Browse Source

Added Saturn planet materials and prefab

develop
Therry 3 years ago
parent
commit
aac5084a2e
24 changed files with 954 additions and 29 deletions
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  12. +77
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  16. +192
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  18. +8
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      Assets/Prefabs/Sun.prefab
  19. BIN
      Assets/Scenes/Sun Scene.unity
  20. BIN
      Assets/Scenes/Test Scenes/Static Ring.unity
  21. +118
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      Assets/Scripts/PlanetRing.cs
  22. +11
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  23. +1
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  24. BIN
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Assets/Scenes/Sun Scene.unity (Stored with Git LFS) View File

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BIN
Assets/Scenes/Test Scenes/Static Ring.unity (Stored with Git LFS) View File

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+ 118
- 0
Assets/Scripts/PlanetRing.cs View File

@ -0,0 +1,118 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class PlanetRing : MonoBehaviour
{
//manual settings
[Range(3, 360)]
public int segments = 3;
public float innerRadius = 0.7f;
public float thickness = 0.5f;
public Material ringMat;
//cached references
GameObject ring;
Mesh ringMesh;
MeshFilter ringMF;
MeshRenderer ringMR;
void OnEnable()
{
if (ring == null || ringMesh == null)
{
SetUpRing();
}
BuildRingMesh();
}
void OnValidate()
{
if (ring == null || ringMesh == null)
{
SetUpRing();
}
BuildRingMesh();
}
void SetUpRing()
{
//check if ring is null and there are no children
if (ring == null && transform.childCount == 0)
{
//create ring object
ring = new GameObject(name + " Ring");
ring.transform.parent = transform;
ring.transform.SetAsFirstSibling();
ring.transform.localScale = Vector3.one;
ring.transform.localPosition = Vector3.zero;
ring.transform.localRotation = Quaternion.identity;
ringMF = ring.AddComponent<MeshFilter>();
ringMR = ring.AddComponent<MeshRenderer>();
ringMR.material = ringMat;
}
else
{
ring = transform.GetChild(0).gameObject;
ringMF = ring.GetComponent<MeshFilter>();
ringMR = ring.GetComponent<MeshRenderer>();
}
ringMesh = new Mesh();
ringMF.sharedMesh = ringMesh;
}
void BuildRingMesh()
{
//build ring mesh
Vector3[] vertices = new Vector3[(segments + 1) * 2 * 2];
int[] triangles = new int[segments * 6 * 2];
Vector2[] uv = new Vector2[(segments + 1) * 2 * 2];
int halfway = (segments + 1) * 2;
for (int i = 0; i < segments + 1; i++)
{
float progress = (float)i / (float)segments;
float angle = Mathf.Deg2Rad * progress * 360;
float x = Mathf.Sin(angle);
float z = Mathf.Cos(angle);
vertices[i * 2] = vertices[i * 2 + halfway] = new Vector3(x, 0f, z) * (innerRadius + thickness);
vertices[i * 2 + 1] = vertices[i * 2 + 1 + halfway] = new Vector3(x, 0f, z) * innerRadius;
uv[i * 2] = uv[i * 2 + halfway] = new Vector2(progress, 0f);
uv[i * 2 + 1] = uv[i * 2 + 1 + halfway] = new Vector2(progress, 1f);
if (i != segments)
{
triangles[i * 12] = i * 2;
triangles[i * 12 + 1] = triangles[i * 12 + 4] = (i + 1) * 2;
triangles[i * 12 + 2] = triangles[i * 12 + 3] = i * 2 + 1;
triangles[i * 12 + 5] = (i + 1) * 2 + 1;
triangles[i * 12 + 6] = i * 2 + halfway;
triangles[i * 12 + 7] = triangles[i * 12 + 10] = i * 2 + 1 + halfway;
triangles[i * 12 + 8] = triangles[i * 12 + 9] = (i + 1) * 2 + halfway;
triangles[i * 12 + 11] = (i + 1) * 2 + 1 + halfway;
}
}
if (vertices.Length < ringMesh.vertices.Length)
{
ringMesh.triangles = triangles;
ringMesh.vertices = vertices;
}
else
{
ringMesh.vertices = vertices;
ringMesh.triangles = triangles;
}
ringMesh.uv = uv;
ringMesh.RecalculateNormals();
}
}

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- _SpecularHighlights: 1
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ProjectSettings/Physics2DSettings.asset (Stored with Git LFS) View File

size 2024

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