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using UnityEngine; | |||
using System.Collections; | |||
public class BackgroundController : MonoBehaviour { | |||
public float transistionSpeed = 1f; | |||
public float waitTime = 10f; | |||
private Material mat; | |||
private float lastTransition = 0.0f; | |||
private bool inverseDirection = false; | |||
// Use this for initialization | |||
void Start () { | |||
mat = GetComponent<Renderer>().material; | |||
} | |||
// Update is called once per frame | |||
void FixedUpdate () { | |||
if (Time.time - lastTransition >= waitTime) { | |||
lastTransition = Time.time; | |||
StartCoroutine(transition(transistionSpeed)); | |||
} | |||
} | |||
private IEnumerator transition(float time) { | |||
float transitionStart = -1; | |||
float transitionEnd = 1; | |||
if (inverseDirection) { | |||
mat.SetFloat("_InvertMap", 1); | |||
}else { | |||
mat.SetFloat("_InvertMap", 0); | |||
} | |||
float elapsedTime = 0; | |||
float transitionFrac = transitionStart; | |||
while ((elapsedTime/ time) <=1) { | |||
transitionFrac = Mathf.Lerp(transitionStart, transitionEnd, (elapsedTime / time)); | |||
transitionFrac = (inverseDirection)? transitionFrac : -transitionFrac; | |||
mat.SetFloat("_TimeNode", transitionFrac); | |||
elapsedTime += Time.deltaTime; | |||
yield return new WaitForEndOfFrame(); | |||
} | |||
if (inverseDirection) { | |||
mat.SetFloat("_TimeNode", 1); | |||
} else { | |||
mat.SetFloat("_TimeNode", -1); | |||
} | |||
inverseDirection = !inverseDirection; | |||
} | |||
} |
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using UnityEngine; | |||
using System.Collections; | |||
public class MoverController : EnemyController { | |||
public Transform[] moveRoute; | |||
public float moveSpeed; | |||
public float moveCoolDown = 2; | |||
public int routeLoc = 0; | |||
private int routeMax; | |||
private bool isMove = false; | |||
private float lastMoveTime = 0.5f; | |||
// Use this for initialization | |||
protected override void Start () { | |||
base.Start(); | |||
routeMax = moveRoute.Length; | |||
transform.position = moveRoute[routeLoc % routeMax].position; | |||
} | |||
// Update is called once per frame | |||
void FixedUpdate () { | |||
if (Time.time - lastShotTime >= shotCoolDown) { | |||
lastShotTime = Time.time; | |||
Vector3 dir1 = (moveRoute[(routeLoc + 1) % routeMax].position - moveRoute[routeLoc % routeMax].position).normalized; | |||
Vector3 dir2 = (moveRoute[mod ((routeLoc - 1), routeMax)].position - moveRoute[routeLoc % routeMax].position).normalized; | |||
shoot(dir1); | |||
shoot(dir2); | |||
} | |||
if (Time.time - lastMoveTime >= moveCoolDown) { | |||
lastMoveTime = Time.time; | |||
StartCoroutine(moveLocation(moveSpeed)); | |||
} | |||
} | |||
private IEnumerator moveLocation(float time) { | |||
Vector3 start = moveRoute[routeLoc % routeMax].position; | |||
Vector3 end = moveRoute[(routeLoc + 1 ) % routeMax].position; | |||
float elapsedTime = 0; | |||
Vector3 pos = start; | |||
while ((elapsedTime / time) <= 1) { | |||
pos = Vector3.Lerp(start, end, (elapsedTime / time)); | |||
transform.position = pos; | |||
elapsedTime += Time.deltaTime; | |||
yield return new WaitForEndOfFrame(); | |||
} | |||
transform.position = end; | |||
routeLoc++; | |||
} | |||
//c# modulo deals with negatives differently because it is a remainder call | |||
//this fixes that | |||
private int mod(int x, int m) { | |||
return (x % m + m) % m; | |||
} | |||
} |
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using UnityEngine; | |||
using System.Collections; | |||
public class SparkParticles : MonoBehaviour | |||
{ | |||
public Transform BillboardTarget; | |||
ParticleSystem _particleSystem; | |||
// There is a fixed buffer size for particles hacked into this script. | |||
// This means the script will cap the max number of particles to whatever the length of this array is. | |||
// It's ugly I know. Sorry! | |||
ParticleSystem.Particle[] _particles = new ParticleSystem.Particle[25]; | |||
