Compare commits
3 Commits
0063735802
..
dylon
| Author | SHA1 | Date | |
|---|---|---|---|
| f4642ea005 | |||
| d8295719b0 | |||
| fc78d599a8 |
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propertyPath: m_LocalScale.y
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propertyPath: m_LocalScale.y
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value: 2.41278
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value: 2.41278
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: maxDistance
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value: 4
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: targetOffset.y
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value: 0.15
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objectReference: {fileID: 0}
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propertyPath: collisionOffset
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|
value: 0.5
|
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objectReference: {fileID: 0}
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- target: {fileID: 5478143440182735446, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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- target: {fileID: 5478143440182735446, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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propertyPath: collisionRadius
|
propertyPath: collisionRadius
|
||||||
value: 0.01
|
value: 0.3
|
||||||
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objectReference: {fileID: 0}
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- target: {fileID: 5478143440182735446, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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|
propertyPath: collisionLayers.m_Bits
|
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|
value: 8
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objectReference: {fileID: 0}
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- target: {fileID: 5478143440182735446, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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|
propertyPath: obstructionMask.m_Bits
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|
value: 64
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 5526037850913171920, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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|
||||||
propertyPath: m_LocalPosition.x
|
propertyPath: m_LocalPosition.x
|
||||||
@@ -1113,6 +1273,18 @@ PrefabInstance:
|
|||||||
propertyPath: m_LocalEulerAnglesHint.z
|
propertyPath: m_LocalEulerAnglesHint.z
|
||||||
value: 0
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value: 0
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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|
propertyPath: m_LocalRotation.w
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|
value: 0.7071068
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|
objectReference: {fileID: 0}
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- target: {fileID: 6872729306491234319, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
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|
propertyPath: m_LocalRotation.y
|
||||||
|
value: 0.7071068
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 6872729306491234319, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
|
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|
propertyPath: m_LocalEulerAnglesHint.y
|
||||||
|
value: 90
|
||||||
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 8111368525007731252, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
|
- target: {fileID: 8111368525007731252, guid: 0fd9b22e9158e474a96c42de5ee0d85f, type: 3}
|
||||||
propertyPath: m_Height
|
propertyPath: m_Height
|
||||||
value: 2.67
|
value: 2.67
|
||||||
@@ -11198,3 +11370,4 @@ SceneRoots:
|
|||||||
- {fileID: 273139142}
|
- {fileID: 273139142}
|
||||||
- {fileID: 1073270999}
|
- {fileID: 1073270999}
|
||||||
- {fileID: 2107450398}
|
- {fileID: 2107450398}
|
||||||
|
- {fileID: 907193632}
|
||||||
|
|||||||
@@ -35,18 +35,26 @@ private void Update()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// we'll set this up to only try to add one item to the inventory at a time for now
|
|
||||||
// there won't be stacked items in the wild for right now
