Commit f13a1a3a authored by lrh's avatar lrh

蒲: 工程提交4-14

parent cba9f716
Library/
Temp/
Recordings/movie_003.mp4
Recordings/movie_004.mp4
Recordings/movie_005.mp4
Recordings/movie_006.mp4
Recordings/movie_007.mp4
Recordings/movie_008.mp4
Recordings/movie_009.mp4
......@@ -176,6 +176,8 @@
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\Core\HoppingEditorTestUI.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\Core\PlayerEntity.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\FoodControl.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\MatureControl.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\MatureTrigger.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\PlayerControl.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\UI\DieGaoGaoResultSceneUI.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\UI\HoppingBattleMainUI.cs" />
......@@ -183,6 +185,7 @@
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\UI\csPlanel.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\csScripts\PlayerFire.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\csScripts\TrajectorySimulation.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Battle\vegetablesControl.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Game\DieGaoGaoGameUser.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Game\DiegGaoGaoGame.cs" />
<Compile Include="Assets\0A2_Scripts\GameScene\Game\HoppingLocalUserData.cs" />
......@@ -272,12 +275,16 @@
<Compile Include="Assets\Unity-Logs-Viewer\Reporter\ReporterMessageReceiver.cs" />
<Compile Include="Assets\Unity-Logs-Viewer\Reporter\Test\Rotate.cs" />
<Compile Include="Assets\Unity-Logs-Viewer\Reporter\Test\TestReporter.cs" />
<None Include="Assets\0A2_Scripts\GameScene\Battle\WhiteBoard.shader" />
<None Include="Assets\Toony Colors\Shaders 2.0\Rim Lighting.shader" />
<None Include="Assets\Resources\Shaders\TextureColorZWriteOff.shader" />
<None Include="Assets\Toony Colors\Shaders 2.0\Rim Alpha.shader" />
<None Include="Assets\Toony Colors\Shaders 2.0\Regular.shader" />
<None Include="Assets\New Folder\Examples Heightlerp.shader" />
<None Include="Assets\New Folder\Examples Heightblending.shader" />
<None Include="Assets\Toony Colors\!ToonyColors Readme.txt" />
<None Include="Assets\Toony Colors\Shaders 2.0\Rim Outline.shader" />
<None Include="Assets\New Folder\mixing.shader" />
<Reference Include="Unity.Timeline.Editor">
<HintPath>E:/Jilt pan master/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
</Reference>
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This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -6,7 +6,7 @@ public class FoodControl : MonoBehaviour
{
private MeshCollider _collider;
public Rigidbody _rigidbody;
private Rigidbody _rigidbody;
public float angle = 60;
public float Force = 50;
......@@ -14,16 +14,19 @@ public class FoodControl : MonoBehaviour
public bool IsFroce=false;
private Vector3 dir;
public float offestspeed = 1f;
public float OffestX = 0f;
public float OffestZ = 0f;
public bool vegetables = false;
void Start()
{
_collider = this.GetComponent<MeshCollider>() ? this.GetComponent<MeshCollider>() : this.gameObject.AddComponent<MeshCollider>();
_collider.convex = true;
_rigidbody = this.GetComponent<Rigidbody>() ? this.GetComponent<Rigidbody>() : this.gameObject.AddComponent<Rigidbody>();
dir = new Vector3(0, Mathf.Tan(angle* (Mathf.PI * 2 / 360)),1);
guorigid = guo.transform.GetComponent<Rigidbody>();
}
void Update()
......@@ -36,7 +39,13 @@ public class FoodControl : MonoBehaviour
{
AddForece();
}
if (isRotation==true )
{
this.transform.Rotate(Vector3.left*SpeedRotation*Time.deltaTime);
}
}
public float SpeedRotation = 10;
void AddForece()
{
this.gameObject.GetComponent<Rigidbody>().AddForce(dir * Force * Time.deltaTime * 100f);
......@@ -48,19 +57,14 @@ public class FoodControl : MonoBehaviour
if (ISF)
{
this.transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(dirs.x, this.transform.position.y, dirs.z), speed*0.1F * Time.deltaTime);
GameDebug.Log(dirs + "当前的dir");
this.transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(dirs.x+OffestX, this.transform.position.y, dirs.z+OffestZ), speed*0.1F * Time.deltaTime*offestspeed);
