diff --git a/Assets/AngryBots.meta b/Assets/AngryBots.meta new file mode 100644 index 0000000..a4c2fc5 --- /dev/null +++ b/Assets/AngryBots.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: ff400add4c1f34373b45226974803b1e +DefaultImporter: + userData: diff --git a/Assets/AngryBots.unity b/Assets/AngryBots.unity new file mode 100644 index 0000000..f7dacfc Binary files /dev/null and b/Assets/AngryBots.unity differ diff --git a/Assets/AngryBots.unity.meta b/Assets/AngryBots.unity.meta new file mode 100644 index 0000000..23a639e --- /dev/null +++ b/Assets/AngryBots.unity.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 30ab62196ea1248d6844170e785c04bf diff --git a/Assets/AngryBots/LightmapFar-0.exr b/Assets/AngryBots/LightmapFar-0.exr new file mode 100644 index 0000000..da11c69 Binary files /dev/null and b/Assets/AngryBots/LightmapFar-0.exr differ diff --git a/Assets/AngryBots/LightmapFar-0.exr.meta b/Assets/AngryBots/LightmapFar-0.exr.meta new file mode 100644 index 0000000..65d6448 --- 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b/Assets/AngryBots/LightmapFar-1.exr.meta new file mode 100644 index 0000000..71ceb96 --- /dev/null +++ b/Assets/AngryBots/LightmapFar-1.exr.meta @@ -0,0 +1,33 @@ +fileFormatVersion: 2 +guid: 9b895c9826d585543a75125d93db22ad +TextureImporter: + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 1 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + textureFormat: -1 + maxTextureSize: 1024 + textureSettings: + filterMode: 1 + aniso: 3 + mipBias: -1 + wrapMode: 1 + nPOTScale: 1 + lightmap: 1 + compressionQuality: 50 + textureType: 6 + buildTargetSettings: [] diff --git a/Assets/AngryBots/LightmapFar-2.exr b/Assets/AngryBots/LightmapFar-2.exr new file mode 100644 index 0000000..ec822c1 Binary files /dev/null and b/Assets/AngryBots/LightmapFar-2.exr 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b/Assets/Animations/LockedDoorOpenPlaceholder.anim.meta new file mode 100644 index 0000000..9c22948 --- /dev/null +++ b/Assets/Animations/LockedDoorOpenPlaceholder.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b6611240e5d5b454db7532bdf682c20d diff --git a/Assets/Animations/ShootAdditive.anim b/Assets/Animations/ShootAdditive.anim new file mode 100644 index 0000000..645640e Binary files /dev/null and b/Assets/Animations/ShootAdditive.anim differ diff --git a/Assets/Animations/ShootAdditive.anim.meta b/Assets/Animations/ShootAdditive.anim.meta new file mode 100644 index 0000000..fdfa983 --- /dev/null +++ b/Assets/Animations/ShootAdditive.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 00a2c2298d1f54f909674141edb1041b diff --git a/Assets/Animations/SlidingDoorAnimation.anim b/Assets/Animations/SlidingDoorAnimation.anim new file mode 100644 index 0000000..f2545ee Binary files /dev/null and b/Assets/Animations/SlidingDoorAnimation.anim differ diff --git a/Assets/Animations/SlidingDoorAnimation.anim.meta b/Assets/Animations/SlidingDoorAnimation.anim.meta new file mode 100644 index 0000000..1d94765 --- /dev/null +++ b/Assets/Animations/SlidingDoorAnimation.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ec2e9d42a15564ef4af818c165fe991c diff --git a/Assets/Animations/SlidingDoorsOpen.anim b/Assets/Animations/SlidingDoorsOpen.anim new file mode 100644 index 0000000..c34a665 Binary files /dev/null and b/Assets/Animations/SlidingDoorsOpen.anim differ diff --git a/Assets/Animations/SlidingDoorsOpen.anim.meta b/Assets/Animations/SlidingDoorsOpen.anim.meta new file mode 100644 index 0000000..8236ed9 --- /dev/null +++ b/Assets/Animations/SlidingDoorsOpen.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5b57af886d9eb4c9687265d00c553cdd diff --git a/Assets/Animations/TerminalHackProgress.anim b/Assets/Animations/TerminalHackProgress.anim new file mode 100644 index 0000000..ac83c19 Binary files /dev/null and b/Assets/Animations/TerminalHackProgress.anim differ diff --git a/Assets/Animations/TerminalHackProgress.anim.meta b/Assets/Animations/TerminalHackProgress.anim.meta new file mode 100644 index 0000000..2ebb9a4 --- /dev/null +++ b/Assets/Animations/TerminalHackProgress.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c026f6ac8eb514550b996bab55913c4c diff --git a/Assets/Animations/lockedDoorAnimation.anim b/Assets/Animations/lockedDoorAnimation.anim new file mode 100644 index 0000000..02806d6 Binary files /dev/null and b/Assets/Animations/lockedDoorAnimation.anim differ diff --git a/Assets/Animations/lockedDoorAnimation.anim.meta b/Assets/Animations/lockedDoorAnimation.anim.meta new file mode 100644 index 0000000..6e43ddd --- /dev/null +++ b/Assets/Animations/lockedDoorAnimation.anim.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 94695c102abe543e7b8f52b651e51015 diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..927590a --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 54067c5ce27434bf9b9d35fc2daa5b3e +DefaultImporter: + userData: diff --git a/Assets/Editor/CheckValidShaders.cs b/Assets/Editor/CheckValidShaders.cs new file mode 100644 index 0000000..8b07261 --- /dev/null +++ b/Assets/Editor/CheckValidShaders.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +public class CheckValidShaders : ScriptableObject +{ + [MenuItem ("Tools/Check valid shaders")] + static void DoRecord() + { + GameObject[] objs = Selection.gameObjects; + foreach (GameObject obj in objs) { + if (obj.GetComponent ()) { + MeshRenderer render = obj.GetComponent (); + if(render.sharedMaterial.shader) { + if(!render.sharedMaterial.shader.name.Contains("Dualstick")) + Debug.Log ("weird shader " + render.sharedMaterial.shader.name + " @ " + obj.name, obj.transform); + } + } + } + } +} + \ No newline at end of file diff --git a/Assets/Editor/CheckValidShaders.cs.meta b/Assets/Editor/CheckValidShaders.cs.meta new file mode 100644 index 0000000..7b545be --- /dev/null +++ b/Assets/Editor/CheckValidShaders.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 45e6f14cb155e454eabf96e482bad3d5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/CopyMoodBox.cs b/Assets/Editor/CopyMoodBox.cs new file mode 100644 index 0000000..50dee60 --- /dev/null +++ b/Assets/Editor/CopyMoodBox.cs @@ -0,0 +1,40 @@ + +using UnityEditor; +using UnityEngine; + +class CopyMoodBox : ScriptableWizard { + + static MoodBoxData data; + + [MenuItem ("Tools/CopyMoodBox")] + static void Copy () { + if (!Selection.activeGameObject) + return; + data = ((MoodBox)Selection.activeGameObject.GetComponent()).data; + } + + [MenuItem ("Tools/PasteMoodBox")] + static void Paste () { + if (0==Selection.gameObjects.Length) + return; + + MoodBoxData copyHere; + int i = 0; + + foreach (GameObject obj in Selection.gameObjects) { + if (obj.GetComponent()) { + copyHere = ((MoodBox)obj.GetComponent()).data; + + copyHere.noiseAmount = data.noiseAmount; + copyHere.colorMixBlend = data.colorMixBlend; + copyHere.colorMix = data.colorMix; + copyHere.fogY = data.fogY; + copyHere.fogColor = data.fogColor; + + i++; + } + } + + Debug.Log ("Mood Box pasted " + i + " times."); + } +} \ No newline at end of file diff --git a/Assets/Editor/CopyMoodBox.cs.meta b/Assets/Editor/CopyMoodBox.cs.meta new file mode 100644 index 0000000..a284e16 --- /dev/null +++ b/Assets/Editor/CopyMoodBox.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4cf65600a144e402f94f92dfb753885c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/CopyTransform.cs b/Assets/Editor/CopyTransform.cs new file mode 100644 index 0000000..b160215 --- /dev/null +++ b/Assets/Editor/CopyTransform.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +public class TransformCopier : ScriptableObject +{ + private static Vector3 position; + private static Quaternion rotation; + //private static Vector3 scale; + + [MenuItem ("Tools/Transform Copier/Copy Transform &%c")] + static void DoRecord() + { + position = Selection.activeTransform.localPosition; + rotation = Selection.activeTransform.localRotation; + //scale = Selection.activeTransform.localScale; + +// EditorUtility.DisplayDialog("Transform Copy", "Local position, rotation, & scale of "+myName +" copied relative to parent.", "OK", ""); + } + + [MenuItem ("Tools/Transform Copier/Paste Transform &%v")] + static void DoApply() + { + Selection.activeTransform.localPosition = position; + Selection.activeTransform.localRotation = rotation; + //Selection.activeTransform.localScale = scale; + +// EditorUtility.DisplayDialog("Transform Paste", "Local position, rotation, and scale of "+myName +" pasted relative to parent of "+Selection.activeTransform.name+".", "OK", ""); + } +} + \ No newline at end of file diff --git a/Assets/Editor/CopyTransform.cs.meta b/Assets/Editor/CopyTransform.cs.meta new file mode 100644 index 0000000..7523b61 --- /dev/null +++ b/Assets/Editor/CopyTransform.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 261199f40983c43c79b13ea2a652fbaa +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/EditorObjExporter.cs b/Assets/Editor/EditorObjExporter.cs new file mode 100644 index 0000000..24f5c89 --- /dev/null +++ b/Assets/Editor/EditorObjExporter.cs @@ -0,0 +1,521 @@ +/* +Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu. + +This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select +the appropriate menu item from "Custom->Export". Exported models are put in a folder called +"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the +same folder. */ + +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System; + +struct ObjMaterial +{ + public string name; + public string textureName; +} + +public class EditorObjExporter : ScriptableObject +{ + private static int vertexOffset = 0; + private static int normalOffset = 0; + private static int uvOffset = 0; + + + //User should probably be able to change this. It is currently left as an excercise for + //the reader. + private static string targetFolder = "ExportedObj"; + + + private static string MeshToString(MeshFilter mf, Dictionary materialList) + { + Mesh m = mf.sharedMesh; + Material[] mats = mf.renderer.sharedMaterials; + + StringBuilder sb = new StringBuilder(); + + sb.Append("g ").Append(mf.name).Append("\n"); + foreach(Vector3 lv in m.vertices) + { + Vector3 wv = mf.transform.TransformPoint(lv); + + //This is sort of ugly - inverting x-component since we're in + //a different coordinate system than "everyone" is "used to". + sb.Append(string.Format("v {0} {1} {2}\n",-wv.x,wv.y,wv.z)); + } + sb.Append("\n"); + + foreach(Vector3 lv in m.normals) + { + Vector3 wv = mf.transform.TransformDirection(lv); + + sb.Append(string.Format("vn {0} {1} {2}\n",-wv.x,wv.y,wv.z)); + } + sb.Append("\n"); + + foreach(Vector3 v in m.uv) + { + sb.Append(string.Format("vt {0} {1}\n",v.x,v.y)); + } + + for (int material=0; material < m.subMeshCount; material ++) { + sb.Append("\n"); + sb.Append("usemtl ").Append(mats[material].name).Append("\n"); + sb.Append("usemap ").Append(mats[material].name).Append("\n"); + + //See if this material is already in the materiallist. + try + { + ObjMaterial objMaterial = new ObjMaterial(); + + objMaterial.name = mats[material].name; + + if (mats[material].mainTexture) + objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture); + else + objMaterial.textureName = null; + + materialList.Add(objMaterial.name, objMaterial); + } + catch (ArgumentException) + { + //Already in the dictionary + } + + + int[] triangles = m.GetTriangles(material); + for (int i=0;i materialList) + { + Mesh mTemp = skRenderer.sharedMesh; + Vector3[] vertices = new Vector3[mTemp.vertexCount]; + Vector3[] normals = new Vector3[mTemp.vertexCount]; + + Matrix4x4[] boneMatrices = new Matrix4x4[skRenderer.bones.Length]; + + for (int i = 0; i < boneMatrices.Length; i++) { + boneMatrices[i] = skRenderer.bones[i].localToWorldMatrix * mTemp.bindposes[i]; + } + + for (int i = 0; i < mTemp.vertexCount; i++) { + BoneWeight weight = mTemp.boneWeights[i]; + + Matrix4x4 bm0 = boneMatrices[weight.boneIndex0]; + Matrix4x4 bm1 = boneMatrices[weight.boneIndex1]; + Matrix4x4 bm2 = boneMatrices[weight.boneIndex2]; + Matrix4x4 bm3 = boneMatrices[weight.boneIndex3]; + + Matrix4x4 vertexMatrix = new Matrix4x4(); + vertexMatrix = Matrix4x4.identity; + + for (int n=0; n<16; n++) { + vertexMatrix[n] = + bm0[n] * weight.weight0 + + bm1[n] * weight.weight1 + + bm2[n] * weight.weight2 + + bm3[n] * weight.weight3; + } + + + /* + Vector3 pos0 = bm0.MultiplyPoint(mTemp.vertices[i]); + Vector3 pos1 = bm1.MultiplyPoint(mTemp.vertices[i]); + Vector3 pos2 = bm2.MultiplyPoint(mTemp.vertices[i]); + Vector3 pos3 = bm3.MultiplyPoint(mTemp.vertices[i]); + + Vector3 pos = pos0 * weight.weight0 + pos1 * weight.weight1 + pos2 * weight.weight2 + pos3 * weight.weight3; + + vertices[i] = pos; + */ + vertices[i] = vertexMatrix.MultiplyPoint (mTemp.vertices[i]); + normals[i] = vertexMatrix.MultiplyVector (mTemp.normals[i]); + } + + Mesh m = new Mesh(); + m.vertices = vertices; + m.normals = normals; + m.uv = mTemp.uv; + m.triangles = mTemp.triangles; + m.subMeshCount = mTemp.subMeshCount; + m.RecalculateBounds(); + m.RecalculateNormals(); + + + Material[] mats = skRenderer.renderer.sharedMaterials; + + StringBuilder sb = new StringBuilder(); + + sb.Append("g ").Append(skRenderer.gameObject.name).Append("\n"); + foreach(Vector3 lv in m.vertices) + { + Vector3 wv = skRenderer.transform.TransformPoint(lv); + + //This is sort of ugly - inverting x-component since we're in + //a different coordinate system than "everyone" is "used to". + sb.Append(string.Format("v {0} {1} {2}\n",-wv.x,wv.y,wv.z)); + } + sb.Append("\n"); + + foreach(Vector3 lv in m.normals) + { + Vector3 wv = skRenderer.transform.TransformDirection(lv); + + sb.Append(string.Format("vn {0} {1} {2}\n",-wv.x,wv.y,wv.z)); + } + sb.Append("\n"); + + foreach(Vector3 v in m.uv) + { + sb.Append(string.Format("vt {0} {1}\n",v.x,v.y)); + } + + for (int material=0; material < m.subMeshCount; material ++) { + sb.Append("\n"); + sb.Append("usemtl ").Append(mats[material].name).Append("\n"); + sb.Append("usemap ").Append(mats[material].name).Append("\n"); + + //See if this material is already in the materiallist. + try + { + ObjMaterial objMaterial = new ObjMaterial(); + + objMaterial.name = mats[material].name; + + if (mats[material].mainTexture) + objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture); + else + objMaterial.textureName = null; + + materialList.Add(objMaterial.name, objMaterial); + } + catch (ArgumentException) + { + //Already in the dictionary + } + + + int[] triangles = m.GetTriangles(material); + for (int i=0;i PrepareFileWrite() + { + Clear(); + + return new Dictionary(); + } + + private static void MaterialsToFile(Dictionary materialList, string folder, string filename) + { + using (StreamWriter sw = new StreamWriter(folder + "/" + filename + ".mtl")) + { + foreach( KeyValuePair kvp in materialList ) + { + sw.Write("\n"); + sw.Write("newmtl {0}\n", kvp.Key); + sw.Write("Ka 0.6 0.6 0.6\n"); + sw.Write("Kd 0.6 0.6 0.6\n"); + sw.Write("Ks 0.9 0.9 0.9\n"); + sw.Write("d 1.0\n"); + sw.Write("Ns 0.0\n"); + sw.Write("illum 2\n"); + + if (kvp.Value.textureName != null) + { + string destinationFile = kvp.Value.textureName; + + + int stripIndex = destinationFile.LastIndexOf('/');//FIXME: Should be Path.PathSeparator; + + if (stripIndex >= 0) + destinationFile = destinationFile.Substring(stripIndex + 1).Trim(); + + + string relativeFile = destinationFile; + + destinationFile = folder + "/" + destinationFile; + + Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile); + + try + { + //Copy the source file + File.Copy(kvp.Value.textureName, destinationFile); + } + catch + { + + } + + + sw.Write("map_Kd {0}", relativeFile); + } + + sw.Write("\n\n\n"); + } + } + } + + private static void MeshToFile(MeshFilter mf, string folder, string filename) + { + Dictionary materialList = PrepareFileWrite(); + + using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) + { + sw.Write("mtllib ./" + filename + ".mtl\n"); + + sw.Write(MeshToString(mf, materialList)); + } + + MaterialsToFile(materialList, folder, filename); + } + + private static void SkinnedMeshToFile(SkinnedMeshRenderer skRen, string folder, string filename) + { + Dictionary materialList = PrepareFileWrite(); + + using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) + { + sw.Write("mtllib ./" + filename + ".mtl\n"); + + sw.Write(SkinnedMeshToString(skRen, materialList)); + + } + + MaterialsToFile(materialList, folder, filename); + } + + private static void MeshesToFile(MeshFilter[] mf, string folder, string filename) + { + Dictionary materialList = PrepareFileWrite(); + + using (StreamWriter sw = new StreamWriter(folder +"/" + filename + ".obj")) + { + sw.Write("mtllib ./" + filename + ".mtl\n"); + + for (int i = 0; i < mf.Length; i++) + { + sw.Write(MeshToString(mf[i], materialList)); + } + } + + MaterialsToFile(materialList, folder, filename); + } + + private static bool CreateTargetFolder() + { + try + { + System.IO.Directory.CreateDirectory(targetFolder); + } + catch + { + EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", ""); + return false; + } + + return true; + } + + [MenuItem ("Tools/Export/Export all SkinnedMeshRenderers in selection to separate OBJs")] + static void ExportSkinnedSelectionToSeparate() + { + if (!CreateTargetFolder()) + return; + + Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); + + if (selection.Length == 0) + { + EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", ""); + return; + } + + int exportedObjects = 0; + + for (int i = 0; i < selection.Length; i++) + { + Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(SkinnedMeshRenderer)); + + for (int m = 0; m < meshfilter.Length; m++) + { + exportedObjects++; + SkinnedMeshToFile((SkinnedMeshRenderer)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m); + } + } + + if (exportedObjects > 0) + EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", ""); + else + EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", ""); + } + + [MenuItem ("Tools/Export/Export all MeshFilters in selection to separate OBJs")] + static void ExportSelectionToSeparate() + { + if (!CreateTargetFolder()) + return; + + Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); + + if (selection.Length == 0) + { + EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", ""); + return; + } + + int exportedObjects = 0; + + for (int i = 0; i < selection.Length; i++) + { + Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); + + for (int m = 0; m < meshfilter.Length; m++) + { + exportedObjects++; + MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m); + } + } + + if (exportedObjects > 0) + EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", ""); + else + EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", ""); + } + + [MenuItem ("Tools/Export/Export whole selection to single OBJ")] + static void ExportWholeSelectionToSingle() + { + if (!CreateTargetFolder()) + return; + + + Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); + + if (selection.Length == 0) + { + EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", ""); + return; + } + + int exportedObjects = 0; + + ArrayList mfList = new ArrayList(); + + for (int i = 0; i < selection.Length; i++) + { + Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); + + for (int m = 0; m < meshfilter.Length; m++) + { + exportedObjects++; + mfList.Add(meshfilter[m]); + } + } + + if (exportedObjects > 0) + { + MeshFilter[] mf = new MeshFilter[mfList.Count]; + + for (int i = 0; i < mfList.Count; i++) + { + mf[i] = (MeshFilter)mfList[i]; + } + + string filename = EditorApplication.currentScene + "_" + exportedObjects; + + int stripIndex = filename.LastIndexOf('/');//FIXME: Should be Path.PathSeparator + + if (stripIndex >= 0) + filename = filename.Substring(stripIndex + 1).Trim(); + + MeshesToFile(mf, targetFolder, filename); + + + EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, ""); + } + else + EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", ""); + } + + + + [MenuItem ("Tools/Export/Export each selected to single OBJ")] + static void ExportEachSelectionToSingle() + { + if (!CreateTargetFolder()) + return; + + Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); + + if (selection.Length == 0) + { + EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", ""); + return; + } + + int exportedObjects = 0; + + + for (int i = 0; i < selection.Length; i++) + { + Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); + + MeshFilter[] mf = new MeshFilter[meshfilter.Length]; + + for (int m = 0; m < meshfilter.Length; m++) + { + exportedObjects++; + mf[m] = (MeshFilter)meshfilter[m]; + } + + MeshesToFile(mf, targetFolder, selection[i].name + "_" + i); + } + + if (exportedObjects > 0) + { + EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", ""); + } + else + EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", ""); + } + +} \ No newline at end of file diff --git a/Assets/Editor/EditorObjExporter.cs.meta b/Assets/Editor/EditorObjExporter.cs.meta new file mode 100644 index 0000000..9a9e2eb --- /dev/null +++ b/Assets/Editor/EditorObjExporter.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 45d55a118a5b4487bbc24781ea0ff236 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/PostprocessBuildPlayer b/Assets/Editor/PostprocessBuildPlayer new file mode 100644 index 0000000..f9fc1de --- /dev/null +++ b/Assets/Editor/PostprocessBuildPlayer @@ -0,0 +1,6 @@ +#!/bin/bash + +if grep "kAccelerometerFrequency.*60\\." "$1"/Classes/AppController.mm ; then + /usr/bin/perl -p -i -e "s/kAccelerometerFrequency.*60/kAccelerometerFrequency\t\t\t\t\t1/g" "$1"/Classes/AppController.mm +fi + diff --git a/Assets/Editor/PostprocessBuildPlayer.meta b/Assets/Editor/PostprocessBuildPlayer.meta new file mode 100644 index 0000000..33360a5 --- /dev/null +++ b/Assets/Editor/PostprocessBuildPlayer.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c1d38ae15306045c1b01ddcc90c04ea6 diff --git a/Assets/Editor/ReflectionThreshholdTweaker.cs b/Assets/Editor/ReflectionThreshholdTweaker.cs new file mode 100644 index 0000000..96f8c76 --- /dev/null +++ b/Assets/Editor/ReflectionThreshholdTweaker.cs @@ -0,0 +1,56 @@ +// C# +// Creates a simple wizard that lets you create a Ligth GameObject +// or if the user clicks in "Apply", it will set the color of the currently +// object selected to red + +using UnityEditor; +using UnityEngine; + +class ReflectionThreshholdTweaker : ScriptableWizard { + + [MenuItem ("Tools/Tweak reflection mask")] + static void CreateWizard () { + ScriptableWizard.DisplayWizard("Tweak reflection masks", "Create", "Apply"); + //If you don't want to use the secondary button simply leave it out: + //ScriptableWizard.DisplayWizard("Create Light", "Create"); + + } + void OnWizardCreate () { + + } + void OnWizardUpdate () { + } + + //void OnGUI() { + // GUILayout.Label("Hit apply to make all uber shader textures put grayscale into alpha."); + // + //} + + // When the user pressed the "Apply" button OnWizardOtherButton is called. + void OnWizardOtherButton () { + + MeshRenderer[] objs = FindObjectsOfType(typeof(MeshRenderer)) as MeshRenderer[]; + Debug.Log("objs.Length "+objs.Length); + + Shader s = Shader.Find("DualStick/UberShader"); + + if(objs.Length>0) + foreach( MeshRenderer go in objs) { + Debug.Log("go.sharedMaterial.shader.name "+go.sharedMaterial.shader.name); + if(go.sharedMaterial.shader == s) { + Debug.Log(go.name); + + string path = AssetDatabase.GetAssetPath(go.renderer.sharedMaterial.GetTexture("_MainTex")); + TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; + + Debug.Log("adjusting @ "+path); + textureImporter.grayscaleToAlpha = true; + + AssetDatabase.ImportAsset(path); + } + } + + // } + + } +} \ No newline at end of file diff --git a/Assets/Editor/ReflectionThreshholdTweaker.cs.meta b/Assets/Editor/ReflectionThreshholdTweaker.cs.meta new file mode 100644 index 0000000..dca6b1d --- /dev/null +++ b/Assets/Editor/ReflectionThreshholdTweaker.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a6bf7e49173c94ebcaf7e28964f870ad +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/RenderCubemapWizard.js b/Assets/Editor/RenderCubemapWizard.js new file mode 100644 index 0000000..e0a34e4 --- /dev/null +++ b/Assets/Editor/RenderCubemapWizard.js @@ -0,0 +1,49 @@ +class RenderCubemapWizard extends ScriptableWizard +{ + var renderFromPosition : Transform; + var cubemap : Cubemap; + + var mySkyBoxMat : Material; + + function OnWizardUpdate() + { + helpString = "Select transform to render from and cubemap to render into"; + isValid = (renderFromPosition != null) && (cubemap != null); + } + + function OnWizardCreate() + { + // create temporary camera for rendering + var go = new GameObject( "CubemapCamera", Camera ); + +// go.camera.backgroundColor = Color (0.1, 0.1, 0.1, 1.0); + + go.camera.clearFlags = CameraClearFlags.Skybox; + if (!go.GetComponent (Skybox)) + go.AddComponent (Skybox); + + (go.GetComponent (Skybox) as Skybox).material = mySkyBoxMat; + + // place it on the object + go.transform.position = renderFromPosition.position; + if( renderFromPosition.renderer ) + go.transform.position = renderFromPosition.renderer.bounds.center; + + go.transform.rotation = Quaternion.identity; + + go.camera.fieldOfView = 90.0; + go.camera.aspect = 1.0; + + // render into cubemap + go.camera.RenderToCubemap( cubemap ); + + // destroy temporary camera + DestroyImmediate( go ); + } + + @MenuItem("Tools/Standard Editor Tools/Render/Render Into Cubemap", false, 4) + static function RenderCubemap() + { + ScriptableWizard.DisplayWizard("Render cubemap", RenderCubemapWizard, "Render!"); + } +} diff --git a/Assets/Editor/RenderCubemapWizard.js.meta b/Assets/Editor/RenderCubemapWizard.js.meta new file mode 100644 index 0000000..6dde52a --- /dev/null +++ b/Assets/Editor/RenderCubemapWizard.js.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 517875ce84bd0439191c2a64f830f0bf +MonoImporter: + serializedVersion: 2 + defaultReferences: + - renderFromPosition: {instanceID: 0} + - cubemap: {instanceID: 0} + - mySkyBoxMat: {fileID: 2100000, guid: 93bd45a28b664406eaed51831b0e1f79, type: 2} + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/RevealMeshColliders.cs b/Assets/Editor/RevealMeshColliders.cs new file mode 100644 index 0000000..8cd4fb7 --- /dev/null +++ b/Assets/Editor/RevealMeshColliders.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +public class RevealMeshCollider : ScriptableObject +{ + [MenuItem ("Tools/Reveal Mesh Colliders")] + static void DoRecord() + { + GameObject[] objs = Selection.gameObjects; + foreach (GameObject obj in objs) { + if (obj.GetComponent ()) { + Debug.Log ("MESH COLLIDER FOUND @ " + obj.name, obj.transform); + } + } + } +} + \ No newline at end of file diff --git a/Assets/Editor/RevealMeshColliders.cs.meta b/Assets/Editor/RevealMeshColliders.cs.meta new file mode 100644 index 0000000..fa1540a --- /dev/null +++ b/Assets/Editor/RevealMeshColliders.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3f880045f8cd54e83bcca59620d9b1e4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/SkyBoxGenerator.js b/Assets/Editor/SkyBoxGenerator.js new file mode 100644 index 0000000..f0e8cf4 --- /dev/null +++ b/Assets/Editor/SkyBoxGenerator.js @@ -0,0 +1,75 @@ +//When selected a dialog will pop up with a selection for the Transform you want to use as the origin point for the Skybox. +//Once the Transform is set hit "Render" and wait a few seconds, then Refresh the Project Pane and the 6 generated images will import into Unity in a folder named "Skyboxes". +//Be warned that each time you run this script it will overwrite previously generated images. + +#pragma strict +#pragma implicit +#pragma downcast +class SkyBoxGenerator extends ScriptableWizard +{ + var renderFromPosition : Transform; + + var skyBoxImage = new Array ("frontImage", "rightImage", "backImage", "leftImage", "upImage", "downImage"); + + var skyDirection = new Array (Vector3 (0,0,0), Vector3 (0,-90,0), Vector3 (0,180,0), Vector3 (0,90,0), Vector3 (-90,0,0), Vector3 (90,0,0)); + + + function OnWizardUpdate() + { + helpString = "Select transform to render from"; + isValid = (renderFromPosition != null); + } + + function OnWizardCreate() + { + var go = new GameObject ("SkyboxCamera", Camera); + + go.camera.backgroundColor = Camera.main.backgroundColor; + go.camera.clearFlags = CameraClearFlags.Skybox; + go.camera.fieldOfView = 90; + go.camera.aspect = 1.0; + + go.transform.position = renderFromPosition.position; + + if (renderFromPosition.renderer) + { + go.transform.position = renderFromPosition.renderer.bounds.center; + } + + go.transform.rotation = Quaternion.identity; + + for (var orientation = 0; orientation < skyDirection.length ; orientation++) + { + renderSkyImage(orientation, go); + } + + DestroyImmediate (go); + } + + @MenuItem("Tools/Standard Editor Tools/Render/Render Into Skybox (Unity Pro Only)", false, 4) + static function RenderSkyBox() + { + ScriptableWizard.DisplayWizard ("Render SkyBox", SkyBoxGenerator, "Render!"); + } + + function renderSkyImage(orientation : int, go : GameObject) + { + go.transform.eulerAngles = skyDirection[orientation]; + var screenSize = 512; + var rt = new RenderTexture (screenSize, screenSize, 24); + go.camera.targetTexture = rt; + var screenShot = new Texture2D (screenSize, screenSize, TextureFormat.RGB24, false); + go.camera.Render(); + RenderTexture.active = rt; + screenShot.ReadPixels (Rect (0, 0, screenSize, screenSize), 0, 0); + + RenderTexture.active = null; + DestroyImmediate (rt); + var bytes = screenShot.EncodeToPNG(); + + var directory = "Assets/Skyboxes"; + if (!System.IO.Directory.Exists(directory)) + System.IO.Directory.CreateDirectory(directory); + System.IO.File.WriteAllBytes (System.IO.Path.Combine(directory, skyBoxImage[orientation] + ".png"), bytes); + } +} \ No newline at end of file diff --git a/Assets/Editor/SkyBoxGenerator.js.meta b/Assets/Editor/SkyBoxGenerator.js.meta new file mode 100644 index 0000000..d04cc03 --- /dev/null +++ b/Assets/Editor/SkyBoxGenerator.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b7eb5dcd3d0614e86b4fa005ca579a19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/TransformGroup.cs b/Assets/Editor/TransformGroup.cs new file mode 100644 index 0000000..4633a4c --- /dev/null +++ b/Assets/Editor/TransformGroup.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +public class TransformGroup : ScriptableObject +{ + [MenuItem ("Tools/Standard Editor Tools/Transform Utilities/Grouping/Group Selection %g", false, 1)] + static void MenuInsertParent() + { + Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel | + SelectionMode.OnlyUserModifiable); + + GameObject newParent = new GameObject("_New Group"); + Transform newParentTransform = newParent.transform; + + if(transforms.Length == 1) + { + Transform originalParent = transforms[0].parent; + transforms[0].parent = newParentTransform; + if(originalParent) + newParentTransform.parent = originalParent; + } + + else + { + foreach(Transform transform in transforms) + transform.parent = newParentTransform; + } + } +} \ No newline at end of file diff --git a/Assets/Editor/TransformGroup.cs.meta b/Assets/Editor/TransformGroup.cs.meta new file mode 100644 index 0000000..a0a7972 --- /dev/null +++ b/Assets/Editor/TransformGroup.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 26dd06d95134e4a0eab55d07a02c71b8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Editor/deactivateMeshRenderers.js b/Assets/Editor/deactivateMeshRenderers.js new file mode 100644 index 0000000..6271371 --- /dev/null +++ b/Assets/Editor/deactivateMeshRenderers.js @@ -0,0 +1,25 @@ +// MenuItem adds a menu item in the GameObject menu +// and executes the following function when clicked +@MenuItem ("GameObject/Deactivate Renderers") +static function deactivateRenderers () +{ + // Get all selected game objects that we are allowed to modify! + var gos = Selection.gameObjects; + // Change the values of all + for (var go in gos) + { + go.renderer.enabled = false; + } +} + +@MenuItem ("GameObject/Activate Renderers") +static function activateRenderers () +{ + // Get all selected game objects that we are allowed to modify! + var gos = Selection.gameObjects; + // Change the values of all + for (var go in gos) + { + go.renderer.enabled = true; + } +} \ No newline at end of file diff --git a/Assets/Editor/deactivateMeshRenderers.js.meta b/Assets/Editor/deactivateMeshRenderers.js.meta new file mode 100644 index 0000000..8e25826 --- /dev/null +++ b/Assets/Editor/deactivateMeshRenderers.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 18a8b88fac6394adeaacdcae81bf5bda +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions.meta b/Assets/Explosions.meta new file mode 100644 index 0000000..d75616b --- /dev/null +++ b/Assets/Explosions.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 95dcae0801353485ab953b7c764f1361 +DefaultImporter: + userData: diff --git a/Assets/Explosions/Materials.meta b/Assets/Explosions/Materials.meta new file mode 100644 index 0000000..f48aedd --- /dev/null +++ b/Assets/Explosions/Materials.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: a36ef0f3f9ad5426eaba9376402ff0f3 +DefaultImporter: + userData: diff --git a/Assets/Explosions/Materials/Blob_Storm.mat b/Assets/Explosions/Materials/Blob_Storm.mat new file mode 100644 index 0000000..28406b0 Binary files /dev/null and b/Assets/Explosions/Materials/Blob_Storm.mat differ diff --git a/Assets/Explosions/Materials/Blob_Storm.mat.meta b/Assets/Explosions/Materials/Blob_Storm.mat.meta new file mode 100644 index 0000000..1111eb0 --- /dev/null +++ b/Assets/Explosions/Materials/Blob_Storm.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 43c3af1d49001417996af5e8a36cd699 diff --git a/Assets/Explosions/Materials/BloodA.mat b/Assets/Explosions/Materials/BloodA.mat new file mode 100644 index 0000000..e6cc25d Binary files /dev/null and b/Assets/Explosions/Materials/BloodA.mat differ diff --git a/Assets/Explosions/Materials/BloodA.mat.meta b/Assets/Explosions/Materials/BloodA.mat.meta new file mode 100644 index 0000000..c88ead5 --- /dev/null +++ b/Assets/Explosions/Materials/BloodA.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cfccaa378af3f472ca3adcc8f939d397 diff --git a/Assets/Explosions/Materials/BloodA_UV.mat b/Assets/Explosions/Materials/BloodA_UV.mat new file mode 100644 index 0000000..c228d97 Binary files /dev/null and b/Assets/Explosions/Materials/BloodA_UV.mat differ diff --git a/Assets/Explosions/Materials/BloodA_UV.mat.meta b/Assets/Explosions/Materials/BloodA_UV.mat.meta new file mode 100644 index 0000000..54350f0 --- /dev/null +++ b/Assets/Explosions/Materials/BloodA_UV.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d75ae6f19d38040faa7b12eb7fc96d2c diff --git a/Assets/Explosions/Materials/ElectricBall_A.mat b/Assets/Explosions/Materials/ElectricBall_A.mat new file mode 100644 index 0000000..7f4171b Binary files /dev/null and b/Assets/Explosions/Materials/ElectricBall_A.mat differ diff --git a/Assets/Explosions/Materials/ElectricBall_A.mat.meta b/Assets/Explosions/Materials/ElectricBall_A.mat.meta new file mode 100644 index 0000000..ab2e036 --- /dev/null +++ b/Assets/Explosions/Materials/ElectricBall_A.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9adffd36432c441bb9c2f227cffc36e5 diff --git a/Assets/Explosions/Materials/ElectricSecondary.mat b/Assets/Explosions/Materials/ElectricSecondary.mat new file mode 100644 index 0000000..07ec59d Binary files /dev/null and b/Assets/Explosions/Materials/ElectricSecondary.mat differ diff --git a/Assets/Explosions/Materials/ElectricSecondary.mat.meta b/Assets/Explosions/Materials/ElectricSecondary.mat.meta new file mode 100644 index 0000000..007c5c0 --- /dev/null +++ b/Assets/Explosions/Materials/ElectricSecondary.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 90930d54c85914aca914adb76988a3dd diff --git a/Assets/Explosions/Materials/ElectricShockwave.mat b/Assets/Explosions/Materials/ElectricShockwave.mat new file mode 100644 index 0000000..bf8933a Binary files /dev/null and b/Assets/Explosions/Materials/ElectricShockwave.mat differ diff --git a/Assets/Explosions/Materials/ElectricShockwave.mat.meta b/Assets/Explosions/Materials/ElectricShockwave.mat.meta new file mode 100644 index 0000000..1bc4dc0 --- /dev/null +++ b/Assets/Explosions/Materials/ElectricShockwave.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9d32c2efdb8794de3b449ab1bbc6459b diff --git a/Assets/Explosions/Materials/EleeectricSparksHitA.mat b/Assets/Explosions/Materials/EleeectricSparksHitA.mat new file mode 100644 index 0000000..c2e3c74 Binary files /dev/null and b/Assets/Explosions/Materials/EleeectricSparksHitA.mat differ diff --git a/Assets/Explosions/Materials/EleeectricSparksHitA.mat.meta b/Assets/Explosions/Materials/EleeectricSparksHitA.mat.meta new file mode 100644 index 0000000..7859f6a --- /dev/null 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a/Assets/Explosions/Materials/blastTrailsMat.mat.meta b/Assets/Explosions/Materials/blastTrailsMat.mat.meta new file mode 100644 index 0000000..053d408 --- /dev/null +++ b/Assets/Explosions/Materials/blastTrailsMat.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2407278a1244e42c0b9e79410004ca0a diff --git a/Assets/Explosions/Materials/explosionLightDecal.mat b/Assets/Explosions/Materials/explosionLightDecal.mat new file mode 100644 index 0000000..4a043b2 Binary files /dev/null and b/Assets/Explosions/Materials/explosionLightDecal.mat differ diff --git a/Assets/Explosions/Materials/explosionLightDecal.mat.meta b/Assets/Explosions/Materials/explosionLightDecal.mat.meta new file mode 100644 index 0000000..d948329 --- /dev/null +++ b/Assets/Explosions/Materials/explosionLightDecal.mat.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d24ed26389f3743139dfca40cc60c94f diff --git a/Assets/Explosions/Materials/scorchMarkMech.mat b/Assets/Explosions/Materials/scorchMarkMech.mat new file 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--git a/Assets/Explosions/Scripts.meta b/Assets/Explosions/Scripts.meta new file mode 100644 index 0000000..6b5aac2 --- /dev/null +++ b/Assets/Explosions/Scripts.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: bf81d2354d8424f3eaf31c24e54f00ed +DefaultImporter: + userData: diff --git a/Assets/Explosions/Scripts/EffectSequencer.js b/Assets/Explosions/Scripts/EffectSequencer.js new file mode 100644 index 0000000..adefdc1 --- /dev/null +++ b/Assets/Explosions/Scripts/EffectSequencer.js @@ -0,0 +1,56 @@ +#pragma strict + +class ExplosionPart { + var gameObject : GameObject = null; + var delay : float = 0.0; + var hqOnly : boolean = false; + var yOffset : float = 0.0; +} + +public var ambientEmitters : ExplosionPart[]; +public var explosionEmitters : ExplosionPart[]; +public var smokeEmitters : ExplosionPart[]; + +public var miscSpecialEffects : ExplosionPart[]; + +function Start () { + var go : ExplosionPart; + var maxTime : float = 0; + + for (go in ambientEmitters) { + InstantiateDelayed(go); + if (go.gameObject.particleEmitter) + maxTime = Mathf.Max (maxTime, go.delay + go.gameObject.particleEmitter.maxEnergy); + } + for (go in explosionEmitters) { + InstantiateDelayed(go); + if (go.gameObject.particleEmitter) + maxTime = Mathf.Max (maxTime, go.delay + go.gameObject.particleEmitter.maxEnergy); + } + for (go in smokeEmitters) { + InstantiateDelayed(go); + if (go.gameObject.particleEmitter) + maxTime = Mathf.Max (maxTime, go.delay + go.gameObject.particleEmitter.maxEnergy); + } + + if (audio && audio.clip) + maxTime = Mathf.Max (maxTime, audio.clip.length); + + yield; + + for (go in miscSpecialEffects) { + InstantiateDelayed(go); + if (go.gameObject.particleEmitter) + maxTime = Mathf.Max (maxTime, go.delay + go.gameObject.particleEmitter.maxEnergy); + } + + Destroy (gameObject, maxTime + 0.5); +} + +function InstantiateDelayed (go : ExplosionPart) { + if (go.hqOnly && QualityManager.quality < Quality.High) + return; + + yield WaitForSeconds (go.delay); + Instantiate (go.gameObject, transform.position + Vector3.up * go.yOffset, transform.rotation); +} diff --git a/Assets/Explosions/Scripts/EffectSequencer.js.meta b/Assets/Explosions/Scripts/EffectSequencer.js.meta new file mode 100644 index 0000000..e5ec716 --- /dev/null +++ b/Assets/Explosions/Scripts/EffectSequencer.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 520a2b60096ec40d38a3dfa179f784a8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ElectricShockwave.js b/Assets/Explosions/Scripts/ElectricShockwave.js new file mode 100644 index 0000000..308eeb2 --- /dev/null +++ b/Assets/Explosions/Scripts/ElectricShockwave.js @@ -0,0 +1,16 @@ + +public var autoDisableAfter : float = 2.0; + +function OnEnable () +{ + DeactivateCoroutine (autoDisableAfter); +} + + +function DeactivateCoroutine (t : float) +{ + yield WaitForSeconds(t); + + gameObject.SetActive (false); +} + diff --git a/Assets/Explosions/Scripts/ElectricShockwave.js.meta b/Assets/Explosions/Scripts/ElectricShockwave.js.meta new file mode 100644 index 0000000..a28d855 --- /dev/null +++ b/Assets/Explosions/Scripts/ElectricShockwave.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9fcad1e4a336644468207a88f1f5e0fe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ExplosionControl.js b/Assets/Explosions/Scripts/ExplosionControl.js new file mode 100644 index 0000000..b4ba775 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionControl.js @@ -0,0 +1,60 @@ + +public var trails : GameObject[]; +public var emitter : ParticleEmitter; +public var lineRenderer : LineRenderer[]; +public var lightDecal : GameObject; + +public var autoDisableAfter : float = 2.0; + +function Awake () +{ + for (var i = 0; i < lineRenderer.length; i++) { + var lineWidth : float = Random.Range(0.25,0.5); + + lineRenderer[i].SetWidth (lineWidth, lineWidth); + lineRenderer[i].SetPosition (0, Vector3.zero); + + var dir : Vector3 = Random.onUnitSphere; + dir.y = Mathf.Abs (dir.y); + + lineRenderer[i].SetPosition (1, dir * Random.Range (8.0, 12.0)); + } +} + +function OnEnable() +{ + lightDecal.transform.localScale = Vector3.one; + + lightDecal.SetActive (true); + + for (var i = 0; i < trails.length; i++) { + trails[i].transform.localPosition = Vector3.zero; + trails[i].SetActive (true); + (trails[i].GetComponent(ExplosionTrail) as ExplosionTrail).enabled = true; + } + + for(i = 0; i < lineRenderer.length; i++) { + lineRenderer[i].transform.localPosition = Vector3.zero; + lineRenderer[i].gameObject.SetActive (true); + lineRenderer[i].enabled = true; + } + + emitter.emit = true; + emitter.enabled = true; + emitter.gameObject.SetActive (true); + + Invoke("DisableEmitter", emitter.maxEnergy); + Invoke("DisableStuff", autoDisableAfter); +} + +function DisableEmitter() { + emitter.emit = false; + emitter.enabled = false; +} + +function DisableStuff() +{ + gameObject.SetActive(false); +} + + diff --git a/Assets/Explosions/Scripts/ExplosionControl.js.meta b/Assets/Explosions/Scripts/ExplosionControl.js.meta new file mode 100644 index 0000000..ca869ec --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionControl.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f047d4cb398f64aa9b94d7afeec89dac +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ExplosionLine.js b/Assets/Explosions/Scripts/ExplosionLine.js new file mode 100644 index 0000000..543a676 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionLine.js @@ -0,0 +1,21 @@ + +public var frames : int = 2; +private var _frames : int = 0; + + +function OnEnable () +{ + _frames = 0; +} + + +function Update () +{ + _frames++; + + if (_frames>frames) + { + gameObject.SetActive (false); + } +} + diff --git a/Assets/Explosions/Scripts/ExplosionLine.js.meta b/Assets/Explosions/Scripts/ExplosionLine.js.meta new file mode 100644 index 0000000..c7cb257 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionLine.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 680cf8f97ec63405bb5956e7f138a3d7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ExplosionTestCage.js b/Assets/Explosions/Scripts/ExplosionTestCage.js new file mode 100644 index 0000000..3dc3132 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionTestCage.js @@ -0,0 +1,8 @@ + +var explPrefab : GameObject; + +function OnTriggerEnter(other : Collider) { + if(other.collider.tag == "Player") { + var go : GameObject = Instantiate(explPrefab, transform.position, transform.rotation); + } +} \ No newline at end of file diff --git a/Assets/Explosions/Scripts/ExplosionTestCage.js.meta b/Assets/Explosions/Scripts/ExplosionTestCage.js.meta new file mode 100644 index 0000000..18df5a6 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionTestCage.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 685dbac87d6ca402087fd1379786c1e1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ExplosionTrail.js b/Assets/Explosions/Scripts/ExplosionTrail.js new file mode 100644 index 0000000..cdf579f --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionTrail.js @@ -0,0 +1,20 @@ + +private var _dir : Vector3; + +function OnEnable () +{ + _dir = Random.onUnitSphere; + _dir.y = 1.25; +} + +function Update () +{ + transform.position += _dir * Time.deltaTime * 5.5; + + _dir.y -= Time.deltaTime; + + if(_dir.y<0.0 && transform.position.y <= -1.0) { + this.enabled = false; + } +} + diff --git a/Assets/Explosions/Scripts/ExplosionTrail.js.meta b/Assets/Explosions/Scripts/ExplosionTrail.js.meta new file mode 100644 index 0000000..ffbe571 --- /dev/null +++ b/Assets/Explosions/Scripts/ExplosionTrail.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6eb215022c1ba4f4088ddcd681b730e7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/MuzzleFlashAnimate.js b/Assets/Explosions/Scripts/MuzzleFlashAnimate.js new file mode 100644 index 0000000..38d12f4 --- /dev/null +++ b/Assets/Explosions/Scripts/MuzzleFlashAnimate.js @@ -0,0 +1,7 @@ + +#pragma strict + +function Update () { + transform.localScale = Vector3.one * Random.Range(0.5,1.5); + transform.localEulerAngles.z = Random.Range(0,90.0); +} \ No newline at end of file diff --git a/Assets/Explosions/Scripts/MuzzleFlashAnimate.js.meta b/Assets/Explosions/Scripts/MuzzleFlashAnimate.js.meta new file mode 100644 index 0000000..406f624 --- /dev/null +++ b/Assets/Explosions/Scripts/MuzzleFlashAnimate.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0cdf562647f9346c492d3a7329db1756 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js b/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js new file mode 100644 index 0000000..5a10bbd --- /dev/null +++ b/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js @@ -0,0 +1,14 @@ + +#pragma strict + +public var maxScale : float = 5.0; +public var scaleSpeed : float = 2.0; +public var lifetime : float = 2.0; + +function Start () { + Destroy(gameObject, lifetime); +} + +function Update () { + transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one * maxScale, Time.deltaTime * scaleSpeed); +} \ No newline at end of file diff --git a/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js.meta b/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js.meta new file mode 100644 index 0000000..0a82d26 --- /dev/null +++ b/Assets/Explosions/Scripts/ScaleAndDestroyRefractSphere.js.meta @@ -0,0 +1,7 @@ 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a/Assets/Prefabs/Weapons/Missile.prefab b/Assets/Prefabs/Weapons/Missile.prefab new file mode 100644 index 0000000..f7fd262 Binary files /dev/null and b/Assets/Prefabs/Weapons/Missile.prefab differ diff --git a/Assets/Prefabs/Weapons/Missile.prefab.meta b/Assets/Prefabs/Weapons/Missile.prefab.meta new file mode 100644 index 0000000..6932c55 --- /dev/null +++ b/Assets/Prefabs/Weapons/Missile.prefab.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b04c9a5fb26e74c6ab1f6429b0801a1b diff --git a/Assets/Prefabs/Weapons/NoisyMissile.prefab b/Assets/Prefabs/Weapons/NoisyMissile.prefab new file mode 100644 index 0000000..9b51fab Binary files /dev/null and b/Assets/Prefabs/Weapons/NoisyMissile.prefab differ diff --git a/Assets/Prefabs/Weapons/NoisyMissile.prefab.meta b/Assets/Prefabs/Weapons/NoisyMissile.prefab.meta new file mode 100644 index 0000000..6237188 --- /dev/null +++ b/Assets/Prefabs/Weapons/NoisyMissile.prefab.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6b6ed0c7d67814717a4ec080aea5cdda diff --git a/Assets/Resources.meta b/Assets/Resources.meta new file mode 100644 index 0000000..6e66ef5 --- /dev/null +++ b/Assets/Resources.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f6e625f00dbd746689f91664842352b6 +DefaultImporter: + userData: diff --git a/Assets/Resources/BlurPassesForDof.shader b/Assets/Resources/BlurPassesForDof.shader new file mode 100644 index 0000000..8a9db17 --- /dev/null +++ b/Assets/Resources/BlurPassesForDof.shader @@ -0,0 +1,160 @@ +Shader "Hidden/BlurPassesForDOF" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + _TapMedium ("TapMedium (RGB)", 2D) = "" {} + _TapLow ("TapLow (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + float4 offsets; + float4 _Threshhold; + sampler2D _MainTex; + + struct v2f { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + float4 uv01 : TEXCOORD1; + float4 uv23 : TEXCOORD2; + float4 uv45 : TEXCOORD3; + }; + + struct v2fSingle { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); + o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; + o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; + + return o; + } + + v2fSingle vertSingleTex (appdata_img v) { + v2fSingle o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv.xy = v.texcoord.xy; + + return o; + } + + // std flat blur + + float4 fragBlurUnweighted (v2f i) : COLOR { + half4 blurredColor = float4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + blurredColor += sampleA; + blurredColor += sampleB * 1.25; + blurredColor += sampleC * 1.25; + blurredColor += sampleD * 1.75; + blurredColor += sampleE * 1.75; + + blurredColor /= 7.0; + // blurredColor.a = sampleA.a; + + return blurredColor; + } + + // special, more bokeh style style, weighted blur + + float4 fragBlur (v2f i) : COLOR { + half4 blurredColor = float4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.75, 1.75), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); + + sampleA.rgb = sampleA.rgb * sampleA.a; + sampleB.rgb = sampleB.rgb * sampleB.a * 1.25; + sampleC.rgb = sampleC.rgb * sampleC.a * 1.25; + sampleD.rgb = sampleD.rgb * sampleD.a * 1.75; + sampleE.rgb = sampleE.rgb * sampleE.a * 1.75; + + blurredColor += sampleA; + blurredColor += sampleB; + blurredColor += sampleC; + blurredColor += sampleD; + blurredColor += sampleE; + + blurredColor /= sum; + half4 color = blurredColor; + color.a = sampleA.a; + return color; + } + + // pass 2: + // happens before applying final coc/blur result to screen, + // mixes various low rez buffers according to settings etc + // (nice we can do it in half/quarter resolution) + + sampler2D _TapMedium; + sampler2D _TapLow; + + float4 fragMixMediumAndLowTap (v2fSingle i) : COLOR + { + half4 tapMedium = tex2D (_TapMedium, i.uv.xy); + half4 tapLow = tex2D (_TapLow, i.uv.xy); + + half blendLerp = saturate(tapLow.a * tapLow.a); + + tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, blendLerp * blendLerp); + + return tapLow; + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + Pass { + CGPROGRAM + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vert + #pragma fragment fragBlur + + ENDCG + } + Pass { + CGPROGRAM + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vert + #pragma fragment fragBlurUnweighted + + ENDCG + } + Pass { + CGPROGRAM + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertSingleTex + #pragma fragment fragMixMediumAndLowTap + + ENDCG + } +} + +Fallback off + +} // shader \ No newline at end of file diff --git a/Assets/Resources/BlurPassesForDof.shader.meta b/Assets/Resources/BlurPassesForDof.shader.meta new file mode 100644 index 0000000..3fa0bab --- /dev/null +++ b/Assets/Resources/BlurPassesForDof.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ab079e63059f340088f6b9c0e209bee1 diff --git a/Assets/Resources/ColoredNoise.shader b/Assets/Resources/ColoredNoise.shader new file mode 100644 index 0000000..1285733 --- /dev/null +++ b/Assets/Resources/ColoredNoise.shader @@ -0,0 +1,83 @@ + +Shader "Hidden/ColoredNoise" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _NoiseTex ("Noise (RGB)", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NoiseTex; + + #if SHADER_API_D3D9 + uniform half4 _MainTex_TexelSize; + #endif + + uniform half _NoiseAmount; + + struct v2f { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + #if SHADER_API_D3D9 + half4 uv_screen : TEXCOORD1; + #else + half2 uv_screen : TEXCOORD1; + #endif + }; + + v2f vert (appdata_img v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + + #if SHADER_API_D3D9 + o.uv_screen = v.vertex.xyxy; + if (_MainTex_TexelSize.y < 0) + o.uv_screen.y = 1-o.uv_screen.y; + #else + o.uv_screen = v.vertex.xy; + #endif + + #if SHADER_API_FLASH + o.uv.xy *= unity_NPOTScale.xy; + o.uv_screen.xy *= unity_NPOTScale.xy; + #endif + + return o; + } + + half4 frag ( v2f i ) : COLOR + { + half4 color = tex2D (_MainTex, i.uv_screen.xy); + half4 noise = (tex2D (_NoiseTex, i.uv.xy) ) * _NoiseAmount; + + noise *= (0.5-Luminance(color.rgb)); + + return color + noise; + } + + ENDCG + + SubShader { + ZTest Always Cull Off ZWrite Off Blend Off + Fog { Mode off } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + } + FallBack Off +} diff --git a/Assets/Resources/ColoredNoise.shader.meta b/Assets/Resources/ColoredNoise.shader.meta new file mode 100644 index 0000000..8c95d53 --- /dev/null +++ b/Assets/Resources/ColoredNoise.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 59027fb62f4ec427891b09546c07f7fa diff --git a/Assets/Resources/HeightDepthOfField.shader b/Assets/Resources/HeightDepthOfField.shader new file mode 100644 index 0000000..69632cf --- /dev/null +++ b/Assets/Resources/HeightDepthOfField.shader @@ -0,0 +1,297 @@ + Shader "Hidden/HeightDepthOfField" { + Properties { + _MainTex ("Base", 2D) = "" {} + _TapLowBackground ("TapLowBackground", 2D) = "" {} + _TapLowForeground ("TapLowForeground", 2D) = "" {} + _TapMedium ("TapMedium", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2fDofApply { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + sampler2D _CameraDepthTexture; + sampler2D _TapLowBackground; + sampler2D _TapLowForeground; + sampler2D _TapMedium; + + half4 _ObjectFocusParameter; + half4x4 _FrustumCornersWS; + half4 _CameraWS; + + uniform float4 _MainTex_TexelSize; + + v2fDofApply vertDofApply( appdata_img v ) { + v2fDofApply o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + return o; + } + + float _ForegroundBlurExtrude; + + struct v2fDown { + float4 pos : POSITION; + float2 uv0 : TEXCOORD0; + float2 uv[2] : TEXCOORD1; + }; + + uniform float2 _InvRenderTargetSize; + + v2fDown vertDownsample(appdata_img v) { + v2fDown o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv0.xy = v.texcoord.xy; + o.uv[0].xy = v.texcoord.xy + float2( -1.0, -1.0 ) * _InvRenderTargetSize; + o.uv[1].xy = v.texcoord.xy + float2( +1.0, -1.0 ) * _InvRenderTargetSize; + + return o; + } + + struct v2f_ws { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + float3 interpolatedRay : TEXCOORD1; + }; + + + v2f_ws vertWithWsReconstruct( appdata_img v ) + { + v2f_ws o; + + half3 tmpVertex = v.vertex.xyz; + + v.vertex.z = 0.1; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord; + + o.interpolatedRay = _FrustumCornersWS[(int)tmpVertex.z].xyz; + + return o; + } + + // @NOTE: this actually fucks with the clean mask, + // mixing COC weightes of foreground and background, + // the result however is not very perceivable + + half4 fragDownsample(v2fDown i) : COLOR { + float2 rowOfs[4]; + + rowOfs[0] = 0; + rowOfs[1] = half2(0.0, _InvRenderTargetSize.y); + rowOfs[2] = half2(0.0, _InvRenderTargetSize.y) * 2; + rowOfs[3] = half2(0.0, _InvRenderTargetSize.y) * 3; + + half4 color = (tex2D(_MainTex, i.uv0.xy)); + + color += (tex2D(_MainTex, i.uv[0].xy + rowOfs[0])); + color += (tex2D(_MainTex, i.uv[1].xy + rowOfs[0])); + color += (tex2D(_MainTex, i.uv[0].xy + rowOfs[2])); + color += (tex2D(_MainTex, i.uv[1].xy + rowOfs[2])); + + color /= 5; + + return color; + } + + half4 fragDofApplyBg (v2fDofApply i) : COLOR { + half4 finalColor = half4 (0.0, 0.0, 0.0, 1.0); + half4 tapHigh = tex2D (_MainTex, i.uv.xy); + half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); + + finalColor = lerp (tapHigh, tapLow, saturate(tapHigh.a * 2.0f)); + + return finalColor; + } + + half4 fragDofApplyBgDebug (v2fDofApply i) : COLOR { + half4 tapHigh = tex2D (_MainTex, i.uv.xy); + half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); + + // @NOTE: need to simulate the low rez pass mixing here + half4 tapMedium = tex2D (_TapMedium, i.uv.xy); + tapMedium.rgb = (tapMedium.rgb + half3 (1, 1, 0)) * 0.5; + tapLow.rgb = (tapLow.rgb + half3 (0, 1, 0)) * 0.5; + + tapLow = lerp (tapMedium, tapLow, saturate (tapLow.a * tapLow.a)); + tapLow = tapLow * 0.5 + tex2D (_TapLowBackground, i.uv.xy) * 0.5; + + return lerp (tapHigh, tapLow, tapHigh.a); + } + + half4 fragDofApplyFg (v2fDofApply i) : COLOR { + half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); + //half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); + half4 fgColor = tex2D(_MainTex,i.uv.xy); + + // many different ways to combine the blurred coc and the high resolution coc + // we are using the 2*blurredCoc-highResCoc from CallOfDuty, 'cause it seems to + // give most satisfying results for most cases + + //fgBlur.a = saturate(fgBlur.a*_ForegroundBlurWeight+saturate(fgColor.a-fgBlur.a)); + fgBlur.a = max (fgColor.a, (2.0 * fgBlur.a - fgColor.a)) * _ForegroundBlurExtrude; + + return lerp (fgColor, fgBlur, saturate(fgBlur.a)); + } + + half4 fragDofApplyFgDebug (v2fDofApply i) : COLOR { + half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); + half4 fgColor = tex2D(_MainTex,i.uv.xy); + + fgBlur.a = max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; + + half4 tapMedium = half4 (1, 1, 0, fgBlur.a); + tapMedium.rgb = 0.5 * (tapMedium.rgb + fgColor.rgb); + + fgBlur.rgb = 0.5 * (fgBlur.rgb + half3(0,1,0)); + fgBlur.rgb = lerp (tapMedium.rgb, fgBlur.rgb, saturate (fgBlur.a * fgBlur.a)); + + return lerp ( fgColor, fgBlur, saturate(fgBlur.a)); + } + + half4 fragCocBg (v2f_ws i) : COLOR { + float dpth = UNITY_SAMPLE_DEPTH(tex2D (_CameraDepthTexture, i.uv)); + dpth = Linear01Depth (dpth); + float3 wsDir = (_CameraWS.xyz + dpth * i.interpolatedRay); + half coc = saturate(_ObjectFocusParameter.y * (-wsDir.y + _ObjectFocusParameter.x - _ObjectFocusParameter.w)); + return coc; + } + + half4 fragCocAndColorFg (v2f_ws i) : COLOR { + half4 color = tex2D (_MainTex, i.uv.xy); + float dpth = UNITY_SAMPLE_DEPTH(tex2D (_CameraDepthTexture, i.uv)); + dpth = Linear01Depth (dpth); + float3 wsDir = (_CameraWS.xyz + dpth * i.interpolatedRay); + + half coc = saturate(_ObjectFocusParameter.y * ((-_ObjectFocusParameter.x - _ObjectFocusParameter.w) + wsDir.y)); + color.a = coc; + + return color; + } + + ENDCG + +Subshader { + + // pass 0 + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertDofApply + #pragma fragment fragDofApplyBg + #pragma exclude_renderers flash + + ENDCG + } + + // pass 1 + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertDofApply + #pragma fragment fragDofApplyFgDebug + #pragma exclude_renderers flash + + ENDCG + } + + // pass 2 + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertDofApply + #pragma fragment fragDofApplyBgDebug + #pragma exclude_renderers flash + + ENDCG + } + + // pass 3 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask A + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertWithWsReconstruct + #pragma fragment fragCocBg + #pragma exclude_renderers flash + + ENDCG + } + + + // pass 4 + + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + ColorMask RGB + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertDofApply + #pragma fragment fragDofApplyFg + #pragma exclude_renderers flash + + ENDCG + } + + // pass 5 + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertWithWsReconstruct + #pragma fragment fragCocAndColorFg + #pragma exclude_renderers flash + + ENDCG + } + + // pass 6 + + Pass { + ZTest Always Cull Off ZWrite Off + Fog { Mode off } + + CGPROGRAM + #pragma fragmentoption ARB_precision_hint_fastest + #pragma vertex vertDownsample + #pragma fragment fragDownsample + #pragma exclude_renderers flash + + ENDCG + } + + } + +Fallback off + +} diff --git a/Assets/Resources/HeightDepthOfField.shader.meta b/Assets/Resources/HeightDepthOfField.shader.meta new file mode 100644 index 0000000..94239db --- /dev/null +++ b/Assets/Resources/HeightDepthOfField.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c8cc60236143f4ec59b76421156c9eda diff --git a/Assets/Resources/MobileBloom.shader b/Assets/Resources/MobileBloom.shader new file mode 100644 index 0000000..c2954d4 --- /dev/null +++ b/Assets/Resources/MobileBloom.shader @@ -0,0 +1,198 @@ + +Shader "Hidden/MobileBloom" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Bloom ("Bloom (RGB)", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _Bloom; + + uniform fixed4 _ColorMix; + + uniform half4 _MainTex_TexelSize; + uniform fixed4 _Parameter; + + #define ONE_MINUS_INTENSITY _Parameter.w + + struct v2f_simple { + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + }; + + struct v2f_withMaxCoords { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 uv2[4] : TEXCOORD1; + }; + + struct v2f_withBlurCoords { + half4 pos : SV_POSITION; + half2 uv2[4] : TEXCOORD0; + }; + + v2f_simple vertBloom (appdata_img v) + { + v2f_simple o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xyxy; + #if SHADER_API_D3D9 + if (_MainTex_TexelSize.y < 0.0) + o.uv.w = 1.0 - o.uv.w; + #endif + return o; + } + + v2f_withMaxCoords vertMax (appdata_img v) + { + v2f_withMaxCoords o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord; + o.uv2[0] = v.texcoord + _MainTex_TexelSize.xy * half2(1.5,1.5); + o.uv2[1] = v.texcoord + _MainTex_TexelSize.xy * half2(-1.5,1.5); + o.uv2[2] = v.texcoord + _MainTex_TexelSize.xy * half2(-1.5,-1.5); + o.uv2[3] = v.texcoord + _MainTex_TexelSize.xy * half2(1.5,-1.5); + return o; + } + + v2f_withBlurCoords vertBlurVertical (appdata_img v) + { + v2f_withBlurCoords o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv2[0] = v.texcoord + _MainTex_TexelSize.xy * half2(0.0, -1.5); + o.uv2[1] = v.texcoord + _MainTex_TexelSize.xy * half2(0.0, -0.5); + o.uv2[2] = v.texcoord + _MainTex_TexelSize.xy * half2(0.0, 0.5); + o.uv2[3] = v.texcoord + _MainTex_TexelSize.xy * half2(0.0, 1.5); + return o; + } + + v2f_withBlurCoords vertBlurHorizontal (appdata_img v) + { + v2f_withBlurCoords o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv2[0] = v.texcoord + _MainTex_TexelSize.xy * half2(-1.5, 0.0); + o.uv2[1] = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5, 0.0); + o.uv2[2] = v.texcoord + _MainTex_TexelSize.xy * half2(0.5, 0.0); + o.uv2[3] = v.texcoord + _MainTex_TexelSize.xy * half2(1.5, 0.0); + return o; + } + + fixed4 fragBloom ( v2f_simple i ) : COLOR + { + fixed4 color = tex2D(_MainTex, i.uv.xy); + return color + tex2D(_Bloom, i.uv.zw); + } + + fixed4 fragBloomWithColorMix ( v2f_simple i ) : COLOR + { + fixed4 color = tex2D(_MainTex, i.uv.xy); + + half colorDistance = Luminance(abs(color.rgb-_ColorMix.rgb)); + color = lerp(color, _ColorMix, (_Parameter.x*colorDistance)); + color += tex2D(_Bloom, i.uv.zw); + + return color; + } + + fixed4 fragMaxWithPain ( v2f_withMaxCoords i ) : COLOR + { + fixed4 color = tex2D(_MainTex, i.uv.xy); + color = max(color, tex2D (_MainTex, i.uv2[0])); + color = max(color, tex2D (_MainTex, i.uv2[1])); + color = max(color, tex2D (_MainTex, i.uv2[2])); + color = max(color, tex2D (_MainTex, i.uv2[3])); + return saturate(color + half4(0.25,0,0,0) - ONE_MINUS_INTENSITY); + } + + fixed4 fragMax ( v2f_withMaxCoords i ) : COLOR + { + fixed4 color = tex2D(_MainTex, i.uv.xy); + color = max(color, tex2D (_MainTex, i.uv2[0])); + color = max(color, tex2D (_MainTex, i.uv2[1])); + color = max(color, tex2D (_MainTex, i.uv2[2])); + color = max(color, tex2D (_MainTex, i.uv2[3])); + return saturate(color - ONE_MINUS_INTENSITY); + } + + fixed4 fragBlurForFlares ( v2f_withBlurCoords i ) : COLOR + { + fixed4 color = tex2D (_MainTex, i.uv2[0]); + color += tex2D (_MainTex, i.uv2[1]); + color += tex2D (_MainTex, i.uv2[2]); + color += tex2D (_MainTex, i.uv2[3]); + return color * 0.25; + } + + ENDCG + + SubShader { + ZTest Always Cull Off ZWrite Off Blend Off + Fog { Mode off } + + // 0 + Pass { + CGPROGRAM + + #pragma vertex vertBloom + #pragma fragment fragBloom + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + // 1 + Pass { + CGPROGRAM + + #pragma vertex vertMax + #pragma fragment fragMax + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + // 2 + Pass { + CGPROGRAM + + #pragma vertex vertBlurVertical + #pragma fragment fragBlurForFlares + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + // 3 + Pass { + CGPROGRAM + + #pragma vertex vertBlurHorizontal + #pragma fragment fragBlurForFlares + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + // 4 + Pass { + CGPROGRAM + + #pragma vertex vertBloom + #pragma fragment fragBloomWithColorMix + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + // 5 + Pass { + CGPROGRAM + + #pragma vertex vertMax + #pragma fragment fragMaxWithPain + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } + } + FallBack Off +} diff --git a/Assets/Resources/MobileBloom.shader.meta b/Assets/Resources/MobileBloom.shader.meta new file mode 100644 index 0000000..577b8cc --- /dev/null +++ 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b/Assets/Scripts/AI/AI.js @@ -0,0 +1,67 @@ +#pragma strict + +// Public member data +public var behaviourOnSpotted : MonoBehaviour; +public var soundOnSpotted : AudioClip; +public var behaviourOnLostTrack : MonoBehaviour; + +// Private memeber data +private var character : Transform; +private var player : Transform; +private var insideInterestArea : boolean = true; + +function Awake () { + character = transform; + player = GameObject.FindWithTag ("Player").transform; +} + +function OnEnable () { + behaviourOnLostTrack.enabled = true; + behaviourOnSpotted.enabled = false; +} + +function OnTriggerEnter (other : Collider) { + if (other.transform == player && CanSeePlayer ()) { + OnSpotted (); + } +} + +function OnEnterInterestArea () { + insideInterestArea = true; +} + +function OnExitInterestArea () { + insideInterestArea = false; + OnLostTrack (); +} + +function OnSpotted () { + if (!insideInterestArea) + return; + if (!behaviourOnSpotted.enabled) { + behaviourOnSpotted.enabled = true; + behaviourOnLostTrack.enabled = false; + + if (audio && soundOnSpotted) { + audio.clip = soundOnSpotted; + audio.Play (); + } + } +} + +function OnLostTrack () { + if (!behaviourOnLostTrack.enabled) { + behaviourOnLostTrack.enabled = true; + behaviourOnSpotted.enabled = false; + } +} + +function CanSeePlayer () : boolean { + var playerDirection : Vector3 = (player.position - character.position); + var hit : RaycastHit; + Physics.Raycast (character.position, playerDirection, hit, playerDirection.magnitude); + if (hit.collider && hit.collider.transform == player) { + return true; + } + return false; +} diff --git a/Assets/Scripts/AI/AI.js.meta b/Assets/Scripts/AI/AI.js.meta new file mode 100644 index 0000000..f4e9aa3 --- /dev/null +++ b/Assets/Scripts/AI/AI.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: eb6e22f32d1ef42f28882da13fb49f4b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/AttackMoveController.js b/Assets/Scripts/AI/AttackMoveController.js new file mode 100644 index 0000000..c21370b --- /dev/null +++ b/Assets/Scripts/AI/AttackMoveController.js @@ -0,0 +1,89 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; + +public var targetDistanceFront : float = 2.5; +public var targetDistanceBack : float = 1.0; + +public var weaponBehaviour : MonoBehaviour; + +// Private memeber data +private var character : Transform; +private var nextPatrolPoint : int = 0; + +private var player : Transform; + +private var goingRight : float = 1; +private var directionChangeTime : float = 0; + +function Awake () { + character = motor.transform; + player = GameObject.FindWithTag ("Player").transform; +} + +function OnEnable () { + if (weaponBehaviour) + weaponBehaviour.enabled = true; +} + +function OnDisable () { + if (weaponBehaviour) + weaponBehaviour.enabled = false; +} + +function Update () { + // Calculate the direction from the player to this character + var playerToCharacterDirection : Vector3 = (character.position - player.position); + //playerToCharacterDirection.y = 0; + playerToCharacterDirection.Normalize (); + + // Set this character to face the player, + // that is, to face the direction from this character to the player + motor.facingDirection = -playerToCharacterDirection; + + // Calculate the angle in degrees this character is away from the front of the character. + // If this character is in front of the player, the angle is 0, + // to the side is 90 and behind is 180. + var degreesFromPlayerForward : float = Vector3.Angle (playerToCharacterDirection, player.forward); + + // If not almost directly in front of the player, base the direction on what + // is the shortest route to get behind the player: Left or right way around. + if (degreesFromPlayerForward > 30) { + goingRight = Mathf.Sign (Vector3.Dot (-playerToCharacterDirection, player.right)); + directionChangeTime = Time.time; + } + // If this character has stayed in front of the player for more than a little while, + // change direction to the other way around. This avoids some cases of the character + // getting stuck while the player is aiming at him. + else if (Time.time > directionChangeTime + 0.8) { + goingRight = -goingRight; + directionChangeTime = Time.time; + } + + // behindFactor is how much this character is behind the player. + // 0 degrees is a value of 0 and 90 degrees or more is a value of 1. + var behindFactor : float = Mathf.InverseLerp (0, 90, degreesFromPlayerForward); + + // Lerp the target distance between the front and back target distances based on the behindFactor + var targetDistance : float = Mathf.Lerp (targetDistanceFront, targetDistanceBack, behindFactor); + + // Calculate the targetPosition + var targetPosition : Vector3 = player.position + playerToCharacterDirection * targetDistance; + + // If this character is not already behind the player, strafe sideways to get behind + if (degreesFromPlayerForward < 120) + targetPosition += character.right * goingRight; + + // Calculate the target vector that this character should move along + // to reach the target position + var targetVector : Vector3 = targetPosition - character.position; + targetVector.y = 0; + + // Make sure the target vector doesn't exceed a length if one + if (targetVector.sqrMagnitude > 1) + targetVector.Normalize (); + + // Smooth the movement direction a bit so this character doesn't change direction abruptly + motor.movementDirection = targetVector; +} diff --git a/Assets/Scripts/AI/AttackMoveController.js.meta b/Assets/Scripts/AI/AttackMoveController.js.meta new file mode 100644 index 0000000..8c916fb --- /dev/null +++ b/Assets/Scripts/AI/AttackMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d784352abaf3b4188831bd0f32f8736b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js b/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js new file mode 100644 index 0000000..c5b50bf --- /dev/null +++ b/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js @@ -0,0 +1,86 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; +public var electricArc : LineRenderer; +public var zapSound : AudioClip; +public var damageAmount : float = 5.0f; + +private var player : Transform; +private var character : Transform; +private var spawnPos : Vector3; +private var startTime : float; +private var threatRange : boolean = false; +private var direction : Vector3; +private var rechargeTimer : float = 1.0f; +private var audioSource : AudioSource; +private var zapNoise : Vector3 = Vector3.zero; + +function Awake () { + character = motor.transform; + player = GameObject.FindWithTag ("Player").transform; + + spawnPos = character.position; + audioSource = GetComponent. (); +} + +function Start () { + startTime = Time.time; + motor.movementTarget = spawnPos; + threatRange = false; +} + +function Update () { + motor.movementTarget = player.position; + direction = (player.position - character.position); + + threatRange = false; + if (direction.magnitude < 2.0f) { + threatRange = true; + motor.movementTarget = Vector3.zero; + } + + rechargeTimer -= Time.deltaTime; + + if (rechargeTimer < 0.0f && threatRange && Vector3.Dot (character.forward, direction) > 0.8f) { + zapNoise = Vector3 (Random.Range (-1.0f, 1.0f), 0.0f, Random.Range(-1.0f, 1.0f)) * 0.5f; + var targetHealth : Health = player.GetComponent. (); + if (targetHealth) { + var playerDir : Vector3 = player.position - character.position; + var playerDist : float = playerDir.magnitude; + playerDir /= playerDist; + targetHealth.OnDamage (damageAmount / (1.0f + zapNoise.magnitude), -playerDir); + } + + DoElectricArc(); + + rechargeTimer = Random.Range (1.0f, 2.0f); + } +} + +function DoElectricArc () { + if (electricArc.enabled) + return; + // Play attack sound + + audioSource.clip = zapSound; + audioSource.Play (); + //buzz.didChargeEffect = false; + + // Show electric arc + electricArc.enabled = true; + + zapNoise = transform.rotation * zapNoise; + + // Offset electric arc texture while it's visible + var stopTime : float = Time.time + 0.2; + while (Time.time < stopTime) { + electricArc.SetPosition (0, electricArc.transform.position); + electricArc.SetPosition (1, player.position + zapNoise); + electricArc.sharedMaterial.mainTextureOffset.x = Random.value; + yield; + } + + // Hide electric arc + electricArc.enabled = false; +} \ No newline at end of file diff --git a/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js.meta b/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js.meta new file mode 100644 index 0000000..97911d9 --- /dev/null +++ b/Assets/Scripts/AI/BuzzerKamikazeControllerAndAi.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0c3c8f89e52f0478a978f0ea85ac671a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/DisableOutsideRadius.js b/Assets/Scripts/AI/DisableOutsideRadius.js new file mode 100644 index 0000000..ab55a88 --- /dev/null +++ b/Assets/Scripts/AI/DisableOutsideRadius.js @@ -0,0 +1,41 @@ +#pragma strict + +@script RequireComponent (SphereCollider) + +private var target : GameObject; +private var sphereCollider : SphereCollider; +private var activeRadius : float; + +function Awake () { + target = transform.parent.gameObject; + sphereCollider = GetComponent. (); + activeRadius = sphereCollider.radius; + + Disable (); +} + +function OnTriggerEnter (other : Collider) { + if (other.tag == "Player" && target.transform.parent == transform) { + Enable (); + } +} + +function OnTriggerExit (other : Collider) { + if (other.tag == "Player") { + Disable (); + } +} + +function Disable () { + transform.parent = target.transform.parent; + target.transform.parent = transform; + target.SetActive (false); + sphereCollider.radius = activeRadius; +} + +function Enable () { + target.transform.parent = transform.parent; + target.SetActive (true); + transform.parent = target.transform; + sphereCollider.radius = activeRadius * 1.1; +} diff --git a/Assets/Scripts/AI/DisableOutsideRadius.js.meta b/Assets/Scripts/AI/DisableOutsideRadius.js.meta new file mode 100644 index 0000000..8676f96 --- /dev/null +++ b/Assets/Scripts/AI/DisableOutsideRadius.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: de5c6e70ca9d046ceae3e8a5bab50c32 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/MechAttackMoveController.js b/Assets/Scripts/AI/MechAttackMoveController.js new file mode 100644 index 0000000..8576f4e --- /dev/null +++ b/Assets/Scripts/AI/MechAttackMoveController.js @@ -0,0 +1,114 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; +public var head : Transform; + +public var targetDistanceMin : float = 3.0; +public var targetDistanceMax : float = 4.0; + +public var weaponBehaviours : MonoBehaviour[]; +public var fireFrequency : float = 2; + +// Private memeber data +private var ai : AI; + +private var character : Transform; + +private var player : Transform; + +private var inRange : boolean = false; +private var nextRaycastTime : float = 0; +private var lastRaycastSuccessfulTime : float = 0; +private var noticeTime : float = 0; + +private var firing : boolean = false; +private var lastFireTime : float = -1; +private var nextWeaponToFire : int = 0; + +function Awake () { + character = motor.transform; + player = GameObject.FindWithTag ("Player").transform; + ai = transform.parent.GetComponentInChildren. (); +} + +function OnEnable () { + inRange = false; + nextRaycastTime = Time.time + 1; + lastRaycastSuccessfulTime = Time.time; + noticeTime = Time.time; +} + +function OnDisable () { + Shoot (false); +} + +function Shoot (state : boolean) { + firing = state; +} + +function Fire () { + if (weaponBehaviours[nextWeaponToFire]) { + weaponBehaviours[nextWeaponToFire].SendMessage ("Fire"); + nextWeaponToFire = (nextWeaponToFire + 1) % weaponBehaviours.Length; + lastFireTime = Time.time; + } +} + +function Update () { + // Calculate the direction from the player to this character + var playerDirection : Vector3 = (player.position - character.position); + playerDirection.y = 0; + var playerDist : float = playerDirection.magnitude; + playerDirection /= playerDist; + + // Set this character to face the player, + // that is, to face the direction from this character to the player + motor.facingDirection = playerDirection; + + // For a short moment after noticing player, + // only look at him but don't walk towards or attack yet. + if (Time.time < noticeTime + 1.5) { + motor.movementDirection = Vector3.zero; + return; + } + + if (inRange && playerDist > targetDistanceMax) + inRange = false; + if (!inRange && playerDist < targetDistanceMin) + inRange = true; + + if (inRange) + motor.movementDirection = Vector3.zero; + else + motor.movementDirection = playerDirection; + + if (Time.time > nextRaycastTime) { + nextRaycastTime = Time.time + 1; + if (ai.CanSeePlayer ()) { + lastRaycastSuccessfulTime = Time.time; + if (IsAimingAtPlayer ()) + Shoot (true); + else + Shoot (false); + } + else { + Shoot (false); + if (Time.time > lastRaycastSuccessfulTime + 5) { + ai.OnLostTrack (); + } + } + } + + if (firing) { + if (Time.time > lastFireTime + 1 / fireFrequency) { + Fire (); + } + } +} + +function IsAimingAtPlayer () : boolean { + var playerDirection : Vector3 = (player.position - head.position); + playerDirection.y = 0; + return Vector3.Angle (head.forward, playerDirection) < 15; +} \ No newline at end of file diff --git a/Assets/Scripts/AI/MechAttackMoveController.js.meta b/Assets/Scripts/AI/MechAttackMoveController.js.meta new file mode 100644 index 0000000..ecca486 --- /dev/null +++ b/Assets/Scripts/AI/MechAttackMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d639edc758d8545a0a0d8d4ff76b172d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/PatrolMoveController.js b/Assets/Scripts/AI/PatrolMoveController.js new file mode 100644 index 0000000..d42acde --- /dev/null +++ b/Assets/Scripts/AI/PatrolMoveController.js @@ -0,0 +1,62 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; + +public var patrolRoute : PatrolRoute; +public var patrolPointRadius : float = 0.5; + +// Private memeber data +private var character : Transform; +private var nextPatrolPoint : int = 0; +private var patrolDirection : int = 1; + +function Start () { + character = motor.transform; + patrolRoute.Register (transform.parent.gameObject); +} + +function OnEnable () { + nextPatrolPoint = patrolRoute.GetClosestPatrolPoint (transform.position); +} + +function OnDestroy () { + patrolRoute.UnRegister (transform.parent.gameObject); +} + +function Update () { + // Early out if there are no patrol points + if (patrolRoute == null || patrolRoute.patrolPoints.Count == 0) + return; + + // Find the vector towards the next patrol point. + var targetVector : Vector3 = patrolRoute.patrolPoints[nextPatrolPoint].position - character.position; + targetVector.y = 0; + + // If the patrol point has been reached, select the next one. + if (targetVector.sqrMagnitude < patrolPointRadius * patrolPointRadius) { + nextPatrolPoint += patrolDirection; + if (nextPatrolPoint < 0) { + nextPatrolPoint = 1; + patrolDirection = 1; + } + if (nextPatrolPoint >= patrolRoute.patrolPoints.Count) { + if (patrolRoute.pingPong) { + patrolDirection = -1; + nextPatrolPoint = patrolRoute.patrolPoints.Count - 2; + } + else { + nextPatrolPoint = 0; + } + } + } + + // Make sure the target vector doesn't exceed a length if one + if (targetVector.sqrMagnitude > 1) + targetVector.Normalize (); + + // Set the movement direction. + motor.movementDirection = targetVector; + // Set the facing direction. + motor.facingDirection = targetVector; +} diff --git a/Assets/Scripts/AI/PatrolMoveController.js.meta b/Assets/Scripts/AI/PatrolMoveController.js.meta new file mode 100644 index 0000000..0258f2e --- /dev/null +++ b/Assets/Scripts/AI/PatrolMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a685882b5e1e7478fb81449fe0713a92 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/PatrolPoint.js b/Assets/Scripts/AI/PatrolPoint.js new file mode 100644 index 0000000..36649b6 --- /dev/null +++ b/Assets/Scripts/AI/PatrolPoint.js @@ -0,0 +1,7 @@ +#pragma strict + +var position : Vector3; + +function Awake () { + position = transform.position; +} \ No newline at end of file diff --git a/Assets/Scripts/AI/PatrolPoint.js.meta b/Assets/Scripts/AI/PatrolPoint.js.meta new file mode 100644 index 0000000..1806956 --- /dev/null +++ b/Assets/Scripts/AI/PatrolPoint.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9a404b899ecb54ee6892c1beef12a693 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/PatrolRoute.js b/Assets/Scripts/AI/PatrolRoute.js new file mode 100644 index 0000000..53f7512 --- /dev/null +++ b/Assets/Scripts/AI/PatrolRoute.js @@ -0,0 +1,138 @@ +#pragma strict + +// TODO: Wait for this - will work in 3.3 +//import System.Collections.Generic; + +@script RequireComponent (Collider) + +public var pingPong : boolean = false; +// TODO: In Unity 3.3 remove the System.Collections.Generic and impoprt the namespace instead +public var patrolPoints : System.Collections.Generic.List. = new System.Collections.Generic.List. (); + +private var activePatrollers : System.Collections.Generic.List. = new System.Collections.Generic.List. (); + +function Register (go : GameObject) { + activePatrollers.Add (go); +} + +function UnRegister (go : GameObject) { + activePatrollers.Remove (go); +} + +function OnTriggerEnter (other : Collider) { + if (activePatrollers.Contains (other.gameObject)) { + var ai : AI = other.gameObject.GetComponentInChildren. (); + if (ai) + ai.OnEnterInterestArea (); + } +} + +function OnTriggerExit (other : Collider) { + if (activePatrollers.Contains (other.gameObject)) { + var ai : AI = other.gameObject.GetComponentInChildren. (); + if (ai) + ai.OnExitInterestArea (); + } +} + +function GetClosestPatrolPoint (pos : Vector3) : int { + if (patrolPoints.Count == 0) + return 0; + + var shortestDist : float = Mathf.Infinity; + var shortestIndex : int = 0; + for (var i : int = 0; i < patrolPoints.Count; i++) { + patrolPoints[i].position = patrolPoints[i].transform.position; + var dist : float = (patrolPoints[i].position - pos).sqrMagnitude; + if (dist < shortestDist) { + shortestDist = dist; + shortestIndex = i; + } + } + + // If going towards the closest point makes us go in the wrong direction, + // choose the next point instead. + if (!pingPong || shortestIndex < patrolPoints.Count - 1) { + var nextIndex : int = (shortestIndex + 1) % patrolPoints.Count; + var angle : float = Vector3.Angle ( + patrolPoints[nextIndex].position - patrolPoints[shortestIndex].position, + patrolPoints[shortestIndex].position - pos + ); + if (angle > 120) + shortestIndex = nextIndex; + } + + return shortestIndex; +} + +function OnDrawGizmos () { + if (patrolPoints.Count == 0) + return; + + Gizmos.color = Color (0.5, 0.5, 1.0); + + var lastPoint : Vector3 = patrolPoints[0].transform.position; + var loopCount = patrolPoints.Count; + if (pingPong) + loopCount--; + for (var i : int = 0; i < loopCount; i++) { + if (!patrolPoints[i]) + break; + var newPoint = patrolPoints[(i + 1) % patrolPoints.Count].transform.position; + Gizmos.DrawLine (lastPoint, newPoint); + lastPoint = newPoint; + } +} + +function GetIndexOfPatrolPoint (point : PatrolPoint) { + for (var i : int = 0; i < patrolPoints.Count; i++) { + if (patrolPoints[i] == point) + return i; + } + return -1; +} + +function InsertPatrolPointAt (index : int) : GameObject { + var go = new GameObject ("PatrolPoint", PatrolPoint); + go.transform.parent = transform; + var count : int = patrolPoints.Count; + + if (count == 0) { + go.transform.localPosition = Vector3.zero; + patrolPoints.Add(go.GetComponent.()); + } + else { + if (!pingPong || (index > 0 && index < count) || count < 2) { + index = index % count; + var prevIndex : int = index - 1; + if (prevIndex < 0) + prevIndex += count; + + go.transform.position = ( + patrolPoints[prevIndex].transform.position + + patrolPoints[index].transform.position + ) * 0.5; + } + else if (index == 0) { + go.transform.position = ( + patrolPoints[0].transform.position * 2 + - patrolPoints[1].transform.position + ); + } + else { + go.transform.position = ( + patrolPoints[count-1].transform.position * 2 + - patrolPoints[count-2].transform.position + ); + } + patrolPoints.Insert(index, go.GetComponent.()); + } + + return go; +} + +function RemovePatrolPointAt (index : int) { + var go : GameObject = patrolPoints[index].gameObject; + patrolPoints.RemoveAt (index); + DestroyImmediate (go); +} diff --git a/Assets/Scripts/AI/PatrolRoute.js.meta b/Assets/Scripts/AI/PatrolRoute.js.meta new file mode 100644 index 0000000..31543a1 --- /dev/null +++ b/Assets/Scripts/AI/PatrolRoute.