|
|
||||||
public bool AddItem(Item item, int quantity)
|
public bool AddItem(Item item, int quantity)
|
||||||
{
|
{
|
||||||
|
int curQuantity = quantity;
|
||||||
|
|
||||||
// first try to stack
|
// first try to stack
|
||||||
for (int i = 0; i < itemSlots.Length; i++)
|
for (int i = 0; i < itemSlots.Length; i++)
|
||||||
{
|
{
|
||||||
if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
|
if (itemSlots[i].item == item.id && itemSlots[i].quantity + quantity < item.maxStack)
|
||||||
{
|
{
|
||||||
itemSlots[i].quantity += 1;
|
itemSlots[i].quantity += 1;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
else if (itemSlots[i].item == item.id)
|
||||||
|
{
|
||||||
|
curQuantity = quantity - (item.maxStack - itemSlots[i].quantity);
|
||||||
|
itemSlots[i].quantity = item.maxStack;
|
||||||
|
|
||||||
|
if (curQuantity <= 0)
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// no stack to add to, try to find an empty slot
|
// no stack to add to, try to find an empty slot
|
||||||
@@ -56,7 +64,7 @@ public bool AddItem(Item item, int quantity)
|
|||||||
{
|
{
|
||||||
itemSlots[i] = new ItemSlot();
|
itemSlots[i] = new ItemSlot();
|
||||||
|
|
||||||
itemSlots[i].quantity = 1;
|
itemSlots[i].quantity = curQuantity;
|
||||||
itemSlots[i].item = item.id;
|
itemSlots[i].item = item.id;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -88,6 +96,7 @@ public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
|
|||||||
// we have exactly enough in the current slot, so nullify it and
|
// we have exactly enough in the current slot, so nullify it and
|
||||||
// exit
|
// exit
|
||||||
itemSlots[i].item = ItemIdEnum.NONE;
|
itemSlots[i].item = ItemIdEnum.NONE;
|
||||||
|
itemSlots[i].quantity = 0;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Unity.VisualScripting;
|
using Unity.VisualScripting;
|
||||||
|
using UnityEditor.Rendering;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UIElements;
|
using UnityEngine.UIElements;
|
||||||
using static Unity.Cinemachine.CinemachineTargetGroup;
|
using static Unity.Cinemachine.CinemachineTargetGroup;
|
||||||
@@ -8,38 +9,35 @@
|
|||||||
|
|
||||||
public class CameraController : MonoBehaviour
|
public class CameraController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float camTargetRotation { get; private set; } = 0;
|
[Header("Target")]
|
||||||
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate;
|
[SerializeField] private Transform target;
|
||||||
|
[SerializeField] private Vector3 targetOffset = new Vector3(0f, 1.5f, 0f);
|
||||||
public Camera MainCamera;
|
public Camera MainCamera;
|
||||||
|
public Transform playerCamHome;
|
||||||
|
|
||||||
private bool isCamRotating = false;
|
[Header("Orbit")]
|
||||||
|
[SerializeField] private float distance = 5f;
|
||||||
[Header("Rotation")]
|
[SerializeField] private float minDistance = 1f;
|
||||||
public float mouseSensitivity = 200f;
|
[SerializeField] private float maxDistance = 8f;
|
||||||
public float minPitch = -30f;
|
[SerializeField] private float rotationSpeed = 180f;
|
||||||
public float maxPitch = 60f;
|
[SerializeField] private float rotationOffset = 270f;
|
||||||
public float distance = 5f;
|
[SerializeField] private float minPitch = -30f;
|
||||||
private float yaw;
|
[SerializeField] private float maxPitch = 75f;
|
||||||
private float pitch;
|
|
||||||
|
|
||||||
[Header("Zoom")]
|
[Header("Zoom")]
|
||||||
public float followSpeed = 10f;
|
[SerializeField] private float zoomSpeed = 2f;
|
||||||
public float maxDistance = 6f;
|
[SerializeField] private float zoomSmoothness = 10f;
|
||||||
public float minDistance = 1f;
|
|
||||||
public float zoomSpeed = 5f;
|
|
||||||
public float heightOffset = -0.5f;
|
|
||||||
private float currentDistance;
|
|
||||||
private float distanceVelocity;
|
|
||||||
|
|
||||||
[Header("Collision")]
|
[Header("Camera Collision")]
|
||||||
public float collisionRadius = 0.3f;
|
[SerializeField] private LayerMask collisionLayers;
|
||||||
public float collisionOffset = 0.2f;
|
[SerializeField] private float collisionRadius = 0.25f;
|
||||||
public LayerMask collisionMask;
|
[SerializeField] private float collisionOffset = 0.1f;
|
||||||
|
[SerializeField] private float positionSmoothness = 15f;
|
||||||
|
|
||||||
[Header("Occlusion Settings")]
|
[Header("Occlusion Settings")]
