+ 부스터 사용시 집중선(SpeedLines) 기능 추가 + 부스터 사용시 카메라 흔들림 효과 기능 추가 + 부스터 사용시 포스트프로세싱(Vignette) 기능 추가 + 부스터 소진시 내부적인 추가 부스터 시간 추가 + 추가 부스터까지 소진시 부스터 쿨타임 적용 ㄴ 기존의 이동속도보다 2배 느려지는 기능 추가 + ShipPlayer(배) 모델링 변경 ㄴ Hand_Painted_Boats(에셋 이름) + 배 변경에 따른 대포(Cannon) 변경 및 로직 수정 ㄴ 대포의 발사 각도 변경 ㄴ 대포의 스피드 변경 + 배의 움직임 로직 변경 ㄴ 일정한 속도로 회전 ㄴ Rigidbody Freeze Rotation + 중형 물고기 모델링 추가 ㄴ HammerHeadShark(망치머리상어) 추가 ㄴ Stingray(가오리) 추가 + Layer(PostProcessing) 추가 + VisualFeedbackManager에 포스트 프로세싱 기능 관련 추가
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@ -0,0 +1,44 @@
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userData:
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|
@ -2,6 +2,7 @@ using System.Collections;
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||||
using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.InputSystem;
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||||
using Vignette = UnityEngine.Rendering.Universal.Vignette;
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||||
// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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@ -14,13 +15,15 @@ namespace BlueWaterProject
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[Title("쉽의 기본 설정")]
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[Tooltip("최대 스피드")]
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[SerializeField] private float maxSpeed = 10f;
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[SerializeField] private float maxSpeed = 20f;
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[DisableIf("@true")]
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||||
[SerializeField]private float defaultMaxSpeed;
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||||
[Tooltip("가속 수치")]
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||||
[SerializeField] private float acceleration = 2f;
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||||
[SerializeField] private float acceleration = 20f;
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||||
[Tooltip("감속 수치")]
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[SerializeField] private float deceleration = 2f;
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||||
[SerializeField] private float deceleration = 10f;
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[Tooltip("회전 속도")]
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[SerializeField] private float turnSpeed = 10f;
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[SerializeField] private float turnSpeed = 90f;
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[Tooltip("배의 최대 체력")]
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[field: SerializeField] public float MaxHp { get; private set; } = 100;
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[Tooltip("배의 현재 체력")]
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@ -32,25 +35,59 @@ namespace BlueWaterProject
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[SerializeField] private Cannon cannon;
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[SerializeField] private float cannonCooldown = 1f;
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[SerializeField] private float chargingSpeed = 1f;
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[DisableIf("@true")]
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[SerializeField] private bool isFireMode;
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[DisableIf("@true")]
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[SerializeField] private bool chargingCannon;
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[DisableIf("@true")]
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[SerializeField] private bool isReloading;
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[DisableIf("@true")]
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[SerializeField] private float chargingGauge;
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[DisableIf("@true")]
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[SerializeField] private float previousGauge;
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[Title("부스트")]
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[SerializeField] private float boostPower = 2f;
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[SerializeField] private float boostMaxTime = 3f;
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[SerializeField] private float boostRecoveryTime = 1.5f;
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[SerializeField] private float additionalBoostTime = 1f;
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[SerializeField] private float boostCooldownTime = 5f;
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private float currentAdditionalBoostTime;
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private float currentBoostCooldownTime;
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||||
[Space(10)]
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[SerializeField] private bool useBoostSpeedLines = true;
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||||
[SerializeField] private bool useBoostChangeDistance = true;
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||||
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[ShowIf("@useBoostChangeDistance")]
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[SerializeField] private float shrinkDistance = 20f;
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||||
[ShowIf("@useBoostChangeDistance")]
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||||
[SerializeField] private float shrinkTime = 1f;
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||||
[ShowIf("@useBoostChangeDistance")]
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[SerializeField] private float distanceReturnTime = 0.2f;
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[SerializeField] private bool useBoostCameraShaking = true;
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[ShowIf("@useBoostCameraShaking")]
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[SerializeField] private float shakingForceCoefficient = 0.8f;
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[SerializeField] private bool useBoostVignetteEffect = true;
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[ShowIf("@useBoostVignetteEffect")]
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||||
[SerializeField] private float vignetteForceCoefficient = 0.4f;
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[DisableIf("@true")]
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[SerializeField] private bool isBoosting;
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||||
