parent
94ff76494a
commit
a27d4f1c8d
File diff suppressed because it is too large
Load Diff
@ -416,17 +416,6 @@ namespace BlueWaterProject
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}
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}
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public void Move(Vector3 position) => MyComponents.rb.position = position;
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public void Move(Vector3 position) => MyComponents.rb.position = position;
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public void SpawnPlayer(Vector3 position)
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{
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Move(position);
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var bossPortal = GameObject.Find("DesertBossArea").transform.Find("BossPortal").GetComponent<BossPortal>();
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if (bossPortal)
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{
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bossPortal.ResetPortal();
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}
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}
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public void MoveToCurrentDirection(float speed)
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public void MoveToCurrentDirection(float speed)
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{
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{
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@ -496,92 +485,6 @@ namespace BlueWaterProject
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variable = value;
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variable = value;
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}
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}
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[SerializeField, Space] private bool showGUI = true;
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[SerializeField] private int guiTextSize = 28;
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private float prevForwardSlopeAngle;
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private void OnGUI()
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{
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if (Application.isPlaying == false) return;
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if (!showGUI) return;
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if (!enabled) return;
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GUIStyle labelStyle = GUI.skin.label;
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labelStyle.normal.textColor = Color.yellow;
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labelStyle.fontSize = Math.Max(guiTextSize, 20);
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prevForwardSlopeAngle = MyCurrentValue.forwardSlopeAngle == -90f
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? prevForwardSlopeAngle
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: MyCurrentValue.forwardSlopeAngle;
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var oldColor = GUI.color;
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GUI.color = new Color(0f, 0f, 0f, 0.5f);
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GUI.Box(new Rect(40, 40, 420, 240), "");
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GUI.color = oldColor;
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GUILayout.BeginArea(new Rect(50, 50, 1000, 500));
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GUILayout.Label($"Ground Height : {Mathf.Min(MyCurrentValue.groundDistance, 99.99f): 00.00}",
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labelStyle);
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GUILayout.Label($"Slope Angle(Ground) : {MyCurrentValue.groundSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Slope Angle(Forward) : {prevForwardSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Allowed Slope Angle : {MyMovementOption.maxSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Current Speed Mag : {MyCurrentValue.horizontalVelocity.magnitude: 00.00}",
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labelStyle);
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GUILayout.EndArea();
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float sWidth = Screen.width;
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float sHeight = Screen.height;
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GUIStyle RTLabelStyle = GUI.skin.label;
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RTLabelStyle.fontSize = 20;
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RTLabelStyle.normal.textColor = Color.green;
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oldColor = GUI.color;
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GUI.color = new Color(1f, 1f, 1f, 0.5f);
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GUI.Box(new Rect(sWidth - 355f, 5f, 340f, 100f), "");
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GUI.color = oldColor;
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var yPos = 10f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Speed : {MyMovementOption.moveSpeed: 00.00}",
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RTLabelStyle);
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MyMovementOption.moveSpeed = GUI.HorizontalSlider(new Rect(sWidth - 180f, yPos + 10f, 160f, 20f),
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MyMovementOption.moveSpeed, 1f, 10f);
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yPos += 20f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Max Slope : {MyMovementOption.maxSlopeAngle: 00}",
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RTLabelStyle);
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MyMovementOption.maxSlopeAngle = (int)GUI.HorizontalSlider(
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new Rect(sWidth - 180f, yPos + 10f, 160f, 20f), MyMovementOption.maxSlopeAngle, 1f, 75f);
