Very sexy camera movement.

This commit is contained in:
vylion 2016-11-02 12:47:15 +01:00
parent 769ad502b9
commit dec95f2e7d
78 changed files with 2354 additions and 102 deletions

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9
Assets/3rdParty/DemonImp/prefab.meta vendored Normal file
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@ -9,11 +9,14 @@ public class CameraController : MonoBehaviour {
// Use this for initialization
void Start () {
Vector3 a = new Vector3 (1, 0, 0);
offset = transform.position - target.transform.position;
offset = offset + a;
}
// Update is called once per frame
void LateUpdate () {
transform.position = target.transform.position + offset;
transform.position = Vector3.Lerp (transform.position, target.transform.position + offset, 5.0f * Time.deltaTime);
//transform.position = target.transform.position + offset;
}
}

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@ -1,5 +1,8 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/**
* Este generador de mapas solo funciona para rectangulos uniformes.
*
@ -20,6 +23,8 @@ public class MapCreation : MonoBehaviour {
public GameObject basic_floor_father; //Ancla para los suelos
public GameObject nhabitable_floor; //Objecto de zona no habitable
public GameObject light_form;
public GameObject delimiter;
private GameObject[] delimiter_objects;
public Texture2D[] texture_floor; //Vector con las texturas del suelo
public Texture2D[] texture_wall; //Vector con las texturas de las paredes
@ -36,7 +41,7 @@ public class MapCreation : MonoBehaviour {
for(int i = 0; i < vs; i++){
for(int j = 0; j < hs; j++){
pos = matrix [i, j];
if (0 <= pos && pos < 5){
if (0 < pos && pos < 5){
basic_floor_instance = Instantiate (basic_floor, new Vector3 (i, -0.5f, j), Quaternion.identity) as GameObject;
basic_floor_instance.GetComponent<Renderer>().material.mainTexture = texture_floor [pos];
}
@ -65,4 +70,93 @@ public class MapCreation : MonoBehaviour {
vs = x; hs = z;
lf = light; li = light_intensity; lc = light_color;
}
public void removeZone(){
delimiter_objects = GameObject.FindGameObjectsWithTag ("Delimiter");
foreach (GameObject g in delimiter_objects) {
g.GetComponent<Remove> ().Die ();
}
}
public void markZone(int x, int z, int area, Color color){
/**
* SE TIENE QUE MEJORAR, PERO YA, DEL ROLLO, INMEDIATLY
* */
if (area > 1) {
markPeak (x + area, z, 0);
markPeak (x - area, z, 2);
markPeak (x, z + area, 1);
markPeak (x, z - area, 3);
for (int i = 1; i < area; i++)
markEdge (x + area - i, z + i,0);
for (int i = 1; i < area; i++)
markEdge (x - area + i, z + i,1);
for (int i = 1; i < area; i++)
markEdge (x + area - i, z - i,3);
for (int i = 1; i < area; i++)
markEdge (x - area + i, z - i,2);
}
}
//norte = 0, este = 1, sur = 2, oeste = 3
private void markPeak(int x, int z, int cardinal){
GameObject t;
if (cardinal == 0) {
t = Instantiate (delimiter, new Vector3 (x + 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z + 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z - 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
else if (cardinal == 1) {
t = Instantiate (delimiter, new Vector3 (x, 0, z + 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
t = Instantiate (delimiter, new Vector3 (x + 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x - 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
}
else if (cardinal == 2) {
t = Instantiate (delimiter, new Vector3 (x - 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z + 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z - 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
else if (cardinal == 3) {
t = Instantiate (delimiter, new Vector3 (x, 0, z - 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
t = Instantiate (delimiter, new Vector3 (x + 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x - 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
}
}
//noreste = 0, sureste = 1, suroeste = 2, noroeste = 3
private void markEdge(int x, int z, int cardinal){
GameObject t;
if (cardinal == 0) {
t = Instantiate (delimiter, new Vector3 (x + 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z + 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
else if (cardinal == 1) {
t = Instantiate (delimiter, new Vector3 (x - 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z + 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
else if (cardinal == 2) {
t = Instantiate (delimiter, new Vector3 (x - 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z - 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
else if (cardinal == 3) {
t = Instantiate (delimiter, new Vector3 (x + 0.5f, 0, z), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 0, 0);
t = Instantiate (delimiter, new Vector3 (x, 0, z - 0.5f), Quaternion.identity) as GameObject;
t.transform.Rotate (-90, 90, 0);
}
}
}

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using UnityEngine;
using System.Collections;
public class Remove : MonoBehaviour {
public void Die(){
Destroy (gameObject);
}
}

