Added many other things and processings

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2026-08-13 17:55:05 +03:00
parent 36ecac038a
commit 3c490bdae8
625 changed files with 929224 additions and 151067 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DecalDestroyer : MonoBehaviour {
public float lifeTime = 5.0f;
private IEnumerator Start()
{
yield return new WaitForSeconds(lifeTime);
Destroy(gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This simulate an extinguishable fire,
/// </summary>
public class ExtinguishableFire : MonoBehaviour
{
public ParticleSystem fireParticleSystem;
public ParticleSystem smokeParticleSystem;
protected bool m_isExtinguished;
const float m_FireStartingTime = 2.0f;
private void Start()
{
m_isExtinguished = true;
smokeParticleSystem.Stop();
fireParticleSystem.Stop();
StartCoroutine(StartingFire());
}
public void Extinguish()
{
if (m_isExtinguished)
return;
m_isExtinguished = true;
StartCoroutine(Extinguishing());
}
IEnumerator Extinguishing()
{
fireParticleSystem.Stop();
smokeParticleSystem.time = 0;
smokeParticleSystem.Play();
float elapsedTime = 0.0f;
while (elapsedTime < m_FireStartingTime)
{
float ratio = Mathf.Max(0.0f, 1.0f - (elapsedTime / m_FireStartingTime));
fireParticleSystem.transform.localScale = Vector3.one * ratio;
yield return null;
elapsedTime += Time.deltaTime;
}
yield return new WaitForSeconds(2.0f);
smokeParticleSystem.Stop();
fireParticleSystem.transform.localScale = Vector3.one;
yield return new WaitForSeconds(4.0f);
StartCoroutine(StartingFire());
}
IEnumerator StartingFire()
{
smokeParticleSystem.Stop();
fireParticleSystem.time = 0;
fireParticleSystem.Play();
float elapsedTime = 0.0f;
while (elapsedTime < m_FireStartingTime)
{
float ratio = Mathf.Min(1.0f, (elapsedTime / m_FireStartingTime));
fireParticleSystem.transform.localScale = Vector3.one * ratio;
yield return null;
elapsedTime += Time.deltaTime;
}
fireParticleSystem.transform.localScale = Vector3.one;
m_isExtinguished = false;
}
}
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using UnityEngine;
using System.Collections;
public class GunAim:MonoBehaviour
{
public int borderLeft;
public int borderRight;
public int borderTop;
public int borderBottom;
private Camera parentCamera;
private bool isOutOfBounds;
void Start ()
{
parentCamera = GetComponentInParent<Camera>();
}
void Update()
{
float mouseX = Input.mousePosition.x;
float mouseY = Input.mousePosition.y;
if (mouseX <= borderLeft || mouseX >= Screen.width - borderRight || mouseY <= borderBottom || mouseY >= Screen.height - borderTop)
{
isOutOfBounds = true;
}
else
{
isOutOfBounds = false;
}
if (!isOutOfBounds)
{
transform.LookAt(parentCamera.ScreenToWorldPoint (new Vector3(mouseX, mouseY, 5.0f)));
}
}
public bool GetIsOutOfBounds()
{
return isOutOfBounds;
}
}
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using UnityEngine;
using System.Collections;
using Random = UnityEngine.Random;
public class GunShoot : MonoBehaviour {
public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire
public float weaponRange = 20f; // Distance in Unity units over which the player can fire
public Transform gunEnd;
public ParticleSystem muzzleFlash;
public ParticleSystem cartridgeEjection;
public GameObject metalHitEffect;
public GameObject sandHitEffect;
public GameObject stoneHitEffect;
public GameObject waterLeakEffect;
public GameObject waterLeakExtinguishEffect;
public GameObject[] fleshHitEffects;
public GameObject woodHitEffect;
private float nextFire; // Float to store the time the player will be allowed to fire again, after firing
private Animator anim;
private GunAim gunAim;
void Start ()
{
anim = GetComponent<Animator> ();
gunAim = GetComponentInParent<GunAim>();
}
void Update ()
{
if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !gunAim.GetIsOutOfBounds())
{
nextFire = Time.time + fireRate;
muzzleFlash.Play();
cartridgeEjection.Play();
anim.SetTrigger ("Fire");
Vector3 rayOrigin = gunEnd.position;
RaycastHit hit;
if (Physics.Raycast(rayOrigin, gunEnd.forward, out hit, weaponRange))
{
HandleHit(hit);
}
}
}
void HandleHit(RaycastHit hit)
{
if(hit.collider.sharedMaterial != null)
{
string materialName = hit.collider.sharedMaterial.name;
switch(materialName)
{
case "Metal":
SpawnDecal(hit, metalHitEffect);
break;
case "Sand":
SpawnDecal(hit, sandHitEffect);
break;
case "Stone":
SpawnDecal(hit, stoneHitEffect);
