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Merge branch 'demo-work-temp' into demo-work
Merge branch 'demo-work-temp' into demo-work
# Conflicts: # ProjectSettings/GraphicsSettings.asset/demo-work
André McGrail
5 年前
当前提交
a60e6f47
共有 771 个文件被更改,包括 4480 次插入 和 4895 次删除
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4.gitignore
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11Assets/Data/InputControls.inputactions
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28Assets/Data/UniversalRP/BoatDemoRenderer.asset
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10Assets/Data/UniversalRP/PipelineAsset_High.asset
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2Assets/Data/UniversalRP/PipelineAsset_Low.asset
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8Assets/Data/UniversalRP/PipelineAsset_Medium.asset
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5Assets/Data/UniversalRP/PlanarReflectionRenderer.asset
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63Assets/Data/Volumes/HighQuality.asset
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63Assets/Data/Volumes/MediumQuality.asset
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4Assets/Data/WaterSettingsData.asset
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20Assets/Data/WaterSurfaceData.asset
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2Assets/Materials/BushTest.mat
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4Assets/Materials/Sky.mat
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128Assets/Objects/Levels/Island/Audio.prefab
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10Assets/Objects/Levels/Island/ClearSky/ClearSky.mat
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6Assets/Objects/Levels/Island/ClearSky/Island_Post_Clear.asset
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298Assets/Objects/Levels/Island/Dynamic Objects.prefab
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993Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab
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6Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Seaweed.prefab
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998Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
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963Assets/Objects/Levels/Island/Environment Objects.prefab
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2Assets/Objects/Levels/Island/FX.prefab
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271Assets/Objects/Levels/Island/Island Level.prefab
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48Assets/Objects/Levels/Island/Lighting.prefab
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617Assets/Objects/Levels/Island/Logic.prefab
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38Assets/Objects/boats/Interceptor/MSLL.tif.meta
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44Assets/Objects/boats/Interceptor/Normal.tif.meta
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5Assets/Objects/boats/Prefabs/Wake.prefab.meta
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457Assets/Objects/boats/Prefabs/_BoatBase.prefab
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5Assets/Objects/boats/Prefabs/_BoatBase.prefab.meta
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104Assets/Objects/boats/Prefabs/_Renegade.prefab
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183Assets/Objects/boats/Speedboat/BoatSpeedboat.fbx
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44Assets/Objects/boats/Speedboat/Normal.tif.meta
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2Assets/Objects/boats/_waterFoam.mat
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7Assets/Objects/environment/Cliffs/Env_Hero_Mountain.fbx.meta
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54Assets/Objects/environment/Cliffs/Maps/Cave_defaultMat_AONormal.tif.meta
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50Assets/Objects/environment/Cliffs/Maps/Cave_defaultMat_BaseCurvature.tif.meta
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50Assets/Objects/environment/Cliffs/Maps/Cliff_Full_01_defaultMat_AONormal.tif.meta
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54Assets/Objects/environment/Cliffs/Maps/Cliff_Full_01_defaultMat_BaseCurvature.tif.meta
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50Assets/Objects/environment/Cliffs/Maps/Cliff_defaultMat_AONormal.tif.meta
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54Assets/Objects/environment/Cliffs/Maps/Cliff_defaultMat_BaseCurvature.tif.meta
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54Assets/Objects/environment/Cliffs/Maps/Hero_defaultMat_AONormal.tif.meta
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50Assets/Objects/environment/Cliffs/Maps/Hero_defaultMat_BaseCurvature.tif.meta
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50Assets/Objects/environment/Cliffs/Maps/Rocks_defaultMat_AONormal.tif.meta
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54Assets/Objects/environment/Cliffs/Maps/Rocks_defaultMat_BaseCurvature.tif.meta
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108Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
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108Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
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94Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
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101Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
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137Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
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17Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_02.prefab
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16Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab
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11Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_04.prefab
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19Assets/Objects/environment/Clouds/Clouds.fbx.meta
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4Assets/Objects/environment/Clouds/Clouds.mat
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26Assets/Objects/environment/Clouds/Clouds.tif.meta
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24Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal_Smoothness.tif.meta
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28Assets/Objects/environment/Trees/Maps/TreeBillBoards_albedo.png.meta
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16Assets/Objects/environment/Trees/Maps/Trees_Albedo.png.meta
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24Assets/Objects/environment/Trees/Maps/Trees_Normal_Smoothness.tif.meta
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114Assets/Objects/environment/Trees/Meshes/Bush_Large_01.fbx
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12Assets/Objects/environment/Trees/Meshes/Bush_Large_01.fbx.meta
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255Assets/Objects/environment/Trees/Meshes/PalmB_02.fbx
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15Assets/Objects/environment/Trees/Meshes/PalmB_02_tmp.fbx.meta
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43Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_AlbedoTransparency.tif.meta
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48Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Emission.tif.meta
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44Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_MetallicSmoothness.tif.meta
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37Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Normal.tif.meta
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51Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_AO.png.meta
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63Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_AlbedoTransparency.tif.meta
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29Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_MetallicSmoothness.tif.meta
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65Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_Normal.tif.meta
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2Assets/Objects/props/props/Matr_Props.mat
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23Assets/Objects/props/props/Prefabs/Props_ArrowSign.prefab
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68Assets/Objects/props/props/Prefabs/Props_Paraglider.prefab
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6Assets/Objects/props/props/Prefabs/Windsurfer.prefab
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61Assets/Scripts/Boat/Engine.cs
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53Assets/Scripts/Boat/HumanController.cs
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5Assets/Scripts/Camera/CameraManager.cs
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16Assets/Scripts/Camera/LODTweaker.cs
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3Assets/Scripts/Editor/CreateTexture2DArrayAsset.cs
