운석 소환

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Ino 2024-12-16 14:18:31 +09:00
parent ffdbd9dbda
commit e559dba7eb
1355 changed files with 5945592 additions and 146608 deletions

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Asset Creator - Vladyslav Horobets (Hovl Studio).
-----------------------------------------------------
If you want to use post-effects like in the demo video:
https://youtu.be/hZSZ2Q8MF3k
Using:
1) Shaders
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
2)Scripts
2.1)"Hovl_DemoLasers" script is needed to control the rotation of the laser and to change the prefabs.
2.2)"Hovl_Laser" can work independently without the help of additional scripts, but the DisablePrepare() function is called using "Hovl_DemoLasers" script.
The MaxLength property is responsible for the length of the laser. Beyond this length, the laser doesn't work.
The script won't work if you don't select "Hit Effect". "Hit Effect" is a special effect at the end of the laser.
"Hit Offset" is the shift of the position of the "Hit Effect" over the position of the collision site.
"MainTextureLength" and "NoiseTextureLength" are responsible for the tiling of the texture.
2.3) If you want to shoot a laser at the enemy, then edit the Hovl_Laser script. Insert enemy position instead of hit.point.
3)Quality
3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
4) SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
Contact me if you have any questions.
My email: hovlstudio1@gmail.com

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If you want to use lasers in 2D you need to chande 2 scripts.
The places need to be changed are marked with Ñaps in the scripts!
Examle:
RaycastHit hit; //DELETE THIS IF YOU WANT TO USE LASERS IN 2D
//ADD THIS IF YOU WANT TO USE LASERS IN 2D: RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.forward, MaxLength);
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))//CHANGE THIS IF YOU WANT TO USE LASERRS IN 2D: if (hit.collider != null)

