Add checkpoint system and player spawn logic; implement checkpoint activation and respawn mechanics
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Assets/External/Lava_Flowing_Shader/ReadMe.txt
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Assets/External/Lava_Flowing_Shader/ReadMe.txt
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Normal file
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|
||||
***********************************
|
||||
Lava Flowing Shader
|
||||
Version 1.2
|
||||
Date 22 July 2016
|
||||
For Unity 5.3.5 or up
|
||||
|
||||
by Moonflower Carnivore
|
||||
***********************************
|
||||
|
||||
|
||||
Lava Flowing Shader allows you to create lava flowing effect on mesh/plane.
|
||||
It simulates the liquid distortion effect that a simple scrolling UV is
|
||||
incapable of. Please watch our youtube video of the effect:
|
||||
https://www.youtube.com/watch?v=ItXkajNdp44
|
||||
|
||||
|
||||
For detailed instructions about using this Lava Flowing Shader please
|
||||
read our online google doc here:
|
||||
https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
|
||||
|
||||
|
||||
We are Moonflower Carnivore and we provide game assets like particle
|
||||
effects and simple shaders. Please like our Facebook page
|
||||
https://www.facebook.com/MoonflowerCarnivore
|
||||
and rate our packages in Unity Asset Store if you like our work!
|
||||
|
||||
|
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m_AlbedoBoost: 1
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m_UsingShadowmask: 0
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m_LightmapMaxSize: 1024
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m_LightmapSizeFixed: 0
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m_UseMipmapLimits: 1
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m_BakeResolution: 50
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m_Padding: 2
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m_LightmapCompression: 0
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m_AO: 0
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m_AOMaxDistance: 1
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m_CompAOExponentDirect: 0
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m_ExtractAO: 0
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m_ExportTrainingData: 0
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m_ForceWhiteAlbedo: 0
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m_ForceUpdates: 0
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m_PVRCulling: 1
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m_PVRSampling: 1
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m_PVRDirectSampleCount: 32
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m_PVRSampleCount: 512
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m_PVREnvironmentSampleCount: 512
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m_PVREnvironmentReferencePointCount: 2048
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m_LightProbeSampleCountMultiplier: 4
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m_PVRBounces: 2
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m_PVRMinBounces: 2
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m_PVREnvironmentImportanceSampling: 0
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m_PVRFilteringAtrousPositionSigmaAO: 1
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m_RespectSceneVisibilityWhenBakingGI: 0
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Assets/External/Lava_Flowing_Shader/Scenes/FLowingLavaSettings.lighting.meta
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Assets/External/Lava_Flowing_Shader/Scripts.meta
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Assets/External/Lava_Flowing_Shader/Scripts/ScrollingUVs_Layers.cs
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Assets/External/Lava_Flowing_Shader/Scripts/ScrollingUVs_Layers.cs
vendored
Normal file
@ -0,0 +1,20 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class ScrollingUVs_Layers : MonoBehaviour
|
||||
{
|
||||
//public int materialIndex = 0;
|
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public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
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public string textureName = "_MainTex";
|
||||
|
||||
Vector2 uvOffset = Vector2.zero;
|
||||
|
||||
void LateUpdate()
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{
|
||||
uvOffset += ( uvAnimationRate * Time.deltaTime );
|
||||
if( GetComponent<Renderer>().enabled )
|
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{
|
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GetComponent<Renderer>().sharedMaterial.SetTextureOffset( textureName, uvOffset );
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}
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}
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}
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Assets/External/Lava_Flowing_Shader/Shaders/Diffuse_Lava_Distort.shader
vendored
Normal file
60
Assets/External/Lava_Flowing_Shader/Shaders/Diffuse_Lava_Distort.shader
vendored
Normal file
@ -0,0 +1,60 @@
|
||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
Shader "Lava Flowing Shader/Diffuse/Distort"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 150
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert noforwardadd
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Distort;
|
||||
sampler2D _LavaTex;
|
||||
fixed _DistortX;
|
||||