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8917f9ac0b90f49e1af4e3c151734241 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/SpiderAttackMoveController.js b/Assets/Scripts/AI/SpiderAttackMoveController.js new file mode 100644 index 0000000..eabed9e --- /dev/null +++ b/Assets/Scripts/AI/SpiderAttackMoveController.js @@ -0,0 +1,142 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; + +public var targetDistanceMin : float = 2.0; +public var targetDistanceMax : float = 3.0; +public var proximityDistance : float = 4.0; +public var damageRadius : float = 5.0; +public var proximityBuildupTime : float = 2.0; +public var proximityOfNoReturn : float = 0.6; +public var damageAmount : float = 30.0; +public var proximityRenderer : Renderer; +public var audioSource : AudioSource; +public var blinkComponents : SelfIlluminationBlink[]; +public var blinkPlane : GlowPlane; + +public var intentionalExplosion : GameObject; +public var animationBehaviour : MonoBehaviour; + +// Private memeber data +private var ai : AI; + +private var character : Transform; + +private var player : Transform; + +private var inRange : boolean = false; +private var nextRaycastTime : float = 0; +private var lastRaycastSuccessfulTime : float = 0; +private var proximityLevel : float = 0; +private var lastBlinkTime : float = 0; +private var noticeTime : float = 0; + +function Awake () { + character = motor.transform; + player = GameObject.FindWithTag ("Player").transform; + ai = transform.parent.GetComponentInChildren. (); + if (!blinkComponents.Length) + blinkComponents = transform.parent.GetComponentsInChildren. (); +} + +function OnEnable () { + inRange = false; + nextRaycastTime = Time.time; + lastRaycastSuccessfulTime = Time.time; + noticeTime = Time.time; + animationBehaviour.enabled = true; + if (blinkPlane) + blinkPlane.renderer.enabled = false; +} + +function OnDisable () { + if (proximityRenderer == null) + Debug.LogError ("proximityRenderer is null", this); + else if (proximityRenderer.material == null) + Debug.LogError ("proximityRenderer.material is null", this); + else + proximityRenderer.material.color = Color.white; + if (blinkPlane) + blinkPlane.renderer.enabled = false; +} + +function Update () { + if (Time.time < noticeTime + 0.7) { + motor.movementDirection = Vector3.zero; + return; + } + + // Calculate the direction from the player to this character + var playerDirection : Vector3 = (player.position - character.position); + playerDirection.y = 0; + var playerDist : float = playerDirection.magnitude; + playerDirection /= playerDist; + + // Set this character to face the player, + // that is, to face the direction from this character to the player + //motor.facingDirection = playerDirection; + + if (inRange && playerDist > targetDistanceMax) + inRange = false; + if (!inRange && playerDist < targetDistanceMin) + inRange = true; + + if (inRange) + motor.movementDirection = Vector3.zero; + else + motor.movementDirection = playerDirection; + + if ((playerDist < proximityDistance && Time.time < lastRaycastSuccessfulTime + 1) || proximityLevel > proximityOfNoReturn) + proximityLevel += Time.deltaTime / proximityBuildupTime; + else + proximityLevel -= Time.deltaTime / proximityBuildupTime; + + proximityLevel = Mathf.Clamp01 (proximityLevel); + //proximityRenderer.material.color = Color.Lerp (Color.blue, Color.red, proximityLevel); + if (proximityLevel == 1) + Explode (); + + if (Time.time > nextRaycastTime) { + nextRaycastTime = Time.time + 1; + if (ai.CanSeePlayer ()) { + lastRaycastSuccessfulTime = Time.time; + } + else { + if (Time.time > lastRaycastSuccessfulTime + 2) { + ai.OnLostTrack (); + } + } + } + + var deltaBlink = 1 / Mathf.Lerp (2, 15, proximityLevel); + if (Time.time > lastBlinkTime + deltaBlink) { + lastBlinkTime = Time.time; + proximityRenderer.material.color = Color.red; + if (audioSource.enabled) + { + audioSource.Play (); + } + for (var comp : SelfIlluminationBlink in blinkComponents) { + comp.Blink (); + } + if (blinkPlane) + blinkPlane.renderer.enabled = !blinkPlane.renderer.enabled; + } + if (Time.time > lastBlinkTime + 0.04) { + proximityRenderer.material.color = Color.white; + } +} + +function Explode () { + var damageFraction : float = 1 - (Vector3.Distance (player.position, character.position) / damageRadius); + + var targetHealth : Health = player.GetComponent. (); + if (targetHealth) { + // Apply damage + targetHealth.OnDamage (damageAmount * damageFraction, character.position - player.position); + } + player.rigidbody.AddExplosionForce (10, character.position, damageRadius, 0.0, ForceMode.Impulse); + Spawner.Spawn (intentionalExplosion, transform.position, Quaternion.identity); + Spawner.Destroy (character.gameObject); +} diff --git a/Assets/Scripts/AI/SpiderAttackMoveController.js.meta b/Assets/Scripts/AI/SpiderAttackMoveController.js.meta new file mode 100644 index 0000000..9d7594e --- /dev/null +++ b/Assets/Scripts/AI/SpiderAttackMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a1faac4a799dd4e8bb9040d595af2ae1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/SpiderReturnMoveController.js b/Assets/Scripts/AI/SpiderReturnMoveController.js new file mode 100644 index 0000000..53cdf3f --- /dev/null +++ b/Assets/Scripts/AI/SpiderReturnMoveController.js @@ -0,0 +1,33 @@ +#pragma strict + +// Public member data +public var motor : MovementMotor; + +// Private memeber data +private var ai : AI; + +private var character : Transform; +private var spawnPos : Vector3; +public var animationBehaviour : MonoBehaviour; + +function Awake () { + character = motor.transform; + ai = transform.parent.GetComponentInChildren. (); + spawnPos = character.position; +} + +function Update () { + motor.movementDirection = spawnPos - character.position; + motor.movementDirection.y = 0; + if (motor.movementDirection.sqrMagnitude > 1) + motor.movementDirection = motor.movementDirection.normalized; + + if (motor.movementDirection.sqrMagnitude < 0.01) { + character.position = new Vector3 (spawnPos.x, character.position.y, spawnPos.z); + motor.rigidbody.velocity = Vector3.zero; + motor.rigidbody.angularVelocity = Vector3.zero; + motor.movementDirection = Vector3.zero; + enabled = false; + animationBehaviour.enabled = false; + } +} diff --git a/Assets/Scripts/AI/SpiderReturnMoveController.js.meta b/Assets/Scripts/AI/SpiderReturnMoveController.js.meta new file mode 100644 index 0000000..5a2b2c0 --- /dev/null +++ b/Assets/Scripts/AI/SpiderReturnMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e2cda9a06a2cf41a8a847fcf1331d16f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/AI/SwarmAI.js b/Assets/Scripts/AI/SwarmAI.js new file mode 100644 index 0000000..9b009c8 --- /dev/null +++ b/Assets/Scripts/AI/SwarmAI.js @@ -0,0 +1,230 @@ +#pragma strict + +class BuzzerData { + var transform : Transform; + var motor : MovementMotor; + var audio : AudioSource; + var charged : float = 0; + var didChargeEffect : boolean = false; + var sign : int; + var chargeMaterial : Material; + var spawnPosition : Vector3; + var spawnRotation : Quaternion; + var electricBall : ParticleEmitter; + var electricArc : LineRenderer; +} + +class SwarmAI extends MonoBehaviour { + public var buzzers : MovementMotor[]; + public var zapDist : float = 2.3; + public var slowDownDist : float = 1.0; + public var rechargeDist : float = 5.5; + public var chargeTime : float = 6.0; + public var visibleChargeFraction : float = 0.8; + public var nonAttackSpeedFactor : float = 0.2; + public var damageAmount : float = 5.0; + public var minTimeBetweenAttacks : float = 1.0; + public var zapSound : AudioClip; + public var rechargeSound : AudioClip; + + // Private memeber data + private var buzz : System.Collections.Generic.List.; + private var player : Transform; + private var attacking : boolean = false; + private var attackerIndex : int = 0; + private var nextAttackTime : float = 0; + + function Awake () { + player = GameObject.FindWithTag ("Player").transform; + + buzz = new System.Collections.Generic.List. (); + for (var i : int = 0; i (); + buzz.Add (buzzer); + } + buzz[attackerIndex].charged = 0.5; + } + + function OnTriggerEnter (other : Collider) { + if (other.transform == player) { + attacking = true; + for (var i : int = 0; i=0; c--) { + if (buzz[c].transform == null) { + buzz.RemoveAt (c); + if (buzz.Count > 0) + attackerIndex = attackerIndex % buzz.Count; + } + } + if (buzz.Count == 0) + return; + + if (attacking) + UpdateAttack (); + else + UpdateRetreat (); + } + + function UpdateRetreat () { + for (var i : int = 0; i 1) + spawnDir.Normalize (); + buzz[i].motor.movementDirection = spawnDir * nonAttackSpeedFactor; + buzz[i].motor.facingDirection = buzz[i].spawnRotation * Vector3.forward; + + if (spawnDir.sqrMagnitude < 0.01) { + buzz[i].transform.position = buzz[i].spawnPosition; + buzz[i].transform.rotation = buzz[i].spawnRotation; + buzz[i].motor.enabled = false; + buzz[i].transform.rigidbody.velocity = Vector3.zero; + buzz[i].transform.rigidbody.angularVelocity = Vector3.zero; + } + } + } + } + + function UpdateAttack () { + var count : int = buzz.Count; + + var attackerDir : Vector3 = player.position - buzz[attackerIndex].transform.position; + attackerDir.y = 0; + attackerDir.Normalize(); + // Rotate by 90 degrees the fast way + var fleeDir : Vector3 = new Vector3(attackerDir.z, 0, -attackerDir.x); + + for (var i : int = 0; i 0.8; + + if (!aimingCorrect || buzz[i].charged < 1 || Time.time < nextAttackTime) { + if (playerDist < rechargeDist) + buzz[i].motor.movementDirection = playerDir * -nonAttackSpeedFactor; + else + buzz[i].motor.movementDirection = Vector3.zero; + } + else { + buzz[i].motor.movementDirection = playerDir; + + if (playerDist < zapDist + slowDownDist) { + // Slow down when close; + buzz[i].motor.movementDirection *= 0.01; + + // Zap when within range + if (playerDist < zapDist && aimingCorrect) { + // Zap player here + DoElectricArc (buzz[i]); + + // Apply damage + var targetHealth : Health = player.GetComponent. (); + if (targetHealth) { + targetHealth.OnDamage (damageAmount, -playerDir); + } + + // Change active attacker + buzz[i].charged = 0; + attackerIndex = (attackerIndex + 1) % count; + nextAttackTime = Time.time + minTimeBetweenAttacks * Random.Range (1.0, 1.2); + } + } + } + } + else { + var pos : Vector3; + var s : float = -Mathf.Sign(Vector3.Dot (fleeDir, playerDir)); + var posSide : Vector3 = player.position + Vector3.Project (-playerDir * playerDist, attackerDir) + fleeDir * s * rechargeDist; + var posBehind : Vector3 = player.position + attackerDir * rechargeDist; + var lerp : float = playerDist / rechargeDist; + lerp = lerp * lerp; + pos = Vector3.Lerp (posSide, posBehind, lerp * 0.6); + + if (buzz[i].charged == 1) + pos += Vector3.up * 2; + + buzz[i].motor.movementDirection = (pos - buzz[i].transform.position).normalized * nonAttackSpeedFactor; + + if ((i+1) % count == attackerIndex) + buzz[i].motor.facingDirection = playerDir; + else + buzz[i].motor.facingDirection = buzz[i].motor.movementDirection; + } + + // Recharge + buzz[i].charged += Time.deltaTime / chargeTime; + if (buzz[i].charged > 1) + buzz[i].charged = 1; + + var visibleCharged : float = Mathf.InverseLerp (visibleChargeFraction, 1.0, buzz[i].charged); + buzz[i].electricBall.minSize = 0.30 * visibleCharged; + buzz[i].electricBall.maxSize = 0.45 * visibleCharged; + + // Play rechage sound + if (!buzz[i].didChargeEffect && visibleCharged > 0.5) { + buzz[i].audio.clip = rechargeSound; + buzz[i].audio.Play (); + buzz[i].didChargeEffect = true; + } + + // Make charged buzzer glow + buzz[i].chargeMaterial.mainTextureOffset = new Vector2 (0, (1-visibleCharged) * -1.9); + + // Make charged buzzer vibrate + buzz[i].motor.rigidbody.angularVelocity += + Random.onUnitSphere * 4 * visibleCharged; + } + } + + function DoElectricArc (buzz : BuzzerData) { + // Play attack sound + buzz.audio.clip = zapSound; + buzz.audio.Play (); + buzz.didChargeEffect = false; + + // Show electric arc + buzz.electricArc.enabled = true; + + // Offset electric arc texture while it's visible + var stopTime : float = Time.time + 0.2; + while (Time.time < stopTime) { + buzz.electricArc.SetPosition (0, buzz.electricArc.transform.position); + buzz.electricArc.SetPosition (1, player.position); + buzz.electricArc.sharedMaterial.mainTextureOffset.x = Random.value; + yield; + } + + // Hide electric arc + buzz.electricArc.enabled = false; + } +} diff --git a/Assets/Scripts/AI/SwarmAI.js.meta b/Assets/Scripts/AI/SwarmAI.js.meta new file mode 100644 index 0000000..9ad9335 --- /dev/null +++ b/Assets/Scripts/AI/SwarmAI.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f0565dd5309e94c5ca03e306441c4a33 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation.meta b/Assets/Scripts/Animation.meta new file mode 100644 index 0000000..bd587e8 --- /dev/null +++ b/Assets/Scripts/Animation.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 6a9b3e961261e493d85e137e58569f3b +DefaultImporter: + userData: diff --git a/Assets/Scripts/Animation/Escape.meta b/Assets/Scripts/Animation/Escape.meta new file mode 100644 index 0000000..4b336f1 --- /dev/null +++ b/Assets/Scripts/Animation/Escape.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f647017eb74144911b5cad961d54b712 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs b/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs new file mode 100644 index 0000000..25e7611 --- /dev/null +++ b/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs @@ -0,0 +1,15 @@ +using UnityEngine; +using System.Collections; + + +public class DelayedDeactivation : MonoBehaviour +{ + public float delay = 2.0f; + + + IEnumerator Start () + { + yield return new WaitForSeconds (delay); + gameObject.SetActive (false); + } +} diff --git a/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs.meta b/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs.meta new file mode 100644 index 0000000..591e800 --- /dev/null +++ b/Assets/Scripts/Animation/Escape/DelayedDeactivation.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9e45be73828fa43a9a5f301ca036f1fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/Escape/Eject.cs b/Assets/Scripts/Animation/Escape/Eject.cs new file mode 100644 index 0000000..a474f05 --- /dev/null +++ b/Assets/Scripts/Animation/Escape/Eject.cs @@ -0,0 +1,24 @@ +using UnityEngine; +using System.Collections; + + +[RequireComponent (typeof (Rigidbody))] +public class Eject : MonoBehaviour +{ + public Vector3 force, torque; + + + void Start () + { + rigidbody.useGravity = true; + rigidbody.AddForce (force); + rigidbody.AddTorque (torque); + } + + + void OnDrawGizmos () + { + Gizmos.color = Color.red; + Gizmos.DrawLine (transform.position, transform.position + force.normalized); + } +} diff --git a/Assets/Scripts/Animation/Escape/Eject.cs.meta b/Assets/Scripts/Animation/Escape/Eject.cs.meta new file mode 100644 index 0000000..ce801dc --- /dev/null +++ b/Assets/Scripts/Animation/Escape/Eject.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2d00c70136c88408f83b94c396a77813 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/Escape/TheGreatActivator.cs b/Assets/Scripts/Animation/Escape/TheGreatActivator.cs new file mode 100644 index 0000000..672b4c3 --- /dev/null +++ b/Assets/Scripts/Animation/Escape/TheGreatActivator.cs @@ -0,0 +1,19 @@ +using UnityEngine; +using System.Collections; + +public class TheGreatActivator : MonoBehaviour +{ + public GameObject[] targets; + public float delay = 2.5f; + + + IEnumerator Start () + { + yield return new WaitForSeconds (delay); + + foreach (GameObject target in targets) + { + target.SetActive (true); + } + } +} diff --git a/Assets/Scripts/Animation/Escape/TheGreatActivator.cs.meta b/Assets/Scripts/Animation/Escape/TheGreatActivator.cs.meta new file mode 100644 index 0000000..5ef5cca --- /dev/null +++ b/Assets/Scripts/Animation/Escape/TheGreatActivator.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd15ca880bbbe4c018ec0e2cf839008a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/FanRotate.js b/Assets/Scripts/Animation/FanRotate.js new file mode 100644 index 0000000..a8e86d2 --- /dev/null +++ b/Assets/Scripts/Animation/FanRotate.js @@ -0,0 +1,25 @@ + +#pragma strict + +var thisMesh : Mesh; +var uvs : Vector2[]; + +#if !UNITY_IPHONE && !UNITY_ANDROID && !UNITY_WP8 && !UNITY_BLACKBERRY + +function Start () +{ + thisMesh = GetComponent(MeshFilter).mesh; + uvs = thisMesh.uv; +} + +function Update() +{ + for (var i : int = 0; i < uvs.length; i++) + { + uvs[i].y = (uvs[i].y + 0.25); + } + + thisMesh.uv = uvs; +} + +#endif \ No newline at end of file diff --git a/Assets/Scripts/Animation/FanRotate.js.meta b/Assets/Scripts/Animation/FanRotate.js.meta new file mode 100644 index 0000000..e3faf26 --- /dev/null +++ b/Assets/Scripts/Animation/FanRotate.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 37d43fa7d421646219d39ea5722cfe68 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/FootstepHandler.js b/Assets/Scripts/Animation/FootstepHandler.js new file mode 100644 index 0000000..0394a1d --- /dev/null +++ b/Assets/Scripts/Animation/FootstepHandler.js @@ -0,0 +1,38 @@ +#pragma strict + +enum FootType { + Player, + Mech, + Spider +} + +var audioSource : AudioSource; +var footType : FootType; + +private var physicMaterial : PhysicMaterial; + +function OnCollisionEnter (collisionInfo : Collision) { + physicMaterial = collisionInfo.collider.sharedMaterial; +} + +function OnFootstep () { + if (!audioSource.enabled) + { + return; + } + + var sound : AudioClip; + switch (footType) { + case FootType.Player: + sound = MaterialImpactManager.GetPlayerFootstepSound (physicMaterial); + break; + case FootType.Mech: + sound = MaterialImpactManager.GetMechFootstepSound (physicMaterial); + break; + case FootType.Spider: + sound = MaterialImpactManager.GetSpiderFootstepSound (physicMaterial); + break; + } + audioSource.pitch = Random.Range (0.98, 1.02); + audioSource.PlayOneShot (sound, Random.Range (0.8, 1.2)); +} diff --git a/Assets/Scripts/Animation/FootstepHandler.js.meta b/Assets/Scripts/Animation/FootstepHandler.js.meta new file mode 100644 index 0000000..847fa53 --- /dev/null +++ b/Assets/Scripts/Animation/FootstepHandler.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0d9ca0c66e3ba47f7aa60403bd613485 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/MechAnimation.js b/Assets/Scripts/Animation/MechAnimation.js new file mode 100644 index 0000000..1be3b8a --- /dev/null +++ b/Assets/Scripts/Animation/MechAnimation.js @@ -0,0 +1,60 @@ +#pragma strict + +var rigid : Rigidbody; +var idle : AnimationClip; +var walk : AnimationClip; +var turnLeft : AnimationClip; +var turnRight : AnimationClip; +var footstepSignals : SignalSender; + +private var tr : Transform; +private var lastFootstepTime : float = 0; +private var lastAnimTime : float = 0; + +function OnEnable () { + tr = rigid.transform; + + animation[idle.name].layer = 0; + animation[idle.name].weight = 1; + animation[idle.name].enabled = true; + + animation[walk.name].layer = 1; + animation[turnLeft.name].layer = 1; + animation[turnRight.name].layer = 1; + + animation[walk.name].weight = 1; + animation[turnLeft.name].weight = 0; + animation[turnRight.name].weight = 0; + + animation[walk.name].enabled = true; + animation[turnLeft.name].enabled = true; + animation[turnRight.name].enabled = true; + + //animation.SyncLayer (1); +} + +function FixedUpdate () { + var turningWeight : float = Mathf.Abs (rigid.angularVelocity.y) * Mathf.Rad2Deg / 100.0; + var forwardWeight : float = rigid.velocity.magnitude / 2.5; + var turningDir : float = Mathf.Sign (rigid.angularVelocity.y); + + // Temp, until we get the animations fixed + animation[walk.name].speed = Mathf.Lerp (1.0, animation[walk.name].length / animation[turnLeft.name].length * 1.33, turningWeight); + animation[turnLeft.name].time = animation[walk.name].time; + animation[turnRight.name].time = animation[walk.name].time; + + animation[turnLeft.name].weight = Mathf.Clamp01 (-turningWeight * turningDir); + animation[turnRight.name].weight = Mathf.Clamp01 (turningWeight * turningDir); + animation[walk.name].weight = Mathf.Clamp01 (forwardWeight); + + if (forwardWeight + turningWeight > 0.1) { + var newAnimTime = Mathf.Repeat (animation[walk.name].normalizedTime * 2 + 0.1, 1); + if (newAnimTime < lastAnimTime) { + if (Time.time > lastFootstepTime + 0.1) { + footstepSignals.SendSignals (this); + lastFootstepTime = Time.time; + } + } + lastAnimTime = newAnimTime; + } +} diff --git a/Assets/Scripts/Animation/MechAnimation.js.meta b/Assets/Scripts/Animation/MechAnimation.js.meta new file mode 100644 index 0000000..39850fe --- /dev/null +++ b/Assets/Scripts/Animation/MechAnimation.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5f9ba405be8854d2fade944b8c9f823f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/MechAnimationTest.js b/Assets/Scripts/Animation/MechAnimationTest.js new file mode 100644 index 0000000..298931d --- /dev/null +++ b/Assets/Scripts/Animation/MechAnimationTest.js @@ -0,0 +1,78 @@ +#pragma strict + +#if !UNITY_FLASH + +var turning : float = 0; +var walking : float = 0; +var turnOffset : float = 0.0; + +var rigid : Rigidbody; +var idle : AnimationClip; +var walk : AnimationClip; +var turnLeft : AnimationClip; +var turnRight : AnimationClip; +var footstepSignals : SignalSender; + +function OnEnable () { + + animation[idle.name].layer = 0; + animation[idle.name].weight = 1; + animation[idle.name].enabled = true; + + animation[walk.name].layer = 1; + animation[turnLeft.name].layer = 1; + animation[turnRight.name].layer = 1; + + animation[walk.name].weight = 1; + animation[turnLeft.name].weight = 0; + animation[turnRight.name].weight = 0; + + animation[walk.name].enabled = true; + animation[turnLeft.name].enabled = true; + animation[turnRight.name].enabled = true; + + //animation[walk.name].speed = 0.93; + + //animation.Play (); +} + +function FixedUpdate () { + animation[walk.name].speed = Mathf.Lerp (1, animation[walk.name].length / animation[turnLeft.name].length, Mathf.Abs (turning)); + + animation[turnLeft.name].time = animation[walk.name].time + turnOffset; + animation[turnRight.name].time = animation[walk.name].time + turnOffset; + + rigid.velocity = rigid.transform.forward * 2.5 * walking; + rigid.angularVelocity = Vector3.up * turning * 100 * Mathf.Deg2Rad; + + var turningWeight : float = rigid.angularVelocity.y * Mathf.Rad2Deg / 100.0; + var forwardWeight : float = rigid.velocity.magnitude / 2.5; + + animation[turnLeft.name].weight = Mathf.Clamp01 (-turningWeight); + animation[turnRight.name].weight = Mathf.Clamp01 (turningWeight); + animation[walk.name].weight = Mathf.Clamp01 (forwardWeight); +} + +function OnGUI () { + GUILayout.Label ("Walking (0 to 1): "+walking.ToString("0.00")); + walking = GUILayout.HorizontalSlider (walking, 0, 1, GUILayout.Width (100)); + if (GUI.changed) { + turning = Mathf.Clamp (Mathf.Abs (turning), 0, 1 - walking) * Mathf.Sign (turning); + GUI.changed = false; + } + + GUILayout.Label ("Turning (-1 to 1): "+turning.ToString("0.00")); + turning = GUILayout.HorizontalSlider (turning, -1, 1, GUILayout.Width (100)); + if (Mathf.Abs (turning) < 0.1) + turning = 0; + if (GUI.changed) { + walking = Mathf.Clamp (walking, 0, 1 - Mathf.Abs (turning)); + GUI.changed = false; + } + + GUILayout.Label ("Offset to turning anims (-0.5 to 0.5): "+turnOffset.ToString("0.00")); + turnOffset = GUILayout.HorizontalSlider (turnOffset, -0.5, 0.5, GUILayout.Width (100)); + if (Mathf.Abs (turnOffset) < 0.05) + turnOffset = 0; +} +#endif \ No newline at end of file diff --git a/Assets/Scripts/Animation/MechAnimationTest.js.meta b/Assets/Scripts/Animation/MechAnimationTest.js.meta new file mode 100644 index 0000000..09bf797 --- /dev/null +++ b/Assets/Scripts/Animation/MechAnimationTest.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5f34d48cfe767425d8421958a93d358a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/PlayerAnimation.js b/Assets/Scripts/Animation/PlayerAnimation.js new file mode 100644 index 0000000..b242da7 --- /dev/null +++ b/Assets/Scripts/Animation/PlayerAnimation.js @@ -0,0 +1,206 @@ +#pragma strict + +class MoveAnimation { + // The animation clip + var clip : AnimationClip; + + // The velocity of the walk or run cycle in this clip + var velocity : Vector3; + + // Store the current weight of this animation + @HideInInspector + public var weight : float; + + // Keep track of whether this animation is currently the best match + @HideInInspector + public var currentBest : boolean = false; + + // The speed and angle is directly derived from the velocity, + // but since it's slightly expensive to calculate them + // we do it once in the beginning instead of in every frame. + @HideInInspector + public var speed : float; + @HideInInspector + public var angle : float; + + public function Init () { + velocity.y = 0; + speed = velocity.magnitude; + angle = PlayerAnimation.HorizontalAngle (velocity); + } +} + +var rigid : Rigidbody; +var rootBone : Transform; +var upperBodyBone : Transform; +var maxIdleSpeed : float = 0.5; +var minWalkSpeed : float = 2.0; +var idle : AnimationClip; +var turn : AnimationClip; +var shootAdditive : AnimationClip; +var moveAnimations : MoveAnimation[]; +var footstepSignals : SignalSender; + +private var tr : Transform; +private var lastPosition : Vector3 = Vector3.zero; +private var velocity : Vector3 = Vector3.zero; +private var localVelocity : Vector3 = Vector3.zero; +private var speed : float = 0; +private var angle : float = 0; +private var lowerBodyDeltaAngle : float = 0; +private var idleWeight : float = 0; +private var lowerBodyForwardTarget : Vector3 = Vector3.forward; +private var lowerBodyForward : Vector3 = Vector3.forward; +private var bestAnimation : MoveAnimation = null; +private var lastFootstepTime : float = 0; +private var lastAnimTime : float = 0; + +public var animationComponent : Animation; + +function Awake () { + tr = rigid.transform; + lastPosition = tr.position; + + for (var moveAnimation : MoveAnimation in moveAnimations) { + moveAnimation.Init (); + animationComponent[moveAnimation.clip.name].layer = 1; + animationComponent[moveAnimation.clip.name].enabled = true; + } + animationComponent.SyncLayer (1); + + animationComponent[idle.name].layer = 2; + animationComponent[turn.name].layer = 3; + animationComponent[idle.name].enabled = true; + + animationComponent[shootAdditive.name].layer = 4; + animationComponent[shootAdditive.name].weight = 1; + animationComponent[shootAdditive.name].speed = 0.6; + animationComponent[shootAdditive.name].blendMode = AnimationBlendMode.Additive; + + //animation[turn.name].enabled = true; +} + +function OnStartFire () { + if (Time.timeScale == 0) + return; + + animationComponent[shootAdditive.name].enabled = true; +} + +function OnStopFire () { + animationComponent[shootAdditive.name].enabled = false; +} + +function FixedUpdate () { + velocity = (tr.position - lastPosition) / Time.deltaTime; + localVelocity = tr.InverseTransformDirection (velocity); + localVelocity.y = 0; + speed = localVelocity.magnitude; + angle = HorizontalAngle (localVelocity); + + lastPosition = tr.position; +} + +function Update () { + idleWeight = Mathf.Lerp (idleWeight, Mathf.InverseLerp (minWalkSpeed, maxIdleSpeed, speed), Time.deltaTime * 10); + animationComponent[idle.name].weight = idleWeight; + + if (speed > 0) { + var smallestDiff : float = Mathf.Infinity; + for (var moveAnimation : MoveAnimation in moveAnimations) { + var angleDiff : float = Mathf.Abs(Mathf.DeltaAngle (angle, moveAnimation.angle)); + var speedDiff : float = Mathf.Abs (speed - moveAnimation.speed); + var diff : float = angleDiff + speedDiff; + if (moveAnimation == bestAnimation) + diff *= 0.9; + + if (diff < smallestDiff) { + bestAnimation = moveAnimation; + smallestDiff = diff; + } + } + + animationComponent.CrossFade (bestAnimation.clip.name); + } + else { + bestAnimation = null; + } + + if (lowerBodyForward != lowerBodyForwardTarget && idleWeight >= 0.9) + animationComponent.CrossFade (turn.name, 0.05); + + if (bestAnimation && idleWeight < 0.9) { + var newAnimTime = Mathf.Repeat (animationComponent[bestAnimation.clip.name].normalizedTime * 2 + 0.1, 1); + if (newAnimTime < lastAnimTime) { + if (Time.time > lastFootstepTime + 0.1) { + footstepSignals.SendSignals (this); + lastFootstepTime = Time.time; + } + } + lastAnimTime = newAnimTime; + } +} + +function LateUpdate () { + var idle : float = Mathf.InverseLerp (minWalkSpeed, maxIdleSpeed, speed); + + if (idle < 1) { + // Calculate a weighted average of the animation velocities that are currently used + var animatedLocalVelocity : Vector3 = Vector3.zero; + for (var moveAnimation : MoveAnimation in moveAnimations) { + // Ignore this animation if its weight is 0 + if (animationComponent[moveAnimation.clip.name].weight == 0) + continue; + + // Ignore this animation if its velocity is more than 90 degrees away from current velocity + if (Vector3.Dot (moveAnimation.velocity, localVelocity) <= 0) + continue; + + // Add velocity of this animation to the weighted average + animatedLocalVelocity += moveAnimation.velocity * animationComponent[moveAnimation.clip.name].weight; + } + + // Calculate target angle to rotate lower body by in order + // to make feet run in the direction of the velocity + var lowerBodyDeltaAngleTarget : float = Mathf.DeltaAngle ( + HorizontalAngle (tr.rotation * animatedLocalVelocity), + HorizontalAngle (velocity) + ); + + // Lerp the angle to smooth it a bit + lowerBodyDeltaAngle = Mathf.LerpAngle (lowerBodyDeltaAngle, lowerBodyDeltaAngleTarget, Time.deltaTime * 10); + + // Update these so they're ready for when we go into idle + lowerBodyForwardTarget = tr.forward; + lowerBodyForward = Quaternion.Euler (0, lowerBodyDeltaAngle, 0) * lowerBodyForwardTarget; + } + else { + // Turn the lower body towards it's target direction + lowerBodyForward = Vector3.RotateTowards (lowerBodyForward, lowerBodyForwardTarget, Time.deltaTime * 520 * Mathf.Deg2Rad, 1); + + // Calculate delta angle to make the lower body stay in place + lowerBodyDeltaAngle = Mathf.DeltaAngle ( + HorizontalAngle (tr.forward), + HorizontalAngle (lowerBodyForward) + ); + + // If the body is twisted more than 80 degrees, + // set a new target direction for the lower body, so it begins turning + if (Mathf.Abs(lowerBodyDeltaAngle) > 80) + lowerBodyForwardTarget = tr.forward; + } + + // Create a Quaternion rotation from the rotation angle + var lowerBodyDeltaRotation : Quaternion = Quaternion.Euler (0, lowerBodyDeltaAngle, 0); + + // Rotate the whole body by the angle + rootBone.rotation = lowerBodyDeltaRotation * rootBone.rotation; + + // Counter-rotate the upper body so it won't be affected + upperBodyBone.rotation = Quaternion.Inverse (lowerBodyDeltaRotation) * upperBodyBone.rotation; + +} + +static function HorizontalAngle (direction : Vector3) { + return Mathf.Atan2 (direction.x, direction.z) * Mathf.Rad2Deg; +} diff --git a/Assets/Scripts/Animation/PlayerAnimation.js.meta b/Assets/Scripts/Animation/PlayerAnimation.js.meta new file mode 100644 index 0000000..ea08102 --- /dev/null +++ b/Assets/Scripts/Animation/PlayerAnimation.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 842b770b5d21e422c8cbcfed681ebf81 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/SpiderAnimation.js b/Assets/Scripts/Animation/SpiderAnimation.js new file mode 100644 index 0000000..169f873 --- /dev/null +++ b/Assets/Scripts/Animation/SpiderAnimation.js @@ -0,0 +1,118 @@ +#pragma strict + +var motor : MovementMotor; +var activateAnim : AnimationClip; +var forwardAnim : AnimationClip; +var backAnim : AnimationClip; +var leftAnim : AnimationClip; +var rightAnim : AnimationClip; +var audioSource : AudioSource; +var footstepSignals : SignalSender; +var skiddingSounds : boolean; +var footstepSounds : boolean; + +private var tr : Transform; +private var lastFootstepTime : float = 0; +private var lastAnimTime : float = 0; + +function OnEnable () { + tr = motor.transform; + + animation[activateAnim.name].enabled = true; + animation[activateAnim.name].weight = 1; + animation[activateAnim.name].time = 0; + animation[activateAnim.name].speed = 1; + + animation[forwardAnim.name].layer = 1; + animation[forwardAnim.name].enabled = true; + animation[forwardAnim.name].weight = 0; + animation[backAnim.name].layer = 1; + animation[backAnim.name].enabled = true; + animation[backAnim.name].weight = 0; + animation[leftAnim.name].layer = 1; + animation[leftAnim.name].enabled = true; + animation[leftAnim.name].weight = 0; + animation[rightAnim.name].layer = 1; + animation[rightAnim.name].enabled = true; + animation[rightAnim.name].weight = 0; + +} + +function OnDisable () { + animation[activateAnim.name].enabled = true; + animation[activateAnim.name].weight = 1; + animation[activateAnim.name].normalizedTime = 1; + animation[activateAnim.name].speed = -1; + animation.CrossFade (activateAnim.name, 0.3, PlayMode.StopAll); +} + +function Update () { + var direction : Vector3 = motor.movementDirection; + direction.y = 0; + + var walkWeight : float = direction.magnitude; + + animation[forwardAnim.name].speed = walkWeight; + animation[rightAnim.name].speed = walkWeight; + animation[backAnim.name].speed = walkWeight; + animation[leftAnim.name].speed = walkWeight; + + var angle : float = Mathf.DeltaAngle ( + HorizontalAngle (tr.forward), + HorizontalAngle (direction) + ); + + if (walkWeight > 0.01) { + var w : float; + if (angle < -90) { + w = Mathf.InverseLerp (-180, -90, angle); + animation[forwardAnim.name].weight = 0; + animation[rightAnim.name].weight = 0; + animation[backAnim.name].weight = 1 - w; + animation[leftAnim.name].weight = 1; + } + else if (angle < 0) { + w = Mathf.InverseLerp (-90, 0, angle); + animation[forwardAnim.name].weight = w; + animation[rightAnim.name].weight = 0; + animation[backAnim.name].weight = 0; + animation[leftAnim.name].weight = 1 - w; + } + else if (angle < 90) { + w = Mathf.InverseLerp (0, 90, angle); + animation[forwardAnim.name].weight = 1 - w; + animation[rightAnim.name].weight = w; + animation[backAnim.name].weight = 0; + animation[leftAnim.name].weight = 0; + } + else { + w = Mathf.InverseLerp (90, 180, angle); + animation[forwardAnim.name].weight = 0; + animation[rightAnim.name].weight = 1 - w; + animation[backAnim.name].weight = w; + animation[leftAnim.name].weight = 0; + } + } + + if (skiddingSounds) { + if (walkWeight > 0.2 && !audioSource.isPlaying) + audioSource.Play (); + else if (walkWeight < 0.2 && audioSource.isPlaying) + audioSource.Pause (); + } + + if (footstepSounds && walkWeight > 0.2) { + var newAnimTime = Mathf.Repeat (animation[forwardAnim.name].normalizedTime * 4 + 0.1, 1); + if (newAnimTime < lastAnimTime) { + if (Time.time > lastFootstepTime + 0.1) { + footstepSignals.SendSignals (this); + lastFootstepTime = Time.time; + } + } + lastAnimTime = newAnimTime; + } +} + +static function HorizontalAngle (direction : Vector3) { + return Mathf.Atan2 (direction.x, direction.z) * Mathf.Rad2Deg; +} diff --git a/Assets/Scripts/Animation/SpiderAnimation.js.meta b/Assets/Scripts/Animation/SpiderAnimation.js.meta new file mode 100644 index 0000000..ce7a907 --- /dev/null +++ b/Assets/Scripts/Animation/SpiderAnimation.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b9b1abacf2a5046178faf10c090ffb35 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/SpiderAnimationTest.js b/Assets/Scripts/Animation/SpiderAnimationTest.js new file mode 100644 index 0000000..9146d1c --- /dev/null +++ b/Assets/Scripts/Animation/SpiderAnimationTest.js @@ -0,0 +1,98 @@ +#pragma strict + +#if !UNITY_FLASH + +var rigid : Rigidbody; +var forwardAnim : AnimationClip; +var backAnim : AnimationClip; +var leftAnim : AnimationClip; +var rightAnim : AnimationClip; + +var walking : float; +var angle : float; + +private var tr : Transform; + +function OnEnable () { + tr = rigid.transform; + + animation[forwardAnim.name].layer = 1; + animation[forwardAnim.name].enabled = true; + animation[backAnim.name].layer = 1; + animation[backAnim.name].enabled = true; + animation[leftAnim.name].layer = 1; + animation[leftAnim.name].enabled = true; + animation[rightAnim.name].layer = 1; + animation[rightAnim.name].enabled = true; + animation.SyncLayer (1); +} + +function Update () { + rigid.velocity = Quaternion.Euler(0, angle, 0) * rigid.transform.forward * 2.4 * walking; + + var velocity : Vector3 = rigid.velocity; + velocity.y = 0; + + var walkWeight : float = velocity.magnitude / 2.4; + + animation[forwardAnim.name].speed = walkWeight; + animation[rightAnim.name].speed = walkWeight; + animation[backAnim.name].speed = walkWeight; + animation[leftAnim.name].speed = walkWeight; + + if (velocity == Vector3.zero) { + return; + } + + var angle : float = Mathf.DeltaAngle ( + HorizontalAngle (tr.forward), + HorizontalAngle (rigid.velocity) + ); + + var w : float; + if (angle < -90) { + w = Mathf.InverseLerp (-180, -90, angle); + animation[forwardAnim.name].weight = 0; + animation[rightAnim.name].weight = 0; + animation[backAnim.name].weight = 1 - w; + animation[leftAnim.name].weight = 1; + } + else if (angle < 0) { + w = Mathf.InverseLerp (-90, 0, angle); + animation[forwardAnim.name].weight = w; + animation[rightAnim.name].weight = 0; + animation[backAnim.name].weight = 0; + animation[leftAnim.name].weight = 1 - w; + } + else if (angle < 90) { + w = Mathf.InverseLerp (0, 90, angle); + animation[forwardAnim.name].weight = 1 - w; + animation[rightAnim.name].weight = w; + animation[backAnim.name].weight = 0; + animation[leftAnim.name].weight = 0; + } + else { + w = Mathf.InverseLerp (90, 180, angle); + animation[forwardAnim.name].weight = 0; + animation[rightAnim.name].weight = 1 - w; + animation[backAnim.name].weight = w; + animation[leftAnim.name].weight = 0; + } +} + +static function HorizontalAngle (direction : Vector3) { + return Mathf.Atan2 (direction.x, direction.z) * Mathf.Rad2Deg; +} + +function OnGUI () { + GUILayout.Label ("Angle (0 to 360): "+angle.ToString("0.00")); + angle = GUILayout.HorizontalSlider (angle, 0, 360, GUILayout.Width (200)); + for (var i : int = 0; i<=360; i+=45) { + if (Mathf.Abs (angle - i) < 10) + angle = i; + } + + GUILayout.Label ("Walking (0 to 1): "+walking.ToString("0.00")); + walking = GUILayout.HorizontalSlider (walking, 0, 1, GUILayout.Width (100)); +} +#endif \ No newline at end of file diff --git a/Assets/Scripts/Animation/SpiderAnimationTest.js.meta b/Assets/Scripts/Animation/SpiderAnimationTest.js.meta new file mode 100644 index 0000000..6e42ae0 --- /dev/null +++ b/Assets/Scripts/Animation/SpiderAnimationTest.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 27c365583b4af467a9b085c4b2c18f37 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Animation/conveyorBelt.js b/Assets/Scripts/Animation/conveyorBelt.js new file mode 100644 index 0000000..6d3da02 --- /dev/null +++ b/Assets/Scripts/Animation/conveyorBelt.js @@ -0,0 +1,24 @@ + +#pragma strict + +var scrollSpeed : float = 0.1; +var mat : Material; + +function Start () { + enabled = false; +} + +function OnBecameVisible () { + enabled = true; +} + +function OnBecameInvisible () { + enabled = false; +} + +function Update () { + var offset : float = (Time.time * scrollSpeed) % 1.0; + + mat.SetTextureOffset ("_MainTex", Vector2(0, -offset)); + mat.SetTextureOffset ("_BumpMap", Vector2(0, -offset)); +} diff --git a/Assets/Scripts/Animation/conveyorBelt.js.meta b/Assets/Scripts/Animation/conveyorBelt.js.meta new file mode 100644 index 0000000..66b7559 --- /dev/null +++ b/Assets/Scripts/Animation/conveyorBelt.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4ad3c97b882594f91a676c3445e487db +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 0000000..0251ad9 --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: c5ccdf754f610456b9fb0a089871dcd4 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Editor/CleanProject.cs b/Assets/Scripts/Editor/CleanProject.cs new file mode 100644 index 0000000..c27fd76 --- /dev/null +++ b/Assets/Scripts/Editor/CleanProject.cs @@ -0,0 +1,160 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using System.IO; + +public class CleanProject : ScriptableWizard +{ + public Object[] dependencyRoots = new Object[1]; + + private HashSet _excludedPaths; + + private static readonly string[] SafeDirectories = {"Pro Standard Assets", "Standard Assets", "Scripts", "Editor", "Gizmos"}; + private static readonly string[] SafeExtensions = {".meta"}; + + [MenuItem("Tools/Clean Project")] + public static void LaunchCleanProject() + { + DisplayWizard("Clean Project", typeof (CleanProject), "Clean"); + } + + public void OnWizardUpdate () + { + if (dependencyRoots.Length == 0 || dependencyRoots[0] == null) + { + helpString = "Please drag in a dependenct root! (demo_forest scene)"; + isValid = false; + return; + } + + if (Application.isPlaying) + { + helpString = "Exit Play mode first!"; + isValid = false; + return; + } + + helpString = "Clean button will delete all unused assets INCLUDING SVN HISTORY. Make a backup before proceeding."; + isValid = true; + } + + public void OnWizardCreate() + { + DisableExternalVersionControl(); + + DeleteUnusedAssets(); + } + + private void DisableExternalVersionControl () + { + if(EditorSettings.externalVersionControl == ExternalVersionControl.Generic) + { + // Force disable external version control + EditorSettings.externalVersionControl = ExternalVersionControl.Disabled; + + // Refresh (will remove all .meta files) + AssetDatabase.Refresh(); + + Debug.Log("Disabled external version control."); + } + } + + private void DeleteUnusedAssets () + { + // Build excluded paths set + _excludedPaths = new HashSet(); + + foreach (Object root in dependencyRoots) + { + ExcludeObject(root); + } + + int n = 0; + Object[] dependencies = EditorUtility.CollectDependencies(dependencyRoots); + foreach (Object dependency in dependencies) + { + EditorUtility.DisplayProgressBar("Getting Paths", ExcludeObject(dependency), n++ / (float)dependencies.Length); + } + + // Delete unneeded files + WalkDirectory(new DirectoryInfo(Application.dataPath)); + + EditorUtility.ClearProgressBar(); + + // Refresh + AssetDatabase.Refresh(); + } + + private int WalkDirectory(DirectoryInfo dir) + { + // ignore safe directories + if (dir.Parent != null && dir.Parent.Name == "Assets" && (SafeDirectories as IList).Contains(dir.Name)) + return 0; + + // ignore svn + if (dir.Name == ".svn") + return 1; + + // Walk through all files/folders in directory + FileSystemInfo[] contents = dir.GetFileSystemInfos(); + + int n = 0; + //int nRemoved = 0; // for test code path, useless if test == false + foreach (FileSystemInfo info in contents) + { + EditorUtility.DisplayProgressBar("Walking " + dir.FullName, info.FullName, n++ / (float)contents.Length); + + if (info.GetType() == typeof(DirectoryInfo)) + { + // recursively walk through the subdirectory + WalkDirectory((DirectoryInfo) info); + } + else + { + // ignore dependencies and safe extensions + if (!_excludedPaths.Contains(info.FullName) && !(SafeExtensions as IList).Contains(info.Extension)) + { + try + { + File.Delete(info.FullName); + Debug.Log("Removed file " + info.FullName); + } + catch (System.Exception e) + { + Debug.LogError(e.ToString()); + } + } + } + } + + if (dir.GetFileSystemInfos().Length == 0) + { + try + { + Directory.Delete(dir.FullName); + Debug.Log("Removed empty folder " + dir.FullName); + } + catch (System.Exception e) + { + Debug.LogError(e.ToString()); + } + return 2; // return 2 for the meta file + } + + return 0; + } + + private string ExcludeObject(Object obj) + { + if (!AssetDatabase.Contains(obj)) + return ""; + + string path = AssetDatabase.GetAssetPath(obj); + if (path == "") return ""; + path = Path.GetFullPath(path); + _excludedPaths.Add(path); + + return path; + } +} diff --git a/Assets/Scripts/Editor/CleanProject.cs.meta b/Assets/Scripts/Editor/CleanProject.cs.meta new file mode 100644 index 0000000..9575766 --- /dev/null +++ b/Assets/Scripts/Editor/CleanProject.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a6f2d649e84624ece81ca3c2cc7810ac +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Editor/PatrolPointEditor.js b/Assets/Scripts/Editor/PatrolPointEditor.js new file mode 100644 index 0000000..9ccbc58 --- /dev/null +++ b/Assets/Scripts/Editor/PatrolPointEditor.js @@ -0,0 +1,29 @@ +#pragma strict + +@CustomEditor(PatrolPoint) +class PatrolPointEditor extends Editor { + function OnInspectorGUI () { + var point : PatrolPoint = target as PatrolPoint; + var route : PatrolRoute = point.transform.parent.GetComponent.