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yPos += 20f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 180f, 30f), $"TimeScale : {Time.timeScale: 0.00}",
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RTLabelStyle);
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Time.timeScale = GUI.HorizontalSlider(
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new Rect(sWidth - 180f, yPos + 10f, 160f, 20f), Time.timeScale, 0f, 1f);
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Time.fixedDeltaTime = 0.02f * Time.timeScale;
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yPos = 130f;
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var buttonWidth = 200f;
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var buttonHeight = 30f;
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var buttonSpacing = 35f;
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var buttonStyle = GUI.skin.button;
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buttonStyle.fontSize = 15;
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var spawnPosition = MyComponents.spawnPosition;
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for (var i = 0; i < spawnPosition.Length; i++)
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{
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if (GUI.Button(new Rect(sWidth - 350f, yPos, buttonWidth, buttonHeight), spawnPosition[i].name, buttonStyle))
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{
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SpawnPlayer(spawnPosition[i].position);
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}
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yPos += buttonSpacing;
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}
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labelStyle.fontSize = Math.Max(guiTextSize, 20);
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}
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#endregion
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#endregion
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}
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}
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}
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}
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77
BlueWater/Assets/02.Scripts/CombatLight.cs
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77
BlueWater/Assets/02.Scripts/CombatLight.cs
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@ -0,0 +1,77 @@
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using System;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class CombatLight : MonoBehaviour
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{
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public enum TimeOfDay
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{
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NONE = -1,
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BASE,
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AFTERNOON,
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SUNSET,
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NIGHT
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}
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[SerializeField] private Light baseDirectionalLight;
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[SerializeField] private Light afternoonDirectionalLight;
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[SerializeField] private Light sunsetDirectionalLight;
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[SerializeField] private Light nightDirectionalLight;
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[SerializeField] private TimeOfDay currentTimeOfDay;
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public TimeOfDay CurrentTimeOfDay
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{
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get => currentTimeOfDay;
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set
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{
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currentTimeOfDay = value;
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SetCurrentTimeOfDay();
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}
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}
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private void OnValidate()
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{
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SetCurrentTimeOfDay();
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}
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private void SetCurrentTimeOfDay()
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{
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DisableAllLights();
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switch (currentTimeOfDay)
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{
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case TimeOfDay.NONE:
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break;
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case TimeOfDay.BASE:
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EnableLight(baseDirectionalLight);
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break;
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case TimeOfDay.AFTERNOON:
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EnableLight(afternoonDirectionalLight);
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break;
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case TimeOfDay.SUNSET:
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EnableLight(sunsetDirectionalLight);
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break;
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case TimeOfDay.NIGHT:
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EnableLight(nightDirectionalLight);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(currentTimeOfDay), currentTimeOfDay, null);
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}