fixed _DistortY;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv2_LavaTex;
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o)
|
||||
{
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
|
||||
fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
|
||||
|
||||
fixed2 uv_scroll;
|
||||
uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
|
||||
|
||||
fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
|
||||
c.rgb = lerp(tex2.rgb,c.rgb,c.a);
|
||||
|
||||
o.Albedo = c.rgb;
|
||||
|
||||
//Use the below two lines if you want the rock part be diffuse but lava part is unlit
|
||||
//o.Albedo = c.rgb*c.a;
|
||||
//o.Emission = c.rgb*(1-c.a);
|
||||
|
||||
|
||||
o.Alpha = c.a;
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Fallback "Mobile/VertexLit"
|
||||
}
|
||||
16
Assets/External/Lava_Flowing_Shader/Shaders/Diffuse_Lava_Distort.shader.meta
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Normal file
16
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71
Assets/External/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
vendored
Normal file
71
Assets/External/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader
vendored
Normal file
@ -0,0 +1,71 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Lava Flowing Shader/Unlit/Distort"
|
||||
{
|
||||
Properties {
|
||||
//_Color ("Main Color", Color) = (1,1,1)
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
|
||||
Lighting Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Distort;
|
||||
sampler2D _LavaTex;
|
||||
|
||||
struct appdata_t {
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
fixed4 vertex : SV_POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
fixed2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _LavaTex_ST;
|
||||
|
||||
fixed _DistortX;
|
||||
fixed _DistortY;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
fixed distort = tex2D(_Distort, i.texcoord).a;
|
||||
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
|
||||
tex = lerp(tex2,tex,tex.a);
|
||||
|
||||
return tex;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Assets/External/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort.shader.meta
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Normal file
14
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|
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Assets/External/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort_Transparent.shader
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Normal file
72
Assets/External/Lava_Flowing_Shader/Shaders/Unlit_Lava_Distort_Transparent.shader
vendored
Normal file
@ -0,0 +1,72 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Lava Flowing Shader/Unlit/Distort Transparent"
|
||||
{
|
||||
Properties {
|
||||
//_Color ("Main Color", Color) = (1,1,1)
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
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return tex;
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ENDCG
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63
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47
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Normal file
47
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Normal file
@ -0,0 +1,47 @@
|
||||
using System;
|
||||
using RR.Game2D.Behaviour;
|
||||
using UnityEngine;
|
||||
|
||||
public class PayerAnimationEvents : MonoBehaviour
|
||||
{
|
||||
private Rigidbody2D _rigidbody;
|
||||
private Collider2D _collider;
|
||||
private PlayerController _controller;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_rigidbody = GetComponent<Rigidbody2D>();
|
||||
_collider = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
public void OnDeathBegin()
|
||||
{
|
||||
if (_collider) _collider.isTrigger = true;
|
||||
if (!_rigidbody) return;
|
||||
_rigidbody.linearVelocity = Vector2.zero;
|
||||
// _rigidbody.bodyType = RigidbodyType2D.Kinematic;
|
||||
}
|
||||
|
||||
// private void OnDeathByEnemy()
|
||||
// {
|
||||
// // Custom logic for when the player dies by an enemy
|
||||
// Debug.Log("Player has died by an enemy.");
|
||||
// }
|
||||
//
|
||||
// private void OnDeathByHazard()
|
||||
// {
|
||||
// // Custom logic for when the player dies by a hazard
|
||||
// Debug.Log("Player has died by a hazard.");
|
||||
// }
|
||||
//
|
||||
// private void OnDeathByVoid()
|
||||
// {
|
||||
// // Custom logic for when the player dies by falling into the void
|
||||
// Debug.Log("Player has died by falling into the void.");
|
||||
// }
|
||||
|
||||
public void OnDeathEnd()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
8
Assets/Scripts/Behaviour/Checkpoints.meta
Normal file
8
Assets/Scripts/Behaviour/Checkpoints.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8fa1528aac4dff4fb1cad35381ab574
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/Behaviour/Controllers.meta
Normal file
8
Assets/Scripts/Behaviour/Controllers.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4ec3d6620bc5a6409e40655e572d572
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -179,7 +179,7 @@ namespace RR.Game2D.Behaviour
|
||||
|
||||
public void Die()
|
||||
{
|
||||
GameManager.Instance.RespawnPlayer();
|
||||
GameManager.Instance.RespawnPlayer();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
165
Assets/Scripts/Behaviour/LightDimmer.cs
Normal file
165
Assets/Scripts/Behaviour/LightDimmer.cs
Normal file
@ -0,0 +1,165 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class LightDimmer : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Если не указан, будет использован Collider2D на этом же объекте.")]