(); + var thisIndex : int = route.GetIndexOfPatrolPoint (point); + + if (GUILayout.Button ("Remove This Patrol Point")) { + route.RemovePatrolPointAt (thisIndex); + var newSelectionIndex : int = Mathf.Clamp (thisIndex, 0, route.patrolPoints.Count - 1); + Selection.activeGameObject = route.patrolPoints[newSelectionIndex].gameObject; + } + if (GUILayout.Button ("Insert Patrol Point Before")) { + Selection.activeGameObject = route.InsertPatrolPointAt (thisIndex); + } + if (GUILayout.Button ("Insert Patrol Point After")) { + Selection.activeGameObject = route.InsertPatrolPointAt (thisIndex + 1); + } + } + + function OnSceneGUI () { + var point : PatrolPoint = target as PatrolPoint; + var route : PatrolRoute = point.transform.parent.GetComponent.(); + + PatrolRouteEditor.DrawPatrolRoute (route); + } +} diff --git a/Assets/Scripts/Editor/PatrolPointEditor.js.meta b/Assets/Scripts/Editor/PatrolPointEditor.js.meta new file mode 100644 index 0000000..90f369f --- /dev/null +++ b/Assets/Scripts/Editor/PatrolPointEditor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b2caec301a0264b25a466519210c471e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Editor/PatrolRouteConnector.js b/Assets/Scripts/Editor/PatrolRouteConnector.js new file mode 100644 index 0000000..4bb01fd --- /dev/null +++ b/Assets/Scripts/Editor/PatrolRouteConnector.js @@ -0,0 +1,31 @@ +#pragma strict +#pragma downcast + +//import UnityEditor; + +// MenuItem adds a menu item in the GameObject menu +// and executes the following function when clicked +@MenuItem ("Tools/Assign Closest Patrol Routes") +static function AssignPatrolRoutes () { + var points : PatrolPoint[] = FindObjectsOfType (PatrolPoint); + var patrollers : PatrolMoveController[] = FindObjectsOfType (PatrolMoveController); + var connected : int = 0; + + for (var patroller : PatrolMoveController in patrollers) { + var closestDist : float = Mathf.Infinity; + var closestPoint : PatrolPoint; + for (var point : PatrolPoint in points) { + var dist : float = (patroller.transform.position - point.transform.position).magnitude; + if (dist < closestDist) { + closestPoint = point; + closestDist = dist; + } + } + if (closestDist != null) { + patroller.patrolRoute = closestPoint.transform.parent.GetComponent.(); + connected++; + } + } + + Debug.Log("Successfully connected routes to "+connected+" out of "+patrollers.Length+" patrollers."); +} diff --git a/Assets/Scripts/Editor/PatrolRouteConnector.js.meta b/Assets/Scripts/Editor/PatrolRouteConnector.js.meta new file mode 100644 index 0000000..1c860cd --- /dev/null +++ b/Assets/Scripts/Editor/PatrolRouteConnector.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d517c3da728a9427e8a87f0674440f22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Editor/PatrolRouteEditor.js b/Assets/Scripts/Editor/PatrolRouteEditor.js new file mode 100644 index 0000000..bd57b3c --- /dev/null +++ b/Assets/Scripts/Editor/PatrolRouteEditor.js @@ -0,0 +1,62 @@ +#pragma strict + +@CustomEditor(PatrolRoute) +class PatrolRouteEditor extends Editor { + function OnInspectorGUI () { + var route : PatrolRoute = target as PatrolRoute; + + GUILayout.Label (route.patrolPoints.Count+" Patrol Points in Route"); + + route.pingPong = EditorGUILayout.Toggle ("Ping Pong", route.pingPong); + if (GUI.changed) { + SceneView.RepaintAll (); + } + + if (GUILayout.Button("Reverse Direction")) { + route.patrolPoints.Reverse (); + SceneView.RepaintAll (); + } + + if (GUILayout.Button("Add Patrol Point")) { + Selection.activeGameObject = route.InsertPatrolPointAt (route.patrolPoints.Count); + } + } + + function OnSceneGUI () { + var route : PatrolRoute = target as PatrolRoute; + + DrawPatrolRoute (route); + } + + static function DrawPatrolRoute (route : PatrolRoute) { + if (route.patrolPoints.Count == 0) + return; + + var lastPoint : Vector3 = route.patrolPoints[0].transform.position; + + var loopCount = route.patrolPoints.Count; + if (route.pingPong) + loopCount--; + + for (var i : int = 0; i < loopCount; i++) { + if (!route.patrolPoints[i]) + break; + + var newPoint = route.patrolPoints[(i + 1) % route.patrolPoints.Count].transform.position; + if (newPoint != lastPoint) { + Handles.color = Color (0.5, 0.5, 1.0); + DrawPatrolArrow (lastPoint, newPoint); + if (route.pingPong) { + Handles.color = Color (1.0, 1.0, 1.0, 0.2); + DrawPatrolArrow (newPoint, lastPoint); + } + } + lastPoint = newPoint; + } + } + + static function DrawPatrolArrow (a : Vector3, b : Vector3) { + var directionRotation : Quaternion = Quaternion.LookRotation(b - a); + Handles.ConeCap (0, (a + b) * 0.5 - directionRotation * Vector3.forward * 0.5, directionRotation, 0.7); + } +} diff --git a/Assets/Scripts/Editor/PatrolRouteEditor.js.meta b/Assets/Scripts/Editor/PatrolRouteEditor.js.meta new file mode 100644 index 0000000..22e7d60 --- /dev/null +++ b/Assets/Scripts/Editor/PatrolRouteEditor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 188e3bd2cec4a4111adc409cb4266512 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Editor/ReplacePrefabInstances.js b/Assets/Scripts/Editor/ReplacePrefabInstances.js new file mode 100644 index 0000000..a38ed37 --- /dev/null +++ b/Assets/Scripts/Editor/ReplacePrefabInstances.js @@ -0,0 +1,34 @@ +#pragma strict + +class ReplacePrefabInstances extends ScriptableWizard { + + var originalPrefab : GameObject; + var replacementPrefab : GameObject; + + @MenuItem ("Tools/Replace Prefab Instances") + static function CreateWizard () { + ScriptableWizard.DisplayWizard. ("Replace Prefab Instances", "Replace"); + } + function OnWizardCreate () { + if (!originalPrefab || !replacementPrefab) + return; + + var gos : UnityEngine.Object[] = FindObjectsOfType (GameObject); + for (var i : int = 0; i= DofResolution.Medium) + divider = 3; + + var hrTex : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0); + var mediumTexture : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); + var mediumTexture2 : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); + var lowTexture : RenderTexture = RenderTexture.GetTemporary (source.width / (divider * 2), source.height / (divider * 2), 0); + + source.filterMode = FilterMode.Bilinear; + hrTex.filterMode = FilterMode.Bilinear; + lowTexture.filterMode = FilterMode.Bilinear; + mediumTexture.filterMode = FilterMode.Bilinear; + mediumTexture2.filterMode = FilterMode.Bilinear; + + // background (coc -> alpha channel) + CustomGraphicsBlit (null, source, dofMaterial, 3); + + // better downsample (should actually be weighted for higher quality) + mediumTexture2.DiscardContents(); + Graphics.Blit (source, mediumTexture2, dofMaterial, 6); + + Blur (mediumTexture2, mediumTexture, 1, 0, maxBlurSpread * 0.75f); + Blur (mediumTexture, lowTexture, 2, 0, maxBlurSpread); + + // some final calculations can be performed in low resolution + dofBlurMaterial.SetTexture ("_TapLow", lowTexture); + dofBlurMaterial.SetTexture ("_TapMedium", mediumTexture); + Graphics.Blit (null, mediumTexture2, dofBlurMaterial, 2); + + dofMaterial.SetTexture ("_TapLowBackground", mediumTexture2); + dofMaterial.SetTexture ("_TapMedium", mediumTexture); // only needed for debugging + + // apply background defocus + hrTex.DiscardContents(); + Graphics.Blit (source, hrTex, dofMaterial, visualize ? 2 : 0); + + // foreground handling + CustomGraphicsBlit (hrTex, source, dofMaterial, 5); + + // better downsample and blur (shouldn't be weighted) + Graphics.Blit (source, mediumTexture2, dofMaterial, 6); + Blur (mediumTexture2, mediumTexture, 1, 1, maxBlurSpread * 0.75f); + Blur (mediumTexture, lowTexture, 2, 1, maxBlurSpread); + + // some final calculations can be performed in low resolution + dofBlurMaterial.SetTexture ("_TapLow", lowTexture); + dofBlurMaterial.SetTexture ("_TapMedium", mediumTexture); + Graphics.Blit (null, mediumTexture2, dofBlurMaterial, 2); + + if (destination != null) + destination.DiscardContents (); + + dofMaterial.SetTexture ("_TapLowForeground", mediumTexture2); + dofMaterial.SetTexture ("_TapMedium", mediumTexture); // only needed for debugging + Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4); + + RenderTexture.ReleaseTemporary (hrTex); + RenderTexture.ReleaseTemporary (mediumTexture); + RenderTexture.ReleaseTemporary (mediumTexture2); + RenderTexture.ReleaseTemporary (lowTexture); +} + +// flat blur + +function Blur (from : RenderTexture, to : RenderTexture, iterations : int, blurPass: int, spread : float) { + var tmp : RenderTexture = RenderTexture.GetTemporary (to.width, to.height, 0); + + if (iterations < 2) { + dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); + tmp.DiscardContents (); + Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); + + dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); + to.DiscardContents (); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + else { + dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); + tmp.DiscardContents (); + Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); + + dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); + to.DiscardContents (); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + + dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0, 0.0)); + tmp.DiscardContents (); + Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); + + dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0, 0.0)); + to.DiscardContents (); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + + RenderTexture.ReleaseTemporary (tmp); +} + +// used for noise + +function CustomGraphicsBlit (source : RenderTexture, dest : RenderTexture, fxMaterial : Material, passNr : int) { + RenderTexture.active = dest; + + fxMaterial.SetTexture ("_MainTex", source); + + GL.PushMatrix (); + GL.LoadOrtho (); + + fxMaterial.SetPass (passNr); + + GL.Begin (GL.QUADS); + + GL.MultiTexCoord2 (0, 0.0f, 0.0f); + GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL + + GL.MultiTexCoord2 (0, 1.0f, 0.0f); + GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR + + GL.MultiTexCoord2 (0, 1.0f, 1.0f); + GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR + + GL.MultiTexCoord2 (0, 0.0f, 1.0f); + GL.Vertex3 (0.0f, 1.0f, 0.0); // TL + + GL.End (); + GL.PopMatrix (); +} diff --git a/Assets/Scripts/Fx/HeightDepthOfField.js.meta b/Assets/Scripts/Fx/HeightDepthOfField.js.meta new file mode 100644 index 0000000..e4eb0da --- /dev/null +++ b/Assets/Scripts/Fx/HeightDepthOfField.js.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ecd3baa43ee3b481d990842faf1751cc +MonoImporter: + serializedVersion: 2 + defaultReferences: + - objectFocus: {instanceID: 0} + - dofBlurShader: {fileID: 4800000, guid: ab079e63059f340088f6b9c0e209bee1, type: 1} + - dofShader: {fileID: 4800000, guid: c8cc60236143f4ec59b76421156c9eda, type: 1} + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/LaserScope.js b/Assets/Scripts/Fx/LaserScope.js new file mode 100644 index 0000000..fa02c4e --- /dev/null +++ b/Assets/Scripts/Fx/LaserScope.js @@ -0,0 +1,71 @@ +#pragma strict + +@script RequireComponent (PerFrameRaycast) + +public var scrollSpeed : float = 0.5; +public var pulseSpeed : float = 1.5; + +public var noiseSize : float = 1.0; + +public var maxWidth : float = 0.5; +public var minWidth : float = 0.2; + +public var pointer : GameObject = null; + +private var lRenderer : LineRenderer; +private var aniTime : float = 0.0; +private var aniDir : float = 1.0; + +private var raycast : PerFrameRaycast; + +function Start() { + lRenderer = gameObject.GetComponent (LineRenderer) as LineRenderer; + aniTime = 0.0; + + // Change some animation values here and there + ChoseNewAnimationTargetCoroutine(); + + raycast = GetComponent. (); +} + +function ChoseNewAnimationTargetCoroutine () { + while (true) { + aniDir = aniDir * 0.9 + Random.Range (0.5, 1.5) * 0.1; + yield; + minWidth = minWidth * 0.8 + Random.Range (0.1, 1.0) * 0.2; + yield WaitForSeconds (1.0 + Random.value * 2.0 - 1.0); + } +} + +function Update () { + renderer.material.mainTextureOffset.x += Time.deltaTime * aniDir * scrollSpeed; + renderer.material.SetTextureOffset ("_NoiseTex", Vector2 (-Time.time * aniDir * scrollSpeed, 0.0)); + + var aniFactor : float = Mathf.PingPong (Time.time * pulseSpeed, 1.0); + aniFactor = Mathf.Max (minWidth, aniFactor) * maxWidth; + lRenderer.SetWidth (aniFactor, aniFactor); + + // Cast a ray to find out the end point of the laser + var hitInfo : RaycastHit = raycast.GetHitInfo (); + if (hitInfo.transform) { + lRenderer.SetPosition (1, (hitInfo.distance * Vector3.forward)); + renderer.material.mainTextureScale.x = 0.1 * (hitInfo.distance); + renderer.material.SetTextureScale ("_NoiseTex", Vector2 (0.1 * hitInfo.distance * noiseSize, noiseSize)); + + // Use point and normal to align a nice & rough hit plane + if (pointer) { + pointer.renderer.enabled = true; + pointer.transform.position = hitInfo.point + (transform.position - hitInfo.point) * 0.01; + pointer.transform.rotation = Quaternion.LookRotation (hitInfo.normal, transform.up); + pointer.transform.eulerAngles.x = 90.0; + } + } + else { + if (pointer) + pointer.renderer.enabled = false; + var maxDist : float = 200.0; + lRenderer.SetPosition (1, (maxDist * Vector3.forward)); + renderer.material.mainTextureScale.x = 0.1 * (maxDist); + renderer.material.SetTextureScale ("_NoiseTex", Vector2 (0.1 * (maxDist) * noiseSize, noiseSize)); + } +} diff --git a/Assets/Scripts/Fx/LaserScope.js.meta b/Assets/Scripts/Fx/LaserScope.js.meta new file mode 100644 index 0000000..fb71a1a --- /dev/null +++ b/Assets/Scripts/Fx/LaserScope.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2aa4d88eb4eed41fd915afa70498e1a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/MobileBloom.js b/Assets/Scripts/Fx/MobileBloom.js new file mode 100644 index 0000000..c82a206 --- /dev/null +++ b/Assets/Scripts/Fx/MobileBloom.js @@ -0,0 +1,90 @@ + +#pragma strict + +@script ExecuteInEditMode + +@script RequireComponent (Camera) +@script AddComponentMenu ("Image Effects/Mobile Bloom") + +public var intensity : float = 0.5f; +public var colorMix : Color = Color.white; +public var colorMixBlend : float = 0.25f; +public var agonyTint : float = 0.0f; + +private var bloomShader : Shader; +private var apply : Material = null; +private var rtFormat : RenderTextureFormat = RenderTextureFormat.Default; + +function Start () { + FindShaders (); + CheckSupport (); + CreateMaterials (); +} + +function FindShaders () { + if (!bloomShader) + bloomShader = Shader.Find("Hidden/MobileBloom"); +} + +function CreateMaterials () { + if (!apply) { + apply = new Material (bloomShader); + apply.hideFlags = HideFlags.DontSave; + } +} + +function OnDamage () { + agonyTint = 1.0f; +} + +function Supported () : boolean { + return (SystemInfo.supportsImageEffects && SystemInfo.supportsRenderTextures && bloomShader.isSupported); +} + +function CheckSupport () : boolean { + if (!Supported ()) { + enabled = false; + return false; + } + rtFormat = SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGB565) ? RenderTextureFormat.RGB565 : RenderTextureFormat.Default; + return true; +} + +function OnDisable () { + if (apply) { + DestroyImmediate (apply); + apply = null; + } +} + +function OnRenderImage (source : RenderTexture, destination : RenderTexture) { +#if UNITY_EDITOR + FindShaders (); + CheckSupport (); + CreateMaterials (); +#endif + + agonyTint = Mathf.Clamp01 (agonyTint - Time.deltaTime * 2.75f); + + var tempRtLowA : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, rtFormat); + var tempRtLowB : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, rtFormat); + + // prepare data + + apply.SetColor ("_ColorMix", colorMix); + apply.SetVector ("_Parameter", Vector4 (colorMixBlend * 0.25f, 0.0f, 0.0f, 1.0f - intensity - agonyTint)); + + // downsample & blur + + Graphics.Blit (source, tempRtLowA, apply, agonyTint < 0.5f ? 1 : 5); + Graphics.Blit (tempRtLowA, tempRtLowB, apply, 2); + Graphics.Blit (tempRtLowB, tempRtLowA, apply, 3); + + // apply + + apply.SetTexture ("_Bloom", tempRtLowA); + Graphics.Blit (source, destination, apply, QualityManager.quality > Quality.Medium ? 4 : 0); + + RenderTexture.ReleaseTemporary (tempRtLowA); + RenderTexture.ReleaseTemporary (tempRtLowB); +} diff --git a/Assets/Scripts/Fx/MobileBloom.js.meta b/Assets/Scripts/Fx/MobileBloom.js.meta new file mode 100644 index 0000000..4014677 --- /dev/null +++ b/Assets/Scripts/Fx/MobileBloom.js.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 53816134a58264bc7994c41c368cc47f +MonoImporter: + serializedVersion: 2 + defaultReferences: + - bloomShader: {fileID: 4800000, guid: e7189a48507d24912932643c3012bf1c, type: 1} + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/MoodBox.js b/Assets/Scripts/Fx/MoodBox.js new file mode 100644 index 0000000..f69b1af --- /dev/null +++ b/Assets/Scripts/Fx/MoodBox.js @@ -0,0 +1,57 @@ + +#pragma strict + +@script RequireComponent (BoxCollider) + +public var data : MoodBoxData; +public var playerReflection : Cubemap; + +private var manager : MoodBoxManager; + +function Start () { + manager = transform.parent.GetComponent (MoodBoxManager) as MoodBoxManager; + if (!manager) { + Debug.Log ("Disabled moodbox " + gameObject.name + " as a MoodBoxManager was not found.", transform); + enabled = false; + } +} + +function OnDrawGizmos () { + if (transform.parent) { + Gizmos.color = Color (0.5f, 0.9f, 1.0f, 0.15f); + Gizmos.DrawCube (collider.bounds.center, collider.bounds.size ); + } +} + +function OnDrawGizmosSelected () { + if (transform.parent) { + Gizmos.color = Color (0.5f, 0.9f, 1.0f, 0.75f); + Gizmos.DrawCube (collider.bounds.center, collider.bounds.size ); + } +} + +function OnTriggerEnter (other : Collider) { + if (other.tag == "Player") + ApplyMoodBox (); +} + +function ApplyMoodBox () { + + // optimization: deactivate rain stuff a little earlier + + if (manager.GetData ().outside != data.outside) { + for (var m : GameObject in manager.rainManagers) { + m.SetActive (data.outside); + } + for (var m : GameObject in manager.splashManagers) { + m.SetActive (data.outside); + } + } + + manager.current = this; + + if (manager.playerReflectionMaterials.Length) { + for (var m : Material in manager.playerReflectionMaterials) + m.SetTexture ("_Cube", playerReflection ? playerReflection : manager.defaultPlayerReflection); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Fx/MoodBox.js.meta b/Assets/Scripts/Fx/MoodBox.js.meta new file mode 100644 index 0000000..951b36a --- /dev/null +++ b/Assets/Scripts/Fx/MoodBox.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d8dda0606587b47eba2b037a9ad24f01 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/MoodBoxData.js b/Assets/Scripts/Fx/MoodBoxData.js new file mode 100644 index 0000000..0b67966 --- /dev/null +++ b/Assets/Scripts/Fx/MoodBoxData.js @@ -0,0 +1,11 @@ +#pragma strict + +public class MoodBoxData { + var noiseAmount : float = 0.375f; + var colorMixBlend : float = 0.0f; + var colorMix : Color = Color.green; + var fogY : float = -10.0; + var fogColor : Color = Color.black; + var adventureString : System.String = ""; + var outside : boolean = false; +}; \ No newline at end of file diff --git a/Assets/Scripts/Fx/MoodBoxData.js.meta b/Assets/Scripts/Fx/MoodBoxData.js.meta new file mode 100644 index 0000000..a88cb64 --- /dev/null +++ b/Assets/Scripts/Fx/MoodBoxData.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 53a34629928f6428d8270e268667f219 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/MoodBoxManager.js b/Assets/Scripts/Fx/MoodBoxManager.js new file mode 100644 index 0000000..de3559e --- /dev/null +++ b/Assets/Scripts/Fx/MoodBoxManager.js @@ -0,0 +1,126 @@ + +// about the MoodBox (tm) system +// +// MoodBoxManager, MoodBox and MoodBoxData and friends are being used to enable +// local bloom, noise, color correction, etc. +// +// The player triggers MoodBoxes by walking through them, so they are placed strategically +// at entrances and exits. custom effect values will then be interpolated each frame and +// given to (image) effects and shaders. + +#pragma strict + +@script ExecuteInEditMode (); + +public static var current : MoodBox = null; +public var currentData : MoodBoxData; + +public var bloom : MobileBloom; +public var noise : ColoredNoise; +public var fog : RenderFogPlane; + +public var startMoodBox : MoodBox; +public var defaultPlayerReflection : Cubemap; +public var playerReflectionMaterials : Material[]; +public var applyNearestMoodBox : boolean = false; + +public var currentMoodBox : MoodBox = null; + +@HideInInspector +public var splashManagers : GameObject[]; +@HideInInspector +public var rainManagers : GameObject[]; + +public function Awake () { + // mood boxes have the power to disable expensive effects when it makes sense + + splashManagers = GameObject.FindGameObjectsWithTag ("RainSplashManager"); + rainManagers = GameObject.FindGameObjectsWithTag ("RainBoxManager"); +} + +public function Start () { + if (!bloom) + bloom = Camera.main.gameObject.GetComponent. (); + if (!noise) + noise = Camera.main.gameObject.GetComponent. (); + if (!fog) + fog = Camera.main.gameObject.GetComponentInChildren. (); + + current = startMoodBox; + UpdateFromMoodBox (); +} + +public function Update () { + UpdateFromMoodBox (); +} + +public function GetData () { + return currentData; +} + +function UpdateFromMoodBox () { + +#if UNITY_EDITOR + ApplyNearestMoodBoxIfDesired (); +#endif + + // we want to see what the current mood box is in the editor + currentMoodBox = current; + + if (current) { + if (!Application.isPlaying) { + currentData.noiseAmount = current.data.noiseAmount; + currentData.colorMixBlend = current.data.colorMixBlend; + currentData.colorMix = current.data.colorMix; + currentData.fogY = current.data.fogY; + currentData.fogColor = current.data.fogColor; + currentData.outside = current.data.outside; + } + else { + // play mode, interpolate nicely + currentData.noiseAmount = Mathf.Lerp (currentData.noiseAmount, current.data.noiseAmount, Time.deltaTime); + currentData.colorMixBlend = Mathf.Lerp (currentData.colorMixBlend, current.data.colorMixBlend, Time.deltaTime); + currentData.colorMix = Color.Lerp (currentData.colorMix, current.data.colorMix, Time.deltaTime); + currentData.fogY = Mathf.Lerp (currentData.fogY, current.data.fogY, Time.deltaTime * 1.5f); + currentData.fogColor = Color.Lerp (currentData.fogColor, current.data.fogColor, Time.deltaTime * 0.25f); + currentData.outside = current.data.outside; + } + } + + // apply new mood and effect values to actual effects (if in use) + + if (bloom && bloom.enabled) { + bloom.colorMix = currentData.colorMix; + bloom.colorMixBlend = currentData.colorMixBlend; + } + if (noise && noise.enabled) { + noise.localNoiseAmount = currentData.noiseAmount; + } + if (fog && fog.enabled) { + fog.renderer.sharedMaterial.SetFloat ("_Y", currentData.fogY); + fog.renderer.sharedMaterial.SetColor ("_FogColor", currentData.fogColor); + } +} + +function ApplyNearestMoodBoxIfDesired () { + if (applyNearestMoodBox) { + var boxes : Component[] = null; + boxes = GetComponentsInChildren (MoodBox); // as MoodBox[]; + if (boxes) { + var cameraPos : Vector3 = Camera.main.transform.position; + var minMoodBox = boxes[0] as MoodBox; + var minDistance = Mathf.Infinity; + for (var b : Component in boxes) { + if ( ((b as MoodBox).transform.position - cameraPos).sqrMagnitude < minDistance) { + minDistance = ((b as MoodBox).transform.position - cameraPos).sqrMagnitude; + minMoodBox = b as MoodBox; + } + } + current = minMoodBox; + } + else + Debug.Log ("no MoodBox components found ..."); + + applyNearestMoodBox = false; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Fx/MoodBoxManager.js.meta b/Assets/Scripts/Fx/MoodBoxManager.js.meta new file mode 100644 index 0000000..9485d7e --- /dev/null +++ b/Assets/Scripts/Fx/MoodBoxManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 36a2da884621d4447999292813567351 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/PostEffects.js b/Assets/Scripts/Fx/PostEffects.js new file mode 100644 index 0000000..58d4183 --- /dev/null +++ b/Assets/Scripts/Fx/PostEffects.js @@ -0,0 +1,39 @@ + +#pragma strict + +class PostEffects { + + static function CheckShaderAndCreateMaterial(s : Shader, m2Create : Material) : Material { + if (m2Create && m2Create.shader == s) + return m2Create; + + if (!s) { + Debug.LogWarning("PostEffects: missing shader for " + m2Create.ToString ()); + return null; + } + + if(!s.isSupported) { + Debug.LogWarning ("The shader " + s.ToString () + " is not supported"); + return null; + } + else { + m2Create = new Material (s); + m2Create.hideFlags = HideFlags.DontSave; + return m2Create; + } + } + + static function CheckSupport (needDepth : boolean) : boolean { + if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { + Debug.Log ("Disabling image effect as this platform doesn't support any"); + return false; + } + + if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) { + Debug.Log ("Disabling image effect as depth textures are not supported on this platform."); + return false; + } + + return true; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Fx/PostEffects.js.meta b/Assets/Scripts/Fx/PostEffects.js.meta new file mode 100644 index 0000000..1b91cc2 --- /dev/null +++ b/Assets/Scripts/Fx/PostEffects.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 17297462fda064adea580409dc53b934 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/QualityManager.js b/Assets/Scripts/Fx/QualityManager.js new file mode 100644 index 0000000..262e110 --- /dev/null +++ b/Assets/Scripts/Fx/QualityManager.js @@ -0,0 +1,223 @@ + + +// QualityManager sets shader LOD's and enabled/disables special effects +// based on platform and/or desired quality settings. + +// Disable 'autoChoseQualityOnStart' if you want to overwrite the quality +// for a specific platform with the desired level. + +#pragma strict + +@script RequireComponent (Camera) +@script RequireComponent (ShaderDatabase) + +// Quality enum values will be used directly for shader LOD settings + +enum Quality { + Lowest = 100, + Poor = 190, + Low = 200, + Medium = 210, + High = 300, + Highest = 500, +} + +public var autoChoseQualityOnStart : boolean = true; +public var currentQuality : Quality = Quality.Highest; + +public var bloom : MobileBloom; +public var depthOfField : HeightDepthOfField; +public var noise : ColoredNoise; +public var heightFog : RenderFogPlane; +public var reflection : MonoBehaviour; +public var shaders : ShaderDatabase; +public var heightFogBeforeTransparentGO : GameObject; + +public static var quality : Quality = Quality.Highest; + +function Start () { + if (heightFogBeforeTransparentGO != null) + heightFogBeforeTransparentGO.SetActive(true); + + if (!bloom) + bloom = GetComponent. (); + if (!noise) + noise = GetComponent. (); + if (!depthOfField) + depthOfField = GetComponent. (); + if (!heightFog) + heightFog = gameObject.GetComponentInChildren. (); + if (!shaders) + shaders = GetComponent. (); + if (!reflection) + reflection = GetComponent ("ReflectionFx") as MonoBehaviour; + + if (autoChoseQualityOnStart) + AutoDetectQuality (); + + ApplyAndSetQuality (currentQuality); +} + +// we support dynamic quality adjustments if in edit mode + +#if UNITY_EDITOR + +function Update () { + var newQuality : Quality = currentQuality; + if (newQuality != quality) + ApplyAndSetQuality (newQuality); +} + +#endif + +private function AutoDetectQuality () +// Some special quality settings cases for various platforms +{ + #if UNITY_IPHONE + + switch (iPhone.generation) + { + case iPhoneGeneration.iPad1Gen: + currentQuality = Quality.Low; + break; + case iPhoneGeneration.iPad2Gen: + currentQuality = Quality.High; + break; + case iPhoneGeneration.iPhone3GS: + case iPhoneGeneration.iPodTouch3Gen: + currentQuality = Quality.Low; + break; + default: + currentQuality = Quality.Medium; + break; + } + + #elif UNITY_ANDROID || UNITY_WP8 + + currentQuality = Quality.Low; + + #elif UNITY_BLACKBERRY + + currentQuality = Quality.Medium; + + #else + // Desktops/consoles + + switch (Application.platform) + { + case RuntimePlatform.NaCl: + currentQuality = Quality.Highest; + break; + case RuntimePlatform.FlashPlayer: + currentQuality = Quality.Low; + break; + default: + currentQuality = SystemInfo.graphicsPixelFillrate < 2800 ? Quality.High : Quality.Highest; + break; + } + + #endif + + Debug.Log (String.Format ( + "AngryBots: Quality set to '{0}'{1}", + currentQuality, + #if UNITY_IPHONE + " (" + iPhone.generation + " class iOS)" + #elif UNITY_ANDROID + " (Android)" + #elif UNITY_WP8 + " (Windows Phone)" + #elif UNITY_BLACKBERRY + " (Blackberry)" + #else + " (" + Application.platform + ")" + #endif + )); +} + +private function ApplyAndSetQuality (newQuality : Quality) { + quality = newQuality; + + // default states + + camera.cullingMask = -1 & ~(1 << LayerMask.NameToLayer ("Adventure")); + var textAdventure : GameObject = GameObject.Find ("TextAdventure"); + if (textAdventure) + textAdventure.GetComponent. ().enabled = false; + + // check for quality specific states + + if (quality == Quality.Lowest) { + DisableAllFx (); + if (textAdventure) + textAdventure.GetComponent. ().enabled = true; + camera.cullingMask = 1 << LayerMask.NameToLayer ("Adventure"); + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, false); + EnableFx (noise, false); + camera.depthTextureMode = DepthTextureMode.None; + } + else if (quality == Quality.Poor) { + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, false); + EnableFx (noise, false); + EnableFx (reflection, false); + camera.depthTextureMode = DepthTextureMode.None; + } + else if (quality == Quality.Low) { + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, false); + EnableFx (noise, false); + EnableFx (reflection, SystemInfo.supportsRenderTextures); + camera.depthTextureMode = DepthTextureMode.None; + } + else if (quality == Quality.Medium) { + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, true); + EnableFx (noise, false); + EnableFx (reflection, SystemInfo.supportsRenderTextures); + camera.depthTextureMode = DepthTextureMode.None; + } + else if (quality == Quality.High) { + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, true); + EnableFx (noise, true); + EnableFx (reflection, SystemInfo.supportsRenderTextures); + camera.depthTextureMode = DepthTextureMode.None; + } + else { // Highest + EnableFx (depthOfField, true); + EnableFx (heightFog, true); + EnableFx (bloom, true); + EnableFx (reflection, SystemInfo.supportsRenderTextures); + EnableFx (noise, true); + if ((heightFog && heightFog.enabled) || (depthOfField && depthOfField.enabled)) + camera.depthTextureMode |= DepthTextureMode.Depth; + } + + Debug.Log ("AngryBots: setting shader LOD to " + quality); + + Shader.globalMaximumLOD = quality; + for (var s : Shader in shaders.shaders) { + s.maximumLOD = quality; + } +} + +private function DisableAllFx () { + camera.depthTextureMode = DepthTextureMode.None; + EnableFx (reflection, false); + EnableFx (depthOfField, false); + EnableFx (heightFog, false); + EnableFx (bloom, false); + EnableFx (noise, false); +} + +private function EnableFx (fx : MonoBehaviour, enable : boolean) { + if (fx) + fx.enabled = enable; +} diff --git a/Assets/Scripts/Fx/QualityManager.js.meta b/Assets/Scripts/Fx/QualityManager.js.meta new file mode 100644 index 0000000..a7a3905 --- /dev/null +++ b/Assets/Scripts/Fx/QualityManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c3fc9dc92d9c04ff6acac64f04121ccb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/ReflectionFx.cs b/Assets/Scripts/Fx/ReflectionFx.cs new file mode 100644 index 0000000..d5713d3 --- /dev/null +++ b/Assets/Scripts/Fx/ReflectionFx.cs @@ -0,0 +1,275 @@ + +using UnityEngine; +using System.Collections.Generic; + +public class ReflectionFx : MonoBehaviour +{ + public Transform[] reflectiveObjects; + public LayerMask reflectionMask; + public Material[] reflectiveMaterials; + + private Transform reflectiveSurfaceHeight; + + public Shader replacementShader; + private bool highQuality = false; + + public Color clearColor = Color.black; + public System.String reflectionSampler = "_ReflectionTex"; + + public float clipPlaneOffset = 0.07F; + + private Vector3 oldpos = Vector3.zero; + private Camera reflectionCamera; + private Dictionary helperCameras = null; + + private Texture[] initialReflectionTextures; + + public void Start() + { + initialReflectionTextures = new Texture2D[reflectiveMaterials.Length]; + for (int i = 0; i < reflectiveMaterials.Length; i++) + { + initialReflectionTextures[i] = reflectiveMaterials[i].GetTexture(reflectionSampler); + } + + if (!SystemInfo.supportsRenderTextures) + this.enabled = false; + } + + public void OnDisable() + { + if (initialReflectionTextures == null) + return; + // restore initial reflection textures + for (int i = 0; i < reflectiveMaterials.Length; i++) + { + reflectiveMaterials[i].SetTexture(reflectionSampler, initialReflectionTextures[i]); + } + } + + private Camera CreateReflectionCameraFor(Camera cam) + { + System.String reflName = gameObject.name + "Reflection" + cam.name; + + Debug.Log ("AngryBots: created internal reflection camera " + reflName); + + GameObject go = GameObject.Find(reflName); + + if(!go) + go = new GameObject(reflName, typeof(Camera)); + if(!go.GetComponent(typeof(Camera))) + go.AddComponent(typeof(Camera)); + Camera reflectCamera = go.camera; + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = CameraClearFlags.SolidColor; + + SetStandardCameraParameter(reflectCamera, reflectionMask); + + if(!reflectCamera.targetTexture) + reflectCamera.targetTexture = CreateTextureFor(cam); + + return reflectCamera; + } + + public void HighQuality () + { + highQuality = true; + } + + private void SetStandardCameraParameter(Camera cam, LayerMask mask) + { + cam.backgroundColor = Color.black; + cam.enabled = false; + cam.cullingMask = reflectionMask; + } + + private RenderTexture CreateTextureFor(Camera cam) + { + RenderTextureFormat rtFormat = RenderTextureFormat.RGB565; + if (!SystemInfo.SupportsRenderTextureFormat (rtFormat)) + rtFormat = RenderTextureFormat.Default; + + float rtSizeMul = highQuality ? 0.75f : 0.5f; + RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * rtSizeMul), Mathf.FloorToInt(cam.pixelHeight * rtSizeMul), 24, rtFormat); + rt.hideFlags = HideFlags.DontSave; + + return rt; + } + + public void RenderHelpCameras (Camera currentCam) + { + if(null == helperCameras) + helperCameras = new Dictionary(); + + if(!helperCameras.ContainsKey(currentCam)) { + helperCameras.Add(currentCam, false); + } + if(helperCameras[currentCam]) { + return; + } + + if(!reflectionCamera) { + reflectionCamera = CreateReflectionCameraFor (currentCam); + foreach (Material m in reflectiveMaterials) { + m.SetTexture (reflectionSampler, reflectionCamera.targetTexture); + } + } + + RenderReflectionFor(currentCam, reflectionCamera); + + helperCameras[currentCam] = true; + } + + public void LateUpdate () + { + // find the closest reflective surface and use that as our + // reference for reflection height etc. + + Transform closest = null; + float closestDist = Mathf.Infinity; + Vector3 pos = Camera.main.transform.position; + foreach (Transform t in reflectiveObjects) { + if (t.renderer.isVisible) { + float dist = (pos - t.position).sqrMagnitude; + if (dist < closestDist) { + closestDist = dist; + closest = t; + } + } + } + + if(!closest) + return; + + ObjectBeingRendered (closest, Camera.main); + + if (null != helperCameras) + helperCameras.Clear(); + } + + private void ObjectBeingRendered (Transform tr, Camera currentCam) + { + if (null == tr) + return; + + reflectiveSurfaceHeight = tr; + RenderHelpCameras (currentCam); + } + + private void RenderReflectionFor (Camera cam, Camera reflectCamera) + { + if(!reflectCamera) + return; + + SaneCameraSettings(reflectCamera); + + reflectCamera.backgroundColor = clearColor; + + GL.SetRevertBackfacing(true); + + Transform reflectiveSurface = reflectiveSurfaceHeight; + + Vector3 eulerA = cam.transform.eulerAngles; + + reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z); + reflectCamera.transform.position = cam.transform.position; + + Vector3 pos = reflectiveSurface.transform.position; + pos.y = reflectiveSurface.position.y; + Vector3 normal = reflectiveSurface.transform.up; + float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; + Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + reflection = CalculateReflectionMatrix(reflection, reflectionPlane); + oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint (oldpos); + + reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f); + + Matrix4x4 projection = cam.projectionMatrix; + projection = CalculateObliqueMatrix(projection, clipPlane); + reflectCamera.projectionMatrix = projection; + + reflectCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + + reflectCamera.RenderWithShader (replacementShader, "Reflection"); + + GL.SetRevertBackfacing(false); + } + + private void SaneCameraSettings(Camera helperCam) + { + helperCam.depthTextureMode = DepthTextureMode.None; + helperCam.backgroundColor = Color.black; + helperCam.clearFlags = CameraClearFlags.SolidColor; + helperCam.renderingPath = RenderingPath.Forward; + } + + static Matrix4x4 CalculateObliqueMatrix (Matrix4x4 projection, Vector4 clipPlane) + { + Vector4 q = projection.inverse * new Vector4( + sgn(clipPlane.x), + sgn(clipPlane.y), + 1.0F, + 1.0F + ); + Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q))); + // third row = clip plane - fourth row + projection[2] = c.x - projection[3]; + projection[6] = c.y - projection[7]; + projection[10] = c.z - projection[11]; + projection[14] = c.w - projection[15]; + + return projection; + } + + // Helper function for getting the reflection matrix that will be multiplied with camera matrix + static Matrix4x4 CalculateReflectionMatrix (Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1.0F - 2.0F*plane[0]*plane[0]); + reflectionMat.m01 = ( - 2.0F*plane[0]*plane[1]); + reflectionMat.m02 = ( - 2.0F*plane[0]*plane[2]); + reflectionMat.m03 = ( - 2.0F*plane[3]*plane[0]); + + reflectionMat.m10 = ( - 2.0F*plane[1]*plane[0]); + reflectionMat.m11 = (1.0F - 2.0F*plane[1]*plane[1]); + reflectionMat.m12 = ( - 2.0F*plane[1]*plane[2]); + reflectionMat.m13 = ( - 2.0F*plane[3]*plane[1]); + + reflectionMat.m20 = ( - 2.0F*plane[2]*plane[0]); + reflectionMat.m21 = ( - 2.0F*plane[2]*plane[1]); + reflectionMat.m22 = (1.0F - 2.0F*plane[2]*plane[2]); + reflectionMat.m23 = ( - 2.0F*plane[3]*plane[2]); + + reflectionMat.m30 = 0.0F; + reflectionMat.m31 = 0.0F; + reflectionMat.m32 = 0.0F; + reflectionMat.m33 = 1.0F; + + return reflectionMat; + } + + // Extended sign: returns -1, 0 or 1 based on sign of a + static float sgn (float a) { + if (a > 0.0F) return 1.0F; + if (a < 0.0F) return -1.0F; + return 0.0F; + } + + // Given position/normal of the plane, calculates plane in camera space. + private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint (offsetPos); + Vector3 cnormal = m.MultiplyVector (normal).normalized * sideSign; + + return new Vector4 (cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot (cpos,cnormal)); + } +} diff --git a/Assets/Scripts/Fx/ReflectionFx.cs.meta b/Assets/Scripts/Fx/ReflectionFx.cs.meta new file mode 100644 index 0000000..cbba4c0 --- /dev/null +++ b/Assets/Scripts/Fx/ReflectionFx.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 25fc81614fb414ce7bc220e61e08d7c6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/RenderFogPlane.js b/Assets/Scripts/Fx/RenderFogPlane.js new file mode 100644 index 0000000..dbf3a5b --- /dev/null +++ b/Assets/Scripts/Fx/RenderFogPlane.js @@ -0,0 +1,111 @@ + +#pragma strict + +public var cameraForRay : Camera; + +private var frustumCorners : Matrix4x4; +private var CAMERA_ASPECT_RATIO : float = 1.333333f; +private var CAMERA_NEAR : float; +private var CAMERA_FAR : float; +private var CAMERA_FOV : float; + +private var mesh : Mesh; +private var uv : Vector2[] = new Vector2[4]; + +function OnEnable () { + renderer.enabled = true; + + if (!mesh) + mesh = (GetComponent(MeshFilter) as MeshFilter).sharedMesh; + + // write indices into uv's for fast world space reconstruction + + if (mesh) { + uv[0] = new Vector2 (1.0f, 1.0f); // TR + uv[1] = new Vector2 (0.0f, 0.0f); // TL + uv[2] = new Vector2 (2.0f, 2.0f); // BR + uv[3] = new Vector2 (3.0f, 3.0f); // BL + mesh.uv = uv; + } + + if (!cameraForRay) + cameraForRay = Camera.main; +} + +private function EarlyOutIfNotSupported () : boolean { + if (!Supported ()) { + enabled = false; + return true; + } + return false; +} + +function OnDisable () { + renderer.enabled = false; +} + +function Supported () : boolean { + return (renderer.sharedMaterial.shader.isSupported && SystemInfo.supportsImageEffects && SystemInfo.supportsRenderTextures && SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)); +} + +function Update () { + if (EarlyOutIfNotSupported ()) { + enabled = false; + return; + } + if (!renderer.enabled) + return; + + frustumCorners = Matrix4x4.identity; + + var ray : Ray; + var vec : Vector4; + var corner : Vector3; + + CAMERA_NEAR = cameraForRay.nearClipPlane; + CAMERA_FAR = cameraForRay.farClipPlane; + CAMERA_FOV = cameraForRay.fieldOfView; + CAMERA_ASPECT_RATIO = cameraForRay.aspect; + + var fovWHalf : float = CAMERA_FOV * 0.5f; + + var toRight : Vector3 = cameraForRay.transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO; + var toTop : Vector3 = cameraForRay.transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad); + + var topLeft : Vector3 = (cameraForRay.transform.forward * CAMERA_NEAR - toRight + toTop); + var CAMERA_SCALE : float = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR; + + // correctly place transform first + + transform.localPosition.z = CAMERA_NEAR + 0.0001f; + transform.localScale.x = (toRight * 0.5f).magnitude; + transform.localScale.z = (toTop * 0.5f).magnitude; + transform.localScale.y = 1.0f; + transform.localRotation.eulerAngles = Vector3 (270.0f, 0.0f, 0.0f); + + // write view frustum corner "rays" + + topLeft.Normalize(); + topLeft *= CAMERA_SCALE; + + var topRight : Vector3 = (cameraForRay.transform.forward * CAMERA_NEAR + toRight + toTop); + topRight.Normalize(); + topRight *= CAMERA_SCALE; + + var bottomRight : Vector3 = (cameraForRay.transform.forward * CAMERA_NEAR + toRight - toTop); + bottomRight.Normalize(); + bottomRight *= CAMERA_SCALE; + + var bottomLeft : Vector3 = (cameraForRay.transform.forward * CAMERA_NEAR - toRight - toTop); + bottomLeft.Normalize(); + bottomLeft *= CAMERA_SCALE; + + frustumCorners.SetRow (0, topLeft); + frustumCorners.SetRow (1, topRight); + frustumCorners.SetRow (2, bottomRight); + frustumCorners.SetRow (3, bottomLeft); + + renderer.sharedMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners); + renderer.sharedMaterial.SetVector ("_CameraWS", cameraForRay.transform.position); +} + diff --git a/Assets/Scripts/Fx/RenderFogPlane.js.meta b/Assets/Scripts/Fx/RenderFogPlane.js.meta new file mode 100644 index 0000000..3cb69d7 --- /dev/null +++ b/Assets/Scripts/Fx/RenderFogPlane.