Browse Source

no message

master
ATC522-011\IGDA 7 years ago
parent
commit
0d8c7a3994
11 changed files with 255 additions and 6 deletions
  1. +3
    -3
      IronToad_UnityProject/Assets/Art/Models/Materials/textures.meta
  2. BIN
      IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png
  3. +76
    -0
      IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png.meta
  4. +82
    -0
      IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta
  5. BIN
      IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab
  6. +8
    -0
      IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab.meta
  7. +7
    -3
      IronToad_UnityProject/Assets/Scripts/Searchlight.cs
  8. +9
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility.meta
  9. +61
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs
  10. +9
    -0
      IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs.meta
  11. BIN
      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity

IronToad_UnityProject/Assets/Sound.meta → IronToad_UnityProject/Assets/Art/Models/Materials/textures.meta View File

@ -1,8 +1,8 @@
fileFormatVersion: 2
guid: 0fbabcae9313543ffbf1429aeac3664d
guid: 09711520b5e786041b9ba22371e0234d
folderAsset: yes
timeCreated: 1485006712
licenseType: Free
timeCreated: 1485010695
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:

BIN
IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png View File

Before After
Width: 1024  |  Height: 1024  |  Size: 109 KiB

+ 76
- 0
IronToad_UnityProject/Assets/Art/Models/Materials/textures/spotlight-sprite.png.meta View File

@ -0,0 +1,76 @@
fileFormatVersion: 2
guid: 468f554d4b2714881b3a3531f1208ab2
timeCreated: 1485008431
licenseType: Pro
TextureImporter:
fileIDToRecycleName: {}
serializedVersion: 4
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
- buildTarget: Standalone
maxTextureSize: 2048
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

+ 82
- 0
IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta View File

@ -0,0 +1,82 @@
fileFormatVersion: 2
guid: 919eb0dba9aa0da44aec3a80f1cf98ea
timeCreated: 1485000000
licenseType: Free
ModelImporter:
serializedVersion: 19
fileIDToRecycleName:
100000: lighthouse
100002: //RootNode
400000: lighthouse
400002: //RootNode
2300000: lighthouse
3300000: lighthouse
4300000: lighthouse
materials:
importMaterials: 1
materialName: 0
materialSearch: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
motionNodeName:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
clipAnimations: []
isReadable: 1
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
importBlendShapes: 1
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
optimizeMeshForGPU: 1
keepQuads: 0
weldVertices: 1
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
importAnimation: 1
copyAvatar: 0
humanDescription:
serializedVersion: 2
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
rootMotionBoneName:
rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
animationType: 0
humanoidOversampling: 1
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

BIN
IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab View File


+ 8
- 0
IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab.meta View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0d81d1b6be27a45b9a4e899d392721f4
timeCreated: 1485010473
licenseType: Pro
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

+ 7
- 3
IronToad_UnityProject/Assets/Scripts/Searchlight.cs View File

@ -46,6 +46,8 @@ public class Searchlight : MonoBehaviour
void OnTriggerEnter(Collider other)
{
if (other.tag != "Player")
return;
chased = other;
isTriggering = true;
if (state != SearchState.Chasing)
@ -59,6 +61,8 @@ public class Searchlight : MonoBehaviour
void OnTriggerExit(Collider other)
{
if (other.tag != "Player")
return;
isTriggering = false;
if (state == SearchState.Chasing && !isTriggeringAtLeastOne())
{
@ -97,13 +101,13 @@ public class Searchlight : MonoBehaviour
else
{
LeanTween.delayedCall(gameObject, timeBetweenChase, ()=>{
Vector3 start = transform.localPosition;
Vector3 end = chased.transform.localPosition
Vector3 start = transform.position;
Vector3 end = chased.transform.position
+ Vector3.right * Random.Range(-randomFactor, randomFactor)
+ Vector3.forward * Random.Range(-randomFactor, randomFactor);
float distance = (end - start).magnitude;
LeanTween.value(gameObject, 0f, 1f, distance / speed + timePadding).setOnUpdate((float val)=>{
transform.localPosition = start + (end-start)*val;
transform.position = start + (end-start)*val;
}).setEase(animationCurve).setOnComplete(chase);
});
}

+ 9
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility.meta View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4539eb30e895bbb41b5eae6df2dde978
folderAsset: yes
timeCreated: 1436977288
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

+ 61
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs View File

@ -0,0 +1,61 @@
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class SmoothFollow : MonoBehaviour
{
// The target we are following
[SerializeField]
private Transform target;
// The distance in the x-z plane to the target
[SerializeField]
private float distance = 10.0f;
// the height we want the camera to be above the target
[SerializeField]
private float height = 5.0f;
[SerializeField]
private float rotationDamping;
[SerializeField]
private float heightDamping;
// Use this for initialization
void Start() { }
// Update is called once per frame
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
// Always look at the target
transform.LookAt(target);
}
}
}

+ 9
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs.meta View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f76806479d916a64aa03f8e3eba7912f
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

BIN
IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity View File


Loading…
Cancel
Save