|
||||
[SerializeField] private Collider2D targetCollider;
|
||||
|
||||
[Tooltip("Тег игрока (используется для поиска Transform игрока)")]
|
||||
[SerializeField] private string playerTag;
|
||||
|
||||
[Tooltip("Если хотите явно назначить конкретный Light2D для этого экземпляра, укажите его здесь (приоритет).")]
|
||||
[SerializeField] private Light2D[] lights;
|
||||
|
||||
[Tooltip("Интенсивность света у минимального X (bounds.min.x)")]
|
||||
[SerializeField] private float startXIntensity;
|
||||
|
||||
[Tooltip("Интенсивность света у максимального X (bounds.max.x)")]
|
||||
[SerializeField] private float endXIntensity;
|
||||
|
||||
[Tooltip("Опционально: сглаживание изменения (0 мгновенно, >0 — скорость, единицы: интенсивность/сек)")]
|
||||
[SerializeField] [Min(0)] private float smoothing;
|
||||
|
||||
private Transform playerTransform;
|
||||
|
||||
// Храним все коллайдеры игрока, которые в данный момент пересекают триггер
|
||||
private readonly HashSet<Collider2D> playerColliders = new HashSet<Collider2D>();
|
||||
|
||||
private float boundsMinX;
|
||||
private float boundsMaxX;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (targetCollider != null)
|
||||
{
|
||||
UpdateBounds();
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (targetCollider == null)
|
||||
targetCollider = GetComponent<Collider2D>();
|
||||
|
||||
if (targetCollider != null)
|
||||
{
|
||||
UpdateBounds();
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
|
||||
|
||||
var playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
||||
if (playerObj != null)
|
||||
playerTransform = playerObj.transform;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (targetCollider == null)
|
||||
{
|
||||
targetCollider = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
UpdateBounds();
|
||||
|
||||
if (string.IsNullOrEmpty(playerTag)) playerTag = "Player";
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Нужна ссылка на игрока и хотя бы один свет и collider
|
||||
if (!playerTransform || lights == null || lights.Length == 0 || targetCollider == null)
|
||||
return;
|
||||
|
||||
// Проверяем, что игрок действительно внутри триггера (с учётом возможной множественной геометрии)
|
||||
bool playerInside = playerColliders.Count > 0;
|
||||
if (!playerInside)
|
||||
return;
|
||||
|
||||
Vector3 playerPos = playerTransform.position;
|
||||
|
||||
// Дополнительная страховка: проверяем AABB bounds
|
||||
if (!targetCollider.bounds.Contains(playerPos))
|
||||
return;
|
||||
|
||||
float playerX = playerPos.x;
|
||||
float t = 0f;
|
||||
if (!Mathf.Approximately(boundsMaxX, boundsMinX))
|
||||
{
|
||||
t = Mathf.InverseLerp(boundsMinX, boundsMaxX, playerX);
|
||||
t = Mathf.Clamp01(t);
|
||||
}
|
||||
|
||||
// Интерполируем интенсивность между startXIntensity и endXIntensity
|
||||
float desiredForPosition = Mathf.Lerp(startXIntensity, endXIntensity, t);
|
||||
|
||||
for (int i = 0; i < lights.Length; i++)
|
||||
{
|
||||
var light2D = lights[i];
|
||||
if (!light2D) continue;
|
||||
|
||||
if (smoothing <= 0f)
|
||||
{
|
||||
light2D.intensity = desiredForPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
light2D.intensity = Mathf.MoveTowards(light2D.intensity, desiredForPosition, smoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (!other.CompareTag(playerTag)) return;
|
||||
|
||||
// Запоминаем коллайдер игрока
|
||||
playerColliders.Add(other);
|
||||
|
||||
// Сохраняем Transform игрока (на случай, если раньше не найден)
|
||||
if (playerTransform == null)
|
||||
playerTransform = other.transform;
|
||||
}
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (!other.CompareTag(playerTag)) return;
|
||||
|
||||
// Убираем коллайдер из множества; если множество пустое — игрок полностью вышел
|
||||
playerColliders.Remove(other);
|
||||
|
||||
// Не затираем playerTransform, оставляем ссылку (чтобы можно было продолжать вычисления при следующем входе).
