Browse Source

custom camera follow

master
Sagittaeri 7 years ago
parent
commit
1ca9fd2610
34 changed files with 350 additions and 133 deletions
  1. BIN
      IronToad_UnityProject/Assets/Animations/WaveRing.controller
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      IronToad_UnityProject/Assets/Art/Models/lightHouse_LOW.obj.meta
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      IronToad_UnityProject/Assets/Art/Models/pier.obj.meta
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      IronToad_UnityProject/Assets/Materials/MaskMat.mat
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      IronToad_UnityProject/Assets/Materials/MaskMat.mat.meta
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      IronToad_UnityProject/Assets/Models/M_Boat.FBX
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      IronToad_UnityProject/Assets/Models/M_Boat.FBX.meta
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      IronToad_UnityProject/Assets/Models/Materials/No Name.mat
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      IronToad_UnityProject/Assets/Models/Materials/boat_LOW_defaultMat_C.mat
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      IronToad_UnityProject/Assets/Models/Materials/boat_LOW_defaultMat_C.mat.meta
  11. BIN
      IronToad_UnityProject/Assets/Physics Materials/Water.physicMaterial
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    -3
      IronToad_UnityProject/Assets/Scripts/BoatController.cs
  13. +17
    -0
      IronToad_UnityProject/Assets/Scripts/DontRotate.cs
  14. +12
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      IronToad_UnityProject/Assets/Scripts/DontRotate.cs.meta
  15. +17
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      IronToad_UnityProject/Assets/Scripts/PlayerController.cs
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      IronToad_UnityProject/Assets/Scripts/WaterController.cs
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      IronToad_UnityProject/Assets/ShaderForge/Example Assets/Textures/sf_parallax_test_ao_height.tga
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      IronToad_UnityProject/Assets/ShaderForge/Example Assets/Textures/sf_parallax_test_ao_height.tga.meta
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      IronToad_UnityProject/Assets/ShaderForge/Example Assets/Textures/sf_parallax_test_normals.tga
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      IronToad_UnityProject/Assets/ShaderForge/Example Assets/Textures/sf_parallax_test_normals.tga.meta
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      IronToad_UnityProject/Assets/Shaders/DepthMask.shader
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      IronToad_UnityProject/Assets/Shaders/DepthMask.shader.meta
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      IronToad_UnityProject/Assets/Sound.meta
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      IronToad_UnityProject/Assets/Sound.meta~4053ea0ea1489f4604c1626fb0538989dd66037b
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      IronToad_UnityProject/Assets/Sound.meta~4053ea0ea1489f4604c1626fb0538989dd66037b.meta
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      IronToad_UnityProject/Assets/Sound.meta~4053ea0ea1489f4604c1626fb0538989dd66037b.meta~927ced4c4317bc1f86f167c9b1594cec30b8e540
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      IronToad_UnityProject/Assets/Sound.meta~HEAD
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      IronToad_UnityProject/Assets/Sound.meta~HEAD.meta
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      IronToad_UnityProject/Assets/Sound/Music.meta
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      IronToad_UnityProject/Assets/Sound/SFX.meta
  31. +9
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      IronToad_UnityProject/Assets/Textures.meta
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      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.meta
  33. BIN
      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity
  34. BIN
      IronToad_UnityProject/Assets/water/planeWater.prefab

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IronToad_UnityProject/Assets/Animations/WaveRing.controller View File


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IronToad_UnityProject/Assets/Physics Materials/Water.physicMaterial View File


+ 10
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IronToad_UnityProject/Assets/Scripts/BoatController.cs View File

