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13정준영
RhythmKata
Commits
986d2cb2
Commit
986d2cb2
authored
Nov 24, 2019
by
13정준영
Browse files
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Gun Finish
parent
a3019a6c
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18 changed files
with
9717 additions
and
508 deletions
+9717
-508
InputSystem.inputsettings.asset
RhythmKata/Assets/InputSystem.inputsettings.asset
+0
-26
Laser 1.mat
RhythmKata/Assets/Materials/Laser 1.mat
+87
-0
Laser 1.mat.meta
RhythmKata/Assets/Materials/Laser 1.mat.meta
+2
-2
Laser.mat
RhythmKata/Assets/Materials/Laser.mat
+9
-7
Gun Hand 1.prefab
RhythmKata/Assets/Prefabs/Gun Hand 1.prefab
+478
-402
Gun Hand.prefab
RhythmKata/Assets/Prefabs/Gun Hand.prefab
+4855
-25
Gun Controller.controller
RhythmKata/Assets/Resources/Models/Gun Controller.controller
+12
-0
Gun Controller.controller.meta
...ta/Assets/Resources/Models/Gun Controller.controller.meta
+8
-0
Gun Fire.anim
RhythmKata/Assets/Resources/Models/Gun Fire.anim
+4069
-0
Gun Fire.anim.meta
RhythmKata/Assets/Resources/Models/Gun Fire.anim.meta
+8
-0
GunBehaviour.cs
RhythmKata/Assets/Scripts/GunBehaviour.cs
+38
-0
GunBehaviour.cs.meta
RhythmKata/Assets/Scripts/GunBehaviour.cs.meta
+11
-0
PlayEngine.cs
RhythmKata/Assets/Scripts/PlayEngine.cs
+9
-21
Laser.shader
RhythmKata/Assets/Shaders/Laser.shader
+111
-0
Laser.shader.meta
RhythmKata/Assets/Shaders/Laser.shader.meta
+10
-0
Sheild.shader
RhythmKata/Assets/Shaders/Sheild.shader
+1
-4
laser.mat
.../InteractionSystem/Samples/BuggyBuddy/Materials/laser.mat
+1
-1
QualitySettings.asset
RhythmKata/ProjectSettings/QualitySettings.asset
+8
-20
No files found.
RhythmKata/Assets/InputSystem.inputsettings.asset
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RhythmKata/Assets/
InputSystem.inputsettings.asse
t.meta
→
RhythmKata/Assets/
Materials/Laser 1.ma
t.meta
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986d2cb2
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...
...
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RhythmKata/Assets/Prefabs/Gun Hand 1.prefab
View file @
986d2cb2
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Prefabs/Gun Hand.prefab
View file @
986d2cb2
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Resources/Models/Gun Controller.controller
0 → 100644
View file @
986d2cb2
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View file @
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This diff is collapsed.
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RhythmKata/Assets/Resources/Models/Gun Fire.anim.meta
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986d2cb2
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RhythmKata/Assets/Scripts/GunBehaviour.cs
0 → 100644
View file @
986d2cb2
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
GunBehaviour
:
MonoBehaviour
{
Animator
animation
;
ParticleSystem
particle
;
public
LineRenderer
laser
;
// Start is called before the first frame update
void
Start
()
{
animation
=
GetComponentInChildren
<
Animator
>();
particle
=
GetComponentInChildren
<
ParticleSystem
>();
}
// Update is called once per frame
void
Update
()
{
}
public
void
Fire
()
{
Debug
.
Log
(
'a'
);
animation
.
SetTrigger
(
"Fire"
);
particle
.
Emit
(
1
);
}
public
Ray
GetRay
()
{
var
pos1
=
laser
.
transform
.
TransformPoint
(
laser
.
GetPosition
(
0
));
var
pos2
=
laser
.
transform
.
TransformPoint
(
laser
.
GetPosition
(
1
));
return
new
Ray
(
pos1
,
pos2
-
pos1
);
}
}
RhythmKata/Assets/Scripts/GunBehaviour.cs.meta
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View file @
986d2cb2
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RhythmKata/Assets/Scripts/PlayEngine.cs
View file @
986d2cb2
...