|
||||
// Если нужно — можно дополнительно реагировать на полное выход игрока (playerColliders.Count == 0).
|
||||
}
|
||||
|
||||
private void UpdateBounds()
|
||||
{
|
||||
var b = targetCollider.bounds;
|
||||
boundsMinX = b.min.x;
|
||||
boundsMaxX = b.max.x;
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (targetCollider == null) return;
|
||||
|
||||
var b = targetCollider.bounds;
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(new Vector3(b.min.x, b.min.y, 0f), new Vector3(b.max.x, b.min.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.max.x, b.min.y, 0f), new Vector3(b.max.x, b.max.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.max.x, b.max.y, 0f), new Vector3(b.min.x, b.max.y, 0f));
|
||||
Gizmos.DrawLine(new Vector3(b.min.x, b.max.y, 0f), new Vector3(b.min.x, b.min.y, 0f));
|
||||
|
||||
if (playerTransform != null)
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Vector3 p = playerTransform.position;
|
||||
Gizmos.DrawSphere(new Vector3(p.x, p.y, 0f), 0.05f);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Behaviour/LightDimmer.cs.meta
Normal file
2
Assets/Scripts/Behaviour/LightDimmer.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae9e11a9927e04d4d99bf663f1a2207e
|
||||
@ -1,32 +0,0 @@
|
||||
using System;
|
||||
using RR.Game2D.Core;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Renderer))]
|
||||
public class NotVisibleHider : MonoBehaviour
|
||||
{
|
||||
// private Camera mainCamera;
|
||||
private Transform playerTransform;
|
||||
private Renderer _renderer;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// mainCamera = Camera.main;
|
||||
playerTransform = GameManager.Instance.PlayerObj.transform;
|
||||
_renderer = GetComponent<Renderer>();
|
||||
}
|
||||
|
||||
private void OnBecameInvisible()
|
||||
{
|
||||
// gameObject.SetActive(false);
|
||||
_renderer.enabled = false;
|
||||
transform.position = playerTransform.position;
|
||||
}
|
||||
|
||||
private void OnBecameVisible()
|
||||
{
|
||||
// gameObject.SetActive(true);
|
||||
_renderer.enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b16d5c28e59cc014581e943b509f83a8
|
||||
@ -1,16 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PayerAnimationEvents : MonoBehaviour
|
||||
{
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@ -48,12 +48,6 @@
|
||||
{
|
||||
"m_Id": "62296e30fdb641899f04424d097d13c5"
|
||||
},
|
||||
{
|
||||
"m_Id": "dbafa1e3a8ef4275b5c2f505d6388b4f"
|
||||
},
|
||||
{
|
||||
"m_Id": "16c20eaf98e944aa942856a3eec25a92"
|
||||
},
|
||||
{
|
||||
"m_Id": "0940bcac198344f2baab2cd6fe324cd4"
|
||||
},
|
||||
@ -128,6 +122,12 @@
|
||||
},
|
||||
{
|
||||
"m_Id": "5032144ec1014e5e902ffcc0fa18ff6a"
|
||||
},
|
||||
{
|
||||
"m_Id": "f321913dae5443df9d5228a3999b3514"
|
||||
},
|
||||
{
|
||||
"m_Id": "7b7fac426c1c4e0695dfb83f5212d614"
|
||||
}
|
||||
],
|
||||
"m_GroupDatas": [],
|
||||
@ -156,7 +156,7 @@
|
||||
},
|
||||
"m_InputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "14f74bb3a3b042ebae7d95b87a372001"
|
||||
"m_Id": "b61669bd0646434ebd76fb1bb7c1456d"
|
||||
},
|
||||
"m_SlotId": 1
|
||||
}
|
||||
@ -170,9 +170,9 @@
|
||||
},
|
||||
"m_InputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "b61669bd0646434ebd76fb1bb7c1456d"
|
||||
"m_Id": "f321913dae5443df9d5228a3999b3514"
|
||||
},
|
||||
"m_SlotId": 1
|
||||
"m_SlotId": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
@ -402,9 +402,9 @@
|
||||
{
|
||||
