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6 年前
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bd60d1e2
共有 241 个文件被更改,包括 9938 次插入 和 6451 次删除
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992Assets/MainIsland.asset
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15Assets/Materials/Blocker.mat
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7Assets/Materials/Sky.mat
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976Assets/Objects/boats/Prefabs/_Boat.prefab
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5Assets/Objects/boats/_waterFoam.mat
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355Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_01.prefab
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383Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_02.prefab
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377Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_03.prefab
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377Assets/Objects/environment/Cliffs/Prefabs/Hero_Tower.prefab
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96Assets/Objects/environment/Trees/Prefabs/Bush_Large_01.prefab
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6Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat
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57Assets/Objects/props/houses/Prefabs/House01.prefab
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57Assets/Objects/props/houses/Prefabs/House02.prefab
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57Assets/Objects/props/houses/Prefabs/House03.prefab
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57Assets/Objects/props/houses/Prefabs/House04.prefab
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57Assets/Objects/props/houses/Prefabs/JettyLong01.prefab
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57Assets/Objects/props/houses/Prefabs/JettySqr01.prefab
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2Assets/Objects/props/props/Matr_Props_Hue.mat
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298Assets/Objects/props/props/Prefabs/Arrow.prefab
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197Assets/Objects/props/props/Prefabs/Buoy.prefab
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805Assets/Objects/props/props/Prefabs/Windsurfer.prefab
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239Assets/Objects/props/props/Prefabs/Props_Paraglider.prefab
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1001Assets/Objects/props/props/Props_low.fbx
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70Assets/Objects/props/props/Props_low.fbx.meta
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142Assets/Scripts/Boat/AIcontroller.cs
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2Assets/Scripts/Effects/LODLightmaps.cs
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11Assets/Scripts/Effects/RandomHue.cs
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37Assets/Scripts/Effects/WakeGenerator.cs
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205Assets/Scripts/GameSystem/WaypointGroup.cs
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12Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
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694Assets/scenes/Island.unity
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564Assets/scenes/Island/LightingData.asset
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2Assets/scenes/Island/LightingData.asset.meta
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8Assets/scenes/Island/Lightmap-0_comp_light.exr.meta
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687Assets/scenes/Island/ReflectionProbe-0.exr
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8Assets/scenes/Island/ReflectionProbe-0.exr.meta
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718Assets/scenes/Island/ReflectionProbe-1.exr
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8Assets/scenes/Island/ReflectionProbe-1.exr.meta
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733Assets/scenes/Island/ReflectionProbe-2.exr
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8Assets/scenes/Island/ReflectionProbe-2.exr.meta
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815Assets/scenes/Island/ReflectionProbe-3.exr
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8Assets/scenes/Island/ReflectionProbe-3.exr.meta
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347Assets/scenes/Island/ReflectionProbe-4.png
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8Assets/scenes/Island/ReflectionProbe-4.png.meta
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772Assets/scenes/Island/ReflectionProbe-5.exr
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8Assets/scenes/Island/ReflectionProbe-5.exr.meta
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689Assets/scenes/Island/ReflectionProbe-6.exr
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8Assets/scenes/Island/ReflectionProbe-6.exr.meta
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280Assets/scenes/Island/ReflectionProbe-7.png
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8Assets/scenes/Island/ReflectionProbe-7.png.meta
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146Assets/scenes/Island/ReflectionProbe-8.exr
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8Assets/scenes/Island/ReflectionProbe-8.exr.meta
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35Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset
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4Packages/com.verasl.water-system/Editor/WaterEditor.cs
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17Packages/com.verasl.water-system/Scripts/BuoyantObject.cs
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64Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.asset
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10Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs
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14Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs
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16Packages/com.verasl.water-system/Scripts/Water.cs
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63Packages/com.verasl.water-system/Sea.mat
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21Packages/com.verasl.water-system/Shaders/CommonUtilities.hlsl
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9Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
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2Packages/com.verasl.water-system/Shaders/Water.shader
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33Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
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2Packages/com.verasl.water-system/Shaders/WaterFXShader.shader
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2Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
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10Packages/manifest.json
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7ProjectSettings/DynamicsManager.asset
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3ProjectSettings/EditorBuildSettings.asset
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8ProjectSettings/GraphicsSettings.asset
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7ProjectSettings/ProjectSettings.asset
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2ProjectSettings/ProjectVersion.txt
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4ProjectSettings/QualitySettings.asset
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13Assets/Data/LightweightAsset.asset
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8Assets/Data.meta
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571Assets/FOV.unity
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7Assets/FOV.unity.meta
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8Assets/Fonts.meta
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87Assets/New Material.mat
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8Assets/New Material.mat.meta
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427Assets/Objects/environment/Cliffs/Env_Rocks_tmp.fbx.meta
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79Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_Detail.prefab
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8Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_Detail.prefab.meta