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using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class HS_DemoShooting : MonoBehaviour
{
[Header("Object pool parameters")]
public int poolSize = 20;
public Dictionary<int, Queue<GameObject>> poolDictionary;
public Dictionary<int, Queue<GameObject>> flashPoolDictionary;
public float poolReturnTimer = 3f;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
public GameObject[] Flashes;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private float hSliderValue = 0.1f;
private float fireCountdown = 0f;
//Double-click protection
private float buttonSaver = 0f;
//For Camera shake
public Animation camAnim;
void Awake()
{
int t = 0;
int ft = 0;
poolDictionary = new Dictionary<int, Queue<GameObject>>();
foreach (GameObject pool in Prefabs)
{
Queue<GameObject> objectPool = new Queue<GameObject>();
for (int i = 0; i < poolSize; i++)
{
GameObject obj = Instantiate(pool, transform, true);
//obj.SetActive(false);
objectPool.Enqueue(obj);
}
poolDictionary.Add(t, objectPool);
t++;
}
flashPoolDictionary = new Dictionary<int, Queue<GameObject>>();
foreach (GameObject pool in Flashes)
{
if (pool != null)
{
Queue<GameObject> objectPool = new Queue<GameObject>();
for (int i = 0; i < poolSize; i++)
{
GameObject obj = Instantiate(pool, transform, true);
obj.SetActive(false);
objectPool.Enqueue(obj);
}
flashPoolDictionary.Add(ft, objectPool);
}
ft++;
}
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
public void GetPooledObjects(int count, Vector3 position, Quaternion rotation)
{
GameObject objectToSpawn = poolDictionary[count].Dequeue();
objectToSpawn.transform.position = position;
objectToSpawn.transform.rotation = rotation;
//objectToSpawn.SetActive(true);
objectToSpawn.transform.parent = null;
poolDictionary[count].Enqueue(objectToSpawn);
}
public void GetPooledFlashes(int count, Vector3 position, Quaternion rotation)
{
if (flashPoolDictionary[count] != null)
{
GameObject flashToSpawn = flashPoolDictionary[count].Dequeue();
flashToSpawn.transform.position = position;
flashToSpawn.transform.rotation = rotation;
flashToSpawn.SetActive(true);
flashPoolDictionary[count].Enqueue(flashToSpawn);
StartCoroutine(FlashCall(flashToSpawn));
}
}
private IEnumerator FlashCall(GameObject flash)
{
yield return new WaitForSeconds(1);
flash.SetActive(false);
yield break;
}
void Update()
{
//Single shoot
if (Input.GetButtonDown("Fire1"))
{
camAnim.Play(camAnim.clip.name);
GetPooledObjects(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
if(flashPoolDictionary.ContainsKey(Prefab))
GetPooledFlashes(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
}
//Fast shooting
if (Input.GetMouseButton(1) && fireCountdown <= 0f)
{
GetPooledObjects(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
if (flashPoolDictionary.ContainsKey(Prefab))
GetPooledFlashes(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
fireCountdown = 0;
fireCountdown += hSliderValue;
}
fireCountdown -= Time.deltaTime;
//To change projectiles
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
//To rotate fire point
if (Cam != null)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
}
else
{
Debug.Log("No camera");
}
}
//GUI Text
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!");
GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!");
GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:");
hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f);
GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!");
}
// To change prefabs (count - prefab number)
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
//To rotate fire point
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HS_ProjectileMover : MonoBehaviour
{
public float dissableAfterTime = 5f;
public float speed = 15f;
private float oroginalSpeed;
public float hitOffset = 0f;
public bool UseFirePointRotation;
public Vector3 rotationOffset = new Vector3(0, 0, 0);
public GameObject hit;
public GameObject flash;
public bool useFlash = false;
public Rigidbody rb;
public ParticleSystem ps;
public Collider sc;
public Light li;
public GameObject[] Detached;
private RigidbodyConstraints originalConstraints;
public Transform parentObject;
void Awake()
{
if (li != null)
li.enabled = false;
sc.enabled = false;
ps.Stop();
originalConstraints = rb.constraints;
oroginalSpeed = speed;
speed = 0;
parentObject = transform.parent;
}
void Start()
{
}
void OnTransformParentChanged()
{
if (parentObject != transform.parent)
{
if (li != null)
li.enabled = true;
sc.enabled = true;
rb.constraints = originalConstraints;
speed = oroginalSpeed;
ps.Play();
if (flash != null && useFlash)
{
//Instantiate flash effect on projectile position
var flashInstance = Instantiate(flash, transform.position, Quaternion.identity);
flashInstance.transform.forward = gameObject.transform.forward;
//Destroy flash effect depending on particle Duration time
var flashPs = flashInstance.GetComponent<ParticleSystem>();
if (flashPs != null)
{
Destroy(flashInstance, flashPs.main.duration);
}
else
{
var flashPsParts = flashInstance.transform.GetChild(0).GetComponent<ParticleSystem>();
Destroy(flashInstance, flashPsParts.main.duration);
}
}
StartCoroutine(nameof(LateCall));
}
}
void FixedUpdate()
{
if (speed != 0)
{
rb.velocity = transform.forward * speed;
//transform.position += transform.forward * (speed * Time.deltaTime);
}
}
//https ://docs.unity3d.com/ScriptReference/Rigidbody.OnCollisionEnter.html
void OnCollisionEnter(Collision collision)
{
//Lock all axes movement and rotation
rb.constraints = RigidbodyConstraints.FreezeAll;
transform.parent = parentObject;
speed = 0;
sc.enabled = false;
if (li != null)
li.enabled = false;
StopCoroutine(nameof(LateCall));
ps.Stop();
foreach (var detachedPrefab in Detached)
{
if (detachedPrefab != null)
{
detachedPrefab.transform.parent = null;
StartCoroutine(TouchCall(detachedPrefab));
}
}
ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
ContactPoint contact = collision.contacts[0];
Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
Vector3 pos = contact.point + contact.normal * hitOffset;
//Spawn hit effect on collision
if (hit != null)
{
var hitInstance = Instantiate(hit, pos, rot);
if (UseFirePointRotation) { hitInstance.transform.rotation = gameObject.transform.rotation * Quaternion.Euler(0, 180f, 0); }
else if (rotationOffset != Vector3.zero) { hitInstance.transform.rotation = Quaternion.Euler(rotationOffset); }
else { hitInstance.transform.LookAt(contact.point + contact.normal); }
//Destroy hit effects depending on particle Duration time
var hitPs = hitInstance.GetComponent<ParticleSystem>();
if (hitPs != null)
{
Destroy(hitInstance, hitPs.main.duration);
}
else
{
var hitPsParts = hitInstance.transform.GetChild(0).GetComponent<ParticleSystem>();
Destroy(hitInstance, hitPsParts.main.duration);
}
}
}
private IEnumerator LateCall()
{
yield return new WaitForSeconds(dissableAfterTime);
ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
sc.enabled = false;
if (li != null)
li.enabled = false;
rb.constraints = RigidbodyConstraints.FreezeAll;
transform.parent = parentObject;
speed = 0;
yield break;
}
private IEnumerator TouchCall(GameObject detachedPrefab)
{
yield return new WaitForSeconds(1);
detachedPrefab.transform.SetParent(gameObject.transform);
detachedPrefab.transform.position = gameObject.transform.position;
detachedPrefab.transform.rotation = gameObject.transform.rotation;
yield break;
}
}

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Asset Creator - Vladyslav Horobets (Hovl).
All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files.
-----------------------------------------------------
If you want to use post-effects like in the demo video:
https://youtu.be/hZSZ2Q8MF3k
Using:
1) Shaders
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
2)Light.
2.1)You can disable light in the main effect component (delete light and disable light in PS).
Light strongly loads the game if you don't use light probes or something else.
3)Scripts
3.1) Use "ParticleCollisionInstance" script with particle system. It works if you turn on "Send Collision Messages " in the particle system (Collision tab).
3.2)You need to set HS_Poolable Delay for Standard projectiles depending on max time your projectile will be active.
4)Quality
4.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
Contact me if you have any questions.
My email: hovlstudio1@gmail.com

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