잔디 빌드 에러 수정, 맵 2번째 파츠
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@ -46,3 +46,6 @@ classconfig 에 의해 정해짐
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- 회심이 일격 (Skill_FatalBlow)
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- 연속 베기 (Skill_OneHandCombo1)
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어드레서블 다운로드 눈속임
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5그룹이라면 0~1 갈 때 0.2까지 쭉 올리고, 1~2 갈 때 0.4까지 쭉 올리고... 1까지 올리면 되지 않을까? 100%에서 다 되면 넘어가면 되지
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0.4
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m_ReceiveShadows: 1
|
||||
m_DynamicOccludee: 1
|
||||
m_StaticShadowCaster: 0
|
||||
m_MotionVectors: 1
|
||||
m_LightProbeUsage: 1
|
||||
m_ReflectionProbeUsage: 1
|
||||
m_RayTracingMode: 2
|
||||
m_RayTraceProcedural: 0
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 2100000, guid: c1b541d99b8fc444b9c7ad9282a54a62, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
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||||
subMeshCount: 0
|
||||
m_StaticBatchRoot: {fileID: 0}
|
||||
m_ProbeAnchor: {fileID: 0}
|
||||
m_LightProbeVolumeOverride: {fileID: 0}
|
||||
m_ScaleInLightmap: 1
|
||||
m_ReceiveGI: 1
|
||||
m_PreserveUVs: 0
|
||||
m_IgnoreNormalsForChartDetection: 0
|
||||
m_ImportantGI: 0
|
||||
m_StitchLightmapSeams: 1
|
||||
m_SelectedEditorRenderState: 3
|
||||
m_MinimumChartSize: 4
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
m_AdditionalVertexStreams: {fileID: 0}
|
||||
--- !u!1 &9072835194098998626
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 4776253060506729586}
|
||||
m_Layer: 0
|
||||
m_Name: MB_2_40
|
||||
m_TagString: Untagged
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||||
m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
|
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m_StaticEditorFlags: 0
|
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m_IsActive: 1
|
||||
--- !u!4 &4776253060506729586
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||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 9072835194098998626}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
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m_Children:
|
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- {fileID: 5741517558298955803}
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m_Father: {fileID: 0}
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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|
|
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
|
||||
guid: b1ca1699d389a83478234540c310f5e2
|
||||
PrefabImporter:
|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -26,13 +26,16 @@ namespace ProceduralGrass
|
|||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[InitializeOnLoad]
|
||||
#endif
|
||||
public class GrassInteractorManager
|
||||
{
|
||||
private static Dictionary<int, GrassInteractorPoint> interactors;
|
||||
private static GraphicsBuffer interactorsBuffer;
|
||||
private static int maxInteractors = 100;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
static GrassInteractorManager()
|
||||
{
|
||||
EditorApplication.playModeStateChanged += PlayModeStateChanged;
|
||||
|
|
@ -50,6 +53,7 @@ namespace ProceduralGrass
|
|||
{
|
||||
ReleaseBuffer();
|
||||
}
|
||||
#endif
|
||||
private static void ReleaseBuffer()
|
||||
{
|
||||
interactorsBuffer?.Dispose();
|
||||
|
|
|
|||
|
|
@ -1,8 +1,10 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TerrainTesselationTools;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
namespace TerrainTesselationTools
|
||||
{
|
||||
[RequireComponent(typeof(MeshFilter))]
|
||||
|
|
@ -709,16 +711,17 @@ namespace TerrainTesselationTools
|
|||
}
|
||||
|
||||
}
|
||||
[Serializable]
|
||||
public class TextureInfo
|
||||
{
|
||||
public string textureName;
|
||||
[TextureDrawer(15)] public Texture2D texture;
|
||||
|
||||
public TextureInfo(string textureName, Texture2D texture)
|
||||
{
|
||||
this.textureName = textureName;
|
||||
this.texture = texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
[Serializable]
|
||||
public class TextureInfo
|
||||
{
|
||||
public string textureName;
|
||||
[TextureDrawer(15)] public Texture2D texture;
|
||||
|
||||
public TextureInfo(string textureName, Texture2D texture)
|
||||
{
|
||||
this.textureName = textureName;
|
||||
this.texture = texture;
|
||||
}
|
||||
}
|
||||
|
|
@ -41,10 +41,12 @@ namespace TerrainTesselationTools
|
|||
}
|
||||
public void GeneratePoints()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
foreach (TerrainTileDecoration tileDecoration in tileDecorations)
|
||||
{
|
||||
tileDecoration.GeneratePoints(GetComponent<BirdViewUVCalculator>());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
public List<TerrainTileDecoration> GetTileDecorations()
|
||||
{
|
||||
|
|
@ -96,11 +98,13 @@ namespace TerrainTesselationTools
|
|||
{
|
||||
return terrainDecorationSO;
|
||||
}
|
||||
#if UNITY_EDITOR
|
||||
public void GeneratePoints(BirdViewUVCalculator birdViewUVCalculator)
|
||||
{
|
||||
terrainDecorationRenderer.GeneratePoints(birdViewUVCalculator, terrainDecorationsMask, terrainDecorationsExtraData);
|
||||
EditorUtility.SetDirty(terrainDecorationRenderer);
|
||||
}
|
||||
#endif
|
||||
public void SetTerrainDecorationMask(Texture2D mask)
|
||||
{
|
||||
terrainDecorationsMask = mask;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
namespace TerrainTesselationTools
|
||||
{
|
||||
[RequireComponent(typeof(BirdViewUVCalculator))]
|
||||
|
|
@ -82,4 +83,5 @@ namespace TerrainTesselationTools
|
|||
Debug.Log("Mesh saved at: " + savePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
@ -95,12 +95,10 @@ public class table_missionbase : MonoBehaviour
|
|||
}
|
||||
protected void Set_lastjson2()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
// TODO 정인호 : 임의로 만든 json 파일 오류 처리 (정식에선 지워야함)
|
||||
int startIndex = json_last.IndexOf(","); // 첫 번째 객체 시작
|
||||
int endIndex = json_last.IndexOf(",") + 1; // 첫 번째 객체 끝
|
||||
json_last = json_last.Remove(startIndex, endIndex - startIndex);
|
||||
#endif
|
||||
}
|
||||
protected virtual void Start() { LoadComplete = true; }
|
||||
public bool Get_LoadComplete() { return LoadComplete; }
|
||||
|
|
|
|||
Loading…
Reference in New Issue