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13정준영
RhythmKata
Commits
d12b60da
Commit
d12b60da
authored
Nov 25, 2019
by
13정준영
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FINAL [채보 추가 전]
parent
f1508cb6
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23 changed files
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3490 additions
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2449 deletions
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RhythmKata/Assets/Scripts/GunBehaviour.cs
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RhythmKata/Assets/Scripts/ReloadNoteObject.cs
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RhythmKata/Assets/Resources/Level/
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RhythmKata/Assets/Resources/Level/rushmore_stagefile.png
0 → 100644
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d12b60da
841 KB
RhythmKata/Assets/Resources/Level/rushmore_stagefile.png.meta
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d12b60da
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RhythmKata/Assets/Resources/Level/test.bms
deleted
100644 → 0
View file @
f1508cb6
This diff is collapsed.
Click to expand it.
RhythmKata/Assets/Scenes/finalscene.unity
View file @
d12b60da
...
@@ -852,6 +852,11 @@ PrefabInstance:
...
@@ -852,6 +852,11 @@ PrefabInstance:
propertyPath
:
m_PlayOnAwake
propertyPath
:
m_PlayOnAwake
value
:
0
value
:
0
objectReference
:
{
fileID
:
0
}
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
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,
guid
:
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,
type
:
3
}
propertyPath
:
m_SizeDelta.x
value
:
196.36
objectReference
:
{
fileID
:
0
}
m_RemovedComponents
:
[]
m_RemovedComponents
:
[]
m_SourcePrefab
:
{
fileID
:
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,
guid
:
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,
type
:
3
}
m_SourcePrefab
:
{
fileID
:
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,
guid
:
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,
type
:
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}
---
!u!1
&205163752
---
!u!1
&205163752
...
@@ -3311,7 +3316,8 @@ MonoBehaviour:
...
@@ -3311,7 +3316,8 @@ MonoBehaviour:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
levelList
:
levelList
:
-
{
fileID
:
11400000
,
guid
:
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,
type
:
2
}
-
{
fileID
:
11400000
,
guid
:
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,
type
:
2
}
-
{
fileID
:
11400000
,
guid
:
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,
type
:
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}
-
{
fileID
:
11400000
,
guid
:
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,
type
:
2
}
-
{
fileID
:
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,
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:
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,
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:
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:
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fileID
:
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,
guid
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,
ForwardNoteObject
:
{
fileID
:
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,
guid
:
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,
type
:
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}
type
:
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}
EdgeNoteObjects
:
EdgeNoteObjects
:
...
@@ -3326,6 +3332,7 @@ MonoBehaviour:
...
@@ -3326,6 +3332,7 @@ MonoBehaviour:
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...
...
RhythmKata/Assets/Scripts/GunBehaviour.cs
View file @
d12b60da
...
@@ -23,7 +23,6 @@ public class GunBehaviour : MonoBehaviour
...
@@ -23,7 +23,6 @@ public class GunBehaviour : MonoBehaviour
public
void
Fire
()
public
void
Fire
()
{
{
Debug
.
Log
(
'a'
);
animation
.
SetTrigger
(
"Fire"
);
animation
.
SetTrigger
(
"Fire"
);
particle
.
Emit
(
1
);
particle
.
Emit
(
1
);
}
}
...
...
RhythmKata/Assets/Scripts/ReloadNoteObject.cs
View file @
d12b60da
...
@@ -8,6 +8,8 @@ public class ReloadNoteObject : NoteObject
...
@@ -8,6 +8,8 @@ public class ReloadNoteObject : NoteObject
private
Transform
[]
cartridges
=
new
Transform
[
2
];
private
Transform
[]
cartridges
=
new
Transform
[
2
];
[
SerializeField
]
[
SerializeField
]
private
Transform
text
;
private
Transform
text
;
private
bool
isDissolving
=
false
;
private
void
Update
()
private
void
Update
()
{
{
cartridges
[
0
].
Rotate
(
new
Vector3
(
540
*
Time
.
deltaTime
,
0
,
0
));
cartridges
[
0
].
Rotate
(
new
Vector3
(
540
*
Time
.
deltaTime
,
0
,
0
));
...
@@ -22,53 +24,63 @@ public class ReloadNoteObject : NoteObject
...
@@ -22,53 +24,63 @@ public class ReloadNoteObject : NoteObject
if
(
judge
.
type
!=
JudgeType
.
Ignore
)
if
(
judge
.
type
!=
JudgeType
.
Ignore
)
{
{
if
(
judge
.
type
!=
JudgeType
.
Miss
)
if
(
judge
.
type
!=
JudgeType
.