...
@@ -87,17 +87,6 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
var
leftHandObject
=
handObjects
[
0
];
var
rightHandObject
=
handObjects
[
1
];
var
leftLaser
=
leftHandObject
.
gameObject
.
GetComponentInChildren
<
LineRenderer
>();
var
rightLaser
=
rightHandObject
.
gameObject
.
GetComponentInChildren
<
LineRenderer
>();
if
(
leftLaser
)
{
var
p1
=
leftLaser
.
transform
.
TransformPoint
(
leftLaser
.
GetPosition
(
0
));
var
p2
=
leftLaser
.
transform
.
TransformPoint
(
leftLaser
.
GetPosition
(
1
));
input
.
ray
=
new
Ray
(
p1
,
p2
-
p1
);
Debug
.
DrawRay
(
input
.
ray
.
origin
,
input
.
ray
.
direction
,
Color
.
red
);
}
level
.
UpdateNotes
(
playbackTime
);
if
(
Input
.
GetKeyDown
(
KeyCode
.
Alpha1
))
...
...
@@ -122,12 +111,11 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
{
input
.
hand
=
HandType
.
Left
;
if
(
left
Laser
)
if
(
left
HandObject
)
{
var
p1
=
leftLaser
.
transform
.
TransformPoint
(
leftLaser
.
GetPosition
(
0
));
var
p2
=
leftLaser
.
transform
.
TransformPoint
(
leftLaser
.
GetPosition
(
1
));
input
.
ray
=
new
Ray
(
p1
,
p2
-
p1
);
var
gun
=
leftHandObject
.
GetComponentInChildren
<
GunBehaviour
>();
input
.
ray
=
gun
.
GetRay
();
gun
.
Fire
();
Debug
.
DrawRay
(
input
.
ray
.
origin
,
input
.
ray
.
direction
,
Color
.
magenta
,
1
);
level
.
HandleInput
(
input
);
...
...
@@ -136,12 +124,11 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
if
(
fire
.
GetStateDown
(
rightHand
))
{
input
.
hand
=
HandType
.
Right
;
if
(
right
Laser
)
if
(
right
HandObject
)
{
var
p1
=
rightLaser
.
transform
.
TransformPoint
(
rightLaser
.
GetPosition
(
0
));
var
p2
=
rightLaser
.
transform
.
TransformPoint
(
rightLaser
.
GetPosition
(
1
));
input
.
ray
=
new
Ray
(
p1
,
p2
-
p1
);
var
gun
=
rightHandObject
.
GetComponentInChildren
<
GunBehaviour
>();
input
.
ray
=
gun
.
GetRay
();
gun
.
Fire
();
Debug
.
DrawRay
(
input
.
ray
.
origin
,
input
.
ray
.
direction
,
Color
.
cyan
,
1
);
level
.
HandleInput
(
input
);
...
...
@@ -152,6 +139,7 @@ public class PlayEngine : SingletonBehaviour<PlayEngine>
{
if
(
e
.
Source
!=
"SteamVR"
)
// ignore SteamVR, rethrow otherwise
{
Debug
.
LogError
(
e
.
StackTrace
);
throw
e
;
}
}
...
...
RhythmKata/Assets/Shaders/Laser.shader
0 → 100644
View file @
986d2cb2
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Shaders/Laser.shader.meta
0 → 100644
View file @
986d2cb2
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assetBundleName:
assetBundleVariant:
RhythmKata/Assets/Shaders/Sheild.shader
View file @
986d2cb2
...
...
@@ -89,10 +89,7 @@ Shader "Shader Forge/Sheild" {
float4
node_7398
=
_Time
;
float2
node_5641
=
float2
(
i
.
uv0
.
r
,(
i
.
uv0
.
g
+
frac
(
node_7398
.
r
)));
float4
_ShieldTxture_var
=
tex2D
(
_ShieldTxture
,
TRANSFORM_TEX
(
node_5641
,
_ShieldTxture
));
float
node_8799
=
4
.
