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File diff suppressed because one or more lines are too long
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@ -8,9 +8,36 @@ public class AudioSync : MonoBehaviour
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public AudioSource master;
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public AudioSource slave;
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public float curSample;
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void Update()
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public bool smooth;
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public float smoothInterval = 0.5f;
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public float replayOffset;
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float t;
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private void Awake()
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{
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slave.time = Time.time;
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master.time = Time.time;
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t = smoothInterval;
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}
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void FixedUpdate()
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{
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if (smooth)
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{
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if(t < smoothInterval)
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{
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t += Time.deltaTime;
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return;
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}
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else
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{
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t = 0;
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slave.time = Time.time - replayOffset;
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master.time = Time.time-replayOffset;
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}
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}
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else
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{
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slave.time = Time.time;
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master.time = Time.time;
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}
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}
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}
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@ -17,7 +17,7 @@ public class CamFollower : MonoBehaviour
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}
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// Update is called once per frame
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void Update()
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void FixedUpdate ()
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{
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transform.position = Vector3.Lerp(transform.position, target.position + offset, speed);
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}
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27
Assets/Scripts/DyingLight.cs
Normal file
27
Assets/Scripts/DyingLight.cs
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@ -0,0 +1,27 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class DyingLight : MonoBehaviour
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{
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Light2D l;
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public float speed = 0.5f;
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private void Awake()
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{
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l = GetComponent<Light2D>();
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l.intensity = 0.5f;
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void Update()
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{
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if(l.intensity < 0)
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{
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//Destroy(gameObject);
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}