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79Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_Detail_Big.prefab
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8Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_Detail_Big.prefab.meta
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8Assets/Objects/misc.meta
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212Assets/Objects/props/props/Prefabs/Props_ArrowSign.prefab
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212Assets/Objects/props/props/Prefabs/Props_Chair.prefab
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212Assets/Objects/props/props/Prefabs/Props_Umbrella.prefab
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377Assets/Objects/props/props/Props_low_tmp.fbx
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134Assets/Objects/props/props/Props_low_tmp.fbx.meta
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31Assets/Scripts/Effects/BoatFoamGenerator.cs
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11Assets/Scripts/Effects/BoatFoamGenerator.cs.meta
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77Assets/Scripts/SkyboxFOV.cs
992
Assets/MainIsland.asset
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文件差异内容过多而无法显示
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976
Assets/Objects/boats/Prefabs/_Boat.prefab
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文件差异内容过多而无法显示
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805
Assets/Objects/props/props/Prefabs/Windsurfer.prefab
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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1001
Assets/Objects/props/props/Props_low.fbx
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using UnityEngine; |
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using System.Collections; |
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using System.Linq; |
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/// <summary>
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/// Very barebones waypoint system
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/// </summary>
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[Serializable] |
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public class WaypointGroup : MonoBehaviour |
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{ |
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public static WaypointGroup Instance = null; |
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public Color waypointColour = Color.yellow; |
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public bool loop = false; |
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public bool reverse = false; |
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public float nextWPradius = 5f; |
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[Serializable] |
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public class WaypointGroup : MonoBehaviour |
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{ |
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public static WaypointGroup Instance = null; |
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public int WaypointGroupID = 0; |
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public Color WaypointColour = Color.yellow; |
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public bool Loop = false; |
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public float NextWPradius = 5f; |
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public float raceDelay = 4f; |
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public bool raceStarted = false; |
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public bool reverse = false; |
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[SerializeField] public List<Waypoint> WPs = new List<Waypoint>(); |
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private int curWpID; |
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// Use this for initialization
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void Awake() |
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{ |
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Instance = this; |
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Invoke("StartRace", raceDelay); |
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} |
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public void StartRace() |
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{ |
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raceStarted = true; |
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} |
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[Serializable] |
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public class Waypoint |
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{ |
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public Vector3 point; |
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public float WPradius; |
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public int WPnumber; |
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public int WPgroup; |
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public Waypoint(Vector3 position, float radius, int ID, int group) |
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{ |
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point = position; |
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WPradius = radius; |
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WPnumber = ID; |
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WPgroup = group; |
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} |
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} |
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public void CreateWaypoint() |
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{ |
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Vector3 Pos = gameObject.transform.position; |
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float Rad = NextWPradius; |
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int ID = curWpID; |
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[SerializeField] public List<Waypoint> WPs = new List<Waypoint>(); |
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private int curWpID; |
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Waypoint WP = new Waypoint(Pos, Rad, ID, WaypointGroupID); |
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WPs.Add(WP); |
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curWpID++; |
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} |
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public Vector3 GetWaypointDestination(int index) |
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{ |
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Waypoint wp; |
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if (index > 0 && index < WPs.Count - 1) |
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wp = WPs[index]; |
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else |
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wp = null; |
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return wp.point + (Random.insideUnitSphere * wp.WPradius); |
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} |
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// Use this for initialization
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void Awake() |
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{ |
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Instance = this; |
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if(reverse) |
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WPs.Reverse(); |
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} |
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public Waypoint GetWaypoint(int index) |
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{ |
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return WPs[index]; |
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} |
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public Waypoint GetNextWaypoint(Waypoint wp) |
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{ |
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var index = WPs.IndexOf(wp); |
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index = (int)Mathf.Repeat(index + 1, WPs.Count); |
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return WPs[index]; |
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} |