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bfff0eb4980c94a70b9bd89caa1c3f00 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/SelfIlluminationBlink.js b/Assets/Scripts/Fx/SelfIlluminationBlink.js new file mode 100644 index 0000000..4d25c4c --- /dev/null +++ b/Assets/Scripts/Fx/SelfIlluminationBlink.js @@ -0,0 +1,12 @@ + +#pragma strict + +public var blink : float = 0.0f; + +function OnWillRenderObject () { + renderer.sharedMaterial.SetFloat ("_SelfIllumStrength", blink); +} + +function Blink () { + blink = 1.0f - blink; +} \ No newline at end of file diff --git a/Assets/Scripts/Fx/SelfIlluminationBlink.js.meta b/Assets/Scripts/Fx/SelfIlluminationBlink.js.meta new file mode 100644 index 0000000..85a3aba --- /dev/null +++ b/Assets/Scripts/Fx/SelfIlluminationBlink.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bc1f526f6b3cc4adf97bae3794998cea +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/ShaderDatabase.js b/Assets/Scripts/Fx/ShaderDatabase.js new file mode 100644 index 0000000..0a28f2a --- /dev/null +++ b/Assets/Scripts/Fx/ShaderDatabase.js @@ -0,0 +1,132 @@ + +// ShaderDatabase +// knows and eventually "cooks" shaders in the beginning of the game (see CookShaders), +// also knows some tricks to hide the frame buffer with white and/or black planes +// to hide loading artefacts or shader cooking process + +#pragma strict + +@script RequireComponent(Camera) + +public var shaders : Shader[]; +public var cookShadersOnMobiles : boolean = true; +public var cookShadersCover : Material; +private var cookShadersObject : GameObject; + +function Awake () { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + Screen.sleepTimeout = 0.0f; + + if (!cookShadersOnMobiles) + return; + + if (!cookShadersCover.HasProperty ("_TintColor")) + Debug.LogWarning ("Dualstick: the CookShadersCover material needs a _TintColor property to properly hide the cooking process", transform); + + CreateCameraCoverPlane (); + cookShadersCover.SetColor ("_TintColor", Color (0.0,0.0,0.0,1.0)); +#endif +} + +function CreateCameraCoverPlane () : GameObject { + cookShadersObject = GameObject.CreatePrimitive (PrimitiveType.Cube); + cookShadersObject.renderer.material = cookShadersCover; + cookShadersObject.transform.parent = transform; + cookShadersObject.transform.localPosition = Vector3.zero; + cookShadersObject.transform.localPosition.z += 1.55; + cookShadersObject.transform.localRotation = Quaternion.identity; + cookShadersObject.transform.localEulerAngles.z += 180; + cookShadersObject.transform.localScale = Vector3.one *1.5; + cookShadersObject.transform.localScale.x *= 1.6; + + return cookShadersObject; +} + +function WhiteOut () { + CreateCameraCoverPlane (); + var mat : Material = cookShadersObject.renderer.sharedMaterial; + mat.SetColor ("_TintColor", Color (1.0f, 1.0f, 1.0f, 0.0)); + + yield; + + var c : Color = Color (1.0f, 1.0f, 1.0f, 0.0); + while (c.a < 1.0) { + c.a += Time.deltaTime * 0.25; + mat.SetColor ("_TintColor", c); + yield; + } + + DestroyCameraCoverPlane (); +} + +function WhiteIn () { + CreateCameraCoverPlane (); + var mat : Material = cookShadersObject.renderer.sharedMaterial; + mat.SetColor ("_TintColor", Color (1.0f, 1.0f, 1.0f, 1.0)); + + yield; + + var c : Color = Color (1.0f, 1.0f, 1.0f, 1.0); + while (c.a > 0.0) { + c.a -= Time.deltaTime * 0.25; + mat.SetColor ("_TintColor", c); + yield; + } + + DestroyCameraCoverPlane (); +} + +function DestroyCameraCoverPlane () { + if (cookShadersObject) + DestroyImmediate (cookShadersObject); + cookShadersObject = null; +} + +function Start () { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + if (cookShadersOnMobiles) + yield CookShaders (); +#endif +} + +// this function is cooking all shaders to be used in the game. +// it's good practice to draw all of them in order to avoid +// triggering in game shader compilations which might cause evil +// frame time spikes + +// currently only enabled for mobile (iOS, Android, Windows Phone and BlackBerry) platforms + +function CookShaders () { + if (shaders.length) { + var m : Material = new Material (shaders[0]); + var cube : GameObject = GameObject.CreatePrimitive (PrimitiveType.Cube); + + cube.transform.parent = transform; + cube.transform.localPosition = Vector3.zero; + cube.transform.localPosition.z += 4.0; + + yield; + + for (var s : Shader in shaders) { + if (s) { + m.shader = s; + cube.renderer.material = m; + } + yield; + } + + Destroy (m); + Destroy (cube); + + yield; + var c : Color = Color.black; + c.a = 1.0; + while (c.a>0.0) { + c.a -= Time.deltaTime*0.5; + cookShadersCover.SetColor ("_TintColor", c); + yield; + } + } + + DestroyCameraCoverPlane (); +} diff --git a/Assets/Scripts/Fx/ShaderDatabase.js.meta b/Assets/Scripts/Fx/ShaderDatabase.js.meta new file mode 100644 index 0000000..7eae7b8 --- /dev/null +++ b/Assets/Scripts/Fx/ShaderDatabase.js.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 916de0f971c01479cbfc7f8c3bee15e8 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - bloomApplyShader: {fileID: 4800000, guid: 5b178b6436dd14f6a86a3be430ae078f, type: 1} + - bloomBlendApplyShader: {fileID: 4800000, guid: c0cec07085658475fa50791b31d66ec8, + type: 1} + - blurShader: {fileID: 4800000, guid: 22e377d9435104f43a9a40415984843a, type: 1} + - noiseShader: {fileID: 4800000, guid: 4fc2e4a4fe2914a30819c481958f3b00, type: 1} + - noiseTexture: {fileID: 2800000, guid: d1bd32e2f0342418a81f73b582e0b4a2, type: 1} + - uberShader: {fileID: 4800000, guid: d3fe6e8745b794a77bfeb9a10c0fdddb, type: 1} + - reflectiveSurface: {instanceID: 0} + - reflectiveMaterial: {fileID: 2100000, guid: 22b43c3aa0097483d92b4cca9adbb7f3, + type: 2} + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Fx/WorldSpaceSpecular.js b/Assets/Scripts/Fx/WorldSpaceSpecular.js new file mode 100644 index 0000000..abb1d15 --- /dev/null +++ b/Assets/Scripts/Fx/WorldSpaceSpecular.js @@ -0,0 +1,24 @@ + +#pragma strict + +@script ExecuteInEditMode () + +public var casterA : Transform; +public var colorA : Color = Color.white; +public var casterB : Transform; +public var colorB : Color = Color.white; +public var casterC : Transform; +public var colorC : Color = Color.white; + +function Update () { + if (casterA) + Shader.SetGlobalVector ("SPEC_LIGHT_DIR_0", casterA.forward); + if (casterB) + Shader.SetGlobalVector ("SPEC_LIGHT_DIR_1", casterB.forward); + if (casterC) + Shader.SetGlobalVector ("SPEC_LIGHT_DIR_2", casterC.forward); + + Shader.SetGlobalVector ("SPEC_LIGHT_COLOR_0", colorA); + Shader.SetGlobalVector ("SPEC_LIGHT_COLOR_1", colorB); + Shader.SetGlobalVector ("SPEC_LIGHT_COLOR_2", colorC); +} \ No newline at end of file diff --git a/Assets/Scripts/Fx/WorldSpaceSpecular.js.meta b/Assets/Scripts/Fx/WorldSpaceSpecular.js.meta new file mode 100644 index 0000000..e451f89 --- /dev/null +++ b/Assets/Scripts/Fx/WorldSpaceSpecular.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f61e6c785368f4c3aa188d530d2dc809 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta new file mode 100644 index 0000000..c0fb767 --- /dev/null +++ b/Assets/Scripts/Managers.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 2d382436e19444791b890e7a24130552 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Managers/MaterialImpactManager.js b/Assets/Scripts/Managers/MaterialImpactManager.js new file mode 100644 index 0000000..8c98b96 --- /dev/null +++ b/Assets/Scripts/Managers/MaterialImpactManager.js @@ -0,0 +1,57 @@ +#pragma strict + +class MaterialImpact { + var physicMaterial : PhysicMaterial; + var playerFootstepSounds : AudioClip[]; + var mechFootstepSounds : AudioClip[]; + var spiderFootstepSounds : AudioClip[]; + var bulletHitSounds : AudioClip[]; +} + +class MaterialImpactManager extends MonoBehaviour { + var materials : MaterialImpact[]; + + private static var dict : System.Collections.Generic.Dictionary.; + private static var defaultMat : MaterialImpact; + + function Awake () { + defaultMat = materials[0]; + + dict = new System.Collections.Generic.Dictionary. (); + for (var i : int = 0; i < materials.Length; i++) { + dict.Add (materials[i].physicMaterial, materials[i]); + } + } + + static function GetPlayerFootstepSound (mat : PhysicMaterial) : AudioClip { + var imp : MaterialImpact = GetMaterialImpact (mat); + return GetRandomSoundFromArray(imp.playerFootstepSounds); + } + + static function GetMechFootstepSound (mat : PhysicMaterial) : AudioClip { + var imp : MaterialImpact = GetMaterialImpact (mat); + return GetRandomSoundFromArray(imp.mechFootstepSounds); + } + + static function GetSpiderFootstepSound (mat : PhysicMaterial) : AudioClip { + var imp : MaterialImpact = GetMaterialImpact (mat); + return GetRandomSoundFromArray(imp.spiderFootstepSounds); + } + + static function GetBulletHitSound (mat : PhysicMaterial) : AudioClip { + var imp : MaterialImpact = GetMaterialImpact (mat); + return GetRandomSoundFromArray(imp.bulletHitSounds); + } + + static function GetMaterialImpact (mat : PhysicMaterial) : MaterialImpact { + if (mat && dict.ContainsKey (mat)) + return dict[mat]; + return defaultMat; + } + + static function GetRandomSoundFromArray (audioClipArray : AudioClip[]) : AudioClip { + if (audioClipArray.Length > 0) + return audioClipArray[Random.Range (0, audioClipArray.Length)]; + return null; + } +} diff --git a/Assets/Scripts/Managers/MaterialImpactManager.js.meta b/Assets/Scripts/Managers/MaterialImpactManager.js.meta new file mode 100644 index 0000000..f487568 --- /dev/null +++ b/Assets/Scripts/Managers/MaterialImpactManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6cf9ebe1aaabc4c0ba57a41c437c3560 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Managers/Spawner.js b/Assets/Scripts/Managers/Spawner.js new file mode 100644 index 0000000..b4f8d49 --- /dev/null +++ b/Assets/Scripts/Managers/Spawner.js @@ -0,0 +1,125 @@ +#pragma strict + +static var spawner : Spawner; + +var caches : ObjectCache[]; + +var activeCachedObjects : Hashtable; + + +class ObjectCache { + var prefab : GameObject; + var cacheSize : int = 10; + + private var objects : GameObject[]; + private var cacheIndex : int = 0; + + function Initialize () + { + objects = new GameObject[cacheSize]; + + // Instantiate the objects in the array and set them to be inactive + for (var i = 0; i < cacheSize; i++) + { + objects[i] = MonoBehaviour.Instantiate (prefab) as GameObject; + objects[i].SetActive (false); + objects[i].name = objects[i].name + i; + } + } + + function GetNextObjectInCache () : GameObject { + var obj : GameObject = null; + + // The cacheIndex starts out at the position of the object created + // the longest time ago, so that one is usually free, + // but in case not, loop through the cache until we find a free one. + for (var i : int = 0; i < cacheSize; i++) { + obj = objects[cacheIndex]; + + // If we found an inactive object in the cache, use that. + if (!obj.activeSelf) + break; + + // If not, increment index and make it loop around + // if it exceeds the size of the cache + cacheIndex = (cacheIndex + 1) % cacheSize; + } + + // The object should be inactive. If it's not, log a warning and use + // the object created the longest ago even though it's still active. + if (obj.activeSelf) { + Debug.LogWarning ( + "Spawn of " + prefab.name + + " exceeds cache size of " + cacheSize + + "! Reusing already active object.", obj); + Spawner.Destroy (obj); + } + + // Increment index and make it loop around + // if it exceeds the size of the cache + cacheIndex = (cacheIndex + 1) % cacheSize; + + return obj; + } +} + +function Awake () { + // Set the global variable + spawner = this; + + // Total number of cached objects + var amount : int = 0; + + // Loop through the caches + for (var i = 0; i < caches.length; i++) { + // Initialize each cache + caches[i].Initialize (); + + // Count + amount += caches[i].cacheSize; + } + + // Create a hashtable with the capacity set to the amount of cached objects specified + activeCachedObjects = new Hashtable (amount); +} + +static function Spawn (prefab : GameObject, position : Vector3, rotation : Quaternion) : GameObject { + var cache : ObjectCache = null; + + // Find the cache for the specified prefab + if (spawner) { + for (var i = 0; i < spawner.caches.length; i++) { + if (spawner.caches[i].prefab == prefab) { + cache = spawner.caches[i]; + } + } + } + + // If there's no cache for this prefab type, just instantiate normally + if (cache == null) { + return Instantiate (prefab, position, rotation) as GameObject; + } + + // Find the next object in the cache + var obj : GameObject = cache.GetNextObjectInCache (); + + // Set the position and rotation of the object + obj.transform.position = position; + obj.transform.rotation = rotation; + + // Set the object to be active + obj.SetActive (true); + spawner.activeCachedObjects[obj] = true; + + return obj; +} + +static function Destroy (objectToDestroy : GameObject) { + if (spawner && spawner.activeCachedObjects.ContainsKey (objectToDestroy)) { + objectToDestroy.SetActive (false); + spawner.activeCachedObjects[objectToDestroy] = false; + } + else { + objectToDestroy.Destroy (objectToDestroy); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Managers/Spawner.js.meta b/Assets/Scripts/Managers/Spawner.js.meta new file mode 100644 index 0000000..68bb50c --- /dev/null +++ b/Assets/Scripts/Managers/Spawner.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2ab0dadae0ad24c4c9ab8db71212a73f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Managers/TextAdventureManager.js b/Assets/Scripts/Managers/TextAdventureManager.js new file mode 100644 index 0000000..de686f6 --- /dev/null +++ b/Assets/Scripts/Managers/TextAdventureManager.js @@ -0,0 +1,143 @@ + +#pragma strict + +var player : Transform; +var playableMoodBoxes : MoodBox[]; + +var timePerChar : float = 0.125f; + +private var currentMoodBox : int = 0; +private var textAnimation : int = 0; +private var timer : float = 0.0f; +private var camOffset : Vector3 = Vector3.zero; + +function Start () { + if (!player) + player = GameObject.FindWithTag ("Player").transform; + + var leftIcon = new GameObject ("Left Arrow", GUIText); + var rightIcon = new GameObject ("Right Arrow", GUIText); + +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + leftIcon.guiText.text = "<"; +#else + leftIcon.guiText.text = "< backspace"; +#endif + + leftIcon.guiText.font = guiText.font; + leftIcon.guiText.material = guiText.material; + leftIcon.guiText.anchor = TextAnchor.UpperLeft; + leftIcon.gameObject.layer = ( LayerMask.NameToLayer ("Adventure")); + + leftIcon.transform.position.x = 0.01f; + leftIcon.transform.position.y = 0.1f; + +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + rightIcon.guiText.text = ">"; +#else + rightIcon.guiText.text = "space >"; +#endif + rightIcon.guiText.font = guiText.font; + rightIcon.guiText.material = guiText.material; + rightIcon.guiText.anchor = TextAnchor.UpperRight; + rightIcon.gameObject.layer = ( LayerMask.NameToLayer ("Adventure")); + + rightIcon.transform.position.x = 0.99f; + rightIcon.transform.position.y = 0.1f; +} + +function OnEnable () { + textAnimation = 0; + timer = timePerChar; + + camOffset = Camera.main.transform.position - player.position; + + BeamToBox (currentMoodBox); + + if (player) { + var ctrler : PlayerMoveController = player.GetComponent. (); + ctrler.enabled = false; + } + + guiText.enabled = true; +} + +function OnDisable () { + // and back to normal player control + + if (player) { + var ctrler : PlayerMoveController = player.GetComponent. (); + ctrler.enabled = true; + } + + guiText.enabled = false; +} + +function Update () { + guiText.text = "AngryBots \n \n"; + guiText.text += playableMoodBoxes[currentMoodBox].data.adventureString.Substring (0, textAnimation); + + Debug.Log (guiText.text); + + if (textAnimation >= playableMoodBoxes[currentMoodBox].data.adventureString.Length ) { + + } + else { + timer -= Time.deltaTime; + if (timer <= 0.0f) { + textAnimation++; + timer = timePerChar; + } + } + + CheckInput (); +} + +function BeamToBox (index : int) { + if (index > playableMoodBoxes.Length) + return; + + player.position = playableMoodBoxes[index].transform.position; + Camera.main.transform.position = player.position + camOffset; + textAnimation = 0; + timer = timePerChar; +} + +function CheckInput () { + var input : int = 0; + + #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + for (var touch : Touch in Input.touches) { + if (touch.phase == TouchPhase.Ended && touch.phase != TouchPhase.Canceled) { + if (touch.position.x < Screen.width / 2) + input = -1; + else + input = 1; + } + } + #else + if (Input.GetKeyUp (KeyCode.Space)) + input = 1; + else if (Input.GetKeyUp (KeyCode.Backspace)) + input = -1; + #endif + + if (input != 0) { + if (textAnimation < playableMoodBoxes[currentMoodBox].data.adventureString.Length) { + textAnimation = playableMoodBoxes[currentMoodBox].data.adventureString.Length; + input = 0; + } + } + + if (input != 0) { + if ((currentMoodBox - playableMoodBoxes.Length) == -1 && input < 0) + input = 0; + if (currentMoodBox == 0 && input < 0) + input = 0; + + if (input) { + currentMoodBox = (input + currentMoodBox) % playableMoodBoxes.Length; + BeamToBox (currentMoodBox); + } + } +} diff --git a/Assets/Scripts/Managers/TextAdventureManager.js.meta b/Assets/Scripts/Managers/TextAdventureManager.js.meta new file mode 100644 index 0000000..a24e8ab --- /dev/null +++ b/Assets/Scripts/Managers/TextAdventureManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c55f4017ae1e54228922092e6daa0a43 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc.meta b/Assets/Scripts/Misc.meta new file mode 100644 index 0000000..d1ab668 --- /dev/null +++ b/Assets/Scripts/Misc.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 64afd9b4898ae4302adf0af3c9e83640 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Misc/DemoControl.cs b/Assets/Scripts/Misc/DemoControl.cs new file mode 100644 index 0000000..bc66a7c --- /dev/null +++ b/Assets/Scripts/Misc/DemoControl.cs @@ -0,0 +1,215 @@ +using UnityEngine; +using System.Collections; + + +public class DemoControl : MonoBehaviour +{ + public Texture2D pauseIcon, menuBackground, resumeButton, restartButton, fullscreenButton, muteButton, quitButton; + + private const float cornerTextureSize = 48.0f; + private const float menuWidth = 200.0f, menuHeight = 241.0f, menuHeaderHeight = 26.0f, buttonWidth = 175.0f, buttonHeight = 30.0f; + + private bool fullScreenAvailable = false, quitEnabled = true, directKeyQuit = true; + + + public static void Restart () + { + DemoControl instance = (DemoControl)FindObjectOfType (typeof (DemoControl)); + if (instance != null) + { + Destroy (instance.gameObject); + } + Time.timeScale = 1.0f; + Application.LoadLevel (0); + } + + + public bool AudioEnabled + { + get + { + return PlayerPrefs.GetInt ("Play audio", 1) != 0; + } + set + { + PlayerPrefs.SetInt ("Play audio", value ? 1 : 0); + UpdateAudio (); + } + } + + + void Start () + { + UpdateAudio (); + + switch (Application.platform) + { + case RuntimePlatform.OSXWebPlayer: + case RuntimePlatform.WindowsWebPlayer: + case RuntimePlatform.NaCl: + fullScreenAvailable = true; + quitEnabled = false; + directKeyQuit = false; + break; + case RuntimePlatform.FlashPlayer: + fullScreenAvailable = false; + quitEnabled = false; + directKeyQuit = false; + break; + case RuntimePlatform.OSXPlayer: + case RuntimePlatform.WindowsPlayer: + fullScreenAvailable = true; + directKeyQuit = false; + break; + } + } + + + void UpdateAudio () + { + AudioListener.volume = AudioEnabled ? 1.0f : 0.0f; + } + + + public void FlipFullscreen () + { + Screen.fullScreen = !Screen.fullScreen; + } + + + public void FlipMute () + { + AudioEnabled = !AudioEnabled; + } + + + public void FlipPause () + { + Time.timeScale = Time.timeScale == 0.0f ? 1.0f : 0.0f; + } + + + void Update () + { + if (directKeyQuit) + { + if (Input.GetKeyDown (KeyCode.Escape)) + { + Application.Quit (); + } + else if (Input.GetKeyDown (KeyCode.Return) || Input.GetKeyDown (KeyCode.Menu)) + { + Time.timeScale = 0.0f; + } + } + } + + + void OnGUI () + { + Rect rightRect = new Rect (Screen.width - cornerTextureSize, 0.0f, cornerTextureSize, cornerTextureSize); + + switch (Event.current.type) + { + case EventType.Repaint: + GUI.DrawTexture (rightRect, pauseIcon); + break; + case EventType.MouseDown: + if (rightRect.Contains (Event.current.mousePosition)) + { + FlipPause (); + Event.current.Use (); + } + break; + } + + if (Time.timeScale != 0.0f) + { + return; + } + + Rect menuRect = new Rect ( + (Screen.width - menuWidth) * 0.5f, + (Screen.height - menuHeight) * 0.5f, + menuWidth, + menuHeight + ); + + GUI.DrawTexture (menuRect, menuBackground); + + GUILayout.BeginArea (menuRect); + GUILayout.Space (menuHeaderHeight); + + GUILayout.FlexibleSpace (); + + if (MenuButton (resumeButton)) + { + Time.timeScale = 1.0f; + } + + if (fullScreenAvailable) + { + GUILayout.FlexibleSpace (); + if (MenuButton (fullscreenButton)) + { + FlipFullscreen (); + } + } + + #if !UNITY_FLASH + GUILayout.FlexibleSpace (); + + if (MenuButton (muteButton)) + { + FlipMute (); + } + #endif + + GUILayout.FlexibleSpace (); + + if (MenuButton (restartButton)) + { + Restart (); + } + + if (quitEnabled) + { + GUILayout.FlexibleSpace (); + if (MenuButton (quitButton)) + { + Application.Quit (); + } + } + GUILayout.FlexibleSpace (); + GUILayout.EndArea (); + } + + + bool MenuButton (Texture2D icon) + { + bool wasPressed = false; + + GUILayout.BeginHorizontal (); + GUILayout.FlexibleSpace (); + + Rect rect = GUILayoutUtility.GetRect (buttonWidth, buttonHeight, GUILayout.Width (buttonWidth), GUILayout.Height (buttonHeight)); + + switch (Event.current.type) + { + case EventType.MouseUp: + if (rect.Contains (Event.current.mousePosition)) + { + wasPressed = true; + } + break; + case EventType.Repaint: + GUI.DrawTexture (rect, icon); + break; + } + + GUILayout.FlexibleSpace (); + GUILayout.EndHorizontal (); + + return wasPressed; + } +} diff --git a/Assets/Scripts/Misc/DemoControl.cs.meta b/Assets/Scripts/Misc/DemoControl.cs.meta new file mode 100644 index 0000000..27cdafa --- /dev/null +++ b/Assets/Scripts/Misc/DemoControl.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 29a7df0057ef8467d9461a5246511dc1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/EndOfLevel.js b/Assets/Scripts/Misc/EndOfLevel.js new file mode 100644 index 0000000..9b53673 --- /dev/null +++ b/Assets/Scripts/Misc/EndOfLevel.js @@ -0,0 +1,48 @@ + +#pragma strict + +@script RequireComponent (BoxCollider) + +public var timeToTriggerLevelEnd : float = 2.0f; +public var endSceneName : String = "3-4_Pain"; + + +function OnTriggerEnter (other : Collider) { + if (other.tag == "Player") { + + FadeOutAudio (); + + var playerMove : PlayerMoveController = other.gameObject.GetComponent. (); + playerMove.enabled = false; + + yield; + + var timeWaited : float = 0.0f; + var playerMotor : FreeMovementMotor = other.gameObject.GetComponent. (); + while (playerMotor.walkingSpeed > 0.0f) { + playerMotor.walkingSpeed -= Time.deltaTime * 6.0f; + if (playerMotor.walkingSpeed < 0.0f) + playerMotor.walkingSpeed = 0.0f; + timeWaited += Time.deltaTime; + yield; + } + playerMotor.walkingSpeed = 0.0f; + + yield WaitForSeconds ( Mathf.Clamp (timeToTriggerLevelEnd - timeWaited, 0.0f, timeToTriggerLevelEnd)); + Camera.main.gameObject.SendMessage ("WhiteOut"); + + yield WaitForSeconds (2.0); + + Application.LoadLevel (endSceneName); + } +} + +function FadeOutAudio () { + var al : AudioListener = Camera.main.gameObject.GetComponent. (); + if (al) { + while (al.volume > 0.0f) { + al.volume -= Time.deltaTime / timeToTriggerLevelEnd; + yield; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Misc/EndOfLevel.js.meta b/Assets/Scripts/Misc/EndOfLevel.js.meta new file mode 100644 index 0000000..a9ea906 --- /dev/null +++ b/Assets/Scripts/Misc/EndOfLevel.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1fd8c9823ece54fd298563b7c0d629ae +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/GameOverGUI.cs b/Assets/Scripts/Misc/GameOverGUI.cs new file mode 100644 index 0000000..ab7146a --- /dev/null +++ b/Assets/Scripts/Misc/GameOverGUI.cs @@ -0,0 +1,203 @@ +using UnityEngine; +using System.Collections; + + +public class GameOverGUI : MonoBehaviour +{ + const float + kMenuWidth = 200.0f, + kMenuHeight = 241.0f, + kMenuHeaderHeight = 26.0f, + kButtonWidth = 175.0f, + kButtonHeight = 30.0f; + const float + kDeathCostFactor = 100.0f, + kBuzzerKillPrize = 100.0f, + kSpiderKillPrize = 50.0f, + kMechKillPrize = 500.0f; + + + public float delay = 3.0f, fadeSpeed = 1.0f; + public Texture2D menuBackground, scoreHeader, restartButton; + + + Texture2D background; + #if !UNITY_FLASH + float backgroundFade = 0.0f, guiFade = 0.0f; + int recordedTime; + #else + float backgroundFade = 0.0f, guiFade = 1.0f; + #endif + int deaths, buzzerKills, spiderKills, mechKills, points; + bool restarting = false; + + + IEnumerator Start () + { + #if !UNITY_FLASH + const float kBackgroundTarget = 0.5f, kGUITarget = 1.0f; + #endif + + CalculateScore (); + + #if !UNITY_FLASH + Color color = Color.black; + #else + Color color = new Color (0.0f, 0.0f, 0.0f, 0.5f); + #endif + background = new Texture2D (2, 2); + background.SetPixels (new Color[] {color, color, color, color}); + background.Apply (); + + yield return new WaitForSeconds (delay); + + #if !UNITY_FLASH + do + { + backgroundFade = Mathf.Clamp (backgroundFade + Time.deltaTime * fadeSpeed, 0.0f, kBackgroundTarget); + yield return null; + } + while (backgroundFade < kBackgroundTarget); + + do + { + guiFade = Mathf.Clamp (guiFade + Time.deltaTime * fadeSpeed, 0.0f, kGUITarget); + yield return null; + } + while (guiFade < kGUITarget); + #endif + + Screen.showCursor = true; + Screen.lockCursor = false; + } + + + void CalculateScore () + { + #if !UNITY_FLASH + recordedTime = (int)GameScore.GameTime; + #endif + + deaths = GameScore.Deaths; + buzzerKills = GameScore.GetKills ("KamikazeBuzzer"); + spiderKills = GameScore.GetKills ("EnemySpider"); + mechKills = GameScore.GetKills ("EnemyMech") + GameScore.GetKills ("ConfusedEnemyMech"); + + points = (int)(buzzerKills * kBuzzerKillPrize + spiderKills * kSpiderKillPrize + mechKills * kMechKillPrize); + + if (deaths != 0) + { + points /= (int)(deaths * kDeathCostFactor); + } + } + + + void OnGUI () + { + Color preColor = GUI.color; + + if (Event.current.type == EventType.repaint) + { + GUI.color = new Color (preColor.r, preColor.g, preColor.b, backgroundFade); + GUI.DrawTexture (new Rect (0.0f, 0.0f, Screen.width, Screen.height), background); + } + + GUI.color = new Color (preColor.r, preColor.g, preColor.b, guiFade); + + Rect menuRect = new Rect ( + (Screen.width - kMenuWidth) * 0.5f, + (Screen.height - kMenuHeight) * 0.5f, + kMenuWidth, + kMenuHeight + ); + + GUI.DrawTexture (menuRect, menuBackground); + GUI.DrawTexture (new Rect (menuRect.x, menuRect.y, scoreHeader.width, scoreHeader.height), scoreHeader); + + GUILayout.BeginArea (menuRect); + GUILayout.Space (kMenuHeaderHeight); + + ScoreLine ("Buzzers disabled", buzzerKills); + ScoreLine ("Spiders wrecked", spiderKills); + ScoreLine ("Mechs destroyed", mechKills); + + GUILayout.Space (10.0f); + + ScoreLine ("Deaths", deaths); + + #if !UNITY_FLASH + ScoreLine ("Time", string.Format ("{0}m {1}s", (int)recordedTime / 60, (int)recordedTime % 60)); + #endif + + GUILayout.Space (10.0f); + + ScoreLine ("Points", points); + + GUILayout.FlexibleSpace (); + + if (restarting) + { + GUILayout.BeginHorizontal (); + GUILayout.FlexibleSpace (); + GUILayout.EndHorizontal (); + } + else if (MenuButton (restartButton)) + { + StartCoroutine (DoRestart ()); + } + + GUILayout.FlexibleSpace (); + + GUILayout.EndArea (); + + GUI.color = preColor; + } + + + IEnumerator DoRestart () + { + yield return null; + restarting = true; + yield return null; + DemoControl.Restart (); + } + + + void ScoreLine (string label, object value) + { + GUILayout.BeginHorizontal (); + GUILayout.Label (label); + GUILayout.FlexibleSpace (); + GUILayout.Label (value.ToString ()); + GUILayout.EndHorizontal (); + } + + + bool MenuButton (Texture2D icon) + { + bool wasPressed = false; + + GUILayout.BeginHorizontal (); + GUILayout.FlexibleSpace (); + + Rect rect = GUILayoutUtility.GetRect (kButtonWidth, kButtonHeight, GUILayout.Width (kButtonWidth), GUILayout.Height (kButtonHeight)); + + switch (Event.current.type) + { + case EventType.MouseUp: + if (rect.Contains (Event.current.mousePosition)) + { + wasPressed = true; + } + break; + case EventType.Repaint: + GUI.DrawTexture (rect, icon); + break; + } + + GUILayout.FlexibleSpace (); + GUILayout.EndHorizontal (); + + return wasPressed; + } +} diff --git a/Assets/Scripts/Misc/GameOverGUI.cs.meta b/Assets/Scripts/Misc/GameOverGUI.cs.meta new file mode 100644 index 0000000..13e3be7 --- /dev/null +++ b/Assets/Scripts/Misc/GameOverGUI.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 683f7335eb63448009b3e1c13a4cdf3e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/InitLevelManager.cs b/Assets/Scripts/Misc/InitLevelManager.cs new file mode 100644 index 0000000..9170516 --- /dev/null +++ b/Assets/Scripts/Misc/InitLevelManager.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System.Collections; + +public class InitLevelManager : MonoBehaviour +{ + public Texture2D splash; + + + private Texture2D background; + private bool loading = true; + + + void Start () + { + background = new Texture2D (2, 2); + background.SetPixels (new Color[] {Color.black, Color.black, Color.black, Color.black}); + background.Apply (); + + DontDestroyOnLoad (gameObject); + Application.LoadLevel (Application.loadedLevel + 1); + } + + + void OnLevelWasLoaded (int level) + { + loading = false; + } + + + void OnGUI () + { + if (!loading) + { + return; + } + + float splashWidth = splash.width, splashHeight = splash.height; + + if (splashWidth > Screen.width) + { + float scale = Screen.width / splashWidth; + splashWidth *= scale; + splashHeight *= scale; + } + + GUI.DrawTexture (new Rect (0.0f, 0.0f, Screen.width, Screen.height), background); + + GUI.DrawTexture ( + new Rect ( + (Screen.width - splashWidth) * 0.5f, + (Screen.height - splashHeight) * 0.5f, + splashWidth, + splashHeight + ), + splash + ); + } +} diff --git a/Assets/Scripts/Misc/InitLevelManager.cs.meta b/Assets/Scripts/Misc/InitLevelManager.cs.meta new file mode 100644 index 0000000..6b889b5 --- /dev/null +++ b/Assets/Scripts/Misc/InitLevelManager.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: be6e810a84b8d4cf78b18212c2ef7365 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/PlaySoundOnTrigger.js b/Assets/Scripts/Misc/PlaySoundOnTrigger.js new file mode 100644 index 0000000..c51212f --- /dev/null +++ b/Assets/Scripts/Misc/PlaySoundOnTrigger.js @@ -0,0 +1,15 @@ +#pragma strict + +@script RequireComponent (AudioSource) + +var onlyPlayOnce : boolean = true; + +private var playedOnce : boolean = false; + +function OnTriggerEnter (unusedArg) { + if (playedOnce && onlyPlayOnce) + return; + + audio.Play (); + playedOnce = true; +} \ No newline at end of file diff --git a/Assets/Scripts/Misc/PlaySoundOnTrigger.js.meta b/Assets/Scripts/Misc/PlaySoundOnTrigger.js.meta new file mode 100644 index 0000000..8b3ee1f --- /dev/null +++ b/Assets/Scripts/Misc/PlaySoundOnTrigger.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1ee95ea0ada8747c0bffc14eb937cabc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/ReBirth.js b/Assets/Scripts/Misc/ReBirth.js new file mode 100644 index 0000000..fdfe8c7 --- /dev/null +++ b/Assets/Scripts/Misc/ReBirth.js @@ -0,0 +1,17 @@ + +#pragma strict + +@script RequireComponent (Camera) + +function Start () { + var al : AudioListener = null; + al = Camera.main.gameObject.GetComponent. (); + + if (al) + al.volume = 1.0f; + + var sm : ShaderDatabase = GetComponent. (); + sm.WhiteIn (); + + camera.backgroundColor = Color.white; +} \ No newline at end of file diff --git a/Assets/Scripts/Misc/ReBirth.js.meta b/Assets/Scripts/Misc/ReBirth.js.meta new file mode 100644 index 0000000..f5d3ca7 --- /dev/null +++ b/Assets/Scripts/Misc/ReBirth.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dfabed8af0e8540f78561dcb4fab5e09 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/ShowFps.js b/Assets/Scripts/Misc/ShowFps.js new file mode 100644 index 0000000..35e23bd --- /dev/null +++ b/Assets/Scripts/Misc/ShowFps.js @@ -0,0 +1,44 @@ + +@script ExecuteInEditMode + +private var gui : GUIText; + +private var updateInterval = 1.0; +private var lastInterval : double; // Last interval end time +private var frames = 0; // Frames over current interval + +function Start() +{ + lastInterval = Time.realtimeSinceStartup; + frames = 0; +} + +function OnDisable () +{ + if (gui) + DestroyImmediate (gui.gameObject); +} + +function Update() +{ +#if !UNITY_FLASH + ++frames; + var timeNow = Time.realtimeSinceStartup; + if (timeNow > lastInterval + updateInterval) + { + if (!gui) + { + var go : GameObject = new GameObject("FPS Display", GUIText); + go.hideFlags = HideFlags.HideAndDontSave; + go.transform.position = Vector3(0,0,0); + gui = go.guiText; + gui.pixelOffset = Vector2(5,55); + } + var fps : float = frames / (timeNow - lastInterval); + var ms : float = 1000.0f / Mathf.Max (fps, 0.00001); + gui.text = ms.ToString("f1") + "ms " + fps.ToString("f2") + "FPS"; + frames = 0; + lastInterval = timeNow; + } +#endif +} diff --git a/Assets/Scripts/Misc/ShowFps.js.meta b/Assets/Scripts/Misc/ShowFps.js.meta new file mode 100644 index 0000000..1df5877 --- /dev/null +++ b/Assets/Scripts/Misc/ShowFps.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c9856c6793a6d45ff8c33ddb8c6415c3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/SimpleRotate.js b/Assets/Scripts/Misc/SimpleRotate.js new file mode 100644 index 0000000..8bea399 --- /dev/null +++ b/Assets/Scripts/Misc/SimpleRotate.js @@ -0,0 +1,16 @@ + +#pragma strict + +public var speed : float = 4.0; + +function OnBecameVisible () { + enabled = true; +} + +function OnBecameInvisible () { + enabled = false; +} + +function Update () { + transform.Rotate(0.0, 0.0, Time.deltaTime * speed); +} \ No newline at end of file diff --git a/Assets/Scripts/Misc/SimpleRotate.js.meta b/Assets/Scripts/Misc/SimpleRotate.js.meta new file mode 100644 index 0000000..d7a25ca --- /dev/null +++ b/Assets/Scripts/Misc/SimpleRotate.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b4303688bc914e57b88ec15df90210f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Misc/StaticFollower.js b/Assets/Scripts/Misc/StaticFollower.js new file mode 100644 index 0000000..a0833ba --- /dev/null +++ b/Assets/Scripts/Misc/StaticFollower.js @@ -0,0 +1,13 @@ +#pragma strict + +var target : Transform; + +private var relativePos : Vector3; + +function Awake () { + relativePos = transform.position - target.position; +} + +function LateUpdate () { + transform.position = target.position + relativePos; +} \ No newline at end of file diff --git a/Assets/Scripts/Misc/StaticFollower.js.meta b/Assets/Scripts/Misc/StaticFollower.js.meta new file mode 100644 index 0000000..f287fd1 --- /dev/null +++ b/Assets/Scripts/Misc/StaticFollower.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 621fde5bb2360411ca8293a501a7cfc2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules.meta b/Assets/Scripts/Modules.meta new file mode 100644 index 0000000..a2ad2bb --- /dev/null +++ b/Assets/Scripts/Modules.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: d10ec67765b7144429ef91f3fc5245a4 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Modules/DestroyObject.js b/Assets/Scripts/Modules/DestroyObject.js new file mode 100644 index 0000000..92bfaf4 --- /dev/null +++ b/Assets/Scripts/Modules/DestroyObject.js @@ -0,0 +1,7 @@ +#pragma strict + +var objectToDestroy : GameObject; + +function OnSignal () { + Spawner.Destroy (objectToDestroy); +} diff --git a/Assets/Scripts/Modules/DestroyObject.js.meta b/Assets/Scripts/Modules/DestroyObject.js.meta new file mode 100644 index 0000000..d858645 --- /dev/null +++ b/Assets/Scripts/Modules/DestroyObject.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 96d8cc5dd1ca645bfaf494fe8499ee65 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/EmitParticles.js b/Assets/Scripts/Modules/EmitParticles.js new file mode 100644 index 0000000..ae2356e --- /dev/null +++ b/Assets/Scripts/Modules/EmitParticles.js @@ -0,0 +1,6 @@ +#pragma strict + +function OnSignal () +{ + particleEmitter.emit = true; +} \ No newline at end of file diff --git a/Assets/Scripts/Modules/EmitParticles.js.meta b/Assets/Scripts/Modules/EmitParticles.js.meta new file mode 100644 index 0000000..72b5273 --- /dev/null +++ b/Assets/Scripts/Modules/EmitParticles.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5438cb1498cb64781ae5cb83d8a0a9bd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/EnemyArea.js b/Assets/Scripts/Modules/EnemyArea.js new file mode 100644 index 0000000..bd40f63 --- /dev/null +++ b/Assets/Scripts/Modules/EnemyArea.js @@ -0,0 +1,30 @@ +#pragma strict +#pragma downcast +import System.Collections.Generic; + +public var affected : List. = new List. (); + +ActivateAffected (false); + +function OnTriggerEnter (other : Collider) { + if (other.tag == "Player") + ActivateAffected (true); +} + +function OnTriggerExit (other : Collider) { + if (other.tag == "Player") + ActivateAffected (false); +} + +function ActivateAffected (state : boolean) { + for (var go : GameObject in affected) { + if (go == null) + continue; + go.SetActive (state); + yield; + } + for (var tr : Transform in transform) { + tr.gameObject.SetActive (state); + yield; + } +} diff --git a/Assets/Scripts/Modules/EnemyArea.js.meta b/Assets/Scripts/Modules/EnemyArea.js.meta new file mode 100644 index 0000000..3672141 --- /dev/null +++ b/Assets/Scripts/Modules/EnemyArea.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ebf06245a739948af8664b5e33436d50 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/Lock.js b/Assets/Scripts/Modules/Lock.js new file mode 100644 index 0000000..bd71f87 --- /dev/null +++ b/Assets/Scripts/Modules/Lock.js @@ -0,0 +1,12 @@ +#pragma strict + +var locked : boolean = true; + +var unlockedSignal : SignalSender; + +function OnSignal () { + if (locked) { + locked = false; + unlockedSignal.SendSignals (this); + } +} diff --git a/Assets/Scripts/Modules/Lock.js.meta b/Assets/Scripts/Modules/Lock.js.meta new file mode 100644 index 0000000..9ef331e --- /dev/null +++ b/Assets/Scripts/Modules/Lock.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 14994b1c1c1be488c95acb7f43694b41 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/LockedThing.js b/Assets/Scripts/Modules/LockedThing.js new file mode 100644 index 0000000..0a10252 --- /dev/null +++ b/Assets/Scripts/Modules/LockedThing.js @@ -0,0 +1,17 @@ +#pragma strict + +// This component will forward a signal only if all the locks are unlocked + +var locks : Lock[]; +var conditionalSignal : SignalSender; + +function OnSignal () { + var locked : boolean = false; + for (var lockObj : Lock in locks) { + if (lockObj.locked) + locked = true; + } + + if (locked == false) + conditionalSignal.SendSignals (this); +} diff --git a/Assets/Scripts/Modules/LockedThing.js.meta b/Assets/Scripts/Modules/LockedThing.js.meta new file mode 100644 index 0000000..d51fdbb --- /dev/null +++ b/Assets/Scripts/Modules/LockedThing.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 08dbe6fe5a9bb42c09c3d5d41ea9cd04 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/PlayAnimation.js b/Assets/Scripts/Modules/PlayAnimation.js new file mode 100644 index 0000000..d30d65e --- /dev/null +++ b/Assets/Scripts/Modules/PlayAnimation.js @@ -0,0 +1,8 @@ + +#pragma strict + +var clip : String = "MyAnimation"; + +function OnSignal () { + animation.Play(clip); +} \ No newline at end of file diff --git a/Assets/Scripts/Modules/PlayAnimation.js.meta b/Assets/Scripts/Modules/PlayAnimation.js.meta new file mode 100644 index 0000000..460562c --- /dev/null +++ b/Assets/Scripts/Modules/PlayAnimation.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6e3f041c7ef7e4ffda1c1ebec3ca7c19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/PlayAnimationAndBack.js b/Assets/Scripts/Modules/PlayAnimationAndBack.js new file mode 100644 index 0000000..2c1319e --- /dev/null +++ b/Assets/Scripts/Modules/PlayAnimationAndBack.js @@ -0,0 +1,50 @@ + +#pragma strict + +var clip : String = "MyAnimation"; +var speed : float = 1.0; + +function OnSignal () { + FixTime (); + + PlayWithSpeed (); +} + +function OnPlay () { + FixTime (); + + // Set the speed to be positive + speed = Mathf.Abs (speed); + + PlayWithSpeed (); +} + +function OnPlayReverse () { + FixTime (); + + // Set the speed to be negative + speed = Mathf.Abs (speed) * -1; + + PlayWithSpeed (); +} + +private function PlayWithSpeed () { + // Play the animation with the desired speed. + animation[clip].speed = speed; + animation[clip].weight = 1; + animation[clip].enabled = true; + + // Reverse the speed so it's ready for playing the other way next time. + speed = -speed; +} + +private function FixTime () { + // If the animation played to the end last time, it got automatically rewinded. + // We don't want that here, so set the time back to 1. + if (speed < 0 && animation[clip].time == 0) + animation[clip].normalizedTime = 1; + + // In other cases, just clamp the time so it doesn't exceed the bounds of the animation. + else + animation[clip].normalizedTime = Mathf.Clamp01 (animation[clip].normalizedTime); +} diff --git a/Assets/Scripts/Modules/PlayAnimationAndBack.js.meta b/Assets/Scripts/Modules/PlayAnimationAndBack.js.meta new file mode 100644 index 0000000..ae698b2 --- /dev/null +++ b/Assets/Scripts/Modules/PlayAnimationAndBack.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f4e70a06a2634423f9bfd275ff67bf22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/PlaySound.js b/Assets/Scripts/Modules/PlaySound.js new file mode 100644 index 0000000..7e015b5 --- /dev/null +++ b/Assets/Scripts/Modules/PlaySound.js @@ -0,0 +1,15 @@ +#pragma strict + +var audioSource : AudioSource; +var sound : AudioClip; + +function Awake () { + if (!audioSource && audio) + audioSource = audio; +} + +function OnSignal () { + if (sound) + audioSource.clip = sound; + audioSource.Play (); +} \ No newline at end of file diff --git a/Assets/Scripts/Modules/PlaySound.js.meta b/Assets/Scripts/Modules/PlaySound.js.meta new file mode 100644 index 0000000..437410f --- /dev/null +++ b/Assets/Scripts/Modules/PlaySound.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3bc8e13a6337a4127830231edb1c17c1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/PlaySoundAndBack.js b/Assets/Scripts/Modules/PlaySoundAndBack.js new file mode 100644 index 0000000..8f96d40 --- /dev/null +++ b/Assets/Scripts/Modules/PlaySoundAndBack.js @@ -0,0 +1,69 @@ +#pragma strict + +var audioSource : AudioSource; +var sound : AudioClip; +var soundReverse : AudioClip; +var lengthWithoutTrailing : float = 0; + +private var back : boolean = false; +private var normalizedTime : float = 0; + +function Awake () { + if (!audioSource && audio) + audioSource = audio; + if (lengthWithoutTrailing == 0) + lengthWithoutTrailing = Mathf.Min (sound.length, soundReverse.length); +} + +function OnSignal () { + FixTime (); + + PlayWithDirection (); +} + +function OnPlay () { + FixTime (); + + // Set the speed to be positive + back = false; + + PlayWithDirection (); +} + +function OnPlayReverse () { + FixTime (); + + // Set the speed to be negative + back = true; + + PlayWithDirection (); +} + +private function PlayWithDirection () { + + var playbackTime : float; + + if (back) { + audioSource.clip = soundReverse; + playbackTime = (1 - normalizedTime) * lengthWithoutTrailing; + } + else { + audioSource.clip = sound; + playbackTime = normalizedTime * lengthWithoutTrailing; + } + + audioSource.time = playbackTime; + audioSource.Play (); + + back = !back; +} + +private function FixTime () { + if (audioSource.clip) { + normalizedTime = 1.0; + if (audioSource.isPlaying) + normalizedTime = Mathf.Clamp01 (audioSource.time / lengthWithoutTrailing); + if (audioSource.clip == soundReverse) + normalizedTime = 1 - normalizedTime; + } +} diff --git a/Assets/Scripts/Modules/PlaySoundAndBack.js.meta b/Assets/Scripts/Modules/PlaySoundAndBack.js.meta new file mode 100644 index 0000000..6d10798 --- /dev/null +++ b/Assets/Scripts/Modules/PlaySoundAndBack.