}
}
public GameObject guo;
public float breakagevalue = 0.7f;
public bool ISF = true;
public Rigidbody guorigid;
private bool isRotation = false;
private void OnCollisionEnter(Collision collision)
......@@ -70,6 +74,18 @@ public class FoodControl : MonoBehaviour
{
ISF = false;
}
if (collision.transform.tag=="Player")
{
isRotation = false;
}
if (vegetables == true)
{
if (collision.transform.tag == "food")
{
ISF = false;
}
}
}
private void OnCollisionExit(Collision collision)
{
......@@ -77,5 +93,11 @@ public class FoodControl : MonoBehaviour
{
ISF = true;
}
if (collision.transform.tag == "Player")
{
isRotation = true;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MatureControl : MonoBehaviour
{
void Start()
{
}
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MatureTrigger : MonoBehaviour
{
public GameObject Shuniupai;
private float timer = 0;
public Vector3 origscale;
void Start()
{
origscale = Shuniupai.transform.localScale;
Shuniupai.transform.localScale = Vector3.zero;
}
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
}
private bool isend = false;
private bool ISA = true;
private bool ISB = false;
private void OnTriggerStay(Collider other)
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timer = 0;
ISB = false;
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private void OnTriggerExit(Collider other)
{
}
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......@@ -44,23 +44,12 @@ public class PlayerControl : MonoBehaviour
move(dirs * 0.001f);
this.transform.position = Vector3.MoveTowards(this.transform.position, dir, speed * Time.deltaTime);
//if (dir.sqrMagnitude>0&& ismove==true )
//{
// this.transform.Translate(dir * speed * Time.deltaTime);
// clampMove();
//}
if (isfric)
{
for (int i = 0; i <= foods.Length - 1; i++)
{
foods[i].friction(dir,speed);
}
}
}
}
......@@ -114,9 +103,9 @@ public class PlayerControl : MonoBehaviour
void Throw(float DIS)
{
// GameDebug.Log("距离为"+DIS+"时间为"+timer);
GameDebug.Log("距离为"+DIS);
if (DIS>=30f)
if (DIS>=20f)
{
// GameDebug.Log("癫锅了");
for (int i=0; i <= foods.Length-1;i++)
......
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/WhiteBoard" {
Properties
{
//下面三个是要叠加的贴图
_MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
_MiddleTex ("Middle (RGB),Alpha (A)", 2D) = "white" {}
_TopTex ("Top (RGB),Alpha (A)", 2D) = "white" {}
_WhiteBoardTex ("WhiteBoard (RGB),Alpha (A)", 2D) = "white" {}//需要一个白色的贴图做底色
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
// 以 1 - _Height 长度为高度
_Height ("Radius", Range(0,0.5)) = 0.5
_TopRate ("TopRate", Range(0,1)) = 0.33 //显示裁剪的比例
_MiddleRate ("MiddleRate", Range(0,1)) = 0.33
_ButtomRate ("ButtomRate", Range(0,1)) = 0.33
}
SubShader
{
LOD 100
Tags
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"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType"="Plane"
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Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
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Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Offset -1, -1
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Height;
float _TopRate;
float _MiddleRate;
float _ButtomRate;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};
sampler2D _MainTex;
sampler2D _MiddleTex;
sampler2D _TopTex;
sampler2D _WhiteBoardTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
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#endif
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fixed4 col2 = tex2D(_MiddleTex, i.texcoord) ;//获得贴图的rgba,颜色像素信息
fixed4 base_col = tex2D(_MainTex, i.texcoord) ;
fixed4 top_pic = tex2D(_TopTex, i.texcoord) ;
fixed4 white_canva = tex2D(_WhiteBoardTex, i.texcoord) ;
float2 uv = i.texcoord.xy; //输入的面的uv坐标
float4 c = i.color; //输入的面的颜色信息
float4 c1 = i.color;
float4 c3 = i.color;
float4 c_alpha_mask = i.color;
fixed4 col4 = col2;
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}
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ENDCG
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class vegetablesControl : MonoBehaviour
{
public GameObject VeOBj;
private float timer = 0;
