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13정준영
RhythmKata
Commits
2f41ae51
Commit
2f41ae51
authored
5 years ago
by
15박보승
Browse files
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ReloadNote 가시성 향상, 이펙트 추가
parent
6884816d
Changes
7
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7 changed files
with
33255 additions
and
36 deletions
+33255
-36
DefaultNote 1.mat
RhythmKata/Assets/Materials/DefaultNote 1.mat
+1
-1
ReloadEffect.prefab
RhythmKata/Assets/Prefabs/HitEffects/ReloadEffect.prefab
+9491
-0
ReloadEffect.prefab.meta
...hmKata/Assets/Prefabs/HitEffects/ReloadEffect.prefab.meta
+7
-0
ReloadNote.prefab
RhythmKata/Assets/Prefabs/ReloadNote.prefab
+23702
-4
mergescene.unity
RhythmKata/Assets/Scenes/mergescene.unity
+31
-2
Note.cs
RhythmKata/Assets/Scripts/Core/Note.cs
+0
-1
ReloadNoteObject.cs
RhythmKata/Assets/Scripts/ReloadNoteObject.cs
+23
-28
No files found.
RhythmKata/Assets/Materials/DefaultNote 1.mat
View file @
2f41ae51
...
@@ -99,7 +99,7 @@ Material:
...
@@ -99,7 +99,7 @@ Material:
-
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...
...
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RhythmKata/Assets/Prefabs/HitEffects/ReloadEffect.prefab
0 → 100644
View file @
2f41ae51
This diff is collapsed.
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RhythmKata/Assets/Prefabs/HitEffects/ReloadEffect.prefab.meta
0 → 100644
View file @
2f41ae51
fileFormatVersion: 2
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externalObjects: {}
userData:
assetBundleName:
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This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Prefabs/ReloadNote.prefab
View file @
2f41ae51
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Scenes/mergescene.unity
View file @
2f41ae51
...
@@ -1788,6 +1788,26 @@ MeshFilter:
...
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m_PrefabAsset
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m_CorrespondingSourceObject
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m_PrefabAsset
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m_GameObject
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PrefabInstance
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PrefabInstance
:
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...
...
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Scripts/Core/Note.cs
View file @
2f41ae51
...
@@ -291,7 +291,6 @@ class ReloadNote : ActionNote
...
@@ -291,7 +291,6 @@ class ReloadNote : ActionNote
}
}
}
}
public
enum
NoteType
public
enum
NoteType
{
{
Front
,
Front
,
...
...
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Scripts/ReloadNoteObject.cs
View file @
2f41ae51
...
@@ -18,21 +18,18 @@ public class ReloadNoteObject : NoteObject
...
@@ -18,21 +18,18 @@ public class ReloadNoteObject : NoteObject
{
{
PlayJudgeSfx
(
judge
);
PlayJudgeSfx
(
judge
);
GameObject
hitEffect
=
null
;
// hit effect
if
(
judge
.
type
!=
JudgeType
.
Ignore
)
if
(
judge
.
type
==
JudgeType
.
Perfect
)
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
0
];
if
(
judge
.
type
==
JudgeType
.
Hit
)
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
1
];
if
(
judge
.
type
==
JudgeType
.
Miss
)
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
2
];
OnNoteHit
?.
Invoke
(
judge
);
if
(
hitEffect
&&
judge
.
type
!=
JudgeType
.
Ignore
)
{
{
Instantiate
(
hitEffect
,
transform
.
position
,
Quaternion
.
identity
);
StartCoroutine
(
DissolveRoutine
());
if
(
judge
.
type
!=
JudgeType
.
Miss
)
{
GameObject
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
3
];
Instantiate
(
hitEffect
);
gameObject
.
SetActive
(
false
);
}
else
StartCoroutine
(
DissolveRoutine
());
PlayEngine
.
inst
.
HandleNoteJudge
(
judge
);
PlayEngine
.
inst
.
HandleNoteJudge
(
judge
);
}
}
...
@@ -44,13 +41,13 @@ public class ReloadNoteObject : NoteObject
...
@@ -44,13 +41,13 @@ public class ReloadNoteObject : NoteObject
MeshRenderer
[]
mrs
=
GetComponentsInChildren
<
MeshRenderer
>();
MeshRenderer
[]
mrs
=
GetComponentsInChildren
<
MeshRenderer
>();
foreach
(
var
mr
in
mrs
)
{
foreach
(
var
mr
in
mrs
)
{
mat
.
SetColor
(
"_Color"
,
mr
.
material
.
color
);
mat
.
SetColor
(
"_Color"
,
Color
.
white
);
mat
.
SetColor
(
"_Glow"
,
(
Color
.
white
+
mr
.
material
.
color
)
/
2
);
mat
.
SetColor
(
"_Glow"
,
(
Color
.
red
+
mr
.
material
.
color
)
/
2
);
mr
.
material
=
mat
;
mr
.
material
=
mat
;
Texture2D
noise
=
new
Texture2D
(
100
,
100
);
Texture2D
noise
=
new
Texture2D
(
100
,
100
);
float
scale
=
UnityEngine
.
Random
.
Range
(
2
0
,
50
);
float
scale
=
UnityEngine
.
Random
.
Range
(
2
,
5
);
for
(
int
i
=
0
;
i
<
noise
.
width
;
++
i
)
for
(
int
i
=
0
;
i
<
noise
.
width
;
++
i
)
{
{
for
(
int
j
=
0
;
j
<
noise
.
height
;
++
j
)
for
(
int
j
=
0
;
j
<
noise
.
height
;
++
j
)
...
@@ -90,17 +87,15 @@ public class ReloadNoteObject : NoteObject
...
@@ -90,17 +87,15 @@ public class ReloadNoteObject : NoteObject
var
pos
=
cat
.
localPosition
;
var
pos
=
cat
.
localPosition
;
cat
.
localPosition
=
new
Vector3
(
pos
.
x
,
-
0.25f
*
Mathf
.
Pow
((
remainedTime
-
0.01f
)
*
3
,
4
)
+
1f
,
1f
);
cat
.
localPosition
=
new
Vector3
(
pos
.
x
,
-
0.25f
*
Mathf
.
Pow
((
remainedTime
-
0.01f
)
*
3
,
4
)
+
1f
,
1f
);
}
}
if
(
Mathf
.
Abs
(
remainedTime
)
<
0.1f
)
if
(
Mathf
.
Abs
(
remainedTime
)
<
0.1f
)
{
{
foreach
(
var
cat
in
cartridges
)
foreach
(
var
cat
in
cartridges
)
{
{
var
renderer
=
cat
.
gameObject
.
GetComponent
<
MeshRenderer
>();
var
renderer
=
cat
.
gameObject
.
GetComponentInChildren
<
MeshRenderer
>();
renderer
.
material
.
color
=
Color
.
Lerp
(
Color
.
white
,
Color
.
red
,
1
-
4
*
Mathf
.
Pow
(
remainedTime
,
3
));
renderer
.
material
.
color
=
Color
.
Lerp
(
Color
.
white
,
Color
.
red
,
1
-
4
*
Mathf
.
Pow
(
remainedTime
,
3
));
}
}
}
}
text
.
position
=
endPoint
+
new
Vector3
(
0
,
0
,
300
)
*
remainedTime
;
text
.
position
=
endPoint
+
new
Vector3
(
0
,
0
,
300
)
*
remainedTime
;
}
}
}
}
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