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Added Unity project.

master
Joshua Reason 8 years ago
parent
commit
999c544933
88 changed files with 2330 additions and 0 deletions
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      unity_Project/Assets/0bjects.meta
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      unity_Project/Assets/0bjects/Character_new_08.fbx
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      unity_Project/Assets/0bjects/Materials/lambert1.mat
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      unity_Project/Assets/0bjects/Textures/Character_texture_2048_WiP_01_FLAT.jpg
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      unity_Project/Assets/0bjects/scaffold_object_TEST.fbx
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      unity_Project/Assets/Materials/Blue.mat
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      unity_Project/Assets/New Terrain.asset
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      unity_Project/Assets/New Terrain.asset.meta
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      unity_Project/Assets/Scripts.meta
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      unity_Project/Assets/Scripts/fpsCounter.cs
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      unity_Project/Assets/Scripts/fpsCounter.cs.meta
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      unity_Project/Assets/Scripts/gravityWell.cs
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      unity_Project/Assets/Scripts/gravityWell.cs.meta
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      unity_Project/Assets/Scripts/magnetGun.cs
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      unity_Project/Assets/Scripts/magnetGun.cs.meta
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      unity_Project/Assets/Scripts/sceneController.cs
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      unity_Project/Assets/Scripts/sceneController.cs.meta
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      unity_Project/Assets/Scripts/thirdPersonController.cs
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      unity_Project/Assets/Scripts/thirdPersonController.cs.meta
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      unity_Project/Assets/Standard Assets.meta
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      unity_Project/Assets/Standard Assets/Effects.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonBasic.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonBasic.mat.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonBasicOutline.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonBasicOutline.mat.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonLit.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonLit.mat.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonLitOutline.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/ToonLitOutline.mat.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Textures.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd.meta
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Textures/UtilToonGradient.png
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Textures/UtilToonGradient.png.meta
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      unity_Project/Assets/Standard Assets/Scripts.meta
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      unity_Project/Assets/Standard Assets/Scripts/Camera Scripts.meta
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      unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js
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      unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js.meta
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      unity_Project/Assets/_Scenes.meta
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      unity_Project/Assets/_Scenes/ScafoldingTest.unity
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      unity_Project/Assets/_Scenes/ScafoldingTest.unity.meta
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      unity_Project/Assets/_Scenes/SplitScreenTest.unity
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      unity_Project/Assets/_Scenes/SplitScreenTest.unity.meta
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      unity_Project/Assets/itemdefinition.cs
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      unity_Project/Assets/itemdefinition.cs.meta
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      unity_Project/Assets/prefabs.meta
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      unity_Project/Assets/prefabs/Players.prefab
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      unity_Project/Assets/prefabs/Players.prefab.meta
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      unity_Project/ProjectSettings/AudioManager.asset
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      unity_Project/ProjectSettings/DynamicsManager.asset
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      unity_Project/ProjectSettings/EditorBuildSettings.asset
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      unity_Project/ProjectSettings/EditorSettings.asset
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      unity_Project/ProjectSettings/GraphicsSettings.asset
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      unity_Project/ProjectSettings/InputManager.asset
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      unity_Project/ProjectSettings/NavMeshAreas.asset
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      unity_Project/ProjectSettings/NavMeshLayers.asset
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      unity_Project/ProjectSettings/NetworkManager.asset
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      unity_Project/ProjectSettings/Physics2DSettings.asset
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      unity_Project/ProjectSettings/ProjectSettings.asset
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      unity_Project/ProjectSettings/ProjectVersion.txt
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      unity_Project/ProjectSettings/QualitySettings.asset
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      unity_Project/ProjectSettings/TagManager.asset
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      unity_Project/ProjectSettings/TimeManager.asset

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4300106: frame_pole6
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4300110: dump_container1
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4300120: metal_beam1
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4300144: pPyramid2
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4300150: pPyramid6
4300152: pPyramid7
4300154: cargo_box_15
4300156: scaffold_D1
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unity_Project/Assets/Scripts/fpsCounter.cs View File