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8Assets/Scripts/Editor/DirectionalLightmapperCorrector.cs
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49Assets/Scripts/Effects/BoatFoamGenerator.cs
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40Assets/Scripts/Effects/RandomHue.cs
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111Assets/Scripts/Effects/WakeGenerator.cs
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75Assets/Scripts/Environment/BuoyManager.cs
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44Assets/Scripts/Environment/CloudManager.cs
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72Assets/Scripts/Environment/DayNightController.cs
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14Assets/Scripts/Environment/FogOverride.cs
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19Assets/Scripts/Environment/VegetationSystem.cs
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47Assets/Scripts/Environment/WindsurferManager.cs
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228Assets/Scripts/GameSystem/AppSettings.cs
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188Assets/Scripts/GameSystem/Editor/WaypointGroupEditor.cs
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100Assets/Scripts/GameSystem/InputControls.cs
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306Assets/Scripts/GameSystem/RaceManager.cs
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4Assets/Scripts/GameSystem/RaceManager.cs.meta
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310Assets/Scripts/GameSystem/WaypointGroup.cs
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26Assets/Scripts/System/MaxLodOption.cs
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9Assets/Scripts/System/PerfomanceStats.cs
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6Assets/Scripts/Utility/GenericRotation.cs
993
Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab
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998
Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
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963
Assets/Objects/Levels/Island/Environment Objects.prefab
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fileFormatVersion: 2 |
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guid: dd07c82db50e943ca8314f2c407ea841 |
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NativeFormatImporter: |
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labels: |
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- Effect |
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PrefabImporter: |
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mainObjectFileID: 100100000 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: fc3ffb83d6eafb1489a5b23bc82d25b6 |
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NativeFormatImporter: |
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labels: |
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- Boat |
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PrefabImporter: |
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mainObjectFileID: 100100000 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
183
Assets/Objects/boats/Speedboat/BoatSpeedboat.fbx
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114
Assets/Objects/environment/Trees/Meshes/Bush_Large_01.fbx
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255
Assets/Objects/environment/Trees/Meshes/PalmB_02.fbx
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine; |
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public class BoatFoamGenerator : MonoBehaviour |
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namespace BoatAttack |
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public Transform boatTransform; |
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private ParticleSystem.MainModule module; |
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public ParticleSystem ps; |
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public float waterLevel = 0; |
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private Vector3 offset; |
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public class BoatFoamGenerator : MonoBehaviour |
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{ |
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public Transform boatTransform; |
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private ParticleSystem.MainModule _module; |
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public ParticleSystem ps; |
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public float waterLevel = 0; |
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private Vector3 _offset; |
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private void Start() |
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{ |
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module = ps.main; |
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offset = transform.localPosition; |
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} |
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private void Start() |
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{ |
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_module = ps.main; |
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_offset = transform.localPosition; |
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} |
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// Update is called once per frame
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void Update() |
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{ |
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var pos = boatTransform.TransformPoint(offset); |
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pos.y = waterLevel; |
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transform.position = pos; |
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// Update is called once per frame
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private void Update() |
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{ |
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var pos = boatTransform.TransformPoint(_offset); |
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pos.y = waterLevel; |
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transform.position = pos; |
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var fwd = boatTransform.forward; |
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fwd.y = 0; |
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var angle = Vector3.Angle(fwd.normalized, Vector3.forward); |
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module.startRotation = angle * Mathf.Deg2Rad; |
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var fwd = boatTransform.forward; |
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fwd.y = 0; |
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var angle = Vector3.Angle(fwd.normalized, Vector3.forward); |
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_module.startRotation = angle * Mathf.Deg2Rad; |
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} |
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} |
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} |
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using Unity.Collections; |
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using UnityEngine; |
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using UnityEngine; |
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using UnityEngine.Serialization; |
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using Unity.Collections; |
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public ParticleSystem particleSystem; |
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public ParticleSystem.ShapeModule particleShape; |
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[FormerlySerializedAs("particleSystem")] public ParticleSystem ps; |
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private ParticleSystem.ShapeModule _particleShape; |
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private Vector3[] verts; |
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private Transform[] buoys; |
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private NativeArray<float3> samplePoints; // sample points for height calc
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private float3[] heights; // water height array(only size of 1 when simple or non-physical)
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private float3[] normals; // water normal array(only used when non-physical and size of 1 also when simple)
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private Vector3[] _vertices; |
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private Transform[] _buoys; |
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private NativeArray<float3> _samplePoints; // sample points for height calc
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private float3[] _heights; // water height array(only size of 1 when simple or non-physical)