|
||||||
public LayerMask obstructionMask;
|
[SerializeField] private LayerMask obstructionMask;
|
||||||
public float fadedAlpha = 0.25f;
|
[SerializeField] private float fadedAlpha = 0.25f;
|
||||||
public float fadeSpeed = 5f;
|
[SerializeField] private float fadeSpeed = 5f;
|
||||||
|
|
||||||
private Dictionary<Renderer, float> currentAlpha =
|
private Dictionary<Renderer, float> currentAlpha =
|
||||||
new Dictionary<Renderer, float>();
|
new Dictionary<Renderer, float>();
|
||||||
@@ -47,228 +45,119 @@ public class CameraController : MonoBehaviour
|
|||||||
private Dictionary<Renderer, float> targetAlpha =
|
private Dictionary<Renderer, float> targetAlpha =
|
||||||
new Dictionary<Renderer, float>();
|
new Dictionary<Renderer, float>();
|
||||||
|
|
||||||
public Transform playerCamHome;
|
private float yaw;
|
||||||
Transform dougBody;
|
private float pitch = 20f;
|
||||||
|
private float targetDistance;
|
||||||
|
private Vector3 currentVelocity;
|
||||||
|
|
||||||
private void Update()
|
public Vector3 Forward
|
||||||
{
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
Vector3 forward = MainCamera.transform.forward;
|
||||||
|
forward.y = 0f;
|
||||||
|
return forward.normalized;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public Vector3 Right
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
Vector3 right = MainCamera.transform.right;
|
||||||
|
right.y = 0f;
|
||||||
|
return right.normalized;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
targetDistance = distance;
|
||||||
|
|
||||||
|
Vector3 startingAngles = MainCamera.transform.eulerAngles;
|
||||||
|
yaw = startingAngles.y + rotationOffset;
|
||||||
|
pitch = startingAngles.x;
|
||||||
|
|
||||||
|
if (pitch > 180f)
|
||||||
|
{
|
||||||
|
pitch -= 360f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
{
|
||||||
|
if (GameManager.Instance.PlayerController.DougBody != null)
|
||||||
|
target = GameManager.Instance.PlayerController.DougBody.transform;
|
||||||
|
else
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
UpdateOcclusion();
|
UpdateOcclusion();
|
||||||
UpdateFade();
|
UpdateFade();
|
||||||
|
HandleRotation();
|
||||||
if (Input.GetMouseButton(1))
|
HandleZoom();
|
||||||
{
|
UpdateCameraPosition();
|
||||||
HandleFreeCamRotation();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
CamAvoidCollisions();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
private void HandleRotation()
|
||||||
{
|
{
|
||||||
Vector3 angles = playerCamHome.transform.eulerAngles;
|
if (!Input.GetMouseButton(1))
|
||||||
|
|
||||||
yaw = angles.y;
|
|
||||||
pitch = angles.x;
|
|
||||||
currentDistance = distance;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Trigger cam rotation
|
|
||||||
/// </summary>
|
|
||||||
public void RotateCam()
|
|
||||||
{
|
|
||||||
if (!isCamRotating)
|
|
||||||
{
|
{
|
||||||
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
|
UnityEngine.Cursor.visible = true;
|
||||||
camTargetRotation = currentY + 90f;
|
UnityEngine.Cursor.lockState = CursorLockMode.None;
|
||||||
isCamRotating = true;
|
return;
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set cam rotation immediately
|
|
||||||
/// </summary>
|
|
||||||
void SnapToRotation(float rotation)
|
|
||||||
{
|
|
||||||
if (CamControlMode == CameraControlMode.SnapRotate)
|
|
||||||
{
|
|
||||||
playerCamHome.RotateAround(
|
|
||||||
transform.position,
|
|
||||||
Vector3.up,
|
|
||||||
rotation
|
|
||||||
);
|
|
||||||
|
|
||||||
camTargetRotation = rotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Move cam to desired rotation (every frame)
|
|
||||||
/// </summary>
|
|
||||||
void HandleSnapCamRotation()
|
|
||||||
{
|
|
||||||
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
|
|
||||||
float step = 200 * Time.deltaTime;
|
|
||||||
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
|
|
||||||
|
|
||||||
playerCamHome.RotateAround(
|
|
||||||
transform.position,
|
|
||||||
Vector3.up,
|
|
||||||
newY - currentY
|
|
||||||
);
|
|
||||||
|
|
||||||
if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
|
|
||||||
{
|
|
||||||
isCamRotating = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Move cam to desired free rotation (every frame)
|
|
||||||
/// </summary>
|
|
||||||
void HandleFreeCamRotation()
|
|
||||||
{
|
|
||||||
if (dougBody == null)
|
|
||||||