[Title("Extensions Data")]
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[SerializeField] private LayerMask waterLayer;
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private PlayerInput playerInput;
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private Rigidbody rb;
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||||
private GameObject directionIndicator;
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||||
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[SerializeField] private LayerMask waterLayer;
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||||
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||||
private Vector2 movementInput;
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||||
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||||
[Button("셋팅 초기화")]
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private void Init()
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{
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@ -63,7 +100,8 @@ namespace BlueWaterProject
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directionIndicator.SetActive(false);
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waterLayer = LayerMask.GetMask("Water");
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defaultMaxSpeed = maxSpeed;
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SetCurrentHp(MaxHp);
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}
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@ -106,12 +144,9 @@ namespace BlueWaterProject
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private void Start()
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{
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}
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private void FixedUpdate()
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||||
{
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waterLayer = LayerMask.GetMask("Water");
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defaultMaxSpeed = maxSpeed;
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SetCurrentHp(MaxHp);
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}
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private void Update()
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@ -136,7 +171,13 @@ namespace BlueWaterProject
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if (moveDirection != Vector3.zero)
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{
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var targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, turnSpeed * Time.fixedDeltaTime);
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var angleToRotate = Quaternion.Angle(rb.rotation, targetRotation);
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var rotationStep = turnSpeed / angleToRotate;
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rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, rotationStep * Time.fixedDeltaTime);
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// var targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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// rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, turnSpeed * Time.fixedDeltaTime);
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}
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}
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@ -182,15 +223,62 @@ namespace BlueWaterProject
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{
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if (isBoosting)
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{
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UiManager.Inst.OceanUi.ShipBoostSlider.value += Time.deltaTime * (1f / boostMaxTime);
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if (UiManager.Inst.OceanUi.ShipBoostSlider.value >= 1f)
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HandleBoostUsage();
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}
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else
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{
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HandleBoostRecharge();
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}
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if (useBoostVignetteEffect && UiManager.Inst.OceanUi.ShipBoostSlider.value > 0f)
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{
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VisualFeedbackManager.Inst.SetVignetteIntensity(UiManager.Inst.OceanUi.ShipBoostSlider.value * vignetteForceCoefficient);
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}
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}
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private void HandleBoostUsage()
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{
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UiManager.Inst.OceanUi.ShipBoostSlider.value += Time.deltaTime * (1f / boostMaxTime);
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if (useBoostCameraShaking)
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{
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var shakeValue = UiManager.Inst.OceanUi.ShipBoostSlider.value * shakingForceCoefficient;
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VisualFeedbackManager.Inst.CameraShake(CameraManager.Inst.OceanCamera.BaseShipCam, shakeValue);
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}
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if (UiManager.Inst.OceanUi.ShipBoostSlider.value >= 1f && currentAdditionalBoostTime <= 0)
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{
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currentAdditionalBoostTime = additionalBoostTime;
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}
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if (currentAdditionalBoostTime > 0)
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{
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currentAdditionalBoostTime -= Time.deltaTime;
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if (currentAdditionalBoostTime <= 0)
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{
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currentBoostCooldownTime = boostCooldownTime;
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maxSpeed *= 0.5f;
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ShipStopBoost();
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}
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}
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}
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private void HandleBoostRecharge()