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@ -3,23 +3,28 @@ using System.Collections;
public class TestController : MonoBehaviour {
public GameObject generator;
public GameObject audiocontroler;
// Use this for initialization
void Start () {
int[,] matrix = new int[,]{
{3,3,3,3,3,3},
{3,1,1,1,1,3},
{3,1,2,2,1,3},
{4,1,2,2,1,4},
{5,1,1,1,1,5},
{0,6,0,6,0,6}};
{0,6,0,6,0,6,1},
{5,1,1,1,1,5,1},
{3,1,2,2,1,3,1},
{4,1,2,2,1,4,1},
{3,1,1,1,1,3,1},
{3,3,3,3,3,3,1},
{3,3,3,3,3,3,1},
{3,1,1,1,1,3,1},
{3,1,2,2,1,3,1},
{4,1,2,2,1,4,1},
{5,1,1,1,1,5,1},
{0,6,0,6,0,6,1}};
GameObject to = Instantiate (generator);
Vector3 horientacion = new Vector3 (45, -45, 0);
to.GetComponent<MapCreation> ().setMatrix (matrix,6,6,horientacion,0.8f,Color.red);
}
// Update is called once per frame
void Update () {
to.GetComponent<MapCreation> ().setMatrix (matrix,12,7,horientacion,0.8f,Color.white/1.2f);
to.GetComponent<MapCreation> ().markZone (3, 4, 2, Color.black);
//to = Instantiate (audiocontroler);
//to.GetComponent<AudioManager> ().setAudioManager ("background.wav","Assets/AudioManager/Sounds");
}
}

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Volume Particle Light
This asset is a high performance, transparent additive shader that applies a custom volume light or simple light particles material, to any geometric shape along the UV mapping. This asset comes with three custom blur and noise textures and four custom ramp fade textures in PSD and PNG format. Each texture has one to two customizable layers to edit and create any type of unique noise or ramp fade map.
These primitive objects are set up with a custom shader.
Main Color Main Color
Base (RGB) Main light texture (texture alpha channel controls material cutoff)
Culling Mask Texture alpha controls the overall texture alpha fade masking
Alpha Cutoff Controls the amount of alpha cutoff
Nikolaus Kraus

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@script ExecuteInEditMode()
// Scroll main texture based on time
var scrollSpeed : float = 1.0;
var MainoffsetX : float = 0.0;
var MainoffsetY : float = 0.0;
var UseCustomTex : boolean = false;
var CustomTexName : String = "";
public var rend : Renderer;
function Start(){
rend = GetComponent.<Renderer>();
}
function Update () {
var offset = Time.time * scrollSpeed;
if(UseCustomTex)
rend.sharedMaterial.SetTextureOffset (CustomTexName, Vector2(MainoffsetX*offset, MainoffsetY*offset));
else
rend.sharedMaterial.SetTextureOffset ("_MainTex", Vector2(MainoffsetX*offset, MainoffsetY*offset));
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var target : Transform;
var distance : float = 10.0;
var targetOffset : Vector3;
var xSpeed :float = 250.0;
var ySpeed :float = 120.0;
var yMinLimit : float = -20;
var yMaxLimit : float = 80;
private var x :float = 0.0;
private var y : float = 0.0;
private var rb : Rigidbody;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rb = GetComponent.<Rigidbody>();
// Make the rigid body not change rotation
if (rb)
rb.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position+targetOffset;
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime*2);
transform.position = Vector3.Slerp(transform.position, position, Time.deltaTime*2);
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
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Shader "Custom/AdditiveMask"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Mask ("Culling Mask", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range (.01,1)) = 0.1
}
SubShader
{
//Alphatest Greater 0
Tags {"Queue"="Transparent"}
Lighting off
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest GEqual [_Cutoff]
Color [_Color]
Cull off
ZWrite off
Pass
{
SetTexture [_Mask] {
constantColor [_Color]
combine texture * constant
}
SetTexture [_MainTex] {
combine texture * previous DOUBLE
}
}
}
FallBack "VertexLit"
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@ -34,9 +34,9 @@ public class Generator : MonoBehaviour {
for (int i = 0; i < x; ++i) {
for (int j = 0; j < y; ++j) {
if (i == 0 || i == x - 1 || j == 0 || j == y - 1)
map [i, j] = -1;
else
map [i, j] = 0;
else
map [i, j] = Random.Range(1,4);
}
}
//just to test