{
|
|
||||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
|
||||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
|
||||||
else
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
|
UnityEngine.Cursor.visible = false;
|
||||||
|
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
|
||||||
// Mouse Input
|
yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
|
||||||
float mouseX = Input.GetAxis("Mouse X");
|
pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
|
||||||
float mouseY = Input.GetAxis("Mouse Y");
|
|
||||||
|
|
||||||
yaw += mouseX * mouseSensitivity * Time.deltaTime;
|
|
||||||
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
|
|
||||||
|
|
||||||
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
|
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
|
||||||
|
|
||||||
// Rotation
|
|
||||||
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
|
|
||||||
|
|
||||||
// Zoom
|
|
||||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
|
||||||
|
|
||||||
if (Mathf.Abs(scroll) > 0.0001f)
|
|
||||||
{
|
|
||||||
distance -= scroll * zoomSpeed;
|
|
||||||
distance = Mathf.Clamp(distance, minDistance, maxDistance);
|
|
||||||
}
|
|
||||||
|
|
||||||
currentDistance = Mathf.SmoothDamp(
|
|
||||||
currentDistance,
|
|
||||||
distance,
|
|
||||||
ref distanceVelocity,
|
|
||||||
0.05f);
|
|
||||||
|
|
||||||
float adjustedDistance = currentDistance;
|
|
||||||
|
|
||||||
Vector3 desiredDirection =
|
|
||||||
rotation * Vector3.back;
|
|
||||||
|
|
||||||
// Camera obstruction handling
|
|
||||||
if (Physics.SphereCast(
|
|
||||||
target,
|
|
||||||
collisionRadius,
|
|
||||||
desiredDirection,
|
|
||||||
out RaycastHit hit,
|
|
||||||
currentDistance,
|
|
||||||
collisionMask,
|
|
||||||
QueryTriggerInteraction.Ignore))
|
|
||||||
{
|
|
||||||
adjustedDistance =
|
|
||||||
Mathf.Max(
|
|
||||||
hit.distance - collisionOffset,
|
|
||||||
minDistance);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Desired Position
|
|
||||||
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
|
|
||||||
Vector3 desiredPosition = target + offset;
|
|
||||||
|
|
||||||
if (desiredPosition.y < dougBody.position.y)
|
|
||||||
{
|
|
||||||
desiredPosition.y = dougBody.position.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Smooth Follow
|
|
||||||
playerCamHome.transform.position = Vector3.Lerp(
|
|
||||||
playerCamHome.transform.position,
|
|
||||||
desiredPosition,
|
|
||||||
followSpeed * Time.deltaTime
|
|
||||||
);
|
|
||||||
|
|
||||||
// Look at player
|
|
||||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CamAvoidCollisions()
|
private void HandleZoom()
|
||||||
{
|
{
|
||||||
if (dougBody == null)
|
if (!Input.GetMouseButton(1))
|
||||||
{
|
{
|
||||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
return;
|
||||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
|
||||||
else
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
|
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
|
||||||
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
|
|
||||||
Vector3 desiredDirection = rotation * Vector3.back;
|
|
||||||
|
|
||||||
float adjustedDistance = currentDistance;
|
targetDistance -= scrollInput * zoomSpeed;
|
||||||
|
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
|
||||||
|
|
||||||
if (Physics.SphereCast(
|
distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
|
||||||
target,
|
}
|
||||||
collisionRadius,
|
|
||||||
desiredDirection,
|
private void UpdateCameraPosition()
|
||||||
out RaycastHit hit,
|
{
|
||||||
currentDistance,
|
Vector3 targetPosition = target.position + targetOffset;
|
||||||
collisionMask,
|
|
||||||
QueryTriggerInteraction.Ignore))
|
Quaternion orbitRotation = Quaternion.Euler(pitch, yaw, 0f);
|
||||||
|
|
||||||
|
Vector3 desiredDirection = orbitRotation * Vector3.back;
|
||||||
|
Vector3 desiredPosition = targetPosition + desiredDirection * distance;
|
||||||
|
|
||||||
|
float correctedDistance = distance;
|
||||||
|
|
||||||
|
if (Physics.SphereCast(targetPosition, collisionRadius, desiredDirection, out RaycastHit hit, distance, collisionLayers, QueryTriggerInteraction.Ignore))
|
||||||
{
|
{
|
||||||
adjustedDistance =
|
correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
|
||||||
Mathf.Max(
|
|
||||||
hit.distance - collisionOffset,
|
|
||||||