public Color endColor;
private Material mesh;
void Start()
{
mesh = VeOBj.GetComponent<MeshRenderer>().material;
}
void Update()
{
}
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......@@ -8,8 +8,8 @@ Material:
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m_PrefabAsset: {fileID: 0}
m_Name: Meat
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m_ShaderKeywords: _NORMALMAP _SPECGLOSSMAP
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m_ShaderKeywords: _METALLICGLOSSMAP _NORMALMAP _SPECGLOSSMAP
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......@@ -55,16 +55,12 @@ Material:
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......@@ -79,5 +75,3 @@ Material:
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/*
Copyright(c) 2017 Untitled Games
Written by Chris Bellini
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files(the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions :
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
Shader "Untitled Games/Examples/Heightblending"
{
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_Height2Shift("Height 1 Shift", Range(-1, 1)) = 0
_HeightmapBlending("Heightmap Blending", Float) = 0.05
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert fullforwardshadows
#pragma target 3.0
#include "heightblend.cginc"
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sampler2D _Height1;
float _Height1Shift;
sampler2D _Texture2;
sampler2D _Height2;
float _Height2Shift;
struct Input
{
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void surf(Input IN, inout SurfaceOutput o)
{
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float h1 = tex2D(_Height1, uv).r + _Height1Shift;
float3 v2 = tex2D(_Texture2, uv).rgb;
float h2 = tex2D(_Height2, uv).r + _Height2Shift;
o.Albedo = heightblend (v1, h1, v2, h2);
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ENDCG
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/*
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to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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The above copyright notice and this permission notice shall be included in all
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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*/
Shader "Untitled Games/Examples/Heightlerp"
{
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}
SubShader
{
Tags { "RenderType" = "Opaque" }
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CGPROGRAM
#pragma surface surf Lambert fullforwardshadows
#pragma target 3.0
#include "heightblend.cginc"
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sampler2D _Height1;
float _Height1Shift;
sampler2D _Texture2;
sampler2D _Height2;
float _Height2Shift;
struct Input
{
float2 uv_Texture1;
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void surf(Input IN, inout SurfaceOutput o)
{
float2 uv = IN.uv_Texture1;
float3 v1 = tex2D(_Texture1, uv).rgb;
float h1 = tex2D(_Height1, uv).r + _Height1Shift;
float3 v2 = tex2D(_Texture2, uv).rgb;
float h2 = tex2D(_Height2, uv).r + _Height2Shift;
float t = uv.x;
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Shader "Tast/mixing"
{
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_MainTex ("FrontTex (RGB)", 2D) = "white" {}
_BackTex ("BackTex (RGB)", 2D) = "white" {}
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SubShader
{
Pass
{
Material
{
Diffuse[_Color]
}
Lighting On
SetTexture [_MainTex] //the default Texture
{
Combine texture
}
SetTexture [_BackTex] //use the combine lerp to mix two texture by the Main color's Alpha
{
constantColor [_Color]
Combine previous lerp(constant) texture
}
}
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This diff is collapsed.
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Build from DESKTOP-P4H38KD at 2021/4/13 15:09:25
\ No newline at end of file
Build from DESKTOP-P4H38KD at 2021/4/14 10:05:43
\ No newline at end of file
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......@@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2
tags:
- guo
- food
layers:
- Default
- TransparentFX
......
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