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Sagittaeri 7 years ago
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81d254c30b
55 changed files with 1308 additions and 8 deletions
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IronToad_UnityProject/Assets/Scripts/BoatController.cs View File

@ -9,10 +9,10 @@ public class BoatController : BuoyantObject {
// Use this for initialization // Use this for initialization
void Start () {
}
void Start() {
}
void Update() { void Update() {
lookAtDir(Vector3.ProjectOnPlane(rb.velocity, Vector3.up)); lookAtDir(Vector3.ProjectOnPlane(rb.velocity, Vector3.up));
} }
@ -20,8 +20,15 @@ public class BoatController : BuoyantObject {
// Update is called once per frame // Update is called once per frame
void lookAtDir(Vector3 inputDir) { void lookAtDir(Vector3 inputDir) {
Quaternion targetRotation = Quaternion.LookRotation(inputDir,Vector3.up);
Quaternion targetRotation = Quaternion.LookRotation(inputDir, Vector3.up);
float str = Mathf.Min(trunSpeed * Time.deltaTime, 1); float str = Mathf.Min(trunSpeed * Time.deltaTime, 1);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str); transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
} }
void OnCollisionEnter(Collision collision) {
if (collision.gameObject.CompareTag("Rock"))
NotificationServer.notify("show GameOverPanel");
}
} }

+ 22
- 3
IronToad_UnityProject/Assets/Scripts/PlayerController.cs View File

@ -4,14 +4,18 @@ using UnityEngine;
public class PlayerController : MonoBehaviour { public class PlayerController : MonoBehaviour {
private static bool isLocked = false;
public float power; public float power;
public float radius; public float radius;
public float time; public float time;
public GameObject waveRing;
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
if (Input.GetButtonDown("Fire1")) {
if (Input.GetButtonDown("Fire1") && !isLocked) {
Debug.Log("Click"); Debug.Log("Click");
RaycastHit hit; RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
@ -21,6 +25,15 @@ public class PlayerController : MonoBehaviour {
Debug.DrawRay(ray.origin, ray.direction * 100, Color.green); Debug.DrawRay(ray.origin, ray.direction * 100, Color.green);
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);
@ -33,8 +46,14 @@ 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;
} }
} }

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.30
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "LightHouse/WaterShader" {
Properties {
_Ring_Amount ("Ring_Amount", Range(1, 200)) = 19.17478
_FoamColor ("FoamColor", Color) = (1,1,1,1)
_WaveHeight ("WaveHeight", Range(1, 10)) = 5.549279
_Speed ("Speed", Range(-1, 1.5)) = -1
_Fade ("Fade", Range(0, 1)) = 1
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float _Ring_Amount;
uniform float4 _FoamColor;
uniform float _WaveHeight;
uniform float _Speed;
uniform float _Fade;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
UNITY_FOG_COORDS(7)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD8;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float node_9544 = distance(o.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = 1;
float3 attenColor = attenuation * _LightColor0.xyz;
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - 0;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float node_9544 = distance(i.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
float node_1198 = saturate(node_5748);
float3 diffuseColor = (_FoamColor.rgb*node_1198);
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor,(node_1198*round((1.0 - node_9544))*_Fade));
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdadd
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float _Ring_Amount;
uniform float4 _FoamColor;
uniform float _WaveHeight;
uniform float _Speed;
uniform float _Fade;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
float node_9544 = distance(o.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float node_9544 = distance(i.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
float node_1198 = saturate(node_5748);
float3 diffuseColor = (_FoamColor.rgb*node_1198);
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor * (node_1198*round((1.0 - node_9544))*_Fade),0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float _Ring_Amount;
uniform float _WaveHeight;
uniform float _Speed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float2 uv2 : TEXCOORD3;
float4 posWorld : TEXCOORD4;
float3 normalDir : TEXCOORD5;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float node_9544 = distance(o.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma exclude_renderers xbox360 ps3
#pragma target 3.0
uniform float _Ring_Amount;
uniform float4 _FoamColor;
uniform float _WaveHeight;
uniform float _Speed;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float node_9544 = distance(o.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
v.vertex.xyz += ((node_5748*_WaveHeight)*v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
i.normalDir = normalize(i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
o.Emission = 0;
float node_9544 = distance(i.uv0,float2(0.5,0.5));
float node_5748 = sin(((node_9544+(_Speed*0.5+0.0))*_Ring_Amount));
float node_1198 = saturate(node_5748);
float3 diffColor = (_FoamColor.rgb*node_1198);
o.Albedo = diffColor;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}

+ 9
- 0
IronToad_UnityProject/Assets/water/WaveShader_TimeScale.shader.meta View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 49d9869e237ffb64e8fba6d0250b9a46
timeCreated: 1485017769
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

BIN
IronToad_UnityProject/ProjectSettings/TagManager.asset View File


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