minDistance);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Desired Position
|
Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
|
||||||
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
|
|
||||||
Vector3 desiredPosition = target + offset;
|
|
||||||
|
|
||||||
if (desiredPosition.y < dougBody.position.y)
|
MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
|
||||||
{
|
|
||||||
desiredPosition.y = dougBody.position.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Smooth Follow
|
MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
|
||||||
playerCamHome.transform.position = Vector3.Lerp(
|
|
||||||
playerCamHome.transform.position,
|
|
||||||
desiredPosition,
|
|
||||||
followSpeed * Time.deltaTime
|
|
||||||
);
|
|
||||||
|
|
||||||
// Look at player
|
|
||||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateOcclusion()
|
void UpdateOcclusion()
|
||||||
{
|
{
|
||||||
if (dougBody == null)
|
|
||||||
{
|
|
||||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
|
||||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
|
||||||
else
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reset all renderers to visible
|
// Reset all renderers to visible
|
||||||
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
|
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
|
||||||
{
|
{
|
||||||
@@ -276,12 +165,12 @@ void UpdateOcclusion()
|
|||||||
}
|
}
|
||||||
|
|
||||||
Vector3 dir =
|
Vector3 dir =
|
||||||
MainCamera.transform.position - dougBody.position;
|
MainCamera.transform.position - target.position;
|
||||||
|
|
||||||
float dist = dir.magnitude;
|
float dist = dir.magnitude;
|
||||||
|
|
||||||
RaycastHit[] hits = Physics.RaycastAll(
|
RaycastHit[] hits = Physics.RaycastAll(
|
||||||
dougBody.position,
|
target.position,
|
||||||
dir.normalized,
|
dir.normalized,
|
||||||
dist,
|
dist,
|
||||||
obstructionMask,
|
obstructionMask,
|
||||||
|
|||||||
@@ -17,6 +17,7 @@ public class GameManager : MonoBehaviour
|
|||||||
public MenuController MenuController { get; private set; }
|
public MenuController MenuController { get; private set; }
|
||||||
public SoundSettingManager SoundSettingManager { get; private set; }
|
public SoundSettingManager SoundSettingManager { get; private set; }
|
||||||
public PlayerController PlayerController { get; private set; }
|
public PlayerController PlayerController { get; private set; }
|
||||||
|
public ItemInstantiationManager ItemInstantiationManager { get; private set; }
|
||||||
public Image BlackScreen { get; private set; }
|
public Image BlackScreen { get; private set; }
|
||||||
|
|
||||||
// Are we currently in a scene transition?
|
// Are we currently in a scene transition?
|
||||||
@@ -59,6 +60,7 @@ private void ReloadReferences()
|
|||||||
Instance.Inventory = GetComponent<Inventory>();
|
Instance.Inventory = GetComponent<Inventory>();
|
||||||
Instance.TimeManager = GetComponent<TimeManager>();
|
Instance.TimeManager = GetComponent<TimeManager>();
|
||||||
Instance.PlayerManager = GetComponent<PlayerManager>();
|
Instance.PlayerManager = GetComponent<PlayerManager>();
|
||||||
|
Instance.ItemInstantiationManager = GetComponent<ItemInstantiationManager>();
|
||||||
|
|
||||||
Instance.SoundSettingManager = GetComponent<SoundSettingManager>();
|
Instance.SoundSettingManager = GetComponent<SoundSettingManager>();
|
||||||
Instance.SoundSettingManager.ReloadReferences();
|
Instance.SoundSettingManager.ReloadReferences();
|
||||||
|
|||||||
@@ -0,0 +1,35 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ItemInstantiationManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Dictionary<ItemIdEnum, GameObject> spawnablePrefabs = new Dictionary<ItemIdEnum, GameObject>();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
LoadSpawnablePrefabs();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadSpawnablePrefabs()
|
||||||
|
{
|
||||||
|
foreach (ItemIdEnum itemId in Enum.GetValues(typeof(ItemIdEnum)))
|
||||||
|
{
|
||||||
|
Item item = ItemUtilities.GetItemFromId(itemId);
|
||||||
|
|
||||||
|
if (item.throwable)
|
||||||
|
{
|
||||||
|
GameObject prefab = Resources.Load<GameObject>($"SpawnablePrefabs/ID_{itemId.ToString()}");
|
||||||
|
if (prefab != null)
|
||||||
|
{
|
||||||
|
spawnablePrefabs.Add(itemId, prefab);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameObject GetThrowablePrefab(ItemIdEnum itemId)