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private float3[] _normals; // water normal array(only used when non-physical and size of 1 also when simple)
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void Start() |
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private void Start() |
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buoys = new Transform[transform.childCount]; |
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_buoys = new Transform[transform.childCount]; |
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int[] triangles = new int[buoys.Length * 3]; |
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verts = new Vector3[buoys.Length]; |
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samplePoints = new NativeArray<float3>(buoys.Length, Allocator.Persistent); |
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heights = new float3[buoys.Length]; |
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normals = new float3[buoys.Length]; |
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var triangles = new int[_buoys.Length * 3]; |
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_vertices = new Vector3[_buoys.Length]; |
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_samplePoints = new NativeArray<float3>(_buoys.Length, Allocator.Persistent); |
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_heights = new float3[_buoys.Length]; |
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_normals = new float3[_buoys.Length]; |
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for (int i = 0; i < buoys.Length; i++) |
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for (var i = 0; i < _buoys.Length; i++) |
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buoys[i] = transform.GetChild(i); |
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samplePoints[i] = buoys[i].position; |
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verts[i] = samplePoints[i]; |
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_buoys[i] = transform.GetChild(i); |
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_samplePoints[i] = _buoys[i].position; |
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_vertices[i] = _samplePoints[i]; |
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triangles[3 * i + 1] = (int)Mathf.Repeat(i + 1, buoys.Length); |
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triangles[3 * i + 2] = (int)Mathf.Repeat(i + 2, buoys.Length); |
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triangles[3 * i + 1] = (int)Mathf.Repeat(i + 1, _buoys.Length); |
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triangles[3 * i + 2] = (int)Mathf.Repeat(i + 2, _buoys.Length); |
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_mesh.vertices = verts; |
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_mesh.vertices = _vertices; |
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if (particleSystem) |
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if (ps) |
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particleShape = particleSystem.shape; |
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particleShape.mesh = _mesh; |
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_particleShape = ps.shape; |
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_particleShape.mesh = _mesh; |
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samplePoints.Dispose(); |
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_samplePoints.Dispose(); |
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void Update() |
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private void Update() |
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GerstnerWavesJobs.UpdateSamplePoints(ref samplePoints, _guid); |
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GerstnerWavesJobs.GetData(_guid, ref heights, ref normals); |
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GerstnerWavesJobs.UpdateSamplePoints(ref _samplePoints, _guid); |
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GerstnerWavesJobs.GetData(_guid, ref _heights, ref _normals); |
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for (int i = 0; i < buoys.Length; i++) |
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for (var i = 0; i < _buoys.Length; i++) |
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Vector3 vec = buoys[i].position; |
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vec.y = heights[i].y; |
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buoys[i].position = vec; |
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verts[i] = vec; |
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buoys[i].up = Vector3.Slerp(buoys[i].up, normals[i], Time.deltaTime); |
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var vec = _buoys[i].position; |
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vec.y = _heights[i].y; |
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_buoys[i].position = vec; |
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_vertices[i] = vec; |
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_buoys[i].up = Vector3.Slerp(_buoys[i].up, _normals[i], Time.deltaTime); |
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_mesh.vertices = verts; |
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_mesh.vertices = _vertices; |
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} |
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} |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEditor; |
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using UnityEngine; |
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using UnityEngine; |
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public Color m_FogColor = Color.white; |
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// Update is called once per frame
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void LateUpdate() |
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public Color mFogColor = Color.white; |
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private void LateUpdate() |
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RenderSettings.fogColor = m_FogColor; |
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RenderSettings.fogColor = mFogColor; |
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} |
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} |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine; |
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private int curlevel; |
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private int _currentLevel; |
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curlevel = (int)QualitySettings.lodBias; |
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displayText.text = curlevel.ToString(); |
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_currentLevel = (int)QualitySettings.lodBias; |
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displayText.text = _currentLevel.ToString(); |
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if(curlevel < 7) |
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curlevel++; |
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QualitySettings.lodBias = curlevel; |
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displayText.text = curlevel.ToString(); |
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if(_currentLevel < 7) |
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_currentLevel++; |
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QualitySettings.lodBias = _currentLevel; |
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displayText.text = _currentLevel.ToString(); |
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if (curlevel > 0) |
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curlevel--; |
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QualitySettings.lodBias = curlevel; |
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displayText.text = curlevel.ToString(); |
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if (_currentLevel > 0) |
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_currentLevel--; |
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QualitySettings.lodBias = _currentLevel; |
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displayText.text = _currentLevel.ToString(); |
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} |
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} |
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using UnityEngine; |
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using System.Collections; |
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// Update is called once per frame
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void Update () { |
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private void Update () |
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{ |
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transform.localEulerAngles += rotationVector * Time.deltaTime; |
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} |
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} |
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