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using UnityEngine;
using System.Collections;
public class fpsCounter : MonoBehaviour
{
float deltaTime = 0.0f;
void Update()
{
deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
}
void OnGUI()
{
int w = Screen.width, h = Screen.height;
GUIStyle style = new GUIStyle();
Rect rect = new Rect(0, 0, w, h * 2 / 100);
style.alignment = TextAnchor.UpperLeft;
style.fontSize = h * 2 / 100;
style.normal.textColor = new Color (0.0f, 0.0f, 0.5f, 1.0f);
float msec = deltaTime * 1000.0f;
float fps = 1.0f / deltaTime;
string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps);
GUI.Label(rect, text, style);
}
}

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unity_Project/Assets/Scripts/gravityWell.cs View File

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class gravityWell : MonoBehaviour {
public float wellMass;
public int gravConstPow;
public GameObject[] targets;
//public float minDistance;
//public float bufferZone;
//public float bufferDampner;
public float clampVelo;
public float maxVelo;
public float moveSpeed;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
foreach (GameObject target in targets) {
/*target.rigidbody.AddForce( calcGrav (target));
target.rigidbody.velocity = Vector3.ClampMagnitude(target.rigidbody.velocity, clampVelo);
Debug.Log(target.rigidbody.velocity.magnitude);*/
float step = moveSpeed * Time.deltaTime;
target.transform.position = Vector3.MoveTowards(target.transform.position,transform.position, step);
}
}
private Vector3 calcGrav(GameObject target){
double GRAVCONSTANT = 6.673f * Mathf.Pow (10, gravConstPow);
Vector3 distance = this.transform.position - target.transform.position;
float mag = distance.magnitude;
distance /= mag;
float gravityForce = (target.GetComponent<Rigidbody>().mass * wellMass * (float)GRAVCONSTANT) / (mag * mag);
//if (minDistance > mag)
// return (Vector3.zero);
//else if (bufferZone > mag)
// return (-(distance * gravityForce)/bufferDampner);
//else
Debug.Log ((distance * gravityForce).magnitude);
if ((distance * gravityForce).magnitude > maxVelo)
return (Vector3.zero);
else
return (distance * gravityForce);
}
}

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unity_Project/Assets/Scripts/magnetGun.cs View File