"m_OutputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "809b460f2a564b058c52c7d36c022649"
|
||||
"m_Id": "7b7fac426c1c4e0695dfb83f5212d614"
|
||||
},
|
||||
"m_SlotId": 0
|
||||
"m_SlotId": 1
|
||||
},
|
||||
"m_InputSlot": {
|
||||
"m_Node": {
|
||||
@ -413,6 +413,20 @@
|
||||
"m_SlotId": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"m_OutputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "809b460f2a564b058c52c7d36c022649"
|
||||
},
|
||||
"m_SlotId": 0
|
||||
},
|
||||
"m_InputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "7b7fac426c1c4e0695dfb83f5212d614"
|
||||
},
|
||||
"m_SlotId": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"m_OutputSlot": {
|
||||
"m_Node": {
|
||||
@ -510,6 +524,20 @@
|
||||
},
|
||||
"m_SlotId": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"m_OutputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "f321913dae5443df9d5228a3999b3514"
|
||||
},
|
||||
"m_SlotId": 1
|
||||
},
|
||||
"m_InputSlot": {
|
||||
"m_Node": {
|
||||
"m_Id": "14f74bb3a3b042ebae7d95b87a372001"
|
||||
},
|
||||
"m_SlotId": 1
|
||||
}
|
||||
}
|
||||
],
|
||||
"m_VertexContext": {
|
||||
@ -538,12 +566,6 @@
|
||||
{
|
||||
"m_Id": "62296e30fdb641899f04424d097d13c5"
|
||||
},
|
||||
{
|
||||
"m_Id": "dbafa1e3a8ef4275b5c2f505d6388b4f"
|
||||
},
|
||||
{
|
||||
"m_Id": "16c20eaf98e944aa942856a3eec25a92"
|
||||
},
|
||||
{
|
||||
"m_Id": "0940bcac198344f2baab2cd6fe324cd4"
|
||||
}
|
||||
@ -737,40 +759,6 @@
|
||||
"m_HashType": 0
|
||||
}
|
||||
|
||||
{
|
||||
"m_SGVersion": 0,
|
||||
"m_Type": "UnityEditor.ShaderGraph.BlockNode",
|
||||
"m_ObjectId": "16c20eaf98e944aa942856a3eec25a92",
|
||||
"m_Group": {
|
||||
"m_Id": ""
|
||||
},
|
||||
"m_Name": "SurfaceDescription.NormalTS",
|
||||
"m_DrawState": {
|
||||
"m_Expanded": true,
|
||||
"m_Position": {
|
||||
"serializedVersion": "2",
|
||||
"x": 0.0,
|
||||
"y": 0.0,
|
||||
"width": 0.0,
|
||||
"height": 0.0
|
||||
}
|
||||
},
|
||||
"m_Slots": [
|
||||
{
|
||||
"m_Id": "bce43017f9e54a6db4c7c93ed41fb5a1"
|
||||
}
|
||||
],
|
||||
"synonyms": [],
|
||||
"m_Precision": 0,
|
||||
"m_PreviewExpanded": true,
|
||||
"m_DismissedVersion": 0,
|
||||
"m_PreviewMode": 0,
|
||||
"m_CustomColors": {
|
||||
"m_SerializableColors": []
|
||||
},
|
||||
"m_SerializedDescriptor": "SurfaceDescription.NormalTS"
|
||||
}
|
||||
|
||||
{
|
||||
"m_SGVersion": 0,
|
||||
"m_Type": "UnityEditor.ShaderGraph.TimeNode",
|
||||
@ -1495,6 +1483,30 @@
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
"m_SGVersion": 0,
|
||||
"m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
|
||||
"m_ObjectId": "50fe0af7a98e4a9baa9e80f3022ab62a",
|
||||
"m_Id": 1,
|
||||
"m_DisplayName": "",
|
||||
"m_SlotType": 1,
|
||||
"m_Hidden": false,
|
||||
"m_ShaderOutputName": "",
|
||||
"m_StageCapability": 3,
|
||||
"m_Value": {
|
||||
"x": 0.0,
|
||||
"y": 0.0,
|
||||
"z": 0.0,
|
||||
"w": 0.0
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0,
|
||||
"z": 0.0,
|
||||
"w": 0.0
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
"m_SGVersion": 0,
|
||||
"m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
|
||||
@ -1874,7 +1886,7 @@
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4362
Assets/Shaders/Lava_Shader.shadergraph
Normal file
4362
Assets/Shaders/Lava_Shader.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
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Normal file
10
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Loading…
x
Reference in New Issue
Block a user