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else
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{
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l.intensity -= Time.deltaTime * speed;
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}
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}
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}
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11
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25
Assets/Scripts/GrowingLight.cs
Normal file
25
Assets/Scripts/GrowingLight.cs
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@ -0,0 +1,25 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class GrowingLight : MonoBehaviour
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{
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Light2D l;
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public float speed = 0.5f;
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private void Awake()
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{
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l = GetComponent<Light2D>();
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l.intensity = 0.3f;
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}
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void Update()
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{
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if(l.intensity < 1)
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{
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l.intensity += Time.deltaTime * speed;
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}
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l.shapeLightFalloffSize += Time.deltaTime * speed;
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}
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}
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11
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@ -1,13 +1,17 @@
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using Newtonsoft.Json;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.U2D;
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public class Mover : MonoBehaviour
|
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{
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public Vector3 movingSpeed;
|
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public float loudBoost = 1f;
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public float momentumBoost = 1f;
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public AudioSplitter splitter;
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@ -24,9 +28,11 @@ public class Mover : MonoBehaviour
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public LineRenderer botLineRenderer, topLineRenderer;
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public DrawShape botDrawer;
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public DrawShape topDrawer;
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public SpriteRenderer insideFill;
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public GameObject txtDebug;
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public bool isDebug = false;
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public Light2D glowLight;
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public float glowReductionSpeed = 2f;
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public float fovZoomingSpeed = 0.5f;
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[SerializeField]
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@ -42,12 +48,13 @@ public class Mover : MonoBehaviour
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private void Awake()
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{
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defFOV = Camera.main.orthographicSize;
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if (!playReplay) { themeMan.Randomize(); }
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}
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private void Start()
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{
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// Application.targetFrameRate = 164;
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if(recordedStepsJson.Length > 1)
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if(recordedStepsJson.Length > 1 && playReplay)
|
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{