|
||||||
|
{
|
||||||
|
return spawnablePrefabs[itemId];
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f2dcea982e135f3448df561481c5fea7
|
||||||
@@ -149,17 +149,9 @@ void ApplyWalk()
|
|||||||
verticalMovement = Input.GetAxisRaw("Vertical");
|
verticalMovement = Input.GetAxisRaw("Vertical");
|
||||||
horizontalMovement = Input.GetAxisRaw("Horizontal");
|
horizontalMovement = Input.GetAxisRaw("Horizontal");
|
||||||
}
|
}
|
||||||
|
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
|
||||||
|
|
||||||
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized;
|
moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
|
||||||
|
|
||||||
if (cameraController != null)
|
|
||||||
{
|
|
||||||
// re-matrix the rotation direction so movement is consistent no matter what
|
|
||||||
// the camera rotation is
|
|
||||||
|
|
||||||
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
|
|
||||||
moveDir = matrix.MultiplyPoint3x4(moveDir);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -244,44 +236,58 @@ void RotatePlayerTowardMouse()
|
|||||||
}
|
}
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
Camera cam = cameraController.MainCamera;
|
// When rotating the cam with right mouse, look forward
|
||||||
|
if (Input.GetMouseButton(1))
|
||||||
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
|
|
||||||
|
|
||||||
Vector3 targetPoint;
|
|
||||||
|
|
||||||
// 1. Try real world hit first (most stable)
|
|
||||||
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
|
|
||||||
{
|
{
|
||||||
targetPoint = hit.point;
|
Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
|
||||||
|
|
||||||
|
DougBody.transform.rotation = Quaternion.Slerp(
|
||||||
|
DougBody.transform.rotation,
|
||||||
|
targetRotation,
|
||||||
|
rotationSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// 2. Fallback to plane at player height
|
Camera cam = cameraController.MainCamera;
|
||||||
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
|
|
||||||
|
|
||||||
if (!plane.Raycast(ray, out float enter))
|
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||||
|
|
||||||
|
Vector3 targetPoint;
|
||||||
|
|
||||||
|
// Try real world hit first (most stable), ignoring Dither layer
|
||||||
|
if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~LayerMask.GetMask("Dither")))
|
||||||
|
{
|
||||||
|
targetPoint = hit.point;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Fallback to plane at player height
|
||||||
|
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
|
||||||
|
|
||||||
|
if (!plane.Raycast(ray, out float enter))
|
||||||
|
return;
|
||||||
|
|
||||||
|
targetPoint = ray.GetPoint(enter);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Flatten direction so we only rotate on Y axis
|
||||||
|
Vector3 direction = targetPoint - DougBody.transform.position;
|
||||||
|
direction.y = 0f;
|
||||||
|
|
||||||
|
if (direction.sqrMagnitude < 0.001f)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
targetPoint = ray.GetPoint(enter);
|
// 4. Convert to rotation
|
||||||
|
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
|
||||||
|
|
||||||
|
// 5. Smooth rotation
|
||||||
|
DougBody.transform.rotation = Quaternion.Slerp(
|
||||||
|
DougBody.transform.rotation,
|
||||||
|
targetRotation,
|
||||||
|
rotationSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. Flatten direction so we only rotate on Y axis
|
|
||||||
Vector3 direction = targetPoint - DougBody.transform.position;
|
|
||||||
direction.y = 0f;
|
|
||||||
|
|
||||||
if (direction.sqrMagnitude < 0.001f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// 4. Convert to rotation
|
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
|
|
||||||
|
|
||||||
// 5. Smooth rotation
|
|
||||||
DougBody.transform.rotation = Quaternion.Slerp(
|
|
||||||
DougBody.transform.rotation,
|
|
||||||
targetRotation,
|
|
||||||
rotationSpeed * Time.deltaTime
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -8,7 +8,8 @@ public class ThrowableHand : Tool
|
|||||||
public float range;
|
public float range;
|
||||||
public float forceModifier;
|
public float forceModifier;
|
||||||
public float loft;
|
public float loft;
|
||||||
public GameObject testBomb;
|
public ItemIdEnum activeThrowable;
|
||||||
|
private int activeThrowableIndex;
|
||||||
|
|
||||||