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}
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private void DisableAllLights()
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{
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baseDirectionalLight.enabled = false;
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afternoonDirectionalLight.enabled = false;
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sunsetDirectionalLight.enabled = false;
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nightDirectionalLight.enabled = false;
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}
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private void EnableLight(Light enableLight)
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{
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enableLight.enabled = true;
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}
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}
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}
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2
BlueWater/Assets/02.Scripts/CombatLight.cs.meta
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2
BlueWater/Assets/02.Scripts/CombatLight.cs.meta
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fileFormatVersion: 2
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guid: f1dd5c4eb73069a4a8c5ec4e8dab5b78
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134
BlueWater/Assets/02.Scripts/CombatOnGui.cs
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134
BlueWater/Assets/02.Scripts/CombatOnGui.cs
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@ -0,0 +1,134 @@
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using System;
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using Sirenix.OdinInspector;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class CombatOnGui : MonoBehaviour
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{
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[Title("컴포넌트")]
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[SerializeField] private PhysicsMovement combatPlayerMovement;
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[SerializeField] private CombatLight combatLight;
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[SerializeField] private BossPortal bossPortal;
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[Title("GUI 옵션")]
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[SerializeField] private bool showGUI = true;
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[SerializeField] private int guiTextSize = 28;
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private float prevForwardSlopeAngle;
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private void OnGUI()
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{
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if (Application.isPlaying == false) return;
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if (!showGUI) return;
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if (!enabled) return;
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GUIStyle labelStyle = GUI.skin.label;
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labelStyle.normal.textColor = Color.yellow;
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labelStyle.fontSize = Math.Max(guiTextSize, 20);
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prevForwardSlopeAngle = combatPlayerMovement.MyCurrentValue.forwardSlopeAngle == -90f
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? prevForwardSlopeAngle
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: combatPlayerMovement.MyCurrentValue.forwardSlopeAngle;
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var oldColor = GUI.color;
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GUI.color = new Color(0f, 0f, 0f, 0.5f);
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GUI.Box(new Rect(40, 40, 420, 240), "");
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GUI.color = oldColor;
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GUILayout.BeginArea(new Rect(50, 50, 1000, 500));
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GUILayout.Label($"Ground Height : {Mathf.Min(combatPlayerMovement.MyCurrentValue.groundDistance, 99.99f): 00.00}",
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labelStyle);
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GUILayout.Label($"Slope Angle(Ground) : {combatPlayerMovement.MyCurrentValue.groundSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Slope Angle(Forward) : {prevForwardSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Allowed Slope Angle : {combatPlayerMovement.MyMovementOption.maxSlopeAngle: 00.00}", labelStyle);
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GUILayout.Label($"Current Speed Mag : {combatPlayerMovement.MyCurrentValue.horizontalVelocity.magnitude: 00.00}",
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labelStyle);
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GUILayout.EndArea();
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float sWidth = Screen.width;
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float sHeight = Screen.height;
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GUIStyle RTLabelStyle = GUI.skin.label;
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RTLabelStyle.fontSize = 20;
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RTLabelStyle.normal.textColor = Color.green;
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oldColor = GUI.color;
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GUI.color = new Color(1f, 1f, 1f, 0.5f);
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GUI.Box(new Rect(sWidth - 355f, 5f, 340f, 100f), "");
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GUI.color = oldColor;
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var yPos = 10f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Speed : {combatPlayerMovement.MyMovementOption.moveSpeed: 00.00}",
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RTLabelStyle);