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recordedSteps = JsonConvert.DeserializeObject<List<RecorderStep>>(recordedStepsJson);
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GenerateRecordedPlatform();
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|
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@ -64,13 +71,13 @@ public class Mover : MonoBehaviour
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void Update()
|
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{
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if (insideFill.transform.localScale.x > 0)
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if (glowLight.intensity > 0)
|
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{
|
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insideFill.transform.localScale = Vector3.one * (insideFill.transform.localScale.x - (Time.deltaTime * glowReductionSpeed));
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glowLight.intensity=(glowLight.intensity- (Time.deltaTime * glowReductionSpeed));
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}
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insideFill.color = new Color(1,1,1, insideFill.transform.localScale.y);
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trailParticle.emissionRate = 300 * (glowLight.intensity);
|
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Camera.main.orthographicSize = Mathf.Lerp(Camera.main.orthographicSize, defFOV, 3 * Time.deltaTime);
|
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if (playReplay) { Camera.main.orthographicSize -= Time.deltaTime * fovZoomingSpeed; }
|
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|
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if (!manualFlip) { return; }
|
||||
if(Input.GetKeyDown(KeyCode.LeftArrow))
|
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|
|
@ -91,14 +98,16 @@ public class Mover : MonoBehaviour
|
|||
movingSpeed.y = -Mathf.Abs(movingSpeed.y);
|
||||
}
|
||||
|
||||
cube.rotation = Quaternion.Lerp(cube.rotation, targetRotation, cubeRotateSpeed * Time.deltaTime);
|
||||
|
||||
}
|
||||
void FixedUpdate()
|
||||
{
|
||||
movingSpeedMultiplier = Mathf.Lerp(movingSpeedMultiplier, 1, Time.deltaTime * 2);
|
||||
|
||||
transform.Translate(movingSpeed*Time.deltaTime * movingSpeedMultiplier);
|
||||
|
||||
float boostedX = movingSpeed.x * Mathf.Clamp((movingSpeedMultiplier * 1),0,1.25f);
|
||||
float boostedY = movingSpeed.y * (movingSpeedMultiplier * 1f);
|
||||
//transform.Translate(new Vector3(boostedX, boostedY)*Time.deltaTime);
|
||||
transform.Translate(movingSpeed * Time.deltaTime * movingSpeedMultiplier);
|
||||
if(recordedStepsJson.Length > 1 && playReplay)
|
||||
{
|
||||
PostWork();
|
||||
|
|
@ -236,13 +245,16 @@ public class Mover : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
float tensionBuildup = 0f;
|
||||
void PreWork()
|
||||
{
|
||||
float loudness_delta = splitter.loudness - prev_loud;
|
||||
bool notTooShort = (Time.time - LastTime) > yieldTime;
|
||||
bool oldLoudLogic = splitter.loudness > loudnessThreshold && prev_loud < loudnessThreshold;
|
||||
bool newLoudLogic = (loudness_delta > loudnessThreshold && notTooShort);
|
||||
tensionBuildup += Time.deltaTime;
|
||||
|
||||
if ((loudness_delta > loudnessThreshold && notTooShort) || Input.GetKeyDown(KeyCode.Space))
|
||||
if (oldLoudLogic || Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
Debug.Log(LastTime - Time.time);
|
||||
//Instantiate(prefab, transform.position, Quaternion.identity);
|
||||
|
|
@ -253,28 +265,32 @@ public class Mover : MonoBehaviour
|
|||
{
|
||||
movingSpeed.x = -movingSpeed.x;
|
||||
Instantiate(prefab, transform.position + new Vector3(-1 / 5f, 0), Quaternion.Euler(new Vector3(0, 0, 0))).transform.GetComponentInChildren<TextMesh>().text = loudness_delta.ToString("n3");
|
||||
movingSpeedMultiplier += (loudness_delta * loudBoost) / loudnessThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
movingSpeed.y = -movingSpeed.y;
|
||||
Instantiate(prefab, transform.position + new Vector3(0, -1 / 5f), Quaternion.Euler(new Vector3(0, 0, 90))).transform.GetComponentInChildren<TextMesh>().text = loudness_delta.ToString("n3"); ;
|
||||
movingSpeedMultiplier += (loudness_delta * loudBoost) / loudnessThreshold;
|
||||
|
||||
}
|
||||
movingSpeedMultiplier += (loudness_delta * loudBoost) / loudnessThreshold;
|
||||
movingSpeedMultiplier += tensionBuildup * momentumBoost;
|
||||
|
||||
LastTime = Time.time;