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{
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if (currentBoostCooldownTime > 0)
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{
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currentBoostCooldownTime -= Time.deltaTime;
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UiManager.Inst.OceanUi.ShipBoostSlider.value = 1f;
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}
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else
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{
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UiManager.Inst.OceanUi.ShipBoostSlider.value -= Time.deltaTime * (1f / boostRecoveryTime);
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if (!Mathf.Approximately(defaultMaxSpeed, maxSpeed))
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{
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maxSpeed = defaultMaxSpeed;
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}
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if (currentAdditionalBoostTime > 0f)
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{
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currentAdditionalBoostTime = 0f;
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}
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}
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}
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@ -306,21 +394,35 @@ namespace BlueWaterProject
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private void ShipBoost()
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{
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if (UiManager.Inst.OceanUi.ShipBoostSlider.value >= 1f)
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if (currentBoostCooldownTime > 0) return;
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isBoosting = true;
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if (useBoostSpeedLines)
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{
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isBoosting = false;
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UiManager.Inst.OceanUi.SetActiveSpeedLine(true);
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}
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else
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if (useBoostChangeDistance)
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{
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isBoosting = true;
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CameraManager.Inst.OceanCamera.ChangeDistance(shrinkDistance, shrinkTime);
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}
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if (useBoostVignetteEffect)
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{
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VisualFeedbackManager.Inst.ToggleEffect<Vignette>(true);
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}
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}
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private void ShipStopBoost()
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{
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if (!isBoosting) return;
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isBoosting = false;
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if (useBoostSpeedLines)
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{
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UiManager.Inst.OceanUi.SetActiveSpeedLine(false);
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}
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if (useBoostChangeDistance)
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{
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CameraManager.Inst.OceanCamera.DefaultDistance(distanceReturnTime);
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}
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}
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#endregion
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|
@ -1,3 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using Cinemachine;
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using Sirenix.OdinInspector;
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@ -16,6 +17,10 @@ namespace BlueWaterProject
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private List<CinemachineVirtualCamera> cineCamList;
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private GameObject cineCams;
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private CinemachineFramingTransposer framingTransposer;
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private Coroutine distanceCoroutine;
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private float defaultDistance;
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private const int CINE_CAM_NUM = 1;
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@ -46,6 +51,8 @@ namespace BlueWaterProject
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Debug.LogError("BaseShipCam is null error");
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return;
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}
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framingTransposer = BaseShipCam.GetCinemachineComponent<CinemachineFramingTransposer>();
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defaultDistance = framingTransposer.m_CameraDistance;
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cineCamList = new List<CinemachineVirtualCamera>(CINE_CAM_NUM)
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{
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@ -61,5 +68,51 @@ namespace BlueWaterProject
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CameraManager.Inst.MainCam = Camera.main;
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}
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public void ChangeDistance(float addDistance, float time)
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{
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if (distanceCoroutine != null)
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{
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StopCoroutine(distanceCoroutine);
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}
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distanceCoroutine = StartCoroutine(ChangeDistanceCoroutine(addDistance, time));
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}
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private IEnumerator ChangeDistanceCoroutine(float addDistance, float time)
