From 4eca51b88504d95cd39e3920f5dc7b82fdd65317 Mon Sep 17 00:00:00 2001 From: sharedacc520k Date: Wed, 8 Apr 2026 05:36:01 +0900 Subject: [PATCH] =?UTF-8?q?2026-04-08=20=EC=8A=A4=ED=82=AC=EC=8B=9C?= =?UTF-8?q?=EC=8A=A4=ED=85=9C=20=EC=A7=84=ED=96=89=EC=A4=91,=20=ED=8F=B4?= =?UTF-8?q?=EB=8D=94=EA=B5=AC=EC=A1=B0=20=EB=B3=80=EA=B2=BD=EB=93=B1?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/GameScene.unity | 4 +- Assets/02_Scripts/Player/FSM/PlayerState.cs | 2 +- .../Player/FSM/PlayerStateMachine.cs | 8 +- .../02_Scripts/Player/Status/PlayerHealth.cs | 11 +- Assets/02_Scripts/Skill/Data/DebuffData.cs | 30 + .../02_Scripts/Skill/Data/DebuffData.cs.meta | 2 + Assets/02_Scripts/Skill/Data/SkillData.cs | 56 +- Assets/02_Scripts/Skill/Effects/AreaEffect.cs | 47 +- Assets/02_Scripts/Skill/Effects/BuffEffect.cs | 6 + .../02_Scripts/Skill/Effects/DamageEffect.cs | 35 +- .../02_Scripts/Skill/Effects/ISkillEffect.cs | 1 + 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Studio/Lowpoly_Environments/Sources/Materials/PT_Water_mat.mat (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Materials/PT_Water_mat.mat.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Flowers.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Flowers/PT_Poppy_02.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Flowers/PT_Poppy_02.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Mushrooms.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Mushrooms/PT_Caesars_Mushroom_01.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope 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Studio/Lowpoly_Environments/Sources/Meshes/Shrubs.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Shrubs/PT_Generic_Shrub_01_dead.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Shrubs/PT_Generic_Shrub_01_dead.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Shrubs/PT_Generic_Shrub_01_green.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Shrubs/PT_Generic_Shrub_01_green.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Fruit_Tree_01_apples.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope 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Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_green.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_green.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_green_cut.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_green_cut.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_logs.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_logs.fbx.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Meshes/Trees/PT_Pine_Tree_03_stump.fbx (100%) rename Assets/{ => 08_Environments/Objects}/Polytope 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Studio/Lowpoly_Environments/Sources/Textures.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Fruit_Tree_Flowers_01.png (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Fruit_Tree_Flowers_01.png.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Fruit_Tree_Leaves_01.png (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Fruit_Tree_Leaves_01.png.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Generic_Leaves_01.png (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Generic_Leaves_01.png.meta (100%) rename Assets/{ => 08_Environments/Objects}/Polytope Studio/Lowpoly_Environments/Sources/Textures/PT_Generic_Tree_Leaves_01.png (100%) 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https://git-lfs.github.com/spec/v1 -oid sha256:b73c8276ee1e8dba6ed465dd554659e76080c10593a42fd2394b287f00a87595 -size 505540 +oid sha256:eaaa3eafbe3c3df6dc1f5c4c21365ae8a77e318de88f13bcf47dae7b278ea2a7 +size 505286 diff --git a/Assets/02_Scripts/Player/FSM/PlayerState.cs b/Assets/02_Scripts/Player/FSM/PlayerState.cs index aff4963..0849d01 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerState.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerState.cs @@ -1 +1 @@ -public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead, Inertia, Action, Trans, None } \ No newline at end of file +public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Cast, Channel, Hit, Dead, Inertia, Action, Trans, None } \ No newline at end of file diff --git a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs index f4e7f12..085d913 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs @@ -57,7 +57,7 @@ public void SetMaxJumpCount(int maxCount) #region 상태확인용 헬퍼함수들 //지상 이동이 가능한가? - public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run) && (CurrentState != PlayerState.Inertia && CurrentState != PlayerState.Action && CurrentState != PlayerState.Trans); + public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run) && (CurrentState != PlayerState.Inertia && CurrentState != PlayerState.Action && CurrentState != PlayerState.Trans && CurrentState != PlayerState.Cast && CurrentState != PlayerState.Channel); //점프가 가능한 상태인가? public bool CanJump() { @@ -81,6 +81,7 @@ public bool CanDodge() if (CurrentState == PlayerState.Inertia) return false; if (CurrentState == PlayerState.Action) return false; if (CurrentState == PlayerState.Trans) return false; + if (CurrentState == PlayerState.Cast || CurrentState == PlayerState.Channel) return false; // 스태미나 시스템이 있다면 체크 // if (CurrentStamina < DodgeCost) return false; @@ -92,8 +93,9 @@ public bool CanDodge() //공격이 가능한 상태인가? public bool CanAttack() { - //이미 공격 중이거나 차징 중이면 공격 불가 (연속기가 있다면 바뀔수 있음) - if (CurrentState == PlayerState.Attack || CurrentState == PlayerState.Charge) + //이미 공격 중이거나 차징/캐스팅/채널링 중이면 공격 불가 + if (CurrentState == PlayerState.Attack || CurrentState == PlayerState.Charge + || CurrentState == PlayerState.Cast || CurrentState == PlayerState.Channel) return false; //피격(Hit) 중이거나 죽었다면(Dead) 공격 불가 diff --git a/Assets/02_Scripts/Player/Status/PlayerHealth.cs b/Assets/02_Scripts/Player/Status/PlayerHealth.cs index 6989fb1..3b165e0 100644 --- a/Assets/02_Scripts/Player/Status/PlayerHealth.cs +++ b/Assets/02_Scripts/Player/Status/PlayerHealth.cs @@ -1,7 +1,7 @@ using UnityEngine; using UnityEngine.UI; -public class PlayerHealth : Health +public class PlayerHealth : Health, IDamageable { [SerializeField] PlayerStat _pstat; @@ -33,6 +33,13 @@ private void Update() public void TakeDamage(int damage) { - ChangeHP(currentHp - Mathf.Clamp(damage,0,currentHp)); + ChangeHP(currentHp - Mathf.Clamp(damage, 0, currentHp)); } + + public void TakeDamage(int damage, Transform source) + { + TakeDamage(damage); + } + + public Transform GetTransform() => transform; } diff --git a/Assets/02_Scripts/Skill/Data/DebuffData.cs b/Assets/02_Scripts/Skill/Data/DebuffData.cs new file mode 100644 index 0000000..421d448 --- /dev/null +++ b/Assets/02_Scripts/Skill/Data/DebuffData.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +public enum DebuffType +{ + DamageOverTime, + Slow, + StatReduction, + Stun +} + +[CreateAssetMenu(menuName = "Skill/DebuffData")] +public class DebuffData : ScriptableObject +{ + [Header("기본 정보")] + public string DebuffName; + public Sprite Icon; + + [Header("디버프 설정")] + public DebuffType DebuffType; + public float Duration; + public float TickInterval; + public float Value; + + [Header("스택")] + public bool Stackable; + public int MaxStacks; + + [Header("이펙트")] + public GameObject EffectPrefab; +} diff --git a/Assets/02_Scripts/Skill/Data/DebuffData.cs.meta b/Assets/02_Scripts/Skill/Data/DebuffData.cs.meta new file mode 100644 index 0000000..7c8254a --- /dev/null +++ b/Assets/02_Scripts/Skill/Data/DebuffData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 71747801caf54d74cafaf0cabbc6bed7 \ No newline at end of file diff --git a/Assets/02_Scripts/Skill/Data/SkillData.cs b/Assets/02_Scripts/Skill/Data/SkillData.cs index 4a33402..c6f684f 100644 --- a/Assets/02_Scripts/Skill/Data/SkillData.cs +++ b/Assets/02_Scripts/Skill/Data/SkillData.cs @@ -2,11 +2,39 @@ /* 사용법: -Project에서 Create → Skill/SkillData로 스킬 에셋 생성, 레벨별 수치 입력 -Create → Skill/WeaponSkillSet로 무기별 스킬 묶음 생성 -플레이어에 SkillManager + Effect 컴포넌트들 부착 -무기 변경 시 LoadWeaponSkills(skillSet) 호출 -입력 시 SkillInput(slotIndex, inputState) 호출 +1. Project에서 Create → Skill/SkillData로 스킬 에셋 생성, 레벨별 수치 입력 +2. Create → Skill/WeaponSkillSet로 무기별 스킬 묶음 생성 +3. Create → Skill/DebuffData로 디버프 에셋 생성 (필요시) +4. 