break;
case "WaterFilled":
SpawnDecal(hit, waterLeakEffect);
SpawnDecal(hit, metalHitEffect);
break;
case "Wood":
SpawnDecal(hit, woodHitEffect);
break;
case "Meat":
SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]);
break;
case "Character":
SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]);
break;
case "WaterFilledExtinguish":
SpawnDecal(hit, waterLeakExtinguishEffect);
SpawnDecal(hit, metalHitEffect);
break;
}
}
}
void SpawnDecal(RaycastHit hit, GameObject prefab)
{
GameObject spawnedDecal = GameObject.Instantiate(prefab, hit.point, Quaternion.LookRotation(hit.normal));
spawnedDecal.transform.SetParent(hit.collider.transform);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This script demonstrate how to use the particle system collision callback.
/// The sample using it is the "Extinguish" prefab. It use a second, non displayed
/// particle system to lighten the load of collision detection.
/// </summary>
public class ParticleCollision : MonoBehaviour
{
private List<ParticleCollisionEvent> m_CollisionEvents = new List<ParticleCollisionEvent>();
private ParticleSystem m_ParticleSystem;
private void Start()
{
m_ParticleSystem = GetComponent<ParticleSystem>();
}
private void OnParticleCollision(GameObject other)
{
int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents);
for (int i = 0; i < numCollisionEvents; ++i)
{
var col = m_CollisionEvents[i].colliderComponent;
var fire = col.GetComponent<ExtinguishableFire>();
if (fire != null)
fire.Extinguish();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ParticleExamples {
public string title;
[TextArea]
public string description;
public bool isWeaponEffect;
public GameObject particleSystemGO;
public Vector3 particlePosition, particleRotation;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ParticleMenu : MonoBehaviour {
// our ParticleExamples class being turned into an array of things that can be referenced
public ParticleExamples[] particleSystems;
// the gun GameObject
public GameObject gunGameObject;
// a private integer to store the current position in the array
private int currentIndex;
// the currently shown prefab game object
private GameObject currentGO;
// where to spawn prefabs
public Transform spawnLocation;
// references to the UI Text components
public Text title;
public Text description;
public Text navigationDetails;
// setting up the first menu item and resetting the currentIndex to ensure it's at zero
void Start()
{
Navigate (0);
currentIndex = 0;
}
// our public function that gets called by our menu's buttons
public void Navigate(int i){
// set the current position in the array to the next or previous position depending on whether i is -1 or 1, defined in our button event
currentIndex = (particleSystems.Length + currentIndex + i) % particleSystems.Length;
// check if there is a currentGO, if there is (if its not null), then destroy it to make space for the new one..
if(currentGO != null)
Destroy (currentGO);
// ..spawn the relevant game object based on the array of potential game objects, according to the current index (position in the array)
currentGO = Instantiate (particleSystems[currentIndex].particleSystemGO, spawnLocation.position + particleSystems[currentIndex].particlePosition, Quaternion.Euler(particleSystems[currentIndex].particleRotation)) as GameObject;
// only activate the gun GameObject if the current effect is a weapon effect
gunGameObject.SetActive (particleSystems[currentIndex].isWeaponEffect);
// setup the UI texts according to the strings in the array
title.text = particleSystems [currentIndex].title;
description.text = particleSystems [currentIndex].description;
navigationDetails.text = "" + (currentIndex+1) + " out of " + particleSystems.Length.ToString();
}
}
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Shader "Custom/SurfaceShader_VC" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Normal("Normap Map", 2D) = "bump" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Blend One OneMinusSrcAlpha
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
struct Input {
float2 uv_MainTex;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color;
}
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb*IN.color;
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
o.Alpha = c.a*IN.color.a;
}
ENDCG
}
FallBack "Diffuse"
}
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