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class magnetGun : MonoBehaviour {
public Camera camera;
public GameObject crossHair;
public thirdPersonController playerController;
public string L_TRIGGER_INPUT;
public string R_TRIGGER_INPUT;
public string L_BUTTON_INPUT;
public string R_BUTTON_INPUT;
private bool L_Trigger_Down;
public bool topScreen = true;
private float playerScreen = 2;
public GameObject gravityWell;
private Collider GravityTarget;
private Vector3 rayHitPoint;
public float objectSpeed;
public float magnetRange = 20;
public float maxPullSpeed = 30;
public float rotateSpeed;
public float minDistance = 3.0f;
// Use this for initialization
void Start () {
if (topScreen)
playerScreen = 2;
else
playerScreen = -1;
}
// Update is called once per frame
void Update () {
float triggerL = Input.GetAxis(L_TRIGGER_INPUT);
float triggerR = Input.GetAxis (R_TRIGGER_INPUT);
Collider target = testItem ();
crossHair.GetComponent<RawImage> ().color = Color.white;
if (target != null){
if (target.GetComponent<Collider>().tag == "moveable"){
Debug.Log("Moveable Item");
crossHair.GetComponent<RawImage>().color = Color.red;
}
}
if (triggerL > 0) {
if (!L_Trigger_Down) {
pickUpItem (target);
L_Trigger_Down = true;
}
} else {
L_Trigger_Down = false;
dropItem(GravityTarget);
}
moveItem (GravityTarget);
pullItem (triggerR);
rotateInput (GravityTarget);
cameraRotateTest (GravityTarget);
}
private Collider testItem(){
RaycastHit hit;
//Vector3 rayDirection = camera.transform.rotation * Vector3.forward;
Ray ray = camera.ScreenPointToRay(new Vector3(Screen.width/2, Screen.height/2 + (Screen.height/6 * playerScreen), 0));
Debug.DrawRay (ray.origin, ray.direction*magnetRange, Color.green);
if (Physics.Raycast (ray, out hit, magnetRange)) {
if (hit.collider.tag == "moveable"){
Debug.DrawRay (ray.origin,ray.direction*magnetRange, Color.red);
rayHitPoint = hit.point;
}
}
return hit.collider;
}
private void pickUpItem(Collider item){
if (item != null) {
if (item.tag == "moveable"){
item.attachedRigidbody.useGravity = false;
item.attachedRigidbody.drag = 3.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
gravityWell.transform.position = rayHitPoint;
GravityTarget = item;
playerController.movementSpeed = 200.0f;
if (!topScreen){
playerController.cameraSpeedX = 0.0f;
playerController.cameraSpeedY = 0.0f;
}
}
}
}
private void moveItem(Collider item){
if (item != null) {
float step = objectSpeed * Time.deltaTime;
Vector3 direction = gravityWell.transform.position - item.transform.position;
direction = Vector3.ClampMagnitude(direction,1.0f);
item.attachedRigidbody.AddForce(direction * objectSpeed * Time.deltaTime);
}
}
private void dropItem(Collider item){
if (item != null) {
item.attachedRigidbody.useGravity = true;
item.attachedRigidbody.drag = 0.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.None;
if(topScreen)
item.attachedRigidbody.velocity = Vector3.ClampMagnitude (item.attachedRigidbody.velocity, 5);
GravityTarget = null;
playerController.movementSpeed = 1000.0f;
playerController.cameraSpeedX = 250.0f;
playerController.cameraSpeedY = 120.0f;
}
}
private void pullItem(float speed){
float step = maxPullSpeed * speed * Time.deltaTime;
Vector3 maxPull;
maxPull = camera.transform.position + (camera.transform.rotation * Vector3.forward);
if (Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance || maxPullSpeed<1) {
gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step);
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen)
dropItem (GravityTarget);
}
}
private void rotateInput(Collider item){
if (item != null) {
if (Input.GetButtonDown(L_BUTTON_INPUT))
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f));
if (Input.GetButtonDown(R_BUTTON_INPUT))
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f));
}
}
IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){
Quaternion startAngle = item.transform.rotation;
Quaternion endAngle = Quaternion.Euler (item.transform.eulerAngles + byAngles);
for (float i = 0; i < 1; i+=Time.deltaTime/inTime) {
item.transform.rotation = Quaternion.Lerp(startAngle,endAngle,i);
yield return null;
}
}
public void cameraRotateTest(Collider item){
if (item != null) {
Debug.Log ("distance test: " + Vector3.Distance (gravityWell.transform.position, camera.transform.position));
if (Vector3.Distance (gravityWell.transform.position, camera.transform.position) <= minDistance) {
playerController.cameraSpeedX = 250.0f;
playerController.cameraSpeedY = 120.0f;
} else {
playerController.cameraSpeedX = 0.0f;
playerController.cameraSpeedY = 0.0f;
}
}
}
}

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+ 159
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unity_Project/Assets/Scripts/sceneController.cs View File