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combatPlayerMovement.MyMovementOption.moveSpeed = GUI.HorizontalSlider(new Rect(sWidth - 180f, yPos + 10f, 160f, 20f),
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combatPlayerMovement.MyMovementOption.moveSpeed, 1f, 10f);
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yPos += 20f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Max Slope : {combatPlayerMovement.MyMovementOption.maxSlopeAngle: 00}",
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RTLabelStyle);
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combatPlayerMovement.MyMovementOption.maxSlopeAngle = (int)GUI.HorizontalSlider(
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new Rect(sWidth - 180f, yPos + 10f, 160f, 20f), combatPlayerMovement.MyMovementOption.maxSlopeAngle, 1f, 75f);
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yPos += 20f;
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GUI.Label(new Rect(sWidth - 350f, yPos, 180f, 30f), $"TimeScale : {Time.timeScale: 0.00}",
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RTLabelStyle);
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Time.timeScale = GUI.HorizontalSlider(
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new Rect(sWidth - 180f, yPos + 10f, 160f, 20f), Time.timeScale, 0f, 1f);
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Time.fixedDeltaTime = 0.02f * Time.timeScale;
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yPos = 130f;
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var buttonWidth = 200f;
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var buttonHeight = 30f;
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var buttonSpacing = 35f;
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var buttonStyle = GUI.skin.button;
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buttonStyle.fontSize = 15;
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var spawnPosition = combatPlayerMovement.MyComponents.spawnPosition;
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for (var i = 0; i < spawnPosition.Length; i++)
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{
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if (GUI.Button(new Rect(sWidth - 350f, yPos, buttonWidth, buttonHeight), spawnPosition[i].name, buttonStyle))
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{
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SpawnPlayer(spawnPosition[i].position);
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}
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yPos += buttonSpacing;
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}
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buttonWidth = 80f;
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buttonHeight = 30f;
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yPos = 10f;
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if (GUI.Button(new Rect(sWidth - 550f, yPos, buttonWidth, buttonHeight), "Base", buttonStyle))
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{
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combatLight.CurrentTimeOfDay = CombatLight.TimeOfDay.BASE;
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}
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if (GUI.Button(new Rect(sWidth - 450f, yPos, buttonWidth, buttonHeight), "Afternoon", buttonStyle))
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{
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combatLight.CurrentTimeOfDay = CombatLight.TimeOfDay.AFTERNOON;
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}
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yPos += 40f;
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if (GUI.Button(new Rect(sWidth - 550f, yPos, buttonWidth, buttonHeight), "Sunset", buttonStyle))
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{
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combatLight.CurrentTimeOfDay = CombatLight.TimeOfDay.SUNSET;
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}
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if (GUI.Button(new Rect(sWidth - 450f, yPos, buttonWidth, buttonHeight), "Night", buttonStyle))
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{
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combatLight.CurrentTimeOfDay = CombatLight.TimeOfDay.NIGHT;
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}
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labelStyle.fontSize = Math.Max(guiTextSize, 20);
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}
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private void SpawnPlayer(Vector3 position)
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{
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combatPlayerMovement.Move(position);
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if (bossPortal)
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{
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bossPortal.ResetPortal();
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}
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}
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}
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}
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2
BlueWater/Assets/02.Scripts/CombatOnGui.cs.meta
Normal file
2
BlueWater/Assets/02.Scripts/CombatOnGui.cs.meta
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fileFormatVersion: 2
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guid: 5e54a12283b7c61479c2a9a2fb21a55b
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@ -50,7 +50,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: c989dbc2624ae4a4793df4e1ad6273c5, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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- _MetallicGlossMap:
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@ -123,3 +123,16 @@ Material:
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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m_AllowLocking: 1