0
;
float
node_5730
=
(
node_7398
.
g
*
node_8799
);
float
node_2051
=
sin
(
node_5730
);
float3
emissive
=
saturate
(
min
(
node_2871
,(
node_2871
*
(
_ShieldTxture_var
.
rgb
.
r
*
(
node_2051
*
0
.
3
+
0
.
5
)))));
float3
emissive
=
saturate
(
min
(
node_2871
,(
node_2871
*
(
_ShieldTxture_var
.
rgb
.
r
*
(
sin
((
node_7398
.
g
*
4
.
0
))
*
0
.
3
+
0
.
5
)))));
float3
finalColor
=
emissive
;
fixed4
finalRGBA
=
fixed4
(
finalColor
,
0
.
1
);
UNITY_APPLY_FOG
(
i
.
fogCoord
,
finalRGBA
);
...
...
RhythmKata/Assets/SteamVR/InteractionSystem/Samples/BuggyBuddy/Materials/laser.mat
View file @
986d2cb2
...
...
@@ -92,7 +92,7 @@ Material:
-
_ZWrite
:
0
m_Colors
:
-
_CameraFadeParams
:
{
r
:
0
,
g
:
Infinity
,
b
:
0
,
a
:
0
}
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
0.54509807
}
-
_Color
:
{
r
:
0
,
g
:
1
,
b
:
0.9411764
,
a
:
0.05490196
}
-
_ColorAddSubDiff
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
0
}
-
_EmissionColor
:
{
r
:
0.764151
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_SoftParticleFadeParams
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
0
}
...
...
RhythmKata/ProjectSettings/QualitySettings.asset
View file @
986d2cb2
...
...
@@ -18,7 +18,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
0
blend
Weights
:
1
skin
Weights
:
1
textureQuality
:
1
anisotropicTextures
:
0
antiAliasing
:
0
...
...
@@ -53,7 +53,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
0
blend
Weights
:
2
skin
Weights
:
2
textureQuality
:
0
anisotropicTextures
:
0
antiAliasing
:
0
...
...
@@ -88,7 +88,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
0
blend
Weights
:
2
skin
Weights
:
2
textureQuality
:
0
anisotropicTextures
:
1
antiAliasing
:
0
...
...
@@ -123,7 +123,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
1
blend
Weights
:
2
skin
Weights
:
2
textureQuality
:
0
anisotropicTextures
:
1
antiAliasing
:
0
...
...
@@ -158,7 +158,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
1
blend
Weights
:
4
skin
Weights
:
4
textureQuality
:
0
anisotropicTextures
:
2
antiAliasing
:
2
...
...
@@ -193,7 +193,7 @@ QualitySettings:
shadowCascade2Split
:
0.33333334
shadowCascade4Split
:
{
x
:
0.06666667
,
y
:
0.2
,
z
:
0.46666667
}
shadowmaskMode
:
1
blend
Weights
:
4
skin
Weights
:
4
textureQuality
:
0
anisotropicTextures
:
2
antiAliasing
:
2
...
...
@@ -201,7 +201,7 @@ QualitySettings:
softVegetation
:
1
realtimeReflectionProbes
:
1
billboardsFaceCameraPosition
:
1
vSyncCount
:
1
vSyncCount
:
0
lodBias
:
2
maximumLODLevel
:
0
streamingMipmapsActive
:
0
...
...
@@ -216,16 +216,4 @@ QualitySettings:
asyncUploadPersistentBuffer
:
1
resolutionScalingFixedDPIFactor
:
1
excludedTargetPlatforms
:
[]
m_PerPlatformDefaultQuality
:
Android
:
2
Lumin
:
5
Nintendo 3DS
:
5
Nintendo Switch
:
5
PS4
:
5
PSP2
:
2
Standalone
:
5
WebGL
:
3
Windows Store Apps
:
5
XboxOne
:
5
iPhone
:
2
tvOS
:
2
m_PerPlatformDefaultQuality
:
{}
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