@ -0,0 +1,159 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class sceneController : MonoBehaviour {
public GameObject player1;
public GameObject player2;
public Camera cameraPlayer1;
public Camera cameraPlayer2;
public GameObject playerPointer;
public float screenAnimationTime;
private thirdPersonController movementP1;
private thirdPersonController movementP2;
private string playerSwapInput = "playerSwap";
// Use this for initialization
void Start () {
movementP1 = player1.GetComponent<thirdPersonController> ();
movementP2 = player2.GetComponent<thirdPersonController> ();
movementP2.enabled = false;
}
// Update is called once per frame
void Update () {
swapCharacters ();
pointAtOther ();
}
private void swapCharacters(){
Camera newCamera;
Camera oldCamera;
if (Input.GetButtonDown(playerSwapInput)) {
Debug.Log("swappy Swap");
movementP1.enabled = !movementP1.enabled;
movementP2.enabled = !movementP2.enabled;
if (movementP1.enabled){
newCamera = cameraPlayer1;
oldCamera = cameraPlayer2;
}else{
newCamera = cameraPlayer2;
oldCamera = cameraPlayer1;
}
newCamera.depth = 0;
oldCamera.depth = 1;
StartCoroutine(swapCameras (newCamera, oldCamera, screenAnimationTime));
//newCamera.rect = new Rect (0.0f,0.0f,1.0f,1.0f);
//oldCamera.rect = new Rect (0.84f, 0.74f, 0.155f, 0.25f);
}
}
private void pointAtOther(){
Transform target;
Camera curCamera;
if (movementP1.enabled) {
target = player2.transform;
curCamera = cameraPlayer1;
} else {
target = player1.transform;
curCamera = cameraPlayer2;
}
Vector3 screenPos = curCamera.WorldToViewportPoint(target.position);
Vector3 guiPos;
//Debug.Log (screenPos);
if (screenPos.x >= 0.0f && screenPos.x <= 1.0f && screenPos.y >= 0.0f && screenPos.y <= 1.0f) {
guiPos = new Vector3 (screenPos.x * Screen.width, screenPos.y * Screen.height, 0.0f);
playerPointer.transform.position = guiPos;
return; // Object center is visible
}
//Debug.Log (screenPos);
if (Mathf.Abs(screenPos.x-0.5f) > Mathf.Abs(screenPos.y-0.5f)) {
screenPos.y = Mathf.Abs((screenPos.y));
if (screenPos.x > 0.0f)
screenPos.x = 1.0f;
else
screenPos.x = 0.0f;
} else {
screenPos.x = Mathf.Abs((screenPos.x));
if (screenPos.y > 0.0f)
screenPos.y = 1.0f;
else
screenPos.y = 0.0f;
}
guiPos = new Vector3 (screenPos.x * Screen.width, screenPos.y * Screen.height, 0.0f);
//guiPos.x = Mathf.Clamp (guiPos.x, 0.0f, Screen.width);
//guiPos.y = Mathf.Clamp (guiPos.y, 0.0f, Screen.height);
playerPointer.transform.position = guiPos;
}
IEnumerator swapCameras (Camera newCamera, Camera oldCamera, float inTime){
Rect tempNewRect = newCamera.rect;
Rect tempOldRect = oldCamera.rect;
for (float i = 0; i < 1; i+=Time.deltaTime/inTime) {
tempNewRect.x = Mathf.Lerp (0.84f, 0.0f, i);
tempNewRect.y = Mathf.Lerp (0.74f, 0.0f, i);
tempNewRect.width = Mathf.Lerp (0.155f, 1.0f, i);
tempNewRect.height = Mathf.Lerp (0.25f, 1.0f, i);
tempOldRect.x = Mathf.Lerp (0.0f, 0.84f, i);
tempOldRect.y = Mathf.Lerp (0.0f, 0.74f, i);
tempOldRect.width = Mathf.Lerp (1.0f, 0.155f, i);
tempOldRect.height = Mathf.Lerp (1.0f, 0.25f, i);
newCamera.rect = tempNewRect;
oldCamera.rect = tempOldRect;
yield return null;
}
Debug.Log ("new rect: " + tempNewRect);
newCamera.rect = new Rect (0.0f,0.0f,1.0f,1.0f);
oldCamera.rect = new Rect (0.84f, 0.74f, 0.155f, 0.25f);
}
}

+ 12
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+ 76
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unity_Project/Assets/Scripts/thirdPersonController.cs View File