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: aaa9c4139da004c78ae3001bb74e87a4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/SetCheckpoint.js b/Assets/Scripts/Modules/SetCheckpoint.js new file mode 100644 index 0000000..5612918 --- /dev/null +++ b/Assets/Scripts/Modules/SetCheckpoint.js @@ -0,0 +1,8 @@ +#pragma strict + +var spawnTransform : Transform; + +function OnTriggerEnter (other : Collider) { + var checkpointKeeper : SpawnAtCheckpoint = other.GetComponent. () as SpawnAtCheckpoint; + checkpointKeeper.checkpoint = spawnTransform; +} diff --git a/Assets/Scripts/Modules/SetCheckpoint.js.meta b/Assets/Scripts/Modules/SetCheckpoint.js.meta new file mode 100644 index 0000000..162fe2f --- /dev/null +++ b/Assets/Scripts/Modules/SetCheckpoint.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 133aae01ae54a4e74807e173ace1bac3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/ShiftUV.js b/Assets/Scripts/Modules/ShiftUV.js new file mode 100644 index 0000000..7db488b --- /dev/null +++ b/Assets/Scripts/Modules/ShiftUV.js @@ -0,0 +1,10 @@ +#pragma strict + +var offsetVector : Vector2; + +function Start () { +} + +function OnSignal () { + renderer.material.mainTextureOffset += offsetVector; +} diff --git a/Assets/Scripts/Modules/ShiftUV.js.meta b/Assets/Scripts/Modules/ShiftUV.js.meta new file mode 100644 index 0000000..bfa765b --- /dev/null +++ b/Assets/Scripts/Modules/ShiftUV.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dad12eaf573e941028540a8497ced8bb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/SignalSender.js b/Assets/Scripts/Modules/SignalSender.js new file mode 100644 index 0000000..831c0d0 --- /dev/null +++ b/Assets/Scripts/Modules/SignalSender.js @@ -0,0 +1,32 @@ + +#pragma strict + +class ReceiverItem { + public var receiver : GameObject; + public var action : String = "OnSignal"; + public var delay : float; + + public function SendWithDelay (sender : MonoBehaviour) { + yield WaitForSeconds (delay); + if (receiver) + receiver.SendMessage (action); + else + Debug.LogWarning ("No receiver of signal \""+action+"\" on object "+sender.name+" ("+sender.GetType().Name+")", sender); + } +} + +class SignalSender { + public var onlyOnce : boolean; + public var receivers : ReceiverItem[]; + + private var hasFired : boolean = false; + + public function SendSignals (sender : MonoBehaviour) { + if (hasFired == false || onlyOnce == false) { + for (var i = 0; i < receivers.length; i++) { + sender.StartCoroutine (receivers[i].SendWithDelay(sender)); + } + hasFired = true; + } + } +} diff --git a/Assets/Scripts/Modules/SignalSender.js.meta b/Assets/Scripts/Modules/SignalSender.js.meta new file mode 100644 index 0000000..2328bc1 --- /dev/null +++ b/Assets/Scripts/Modules/SignalSender.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d1f11ce43d3424aaca3d76884c778c74 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/SpawnAtCheckpoint.js b/Assets/Scripts/Modules/SpawnAtCheckpoint.js new file mode 100644 index 0000000..2f46503 --- /dev/null +++ b/Assets/Scripts/Modules/SpawnAtCheckpoint.js @@ -0,0 +1,19 @@ +#pragma strict +#pragma downcast + +var checkpoint : Transform; + +function OnSignal () { + transform.position = checkpoint.position; + transform.rotation = checkpoint.rotation; + + ResetHealthOnAll (); +} + +static function ResetHealthOnAll () { + var healthObjects : Health[] = FindObjectsOfType (Health); + for (var health : Health in healthObjects) { + health.dead = false; + health.health = health.maxHealth; + } +} diff --git a/Assets/Scripts/Modules/SpawnAtCheckpoint.js.meta b/Assets/Scripts/Modules/SpawnAtCheckpoint.js.meta new file mode 100644 index 0000000..af8e499 --- /dev/null +++ b/Assets/Scripts/Modules/SpawnAtCheckpoint.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a56da7f4d8d704d38878df0a3dc25256 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/SpawnMultipleObjects.js b/Assets/Scripts/Modules/SpawnMultipleObjects.js new file mode 100644 index 0000000..ebf7387 --- /dev/null +++ b/Assets/Scripts/Modules/SpawnMultipleObjects.js @@ -0,0 +1,49 @@ +#pragma strict +#pragma downcast +// (#pragma downcast is required to iterate through children of a transform) + +import System.Collections.Generic; + +// The object prefab will be spawned on the locations of each of the child transforms of this object + +var objectToSpawn : GameObject; +var delayInBetween : float = 0; +var onDestroyedSignals : SignalSender; + +private var spawned : List. = new List. (); + +// Keep disabled from the beginning +enabled = false; + +// When we get a signal, spawn the objectToSpawn objects and store them. +// Also enable this behaviour so the Update function will be run. +function OnSignal () { + for (var child : Transform in transform) { + // Spawn with the position and rotation of the child transform + spawned.Add (Spawner.Spawn (objectToSpawn, child.position, child.rotation)); + + // Delay + yield WaitForSeconds (delayInBetween); + } + enabled = true; +} + +// After the objects are spawned, check each frame if they're still there. +// Once they're not, +function Update () { + // Once the list is empty, activate the onDestroyedSignals and disable again. + if (spawned.Count == 0) { + onDestroyedSignals.SendSignals (this); + enabled = false; + } + // As long as the list is not empty, check if the first object in the list + // has been destroyed, and remove it from the list if it has. + // We don't need to check the rest of the list. All of the entries will + // end up being the first one eventually. + // Note that only one object can be removed per frame, so if there's + // a really high amount, there may be a slight delay before the list is empty. + else if (spawned[0] == null || spawned[0].activeInHierarchy == false) + { + spawned.RemoveAt (0); + } +} diff --git a/Assets/Scripts/Modules/SpawnMultipleObjects.js.meta b/Assets/Scripts/Modules/SpawnMultipleObjects.js.meta new file mode 100644 index 0000000..9e9bd6d --- /dev/null +++ b/Assets/Scripts/Modules/SpawnMultipleObjects.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e4b562137ef9f40bfb4920544bf2d73c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/SpawnObject.js b/Assets/Scripts/Modules/SpawnObject.js new file mode 100644 index 0000000..a1a8be7 --- /dev/null +++ b/Assets/Scripts/Modules/SpawnObject.js @@ -0,0 +1,27 @@ +#pragma strict + +var objectToSpawn : GameObject; +var onDestroyedSignals : SignalSender; + +private var spawned : GameObject; + +// Keep disabled from the beginning +enabled = false; + +// When we get a signal, spawn the objectToSpawn and store the spawned object. +// Also enable this behaviour so the Update function will be run. +function OnSignal () { + spawned = Spawner.Spawn (objectToSpawn, transform.position, transform.rotation); + if (onDestroyedSignals.receivers.Length > 0) + enabled = true; +} + +// After the object is spawned, check each frame if it's still there. +// Once it's not, activate the onDestroyedSignals and disable again. +function Update () { + if (spawned == null || spawned.activeInHierarchy == false) + { + onDestroyedSignals.SendSignals (this); + enabled = false; + } +} diff --git a/Assets/Scripts/Modules/SpawnObject.js.meta b/Assets/Scripts/Modules/SpawnObject.js.meta new file mode 100644 index 0000000..af57ac6 --- /dev/null +++ b/Assets/Scripts/Modules/SpawnObject.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0589e866f6e934e0ab0b2e8fd77f31f3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/TerminalHack.js b/Assets/Scripts/Modules/TerminalHack.js new file mode 100644 index 0000000..ec45ba7 --- /dev/null +++ b/Assets/Scripts/Modules/TerminalHack.js @@ -0,0 +1,43 @@ +#pragma strict + +@script RequireComponent (Health) + +private var health : Health; +private var animationComp : Animation; + +health = GetComponent. (); +animationComp = GetComponentInChildren. (); + +function Start () { + UpdateHackingProgress (); + enabled = false; +} + +function OnTriggerStay (other : Collider) { + if (other.gameObject.tag == "Player") + health.OnDamage (Time.deltaTime, Vector3.zero); +} + +function OnHacking () { + enabled = true; + UpdateHackingProgress (); +} + +function OnHackingCompleted () { + audio.Play (); + animationComp.Stop (); + enabled = false; +} + +function UpdateHackingProgress () { + animationComp.gameObject.SampleAnimation (animationComp.clip, (1 - health.health / health.maxHealth) * animationComp.clip.length); +} + +function Update () {; + UpdateHackingProgress (); + + if (health.health == 0 || health.health == health.maxHealth) { + UpdateHackingProgress (); + enabled = false; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Modules/TerminalHack.js.meta b/Assets/Scripts/Modules/TerminalHack.js.meta new file mode 100644 index 0000000..5bd0a62 --- /dev/null +++ b/Assets/Scripts/Modules/TerminalHack.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 68e372dfa4a894fd69258cad0e661fc2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/TriggerOnMouse.js b/Assets/Scripts/Modules/TriggerOnMouse.js new file mode 100644 index 0000000..2b2058c --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnMouse.js @@ -0,0 +1,12 @@ +#pragma strict + +public var mouseDownSignals : SignalSender; +public var mouseUpSignals : SignalSender; + +function Update () { + if (Input.GetMouseButtonDown(0)) + mouseDownSignals.SendSignals (this); + + if (Input.GetMouseButtonUp(0)) + mouseUpSignals.SendSignals (this); +} diff --git a/Assets/Scripts/Modules/TriggerOnMouse.js.meta b/Assets/Scripts/Modules/TriggerOnMouse.js.meta new file mode 100644 index 0000000..80b4369 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnMouse.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: df8300686b602450ea2e51392433faef +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js b/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js new file mode 100644 index 0000000..78fff42 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js @@ -0,0 +1,50 @@ +#pragma strict + +public var mouseDownSignals : SignalSender; +public var mouseUpSignals : SignalSender; + +private var state : boolean = false; + +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY +private var joysticks : Joystick[]; + +function Start () { + joysticks = FindObjectsOfType (Joystick) as Joystick[]; +} +#endif + +function Update () { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + if (state == false && joysticks[0].tapCount > 0) { + mouseDownSignals.SendSignals (this); + state = true; + } + else if (joysticks[0].tapCount <= 0) { + mouseUpSignals.SendSignals (this); + state = false; + } +#else + #if !UNITY_EDITOR && (UNITY_XBOX360 || UNITY_PS3) + // On consoles use the right trigger to fire + var fireAxis : float = Input.GetAxis("TriggerFire"); + if (state == false && fireAxis >= 0.2) { + mouseDownSignals.SendSignals (this); + state = true; + } + else if (state == true && fireAxis < 0.2) { + mouseUpSignals.SendSignals (this); + state = false; + } + #else + if (state == false && Input.GetMouseButtonDown (0)) { + mouseDownSignals.SendSignals (this); + state = true; + } + + else if (state == true && Input.GetMouseButtonUp (0)) { + mouseUpSignals.SendSignals (this); + state = false; + } + #endif +#endif +} diff --git a/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js.meta b/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js.meta new file mode 100644 index 0000000..64f09d9 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnMouseOrJoystick.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: da7fca1c8c5d14d4d92c3d7a92db64b5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/TriggerOnPresence.js b/Assets/Scripts/Modules/TriggerOnPresence.js new file mode 100644 index 0000000..a826a0e --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnPresence.js @@ -0,0 +1,38 @@ +#pragma strict + +public var enterSignals : SignalSender; +public var exitSignals : SignalSender; + +public var objects : System.Collections.Generic.List.; + +function Awake () { + objects = new System.Collections.Generic.List. (); + enabled = false; +} + +function OnTriggerEnter (other : Collider) { + if (other.isTrigger) + return; + + var wasEmpty : boolean = (objects.Count == 0); + + objects.Add (other.gameObject); + + if (wasEmpty) { + enterSignals.SendSignals (this); + enabled = true; + } +} + +function OnTriggerExit (other : Collider) { + if (other.isTrigger) + return; + + if (objects.Contains (other.gameObject)) + objects.Remove (other.gameObject); + + if (objects.Count == 0) { + exitSignals.SendSignals (this); + enabled = false; + } +} diff --git a/Assets/Scripts/Modules/TriggerOnPresence.js.meta b/Assets/Scripts/Modules/TriggerOnPresence.js.meta new file mode 100644 index 0000000..30087e7 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnPresence.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9b88e900cc44e490594e8ad21044daf0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Modules/TriggerOnTag.js b/Assets/Scripts/Modules/TriggerOnTag.js new file mode 100644 index 0000000..8275a79 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnTag.js @@ -0,0 +1,24 @@ + +#pragma strict + +public var triggerTag : String = "Player"; +public var enterSignals : SignalSender; +public var exitSignals : SignalSender; + +function OnTriggerEnter (other : Collider) { + if (other.isTrigger) + return; + + if (other.gameObject.tag == triggerTag || triggerTag == "") { + enterSignals.SendSignals (this); + } +} + +function OnTriggerExit (other : Collider) { + if (other.isTrigger) + return; + + if (other.gameObject.tag == triggerTag || triggerTag == "") { + exitSignals.SendSignals (this); + } +} diff --git a/Assets/Scripts/Modules/TriggerOnTag.js.meta b/Assets/Scripts/Modules/TriggerOnTag.js.meta new file mode 100644 index 0000000..82eac88 --- /dev/null +++ b/Assets/Scripts/Modules/TriggerOnTag.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 27f9e4f75f99c43008cba837adb535fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement.meta b/Assets/Scripts/Movement.meta new file mode 100644 index 0000000..4c85234 --- /dev/null +++ b/Assets/Scripts/Movement.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f07dc78b43fd64ddd91e2ab363d24d78 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Movement/CameraControl.js b/Assets/Scripts/Movement/CameraControl.js new file mode 100644 index 0000000..4505ca2 --- /dev/null +++ b/Assets/Scripts/Movement/CameraControl.js @@ -0,0 +1,36 @@ +#pragma strict + +class CameraControl extends MonoBehaviour { + + //public Joystick m_LeftJoystick; + + public var m_LeftStickPosition : Vector2; + + public var moved : Vector3; + public var cursorObject : Transform; + public var m_Player : Transform; + + public var m_Offset2Player : Vector3; + + // Use this for initialization + public function Start () { + if(!m_Player) + Debug.LogError("No player found or player is not tagged!"); + m_Offset2Player = transform.position-m_Player.position; + } + + // Update is called once per frame + public function Update () { + if(Application.platform != RuntimePlatform.IPhonePlayer) { + // Left stick update + m_LeftStickPosition.x = Input.GetAxis("Horizontal"); + m_LeftStickPosition.y = Input.GetAxis("Vertical"); + + // Make sure direction vector doesn't exceed length of 1 + if (m_LeftStickPosition.sqrMagnitude > 1) + m_LeftStickPosition.Normalize(); + } else { + //m_LeftStickPosition = m_LeftJoystick.position; + } + } +} diff --git a/Assets/Scripts/Movement/CameraControl.js.meta b/Assets/Scripts/Movement/CameraControl.js.meta new file mode 100644 index 0000000..c279487 --- /dev/null +++ b/Assets/Scripts/Movement/CameraControl.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a25b21d483a18499ba78bea301eac4e7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/FreeMovementMotor.js b/Assets/Scripts/Movement/FreeMovementMotor.js new file mode 100644 index 0000000..8d84f7b --- /dev/null +++ b/Assets/Scripts/Movement/FreeMovementMotor.js @@ -0,0 +1,48 @@ +#pragma strict + +@script RequireComponent (Rigidbody) + +class FreeMovementMotor extends MovementMotor { + + //public var movement : MoveController; + public var walkingSpeed : float = 5.0; + public var walkingSnappyness : float = 50; + public var turningSmoothing : float = 0.3; + + function FixedUpdate () { + // Handle the movement of the character + var targetVelocity : Vector3 = movementDirection * walkingSpeed; + var deltaVelocity : Vector3 = targetVelocity - rigidbody.velocity; + if (rigidbody.useGravity) + deltaVelocity.y = 0; + rigidbody.AddForce (deltaVelocity * walkingSnappyness, ForceMode.Acceleration); + + // Setup player to face facingDirection, or if that is zero, then the movementDirection + var faceDir : Vector3 = facingDirection; + if (faceDir == Vector3.zero) + faceDir = movementDirection; + + // Make the character rotate towards the target rotation + if (faceDir == Vector3.zero) { + rigidbody.angularVelocity = Vector3.zero; + } + else { + var rotationAngle : float = AngleAroundAxis (transform.forward, faceDir, Vector3.up); + rigidbody.angularVelocity = (Vector3.up * rotationAngle * turningSmoothing); + } + } + + // The angle between dirA and dirB around axis + static function AngleAroundAxis (dirA : Vector3, dirB : Vector3, axis : Vector3) { + // Project A and B onto the plane orthogonal target axis + dirA = dirA - Vector3.Project (dirA, axis); + dirB = dirB - Vector3.Project (dirB, axis); + + // Find (positive) angle between A and B + var angle : float = Vector3.Angle (dirA, dirB); + + // Return angle multiplied with 1 or -1 + return angle * (Vector3.Dot (axis, Vector3.Cross (dirA, dirB)) < 0 ? -1 : 1); + } + +} diff --git a/Assets/Scripts/Movement/FreeMovementMotor.js.meta b/Assets/Scripts/Movement/FreeMovementMotor.js.meta new file mode 100644 index 0000000..25690e5 --- /dev/null +++ b/Assets/Scripts/Movement/FreeMovementMotor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e9f487a699bc54a4d9118822a0acad3a +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/HoverMovementMotor.js b/Assets/Scripts/Movement/HoverMovementMotor.js new file mode 100644 index 0000000..8fecfae --- /dev/null +++ b/Assets/Scripts/Movement/HoverMovementMotor.js @@ -0,0 +1,42 @@ +#pragma strict + +@script RequireComponent (Rigidbody) + +class HoverMovementMotor extends MovementMotor { + + //public var movement : MoveController; + public var flyingSpeed : float = 5.0; + public var flyingSnappyness : float = 2.0; + public var turningSpeed : float = 3.0; + public var turningSnappyness : float = 3.0; + public var bankingAmount : float = 1.0; + + function FixedUpdate () { + // Handle the movement of the character + var targetVelocity : Vector3 = movementDirection * flyingSpeed; + var deltaVelocity : Vector3 = targetVelocity - rigidbody.velocity; + rigidbody.AddForce (deltaVelocity * flyingSnappyness, ForceMode.Acceleration); + + // Make the character rotate towards the target rotation + var facingDir : Vector3 = facingDirection != Vector3.zero ? facingDirection : movementDirection; + if (facingDir != Vector3.zero) { + var targetRotation = Quaternion.LookRotation (facingDir, Vector3.up); + var deltaRotation = targetRotation * Quaternion.Inverse(transform.rotation); + var axis : Vector3; + var angle : float; + deltaRotation.ToAngleAxis (angle, axis); + var deltaAngularVelocity : Vector3 = axis * Mathf.Clamp (angle, -turningSpeed, turningSpeed) - rigidbody.angularVelocity; + + var banking : float = Vector3.Dot (movementDirection, -transform.right); + + rigidbody.AddTorque (deltaAngularVelocity * turningSnappyness + transform.forward * banking * bankingAmount); + } + } + + function OnCollisionStay (collisionInfo : Collision) { + // Move up if colliding with static geometry + if (collisionInfo.rigidbody == null) + rigidbody.velocity += Vector3.up * Time.deltaTime * 50; + } + +} diff --git a/Assets/Scripts/Movement/HoverMovementMotor.js.meta b/Assets/Scripts/Movement/HoverMovementMotor.js.meta new file mode 100644 index 0000000..050e228 --- /dev/null +++ b/Assets/Scripts/Movement/HoverMovementMotor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 62e777aea4d3849c59770766ed60f340 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/Joystick.js b/Assets/Scripts/Movement/Joystick.js new file mode 100644 index 0000000..7cb165a --- /dev/null +++ b/Assets/Scripts/Movement/Joystick.js @@ -0,0 +1,220 @@ +#pragma strict + +@script RequireComponent (GUITexture) + +class Boundary { + var min : Vector2 = Vector2.zero; + var max : Vector2 = Vector2.zero; +} + +static private var joysticks : Joystick[]; // A static collection of all joysticks +static private var enumeratedJoysticks : boolean = false; +static private var tapTimeDelta : float = 0.3; // Time allowed between taps + +var touchPad : boolean; // Is this a TouchPad? +var touchZone : Rect; +var deadZone : float = 0; // Control when position is output +var normalize : boolean = false; // Normalize output after the dead-zone? +var position : Vector2; // [-1, 1] in x,y +var tapCount : int; // Current tap count + +private var lastFingerId = -1; // Finger last used for this joystick +private var tapTimeWindow : float; // How much time there is left for a tap to occur +private var fingerDownPos : Vector2; +private var fingerDownTime : float; +private var firstDeltaTime : float = 0.5; + +private var gui : GUITexture; // Joystick graphic +private var defaultRect : Rect; // Default position / extents of the joystick graphic +private var guiBoundary : Boundary = Boundary (); // Boundary for joystick graphic +private var guiTouchOffset : Vector2; // Offset to apply to touch input +private var guiCenter : Vector2; // Center of joystick + +#if !UNITY_IPHONE && !UNITY_ANDROID && !UNITY_WP8 && !UNITY_BLACKBERRY + +function Awake () { + gameObject.SetActive (false); +} + +#else + +function Start () { + // Cache this component at startup instead of looking up every frame + gui = GetComponent. (); + + // Store the default rect for the gui, so we can snap back to it + defaultRect = gui.pixelInset; + + defaultRect.x += transform.position.x * Screen.width;// + gui.pixelInset.x; // - Screen.width * 0.5; + defaultRect.y += transform.position.y * Screen.height;// - Screen.height * 0.5; + + transform.position.x = 0.0; + transform.position.y = 0.0; + + if (touchPad) { + // If a texture has been assigned, then use the rect ferom the gui as our touchZone + if (gui.texture) + touchZone = defaultRect; + } + else { + // This is an offset for touch input to match with the top left + // corner of the GUI + guiTouchOffset.x = defaultRect.width * 0.5; + guiTouchOffset.y = defaultRect.height * 0.5; + + // Cache the center of the GUI, since it doesn't change + guiCenter.x = defaultRect.x + guiTouchOffset.x; + guiCenter.y = defaultRect.y + guiTouchOffset.y; + + // Let's build the GUI boundary, so we can clamp joystick movement + guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; + guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; + guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; + guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; + } +} + +function Disable () { + gameObject.SetActive (false); + enumeratedJoysticks = false; +} + +function ResetJoystick () { + // Release the finger control and set the joystick back to the default position + gui.pixelInset = defaultRect; + lastFingerId = -1; + position = Vector2.zero; + fingerDownPos = Vector2.zero; + + if (touchPad) + gui.color.a = 0.025; +} + +function IsFingerDown () : boolean { + return (lastFingerId != -1); +} + +function LatchedFinger (fingerId : int) { + // If another joystick has latched this finger, then we must release it + if (lastFingerId == fingerId) + ResetJoystick (); +} + +function Update () { + if (!enumeratedJoysticks) { + // Collect all joysticks in the game, so we can relay finger latching messages + joysticks = FindObjectsOfType (Joystick) as Joystick[]; + enumeratedJoysticks = true; + } + + var count = Input.touchCount; + + // Adjust the tap time window while it still available + if (tapTimeWindow > 0) + tapTimeWindow -= Time.deltaTime; + else + tapCount = 0; + + if (count == 0) { + ResetJoystick (); + } + else { + for (var i : int = 0; i < count; i++) { + var touch : Touch = Input.GetTouch (i); + var guiTouchPos : Vector2 = touch.position - guiTouchOffset; + + var shouldLatchFinger = false; + if (touchPad) { + if (touchZone.Contains (touch.position)) + shouldLatchFinger = true; + } + else if (gui.HitTest (touch.position)) { + shouldLatchFinger = true; + } + + // Latch the finger if this is a new touch + if (shouldLatchFinger && (lastFingerId == -1 || lastFingerId != touch.fingerId)) { + + if (touchPad) { + gui.color.a = 0.15; + + lastFingerId = touch.fingerId; + fingerDownPos = touch.position; + fingerDownTime = Time.time; + } + + lastFingerId = touch.fingerId; + + // Accumulate taps if it is within the time window + if (tapTimeWindow > 0) { + tapCount++; + } + else { + tapCount = 1; + tapTimeWindow = tapTimeDelta; + } + + // Tell other joysticks we've latched this finger + for (var j : Joystick in joysticks) { + if (j != null && j != this) + j.LatchedFinger (touch.fingerId); + } + } + + if (lastFingerId == touch.fingerId) { + // Override the tap count with what the iPhone SDK reports if it is greater + // This is a workaround, since the iPhone SDK does not currently track taps + // for multiple touches + if (touch.tapCount > tapCount) + tapCount = touch.tapCount; + + if (touchPad) { + // For a touchpad, let's just set the position directly based on distance from initial touchdown + position.x = Mathf.Clamp ((touch.position.x - fingerDownPos.x) / (touchZone.width / 2), -1, 1); + position.y = Mathf.Clamp ((touch.position.y - fingerDownPos.y) / (touchZone.height / 2), -1, 1); + } + else { + // Change the location of the joystick graphic to match where the touch is + position.x = (touch.position.x - guiCenter.x) / guiTouchOffset.x; + position.y = (touch.position.y - guiCenter.y) / guiTouchOffset.y; + } + + if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) + ResetJoystick (); + } + } + } + + // Calculate the length. This involves a squareroot operation, + // so it's slightly expensive. We re-use this length for multiple + // things below to avoid doing the square-root more than one. + var length : float = position.magnitude; + + + if (length < deadZone) { + // If the length of the vector is smaller than the deadZone radius, + // set the position to the origin. + position = Vector2.zero; + } + else { + if (length > 1) { + // Normalize the vector if its length was greater than 1. + // Use the already calculated length instead of using Normalize(). + position = position / length; + } + else if (normalize) { + // Normalize the vector and multiply it with the length adjusted + // to compensate for the deadZone radius. + // This prevents the position from snapping from zero to the deadZone radius. + position = position / length * Mathf.InverseLerp (length, deadZone, 1); + } + } + + if (!touchPad) { + // Change the location of the joystick graphic to match the position + gui.pixelInset.x = (position.x - 1) * guiTouchOffset.x + guiCenter.x; + gui.pixelInset.y = (position.y - 1) * guiTouchOffset.y + guiCenter.y; + } +} + +#endif diff --git a/Assets/Scripts/Movement/Joystick.js.meta b/Assets/Scripts/Movement/Joystick.js.meta new file mode 100644 index 0000000..2346611 --- /dev/null +++ b/Assets/Scripts/Movement/Joystick.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6efbc9189a79f4c6a8fd15a49bb59229 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/KamikazeMovementMotor.js b/Assets/Scripts/Movement/KamikazeMovementMotor.js new file mode 100644 index 0000000..112fd55 --- /dev/null +++ b/Assets/Scripts/Movement/KamikazeMovementMotor.js @@ -0,0 +1,58 @@ +#pragma strict + +class KamikazeMovementMotor extends MovementMotor { + + public var flyingSpeed : float = 5.0; + public var zigZagness : float = 3.0f; + public var zigZagSpeed : float = 2.5f; + public var oriantationMultiplier : float = 2.5f; + public var backtrackIntensity : float = 0.5f; + + private var smoothedDirection : Vector3 = Vector3.zero;; + + function FixedUpdate () { + var dir : Vector3 = movementTarget - transform.position; + var zigzag : Vector3 = transform.right * (Mathf.PingPong (Time.time * zigZagSpeed, 2.0) - 1.0) * zigZagness; + + dir.Normalize (); + + smoothedDirection = Vector3.Slerp (smoothedDirection, dir, Time.deltaTime * 3.0f); + var orientationSpeed = 1.0f; + + var deltaVelocity : Vector3 = (smoothedDirection * flyingSpeed + zigzag) - rigidbody.velocity; + if (Vector3.Dot (dir, transform.forward) > 0.8f) + rigidbody.AddForce (deltaVelocity, ForceMode.Force); + else { + rigidbody.AddForce (-deltaVelocity * backtrackIntensity, ForceMode.Force); + orientationSpeed = oriantationMultiplier; + } + + // Make the character rotate towards the target rotation + var faceDir : Vector3 = smoothedDirection; + if (faceDir == Vector3.zero) { + rigidbody.angularVelocity = Vector3.zero; + } + else { + var rotationAngle : float = AngleAroundAxis (transform.forward, faceDir, Vector3.up); + rigidbody.angularVelocity = (Vector3.up * rotationAngle * 0.2f * orientationSpeed); + } + + } + + // The angle between dirA and dirB around axis + static function AngleAroundAxis (dirA : Vector3, dirB : Vector3, axis : Vector3) { + // Project A and B onto the plane orthogonal target axis + dirA = dirA - Vector3.Project (dirA, axis); + dirB = dirB - Vector3.Project (dirB, axis); + + // Find (positive) angle between A and B + var angle : float = Vector3.Angle (dirA, dirB); + + // Return angle multiplied with 1 or -1 + return angle * (Vector3.Dot (axis, Vector3.Cross (dirA, dirB)) < 0 ? -1 : 1); + } + + function OnCollisionEnter (collisionInfo : Collision) { + } + +} diff --git a/Assets/Scripts/Movement/KamikazeMovementMotor.js.meta b/Assets/Scripts/Movement/KamikazeMovementMotor.js.meta new file mode 100644 index 0000000..1ad7113 --- /dev/null +++ b/Assets/Scripts/Movement/KamikazeMovementMotor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef0b233c3ca54490dace788f7f12edf1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/MechMovementMotor.js b/Assets/Scripts/Movement/MechMovementMotor.js new file mode 100644 index 0000000..e69b92e --- /dev/null +++ b/Assets/Scripts/Movement/MechMovementMotor.js @@ -0,0 +1,116 @@ +#pragma strict + +@script RequireComponent (Rigidbody) + +class MechMovementMotor extends MovementMotor { + + public var walkingSpeed : float = 3.0; + public var turningSpeed : float = 100.0; + public var aimingSpeed : float = 150.0; + + public var head : Transform; + + //private var wallNormal : Vector3 = Vector3.zero; + private var wallHit : Vector3; + private var facingInRightDirection : boolean = false; + private var headRotation : Quaternion = Quaternion.identity; + + function FixedUpdate () { + var adjustedMovementDirection : Vector3 = movementDirection; + + // If the movement direction points into a wall as defined by the wall normal, + // then change the movement direction to be perpendicular to the wall, + // so the character "glides" along the wall. + /*if (Vector3.Dot (movementDirection, wallNormal) < 0) { + // Keep the vector length prior to adjustment + var vectorLength : float = movementDirection.magnitude; + // Project the movement vector onto the plane defined by the wall normal + adjustedMovementDirection = + movementDirection - Vector3.Project (movementDirection, wallNormal) * 0.9; + // Apply the original length of the vector + adjustedMovementDirection = adjustedMovementDirection.normalized * vectorLength; + }*/ + + /*Debug.DrawRay(transform.position, adjustedMovementDirection, Color.yellow); + Debug.DrawRay(transform.position, movementDirection, Color.green); + Debug.DrawRay(transform.position, wallNormal, Color.red);*/ + + // Make the character rotate towards the target rotation + var rotationAngle : float; + if (adjustedMovementDirection != Vector3.zero) + rotationAngle = AngleAroundAxis (transform.forward, adjustedMovementDirection, Vector3.up) * 0.3; + else + rotationAngle = 0; + var targetAngularVelocity : Vector3 = Vector3.up * Mathf.Clamp (rotationAngle, -turningSpeed * Mathf.Deg2Rad, turningSpeed * Mathf.Deg2Rad); + rigidbody.angularVelocity = Vector3.MoveTowards (rigidbody.angularVelocity, targetAngularVelocity, Time.deltaTime * turningSpeed * Mathf.Deg2Rad * 3); + + /* + if ((transform.position - wallHit).magnitude > 2) { + wallNormal = Vector3.zero; + }*/ + + var angle : float = Vector3.Angle (transform.forward, adjustedMovementDirection); + if (facingInRightDirection && angle > 25) + facingInRightDirection = false; + if (!facingInRightDirection && angle < 5) + facingInRightDirection = true; + + // Handle the movement of the character + var targetVelocity : Vector3; + if (facingInRightDirection) + targetVelocity = transform.forward * walkingSpeed + rigidbody.velocity.y * Vector3.up; + else + targetVelocity = rigidbody.velocity.y * Vector3.up; + + rigidbody.velocity = Vector3.MoveTowards (rigidbody.velocity, targetVelocity, Time.deltaTime * walkingSpeed * 3); + //transform.position += targetVelocity * Time.deltaTime * walkingSpeed * 3; + } + + function LateUpdate () { + // Target with head + if (facingDirection != Vector3.zero) { + var targetRotation : Quaternion = Quaternion.LookRotation (facingDirection); + headRotation = Quaternion.RotateTowards ( + headRotation, + targetRotation, + aimingSpeed * Time.deltaTime + ); + head.rotation = headRotation * Quaternion.Inverse (transform.rotation) * head.rotation; + } + } + + /* + function OnCollisionStay (collisionInfo : Collision) { + if (collisionInfo.gameObject.tag == "Player") + return; + + // Record the first wall normal + for (var contact : ContactPoint in collisionInfo.contacts) { + // Discard normals that are not mostly horizontal + if (Mathf.Abs(contact.normal.y) < 0.7) { + wallNormal = contact.normal; + wallNormal.y = 0; + wallHit = transform.position; + break; + } + } + + // Only keep the horizontal components + wallNormal.y = 0; + } + */ + + // The angle between dirA and dirB around axis + static function AngleAroundAxis (dirA : Vector3, dirB : Vector3, axis : Vector3) { + // Project A and B onto the plane orthogonal target axis + dirA = dirA - Vector3.Project (dirA, axis); + dirB = dirB - Vector3.Project (dirB, axis); + + // Find (positive) angle between A and B + var angle : float = Vector3.Angle (dirA, dirB); + + // Return angle multiplied with 1 or -1 + return angle * (Vector3.Dot (axis, Vector3.Cross (dirA, dirB)) < 0 ? -1 : 1); + } + +} diff --git a/Assets/Scripts/Movement/MechMovementMotor.js.meta b/Assets/Scripts/Movement/MechMovementMotor.js.meta new file mode 100644 index 0000000..e8e06d7 --- /dev/null +++ b/Assets/Scripts/Movement/MechMovementMotor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3fb9405718e24486e8c8120869224107 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/MovementMotor.js b/Assets/Scripts/Movement/MovementMotor.js new file mode 100644 index 0000000..3c5e58f --- /dev/null +++ b/Assets/Scripts/Movement/MovementMotor.js @@ -0,0 +1,20 @@ +#pragma strict + +/* +This class can be used like an interface. +Inherit from it to define your own movement motor that can control +the movement of characters, enemies, or other entities. +*/ + +// The direction the character wants to move in, in world space. +// The vector should have a length between 0 and 1. +@HideInInspector +public var movementDirection : Vector3; + +// Simpler motors might want to drive movement based on a target purely +@HideInInspector +public var movementTarget : Vector3; + +// The direction the character wants to face towards, in world space. +@HideInInspector +public var facingDirection : Vector3; diff --git a/Assets/Scripts/Movement/MovementMotor.js.meta b/Assets/Scripts/Movement/MovementMotor.js.meta new file mode 100644 index 0000000..330e6f9 --- /dev/null +++ b/Assets/Scripts/Movement/MovementMotor.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7b8ae6d18282948edb7a0ae1a97e2bd4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Movement/PlayerMoveController.js b/Assets/Scripts/Movement/PlayerMoveController.js new file mode 100644 index 0000000..54361ca --- /dev/null +++ b/Assets/Scripts/Movement/PlayerMoveController.js @@ -0,0 +1,272 @@ +#pragma strict + +// Objects to drag in +public var motor : MovementMotor; +public var character : Transform; +public var cursorPrefab : GameObject; +public var joystickPrefab : GameObject; + +// Settings +public var cameraSmoothing : float = 0.01; +public var cameraPreview : float = 2.0f; + +// Cursor settings +public var cursorPlaneHeight : float = 0; +public var cursorFacingCamera : float = 0; +public var cursorSmallerWithDistance : float = 0; +public var cursorSmallerWhenClose : float = 1; + +// Private memeber data +private var mainCamera : Camera; + +private var cursorObject : Transform; +private var joystickLeft : Joystick; +private var joystickRight : Joystick; + +private var mainCameraTransform : Transform; +private var cameraVelocity : Vector3 = Vector3.zero; +private var cameraOffset : Vector3 = Vector3.zero; +private var initOffsetToPlayer : Vector3; + +// Prepare a cursor point varibale. This is the mouse position on PC and controlled by the thumbstick on mobiles. +private var cursorScreenPosition : Vector3; + +private var playerMovementPlane : Plane; + +private var joystickRightGO : GameObject; + +private var screenMovementSpace : Quaternion; +private var screenMovementForward : Vector3; +private var screenMovementRight : Vector3; + +function Awake () { + motor.movementDirection = Vector2.zero; + motor.facingDirection = Vector2.zero; + + // Set main camera + mainCamera = Camera.main; + mainCameraTransform = mainCamera.transform; + + // Ensure we have character set + // Default to using the transform this component is on + if (!character) + character = transform; + + initOffsetToPlayer = mainCameraTransform.position - character.position; + + #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + if (joystickPrefab) { + // Create left joystick + var joystickLeftGO : GameObject = Instantiate (joystickPrefab) as GameObject; + joystickLeftGO.name = "Joystick Left"; + joystickLeft = joystickLeftGO.GetComponent. (); + + // Create right joystick + joystickRightGO = Instantiate (joystickPrefab) as GameObject; + joystickRightGO.name = "Joystick Right"; + joystickRight = joystickRightGO.GetComponent. (); + } + #elif !UNITY_FLASH + if (cursorPrefab) { + cursorObject = (Instantiate (cursorPrefab) as GameObject).transform; + } + #endif + + // Save camera offset so we can use it in the first frame + cameraOffset = mainCameraTransform.position - character.position; + + // Set the initial cursor position to the center of the screen + cursorScreenPosition = Vector3 (0.5 * Screen.width, 0.5 * Screen.height, 0); + + // caching movement plane + playerMovementPlane = new Plane (character.up, character.position + character.up * cursorPlaneHeight); +} + +function Start () { + #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + // Move to right side of screen + var guiTex : GUITexture = joystickRightGO.GetComponent. (); + guiTex.pixelInset.x = Screen.width - guiTex.pixelInset.x - guiTex.pixelInset.width; + #endif + + // it's fine to calculate this on Start () as the camera is static in rotation + + screenMovementSpace = Quaternion.Euler (0, mainCameraTransform.eulerAngles.y, 0); + screenMovementForward = screenMovementSpace * Vector3.forward; + screenMovementRight = screenMovementSpace * Vector3.right; +} + +function OnDisable () { + if (joystickLeft) + joystickLeft.enabled = false; + + if (joystickRight) + joystickRight.enabled = false; +} + +function OnEnable () { + if (joystickLeft) + joystickLeft.enabled = true; + + if (joystickRight) + joystickRight.enabled = true; +} + +function Update () { + // HANDLE CHARACTER MOVEMENT DIRECTION + #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + motor.movementDirection = joystickLeft.position.x * screenMovementRight + joystickLeft.position.y * screenMovementForward; + #else + motor.movementDirection = Input.GetAxis ("Horizontal") * screenMovementRight + Input.GetAxis ("Vertical") * screenMovementForward; + #endif + + // Make sure the direction vector doesn't exceed a length of 1 + // so the character can't move faster diagonally than horizontally or vertically + if (motor.movementDirection.sqrMagnitude > 1) + motor.movementDirection.Normalize(); + + + // HANDLE CHARACTER FACING DIRECTION AND SCREEN FOCUS POINT + + // First update the camera position to take into account how much the character moved since last frame + //mainCameraTransform.position = Vector3.Lerp (mainCameraTransform.position, character.position + cameraOffset, Time.deltaTime * 45.0f * deathSmoothoutMultiplier); + + // Set up the movement plane of the character, so screenpositions + // can be converted into world positions on this plane + //playerMovementPlane = new Plane (Vector3.up, character.position + character.up * cursorPlaneHeight); + + // optimization (instead of newing Plane): + + playerMovementPlane.normal = character.up; + playerMovementPlane.distance = -character.position.y + cursorPlaneHeight; + + // used to adjust the camera based on cursor or joystick position + + var cameraAdjustmentVector : Vector3 = Vector3.zero; + + #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + + // On mobiles, use the thumb stick and convert it into screen movement space + motor.facingDirection = joystickRight.position.x * screenMovementRight + joystickRight.position.y * screenMovementForward; + + cameraAdjustmentVector = motor.facingDirection; + + #else + + #if !UNITY_EDITOR && (UNITY_XBOX360 || UNITY_PS3) + + // On consoles use the analog sticks + var axisX : float = Input.GetAxis("LookHorizontal"); + var axisY : float = Input.GetAxis("LookVertical"); + motor.facingDirection = axisX * screenMovementRight + axisY * screenMovementForward; + + cameraAdjustmentVector = motor.facingDirection; + + #else + + // On PC, the cursor point is the mouse position + var cursorScreenPosition : Vector3 = Input.mousePosition; + + // Find out where the mouse ray intersects with the movement plane of the player + var cursorWorldPosition : Vector3 = ScreenPointToWorldPointOnPlane (cursorScreenPosition, playerMovementPlane, mainCamera); + + var halfWidth : float = Screen.width / 2.0f; + var halfHeight : float = Screen.height / 2.0f; + var maxHalf : float = Mathf.Max (halfWidth, halfHeight); + + // Acquire the relative screen position + var posRel : Vector3 = cursorScreenPosition - Vector3 (halfWidth, halfHeight, cursorScreenPosition.z); + posRel.x /= maxHalf; + posRel.y /= maxHalf; + + cameraAdjustmentVector = posRel.x * screenMovementRight + posRel.y * screenMovementForward; + cameraAdjustmentVector.y = 0.0; + + // The facing direction is the direction from the character to the cursor world position + motor.facingDirection = (cursorWorldPosition - character.position); + motor.facingDirection.y = 0; + + // Draw the cursor nicely + HandleCursorAlignment (cursorWorldPosition); + + #endif + + #endif + + // HANDLE CAMERA POSITION + + // Set the target position of the camera to point at the focus point + var cameraTargetPosition : Vector3 = character.position + initOffsetToPlayer + cameraAdjustmentVector * cameraPreview; + + // Apply some smoothing to the camera movement + mainCameraTransform.position = Vector3.SmoothDamp (mainCameraTransform.position, cameraTargetPosition, cameraVelocity, cameraSmoothing); + + // Save camera offset so we can use it in the next frame + cameraOffset = mainCameraTransform.position - character.position; +} + +public static function PlaneRayIntersection (plane : Plane, ray : Ray) : Vector3 { + var dist : float; + plane.Raycast (ray, dist); + return ray.GetPoint (dist); +} + +public static function ScreenPointToWorldPointOnPlane (screenPoint : Vector3, plane : Plane, camera : Camera) : Vector3 { + // Set up a ray corresponding to the screen position + var ray : Ray = camera.ScreenPointToRay (screenPoint); + + // Find out where the ray intersects with the plane + return PlaneRayIntersection (plane, ray); +} + +function HandleCursorAlignment (cursorWorldPosition : Vector3) { + if (!cursorObject) + return; + + // HANDLE CURSOR POSITION + + // Set the position of the cursor object + cursorObject.position = cursorWorldPosition; + + #if !UNITY_FLASH + // Hide mouse cursor when within screen area, since we're showing game cursor instead + Screen.showCursor = (Input.mousePosition.x < 0 || Input.mousePosition.x > Screen.width || Input.mousePosition.y < 0 || Input.mousePosition.y > Screen.height); + #endif + + + // HANDLE CURSOR ROTATION + + var cursorWorldRotation : Quaternion = cursorObject.rotation; + if (motor.facingDirection != Vector3.zero) + cursorWorldRotation = Quaternion.LookRotation (motor.facingDirection); + + // Calculate cursor billboard rotation + var cursorScreenspaceDirection : Vector3 = Input.mousePosition - mainCamera.WorldToScreenPoint (transform.position + character.up * cursorPlaneHeight); + cursorScreenspaceDirection.z = 0; + var cursorBillboardRotation : Quaternion = mainCameraTransform.rotation * Quaternion.LookRotation (cursorScreenspaceDirection, -Vector3.forward); + + // Set cursor rotation + cursorObject.rotation = Quaternion.Slerp (cursorWorldRotation, cursorBillboardRotation, cursorFacingCamera); + + + // HANDLE CURSOR SCALING + + // The cursor is placed in the world so it gets smaller with perspective. + // Scale it by the inverse of the distance to the camera plane to compensate for that. + var compensatedScale : float = 0.1 * Vector3.Dot (cursorWorldPosition - mainCameraTransform.position, mainCameraTransform.forward); + + // Make the cursor smaller when close to character + var cursorScaleMultiplier : float = Mathf.Lerp (0.7, 1.0, Mathf.InverseLerp (0.5, 4.0, motor.facingDirection.magnitude)); + + // Set the scale of the cursor + cursorObject.localScale = Vector3.one * Mathf.Lerp (compensatedScale, 1, cursorSmallerWithDistance) * cursorScaleMultiplier; + + // DEBUG - REMOVE LATER + if (Input.GetKey(KeyCode.O)) cursorFacingCamera += Time.deltaTime * 0.5; + if (Input.GetKey(KeyCode.P)) cursorFacingCamera -= Time.deltaTime * 0.5; + cursorFacingCamera = Mathf.Clamp01(cursorFacingCamera); + + if (Input.GetKey(KeyCode.K)) cursorSmallerWithDistance += Time.deltaTime * 0.5; + if (Input.GetKey(KeyCode.L)) cursorSmallerWithDistance -= Time.deltaTime * 0.5; + cursorSmallerWithDistance = Mathf.Clamp01(cursorSmallerWithDistance); +} diff --git a/Assets/Scripts/Movement/PlayerMoveController.js.meta b/Assets/Scripts/Movement/PlayerMoveController.js.meta new file mode 100644 index 0000000..861cba3 --- /dev/null +++ b/Assets/Scripts/Movement/PlayerMoveController.