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--- !u!114 &7131169990435730726
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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|
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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|
m_Name:
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m_EditorClassIdentifier:
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version: 9
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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|
- buildTarget: DefaultTexturePlatform
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maxTextureSize: 1024
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textureFormat: -1
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compressionQuality: 50
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productId: 21303
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packageName: Terrain Rotator
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|
packageVersion: 1.1
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|
assetPath: Assets/Tools/TerrainRotator/DEMO/Terrain Assets/Trees Ambient-Occlusion/Textures/ScotsPineTrunk.psd
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uploadId: 191578
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linearTexture: 0
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fadeOut: 0
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mipMapFadeDistanceStart: 2
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mipMapFadeDistanceEnd: 3
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bumpmap:
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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seamlessCubemap: 0
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packageVersion: 1.1
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assetPath: Assets/Tools/TerrainRotator/DEMO/Terrain Assets/Trees Ambient-Occlusion/Textures/ScotsPinebranches.psd
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uploadId: 191578
|
9
BlueWater/Assets/Tools/TerrainRotator/Documentation.meta
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9
BlueWater/Assets/Tools/TerrainRotator/Editor.meta
Normal file
9
BlueWater/Assets/Tools/TerrainRotator/Editor.meta
Normal file
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360
BlueWater/Assets/Tools/TerrainRotator/Editor/TerrainRotator.cs
Normal file
360
BlueWater/Assets/Tools/TerrainRotator/Editor/TerrainRotator.cs
Normal file
@ -0,0 +1,360 @@
|
|||||||
|
// Terrain Rotate tool by UnityCoder.com
|
||||||
|
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace unitycoder_TerrainRotator
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TerrainRotator : EditorWindow
|
||||||
|
{
|
||||||
|
|
||||||
|
private const string appName = "Terrain Rotator";
|
||||||
|
|
||||||
|
private bool autoRotate = true;
|
||||||
|
private float angle = 0; // rotation angle
|
||||||
|
private float oldAngle = -1; // previous angle
|
||||||
|
private bool isRotating = false; // are we currently rotating
|
||||||
|
|
||||||
|
private float[,] origHeightMap; // original heightmap, unrotated
|
||||||
|
private int[][,] origDetailLayer; // original detail layer, unrotated
|
||||||
|
private float[,,] origAlphaMap; // original alphamap, unrotated
|
||||||
|
private TreeInstance[] origTrees; // original trees, unrotated
|
||||||
|
|
||||||
|
private bool grabOriginal = false; // have we grabbed original data
|
||||||
|
|
||||||
|
[MenuItem("Window/Terrain/" + appName)]
|
||||||
|
static void Init()
|
||||||
|
{
|
||||||
|
TerrainRotator window = (TerrainRotator)EditorWindow.GetWindow(typeof(TerrainRotator));
|
||||||
|
window.titleContent = new GUIContent(appName);
|
||||||
|
window.minSize = new Vector2(300, 250);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// GUI
|
||||||
|
void OnGUI()
|
||||||
|
{
|
||||||
|
GUILayout.Label(appName, EditorStyles.boldLabel);
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
|
||||||
|
// display error message if nothing or more than 1 object selected
|
||||||
|
if (Selection.gameObjects.Length != 1)
|
||||||
|
{
|
||||||
|
GUI.enabled = false;
|
||||||
|
GUILayout.Label("ERROR: You must have 1 terrain selected", EditorStyles.miniLabel);
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
if (Selection.gameObjects.Length == 1)
|
||||||
|
{
|
||||||
|
if (Selection.gameObjects[0].GetComponent<Terrain>() == null)
|
||||||
|
{
|
||||||
|
GUI.enabled = false;
|
||||||
|
GUILayout.Label("ERROR: You must have 1 terrain selected", EditorStyles.miniLabel);
|
||||||
|
EditorGUILayout.Space();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// button: read data
|
||||||
|
if (GUILayout.Button("Read selected terrain data", GUILayout.Height(30)))
|
||||||
|
{
|
||||||
|
// check if its terrain
|
||||||
|
if (Selection.gameObjects[0].GetComponent<Terrain>() != null)
|
||||||
|
{
|
||||||
|
// grab terrain data (heightmap)
|
||||||
|
Terrain t = Selection.gameObjects[0].GetComponent<Terrain>();
|
||||||
|
origHeightMap = t.terrainData.GetHeights(0, 0, t.terrainData.heightmapResolution, t.terrainData.heightmapResolution);
|
||||||
|
origDetailLayer = new int[t.terrainData.detailPrototypes.Length][,];
|
||||||
|
for (int n = 0; n < t.terrainData.detailPrototypes.Length; n++)
|
||||||
|
{
|
||||||
|
origDetailLayer[n] = t.terrainData.GetDetailLayer(0, 0, t.terrainData.detailWidth, t.terrainData.detailHeight, n);
|
||||||
|
}
|
||||||
|
origAlphaMap = t.terrainData.GetAlphamaps(0, 0, t.terrainData.alphamapWidth, t.terrainData.alphamapHeight);
|
||||||
|
origTrees = t.terrainData.treeInstances;
|
||||||
|
angle = 0;
|
||||||
|
oldAngle = 0;
|
||||||
|
grabOriginal = true;
|
||||||
|
|
||||||
|
} // if terrain
|
||||||
|
} // if button
|
||||||
|
|
||||||
|
// disable gui if havent read data or if currently rotating
|
||||||
|
if (!grabOriginal || isRotating)
|
||||||
|
{
|
||||||
|
GUI.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.Space(15);
|
||||||
|
|
||||||
|
// display angle
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
GUILayout.Label("Angle:");
