提交Unity 联机Pro

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PC-20230316NUNE\Administrator
2024-08-17 14:27:18 +08:00
parent f00193b000
commit 894100ae37
7448 changed files with 854473 additions and 0 deletions

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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
[RequireComponent(typeof(CinemachineTargetGroup))]
public class LoseSightWhenTargetsFallsOffThePlatform : MonoBehaviour
{
[Tooltip("The platform from which LoseSightAtRange is calculated")]
public Transform LowerPlatform;
[Tooltip("The weight of a transform in the target group is 1 when above the Lower Platform. When a transform is " +
"below the Lower Platform, then its weight decreases based on the distance between the transform and the " +
"Lower Platform and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " +
"instantly when below the Lower Platform.")]
[Range(0, 30)]
public float LoseSightAtRange = 20;
CinemachineTargetGroup m_TargetGroup;
void Awake()
{
m_TargetGroup = GetComponent<CinemachineTargetGroup>();
}
void Update()
{
// iterate through each target in the targetGroup
for (var index = 0; index < m_TargetGroup.m_Targets.Length; index++)
{
// skip null targets
if (m_TargetGroup.m_Targets[index].target != null)
{
// calculate the distance between target and the LowerPlatform along the Y axis
var distanceBelow = LowerPlatform.position.y - m_TargetGroup.m_Targets[index].target.position.y;
// weight goes to 0 if it's farther below than LoseSightAtRange
var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1);
m_TargetGroup.m_Targets[index].weight = weight;
}
}
}
}
}

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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
[RequireComponent(typeof(CinemachineVirtualCamera))]
[SaveDuringPlay] // Enable SaveDuringPlay for this class
public class MouseScrollZoom2D : MonoBehaviour
{
[Range(0, 10)]
public float ZoomMultiplier = 1f;
[Range(0, 100)]
public float MinZoom = 1f;
[Range(0, 100)]
public float MaxZoom = 50f;
CinemachineVirtualCamera m_VirtualCamera;
float m_OriginalOrthoSize;
void Awake()
{
m_VirtualCamera = GetComponent<CinemachineVirtualCamera>();
m_OriginalOrthoSize = m_VirtualCamera.m_Lens.OrthographicSize;
#if UNITY_EDITOR
// This code shows how to play nicely with the VirtualCamera's SaveDuringPlay functionality
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
SaveDuringPlay.SaveDuringPlay.OnHotSave += RestoreOriginalOrthographicSize;
#endif
}
#if UNITY_EDITOR
void OnDestroy()
{
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
}
void RestoreOriginalOrthographicSize()
{
m_VirtualCamera.m_Lens.OrthographicSize = m_OriginalOrthoSize;
}
#endif
void OnValidate()
{
MaxZoom = Mathf.Max(MinZoom, MaxZoom);
}
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
float zoom = m_VirtualCamera.m_Lens.OrthographicSize + Input.mouseScrollDelta.y * ZoomMultiplier;
m_VirtualCamera.m_Lens.OrthographicSize = Mathf.Clamp(zoom, MinZoom, MaxZoom);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class ActivateOnKeypress : MonoBehaviour
{
public KeyCode ActivationKey = KeyCode.LeftControl;
public int PriorityBoostAmount = 10;
public GameObject Reticle;
Cinemachine.CinemachineVirtualCameraBase vcam;
bool boosted = false;
void Start()
{
vcam = GetComponent<Cinemachine.CinemachineVirtualCameraBase>();
}
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (vcam != null)
{
if (Input.GetKey(ActivationKey))
{
if (!boosted)
{
vcam.Priority += PriorityBoostAmount;
boosted = true;
}
}
else if (boosted)
{
vcam.Priority -= PriorityBoostAmount;
boosted = false;
}
}
if (Reticle != null)
Reticle.SetActive(boosted);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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#if CINEMACHINE_UGUI
using System;
using UnityEngine;
using UnityEngine.UI;
namespace Cinemachine.Examples
{
/// <summary>
/// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle.
/// </summary>
public class AimReticle : MonoBehaviour
{
[Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")]
[Range(0, 100f)]
public float MaxRadius;
[Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")]
[Range(0, 1f)]
public float BlendTime;
[Tooltip("Top piece of the aim reticle.")]
public Image Top;
[Tooltip("Bottom piece of the aim reticle.")]
public Image Bottom;
[Tooltip("Left piece of the aim reticle.")]
public Image Left;
[Tooltip("Right piece of the aim reticle.")]
public Image Right;
[Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, "
+ "or will remain in the center of the screen if no hit point is detected. "
+ "May be null, in which case no on-screen indicator will appear. Same as Cinemachine3rdPersonAim's")]
public RectTransform AimTargetReticle;
void Reset()
{
MaxRadius = 30f;
BlendTime = 0.05f;
}
float m_BlendVelocity;
float m_CurrentRadius;
void Update()
{
var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
float distanceFromCenter = 0;
if (AimTargetReticle != null)
{
var hitPoint = (Vector2)AimTargetReticle.position;
distanceFromCenter = (screenCenterPoint - hitPoint).magnitude;
}
m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime);
m_CurrentRadius = Mathf.Min(MaxRadius, m_CurrentRadius);
Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius);
Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius);
Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius);
Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius);
}
}
}
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using UnityEngine;
namespace Cinemachine.Examples
{
public class PlayerLookAt : MonoBehaviour
{
public float speed = 5f;
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
float horizontal = Input.GetAxis("Mouse X") * speed;
float vertical = Input.GetAxis("Mouse Y") * speed;
transform.Rotate(0f, horizontal, 0f, Space.World);
transform.Rotate(-vertical, 0f, 0f, Space.Self);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class PlayerMovement : MonoBehaviour
{
public float movementSpeed = 10f;
public float lookatspeed = 5f;
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKey("w"))
{
transform.position += transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
}
else if (Input.GetKey("s"))
{
transform.position -= transform.TransformDirection(Vector3.forward) * Time.deltaTime * movementSpeed;
}
if (Input.GetKey("a") && !Input.GetKey("d"))
{
transform.position += transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
}
else if (Input.GetKey("d") && !Input.GetKey("a"))
{
transform.position -= transform.TransformDirection(Vector3.left) * Time.deltaTime * movementSpeed;
}
//mouse look at
float horizontal = Input.GetAxis("Mouse X") * lookatspeed;
float vertical = Input.GetAxis("Mouse Y") * lookatspeed;
transform.Rotate(0f, horizontal, 0f, Space.World);
//transform.Rotate(-vertical, 0f, 0f, Space.Self);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/ScreenCutoutShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Lighting Off
Cull Back
ZWrite On
ZTest Less
Fog{ Mode Off }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
//float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 screenPos : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.screenPos = ComputeScreenPos(o.vertex);
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
i.screenPos /= i.screenPos.w;
fixed4 col = tex2D(_MainTex, float2(i.screenPos.x, i.screenPos.y));
return col;
}
ENDCG
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class TagChanger : MonoBehaviour
{
public void PlayerTagChanger()
{
this.tag = "Player";
}
public void UntaggedTagChanger()
{
this.tag = "Untagged";
}
}
}

