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a/unity_Project/Assets/New Terrain.asset b/unity_Project/Assets/New Terrain.asset new file mode 100644 index 0000000..afdd46f Binary files /dev/null and b/unity_Project/Assets/New Terrain.asset differ diff --git a/unity_Project/Assets/New Terrain.asset.meta b/unity_Project/Assets/New Terrain.asset.meta new file mode 100644 index 0000000..841cef5 --- /dev/null +++ b/unity_Project/Assets/New Terrain.asset.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: c6bf657a72549514fab031161e1a9a79 +NativeFormatImporter: + userData: diff --git a/unity_Project/Assets/Scripts.meta b/unity_Project/Assets/Scripts.meta new file mode 100644 index 0000000..dba40bf --- /dev/null +++ b/unity_Project/Assets/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 062dc1eb77e701940ab8faa3090658ad +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity_Project/Assets/Scripts/fpsCounter.cs b/unity_Project/Assets/Scripts/fpsCounter.cs new file mode 100644 index 0000000..a5b305b --- /dev/null +++ b/unity_Project/Assets/Scripts/fpsCounter.cs @@ -0,0 +1,28 @@ +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); + } +} diff --git a/unity_Project/Assets/Scripts/fpsCounter.cs.meta b/unity_Project/Assets/Scripts/fpsCounter.cs.meta new file mode 100644 index 0000000..fc9f94b --- /dev/null +++ b/unity_Project/Assets/Scripts/fpsCounter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9eca940fbae3d084ba0304271339bfd2 +timeCreated: 1440729523 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/gravityWell.cs b/unity_Project/Assets/Scripts/gravityWell.cs new file mode 100644 index 0000000..7d3a08d --- /dev/null +++ b/unity_Project/Assets/Scripts/gravityWell.cs @@ -0,0 +1,63 @@ +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().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); + + } + + +} diff --git a/unity_Project/Assets/Scripts/gravityWell.cs.meta b/unity_Project/Assets/Scripts/gravityWell.cs.meta new file mode 100644 index 0000000..26841bc --- /dev/null +++ b/unity_Project/Assets/Scripts/gravityWell.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ea015774211757243bee096ab3c9f26c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity_Project/Assets/Scripts/magnetGun.cs b/unity_Project/Assets/Scripts/magnetGun.cs new file mode 100644 index 0000000..ebc4901 --- /dev/null +++ b/unity_Project/Assets/Scripts/magnetGun.cs @@ -0,0 +1,203 @@ +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 ().color = Color.white; + if (target != null){ + if (target.GetComponent().tag == "moveable"){ + Debug.Log("Moveable Item"); + crossHair.GetComponent().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; + } + + } + } + +} diff --git a/unity_Project/Assets/Scripts/magnetGun.cs.meta b/unity_Project/Assets/Scripts/magnetGun.cs.meta new file mode 100644 index 0000000..00b8535 --- /dev/null +++ b/unity_Project/Assets/Scripts/magnetGun.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b5f064c7a4c77e4ba0118cef9733897 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity_Project/Assets/Scripts/sceneController.cs b/unity_Project/Assets/Scripts/sceneController.cs new file mode 100644 index 0000000..4a2c9af --- /dev/null +++ b/unity_Project/Assets/Scripts/sceneController.cs @@ -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 (); + movementP2 = player2.GetComponent (); + + 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); + + + } +} diff --git a/unity_Project/Assets/Scripts/sceneController.cs.meta b/unity_Project/Assets/Scripts/sceneController.cs.meta new file mode 100644 index 0000000..f08e86f --- /dev/null +++ b/unity_Project/Assets/Scripts/sceneController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8dbe01f686a754044bce5d3f885f0e9a +timeCreated: 1440331323 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/thirdPersonController.cs b/unity_Project/Assets/Scripts/thirdPersonController.cs new file mode 100644 index 0000000..a2cddbf --- /dev/null +++ b/unity_Project/Assets/Scripts/thirdPersonController.cs @@ -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().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().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; + + + } +} diff --git a/unity_Project/Assets/Scripts/thirdPersonController.cs.meta b/unity_Project/Assets/Scripts/thirdPersonController.cs.meta new file mode 100644 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b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders.meta new file mode 100644 index 0000000..4d2b87a --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: adec466a1f9044ea78471a5ce6f78271 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader new file mode 100644 index 0000000..63f0b37 --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader @@ -0,0 +1,63 @@ +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" +} diff --git a/unity_Project/Assets/Standard 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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" +} diff --git a/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta new file mode 100644 index 0000000..7e1c493 --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 9ce107479d11178d11005b9844295342 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader new file mode 100644 index 0000000..254b7ec --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader @@ -0,0 +1,53 @@ +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" +} diff --git a/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta new file mode 100644 index 0000000..771203c --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 48dca5b99d113b8d11006bab44295342 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader new file mode 100644 index 0000000..817c0ce --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader @@ -0,0 +1,17 @@ +Shader "Toon/Lit Outline" { + Properties { + _Color 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Assets/Scripts.meta b/unity_Project/Assets/Standard Assets/Scripts.meta new file mode 100644 index 0000000..703f268 --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 3cadc5c144b6941fd9b94e6f6cbaa3cc +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts.meta b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts.meta new file mode 100644 index 0000000..17dbf2e --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 6685d213dcd37451eaa7643f63089046 +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js new file mode 100644 index 0000000..682b7fc --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js @@ -0,0 +1,46 @@ +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.()) + GetComponent.().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); +} \ No newline at end of file diff --git a/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js.meta b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js.meta new file mode 100644 index 0000000..aabab32 --- /dev/null +++ b/unity_Project/Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27acebc9ad1110f6d00074c88d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/unity_Project/Assets/_Scenes.meta b/unity_Project/Assets/_Scenes.meta new file mode 100644 index 0000000..9ead583 --- /dev/null +++ b/unity_Project/Assets/_Scenes.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: c9b2ad0cd440d094bbf396741fdab22d +folderAsset: yes +DefaultImporter: + userData: diff --git a/unity_Project/Assets/_Scenes/ScafoldingTest.unity 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