View file

@ -1,14 +1,15 @@
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timeCreated: 1478085476
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@ -55,11 +55,10 @@ public class InputManagerScript : MonoBehaviour {
// Update is called once per frame
void Update () {
if (!openMenu)
moveCursor ();
else if (openMenu)
if (openMenu)
moveMenuCursor ();
else
moveCursor ();
}
void moveMenuCursor() {
@ -136,8 +135,9 @@ public class InputManagerScript : MonoBehaviour {
if (Input.GetKeyDown (KeyCode.Escape)) {
if (unitActionSelected) {
unitActionSelected = false;
changeCursorColor (MyColor.cyan);
}
openMenu = false;
changeCursorColor (MyColor.cyan);
}
if (Input.GetKeyDown (KeyCode.Space)) {
@ -207,6 +207,7 @@ public class InputManagerScript : MonoBehaviour {
if (selectedGO != null) {
UnitBehaviour ub = selectedGO.GetComponent<UnitBehaviour> ();
UnitBehaviour.Team myTeam = (UnitBehaviour.Team) tms.currentPlayer;
if (ub.teamID == myTeam) {
if (ub.remainingActions != 0)
loadUnitMenu ();

View file

@ -67,7 +67,7 @@ public class TurnManagerScript : MonoBehaviour {
int pj = (int)go.transform.position.x;
Vector2 diff = new Vector2(Math.Abs(pi - i), Math.Abs(pj - j));
if ((diff.x+diff.y) < ub.stepLength && ra > 0 && terrain [j, i] == 0)
if ((diff.x+diff.y) < ub.stepLength && ra > 0 && terrain [j, i] > 0)
return true;
else
return false;
@ -78,7 +78,7 @@ public class TurnManagerScript : MonoBehaviour {
ub.moveAct ();
int pi = (int)go.transform.position.z;
int pj = (int)go.transform.position.x;
List<position> movement = getPathBFS (pi, pj, i, j);
//List<position> movement = getPathBFS (pi, pj, i, j);
//TODO: MOVEMENT
if (ub.remainingActions == 0)
@ -98,7 +98,7 @@ public class TurnManagerScript : MonoBehaviour {
int pj = (int)go.transform.position.x;
Vector2 diff = new Vector2(Math.Abs(pi - i), Math.Abs(pj - j));
if ((diff.x+diff.y) <= ub.attackRange && ra > 0 && terrain [j, i] == 0)
if ((diff.x+diff.y) <= ub.attackRange && ra > 0 && terrain [j, i] > 0)
return true;
else
return false;
@ -178,7 +178,7 @@ public class TurnManagerScript : MonoBehaviour {
};
/*
public List<position> getPathBFS(int x, int y, int xx, int yy) {
int[,] map = new int[(int)mapSize.y, (int)mapSize.x];
int[,] road = new int[(int)mapSize.y, (int)mapSize.x*2];
@ -232,7 +232,7 @@ public class TurnManagerScript : MonoBehaviour {
}
return res;
}
}*/
/*void OnGUI(){
if (showActions) {

View file

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@ -180,7 +180,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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@ -123,7 +123,6 @@ PlayerSettings:
iPhoneTargetOSVersion: 24
tvOSSdkVersion: 0
tvOSTargetOSVersion: 900
tvOSRequireExtendedGameController: 0
uIPrerenderedIcon: 0
uIRequiresPersistentWiFi: 0
uIRequiresFullScreen: 1
@ -163,7 +162,6 @@ PlayerSettings:
iOSLaunchScreeniPadCustomXibPath:
iOSDeviceRequirements: []
iOSURLSchemes: []
appleDeveloperTeamID:
AndroidTargetDevice: 0
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}
@ -199,15 +197,12 @@ PlayerSettings:
wiiUSystemHeapSize: 128
wiiUTVStartupScreen: {fileID: 0}
wiiUGamePadStartupScreen: {fileID: 0}
wiiUDrcBufferDisabled: 0
wiiUProfilerLibPath:
actionOnDotNetUnhandledException: 1
enableInternalProfiler: 0
logObjCUncaughtExceptions: 1
enableCrashReportAPI: 0
cameraUsageDescription:
locationUsageDescription:
microphoneUsageDescription:
XboxTitleId:
XboxImageXexPath:
XboxSpaPath:
@ -247,8 +242,7 @@ PlayerSettings:
ps4AppType: 0
ps4ParamSfxPath:
ps4VideoOutPixelFormat: 0
ps4VideoOutInitialWidth: 1920
ps4VideoOutReprojectionRate: 120
ps4VideoOutResolution: 4
ps4PronunciationXMLPath:
ps4PronunciationSIGPath:
ps4BackgroundImagePath:
@ -277,12 +271,9 @@ PlayerSettings:
ps4pnFriends: 1
ps4pnGameCustomData: 1
playerPrefsSupport: 0
ps4UseResolutionFallback: 0
restrictedAudioUsageRights: 0
ps4ReprojectionSupport: 0
ps4UseAudio3dBackend: 0
ps4SocialScreenEnabled: 0
ps4ScriptOptimizationLevel: 3
ps4Audio3dVirtualSpeakerCount: 14
ps4attribCpuUsage: 0
ps4PatchPkgPath:

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m_EditorVersion: 5.4.1f1
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