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{
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var changeDistance = framingTransposer.m_CameraDistance + addDistance;
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var updateTime = 0f;
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while (updateTime < time)
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{
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updateTime += Time.deltaTime;
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framingTransposer.m_CameraDistance = Mathf.Lerp(framingTransposer.m_CameraDistance,
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changeDistance, updateTime / time);
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yield return null;
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}
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yield return null;
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}
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public void DefaultDistance(float time)
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{
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if (distanceCoroutine != null)
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{
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StopCoroutine(distanceCoroutine);
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}
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distanceCoroutine = StartCoroutine(DefaultDistanceCoroutine(time));
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}
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private IEnumerator DefaultDistanceCoroutine(float time)
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{
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var updateTime = 0f;
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while (updateTime < time)
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{
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updateTime += Time.deltaTime;
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framingTransposer.m_CameraDistance = Mathf.Lerp(framingTransposer.m_CameraDistance,
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defaultDistance, updateTime / time);
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yield return null;
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}
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framingTransposer.m_CameraDistance = defaultDistance;
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yield return null;
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}
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}
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}
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@ -83,6 +83,8 @@ namespace BlueWaterProject
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[field: SerializeField] public Slider ShipBoostSlider { get; set; }
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[field: SerializeField] public GameObject SpeedLines { get; set; }
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private Canvas canvas;
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[Button("셋팅 초기화")]
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@ -104,6 +106,9 @@ namespace BlueWaterProject
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ShipBoostSlider = canvas.transform.Find("ShipBoostSlider").GetComponent<Slider>();
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ShipBoostSlider.value = 0f;
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SpeedLines = canvas.transform.Find("SpeedLines").gameObject;
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SpeedLines.SetActive(false);
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}
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private void Awake()
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@ -126,5 +131,7 @@ namespace BlueWaterProject
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ProcessBar.SetPosition(result);
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}
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}
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public void SetActiveSpeedLine(bool value) => SpeedLines.SetActive(value);
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}
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}
|
@ -1,5 +1,7 @@
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using Sirenix.OdinInspector;
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using Unity.Mathematics;
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using UnityEngine;
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using Random = UnityEngine.Random;
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|
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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||||
@ -12,14 +14,15 @@ namespace BlueWaterProject
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||||
[Title("캐논 변수")]
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[SerializeField] private GameObject projectileObj;
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||||
[SerializeField] private Transform firePos;
|
||||
[SerializeField] private float fireAngle = 30f;
|
||||
[SerializeField] private float speed = 20f;
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[SerializeField] private float height = 50f;
|
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[Range(0f, 0.5f)]
|
||||
[SerializeField] private float fireAngle = 0.2f;
|
||||
[SerializeField] private float speed = 75f;
|
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[SerializeField] private float height = 20f;
|
||||
[SerializeField] private Vector2 randomCatch = new(1, 4);
|
||||
|
||||
[Title("캐논 발사 카메라 효과")]
|
||||
[SerializeField] private float cameraShakePower = 0.5f;
|
||||
[SerializeField] private float cameraShakeDuration = 0.5f;
|
||||
[SerializeField] private float cameraShakePower = 2f;
|
||||
[SerializeField] private float cameraShakeDuration = 0.3f;
|
||||
|
||||
private float cannonRadius;
|
||||
private LayerMask boidsLayer;
|
||||
@ -45,10 +48,14 @@ namespace BlueWaterProject
|
||||
public void Fire(float chargingGauge)
|
||||
{
|
||||
VisualFeedbackManager.Inst.CameraShake(CameraManager.Inst.OceanCamera.BaseShipCam, cameraShakePower, cameraShakeDuration);
|
||||
var projectile = Instantiate(projectileObj, firePos.position, firePos.rotation);
|
||||
var addAngle = chargingGauge * fireAngle;
|
||||
var firePosRotation = firePos.rotation.eulerAngles;
|
||||
firePosRotation.x -= addAngle;
|
||||
var projectile = Instantiate(projectileObj, firePos.position, Quaternion.Euler(firePosRotation));