void Awake() | |||
{ | |||
_particleSystem = GetComponent<ParticleSystem>(); | |||
if (BillboardTarget == null) | |||
BillboardTarget = Camera.main.transform; | |||
} | |||
void FixParticleRotations() | |||
{ | |||
int count = _particleSystem.GetParticles(_particles); | |||
for (int i = 0; i < count; i++) | |||
{ | |||
Vector3 dir = _particles[i].velocity.normalized; | |||
float rot = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; | |||
_particles[i].rotation = rot; | |||
} | |||
_particleSystem.SetParticles(_particles, _particleSystem.particleCount); | |||
} | |||
public void Play() | |||
{ | |||
transform.LookAt(BillboardTarget); | |||
_particleSystem.Play(); | |||
StartCoroutine(LateFix()); | |||
} | |||
// It seems setting the rotations on the frame you tell the system to Play is insufficient. | |||
// So this handy coroutine delays that by a single frame. | |||
IEnumerator LateFix() | |||
{ | |||
yield return null; | |||
FixParticleRotations(); | |||
} | |||
} |
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// Shader created with Shader Forge v1.26 | |||
// 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 "Shader Forge/BackGroundEffect" { | |||
Properties { | |||
_HighLight ("HighLight", Color) = (0.3602941,0.3602941,0.3602941,1) | |||
_LowLight ("LowLight", Color) = (0.7132353,0.7132353,0.7132353,1) | |||
_GradienceMap ("GradienceMap", 2D) = "white" {} | |||
_TimeMap ("TimeMap", 2D) = "white" {} | |||
_TimeNode ("TimeNode", Range(-1, 1)) = -0.6582282 | |||
[MaterialToggle] _InvertMap ("InvertMap", Float ) = 1 | |||
} | |||
SubShader { | |||
Tags { | |||
"RenderType"="Opaque" | |||
} | |||
Pass { | |||
Name "FORWARD" | |||
Tags { | |||
"LightMode"="ForwardBase" | |||
} | |||
CGPROGRAM | |||
#pragma vertex vert | |||
#pragma fragment frag | |||
#define UNITY_PASS_FORWARDBASE | |||
#include "UnityCG.cginc" | |||
#pragma multi_compile_fwdbase_fullshadows | |||
#pragma multi_compile_fog | |||
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 | |||
#pragma target 3.0 | |||
uniform float4 _HighLight; | |||
uniform float4 _LowLight; | |||
uniform sampler2D _GradienceMap; uniform float4 _GradienceMap_ST; | |||
uniform sampler2D _TimeMap; uniform float4 _TimeMap_ST; | |||
float CieltoGrad( float Input , float Slider ){ | |||
float retVal; | |||
float t = ((Input + Slider)/(2*Slider)); | |||
retVal = lerp (0,1,t); | |||
return clamp (retVal, 0.0, 1.0); | |||
} | |||
uniform float _TimeNode; | |||
uniform fixed _InvertMap; | |||
struct VertexInput { | |||
float4 vertex : POSITION; | |||
float2 texcoord0 : TEXCOORD0; | |||
}; | |||
struct VertexOutput { | |||
float4 pos : SV_POSITION; | |||
float2 uv0 : TEXCOORD0; | |||
UNITY_FOG_COORDS(1) | |||
}; | |||
VertexOutput vert (VertexInput v) { | |||
VertexOutput o = (VertexOutput)0; | |||
o.uv0 = v.texcoord0; | |||
o.pos = mul(UNITY_MATRIX_MVP, v.vertex ); | |||
UNITY_TRANSFER_FOG(o,o.pos); | |||
return o; | |||
} | |||
float4 frag(VertexOutput i) : COLOR { | |||
////// Lighting: | |||
float4 _TimeMap_var = tex2D(_TimeMap,TRANSFORM_TEX(i.uv0, _TimeMap)); | |||
float node_5345 = saturate((_TimeNode+lerp(_TimeMap_var.rgb,(_TimeMap_var.rgb*-1.0+1.0),_InvertMap)).r); | |||
float4 _GradienceMap_var = tex2D(_GradienceMap,TRANSFORM_TEX(i.uv0, _GradienceMap)); | |||
float3 finalColor = lerp(_LowLight.rgb,_HighLight.rgb,CieltoGrad( node_5345 , (saturate(_GradienceMap_var.r)*0.999+0.001) )); | |||
fixed4 finalRGBA = fixed4(finalColor,1); | |||
UNITY_APPLY_FOG(i.fogCoord, finalRGBA); | |||
return finalRGBA; | |||
} | |||
ENDCG | |||
} | |||
} | |||
FallBack "Diffuse" | |||
CustomEditor "ShaderForgeMaterialInspector" | |||
} |
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heightScale: 0.25 | |||
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generateCubemap: 0 | |||
cubemapConvolution: 0 | |||
cubemapConvolutionSteps: 7 | |||
cubemapConvolutionExponent: 1.5 | |||
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