Length; - bombType--; - } - else if (bombType >= bombList.Length) - { - bombType = 0; - } - if (UImaster) - { - UiText.text = bombList[bombType].name.ToString(); - } - } - - public void Fire() - { - if(CameraShake) - { - CameraShakeCaller.ShakeCamera(); - } - Instantiate(bombList[bombType].muzzleflare, spawnLocatorMuzzleFlare.position, spawnLocatorMuzzleFlare.rotation); - // bombList[bombType].muzzleflare.Play(); - - if (bombList[bombType].hasShells) - { - Instantiate(bombList[bombType].shellPrefab, shellLocator.position, shellLocator.rotation); - } - recoilAnimator.SetTrigger("recoil_trigger"); - - Rigidbody rocketInstance; - rocketInstance = Instantiate(bombList[bombType].bombPrefab, spawnLocator.position,spawnLocator.rotation) as Rigidbody; - // Quaternion.Euler(0,90,0) - rocketInstance.AddForce(spawnLocator.forward * Random.Range(bombList[bombType].min, bombList[bombType].max)); - - if (bombList[bombType].shotgunBehavior) - { - for(int i = 0; i < bombList[bombType].shotgunPellets ;i++ ) - { - Rigidbody rocketInstanceShotgun; - rocketInstanceShotgun = Instantiate(bombList[bombType].bombPrefab, shotgunLocator[i].position, shotgunLocator[i].rotation) as Rigidbody; - // Quaternion.Euler(0,90,0) - rocketInstanceShotgun.AddForce(shotgunLocator[i].forward * Random.Range(bombList[bombType].min, bombList[bombType].max)); - } - } - - if (Torque) - { - rocketInstance.AddTorque(spawnLocator.up * Random.Range(Tor_min, Tor_max)); - } - if (MinorRotate) - { - RandomizeRotation(); - } - if (MajorRotate) - { - Major_RandomizeRotation(); - } - } - - - void RandomizeRotation() - { - if (seq == 0) - { - seq++; - transform.Rotate(0, 1, 0); - } - else if (seq == 1) - { - seq++; - transform.Rotate(1, 1, 0); - } - else if (seq == 2) - { - seq++; - transform.Rotate(1, -3, 0); - } - else if (seq == 3) - { - seq++; - transform.Rotate(-2, 1, 0); - } - else if (seq == 4) - { - seq++; - transform.Rotate(1, 1, 1); - } - else if (seq == 5) - { - seq = 0; - transform.Rotate(-1, -1, -1); - } - } - - void Major_RandomizeRotation() - { - if (seq == 0) - { - seq++; - transform.Rotate(0, 25, 0); - } - else if (seq == 1) - { - seq++; - transform.Rotate(0, -50, 0); - } - else if (seq == 2) - { - seq++; - transform.Rotate(0, 25, 0); - } - else if (seq == 3) - { - seq++; - transform.Rotate(25, 0, 0); - } - else if (seq == 4) - { - seq++; - transform.Rotate(-50, 0, 0); - } - else if (seq == 5) - { - seq = 0; - transform.Rotate(25, 0, 0); - } - } -} diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta deleted file mode 100644 index 682e1742..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/projectileActor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 24ae8ab904635734bab03b361009b30d -timeCreated: 1483283782 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: -- cgit v1.1-26-g67d0