|
||||||
|
angle = EditorGUILayout.FloatField(Mathf.Clamp(angle, 0, 360), GUILayout.Width(50));
|
||||||
|
autoRotate = GUILayout.Toggle(autoRotate, "AutoRotate");
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
// rotation angle
|
||||||
|
angle = GUILayout.HorizontalSlider((int)angle, 0, 360);
|
||||||
|
|
||||||
|
// rotate button & angle display
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
if (GUILayout.Button("Rotate", GUILayout.Height(30)) || (autoRotate && oldAngle != angle && grabOriginal))
|
||||||
|
{
|
||||||
|
if (!isRotating)
|
||||||
|
{
|
||||||
|
|
||||||
|
// if terrain
|
||||||
|
if (Selection.gameObjects[0].GetComponent<Terrain>() != null)
|
||||||
|
{
|
||||||
|
TerrainRotate(Selection.gameObjects[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // if not rotating
|
||||||
|
} // button pressed
|
||||||
|
|
||||||
|
|
||||||
|
// get previous angle
|
||||||
|
oldAngle = angle;
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
// if autorotate enabled
|
||||||
|
if (autoRotate)
|
||||||
|
{
|
||||||
|
if (oldAngle != angle && grabOriginal)
|
||||||
|
{
|
||||||
|
TerrainRotate(Selection.gameObjects[0]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
GUILayout.Space(10);
|
||||||
|
|
||||||
|
|
||||||
|
// reset button
|
||||||
|
if (GUILayout.Button("Reset rotation", GUILayout.Height(20)))
|
||||||
|
{
|
||||||
|
if (Selection.gameObjects[0].GetComponent<Terrain>() != null)
|
||||||
|
{
|
||||||
|
TerrainReset(Selection.gameObjects[0]);
|
||||||
|
} // if terrain
|
||||||
|
} // if reset button
|
||||||
|
|
||||||
|
/*
|
||||||
|
// TODO: show terrain stats, resolution etc
|
||||||
|
if (Selection.gameObjects.Length==1)
|
||||||
|
{
|
||||||
|
if (Selection.gameObjects[0].GetComponent<Terrain>())
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}else{ // nothing selected
|
||||||
|
GUILayout.Label("");
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
} // ongui
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// *** FUNCTIONS ***
|
||||||
|
|
||||||
|
// rotate terrain
|
||||||
|
void TerrainRotate(GameObject go)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (origHeightMap == null)
|
||||||
|
{
|
||||||
|
grabOriginal = false;
|
||||||
|
Debug.LogWarning("Cannot rotate terrain, array has been cleared..");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
isRotating = true;
|
||||||
|
|
||||||
|
Terrain terrain = go.GetComponent<Terrain>();
|
||||||
|
|
||||||
|
int nx, ny;
|
||||||
|
float cs, sn;
|
||||||
|
|
||||||
|
// heightmap rotation
|
||||||
|
int tw = terrain.terrainData.heightmapResolution;
|
||||||
|
int th = terrain.terrainData.heightmapResolution;
|
||||||
|
float[,] newHeightMap = new float[tw, th];
|
||||||
|
float angleRad = angle * Mathf.Deg2Rad;
|
||||||
|
float heightMiddle = (terrain.terrainData.heightmapResolution) / 2.0f; // pivot at middle
|
||||||
|
|
||||||
|
for (int y = 0; y < th; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < tw; x++)
|
||||||
|
{
|
||||||
|
cs = Mathf.Cos(angleRad);
|
||||||
|
sn = Mathf.Sin(angleRad);
|
||||||
|
|
||||||
|
nx = (int)((x - heightMiddle) * cs - (y - heightMiddle) * sn + heightMiddle);
|
||||||
|
ny = (int)((x - heightMiddle) * sn + (y - heightMiddle) * cs + heightMiddle);
|
||||||
|
|
||||||
|
if (nx < 0) nx = 0;
|
||||||
|
if (nx > tw - 1) nx = tw - 1;
|
||||||
|
if (ny < 0) ny = 0;
|
||||||
|
if (ny > th - 1) ny = th - 1;
|
||||||
|
|
||||||
|
newHeightMap[x, y] = origHeightMap[nx, ny];
|
||||||
|
} // for x
|
||||||
|
} // for y
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// detail layer (grass, meshes)
|
||||||
|
int dw = terrain.terrainData.detailWidth;
|
||||||
|
int dh = terrain.terrainData.detailHeight;
|
||||||
|
float detailMiddle = (terrain.terrainData.detailResolution) / 2.0f; // pivot at middle
|
||||||
|
int numDetails = terrain.terrainData.detailPrototypes.Length;
|
||||||
|
int[][,] newDetailLayer = new int[numDetails][,];
|
||||||
|
|
||||||
|
// build new layer arrays
|
||||||
|
for (int n = 0; n < numDetails; n++)
|
||||||
|
{
|
||||||
|
newDetailLayer[n] = new int[dw, dh];
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int z = 0; z < numDetails; z++)
|
||||||
|
{
|
||||||
|
for (int y = 0; y < dh; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < dw; x++)
|
||||||
|
{
|
||||||
|
cs = Mathf.Cos(angleRad);
|
||||||
|
sn = Mathf.Sin(angleRad);
|
||||||
|
|
||||||
|
nx = (int)((x - detailMiddle) * cs - (y - detailMiddle) * sn + detailMiddle);
|
||||||
|
ny = (int)((x - detailMiddle) * sn + (y - detailMiddle) * cs + detailMiddle);
|
||||||
|
|
||||||
|
|
||||||
|
if (nx < 0) nx = 0;
|
||||||
|
if (nx > dw - 1) nx = dw - 1;
|
||||||
|
if (ny < 0) ny = 0;
|
||||||
|
if (ny > dh - 1) ny = dh - 1;
|
||||||
|
|
||||||
|
newDetailLayer[z][x, y] = origDetailLayer[z][nx, ny];
|
||||||
|
} // for x
|
||||||
|
} // for y
|
||||||
|
} // for z
|
||||||
|
|
||||||
|
|
||||||
|
// alpha layer (texture splatmap) rotation
|
||||||
|
dw = terrain.terrainData.alphamapWidth;
|
||||||
|
dh = terrain.terrainData.alphamapHeight;
|
||||||
|
int dz = terrain.terrainData.alphamapLayers;
|
||||||
|
float alphaMiddle = (terrain.terrainData.alphamapResolution) / 2.0f; // pivot at middle
|
||||||
|
float[,,] newAlphaMap = new float[dw, dh, dz];
|
||||||
|
|
||||||
|
for (int z = 0; z < dz; z++)
|
||||||
|
{
|
||||||
|
for (int y = 0; y < dh; y++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < dw; x++)
|
||||||
|
{
|
||||||
|
cs = Mathf.Cos(angleRad);
|
||||||
|
sn = Mathf.Sin(angleRad);
|
||||||
|
|
||||||
|
nx = (int)((x - alphaMiddle) * cs - (y - alphaMiddle) * sn + alphaMiddle);
|
||||||
|
ny = (int)((x - alphaMiddle) * sn + (y - alphaMiddle) * cs + alphaMiddle);
|
||||||
|
|
||||||
|
if (nx < 0) nx = 0;
|
||||||
|
if (nx > dw - 1) nx = dw - 1;
|
||||||
|
if (ny < 0) ny = 0;
|
||||||
|
if (ny > dh - 1) ny = dh - 1;
|
||||||
|
|
||||||
|
newAlphaMap[x, y, z] = origAlphaMap[nx, ny, z];
|
||||||
|
} // for x
|
||||||
|
} // for y
|
||||||
|
} // for z
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// trees rotation, one by one..