|
||||
currentSteps.Add(new RecorderStep(LastTime, movingSpeed, movingSpeedMultiplier, transform.position));
|
||||
currentStepsJson = JsonConvert.SerializeObject(currentSteps);
|
||||
LastPos = transform.position;
|
||||
|
||||
tensionBuildup = 0;
|
||||
}
|
||||
prev_loud = splitter.loudness;
|
||||
|
||||
}
|
||||
int index = 0;
|
||||
|
||||
void PostWork()
|
||||
{
|
||||
if(recordedSteps.Count <= 0) { return; }
|
||||
|
||||
tensionBuildup += Time.deltaTime;
|
||||
if (Time.time >= recordedSteps[0].time)
|
||||
{
|
||||
//Time to act
|
||||
|
|
@ -285,29 +301,54 @@ public class Mover : MonoBehaviour
|
|||
recordedSteps.RemoveAt(0);
|
||||
|
||||
HitFX();
|
||||
tensionBuildup = 0;
|
||||
index++;
|
||||
if (isDebug) { Instantiate(txtDebug, transform.position, Quaternion.identity).GetComponent<TextMeshPro>().text = index.ToString(); }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public GameObject particleFxPrefab;
|
||||
public AudioSource musicSourceToSync;
|
||||
public float fovChangeOnHit = 0.9f;
|
||||
public float fovChangeOnHit = 0.1f;
|
||||
public ParticleSystem trailParticle;
|
||||
public GameObject shockwavePrefab;
|
||||
public ThemeManager themeMan;
|
||||
public Transform cube;
|
||||
public float cubeRotateSpeed = 15f;
|
||||
Quaternion targetRotation = Quaternion.identity;
|
||||
void HitFX()
|
||||
{
|
||||
StartCoroutine(CoroutineScaleupGlow());
|
||||
Vector3 movingSpeedY = movingSpeed;
|
||||
movingSpeedY.x = 0;
|
||||
Instantiate(particleFxPrefab, transform.position - (movingSpeedY/5f), Quaternion.LookRotation(-movingSpeedY));
|
||||
Camera.main.orthographicSize = defFOV * fovChangeOnHit;
|
||||
Vector3 hitpoint = transform.position - (movingSpeedY / 5f);
|
||||
Instantiate(particleFxPrefab, hitpoint, Quaternion.LookRotation(-movingSpeedY)).GetComponent<ParticleSystem>().startColor =themeMan.mainColor;
|
||||
Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize + (fovZoomingSpeed), 0,defFOV);
|
||||
|
||||
shockwavePrefab.GetComponent<ShockwaveShaderHelper>().Reset();
|
||||
Instantiate(glowLight,hitpoint, Quaternion.identity).AddComponent<DyingLight>();
|
||||
|
||||
themeMan.Randomize(movingSpeedMultiplier /3f);
|
||||
targetRotation *= Quaternion.Euler(0, 0, -90);
|
||||
|
||||
// themeMan.SetColor(new Color(Random.Range(0f,1f), Random.Range(0f,1f),Random.Range(0f,1f)));
|
||||
/*themeMan.r = Random.Range(0f, 1f);
|
||||
themeMan.g = Random.Range(0f, 1f);
|
||||
themeMan.b = Random.Range(0f, 1f);
|
||||
themeMan.Refresh();*/
|
||||
// Instantiate(shockwavePrefab, shockwavePrefab.transform.parent).GetComponent<ShockwaveShaderHelper>().started = true;
|
||||
}
|
||||
|
||||
IEnumerator CoroutineScaleupGlow()
|
||||
{
|
||||
while(insideFill.transform.localScale.x < 0.6f)
|
||||
glowLight.intensity += 0.4f;
|
||||
while(glowLight.intensity < 0.65f)
|
||||
{
|
||||
insideFill.transform.localScale = Vector3.one * (insideFill.transform.localScale.x + (Time.deltaTime * glowReductionSpeed * 5));
|
||||
glowLight.intensity = (glowLight.intensity + (Time.deltaTime * glowReductionSpeed * 8));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
47
Assets/Scripts/ShockwaveShaderHelper.cs
Normal file
47
Assets/Scripts/ShockwaveShaderHelper.cs
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ShockwaveShaderHelper : MonoBehaviour
|
||||
{
|
||||
|
||||
public Material mat;
|
||||
// public Material _mat;
|
||||
public Transform target;
|
||||
|
||||
public Vector2 offset;
|
||||
public Vector2 screenOnPos;
|
||||
|
||||
public bool started = false;
|
||||
public float speed = 1f;
|
||||
public float val = 1f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// _mat = new Material(mat);
|
||||
// GetComponent<SpriteRenderer>().material = _mat;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
screenOnPos = Camera.main.WorldToViewportPoint(target.position);
|
||||
mat.SetVector("_RingSpawnPosition", offset + screenOnPos);
|
||||
|
||||
if(val < 1)
|
||||
{
|
||||
val += Time.deltaTime * speed;
|
||||
}
|
||||
mat.SetFloat("_WaveDistanceFromCenter", val );
|
||||
|
||||
|
||||
/* if(_mat.GetFloat("_WaveDistanceFromCenter") >= 1f)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}*/
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
val = 0.087f;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ShockwaveShaderHelper.cs.meta
Normal file
11
Assets/Scripts/ShockwaveShaderHelper.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: e8ffc9c50a57fce408adf7118a22ea91