// Mathematical plane used to catch the raycast from camera to get direction for
|
// Mathematical plane used to catch the raycast from camera to get direction for
|
||||||
// looking at the mouse
|
// looking at the mouse
|
||||||
@@ -89,20 +90,64 @@ private void DrawTargetProjection()
|
|||||||
targetProjection.transform.position = finalPosition;
|
targetProjection.transform.position = finalPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private ItemIdEnum GetNextThrowable()
|
||||||
|
{
|
||||||
|
// Use active throwable index to let us continue to search for throwables
|
||||||
|
if (activeThrowableIndex >= GameManager.Instance.Inventory.itemSlots.Length)
|
||||||
|
activeThrowableIndex = 0;
|
||||||
|
|
||||||
|
// Search starting at throwable index
|
||||||
|
for (int i = activeThrowableIndex; i < GameManager.Instance.Inventory.itemSlots.Length; i++)
|
||||||
|
{
|
||||||
|
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
|
||||||
|
{
|
||||||
|
activeThrowableIndex = i;
|
||||||
|
return GameManager.Instance.Inventory.itemSlots[i].item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wrap back around to 0 if we didn't find anything
|
||||||
|
for (int i = 0; i < activeThrowableIndex; i++)
|
||||||
|
{
|
||||||
|
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
|
||||||
|
{
|
||||||
|
activeThrowableIndex = i;
|
||||||
|
return GameManager.Instance.Inventory.itemSlots[i].item;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// We have no throwable items...
|
||||||
|
activeThrowableIndex = 0;
|
||||||
|
return ItemIdEnum.NONE;
|
||||||
|
}
|
||||||
|
|
||||||
public override void Use()
|
public override void Use()
|
||||||
{
|
{
|
||||||
GameObject newBomb = Instantiate(testBomb);
|
if (activeThrowable == ItemIdEnum.NONE)
|
||||||
newBomb.transform.position = transform.position;
|
{
|
||||||
|
activeThrowable = GetNextThrowable();
|
||||||
|
}
|
||||||
|
|
||||||
Vector3 direction = transform.forward * throwForce * forceModifier;
|
if (activeThrowable != ItemIdEnum.NONE && GameManager.Instance.Inventory.GetItemQuantity(activeThrowable) > 0)
|
||||||
direction += GameManager.Instance.PlayerController.GetVelocity();
|
{
|
||||||
direction.y = loft;
|
GameObject throwable = Instantiate(GameManager.Instance.ItemInstantiationManager.GetThrowablePrefab(activeThrowable));
|
||||||
|
|
||||||
newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
|
if (throwable != null)
|
||||||
|
{
|
||||||
|
throwable.transform.position = transform.position;
|
||||||
|
|
||||||
|
Vector3 direction = transform.forward * throwForce * forceModifier;
|
||||||
|
direction += GameManager.Instance.PlayerController.GetVelocity();
|
||||||
|
direction.y = loft;
|
||||||
|
|
||||||
|
throwable.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
|
||||||
|
GameManager.Instance.Inventory.RemoveItemQuantity(activeThrowable, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void UseAlt()
|
public override void UseAlt()
|
||||||
{
|
{
|
||||||
throw new System.NotImplementedException();
|
activeThrowable = GetNextThrowable();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,14 +9,16 @@ public class Item
|
|||||||
public int maxStack = 10;
|
public int maxStack = 10;
|
||||||
public string description = "";
|
public string description = "";
|
||||||
public string itemImagePath = "";
|
public string itemImagePath = "";
|
||||||
|
public bool throwable = false;
|
||||||
|
|
||||||
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath)
|
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath, bool throwable = false)
|
||||||
{
|
{
|
||||||
this.itemName = itemName;
|
this.itemName = itemName;
|
||||||
this.id = id;
|
this.id = id;
|
||||||
this.maxStack = maxStack;
|
this.maxStack = maxStack;
|
||||||
this.description = description;
|
this.description = description;
|
||||||
this.itemImagePath = itemImagePath;
|
this.itemImagePath = itemImagePath;
|
||||||
|
this.throwable = throwable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Item(ItemIdEnum id)
|
public Item(ItemIdEnum id)
|
||||||
@@ -28,15 +30,18 @@ public Item(ItemIdEnum id)
|
|||||||
this.maxStack = newItem.maxStack;
|
this.maxStack = newItem.maxStack;
|
||||||
this.description = newItem.description;
|
this.description = newItem.description;
|
||||||
this.itemImagePath= newItem.itemImagePath;
|