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[Serializable] |
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public class Waypoint |
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{ |
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public Vector3 point; |
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public float WPradius; |
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public Waypoint(Vector3 position, float radius) |
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{ |
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point = position; |
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WPradius = radius; |
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} |
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} |
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public Waypoint GetClosestWaypoint(Vector3 point) |
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{ |
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Waypoint closest = null; |
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Waypoint[] sortedWPs = WPs.OrderBy(wp => Vector3.Distance(point, wp.point)).ToArray(); |
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if (sortedWPs[0].WPnumber < sortedWPs[1].WPnumber && !reverse) |
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closest = sortedWPs[1]; |
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else |
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closest = sortedWPs[0]; |
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public void CreateWaypoint() |
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{ |
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Vector3 Pos = gameObject.transform.position; |
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float Rad = nextWPradius; |
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Waypoint WP = new Waypoint(Pos, Rad); |
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WPs.Add(WP); |
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curWpID++; |
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} |
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return closest; |
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} |
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public Vector3 GetWaypointDestination(int index) |
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{ |
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Waypoint wp; |
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if (index > 0 && index < WPs.Count - 1) |
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wp = WPs[index]; |
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else |
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wp = null; |
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return wp.point + (Random.insideUnitSphere * wp.WPradius); |
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} |
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public void DeleteLastWaypoint() |
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{ |
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WPs.RemoveAt(curWpID); |
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curWpID--; |
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} |
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public Waypoint GetWaypoint(int index) |
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{ |
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return WPs[index]; |
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} |
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public void DeleteAllWaypoints() |
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{ |
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WPs.Clear(); |
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curWpID = 0; |
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} |
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public void DeleteLastWaypoint() |
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{ |
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WPs.RemoveAt(curWpID); |
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curWpID--; |
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} |
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void OnDrawGizmosSelected() |
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{ |
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Gizmos.color = WaypointColour; |
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public void DeleteAllWaypoints() |
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{ |
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WPs.Clear(); |
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curWpID = 0; |
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} |
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Gizmos.DrawSphere(gameObject.transform.position, NextWPradius); |
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void OnDrawGizmosSelected() |
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{ |
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Gizmos.color = waypointColour; |
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Gizmos.DrawSphere(gameObject.transform.position, nextWPradius); |
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for (int i = 0; i < WPs.Count; i++) |
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{ |
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Gizmos.DrawWireSphere(WPs[i].point, WPs[i].WPradius); |
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for (int i = 0; i < WPs.Count; i++) |
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{ |
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Gizmos.DrawWireSphere(WPs[i].point, WPs[i].WPradius); |
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UnityEditor.Handles.Label(WPs[i].point, "WP " + WPs[i].WPnumber); |
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#endif
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if (i < WPs.Count - 1) |
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{ |
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Gizmos.DrawLine(WPs[i].point, WPs[i + 1].point); |
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} |
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else if (loop) |
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{ |
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Gizmos.color = Color.red; |
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Gizmos.DrawLine(WPs[i].point, WPs[0].point); |
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} |
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} |
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} |
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} |
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UnityEditor.Handles.Label(WPs[i].point, "WP " + WPs[i].WPnumber); |
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#endif
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if (i < WPs.Count - 1) |
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{ |
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Gizmos.DrawLine(WPs[i].point, WPs[i + 1].point); |
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} |
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else if (Loop) |
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{ |
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Gizmos.color = Color.red; |
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Gizmos.DrawLine(WPs[i].point, WPs[0].point); |
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} |
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} |
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} |
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} |
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} |
12
Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
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文件差异内容过多而无法显示
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694
Assets/scenes/Island.unity
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564
Assets/scenes/Island/LightingData.asset
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687
Assets/scenes/Island/ReflectionProbe-0.exr
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v/1 channels chlist 7 B G R compression compression dataWindow box2i ? displayWindow box2i ? lineOrder lineOrder pixelAspectRatio float �?screenWindowCenter v2f screenWindowWidth float �? I � ø �� � �� @ |
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