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
147
Assets/Scripts/ThemeManager.cs
Normal file
147
Assets/Scripts/ThemeManager.cs
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
public class ThemeManager : MonoBehaviour
|
||||
{
|
||||
|
||||
[Header("Color Mixer")]
|
||||
[Range(0f,1f)]
|
||||
public float r = 1;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float g = 1;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float b = 1;
|
||||
|
||||
public Color baseColor;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float accentMult = 0.5f;
|
||||
public Color accentColor;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float mainMult = 0.2f;
|
||||
public Color mainColor;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float fxMult = 0.6f;
|
||||
public Color fxColor;
|
||||
|
||||
[Header("Receivers")]
|
||||
public Material[] accentMats;
|
||||
public Material[] mainMats;
|
||||
public Material[] fxMats;
|
||||
public ParticleSystem[] particleSystems;
|
||||
public Light2D[] lights;
|
||||
|
||||
public float randomizerSmoothness = 0.01f;
|
||||
public float randomizerIntensity = 0.1f;
|
||||
public Camera mainCam;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
Refresh();
|
||||
}
|
||||
|
||||
public void Refresh()
|
||||
{
|
||||
baseColor = new Color(r, g, b);
|
||||
accentColor = new Color(r * accentMult, g * accentMult, b * accentMult);
|
||||
mainColor = new Color(r * mainMult, g * mainMult, b * mainMult);
|
||||
fxColor = new Color(r * fxMult, g * fxMult, b * fxMult);
|
||||
|
||||
foreach (Material mat in mainMats)
|
||||
{
|
||||
mat.color = mainColor;
|
||||
}
|
||||
|
||||
foreach (Material mat in fxMats)
|
||||
{
|
||||
mat.color = fxColor;
|
||||
}
|
||||
|
||||
foreach (Material mat in accentMats)
|
||||
{
|
||||
mat.color = accentColor;
|
||||
}
|
||||
|
||||
foreach (ParticleSystem particle in particleSystems)
|
||||
{
|
||||
particle.startColor = fxColor;
|
||||
}
|
||||
|
||||
foreach (Light2D light in lights)
|
||||
{
|
||||
light.color = fxColor;
|
||||
}
|
||||
|
||||
mainCam.backgroundColor = mainColor;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
targetColor = baseColor;
|
||||
}
|
||||
|
||||
Color targetColor;
|
||||
public void SetColor(Color color)
|
||||
{
|
||||
targetColor = color;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
r = Mathf.Lerp(r, targetColor.r, randomizerSmoothness * Time.deltaTime);
|
||||
g = Mathf.Lerp(g, targetColor.g, randomizerSmoothness * Time.deltaTime);
|
||||
b = Mathf.Lerp(b, targetColor.b, randomizerSmoothness * Time.deltaTime);
|
||||
|
||||
Refresh();
|
||||
}
|
||||
bool addR,addG, addB;
|
||||
|
||||
public float minR, minG, minB;
|
||||
public void Randomize(float intensity = 1f)
|
||||
{
|
||||
Color newC = new Color(Random.Range(minR, 1f), Random.Range(minG, 1f), Random.Range(minB, 1f));
|
||||
float rDiff = newC.r - r;
|
||||
float gDiff = newC.g - g;
|
||||
float bDiff = newC.b - b;
|
||||
|
||||
|
||||
targetColor= new Color(r + (rDiff * randomizerIntensity), g + (gDiff * randomizerIntensity), b + (bDiff * randomizerIntensity));
|
||||
return;
|
||||
if(r <= minR)
|
||||
{
|
||||
addR = true;
|
||||
}else if(r >= 0.9f)
|
||||
{
|
||||
addR = false;
|
||||
}
|
||||
|
||||
if(g <= minG)
|
||||
{
|
||||
addG = true;
|
||||
}else if(g >= 0.9f)
|
||||
{
|
||||
addG = false;
|
||||
}
|
||||
|
||||
if(b <= minB)
|
||||
{
|
||||
addB = true;
|
||||
}else if (b >= 0.9f)
|
||||
{
|
||||
addB = false;
|
||||
}
|
||||
|
||||
float rA = ((addR) ? Random.Range(0f, 1 - r) : -Random.Range(0f, r / randomizerIntensity)) * intensity * randomizerIntensity;
|
||||
float rG = ((addG) ? Random.Range(0f, 1 - g) : -Random.Range(0f, g / randomizerIntensity)) *intensity * randomizerIntensity;
|
||||
float rB = ((addB) ? Random.Range(0f, 1 - b) : -Random.Range(0f, b / randomizerIntensity)) *intensity * randomizerIntensity;
|
||||
|
||||
targetColor = new Color(Mathf.Clamp(r+rA,minR,1), Mathf.Clamp(g + rG,minG,1), Mathf.Clamp(b + rB,minB,1));
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ThemeManager.cs.meta
Normal file
11
Assets/Scripts/ThemeManager.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/ShaderGraph.meta
Normal file
8
Assets/ShaderGraph.meta
Normal file
|
|
@ -0,0 +1,8 @@
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BIN
Assets/ShaderGraph/3d-rendering-abstract-black-white-waves.jpg
Normal file
BIN
Assets/ShaderGraph/3d-rendering-abstract-black-white-waves.jpg
Normal file
Binary file not shown.
