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4300000: Plane | |||||
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armTwist: 0.5 | |||||
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legTwist: 0.5 | |||||
armStretch: 0.05 | |||||
legStretch: 0.05 | |||||
feetSpacing: 0 | |||||
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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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