#13 Now card effect on when card on ground, add asset All 1n One

This commit is contained in:
M1_IDMhan 2023-08-12 04:57:41 +09:00
parent 5b457ae5be
commit 56cd48ed12
474 changed files with 221317 additions and 14124 deletions

File diff suppressed because it is too large Load Diff

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@ -50,6 +50,7 @@ public class Boat : MonoBehaviour
if (draw != null) StopCoroutine(draw);
OnLanded?.Invoke();
Destroy(gameObject);
}
private IEnumerator DrawPath()

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@ -9,12 +9,18 @@ public class DraggableCard : MonoBehaviour, IPointerDownHandler, IDragHandler, I
private Vector3 originalPosition;
private Vector3 originalScale;
private CanvasGroup canvasGroup;
private GameObject border;
[InfoBox("카드가 작아지는 속도 입니다. 높을수록 천천히 작아집니다.")] [Range(0f, 1000f)]
public float maxDistance = 500f;
private Coroutine scaleDown;
private void Awake()
{
border = transform.Find("Border").gameObject;
}
private void Start()
{
canvasGroup = GetComponent<CanvasGroup>();
@ -39,6 +45,12 @@ public class DraggableCard : MonoBehaviour, IPointerDownHandler, IDragHandler, I
if (Physics.Raycast(ray, out hit) && hit.collider.CompareTag("Ground"))
{
// 마우스가 Ground 위에 있을 때
border.SetActive(true);
}
else
{
// 마우스가 Ground 위에 없을 때
border.SetActive(false);
}
}
@ -67,15 +79,16 @@ public class DraggableCard : MonoBehaviour, IPointerDownHandler, IDragHandler, I
if (Physics.Raycast(ray, out hit))
{
print(hit.collider.tag);
if (hit.collider.CompareTag("Ground"))
{
Destroy(gameObject);
var obj = Instantiate(DataManager.Inst.boat, GameManager.Inst.player.transform.position,
Quaternion.identity);
obj.GetComponent<Boat>().target = hit.point;
return true;
}
if (!hit.collider.CompareTag("Ground")) return false;
Destroy(gameObject);
var obj = Instantiate(DataManager.Inst.boat, GameManager.Inst.player.transform.position,
Quaternion.identity);
var boat = obj.GetComponent<Boat>();
boat.target = hit.point;
boat.OnLanded += GameManager.Inst.testPrint;
return true;
}
return false;

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@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using _02.Scripts.WaterAndShip;
@ -14,6 +15,8 @@ public class GameManager : Singleton<GameManager>
public UiController UiController { get; private set; }
public Player player;
public List<Boat> boats = new List<Boat>(10);
private void Init()
{
@ -28,4 +31,9 @@ public class GameManager : Singleton<GameManager>
{
Init();
}
public void testPrint()
{
print("Boat가 목표에 도착해서 이 함수를 호출합니다");
}
}

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@ -0,0 +1,19 @@
Hi there! Thanks for purchasing the asset, I really hope you enjoy it and that it helps you take your projects to the next level :D
If this is your first time using the asset reading the First Steps section of the Documentation PDF or watching this quick overview video is the best place to start:
https://youtu.be/ThvqkJ5q-gk
You will learn the basic workflow in a matter of minutes. And then, to learn all the asset can do you can proceed to read the rest of the Documentation or to watch all the other video tutorials.
The asset is mainly targeted to be used in sprites and UI. But it can be used anywhere. Many creative users also use the asset in Meshes and VFX materials.
That being said I just made a new specialized asset for VFX. It's a spiritual successor to this asset but made with VFX creation in mind.
It has an awesome shader, more than 50 ready to use example prefabs, a huge asset library, editor tools and more.
Get it here with a HUGE DISCOUNT for owning this asset: https://assetstore.unity.com/packages/vfx/all-in-1-vfx-toolkit-206665
Im always open for questions, feedback and suggestions. The best way to contact me is by email. Please dont write questions in the Unity Forums, Youtube videos, Twitter or wherever else since I will probably miss them.
I always reply much faster (in 24h or less) by email.
When reaching out please attach your invoice number too and make sure you have read the Documentation PDF or watched the equivalent video playlist linked in the PDF.
The email address is: seasidegamestudios@gmail.com
If you like the asset please make sure to drop a review on the Asset Store page. It helps out a ton:
https://assetstore.unity.com/packages/vfx/shaders/all-in-1-sprite-shader-156513

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using UnityEngine;
using UnityEngine.SceneManagement;
namespace AllIn1SpriteShader
{
public class All1DemoChangeScene : MonoBehaviour
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
NextScene();
}
}
public void NextScene()
{
if (SceneManager.sceneCountInBuildSettings <= SceneManager.GetActiveScene().buildIndex + 1)
{
SceneManager.LoadScene(0);
}
else
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
}
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AllIn1SpriteShader
{
public class All1DemoClaw : MonoBehaviour
{
[SerializeField] private Transform claw1, claw2;
[SerializeField] private float startAngle = 30f;
[SerializeField] private Vector2 speedRange = new Vector2(3f, 7f);
[SerializeField] private Vector2 maxRange = new Vector2(15f, 35f);
private Vector3 eulerClaw1, eulerClaw2;
private float rotationAmount = 0;
private float rand, range, speed;
void Start()
{
speed = Random.Range(speedRange.x, speedRange.y);
range = Random.Range(maxRange.x, maxRange.y);
rand = Random.Range(-10f, 10f);
}
void Update()
{
rotationAmount = Mathf.Sin((Time.time + rand) * speed) * range;
eulerClaw1.z = -startAngle + rotationAmount;
eulerClaw2.z = startAngle - rotationAmount;
claw1.rotation = Quaternion.Euler(eulerClaw1);
claw2.rotation = Quaternion.Euler(eulerClaw2);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AllIn1SpriteShader
{
public class All1DemoRandomZ : MonoBehaviour
{
[SerializeField] private Vector2 randomZRange = Vector3.zero;
public void Start()
{
transform.Translate(0f, 0f, Random.Range(randomZRange.x, randomZRange.y));
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AllIn1SpriteShader
{
public class All1DemoUpAndDown : MonoBehaviour
{
[SerializeField] private Vector2 reachRange = new Vector2(0.5f, 4f);
[SerializeField] private Vector2 speedRange = new Vector2(0.5f, 2f);
private Vector3 newPosition = Vector3.zero;
private Vector3 startPos;
private float range = 3f;
private float positionOffset = 0f;
private float rand, speed;
void Start()
{
startPos = transform.position;
range = Random.Range(reachRange.x, reachRange.y);
speed = Random.Range(speedRange.x, speedRange.y);
rand = Random.Range(-10f, 10f);
}
void Update()
{
positionOffset = Mathf.Sin((Time.time + rand) * speed) * range;
newPosition.y = positionOffset;
transform.position = startPos + newPosition;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AllIn1SpriteShader
{
public class All1DemoUrpCamMove : MonoBehaviour
{
[SerializeField] private float speed = 5;
private Vector2 input = Vector3.zero;
private Rigidbody2D rb;
public void Start()
{
rb = GetComponent<Rigidbody2D>();
}
public void FixedUpdate()
{
input.x = Input.GetAxis("Horizontal");
input.y = Input.GetAxis("Vertical");
rb.velocity = input * speed * Time.fixedDeltaTime;
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}
}

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