|
||||
var particleWeapon = projectile.GetComponent<ParticleWeapon>();
|
||||
particleWeapon.onHitAction.AddListener(HandleCannonHit);
|
||||
projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * (chargingGauge * speed));
|
||||
//projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * (chargingGauge * speed));
|
||||
projectile.GetComponent<Rigidbody>().velocity = projectile.transform.forward * speed;
|
||||
}
|
||||
|
||||
private void HandleCannonHit(RaycastHit hit, float power)
|
||||
|
66
BlueWater/Assets/02.Scripts/SpeedLines.cs
Normal file
66
BlueWater/Assets/02.Scripts/SpeedLines.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace _02.Scripts
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class SpeedLines : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Shader shader;
|
||||
[SerializeField] private Texture texture;
|
||||
[SerializeField] private Color color = new(1,1,1,0.1f);
|
||||
|
||||
[Range(0,1)]
|
||||
[SerializeField] private float width = 0.4f;
|
||||
[Range(0, 1)]
|
||||
[SerializeField] private float length = 0.42f;
|
||||
[Range(0, 100)]
|
||||
[SerializeField] private float lengthSpeed = 17;
|
||||
[Range(0, 1)]
|
||||
[SerializeField] private float density = 0.75f;
|
||||
|
||||
private Material material;
|
||||
|
||||
private static readonly int Color = Shader.PropertyToID("_Color");
|
||||
private static readonly int Width = Shader.PropertyToID("_Width");
|
||||
private static readonly int Length = Shader.PropertyToID("_Length");
|
||||
private static readonly int LengthSpeed = Shader.PropertyToID("_LengthSpeed");
|
||||
private static readonly int Density = Shader.PropertyToID("_Density");
|
||||
private static readonly int Fbm = Shader.PropertyToID("_FBM");
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (material) return;
|
||||
|
||||
material = new Material(shader);
|
||||
material.SetTexture(Fbm, texture);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
material.SetColor(Color, color);
|
||||
material.SetFloat(Width, width);
|
||||
material.SetFloat(Length, length);
|
||||
material.SetFloat(LengthSpeed, lengthSpeed);
|
||||
material.SetFloat(Density, density);
|
||||
}
|
||||
|
||||
public void OnRenderObject()
|
||||
{
|
||||
material.SetPass(0);
|
||||
GL.PushMatrix();
|
||||
GL.LoadOrtho();
|
||||
|
||||
GL.Begin(GL.QUADS);
|
||||
GL.TexCoord(new Vector3(0, 0, 0));
|
||||
GL.Vertex3(0, 0, 0);
|
||||
GL.TexCoord(new Vector3(0, 1, 0));
|
||||
GL.Vertex3(0, 1, 0);
|
||||
GL.TexCoord(new Vector3(1, 1, 0));
|
||||
GL.Vertex3(1, 1, 0);
|
||||
GL.TexCoord(new Vector3(1, 0, 0));
|
||||
GL.Vertex3(1, 0, 0);
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
11
BlueWater/Assets/02.Scripts/SpeedLines.cs.meta
Normal file
11
BlueWater/Assets/02.Scripts/SpeedLines.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: b508e85f957f4d441998fa32fb18b473
|
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externalObjects: {}
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
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@ -1,15 +1,37 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Cinemachine;
|
||||
using MoreMountains.Feedbacks;
|
||||
using MoreMountains.FeedbacksForThirdParty;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
// ReSharper disable once CheckNamespace
|
||||
namespace BlueWaterProject
|
||||
{
|
||||
public class VisualFeedbackManager : Singleton<VisualFeedbackManager>
|
||||
{
|
||||
private Vignette vignette;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
vignette = null;
|
||||
|
||||
vignette = GetEffect<Vignette>();
|
||||
}
|
||||
|
||||
#region HitStop
|
||||
|
||||
/// <summary>
|
||||
@ -49,6 +71,50 @@ namespace BlueWaterProject
|
||||
mmfPlayer.PlayFeedbacks();
|
||||
}
|
||||
|
||||
#region PostProcessing
|
||||
|
||||
public void ToggleEffect<T>(bool value) where T : VolumeComponent
|
||||
{
|
||||
var effect = GetEffect<T>();
|
||||
if (effect == null)
|
||||
{
|
||||
print(typeof(T) + "효과가 없습니다.");
|
||||
return;
|
||||
}
|
||||
effect.active = value;
|
||||
}
|
||||
|
||||
private T GetEffect<T>() where T : VolumeComponent
|
||||
{
|
||||
var postProcessVolume = FindAnyObjectByType<Volume>();
|
||||
if (postProcessVolume == null)
|
||||
{
|
||||
print("Volume 컴포넌트를 가진 오브젝트가 없습니다.");
|
||||
return null;
|
||||
}
|
||||
postProcessVolume.profile.TryGet(out T effect);
|
||||
return effect;
|
||||
}
|
||||
|
||||
public void SetVignetteIntensity(float intensity)
|
||||
{
|
||||
if (vignette == null)
|
||||
{
|
||||
vignette = GetEffect<Vignette>();
|
||||
}
|
||||
|
||||
if (vignette != null)
|
||||
{
|
||||
vignette.intensity.value = intensity;
|
||||
}
|
||||
else
|
||||
{
|
||||
print("vignette is null.");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
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BlueWater/Assets/03.Images/SpeedLines.png
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BlueWater/Assets/03.Materials/Boids/Stingray.mat
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166
BlueWater/Assets/03.Materials/Boids/Stingray.mat
Normal file
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Normal file
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126
BlueWater/Assets/10.Shaders/SpeedLines.shader
Normal file
126
BlueWater/Assets/10.Shaders/SpeedLines.shader
Normal file
@ -0,0 +1,126 @@
|
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Shader "liuyima/SpeedLines"
|
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{
|
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Properties
|
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{
|
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_MainTex ("Texture", 2D) = "white" {}
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_FBM ("FBM Texture", 2D) = "white" {}
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_Color ("_Color",COLOR) = (1,1,1,1)
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_Width("_Width",Range(0,1)) = 0.5
|
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_Length("Length",Range(0,1)) = 0.5
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_LengthSpeed("Length speed",Range(0,100)) = 50
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_Density("Density",Range(0,1)) = 0.5
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}
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SubShader
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{
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CGINCLUDE
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#define PI 3.1415926
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float SignedAngle(float3 from, float3 to)
