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Manifest update

-Merged boat and boat physics mesh into one fbx
/main
André McGrail 6 年前
当前提交
ac2f0b59
共有 8 个文件被更改,包括 708 次插入405 次删除
  1. 331
      Assets/Objects/boats/Interceptor.fbx
  2. 95
      Assets/Objects/boats/Interceptor.fbx.meta
  3. 41
      Assets/Objects/boats/Maps/Interceptor_MRLL.tif.meta
  4. 415
      Assets/Objects/boats/Prefabs/_Boat.prefab
  5. 38
      Assets/Scripts/Effects/RandomHue.cs
  6. 25
      Packages/manifest.json
  7. 74
      Assets/Objects/boats/Interceptor_Physics.fbx
  8. 94
      Assets/Objects/boats/Interceptor_Physics.fbx.meta

331
Assets/Objects/boats/Interceptor.fbx
文件差异内容过多而无法显示
查看文件

95
Assets/Objects/boats/Interceptor.fbx.meta


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38
Assets/Scripts/Effects/RandomHue.cs


public class RandomHue : MonoBehaviour
{
public MeshRenderer[] renderers;
void OnValidate()
private void OnEnable()
{
RandomizeHUE();
}
private void OnValidate()
{
RandomizeHUE();
}
void RandomizeHUE()
MaterialPropertyBlock mtb = new MaterialPropertyBlock();
mtb.SetFloat("_Hue", hue);
if (renderers.Length > 0)
if (renderers != null || renderers.Length > 0)
if (Application.isPlaying)
if (renderers[i] != null)
renderers[i].material.SetFloat("_Hue", hue);
}
else
{
renderers[i].SetPropertyBlock(mtb);
// Set as MPB in editor but in playmode(runtime) create instance for SRP batcher to work
if (Application.isPlaying)
{
renderers[i].material.SetFloat("_Hue", hue);
}
else
{
MaterialPropertyBlock mtb = new MaterialPropertyBlock();
mtb.SetFloat("_Hue", hue);
renderers[i].SetPropertyBlock(mtb);
}
}
}
}

25
Packages/manifest.json


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74
Assets/Objects/boats/Interceptor_Physics.fbx


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