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9d7c6dec62f844170bba875bf76e1dc4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Rain.meta b/Assets/Scripts/Rain.meta new file mode 100644 index 0000000..99d9cd2 --- /dev/null +++ b/Assets/Scripts/Rain.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: fc5c8b573167e435295580c8e92a30c1 +DefaultImporter: + userData: diff --git a/Assets/Scripts/Rain/RainBox.js b/Assets/Scripts/Rain/RainBox.js new file mode 100644 index 0000000..e1ced58 --- /dev/null +++ b/Assets/Scripts/Rain/RainBox.js @@ -0,0 +1,69 @@ + +#pragma strict + +class RainBox extends MonoBehaviour +{ + private var mf : MeshFilter; + private var defaultPosition : Vector3; + private var bounds : Bounds; + + private var manager : RainManager; + + private var cachedTransform : Transform; + private var cachedMinY : float; + private var cachedAreaHeight : float; + private var cachedFallingSpeed : float; + + function Start() { + manager = transform.parent.GetComponent. (); + + bounds = new Bounds (Vector3 (transform.position.x, manager.minYPosition, transform.position.z), + Vector3 (manager.areaSize * 1.35f, Mathf.Max (manager.areaSize, manager.areaHeight) * 1.35f, manager.areaSize * 1.35f)); + + mf = GetComponent. (); + mf.sharedMesh = manager.GetPreGennedMesh (); + + cachedTransform = transform; + cachedMinY = manager.minYPosition; + cachedAreaHeight = manager.areaHeight; + cachedFallingSpeed = manager.fallingSpeed; + + enabled = false; + } + + function OnBecameVisible () { + enabled = true; + } + + function OnBecameInvisible () { + enabled = false; + } + + function Update() { + cachedTransform.position -= Vector3.up * Time.deltaTime * cachedFallingSpeed; + + if(cachedTransform.position.y + cachedAreaHeight < cachedMinY) { + cachedTransform.position = cachedTransform.position + Vector3.up * cachedAreaHeight * 2.0; + } + } + + function OnDrawGizmos () { + #if UNITY_EDITOR + // do not display a weird mesh in edit mode + if (!Application.isPlaying) { + mf = GetComponent. (); + mf.sharedMesh = null; + } + #endif + + if (transform.parent) { + Gizmos.color = Color(0.2,0.3,3.0,0.35); + var manager : RainManager = transform.parent.GetComponent (RainManager) as RainManager; + if (manager) + Gizmos.DrawWireCube ( transform.position + transform.up * manager.areaHeight * 0.5, + new Vector3 (manager.areaSize,manager.areaHeight, manager.areaSize) ); + } + } + + +} diff --git a/Assets/Scripts/Rain/RainBox.js.meta b/Assets/Scripts/Rain/RainBox.js.meta new file mode 100644 index 0000000..e1e95b9 --- /dev/null +++ b/Assets/Scripts/Rain/RainBox.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d8c01e6cbb1384975b459e65e9e099aa +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Rain/RainManager.js b/Assets/Scripts/Rain/RainManager.js new file mode 100644 index 0000000..3742e24 --- /dev/null +++ b/Assets/Scripts/Rain/RainManager.js @@ -0,0 +1,105 @@ + +#pragma strict + +class RainManager extends MonoBehaviour +{ + public var minYPosition : float = 0.0; + + public var numberOfParticles : int = 400; + public var areaSize : float= 40.0f; + public var areaHeight : float = 15.0; + public var fallingSpeed : float= 23.0; + public var particleSize : float = 0.2f; + public var flakeRandom : float = 0.1; + + public var preGennedMeshes : Mesh []; + private var preGennedIndex : int = 0; + + public var generateNewAssetsOnStart : boolean = false; + + public function Start () { + #if UNITY_EDITOR + if (generateNewAssetsOnStart) { + // create & save 3 meshes + var m1 : Mesh = CreateMesh (); + var m2 : Mesh = CreateMesh (); + var m3 : Mesh = CreateMesh (); + AssetDatabase.CreateAsset(m1, "Assets/Objects/RainFx/" + gameObject.name + "_LQ0.asset"); + AssetDatabase.CreateAsset(m2, "Assets/Objects/RainFx/" + gameObject.name + "_LQ1.asset"); + AssetDatabase.CreateAsset(m3, "Assets/Objects/RainFx/" + gameObject.name + "_LQ2.asset"); + Debug.Log ("Created new rain meshes in Assets/Objects/RainFx/"); + } + #endif + } + + public function GetPreGennedMesh () : Mesh { + return preGennedMeshes[(preGennedIndex++) % preGennedMeshes.Length]; + } + + function CreateMesh () : Mesh { + var mesh = new Mesh (); + + var cameraRight : Vector3 = Camera.main.transform.right; + var cameraUp : Vector3 = (Vector3.up); + + var particleNum : int = QualityManager.quality > Quality.Medium ? numberOfParticles : numberOfParticles / 2; + + var verts : Vector3[] = new Vector3[4 * particleNum]; + var uvs : Vector2[] = new Vector2[4 * particleNum]; + var uvs2 : Vector2[] = new Vector2[4 * particleNum]; + var normals : Vector3[] = new Vector3[4 * particleNum]; + + var tris : int[] = new int[2 * 3 * particleNum]; + + var position : Vector3; + for (var i : int = 0; i < particleNum; i++) + { + var i4 : int = i * 4; + var i6 : int = i * 6; + + position.x = areaSize * (Random.value - 0.5f); + position.y = areaHeight * Random.value; + position.z = areaSize * (Random.value - 0.5f); + + var rand : float = Random.value; + var widthWithRandom : float = particleSize * 0.215f;// + rand * flakeRandom; + var heightWithRandom : float = particleSize + rand * flakeRandom; + + verts[i4 + 0] = position - cameraRight * widthWithRandom - cameraUp * heightWithRandom; + verts[i4 + 1] = position + cameraRight * widthWithRandom - cameraUp * heightWithRandom; + verts[i4 + 2] = position + cameraRight * widthWithRandom + cameraUp * heightWithRandom; + verts[i4 + 3] = position - cameraRight * widthWithRandom + cameraUp * heightWithRandom; + + normals[i4 + 0] = -Camera.main.transform.forward; + normals[i4 + 1] = -Camera.main.transform.forward; + normals[i4 + 2] = -Camera.main.transform.forward; + normals[i4 + 3] = -Camera.main.transform.forward; + + uvs[i4 + 0] = new Vector2(0.0f, 0.0f); + uvs[i4 + 1] = new Vector2(1.0f, 0.0f); + uvs[i4 + 2] = new Vector2(1.0f, 1.0f); + uvs[i4 + 3] = new Vector2(0.0f, 1.0f); + + uvs2[i4 + 0] = new Vector2(Random.Range(-2,2)*4.0, Random.Range(-1,1)*1.0); + uvs2[i4 + 1] = new Vector2(uvs2[i4 + 0].x, uvs2[i4 + 0].y); + uvs2[i4 + 2] = new Vector2(uvs2[i4 + 0].x, uvs2[i4 + 0].y); + uvs2[i4 + 3] = new Vector2(uvs2[i4 + 0].x, uvs2[i4 + 0].y); + + tris[i6 + 0] = i4 + 0; + tris[i6 + 1] = i4 + 1; + tris[i6 + 2] = i4 + 2; + tris[i6 + 3] = i4 + 0; + tris[i6 + 4] = i4 + 2; + tris[i6 + 5] = i4 + 3; + } + + mesh.vertices = verts; + mesh.triangles = tris; + mesh.normals = normals; + mesh.uv = uvs; + mesh.uv2 = uvs2; + mesh.RecalculateBounds (); + + return mesh; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Rain/RainManager.js.meta b/Assets/Scripts/Rain/RainManager.js.meta new file mode 100644 index 0000000..2fb31f1 --- /dev/null +++ b/Assets/Scripts/Rain/RainManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f91c8b91747184642a11fd3edab03278 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Rain/RainsplashBox.js b/Assets/Scripts/Rain/RainsplashBox.js new file mode 100644 index 0000000..022b512 --- /dev/null +++ b/Assets/Scripts/Rain/RainsplashBox.js @@ -0,0 +1,41 @@ + +#pragma strict + +class RainsplashBox extends MonoBehaviour +{ + private var mf : MeshFilter; + private var bounds : Bounds; + + private var manager : RainsplashManager; + + public function Start () { + transform.localRotation = Quaternion.identity; + + manager = transform.parent.GetComponent. (); + bounds = new Bounds (Vector3 (transform.position.x,0.0,transform.position.z), + Vector3 (manager.areaSize,Mathf.Max(manager.areaSize,manager.areaHeight),manager.areaSize)); + + mf = GetComponent. (); + mf.sharedMesh = manager.GetPreGennedMesh (); + + enabled = false; + } + + function OnBecameVisible () { + enabled = true; + } + + function OnBecameInvisible () { + enabled = false; + } + + function OnDrawGizmos () { + if (transform.parent) { + manager = transform.parent.GetComponent. (); + Gizmos.color = Color(0.5,0.5,0.65,0.5); + if(manager) + Gizmos.DrawWireCube ( transform.position + transform.up * manager.areaHeight * 0.5, + new Vector3 (manager.areaSize,manager.areaHeight, manager.areaSize) ); + } + } +} diff --git a/Assets/Scripts/Rain/RainsplashBox.js.meta b/Assets/Scripts/Rain/RainsplashBox.js.meta new file mode 100644 index 0000000..f468e17 --- /dev/null +++ b/Assets/Scripts/Rain/RainsplashBox.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b6c01310e54814b74965f3601ccfbaa5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Rain/RainsplashManager.js b/Assets/Scripts/Rain/RainsplashManager.js new file mode 100644 index 0000000..49b431a --- /dev/null +++ b/Assets/Scripts/Rain/RainsplashManager.js @@ -0,0 +1,105 @@ + +#pragma strict + +class RainsplashManager extends MonoBehaviour { + public var numberOfParticles : int = 700; + public var areaSize : float= 40.0f; + public var areaHeight : float = 15.0; + public var fallingSpeed : float= 23.0; + public var flakeWidth : float = 0.4; + public var flakeHeight : float = 0.4; + public var flakeRandom : float = 0.1; + + public var preGennedMeshes : Mesh []; + private var preGennedIndex : int = 0; + + public var generateNewAssetsOnStart : boolean = false; + + public function Start () { + #if UNITY_EDITOR + if (generateNewAssetsOnStart) { + // create & save 3 meshes + var m1 : Mesh = CreateMesh (); + var m2 : Mesh = CreateMesh (); + var m3 : Mesh = CreateMesh (); + AssetDatabase.CreateAsset(m1, "Assets/Objects/RainFx/" + gameObject.name + "_LQ0.asset"); + AssetDatabase.CreateAsset(m2, "Assets/Objects/RainFx/" + gameObject.name + "_LQ1.asset"); + AssetDatabase.CreateAsset(m3, "Assets/Objects/RainFx/" + gameObject.name + "_LQ2.asset"); + Debug.Log ("Created new rainsplash meshes in Assets/Objects/RainFx/"); + } + #endif + } + + public function GetPreGennedMesh () : Mesh { + return preGennedMeshes[(preGennedIndex++) % preGennedMeshes.Length]; + } + + function CreateMesh () : Mesh { + var mesh : Mesh = new Mesh (); + // we use world space aligned and not camera aligned planes this time + var cameraRight : Vector3 = transform.right * Random.Range(0.1,2.0) + transform.forward * Random.Range(0.1,2.0);// Vector3.forward;//Camera.main.transform.right; + cameraRight = Vector3.Normalize(cameraRight); + var cameraUp : Vector3 = Vector3.Cross(cameraRight, Vector3.up); + cameraUp = Vector3.Normalize(cameraUp); + + var particleNum : int = QualityManager.quality > Quality.Medium ? numberOfParticles : numberOfParticles / 2; + + var verts : Vector3[] = new Vector3[4 * particleNum]; + var uvs : Vector2[] = new Vector2[4 * particleNum]; + var uvs2 : Vector2[] = new Vector2[4 * particleNum]; + var normals : Vector3[] = new Vector3[4 * particleNum]; + + var tris : int[] = new int[2 * 3 * particleNum]; + + var position : Vector3; + for (var i : int = 0; i < particleNum; i++) { + var i4 : int = i * 4; + var i6 : int = i * 6; + + position.x = areaSize * (Random.value - 0.5f); + position.y = 0.0; + position.z = areaSize * (Random.value - 0.5f); + + var rand : float = Random.value; + var widthWithRandom : float = flakeWidth + rand * flakeRandom; + var heightWithRandom : float = widthWithRandom; + + verts[i4 + 0] = position - cameraRight * widthWithRandom;// - 0.0 * heightWithRandom; + verts[i4 + 1] = position + cameraRight * widthWithRandom;// - 0.0 * heightWithRandom; + verts[i4 + 2] = position + cameraRight * widthWithRandom + cameraUp * 2.0 * heightWithRandom; + verts[i4 + 3] = position - cameraRight * widthWithRandom + cameraUp * 2.0 * heightWithRandom; + + normals[i4 + 0] = -Camera.main.transform.forward; + normals[i4 + 1] = -Camera.main.transform.forward; + normals[i4 + 2] = -Camera.main.transform.forward; + normals[i4 + 3] = -Camera.main.transform.forward; + + uvs[i4 + 0] = new Vector2(0.0f, 0.0f); + uvs[i4 + 1] = new Vector2(1.0f, 0.0f); + uvs[i4 + 2] = new Vector2(1.0f, 1.0f); + uvs[i4 + 3] = new Vector2(0.0f, 1.0f); + + var tc1 : Vector2 = new Vector2(Random.Range(0.0, 1.0), Random.Range(0.0, 1.0)); + uvs2[i4 + 0] = new Vector2(tc1.x,tc1.y); + uvs2[i4 + 1] = new Vector2(tc1.x,tc1.y);; + uvs2[i4 + 2] = new Vector2(tc1.x,tc1.y);; + uvs2[i4 + 3] = new Vector2(tc1.x,tc1.y);; + + tris[i6 + 0] = i4 + 0; + tris[i6 + 1] = i4 + 1; + tris[i6 + 2] = i4 + 2; + tris[i6 + 3] = i4 + 0; + tris[i6 + 4] = i4 + 2; + tris[i6 + 5] = i4 + 3; + } + + mesh.vertices = verts; + mesh.triangles = tris; + mesh.normals = normals; + mesh.uv = uvs; + mesh.uv2 = uvs2; + mesh.RecalculateBounds (); + + return mesh; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Rain/RainsplashManager.js.meta b/Assets/Scripts/Rain/RainsplashManager.js.meta new file mode 100644 index 0000000..afd12be --- /dev/null +++ b/Assets/Scripts/Rain/RainsplashManager.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9bd021be302c94e8a8c4e27bd28111ff +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons.meta b/Assets/Scripts/Weapons.meta new file mode 100644 index 0000000..2512a04 --- /dev/null +++ b/Assets/Scripts/Weapons.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 59b4bb155f59d43beb5763cbb219a52f +DefaultImporter: + userData: diff --git a/Assets/Scripts/Weapons/AutoFire.js b/Assets/Scripts/Weapons/AutoFire.js new file mode 100644 index 0000000..10cadde --- /dev/null +++ b/Assets/Scripts/Weapons/AutoFire.js @@ -0,0 +1,87 @@ +#pragma strict + +@script RequireComponent (PerFrameRaycast) + +var bulletPrefab : GameObject; +var spawnPoint : Transform; +var frequency : float = 10; +var coneAngle : float = 1.5; +var firing : boolean = false; +var damagePerSecond : float = 20.0; +var forcePerSecond : float = 20.0; +var hitSoundVolume : float = 0.5; + +var muzzleFlashFront : GameObject; + +private var lastFireTime : float = -1; +private var raycast : PerFrameRaycast; + +function Awake () { + muzzleFlashFront.SetActive (false); + + raycast = GetComponent. (); + if (spawnPoint == null) + spawnPoint = transform; +} + +function Update () { + if (firing) { + + if (Time.time > lastFireTime + 1 / frequency) { + // Spawn visual bullet + var coneRandomRotation = Quaternion.Euler (Random.Range (-coneAngle, coneAngle), Random.Range (-coneAngle, coneAngle), 0); + var go : GameObject = Spawner.Spawn (bulletPrefab, spawnPoint.position, spawnPoint.rotation * coneRandomRotation) as GameObject; + var bullet : SimpleBullet = go.GetComponent. (); + + lastFireTime = Time.time; + + // Find the object hit by the raycast + var hitInfo : RaycastHit = raycast.GetHitInfo (); + if (hitInfo.transform) { + // Get the health component of the target if any + var targetHealth : Health = hitInfo.transform.GetComponent. (); + if (targetHealth) { + // Apply damage + targetHealth.OnDamage (damagePerSecond / frequency, -spawnPoint.forward); + } + + // Get the rigidbody if any + if (hitInfo.rigidbody) { + // Apply force to the target object at the position of the hit point + var force : Vector3 = transform.forward * (forcePerSecond / frequency); + hitInfo.rigidbody.AddForceAtPosition (force, hitInfo.point, ForceMode.Impulse); + } + + // Ricochet sound + var sound : AudioClip = MaterialImpactManager.GetBulletHitSound (hitInfo.collider.sharedMaterial); + AudioSource.PlayClipAtPoint (sound, hitInfo.point, hitSoundVolume); + + bullet.dist = hitInfo.distance; + } + else { + bullet.dist = 1000; + } + } + } +} + +function OnStartFire () { + if (Time.timeScale == 0) + return; + + firing = true; + + muzzleFlashFront.SetActive (true); + + if (audio) + audio.Play (); +} + +function OnStopFire () { + firing = false; + + muzzleFlashFront.SetActive (false); + + if (audio) + audio.Stop (); +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/AutoFire.js.meta b/Assets/Scripts/Weapons/AutoFire.js.meta new file mode 100644 index 0000000..2049d65 --- /dev/null +++ b/Assets/Scripts/Weapons/AutoFire.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: edbe95fd377dc49c48b1705091597601 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/CopyRotation.js b/Assets/Scripts/Weapons/CopyRotation.js new file mode 100644 index 0000000..804bd29 --- /dev/null +++ b/Assets/Scripts/Weapons/CopyRotation.js @@ -0,0 +1,9 @@ +#pragma strict + +var sourceRotation : Transform; +var addLocalRotation : Vector3; + +function LateUpdate () { + transform.rotation = sourceRotation.rotation; + transform.localRotation = transform.localRotation * Quaternion.Euler(addLocalRotation); +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/CopyRotation.js.meta b/Assets/Scripts/Weapons/CopyRotation.js.meta new file mode 100644 index 0000000..6a15700 --- /dev/null +++ b/Assets/Scripts/Weapons/CopyRotation.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c0ed8e1f98d084e1981ec90b52084b3c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/Health.js b/Assets/Scripts/Weapons/Health.js new file mode 100644 index 0000000..cda32da --- /dev/null +++ b/Assets/Scripts/Weapons/Health.js @@ -0,0 +1,138 @@ +#pragma strict + +public var maxHealth : float = 100.0; +public var health : float = 100.0; +public var regenerateSpeed : float = 0.0; +public var invincible : boolean = false; +public var dead : boolean = false; + +public var damagePrefab : GameObject; +public var damageEffectTransform : Transform; +public var damageEffectMultiplier : float = 1.0; +public var damageEffectCentered : boolean = true; + +public var scorchMarkPrefab : GameObject = null; +private var scorchMark : GameObject = null; + +public var damageSignals : SignalSender; +public var dieSignals : SignalSender; + +private var lastDamageTime : float = 0; +private var damageEffect : ParticleEmitter; +private var damageEffectCenterYOffset : float; + +private var colliderRadiusHeuristic : float = 1.0; + + +function Awake () { + enabled = false; + if (damagePrefab) { + if (damageEffectTransform == null) + damageEffectTransform = transform; + var effect : GameObject = Spawner.Spawn (damagePrefab, Vector3.zero, Quaternion.identity); + effect.transform.parent = damageEffectTransform; + effect.transform.localPosition = Vector3.zero; + damageEffect = effect.particleEmitter; + var tempSize : Vector2 = Vector2(collider.bounds.extents.x,collider.bounds.extents.z); + colliderRadiusHeuristic = tempSize.magnitude * 0.5; + damageEffectCenterYOffset = collider.bounds.extents.y; + + } + if (scorchMarkPrefab) { + scorchMark = GameObject.Instantiate(scorchMarkPrefab, Vector3.zero, Quaternion.identity); + scorchMark.SetActive (false); + } +} + +function OnDamage (amount : float, fromDirection : Vector3) { + // Take no damage if invincible, dead, or if the damage is zero + if(invincible) + return; + if (dead) + return; + if (amount <= 0) + return; + + // Decrease health by damage and send damage signals + + // @HACK: this hack will be removed for the final game + // but makes playing and showing certain areas in the + // game a lot easier + /* + #if !UNITY_IPHONE && !UNITY_ANDROID && !UNITY_WP8 + if(gameObject.tag != "Player") + amount *= 10.0; + #endif + */ + + health -= amount; + damageSignals.SendSignals (this); + lastDamageTime = Time.time; + + // Enable so the Update function will be called + // if regeneration is enabled + if (regenerateSpeed > 0) + enabled = true; + + // Show damage effect if there is one + if (damageEffect) { + damageEffect.transform.rotation = Quaternion.LookRotation (fromDirection, Vector3.up); + if(!damageEffectCentered) { + var dir : Vector3 = fromDirection; + dir.y = 0.0; + damageEffect.transform.position = (transform.position + Vector3.up * damageEffectCenterYOffset) + colliderRadiusHeuristic * dir; + } + // @NOTE: due to popular demand (ethan, storm) we decided + // to make the amount damage independent ... + //var particleAmount = Random.Range (damageEffect.minEmission, damageEffect.maxEmission + 1); + //particleAmount = particleAmount * amount * damageEffectMultiplier; + damageEffect.Emit();// (particleAmount); + } + + // Die if no health left + if (health <= 0) + { + GameScore.RegisterDeath (gameObject); + + health = 0; + dead = true; + dieSignals.SendSignals (this); + enabled = false; + + // scorch marks + if (scorchMark) { + scorchMark.SetActive (true); + // @NOTE: maybe we can justify a raycast here so we can place the mark + // on slopes with proper normal alignments + // @TODO: spawn a yield Sub() to handle placement, as we can + // spread calculations over several frames => cheap in total + var scorchPosition : Vector3 = collider.ClosestPointOnBounds (transform.position - Vector3.up * 100); + scorchMark.transform.position = scorchPosition + Vector3.up * 0.1; + scorchMark.transform.eulerAngles.y = Random.Range (0.0, 90.0); + } + } +} + +function OnEnable () { + Regenerate (); +} + +// Regenerate health + +function Regenerate () { + if (regenerateSpeed > 0.0f) { + while (enabled) { + if (Time.time > lastDamageTime + 3) { + health += regenerateSpeed; + + yield; + + if (health >= maxHealth) { + health = maxHealth; + enabled = false; + } + } + yield WaitForSeconds (1.0f); + } + } +} diff --git a/Assets/Scripts/Weapons/Health.js.meta b/Assets/Scripts/Weapons/Health.js.meta new file mode 100644 index 0000000..fd4de86 --- /dev/null +++ b/Assets/Scripts/Weapons/Health.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6616aa5ec43b64f87969bac954839e71 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/HealthFlash.js b/Assets/Scripts/Weapons/HealthFlash.js new file mode 100644 index 0000000..906e2ce --- /dev/null +++ b/Assets/Scripts/Weapons/HealthFlash.js @@ -0,0 +1,22 @@ + +#pragma strict + +public var playerHealth : Health; +public var healthMaterial : Material; + +private var healthBlink : float = 1.0f; +private var oneOverMaxHealth : float = 0.5f; + +function Start () { + oneOverMaxHealth = 1.0f / playerHealth.maxHealth; +} + +function Update () { + var relativeHealth : float = playerHealth.health * oneOverMaxHealth; + healthMaterial.SetFloat ("_SelfIllumination", relativeHealth * 2.0f * healthBlink); + + if (relativeHealth < 0.45f) + healthBlink = Mathf.PingPong (Time.time * 6.0f, 2.0f); + else + healthBlink = 1.0f; +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/HealthFlash.js.meta b/Assets/Scripts/Weapons/HealthFlash.js.meta new file mode 100644 index 0000000..b2266d4 --- /dev/null +++ b/Assets/Scripts/Weapons/HealthFlash.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 25a41887c1f614a99bbf5dd2c3ede1d5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/PerFrameRaycast.js b/Assets/Scripts/Weapons/PerFrameRaycast.js new file mode 100644 index 0000000..4d8f7b6 --- /dev/null +++ b/Assets/Scripts/Weapons/PerFrameRaycast.js @@ -0,0 +1,18 @@ +#pragma strict + +private var hitInfo : RaycastHit; +private var tr : Transform; + +function Awake () { + tr = transform; +} + +function Update () { + // Cast a ray to find out the end point of the laser + hitInfo = RaycastHit (); + Physics.Raycast (tr.position, tr.forward, hitInfo); +} + +function GetHitInfo () : RaycastHit { + return hitInfo; +} diff --git a/Assets/Scripts/Weapons/PerFrameRaycast.js.meta b/Assets/Scripts/Weapons/PerFrameRaycast.js.meta new file mode 100644 index 0000000..d3a3d1c --- /dev/null +++ b/Assets/Scripts/Weapons/PerFrameRaycast.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 52152dd6c99c14e64a97087106b52477 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/SeekerBullet.js b/Assets/Scripts/Weapons/SeekerBullet.js new file mode 100644 index 0000000..9b8f119 --- /dev/null +++ b/Assets/Scripts/Weapons/SeekerBullet.js @@ -0,0 +1,73 @@ +#pragma strict + +public var speed : float = 15.0; +public var lifeTime : float = 1.5; +public var damageAmount : float = 5; +public var forceAmount : float = 5; +public var radius : float = 1.0; +public var seekPrecision : float = 1.3; +public var ignoreLayers : LayerMask; +public var noise : float = 0.0; +public var explosionPrefab : GameObject; + +private var dir : Vector3; +private var spawnTime : float; +private var targetObject : GameObject; +private var tr : Transform; +private var sideBias : float; + +function OnEnable () { + tr = transform; + dir = transform.forward; + targetObject = GameObject.FindWithTag ("Player"); + spawnTime = Time.time; + sideBias = Mathf.Sin (Time.time * 5); +} + +function Update () { + + if (Time.time > spawnTime + lifeTime) { + Spawner.Destroy (gameObject); + } + + if (targetObject) { + var targetPos : Vector3 = targetObject.transform.position; + targetPos += transform.right * (Mathf.PingPong (Time.time, 1.0f) - 0.5f) * noise; + var targetDir : Vector3 = (targetPos - tr.position); var targetDist : float = targetDir.magnitude; + targetDir /= targetDist; + if (Time.time - spawnTime < lifeTime * 0.2 && targetDist > 3) + targetDir += transform.right * 0.5 * sideBias; + + dir = Vector3.Slerp (dir, targetDir, Time.deltaTime * seekPrecision); + + tr.rotation = Quaternion.LookRotation(dir); + tr.position += (dir * speed) * Time.deltaTime; + } + + // Check if this one hits something + var hits : Collider[] = Physics.OverlapSphere (tr.position, radius, ~ignoreLayers.value); + var collided : boolean = false; + for (var c : Collider in hits) { + // Don't collide with triggers + if (c.isTrigger) + continue; + + var targetHealth : Health = c.GetComponent. (); + if (targetHealth) { + // Apply damage + targetHealth.OnDamage (damageAmount, -tr.forward); + } + // Get the rigidbody if any + if (c.rigidbody) { + // Apply force to the target object + var force : Vector3 = tr.forward * forceAmount; + force.y = 0; + c.rigidbody.AddForce (force, ForceMode.Impulse); + } + collided = true; + } + if (collided) { + Spawner.Destroy (gameObject); + Spawner.Spawn (explosionPrefab, transform.position, transform.rotation); + } +} diff --git a/Assets/Scripts/Weapons/SeekerBullet.js.meta b/Assets/Scripts/Weapons/SeekerBullet.js.meta new file mode 100644 index 0000000..45f8c69 --- /dev/null +++ b/Assets/Scripts/Weapons/SeekerBullet.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: da4b813f7d73f4e5cb3ee6d950d00ebb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/SimpleBullet.js b/Assets/Scripts/Weapons/SimpleBullet.js new file mode 100644 index 0000000..c8ea115 --- /dev/null +++ b/Assets/Scripts/Weapons/SimpleBullet.js @@ -0,0 +1,21 @@ +#pragma strict + +var speed : float = 10; +var lifeTime : float = 0.5; +var dist : float = 10000; + +private var spawnTime : float = 0.0; +private var tr : Transform; + +function OnEnable () { + tr = transform; + spawnTime = Time.time; +} + +function Update () { + tr.position += tr.forward * speed * Time.deltaTime; + dist -= speed * Time.deltaTime; + if (Time.time > spawnTime + lifeTime || dist < 0) { + Spawner.Destroy (gameObject); + } +} diff --git a/Assets/Scripts/Weapons/SimpleBullet.js.meta b/Assets/Scripts/Weapons/SimpleBullet.js.meta new file mode 100644 index 0000000..c715153 --- /dev/null +++ b/Assets/Scripts/Weapons/SimpleBullet.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 42948b8c903d84cca9ae54d9f2a1a1d6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/SlowBulletFire.js b/Assets/Scripts/Weapons/SlowBulletFire.js new file mode 100644 index 0000000..a6dbe36 --- /dev/null +++ b/Assets/Scripts/Weapons/SlowBulletFire.js @@ -0,0 +1,38 @@ +#pragma strict + +var bulletPrefab : GameObject; +var frequency : float = 2; +var coneAngle : float = 1.5; +var fireSound : AudioClip; +var firing : boolean = false; + +private var lastFireTime : float = -1; + +function Update () { + if (firing) { + if (Time.time > lastFireTime + 1 / frequency) { + Fire (); + } + } +} + +function Fire () { + // Spawn bullet + var coneRandomRotation = Quaternion.Euler (Random.Range (-coneAngle, coneAngle), Random.Range (-coneAngle, coneAngle), 0); + Spawner.Spawn (bulletPrefab, transform.position, transform.rotation * coneRandomRotation); + + if (audio && fireSound) { + audio.clip = fireSound; + audio.Play (); + } + + lastFireTime = Time.time; +} + +function OnStartFire () { + firing = true; +} + +function OnStopFire () { + firing = false; +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/SlowBulletFire.js.meta b/Assets/Scripts/Weapons/SlowBulletFire.js.meta new file mode 100644 index 0000000..2e2d9f6 --- /dev/null +++ b/Assets/Scripts/Weapons/SlowBulletFire.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f023027c6f6d74874b39747f38dfbe61 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js b/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js new file mode 100644 index 0000000..cdc9bec --- /dev/null +++ b/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js @@ -0,0 +1,42 @@ +#pragma strict + +var bulletPrefab : GameObject; +var frequency : float = 2; +var coneAngle : float = 1.5; +var fireSound : AudioClip; +var firing : boolean = false; +var noisiness : float = 2.0f; + +private var nextFireNoise : float = 1.0f; +private var lastFireTime : float = -1; + + +function Update () { + if (firing) { + if (Time.time > nextFireNoise + lastFireTime + 1 / frequency) { + Fire (); + } + } +} + +function Fire () { + // Spawn visual bullet + var coneRandomRotation = Quaternion.Euler (Random.Range (-coneAngle, coneAngle), Random.Range (-coneAngle, coneAngle), 0); + Spawner.Spawn (bulletPrefab, transform.position, transform.rotation * coneRandomRotation); + + if (audio && fireSound) { + audio.clip = fireSound; + audio.Play (); + } + + lastFireTime = Time.time; + nextFireNoise = Random.value * noisiness; +} + +function OnStartFire () { + firing = true; +} + +function OnStopFire () { + firing = false; +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js.meta b/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js.meta new file mode 100644 index 0000000..be718ce --- /dev/null +++ b/Assets/Scripts/Weapons/SlowBulletFireWithNoise.js.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5dfe9955f46334d39aece74449f25725 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 0000000..15a97a6 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b13b0372a17af4519a7d6fbdfc7bedc2 +DefaultImporter: + userData: diff --git a/Assets/Shaders/BackgroundAndCharacters.meta b/Assets/Shaders/BackgroundAndCharacters.meta new file mode 100644 index 0000000..98d05dc --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 70bda67465c3a48a3880b4b8c428615c +DefaultImporter: + userData: diff --git a/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader b/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader new file mode 100644 index 0000000..bc83204 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader @@ -0,0 +1,114 @@ + +// cutout shader that falls back to cheap non alpha testing shader on low end platforms + +Shader "AngryBots/AlphaCutoutCheapFallback" { + +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Normal("Normal", 2D) = "bump" {} + _Cube("Cube", CUBE) = "black" {} + _Color ("Unused main color for depth texture pickup", Color) = (1,1,1,1) + _Cutoff ("Alpha cutoff", Range(0,1)) = 0.25 +} + + +CGINCLUDE + +struct v2f +{ + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; +}; + +struct v2f_full +{ + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + half3 viewDir : TEXCOORD5; +}; + +#include "UnityCG.cginc" + +sampler2D _MainTex; +sampler2D _Normal; +samplerCUBE _Cube; + +fixed _Cutoff; + +ENDCG + +// tangent space forward rendering shader (HQ versions) + +SubShader { + Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} + LOD 300 + + Pass { + CGPROGRAM + + #include "AngryInclude.cginc" + + float4 unity_LightmapST; + sampler2D unity_Lightmap; + float4 _MainTex_ST; + + v2f_full vert (appdata_full v) + { + v2f_full o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + + #ifdef LIGHTMAP_ON + o.uv.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #else + o.uv.zw = half2(0,0); + #endif + + o.viewDir = normalize(WorldSpaceViewDir(v.vertex)); + + WriteTangentSpaceData(v, o.tsBase0,o.tsBase1,o.tsBase2); + + return o; + } + + + fixed4 frag (v2f_full i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv.xy); + clip (tex.a - _Cutoff); + + half3 nrml = UnpackNormal(tex2D(_Normal, i.uv.xy)); + half3 bumpedNormal = (half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml))); + + half3 reflectVector = reflect(-i.viewDir.xyz, bumpedNormal.xyz); + fixed4 reflection = texCUBE (_Cube, reflectVector); + + tex.rgb += reflection.rgb * tex.a; + + #ifdef LIGHTMAP_ON + fixed3 lm = DecodeLightmap (tex2D(unity_Lightmap, i.uv.zw)); + tex.rgb *= lm; + #else + tex.rgb *= 0.5; + #endif + + return tex; + + } + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +FallBack "AngryBots/Fallback" +} + diff --git a/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader.meta b/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader.meta new file mode 100644 index 0000000..3889979 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/AlphaCutoutCheapFallback.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 471c29ea38cab47cd975a3243a165a16 diff --git a/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc b/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc new file mode 100644 index 0000000..ce618ce --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc @@ -0,0 +1,20 @@ + +#ifndef ANGRY_CG_INCLUDED +#define ANGRY_CG_INCLUDED + +#include "UnityCG.cginc" + +void WriteTangentSpaceData (appdata_full v, out half3 ts0, out half3 ts1, out half3 ts2) { + TANGENT_SPACE_ROTATION; + ts0 = mul(rotation, _Object2World[0].xyz * unity_Scale.w); + ts1 = mul(rotation, _Object2World[1].xyz * unity_Scale.w); + ts2 = mul(rotation, _Object2World[2].xyz * unity_Scale.w); +} + +half2 EthansFakeReflection (half4 vtx) { + half3 worldSpace = mul(_Object2World, vtx).xyz; + worldSpace = (-_WorldSpaceCameraPos * 0.6 + worldSpace) * 0.07; + return worldSpace.xz; +} + +#endif \ No newline at end of file diff --git a/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc.meta b/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc.meta new file mode 100644 index 0000000..32044f5 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/AngryInclude.cginc.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 79a10448ba009433ebaf9d089fa9242f diff --git a/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader b/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader new file mode 100644 index 0000000..b1e73bf --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader @@ -0,0 +1,174 @@ + +/* + +the + +CharacterSelfIlluminationReflective + +performs optimized custom character lighting (self illumination enabled and + reflective (with a simple heuristic for the reflection mask)) + +*/ + +Shader "AngryBots/Character/CharacterSelfIlluminationReflective" { + + Properties { + _MainTex ("Base (RGB) Gloss (A)", 2D) = "grey" {} + _BumpMap ("Normalmap", 2D) = "bump" {} + _Cube ("Cube", CUBE) = "black" {} + _SelfIllumStrength ("_SelfIllumStrength", Range(0.0, 1.5)) = 1.0 + _RoomReflectionAmount ("RoomReflectionAmount", Range(0.0, 3.5)) = 3.0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + #include "AngryInclude.cginc" + + uniform float4x4 _CameraToWorld; + uniform half4 _MainTex_ST; + uniform sampler2D _MainTex; + uniform sampler2D _BumpMap; + uniform samplerCUBE _Cube; + + uniform fixed _RoomReflectionAmount; + uniform fixed _SelfIllumStrength; + + half3 VertexLightsWorldSpace (half3 WP, half3 WN) + { + half3 lightColor = half3(0.0,0.0,0.0); + + // preface & optimization + half3 toLight0 = mul(_CameraToWorld, unity_LightPosition[0] * half4(1,1,-1,1)).xyz - WP; + half3 toLight1 = mul(_CameraToWorld, unity_LightPosition[1] * half4(1,1,-1,1)).xyz - WP; + half2 lengthSq2 = half2(dot(toLight0, toLight0), dot(toLight1, toLight1)); + + half2 atten2 = half2(1.0,1.0) + lengthSq2 * half2(unity_LightAtten[0].z, unity_LightAtten[1].z); + atten2 = 1.0 / atten2; + + // light #0 + half diff = saturate (dot (WN, normalize(toLight0))); + lightColor += unity_LightColor[0].rgb * (diff * atten2.x); + + // light #1 + diff = saturate (dot (WN, normalize(toLight1))); + lightColor += unity_LightColor[1].rgb * (diff * atten2.y); + + return lightColor * 1.75 + 0.2; + } + + ENDCG + + SubShader { + LOD 300 + Lighting on + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque" "Queue"="Geometry" } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + struct v2f_full + { + half4 pos : POSITION; + half3 color : TEXCOORD0; + half2 uv : TEXCOORD1; + half3 viewDir : TEXCOORD2; + half3 tsBase0 : TEXCOORD3; + half3 tsBase1 : TEXCOORD4; + half3 tsBase2 : TEXCOORD5; + }; + + v2f_full vert (appdata_full v) + { + v2f_full o; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + half3 worldPos = mul(_Object2World, v.vertex).xyz; + half3 worldNormal = mul((half3x3)_Object2World, v.normal.xyz); + + o.color = VertexLightsWorldSpace(worldPos, worldNormal); + + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + o.viewDir = (_WorldSpaceCameraPos.xyz - worldPos); + + WriteTangentSpaceData(v, o.tsBase0,o.tsBase1,o.tsBase2); + + return o; + } + + fixed4 frag (v2f_full i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.uv.xy); + half3 nrml = UnpackNormal(tex2D(_BumpMap, i.uv.xy)); + half3 bumpedNormal = half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml)); + + half3 reflDir = reflect(i.viewDir, bumpedNormal); + fixed4 refl = texCUBE (_Cube, reflDir); + half4 outColor = tex; + outColor.rgb *= i.color + tex.a * _SelfIllumStrength; + outColor += refl * _RoomReflectionAmount * saturate(tex.b - 0.225); + return outColor; + } + + ENDCG + } + } + + SubShader { + LOD 190 + Lighting on + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque" "Queue"="Geometry" } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + struct v2f + { + half4 pos : POSITION; + half3 color : TEXCOORD0; + half2 uv : TEXCOORD1; + half3 reflDir : TEXCOORD2; + }; + + v2f vert (appdata_base v) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + half3 worldPos = mul(_Object2World, v.vertex).xyz; + half3 worldNormal = mul((half3x3)_Object2World, v.normal.xyz); + + o.color = VertexLightsWorldSpace(worldPos, worldNormal); + + o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex); + o.reflDir = (_WorldSpaceCameraPos.xyz - worldPos); + o.reflDir = reflect (o.reflDir, worldNormal); + + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.uv.xy); + fixed4 refl = texCUBE (_Cube, i.reflDir); + half4 outColor = tex; + outColor.rgb *= i.color + tex.a * _SelfIllumStrength; + outColor += refl * _RoomReflectionAmount * saturate(tex.b - 0.225); + return outColor; + } + + ENDCG + } + } +} diff --git a/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader.meta b/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader.meta new file mode 100644 index 0000000..52f3b0a --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/CharacterSelfIlluminationReflective.