|
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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resizeAlgorithm: 0
|
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textureFormat: -1
|
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textureCompression: 1
|
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
|
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androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
|
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buildTarget: iPhone
|
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maxTextureSize: 2048
|
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resizeAlgorithm: 0
|
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textureFormat: -1
|
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textureCompression: 1
|
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compressionQuality: 50
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- serializedVersion: 3
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name: High
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pixelLightCount: 2
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shadows: 2
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|
@ -127,16 +166,20 @@ QualitySettings:
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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shadowmaskMode: 1
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skinWeights: 2
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textureQuality: 0
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globalTextureMipmapLimit: 0
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textureMipmapLimitSettings: []
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anisotropicTextures: 1
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antiAliasing: 0
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softParticles: 0
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softVegetation: 1
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realtimeReflectionProbes: 1
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billboardsFaceCameraPosition: 1
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useLegacyDetailDistribution: 1
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vSyncCount: 1
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realtimeGICPUUsage: 50
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lodBias: 1
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streamingMipmapsMemoryBudget: 512
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@ -149,8 +192,17 @@ QualitySettings:
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resolutionScalingFixedDPIFactor: 1
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terrainQualityOverrides: 0
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terrainPixelError: 1
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terrainDetailDensityScale: 1
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terrainBasemapDistance: 1000
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terrainDetailDistance: 80
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terrainTreeDistance: 5000
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terrainBillboardStart: 50
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terrainFadeLength: 5
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terrainMaxTrees: 50
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excludedTargetPlatforms: []
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- serializedVersion: 2
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- serializedVersion: 3
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name: Very High
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pixelLightCount: 3
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shadows: 2
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@ -163,16 +215,20 @@ QualitySettings:
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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skinWeights: 4
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textureQuality: 0
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globalTextureMipmapLimit: 0
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textureMipmapLimitSettings: []
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anisotropicTextures: 2
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antiAliasing: 2
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softParticles: 1
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softVegetation: 1
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realtimeReflectionProbes: 1
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billboardsFaceCameraPosition: 1
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useLegacyDetailDistribution: 1
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vSyncCount: 1
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realtimeGICPUUsage: 50
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lodBias: 1.5
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maximumLODLevel: 0
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enableLODCrossFade: 1
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streamingMipmapsActive: 0
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streamingMipmapsAddAllCameras: 1
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streamingMipmapsMemoryBudget: 512
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@ -185,8 +241,17 @@ QualitySettings:
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terrainQualityOverrides: 0
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terrainPixelError: 1
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terrainDetailDensityScale: 1
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terrainBasemapDistance: 1000
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terrainDetailDistance: 80
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terrainTreeDistance: 5000
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terrainBillboardStart: 50
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terrainFadeLength: 5
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terrainMaxTrees: 50
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excludedTargetPlatforms: []
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- serializedVersion: 2
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- serializedVersion: 3
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name: Ultra
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shadows: 2
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@ -199,16 +264,20 @@ QualitySettings:
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textureMipmapLimitSettings: []
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antiAliasing: 0
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softParticles: 1
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softVegetation: 1
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billboardsFaceCameraPosition: 1
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useLegacyDetailDistribution: 1
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vSyncCount: 1
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realtimeGICPUUsage: 100
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lodBias: 2
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enableLODCrossFade: 1
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streamingMipmapsActive: 0
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streamingMipmapsAddAllCameras: 1
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streamingMipmapsMemoryBudget: 512
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@ -221,12 +290,22 @@ QualitySettings:
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terrainTreeDistance: 5000
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terrainBillboardStart: 50
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terrainMaxTrees: 50
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excludedTargetPlatforms: []
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m_TextureMipmapLimitGroupNames: []
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m_PerPlatformDefaultQuality:
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Android: 2
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Lumin: 5
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GameCoreScarlett: 5
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GameCoreXboxOne: 5
|
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Lumin: 5
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Nintendo Switch: 5
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PS4: 5
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PS5: 5
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|
|
|
|||
16
ProjectSettings/ShaderGraphSettings.asset
Normal file
16
ProjectSettings/ShaderGraphSettings.asset
Normal file
|
|
@ -0,0 +1,16 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Script: {fileID: 11500000, guid: de02f9e1d18f588468e474319d09a723, type: 3}
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customInterpolatorErrorThreshold: 32
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customInterpolatorWarningThreshold: 16
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@ -41,3 +41,6 @@ TagManager:
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locked: 0
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uniqueID: 958528459
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15
ProjectSettings/URPProjectSettings.asset
Normal file
15
ProjectSettings/URPProjectSettings.asset
Normal file
|
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@ -0,0 +1,15 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3}
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m_EditorClassIdentifier:
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Loading…
Reference in New Issue
Block a user