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{
|
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float angle = acos(dot(normalize(from), normalize(to)));
|
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if (cross(to, from).y < 0)
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{
|
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return PI * 2 - angle;
|
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}
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return angle;
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}
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//将uv映射到圆环上
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float2 circleUV(float2 uv)
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{
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float2 nuv;
|
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float3 h = float3(uv.x-0.5, 0, uv.y-0.5);
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float3 f = float3(0, 0, 1);
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nuv.x = SignedAngle(f, h) / 2 / PI;
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nuv.y = length(uv - float2(0.5, 0.5))/0.5;
|
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return nuv;
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}
|
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|
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float random1(float x)
|
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{
|
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return frac(sin(x)*10007.024);
|
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}
|
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float random(float2 st) {
|
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return frac(sin(dot(st.xy,
|
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float2(12.9898, 78.233)))*
|
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43758.5453123);
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}
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ENDCG
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//No culling or depth
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Cull Off
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ZWrite Off
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ZTest Always
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Pass
|
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{
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
|
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#pragma vertex vert
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#pragma fragment frag
|
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|
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#include "UnityCG.cginc"
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|
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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sampler2D _FBM;
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float4 _Color;
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float _Length;
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float _Width;
|
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float _LengthSpeed;
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float _Density;
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|
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//采样FBM贴图
|
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fixed samFBM(float2 st)
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{
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float2x2 rot = float2x2(cos(0.5), sin(0.5),
|
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-sin(0.5), cos(0.50));
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return tex2D(_FBM,mul(rot, st)).r;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float2 cuv = circleUV(i.uv);
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cuv.x *= 80;
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fixed index = ceil(cuv.x);
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float lineDensity = 1-_Density;
|
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fixed show = smoothstep(lineDensity-0.01,lineDensity+0.01,samFBM(index+ _Time.x*-10));
|
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//x映射到0-1-0
|
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fixed x = abs(cuv.x%1-0.5)*2;
|
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//宽度收缩比例
|
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float shrink =(_Width)* random1(index)+_Width;
|
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//长度减小
|
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float add = -samFBM(cuv.x+_Time.x*_LengthSpeed)-1+_Length;
|
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|
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float a = show*(1- smoothstep(0.01,0.01,x-(cuv.y+add)*shrink));
|
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|
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fixed4 col = _Color;
|
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|
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x = abs(i.uv.x-0.5)*2;
|
||||
col.a *= a*abs(cuv.y-0.2);
|
||||
return col;
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}
|
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ENDCG
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}
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}
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}
|
10
BlueWater/Assets/10.Shaders/SpeedLines.shader.meta
Normal file
10
BlueWater/Assets/10.Shaders/SpeedLines.shader.meta
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@ -101,3 +101,4 @@ Material:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
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assetBundleVariant:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -16,7 +16,8 @@ MonoBehaviour:
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- Default
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m_ValidRenderingLayers: 1
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@ -29,7 +29,7 @@ TagManager:
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- Ground
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- Water
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- UI
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-
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- PostProcessing
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-
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-
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- Player
|
||||
|
Loading…
Reference in New Issue
Block a user