Miss
)
{
{
GameObject
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
3
];
GameObject
hitEffect
=
PlayEngine
.
inst
.
hitEffectPrefabs
[
3
];
Instantiate
(
hitEffect
);
Instantiate
(
hitEffect
);
gameObject
.
SetActive
(
false
);
StartCoroutine
(
DissolveRoutine
(
Color
.
blue
));
}
else
}
StartCoroutine
(
DissolveRoutine
());
else
{
StartCoroutine
(
DissolveRoutine
(
Color
.
red
));
}
PlayEngine
.
inst
.
HandleNoteJudge
(
judge
);
PlayEngine
.
inst
.
HandleNoteJudge
(
judge
);
}
}
}
}
private
IEnumerator
DissolveRoutine
()
private
IEnumerator
DissolveRoutine
(
Color
color
)
{
{
isDissolving
=
true
;
MeshRenderer
[]
mrs
=
new
MeshRenderer
[]
{
cartridges
[
0
].
gameObject
.
GetComponent
<
MeshRenderer
>(),
cartridges
[
1
].
gameObject
.
GetComponent
<
MeshRenderer
>()
};
Material
mat
=
new
Material
(
Shader
.
Find
(
"Unlit/Dissolve"
));
Material
mat
=
new
Material
(
Shader
.
Find
(
"Unlit/Dissolve"
));
MeshRenderer
[]
mrs
=
GetComponentsInChildren
<
MeshRenderer
>();
foreach
(
var
mr
in
mrs
)
{
foreach
(
var
mr
in
mrs
)
mat
.
SetColor
(
"_Color"
,
Color
.
white
);
{
mat
.
SetColor
(
"_Glow"
,
(
Color
.
red
+
mr
.
material
.
color
)
/
2
);
mat
.
SetColor
(
"_Color"
,
color
);
mat
.
SetColor
(
"_Glow"
,
(
color
+
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
,
5
);
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
)
float
noiseVal
=
Mathf
.
PerlinNoise
(
scale
*
i
/
noise
.
width
,
scale
*
j
/
noise
.
height
);
{
noise
.
SetPixel
(
i
,
j
,
new
Color
(
noiseVal
,
noiseVal
,
noiseVal
,
1
));
float
noiseVal
=
Mathf
.
PerlinNoise
(
scale
*
i
/
noise
.
width
,
scale
*
j
/
noise
.
height
);
noise
.
SetPixel
(
i
,
j
,
new
Color
(
noiseVal
,
noiseVal
,
noiseVal
,
1
));
}
}
}
noise
.
Apply
();
}
mat
.
SetTexture
(
"_NoiseTex"
,
noise
);
noise
.
Apply
();
mat
.
SetTexture
(
"_NoiseTex"
,
noise
);
const
float
time
=
0.5f
;
const
float
time
=
0.5f
;
for
(
float
t
=
0
;
t
<
time
;
t
+=
Time
.
deltaTime
)
for
(
float
t
=
0
;
t
<
time
;
t
+=
Time
.
deltaTime
)
{
{
mat
.
SetFloat
(
"_Threshold"
,
t
/
time
);
mat
.
SetFloat
(
"_Threshold"
,
t
/
time
);
mat
.
SetColor
(
"_Color"
,
mat
.
color
-
new
Color
(
0
,
0
,
0
,
2
)
*
Time
.
deltaTime
);
mat
.
SetColor
(
"_Color"
,
mat
.
color
-
new
Color
(
0
,
0
,
0
,
2
)
*
Time
.
deltaTime
);
yield
return
null
;
yield
return
null
;
}
mat
.
SetFloat
(
"_Threshold"
,
1
);
}
}
mat
.
SetFloat
(
"_Threshold"
,
1
);
}
}
public
void
Init
()
public
void
Init
()
...
@@ -87,12 +99,12 @@ public class ReloadNoteObject : NoteObject
...
@@ -87,12 +99,12 @@ 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
&&
!
isDissolving
)
{
{
foreach
(
var
cat
in
cartridges
)
foreach
(
var
cat
in
cartridges
)
{
{
var
renderer
=
cat
.
gameObject
.
GetComponent
<
MeshRenderer
>();
var
renderer
=
cat
.
gameObject
.
GetComponent
<
MeshRenderer
>();
renderer
.
material
.
color
=
Color
.
Lerp
(
Color
.
white
,
Color
.
red
,
1
-
4
*
Mathf
.
Pow
(
remainedTime
,
3
));
renderer
.
material
.
color
=
Color
.
Lerp
(
Color
.
black
,
Color
.
white
,
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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