@ -0,0 +1,76 @@
using UnityEngine;
using System.Collections;
public class thirdPersonController : MonoBehaviour {
public string CAMERA_INPUT_X;
public string CAMERA_INPUT_Y;
public string MOVEMENT_INPUT_X;
public string MOVEMENT_INPUT_Y;
public string JUMP_INPUT;
public Camera camera;
public GameObject cameraCentre;
public float cameraSpeedX = 250.0f;
public float cameraSpeedY = 120.0f;
public float cameraDistance = 10.0f;
public float movementSpeed;
public float jumpHeight;
private float cameraX;
private float cameraY;
private float movementX;
private float movementY;
// Use this for initialization
void Start () {
cameraX = camera.transform.eulerAngles.x;
cameraY = camera.transform.eulerAngles.y;
}
void FixedUpdate(){
movementX = Input.GetAxis (MOVEMENT_INPUT_X);
movementY = Input.GetAxis (MOVEMENT_INPUT_Y);
Vector3 velocity = new Vector3 (movementX, 0.0f, movementY)* movementSpeed * Time.deltaTime;
//Debug.Log (velocity);
velocity = Quaternion.Euler (0.0f,camera.transform.rotation.eulerAngles.y, 0.0f) * velocity;
GetComponent<Rigidbody>().AddForce (velocity);
//if (velocity != Vector3.zero)
transform.rotation = Quaternion.Euler(new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f));
if (Physics.Raycast (transform.position, -Vector3.up, 1.3f)) {
//print ("Raycast succeeded");
if (Input.GetButtonDown (JUMP_INPUT)) {
GetComponent<Rigidbody>().AddRelativeForce (0, jumpHeight, 0);
}
}
}
// Update is called once per frame
void LateUpdate () {
cameraX += Input.GetAxis(CAMERA_INPUT_X) * cameraSpeedX * 0.02f;
cameraY += Input.GetAxis(CAMERA_INPUT_Y) * cameraSpeedY * 0.02f;
Quaternion cameraRotation = Quaternion.Euler (cameraY, cameraX, 0.0f);
Vector3 cameraPosition = cameraRotation * new Vector3(0.0f, 0.0f, -cameraDistance) + cameraCentre.transform.position;
camera.transform.rotation = cameraRotation;
camera.transform.position = cameraPosition;
}
}

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Shader "Toon/Basic" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
Name "BASE"
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
sampler2D _MainTex;
samplerCUBE _ToonShade;
float4 _MainTex_ST;
float4 _Color;
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 cubenormal : TEXCOORD1;
UNITY_FOG_COORDS(2)
};
v2f vert (appdata v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0));
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color * tex2D(_MainTex, i.texcoord);
fixed4 cube = texCUBE(_ToonShade, i.cubenormal);
fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a);
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
Fallback "VertexLit"
}

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Shader "Toon/Basic Outline" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (.002, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
UNITY_FOG_COORDS(0)
fixed4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
ENDCG
SubShader {
Tags { "RenderType"="Opaque" }
UsePass "Toon/Basic/BASE"
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
fixed4 frag(v2f i) : SV_Target
{
UNITY_APPLY_FOG(i.fogCoord, i.color);
return i.color;
}
ENDCG
}
}
Fallback "Toon/Basic"
}

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Shader "Toon/Lit" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf ToonRamp
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
{
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
half d = dot (s.Normal, lightDir)*0.5 + 0.5;
half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
c.a = 0;
return c;
}
sampler2D _MainTex;
float4 _Color;
struct Input {
float2 uv_MainTex : TEXCOORD0;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Diffuse"
}

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Shader "Toon/Lit Outline" {
Properties {
_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (.002, 0.03)) = .005
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SubShader {
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var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (GetComponent.<Rigidbody>())
GetComponent.<Rigidbody>().freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
namespace AssemblyCSharp
{
public class itemdefinition
{
public itemdefinition ()
{
}
}
}

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