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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
/// <summary>
/// Simple script that makes this transform look at a target.
/// </summary>
public class BossLookAt : MonoBehaviour
{
[Tooltip("Look at this transform")]
public Transform m_LookAt;
[Tooltip("Lock the camera's X rotation to this value (in angles)")]
public float m_RotationX = 0;
[Tooltip("Lock the camera's Z rotation to this value (in angles)")]
public float m_RotationZ = 0;
void Update()
{
transform.LookAt(m_LookAt);
var euler = transform.rotation.eulerAngles;
transform.rotation = Quaternion.Euler(m_RotationX, euler.y, m_RotationZ);
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that locks the camera's Y co-ordinate
/// </summary>
[ExecuteAlways]
[SaveDuringPlay]
[AddComponentMenu("")] // Hide in menu
public class CustomLockCameraY : CinemachineExtension
{
[Tooltip("Lock the camera's Y position to this value")]
public float m_YPosition = 10;
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
if (stage == CinemachineCore.Stage.Finalize)
{
var pos = state.RawPosition;
pos.y = m_YPosition;
state.RawPosition = pos;
}
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
[ExecuteInEditMode]
public class CameraMagnetProperty : MonoBehaviour
{
[Range(0.1f, 50.0f)]
public float MagnetStrength = 5.0f;
[Range(0.1f, 50.0f)]
public float Proximity = 5.0f;
public Transform ProximityVisualization;
[HideInInspector]
public Transform myTransform;
void Start()
{
myTransform = transform;
}
void Update()
{
if (ProximityVisualization != null)
ProximityVisualization.localScale = new Vector3(Proximity * 2.0f, Proximity * 2.0f, 1);
}
}
}

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using UnityEngine;
namespace Cinemachine.Examples
{
public class CameraMagnetTargetController : MonoBehaviour
{
public CinemachineTargetGroup targetGroup;
private int playerIndex;
private CameraMagnetProperty[] cameraMagnets;
// Start is called before the first frame update
void Start()
{
cameraMagnets = GetComponentsInChildren<CameraMagnetProperty>();
playerIndex = 0;
}
// Update is called once per frame
void Update()
{
for (int i = 1; i < targetGroup.m_Targets.Length; ++i)
{
float distance = (targetGroup.m_Targets[playerIndex].target.position -
targetGroup.m_Targets[i].target.position).magnitude;
if (distance < cameraMagnets[i - 1].Proximity)
{
targetGroup.m_Targets[i].weight = cameraMagnets[i - 1].MagnetStrength *
(1 - (distance / cameraMagnets[i - 1].Proximity));
}
else
{
targetGroup.m_Targets[i].weight = 0;
}
}
}
}
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