@ -6,7 +6,7 @@ using UnityEngine;
public class BoatController : BuoyantObject { public class BoatController : BuoyantObject {
public float trunSpeed = 0.5f; public float trunSpeed = 0.5f;
public float breakSpeed = 20f;
// Use this for initialization // Use this for initialization
void Start() { void Start() {
@ -26,8 +26,15 @@ public class BoatController : BuoyantObject {
} }
void OnCollisionEnter(Collision collision) { void OnCollisionEnter(Collision collision) {
if (collision.gameObject.CompareTag("Rock"))
NotificationServer.notify("show GameOverPanel");
if (collision.gameObject.CompareTag("Rock")) {
float forwardHitSpeed = Vector3.Project(collision.relativeVelocity, transform.forward).magnitude;
Debug.Log("Forward hit:" + forwardHitSpeed);
if (forwardHitSpeed > breakSpeed) {
NotificationServer.notify("show GameOverPanel");
}
}
} }

+ 17
- 0
IronToad_UnityProject/Assets/Scripts/DontRotate.cs View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DontRotate : MonoBehaviour {
private Quaternion originalRot;
// Use this for initialization
void Start () {
originalRot = transform.rotation;
}
// Update is called once per frame
void Update () {
transform.rotation = originalRot;
}
}

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IronToad_UnityProject/Assets/Scripts/PlayerController.cs View File

@ -4,7 +4,7 @@ using UnityEngine;
public class PlayerController : MonoBehaviour { public class PlayerController : MonoBehaviour {
private static bool isLocked = false;
public bool isLocked = false;
public float power; public float power;
public float radius; public float radius;
@ -12,6 +12,14 @@ public class PlayerController : MonoBehaviour {
public GameObject waveRing; public GameObject waveRing;
void Start() {
NotificationServer.register("show GameUI", showGameUI);
NotificationServer.register("hide GameUI", hideGameUI);
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
@ -26,14 +34,6 @@ public class PlayerController : MonoBehaviour {
if (Physics.Raycast(ray, out hit, Mathf.Infinity,rayMask)) { if (Physics.Raycast(ray, out hit, Mathf.Infinity,rayMask)) {
Vector3 pos = hit.point;
pos.y += 1;
Quaternion rot = Quaternion.Euler(-90, 0, 0);
if (waveRing != null)
Destroy(Instantiate(waveRing, pos, rot),4);
WaterController waterScript = hit.collider.gameObject.GetComponent<WaterController>(); WaterController waterScript = hit.collider.gameObject.GetComponent<WaterController>();
Debug.DrawLine(Camera.main.transform.position, hit.point, Color.red,1); Debug.DrawLine(Camera.main.transform.position, hit.point, Color.red,1);
@ -48,12 +48,14 @@ public class PlayerController : MonoBehaviour {
} }
/// <summary>
/// if true stops player from being able to click on water
/// </summary>
/// <param name="input"></param>
public static void lockControls(bool input) {
isLocked = input;
private void showGameUI() {
Debug.Log("UI open");
isLocked = false;
}
private void hideGameUI() {
Debug.Log("UI close");
isLocked = true;
} }
} }

+ 8
- 0
IronToad_UnityProject/Assets/Scripts/WaterController.cs View File

@ -13,6 +13,7 @@ public class WaterController : MonoBehaviour {
public float waveSpeed = 1; public float waveSpeed = 1;
public float maxWaveHeight = 2; public float maxWaveHeight = 2;
public GameObject rippleEffect;
#region Unity Functions #region Unity Functions
// Use this for initialization // Use this for initialization
@ -43,6 +44,13 @@ public class WaterController : MonoBehaviour {
point.y = transform.position.y; point.y = transform.position.y;
Vector3 pos = point;
pos.y += 1;
Quaternion rot = Quaternion.Euler(-90, 0, 0);
if (rippleEffect != null)
Destroy(Instantiate(rippleEffect, pos, rot), 4);
Collider[] colliders = Physics.OverlapSphere(point, radius); Collider[] colliders = Physics.OverlapSphere(point, radius);
foreach (Collider hit in colliders) { foreach (Collider hit in colliders) {
Debug.Log(hit.name); Debug.Log(hit.name);

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// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags {"Queue" = "Geometry+10" }
// Don't draw in the RGBA channels; just the depth buffer
ColorMask 0
ZWrite On
// Do nothing specific in the pass:
Pass {}
}
}

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IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity View File


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IronToad_UnityProject/Assets/water/planeWater.prefab View File


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