|
||||||
|
// TODO: use list instead, then can remove trees outside the terrain
|
||||||
|
int treeCount = terrain.terrainData.treeInstances.Length;
|
||||||
|
TreeInstance[] newTrees = new TreeInstance[treeCount];
|
||||||
|
Vector3 newTreePos = Vector3.zero;
|
||||||
|
float tx, tz;
|
||||||
|
|
||||||
|
for (int n = 0; n < treeCount; n++)
|
||||||
|
{
|
||||||
|
|
||||||
|
cs = Mathf.Cos(angleRad);
|
||||||
|
sn = Mathf.Sin(angleRad);
|
||||||
|
|
||||||
|
tx = origTrees[n].position.x - 0.5f;
|
||||||
|
tz = origTrees[n].position.z - 0.5f;
|
||||||
|
|
||||||
|
newTrees[n] = origTrees[n];
|
||||||
|
|
||||||
|
newTreePos.x = (cs * tx) - (sn * tz) + 0.5f;
|
||||||
|
newTreePos.y = origTrees[n].position.y;
|
||||||
|
newTreePos.z = (cs * tz) + (sn * tx) + 0.5f;
|
||||||
|
|
||||||
|
newTrees[n].position = newTreePos;
|
||||||
|
} // for treeCount
|
||||||
|
|
||||||
|
// this is too slow in unity..
|
||||||
|
//Undo.RecordObject(terrain.terrainData,"Rotate terrain ("+angle+")");
|
||||||
|
|
||||||
|
// Apply new data to terrain
|
||||||
|
terrain.terrainData.SetHeights(0, 0, newHeightMap);
|
||||||
|
terrain.terrainData.SetAlphamaps(0, 0, newAlphaMap);
|
||||||
|
terrain.terrainData.treeInstances = newTrees;
|
||||||
|
for (int n = 0; n < terrain.terrainData.detailPrototypes.Length; n++)
|
||||||
|
{
|
||||||
|
terrain.terrainData.SetDetailLayer(0, 0, n, newDetailLayer[n]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// we are done..
|
||||||
|
isRotating = false;
|
||||||
|
|
||||||
|
} //TerrainRotate
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// restore terrain data (from previous grab)
|
||||||
|
void TerrainReset(GameObject go)
|
||||||
|
{
|
||||||
|
angle = 0;
|
||||||
|
oldAngle = angle;
|
||||||
|
Terrain terrain = go.GetComponent<Terrain>();
|
||||||
|
|
||||||
|
if (origHeightMap == null)
|
||||||
|
{
|
||||||
|
grabOriginal = false;
|
||||||
|
Debug.LogWarning("Cannot reset terrain, array has been cleared..");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
terrain.terrainData.SetHeights(0, 0, origHeightMap);
|
||||||
|
terrain.terrainData.SetAlphamaps(0, 0, origAlphaMap);
|
||||||
|
for (int n = 0; n < terrain.terrainData.detailPrototypes.Length; n++)
|
||||||
|
{
|
||||||
|
terrain.terrainData.SetDetailLayer(0, 0, n, origDetailLayer[n]);
|
||||||
|
}
|
||||||
|
terrain.terrainData.treeInstances = origTrees;
|
||||||
|
}
|
||||||
|
|
||||||
|
// update editor window
|
||||||
|
void OnInspectorUpdate()
|
||||||
|
{
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
|
||||||
|
} //class
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
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|
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assetPath: Assets/Tools/TerrainRotator/Editor/TerrainRotator.cs
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||||||
|
uploadId: 191578
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8
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Loading…
Reference in New Issue
Block a user