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8de45c360a2d542f4be2d61da2beba10 diff --git a/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader b/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader new file mode 100644 index 0000000..4e40f09 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader @@ -0,0 +1,163 @@ + +/* + +the + +EnemySelfIlluminationReflective + +is a cheaper and less accurate version of the +CharacterSelfIlluminationReflective shader but pretty +much the same on highest quality setting + +*/ + +Shader "AngryBots/Character/EnemySelfIlluminationReflective" { + + Properties { + _MainTex ("Base (RGB) Gloss (A)", 2D) = "grey" {} + _BumpMap ("Normalmap", 2D) = "bump" {} + _Cube ("Cube", CUBE) = "black" {} + _SelfIllumStrength ("_SelfIllumStrength", Range(0.0, 1.5)) = 1.0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + #include "AngryInclude.cginc" + + uniform half4 _MainTex_ST; + uniform sampler2D _MainTex; + uniform samplerCUBE _Cube; + uniform fixed _SelfIllumStrength; + uniform sampler2D _BumpMap; + uniform float4x4 _CameraToWorld; + + half3 VertexLightsWorldSpace (half3 WP, half3 WN) + { + half3 lightColor = half3(0.0,0.0,0.0); + + // preface & optimization + half3 toLight0 = mul(_CameraToWorld, unity_LightPosition[0] * half4(1,1,-1,1)).xyz - WP; + half3 toLight1 = mul(_CameraToWorld, unity_LightPosition[1] * half4(1,1,-1,1)).xyz - WP; + half2 lengthSq2 = half2(dot(toLight0, toLight0), dot(toLight1, toLight1)); + + half2 atten2 = half2(1.0,1.0) + lengthSq2 * half2(unity_LightAtten[0].z, unity_LightAtten[1].z); + atten2 = 1.0 / atten2; + + // light #0 + half diff = saturate (dot (WN, normalize(toLight0))); + lightColor += unity_LightColor[0].rgb * (diff * atten2.x); + + // light #1 + diff = saturate (dot (WN, normalize(toLight1))); + lightColor += unity_LightColor[1].rgb * (diff * atten2.y); + + return lightColor * 1.75 + 0.2; + } + + ENDCG + + SubShader { + LOD 300 + Lighting on + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque" "Queue"="Geometry" } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + struct v2f_full + { + half4 pos : POSITION; + half3 color : TEXCOORD0; + half2 uv : TEXCOORD1; + half3 viewDir : TEXCOORD2; + half3 tsBase0 : TEXCOORD3; + half3 tsBase1 : TEXCOORD4; + half3 tsBase2 : TEXCOORD5; + }; + + v2f_full vert (appdata_full v) + { + v2f_full o; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + half3 worldPos = mul(_Object2World, v.vertex).xyz; + half3 worldNormal = mul((half3x3)_Object2World, v.normal.xyz); + + o.color = VertexLightsWorldSpace(worldPos, worldNormal); + + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + o.viewDir = (_WorldSpaceCameraPos.xyz - worldPos); + + WriteTangentSpaceData(v, o.tsBase0,o.tsBase1,o.tsBase2); + + return o; + } + + fixed4 frag (v2f_full i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.uv.xy); + half3 nrml = UnpackNormal(tex2D(_BumpMap, i.uv.xy)); + half3 bumpedNormal = half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml)); + half3 reflDir = reflect(i.viewDir, bumpedNormal); + fixed4 refl = texCUBE (_Cube, reflDir); + fixed4 outColor = half4((i.color + tex.a * _SelfIllumStrength) * tex, 1.0); + outColor += refl * 3.0 * saturate(tex.g - 0.25) * (1.0 - tex.a); + return outColor; + } + + ENDCG + } + } + + SubShader { + LOD 190 + Lighting on + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque" "Queue"="Geometry" } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + struct v2f + { + half4 pos : POSITION; + half4 color : TEXCOORD0; + half2 uv : TEXCOORD1; + half3 reflDir : TEXCOORD2; + }; + + v2f vert (appdata_base v) + { + v2f o; + o.color = (unity_LightColor[0] + unity_LightColor[1]) * 0.2; // heuristic for the lighting, works 'ok' in AngryBots, but is not a general solution + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + o.reflDir = WorldSpaceViewDir (v.vertex); + o.reflDir = reflect (o.reflDir, mul((half3x3)_Object2World, v.normal.xyz)); + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.uv.xy); + fixed4 refl = texCUBE (_Cube, i.reflDir); + fixed4 outColor = (i.color + tex.a * _SelfIllumStrength) * tex; + outColor += refl * 3.0 * saturate(tex.g - 0.25) * (1.0 - tex.a); + return outColor; + } + + ENDCG + } + } +} diff --git a/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader.meta b/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader.meta new file mode 100644 index 0000000..fabec99 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/EnemySelfIlluminationReflective.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b6adcc18389e141f68abe08051c54567 diff --git a/Assets/Shaders/BackgroundAndCharacters/Fallback.shader b/Assets/Shaders/BackgroundAndCharacters/Fallback.shader new file mode 100644 index 0000000..1de051a --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/Fallback.shader @@ -0,0 +1,68 @@ + + +Shader "AngryBots/Fallback" { + +Properties { + _MainTex ("Base", 2D) = "white" {} +} + + +CGINCLUDE + +struct v2f +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 uv2 : TEXCOORD1; +}; + +#include "AngryInclude.cginc" + +sampler2D _MainTex; + +ENDCG + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 140 + + Pass { + CGPROGRAM + + half4 unity_LightmapST; + sampler2D unity_Lightmap; + half4 _MainTex_ST; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw; + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv); + #ifdef LIGHTMAP_ON + fixed3 lm = DecodeLightmap (tex2D(unity_Lightmap, i.uv2)); + tex.rgb *= lm; + #else + tex.rgb *= 0.65; + #endif + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + + ENDCG + } +} + +FallBack Off +} + diff --git a/Assets/Shaders/BackgroundAndCharacters/Fallback.shader.meta b/Assets/Shaders/BackgroundAndCharacters/Fallback.shader.meta new file mode 100644 index 0000000..9dd75cc --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/Fallback.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 29ddf4444ca8645d681e4ca451421c8d diff --git a/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader b/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader new file mode 100644 index 0000000..12f6671 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader @@ -0,0 +1,157 @@ + +/* + +(realtime & planar) reflection shader. + +handles simple planar (y is up) bump displacement of planar reflections. + +*/ + +Shader "AngryBots/PlanarRealtimeReflection" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _ReflectionTex ("Internal reflection", 2D) = "black" {} + _CubeReflTex ("Cube", CUBE) = "black" {} + _Normals ("Normal", 2D) = "bump" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _ReflectionTex; + sampler2D _Normals; + samplerCUBE _CubeReflTex; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 scr : TEXCOORD1; + half2 uvLM : TEXCOORD2; + }; + + struct v2f_full { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 scr : TEXCOORD1; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + half3 viewDir : TEXCOORD5; + half2 uvLM : TEXCOORD6; + }; + + ENDCG + + SubShader { + LOD 400 + + Tags { "RenderType"="Opaque" } + Fog { Mode Off } + + Pass { + + CGPROGRAM + + #include "AngryInclude.cginc" + + uniform half4 _MainTex_ST; + half4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f_full vert(appdata_full v) + { + v2f_full o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + + o.scr = ComputeScreenPos(o.pos); + + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + + WriteTangentSpaceData(v, o.tsBase0,o.tsBase1,o.tsBase2); + o.viewDir = normalize(WorldSpaceViewDir(v.vertex)); + + return o; + } + + half4 frag( v2f_full i ) : COLOR + { + half3 normals = UnpackNormal(tex2D(_Normals, i.uv.xy)); + half3 bumpedNormal = half3(dot(i.tsBase0,normals), dot(i.tsBase1,normals), dot(i.tsBase2,normals)); + + half3 reflectVector = reflect(-i.viewDir.xyz, bumpedNormal.xyz); + + half4 color = tex2D(_MainTex, i.uv); + i.scr = i.scr/i.scr.w; + + fixed3 lm = DecodeLightmap (tex2D(unity_Lightmap, i.uvLM.xy)); + color.rgb *= lm; + + i.scr.xy += normals.xy; + return color + tex2D(_ReflectionTex, i.scr.xy) + texCUBE(_CubeReflTex, reflectVector) * 0.1; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + } + + SubShader { + LOD 200 + + Tags { "RenderType"="Opaque" } + Fog { Mode Off } + + Pass { + + CGPROGRAM + + uniform half4 _MainTex_ST; + half4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f vert(appdata_full v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + + o.scr = ComputeScreenPos(o.pos); + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + fixed4 color = tex2D(_MainTex, i.uv); + + fixed3 lm = DecodeLightmap(tex2D(unity_Lightmap, i.uvLM)); + color.rgb *= lm; + + half2 screen = (i.scr.xy / i.scr.w); + + return color + tex2D(_ReflectionTex, screen) * color.a; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + } + + FallBack "AngryBots/Fallback" +} diff --git a/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader.meta b/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader.meta new file mode 100644 index 0000000..beb5c1b --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/PlanarRealtimeReflection.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 91083837e9bad4a5f8211c02db74526e diff --git a/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader new file mode 100644 index 0000000..9419cbd --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader @@ -0,0 +1,166 @@ + + +Shader "AngryBots/RealtimeReflectionInWaterFlow" { + +Properties { + _MainTex ("Base", 2D) = "white" {} + _Normal("Normal", 2D) = "bump" {} + _ReflectionTex("_ReflectionTex", 2D) = "black" {} + _FakeReflect("Fake reflection", 2D) = "black" {} + _DirectionUv("Wet scroll direction (2 samples)", Vector) = (1.0,1.0, -0.2,-0.2) + _TexAtlasTiling("Tex atlas tiling", Vector) = (8.0,8.0, 4.0,4.0) +} + +CGINCLUDE + +struct v2f_full +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 normalScrollUv : TEXCOORD1; + half4 screen : TEXCOORD2; + half2 fakeRefl : TEXCOORD3; + #ifdef LIGHTMAP_ON + half2 uvLM : TEXCOORD4; + #endif +}; + +#include "AngryInclude.cginc" + +half4 _DirectionUv; +half4 _TexAtlasTiling; + +sampler2D _MainTex; +sampler2D _Normal; +sampler2D _ReflectionTex; +sampler2D _FakeReflect; + +ENDCG + +SubShader { + Tags { "RenderType"="Opaque" } + + LOD 300 + + Pass { + CGPROGRAM + + float4 _MainTex_ST; + float4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f_full vert (appdata_full v) + { + v2f_full o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex); + + #ifdef LIGHTMAP_ON + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + o.normalScrollUv.xyzw = v.texcoord.xyxy * _TexAtlasTiling + _Time.xxxx * _DirectionUv; + + o.fakeRefl = EthansFakeReflection(v.vertex); + o.screen = ComputeScreenPos(o.pos); + + return o; + } + + fixed4 frag (v2f_full i) : COLOR0 + { + half3 nrml = UnpackNormal(tex2D(_Normal, i.normalScrollUv.xy)); + nrml += UnpackNormal(tex2D(_Normal, i.normalScrollUv.zw)); + + nrml.xy *= 0.025; + + fixed4 rtRefl = tex2D (_ReflectionTex, (i.screen.xy / i.screen.w) + nrml.xy); + rtRefl += tex2D (_FakeReflect, i.fakeRefl + nrml.xy * 2.0); + + fixed4 tex = tex2D (_MainTex, i.uv.xy + nrml.xy * 0.05); + + #ifdef LIGHTMAP_ON + fixed3 lm = ( DecodeLightmap (tex2D(unity_Lightmap, i.uvLM))); + tex.rgb *= lm; + #endif + + tex = tex + tex.a * rtRefl; + + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + + +SubShader { + Tags { "RenderType"="Opaque" } + + LOD 200 + + Pass { + CGPROGRAM + + float4 _MainTex_ST; + float4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f_full vert (appdata_full v) + { + v2f_full o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); + + #ifdef LIGHTMAP_ON + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + o.normalScrollUv.xyzw = v.texcoord.xyxy * _TexAtlasTiling + _Time.xxxx * _DirectionUv; + + o.fakeRefl = EthansFakeReflection(v.vertex); + o.screen = ComputeScreenPos(o.pos); + + return o; + } + + fixed4 frag (v2f_full i) : COLOR0 + { + // assuming this is on mobile, so no texture unpacking needed + + fixed4 nrml = tex2D(_Normal, i.normalScrollUv.xy); + nrml = (nrml - 0.5) * 0.1; + + fixed4 rtRefl = tex2D (_ReflectionTex, (i.screen.xy / i.screen.w) + nrml.xy); + + // needed optimization for now + //rtRefl += tex2D (_FakeReflect, i.fakeRefl + nrml.xy); + + fixed4 tex = tex2D (_MainTex, i.uv); + + #ifdef LIGHTMAP_ON + fixed3 lm = ( DecodeLightmap (tex2D(unity_Lightmap, i.uvLM))); + tex.rgb *= lm; + #endif + + tex = tex + tex.a * rtRefl; + + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +FallBack "AngryBots/Fallback" +} diff --git a/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader.meta b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader.meta new file mode 100644 index 0000000..fcc16f8 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionInWaterFlow.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ce15dcd0ce9554e04bd958496f4deab0 diff --git a/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader new file mode 100644 index 0000000..7ac5d47 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader @@ -0,0 +1,196 @@ +/* + +replacement shaders for ... + +cheaper/better rendering of reflections for low end / mobile platforms. we will +only render the types tagged here into the reflection buffer, thus freeing up +many CPU and GPU cycles. + +*/ + +Shader "Hidden/RealtimeReflectionReplacement" { + +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Normal("Normal", 2D) = "bump" {} + _TintColor ("TintColor", Color) = (1,1,1,1) +} + +CGINCLUDE + +struct v2f +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; +}; + +struct v2f_full +{ + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + half3 viewDirNotNormalized : TEXCOORD5; +}; + +#include "UnityCG.cginc" + +sampler2D _MainTex; +sampler2D _Normal; + +ENDCG + + +SubShader { + Tags { "Reflection" = "RenderReflectionOpaque" } + LOD 200 + Fog { Mode Off } + + Pass { + + CGPROGRAM + + half4 _MainTex_ST; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv); + tex.rgb = tex.rgb * 0.5 + 2.5 * tex.rgb * tex.a; + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +SubShader { + Tags { "Reflection" = "RenderReflectionTransparentAdd" } + + LOD 200 + Fog { Mode Off } + Blend One One + Cull Off + ZWrite Off + ZTest Always + + Pass { + Cull Off + + CGPROGRAM + + half4 _MainTex_ST; + fixed4 _TintColor; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv) * 2.0 * _TintColor; + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +SubShader { + Tags { "Reflection" = "RenderReflectionTransparentBlend" } + + LOD 200 + Fog { Mode Off } + Blend SrcAlpha One + Cull Off + ZWrite Off + + Pass { + Cull Off + + CGPROGRAM + + half4 _MainTex_ST; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord; + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv) * 2.0; + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +SubShader { + Tags { "Reflection" = "LaserScope" } + + LOD 200 + Fog { Mode Off } + Blend SrcAlpha One + Cull Off + ZWrite Off + + Pass { + + CGPROGRAM + + half4 _MainTex_ST; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv) * 2.0; + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +FallBack Off +} + diff --git a/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader.meta b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader.meta new file mode 100644 index 0000000..75641fa --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/RealtimeReflectionReplacement.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f140c7e17a90a4c2c9015ed2bdb8443f diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader new file mode 100644 index 0000000..a48b087 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader @@ -0,0 +1,123 @@ + +/* + +one of the most common shader in AngryBots + +same as ReflectiveBackgroundPlanarGeometry but falls back +to a simpler lightmap-apply-only shader. + +as this shader is used for arbitrary geometry, it is biasing the +normal a little towards the viewer to create a less dramatic specular +look + +*/ + +Shader "AngryBots/ReflectiveBackgroundArbitraryGeometry" { + +Properties { + _MainTex ("Base", 2D) = "white" {} + _Normal("Normal", 2D) = "bump" {} + _Cube("Cube", CUBE) = "black" {} + _OneMinusReflectivity("OneMinusReflectivity", Range(0.0, 1.0)) = 0.05 +} + + +CGINCLUDE + +struct v2f +{ + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; +}; + +struct v2f_full +{ + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + half3 viewDir : TEXCOORD5; +}; + +#include "UnityCG.cginc" + +sampler2D _MainTex; +sampler2D _Normal; +samplerCUBE _Cube; + +half _OneMinusReflectivity; + +ENDCG + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 300 + + Pass { + CGPROGRAM + + #include "AngryInclude.cginc" + + float4 unity_LightmapST; + sampler2D unity_Lightmap; + float4 _MainTex_ST; + + v2f_full vert (appdata_full v) + { + v2f_full o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex); + + #ifdef LIGHTMAP_ON + o.uv.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #else + o.uv.zw = half2(0,0); + #endif + + o.viewDir = normalize(WorldSpaceViewDir(v.vertex)); + + WriteTangentSpaceData(v, o.tsBase0,o.tsBase1,o.tsBase2); + + return o; + } + + + fixed4 frag (v2f_full i) : COLOR0 + { + half3 nrml = UnpackNormal(tex2D(_Normal, i.uv.xy)); + half3 bumpedNormal = (half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml))); + + bumpedNormal = (bumpedNormal + i.viewDir.xyz) * 0.5; + + fixed4 tex = tex2D (_MainTex, i.uv.xy); + half3 reflectVector = reflect(-i.viewDir.xyz, bumpedNormal.xyz); + + fixed4 reflection = texCUBE (_Cube, reflectVector); + + tex += reflection * saturate(tex.a - _OneMinusReflectivity); + + #ifdef LIGHTMAP_ON + fixed3 lm = DecodeLightmap (tex2D(unity_Lightmap, i.uv.zw)); + tex.rgb *= lm; + #else + tex.rgb *= 0.75; + #endif + + return tex; + + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + + ENDCG + } +} + +FallBack "AngryBots/Fallback" +} + diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader.meta b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader.meta new file mode 100644 index 0000000..d09551a --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundArbitrary.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fe89f05264abe4e45b419314979a5c2c diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader new file mode 100644 index 0000000..bb658bc --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader @@ -0,0 +1,156 @@ + +/* + +one of the most common shader in AngryBots, requires lightmap + +handles simple CUBE map reflections (higher end) or +fake planar (y is up) reflections (low end) + +*/ + +Shader "AngryBots/ReflectiveBackgroundPlanarGeometry" { + +Properties { + _MainTex ("Base", 2D) = "white" {} + _Cube ("Cube", Cube) = "" {} + _2DReflect ("2D Reflection", 2D) = "" {} + _Normal("Normal", 2D) = "bump" {} + _EmissionLM ("Emission (Lightmapper)", Float) = 0 +} + +CGINCLUDE + +// interpolator structs + +struct v2f +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 uv2 : TEXCOORD1; + half2 uvLM : TEXCOORD2; +}; + +struct v2f_full +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half3 worldViewDir : TEXCOORD1; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + half2 uvLM : TEXCOORD5; +}; + +#include "AngryInclude.cginc" + +sampler2D _MainTex; +samplerCUBE _Cube; +sampler2D _2DReflect; +sampler2D _Normal; + +ENDCG + + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 300 + + Pass { + CGPROGRAM + + half4 _MainTex_ST; + half4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f_full vert (appdata_full v) + { + v2f_full o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); + + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + + o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex)); + + WriteTangentSpaceData(v, o.tsBase0, o.tsBase1, o.tsBase2); + + return o; + } + + + fixed4 frag (v2f_full i) : COLOR0 + { + half3 nrml = UnpackNormal(tex2D(_Normal, i.uv.xy)); + half3 bumpedNormal = half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml)); + + half3 reflectVector = reflect(normalize(-i.worldViewDir.xyz), normalize(bumpedNormal.xyz)); + + half4 refl = texCUBE(_Cube, (reflectVector)); + + fixed4 tex = tex2D (_MainTex, i.uv.xy); + + tex += refl * tex.a; + + fixed3 lm = DecodeLightmap (tex2D(unity_Lightmap, i.uvLM.xy)); + tex.rgb *= lm; + + return tex; + + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +SubShader { + Tags { "RenderType"="Opaque" } + LOD 200 + + Pass { + CGPROGRAM + + half4 _MainTex_ST; + half4 unity_LightmapST; + sampler2D unity_Lightmap; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX (v.texcoord, _MainTex); + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.uv2 = EthansFakeReflection (v.vertex); + + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv); + + fixed4 refl = tex2D (_2DReflect, i.uv2); + tex += refl * tex.a; + + #ifdef LIGHTMAP_ON + fixed3 lm = DecodeLightmap (tex2D (unity_Lightmap, i.uvLM)); + tex.rgb *= lm; + #endif + + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + + ENDCG + } +} + +FallBack "AngryBots/Fallback" +} diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader.meta b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader.meta new file mode 100644 index 0000000..76a50ac --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundPlanar.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d3fe6e8745b794a77bfeb9a10c0fdddb diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader new file mode 100644 index 0000000..f928783 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader @@ -0,0 +1,171 @@ +/* + +same as ReflectiveBackgroundArbitraryGeometry but .a channel defines +additional self illumination while the reflection mask is a simple heuristic +based on the texture luminance or a single color channel. + +*/ + +Shader "Self-Illumin/AngryBots/ReflectiveBackgroundSelfIllumination" { + +Properties { + _MainTex ("Base", 2D) = "white" {} + _Cube ("Cube", Cube) = "" {} + _Normal("Normal", 2D) = "bump" {} + _EmissionLM ("Emission (Lightmapper)", Float) = 0 + _OneMinusReflectivity("OneMinusReflectivity", Range(0.0, 1.0)) = 0.1 +} + +CGINCLUDE + + +struct v2f +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + #ifdef LIGHTMAP_ON + half2 uvLM : TEXCOORD1; + #endif +}; + +struct v2f_full +{ + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half3 worldViewDir : TEXCOORD1; + half3 tsBase0 : TEXCOORD2; + half3 tsBase1 : TEXCOORD3; + half3 tsBase2 : TEXCOORD4; + #ifdef LIGHTMAP_ON + half2 uvLM : TEXCOORD5; + #endif +}; + +#include "AngryInclude.cginc" + +sampler2D _MainTex; +samplerCUBE _Cube; +sampler2D _Normal; + +half _OneMinusReflectivity; + +ENDCG + +// tangent space forward shader with simple cube lookup & normal map + +SubShader { + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque"} + LOD 300 + + Pass { + CGPROGRAM + + float4 unity_LightmapST; + sampler2D unity_Lightmap; + float4 _MainTex_ST; + + v2f_full vert (appdata_full v) + { + v2f_full o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); + + #ifdef LIGHTMAP_ON + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + o.worldViewDir = normalize(WorldSpaceViewDir(v.vertex)); + + WriteTangentSpaceData(v, o.tsBase0, o.tsBase1, o.tsBase2); + + return o; + } + + + fixed4 frag (v2f_full i) : COLOR0 + { + half3 nrml = UnpackNormal(tex2D(_Normal, i.uv.xy)); + half3 bumpedNormal = half3(dot(i.tsBase0,nrml), dot(i.tsBase1,nrml), dot(i.tsBase2,nrml)); + + fixed4 tex = tex2D (_MainTex, i.uv.xy); + + bumpedNormal = (bumpedNormal + i.worldViewDir.xyz) * 0.5; + + half3 reflectVector = reflect(-i.worldViewDir.xyz, bumpedNormal.xyz); + fixed4 refl = texCUBE(_Cube, reflectVector); + + fixed4 selfIllumin = tex; + + tex += refl * saturate(tex.g - _OneMinusReflectivity); + + #ifdef LIGHTMAP_ON + fixed3 lm = ( DecodeLightmap (tex2D(unity_Lightmap, i.uvLM.xy))); + tex.rgb *= lm; + #endif + + tex.rgb += selfIllumin.rgb * selfIllumin.aaa * 2; + + return tex; + + } + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +// mobile versions: only lightmapped and self illuminated + +SubShader { + Tags { "RenderType"="Opaque" "Reflection" = "RenderReflectionOpaque"} + LOD 200 + + Pass { + CGPROGRAM + + float4 unity_LightmapST; + sampler2D unity_Lightmap; + float4 _MainTex_ST; + + v2f vert (appdata_full v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex); + + #ifdef LIGHTMAP_ON + o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + return o; + } + + fixed4 frag (v2f i) : COLOR0 + { + fixed4 tex = tex2D (_MainTex, i.uv); + + #ifdef LIGHTMAP_ON + fixed3 lm = ( DecodeLightmap (tex2D(unity_Lightmap, i.uvLM))); + tex.rgb *= lm + tex.aaa; + #else + tex.rgb += tex.aaa; + #endif + + return tex; + } + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + } +} + +FallBack "AngryBots/Fallback" +} diff --git a/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader.meta b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader.meta new file mode 100644 index 0000000..82c6b88 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/ReflectiveBackgroundSelfIllumination.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9666b39207d043b4d985cd75461b5776 diff --git a/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader b/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader new file mode 100644 index 0000000..0da39a3 --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader @@ -0,0 +1,55 @@ +/* + +illum shader. + +self illumination based on base texture alpha channel. + +*/ + +Shader "AngryBots/SimpleSelfIllumination" { + +Properties { + _MainTex ("Base", 2D) = "grey" {} + _SelfIllumination ("Self Illumination", Range(0.0,2.0)) = 1.0 +} + +SubShader { + Pass { + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + uniform half4 _MainTex_ST; + uniform sampler2D _MainTex; + uniform fixed _SelfIllumination; + + struct v2f + { + half4 pos : POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert (appdata_base v) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex); + + return o; + } + + half4 frag (v2f i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.uv.xy); + return tex * tex.a * _SelfIllumination; + } + + ENDCG + } +} + +FallBack Off +} diff --git a/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader.meta b/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader.meta new file mode 100644 index 0000000..87615ab --- /dev/null +++ b/Assets/Shaders/BackgroundAndCharacters/SuperSimpleSelfIllumination.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: df67c9bbb62a547f89e7224c115f0f12 diff --git a/Assets/Shaders/Fx.meta b/Assets/Shaders/Fx.meta new file mode 100644 index 0000000..e85ee07 --- /dev/null +++ b/Assets/Shaders/Fx.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 63b2ef0d9fd844edcb391d48d8d8a873 +DefaultImporter: + userData: diff --git a/Assets/Shaders/Fx/Additive.shader b/Assets/Shaders/Fx/Additive.shader new file mode 100644 index 0000000..27aa4ec --- /dev/null +++ b/Assets/Shaders/Fx/Additive.shader @@ -0,0 +1,59 @@ + +Shader "AngryBots/FX/Additive" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + half4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * _TintColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend One One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/Additive.shader.meta b/Assets/Shaders/Fx/Additive.shader.meta new file mode 100644 index 0000000..9c4e90f --- /dev/null +++ b/Assets/Shaders/Fx/Additive.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bbf40922523a2483584b1c4e6b1132ea diff --git a/Assets/Shaders/Fx/AdditiveBlend.shader b/Assets/Shaders/Fx/AdditiveBlend.shader new file mode 100644 index 0000000..cdaba7a --- /dev/null +++ b/Assets/Shaders/Fx/AdditiveBlend.shader @@ -0,0 +1,57 @@ + +Shader "AngryBots/FX/AdditiveBlend" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * _TintColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/AdditiveBlend.shader.meta b/Assets/Shaders/Fx/AdditiveBlend.shader.meta new file mode 100644 index 0000000..c38f764 --- /dev/null +++ b/Assets/Shaders/Fx/AdditiveBlend.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d6ef39d1908d84f23ad5c739d9290b5b diff --git a/Assets/Shaders/Fx/Blend.shader b/Assets/Shaders/Fx/Blend.shader new file mode 100644 index 0000000..f1b035d --- /dev/null +++ b/Assets/Shaders/Fx/Blend.shader @@ -0,0 +1,57 @@ + +Shader "AngryBots/FX/AlphaBlend" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 0.2) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * _TintColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Reflection" = "RenderReflectionTransparentBlend" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/Blend.shader.meta b/Assets/Shaders/Fx/Blend.shader.meta new file mode 100644 index 0000000..966824a --- /dev/null +++ b/Assets/Shaders/Fx/Blend.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2bc865c59eb574abcb9e227194c63546 diff --git a/Assets/Shaders/Fx/Cursor.shader b/Assets/Shaders/Fx/Cursor.shader new file mode 100644 index 0000000..fa5c4b9 --- /dev/null +++ b/Assets/Shaders/Fx/Cursor.shader @@ -0,0 +1,58 @@ + +Shader "AngryBots/FX/Cursor" { + Properties { + _MainTex ("Base", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + half4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy); + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100"} + Cull Off + Lighting Off + ZWrite Off + ZTest Always + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/Cursor.shader.meta b/Assets/Shaders/Fx/Cursor.shader.meta new file mode 100644 index 0000000..2f5e18c --- /dev/null +++ b/Assets/Shaders/Fx/Cursor.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fd219401e0edb4c1aafda4903ecdcb8e diff --git a/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader b/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader new file mode 100644 index 0000000..2866e23 --- /dev/null +++ b/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader @@ -0,0 +1,79 @@ + +Shader "AngryBots/FX/HeightFogBeforeTransparent" { + +Properties { + _FogColor ("FogColor", COLOR) = (.0,.0,.0,.0) + _Exponent ("Exponent", Range(0.1, 4.0)) = 0.3 + _Y("Y", Range(-30.0, 30.0)) = 0.0 +} + +SubShader { + LOD 300 + Tags { "RenderType"="Transparent" "Queue" = "Transparent-1" } + + Pass { + ZTest Always Cull Off ZWrite Off + Blend OneMinusSrcAlpha SrcAlpha + Fog { Mode off } + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma exclude_renderers flash + #include "UnityCG.cginc" + + uniform sampler2D _CameraDepthTexture; + + uniform float _Y; + + uniform float _Exponent; + uniform float4 _FogColor; + + uniform float4 _MainTex_TexelSize; + + uniform float4x4 _FrustumCornersWS; + uniform float4 _CameraWS; + + struct v2f { + float4 pos : POSITION; + float4 uv : TEXCOORD0; + float4 interpolatedRay : TEXCOORD1; + }; + + v2f vert( appdata_full v ) + { + v2f o; + int index = (int)v.texcoord.y; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = ComputeScreenPos(o.pos); + + o.interpolatedRay = _FrustumCornersWS[index]; + o.interpolatedRay.w = index; + return o; + } + + + half4 frag (v2f i) : COLOR + { + float dpth = UNITY_SAMPLE_DEPTH (tex2Dproj (_CameraDepthTexture, UNITY_PROJ_COORD(i.uv))); + dpth = Linear01Depth (dpth); + float4 wsDir = (_CameraWS + dpth * i.interpolatedRay); + + float fogIntensity = (_Y - wsDir.y); + fogIntensity = saturate (exp (-fogIntensity * _Exponent)); + + half4 outColor = _FogColor; + outColor.a = fogIntensity; + + return outColor; + } + + ENDCG + } +} + +Fallback off +} \ No newline at end of file diff --git a/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader.meta b/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader.meta new file mode 100644 index 0000000..3335e35 --- /dev/null +++ b/Assets/Shaders/Fx/HeightFogBeforeTransparent.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b00c9ee504db44e729318e71f5af0081 diff --git a/Assets/Shaders/Fx/InterlacePatternAdditive.shader b/Assets/Shaders/Fx/InterlacePatternAdditive.shader new file mode 100644 index 0000000..7f011d9 --- /dev/null +++ b/Assets/Shaders/Fx/InterlacePatternAdditive.shader @@ -0,0 +1,69 @@ + +Shader "Self-Illumin/AngryBots/InterlacePatternAdditive" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1,1,1,1) // needed simply for shader replacement + _InterlacePattern ("InterlacePattern", 2D) = "white" {} + _Illum ("_Illum", 2D) = "white" {} + _EmissionLM ("Emission (Lightmapper)", Float) = 1.0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _InterlacePattern; + + half4 _InterlacePattern_ST; + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 uv2 : TEXCOORD1; + }; + + v2f vert(appdata_full v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.uv2.xy = TRANSFORM_TEX(v.texcoord.xy, _InterlacePattern) + _Time.xx * _InterlacePattern_ST.zw; + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + fixed4 colorTex = tex2D (_MainTex, i.uv); + fixed4 interlace = tex2D (_InterlacePattern, i.uv2); + colorTex *= interlace; + + return colorTex; + } + + ENDCG + + SubShader { + Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" } + Cull Off + ZWrite Off + Blend One One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/InterlacePatternAdditive.shader.meta b/Assets/Shaders/Fx/InterlacePatternAdditive.shader.meta new file mode 100644 index 0000000..7e32f61 --- /dev/null +++ b/Assets/Shaders/Fx/InterlacePatternAdditive.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6e02474f8176948a28bcb04decb5cbcf diff --git a/Assets/Shaders/Fx/InterlacePatternBlend.shader b/Assets/Shaders/Fx/InterlacePatternBlend.shader new file mode 100644 index 0000000..b24bc2a --- /dev/null +++ b/Assets/Shaders/Fx/InterlacePatternBlend.shader @@ -0,0 +1,71 @@ + +Shader "Self-Illumin/AngryBots/InterlacePatternBlend" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1,1,1,1) // needed simply for shader replacement + _InterlacePattern ("InterlacePattern", 2D) = "white" {} + _Illum ("_Illum", 2D) = "white" {} + _EmissionLM ("Emission (Lightmapper)", Float) = 1.0 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _InterlacePattern; + + half4 _InterlacePattern_ST; + half4 _MainTex_ST; + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 uv2 : TEXCOORD1; + }; + + v2f vert(appdata_full v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + o.uv2.xy = TRANSFORM_TEX(v.texcoord.xy, _InterlacePattern) + _Time.xx * _InterlacePattern_ST.zw; + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + fixed4 colorTex = tex2D (_MainTex, i.uv); + fixed4 interlace = tex2D (_InterlacePattern, i.uv2); + colorTex *= interlace; + + return colorTex; + } + + ENDCG + + SubShader { + Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentBlend" } + Cull Off + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} + diff --git a/Assets/Shaders/Fx/InterlacePatternBlend.shader.meta b/Assets/Shaders/Fx/InterlacePatternBlend.shader.meta new file mode 100644 index 0000000..9a32354 --- /dev/null +++ b/Assets/Shaders/Fx/InterlacePatternBlend.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a9e7b337f5e0640c39d12ab669778060 diff --git a/Assets/Shaders/Fx/LaserScope.shader b/Assets/Shaders/Fx/LaserScope.shader new file mode 100644 index 0000000..3ffb86c --- /dev/null +++ b/Assets/Shaders/Fx/LaserScope.shader @@ -0,0 +1,63 @@ + +Shader "AngryBots/FX/LaserScope" { + Properties { + _MainTex ("MainTex", 2D) = "white" + _NoiseTex ("NoiseTex", 2D) = "white" + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NoiseTex; + + half4 _MainTex_ST; + half4 _NoiseTex_ST; + + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv.zw = TRANSFORM_TEX(v.texcoord, _NoiseTex); + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + return tex2D (_MainTex, i.uv.xy) * tex2D (_NoiseTex, i.uv.zw); + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Reflection" = "LaserScope" "Queue" = "Transparent"} + Cull Off + ZWrite Off + Blend SrcAlpha One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/LaserScope.shader.meta b/Assets/Shaders/Fx/LaserScope.shader.meta new file mode 100644 index 0000000..ab2286e --- /dev/null +++ b/Assets/Shaders/Fx/LaserScope.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f97e84bb5d33542f18a19a75fc878eb5 diff --git a/Assets/Shaders/Fx/Multiply.shader b/Assets/Shaders/Fx/Multiply.shader new file mode 100644 index 0000000..b97ac3d --- /dev/null +++ b/Assets/Shaders/Fx/Multiply.shader @@ -0,0 +1,55 @@ + +Shader "AngryBots/FX/Multiply" { + Properties { + _MainTex ("Base", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy); + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend Zero SrcColor + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/Multiply.shader.meta b/Assets/Shaders/Fx/Multiply.shader.meta new file mode 100644 index 0000000..16f774a --- /dev/null +++ b/Assets/Shaders/Fx/Multiply.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9f64a9d4ccf54440db2d1452fb040528 diff --git a/Assets/Shaders/Fx/ParticleAdditive.shader b/Assets/Shaders/Fx/ParticleAdditive.shader new file mode 100644 index 0000000..3cdd9b8 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleAdditive.shader @@ -0,0 +1,60 @@ + +Shader "AngryBots/Particle/Additive" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + half4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + fixed4 vertexColor : COLOR; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.vertexColor = v.color * _TintColor; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * i.vertexColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend One One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/ParticleAdditive.shader.meta b/Assets/Shaders/Fx/ParticleAdditive.shader.meta new file mode 100644 index 0000000..14b209e --- /dev/null +++ b/Assets/Shaders/Fx/ParticleAdditive.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e364bec85c316420092937bb9d21855e diff --git a/Assets/Shaders/Fx/ParticleAdditiveBlend.shader b/Assets/Shaders/Fx/ParticleAdditiveBlend.shader new file mode 100644 index 0000000..e735438 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleAdditiveBlend.shader @@ -0,0 +1,60 @@ + +Shader "AngryBots/Particle/AdditiveBlend" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + half4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + fixed4 vertexColor : COLOR; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.vertexColor = v.color * _TintColor; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * i.vertexColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/ParticleAdditiveBlend.shader.meta b/Assets/Shaders/Fx/ParticleAdditiveBlend.shader.meta new file mode 100644 index 0000000..e9f4409 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleAdditiveBlend.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c2135471d096b4d9eb2c6cad707c7e9f diff --git a/Assets/Shaders/Fx/ParticleBlend.shader b/Assets/Shaders/Fx/ParticleBlend.shader new file mode 100644 index 0000000..7545f3f --- /dev/null +++ b/Assets/Shaders/Fx/ParticleBlend.shader @@ -0,0 +1,59 @@ + +Shader "AngryBots/Particle/AlphaBlend" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + fixed4 vertexColor : COLOR; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.vertexColor = v.color * _TintColor; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * i.vertexColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent"} + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/ParticleBlend.shader.meta b/Assets/Shaders/Fx/ParticleBlend.shader.meta new file mode 100644 index 0000000..b7bc407 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleBlend.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ed6efa9ef80ec48cba573a745bcfb023 diff --git a/Assets/Shaders/Fx/ParticleMultiply.shader b/Assets/Shaders/Fx/ParticleMultiply.shader new file mode 100644 index 0000000..1839717 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleMultiply.shader @@ -0,0 +1,60 @@ + +Shader "AngryBots/Particle/Multiply" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _TintColor ("TintColor", Color) = (1.0, 1.0, 1.0, 1.0) + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + fixed4 _TintColor; + half4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + fixed4 vertexColor : COLOR; + }; + + v2f vert(appdata_full v) { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.vertexColor = v.color * _TintColor; + + return o; + } + + fixed4 frag( v2f i ) : COLOR { + return tex2D (_MainTex, i.uv.xy) * i.vertexColor; + } + + ENDCG + + SubShader { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } + Cull Off + Lighting Off + ZWrite Off + Fog { Mode Off } + Blend Zero SrcColor + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/ParticleMultiply.shader.meta b/Assets/Shaders/Fx/ParticleMultiply.shader.meta new file mode 100644 index 0000000..12d3f66 --- /dev/null +++ b/Assets/Shaders/Fx/ParticleMultiply.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8fbf4ac8933624586a430ec6f5dde933 diff --git a/Assets/Shaders/Fx/Rain.shader b/Assets/Shaders/Fx/Rain.shader new file mode 100644 index 0000000..4356dba --- /dev/null +++ b/Assets/Shaders/Fx/Rain.shader @@ -0,0 +1,58 @@ + +Shader "AngryBots/FX/Rain" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + uniform float4 _MainTex_ST; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + v2f vert(appdata_full v) + { + v2f o; + + v.vertex.yzx += v.texcoord1.xyy; + o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + return tex2D(_MainTex, i.uv); + } + + ENDCG + + SubShader { + Tags { "Queue"="Transparent" "Queue" = "Transparent" } + Cull Off + ZWrite Off + Blend SrcAlpha One + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/Rain.shader.meta b/Assets/Shaders/Fx/Rain.shader.meta new file mode 100644 index 0000000..8567a2e --- /dev/null +++ b/Assets/Shaders/Fx/Rain.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1404ac80f62fe4be5a8059ed9ccf36e8 diff --git a/Assets/Shaders/Fx/RainSplash.shader b/Assets/Shaders/Fx/RainSplash.shader new file mode 100644 index 0000000..dd0a0a3 --- /dev/null +++ b/Assets/Shaders/Fx/RainSplash.shader @@ -0,0 +1,72 @@ + +Shader "AngryBots/FX/RainSplash" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Intensity ("Intensity", Range (0.5, 4.0)) = 1.5 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + + uniform half4 _MainTex_ST; + uniform half4 _Color; + uniform half4 _CamUp; + + uniform fixed _Intensity; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + fixed4 color : TEXCOORD1; + }; + + v2f vert(appdata_full v) + { + v2f o; + + half timeVal = frac(_Time.z * 0.5 + v.texcoord1.x) * 2.0; + + o.uv.xy = v.texcoord.xy; + + // animation of 6 frames: + o.uv.x = o.uv.x / 6 + floor(timeVal * 6) / 6; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.color = saturate(1.0 - timeVal) * _Intensity; + + return o; + } + + fixed4 frag( v2f i ) : COLOR + { + fixed4 outColor = tex2D(_MainTex, i.uv) * i.color; + return outColor; + } + + ENDCG + + SubShader { + Tags { "Queue" = "Transparent" } + Cull Off + ZWrite Off + Blend One OneMinusSrcColor + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack Off +} diff --git a/Assets/Shaders/Fx/RainSplash.shader.meta b/Assets/Shaders/Fx/RainSplash.shader.meta new file mode 100644 index 0000000..5d96708 --- /dev/null +++ b/Assets/Shaders/Fx/RainSplash.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d32019c3ba3a94b91be8227a1f1f102a diff --git a/Assets/Shaders/Fx/ScreenRefract.shader b/Assets/Shaders/Fx/ScreenRefract.shader new file mode 100644 index 0000000..144118b --- /dev/null +++ b/Assets/Shaders/Fx/ScreenRefract.shader @@ -0,0 +1,72 @@ + +Shader "AngryBots/FX/ScreenRefract" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _ShimmerDistort ("Distort (in RG channels)", 2D) = "black" {} + _Distort ("Distort", Range(0.0,0.25)) = 0.05 + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _HeatShimmerTex; + sampler2D _ShimmerDistort; + + uniform float4 _MainTex_ST; + uniform half _Distort; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 uvScreen : TEXCOORD1; + }; + + v2f vert (appdata_full v) + { + v2f o; + + o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uvScreen = ComputeScreenPos (o.pos); + + return o; + } + + half4 frag ( v2f i ) : COLOR + { + fixed4 normal = tex2D (_ShimmerDistort, i.uv.xy)-0.5; + i.uvScreen.xy += normal.xy * _Distort; + fixed4 screen = tex2Dproj (_HeatShimmerTex, UNITY_PROJ_COORD (i.uvScreen)); + // screen.a = i.vColor.a; + screen.a = tex2D (_MainTex, i.uv.xy).a; + return screen;// * tex2D(_MainTex, i.uv.xy); + } + + ENDCG + + SubShader { + Tags { "Queue"="Transparent+100" "RenderType"="Transparent" } + Cull Off + ZWrite Off + ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + GrabPass { "_HeatShimmerTex" } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + ENDCG + + } + + } + FallBack "Transparent/Diffuse" +} diff --git a/Assets/Shaders/Fx/ScreenRefract.shader.meta b/Assets/Shaders/Fx/ScreenRefract.shader.meta new file mode 100644 index 0000000..9578b26 --- /dev/null +++ b/Assets/Shaders/Fx/ScreenRefract.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 678f9da3c6c994701918f7a893ed2fb1 diff --git a/Assets/Sounds.meta b/Assets/Sounds.meta new file mode 100644 index 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