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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
2300000: LowMan
|
||||
3300000: LowMan
|
||||
4300000: LowMan
|
||||
7400000: Take 001
|
||||
9500000: //RootNode
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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|
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|
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|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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using System.Collections;
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using System.Collections;
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/// <summary>
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/// </summary>
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public class ExtinguishableFire : MonoBehaviour
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{
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public ParticleSystem fireParticleSystem;
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public ParticleSystem smokeParticleSystem;
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smokeParticleSystem.Stop();
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fireParticleSystem.Stop();
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StartCoroutine(StartingFire());
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}
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public void Extinguish()
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{
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if (m_isExtinguished)
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return;
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m_isExtinguished = true;
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StartCoroutine(Extinguishing());
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}
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IEnumerator Extinguishing()
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{
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fireParticleSystem.Stop();
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smokeParticleSystem.time = 0;
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smokeParticleSystem.Play();
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|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01d79beb4399f964ea234855d877ee52
|
||||
timeCreated: 1492521798
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/ExtinguishableFire.cs
|
||||
uploadId: 684565
|
||||
@@ -0,0 +1,44 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c63d71560c10e473ebc409185edd2c8c
|
||||
timeCreated: 1476376716
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/GunAim.cs
|
||||
uploadId: 684565
|
||||
@@ -0,0 +1,93 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 422d8644426474cfd8b793ce3c107314
|
||||
timeCreated: 1476377043
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/GunShoot.cs
|
||||
uploadId: 684565
|
||||
@@ -0,0 +1,34 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c111b630ead2a349b4c4cbf7a810085
|
||||
timeCreated: 1492521581
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/ParticleCollision.cs
|
||||
uploadId: 684565
|
||||
@@ -0,0 +1,14 @@
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
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guid: 1708b2ad8d149415d8ceffa3a0ae252f
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timeCreated: 1474535182
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/ParticleExamples.cs
|
||||
uploadId: 684565
|
||||
@@ -0,0 +1,58 @@
|
||||
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();
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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packageName: Legacy Particle Pack
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||||
packageVersion: 4.0
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||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Scripts/ParticleMenu.cs
|
||||
uploadId: 684565
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||||
fileFormatVersion: 2
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guid: ce08deff3b27b76418355fad4f2a4c2f
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folderAsset: yes
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timeCreated: 1473950751
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DefaultImporter:
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,47 @@
|
||||
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"
|
||||
}
|
||||
@@ -0,0 +1,16 @@
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||||
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||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader
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TextureImporter:
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fileIDToRecycleName: {}
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serializedVersion: 4
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||||
mipmaps:
|
||||
mipMapMode: 0
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||||
enableMipMap: 1
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||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
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||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -1
|
||||
wrapMode: -1
|
||||
nPOTScale: 1
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 0
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spritePixelsToUnits: 100
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 0
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 0
|
||||
textureShape: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
spritePackingTag:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 73777
|
||||
packageName: Legacy Particle Pack
|
||||
packageVersion: 4.0
|
||||
assetPath: Assets/UnityTechnologies/EffectExamples/Shared/Textures/BackgroundAlbedo.tif
|
||||
uploadId: 684565
|
||||
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Reference in New Issue
Block a user