this.itemImagePath= newItem.itemImagePath;
|
||||||
|
this.throwable = newItem.throwable;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum ItemIdEnum
|
public enum ItemIdEnum
|
||||||
{
|
{
|
||||||
NONE = 0,
|
NONE = 0,
|
||||||
STAR_SHARD = 1
|
STAR_SHARD = 1,
|
||||||
|
DYNAMITE = 2
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
public static class ItemUtilities
|
public static class ItemUtilities
|
||||||
{
|
{
|
||||||
// THIS IS WHERE ALL THE ITEMS ARE DEFINED
|
// THIS IS WHERE ALL THE ITEMS ARE DEFINED
|
||||||
@@ -50,9 +55,19 @@ public static Item GetItemFromId(ItemIdEnum itemId)
|
|||||||
id: itemId,
|
id: itemId,
|
||||||
maxStack: 10,
|
maxStack: 10,
|
||||||
description: "A rare material that can only be found here in the valley.",
|
description: "A rare material that can only be found here in the valley.",
|
||||||
itemImagePath: "ItemSprites/starShard");
|
itemImagePath: "ItemSprites/starShard",
|
||||||
|
false);
|
||||||
|
|
||||||
|
case ItemIdEnum.DYNAMITE:
|
||||||
|
return new Item(
|
||||||
|
itemName: "Dynamite",
|
||||||
|
id: itemId,
|
||||||
|
maxStack: 10,
|
||||||
|
description: "A throwable red stick that goes BOOM (after a short time).",
|
||||||
|
itemImagePath: "ItemSprites/dynamite",
|
||||||
|
true);
|
||||||
}
|
}
|
||||||
|
|
||||||
return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ;
|
return new Item("", itemId, 0, "", "ItemSprites/noneItem");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+2
-2
@@ -116,8 +116,8 @@ Material:
|
|||||||
- _XRMotionVectorsPass: 1
|
- _XRMotionVectorsPass: 1
|
||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
- _Color: {r: 1, g: 0, b: 0, a: 1}
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
|
|||||||
@@ -0,0 +1,137 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
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|
m_CorrespondingSourceObject: {fileID: 0}
|
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: tntFuse
|
||||||
|
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap:
|
||||||
|
RenderType: Opaque
|
||||||
|
disabledShaderPasses:
|
||||||
|
- MOTIONVECTORS
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BaseMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
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|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
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||||||
|
- _SpecGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_Lightmaps:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_LightmapsInd:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_ShadowMasks:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _AddPrecomputedVelocity: 0
|
||||||
|
- _AlphaClip: 0
|
||||||
|
- _AlphaToMask: 0
|
||||||
|
- _Blend: 0
|
||||||
|
- _BlendModePreserveSpecular: 1
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _ClearCoatMask: 0
|
||||||
|
- _ClearCoatSmoothness: 0
|
||||||
|
- _Cull: 2
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailAlbedoMapScale: 1
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _DstBlendAlpha: 0
|
||||||
|
- _EnvironmentReflections: 1
|
||||||
|
- _GlossMapScale: 0
|
||||||
|
- _Glossiness: 0
|
||||||
|
- _GlossyReflections: 0
|
||||||
|
- _Metallic: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.005
|
||||||
|
- _QueueOffset: 0
|
||||||
|
- _ReceiveShadows: 1
|
||||||
|
- _Smoothness: 0.5
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _SrcBlendAlpha: 1
|
||||||
|
- _Surface: 0
|
||||||
|
- _WorkflowMode: 1
|
||||||
|
- _XRMotionVectorsPass: 1
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 0.2264151, g: 0.2264151, b: 0.2264151, a: 1}
|
||||||
|
- _Color: {r: 0.22641507, g: 0.22641507, b: 0.22641507, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
m_AllowLocking: 1
|
||||||
|
--- !u!114 &5902119946383194518
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 11
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
|
||||||
|
version: 10
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4d01c458a905b944f8dabc21fb63577e
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -24,7 +24,7 @@ TagManager:
|
|||||||
- CameraObstructions
|
- CameraObstructions
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- Dither
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
Reference in New Issue
Block a user