플레이어에 SkillModule + 필요한 Effect 컴포넌트들 부착 + (DamageEffect, AreaEffect, ZoneEffect, BuffEffect, ProjectileEffect) +5. 디버프 받는 대상에 StatusEffectReceiver + IDamageable 구현 부착 +6. 무기 변경 시 LoadWeaponSkills(skillSet) 호출 +7. 입력 시 SkillInput(slotIndex, inputState) 호출 +8. Remote 스킬 범위 확인 시 AreaConfirmInput(inputState) 호출 + +ActivationType (발동 방식): + Instant — 즉시 발동 + Charge — 누르고 있으면 차징, 놓으면 발동 + Cast — 시전 시간 후 자동 발동 (피격/회피 시 취소) + Channel — 시전 동안 지속적으로 효과 반복 (피격/회피 시 취소) + +CastMethod (발동 위치): + Self — 자기 중심 발동 (키 입력 즉시 ActivationType 흐름 시작) + Remote — 원격 발동 (마우스로 위치 선택 → 확인 후 ActivationType 흐름 시작) + +TargetType (효과 방식): + Single → DamageEffect + Area → AreaEffect + Self → BuffEffect + Projectile → ProjectileEffect + Zone → ZoneEffect (설치형) + +조합 예시: + Instant + Self → 즉시 자기 주변 발동 + Instant + Remote → 위치 선택 후 즉시 발동 + Cast + Remote → 위치 선택 → 캐스팅 → 완료 시 해당 위치에 발동 + Channel + Remote → 위치 선택 → 해당 위치에서 채널링 + Charge + Remote → 위치 선택 → 차징 → 릴리스 시 해당 위치에 발동 */ [CreateAssetMenu(menuName = "Skill/SkillData")] @@ -20,6 +48,7 @@ public class SkillData : ScriptableObject [Header("스킬 분류")] public SkillType SkillType; public ActivationType ActivationType; + public CastMethod CastMethod; public TargetType TargetType; [Header("애니메이션")] @@ -28,9 +57,15 @@ public class SkillData : ScriptableObject [Header("이펙트")] public GameObject EffectPrefab; - [Header("범위 지정 (AreaSelect용)")] + [Header("범위 지정 (Remote용)")] public GameObject AreaIndicatorPrefab; + [Header("설치형 (Zone)")] + public GameObject ZonePrefab; + + [Header("디버프")] + public DebuffData[] AppliedDebuffs; + [Header("레벨별 수치")] public SkillLevelData[] Levels; @@ -50,8 +85,13 @@ public class SkillLevelData public float ManaCost; public float Duration; public float ChargeTimeMax; + public float CastTime; + public float ChannelDuration; + public float TickInterval; + public float TickDamage; } public enum SkillType { Active, Passive } -public enum ActivationType { Instant, Charge, AreaSelect } -public enum TargetType { Self, Single, Area, Projectile } +public enum ActivationType { Instant, Charge, Cast, Channel } +public enum CastMethod { Self, Remote } +public enum TargetType { Self, Single, Area, Projectile, Zone } diff --git a/Assets/02_Scripts/Skill/Effects/AreaEffect.cs b/Assets/02_Scripts/Skill/Effects/AreaEffect.cs index c2a40e6..11ca061 100644 --- a/Assets/02_Scripts/Skill/Effects/AreaEffect.cs +++ b/Assets/02_Scripts/Skill/Effects/AreaEffect.cs @@ -4,10 +4,19 @@ public class AreaEffect : MonoBehaviour, ISkillEffect { public void Execute(SkillInstance skill, Transform caster, float chargeRatio) { - SkillLevelData levelData = skill.CurrentLevelData; - float finalDamage = levelData.Damage * chargeRatio; + Vector3 center = caster.position + caster.forward * skill.CurrentLevelData.Range; + ApplyArea(skill, caster, center, chargeRatio); + } - Vector3 center = caster.position + caster.forward * levelData.Range; + public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio) + { + ApplyArea(skill, caster, targetPos, chargeRatio); + } + + private void ApplyArea(SkillInstance skill, Transform caster, Vector3 center, float chargeRatio) + { + SkillLevelData levelData = skill.CurrentLevelData; + int damage = Mathf.RoundToInt(levelData.Damage * chargeRatio); if (skill.Data.EffectPrefab != null) { @@ -19,25 +28,21 @@ public void Execute(SkillInstance skill, Transform caster, float chargeRatio) { if (hit.transform == caster) continue; - Debug.Log($"[범위] {hit.name}에게 {finalDamage} 데미지"); - } - } + IDamageable target = hit.GetComponent(); + if (target != null) + { + target.TakeDamage(damage, caster); - public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos) - { - SkillLevelData levelData = skill.CurrentLevelData; - - if (skill.Data.EffectPrefab != null) - { - Instantiate(skill.Data.EffectPrefab, targetPos, Quaternion.identity); - } - - Collider[] hits = Physics.OverlapSphere(targetPos, levelData.Range); - foreach (Collider hit in hits) - { - if (hit.transform == caster) continue; - - Debug.Log($"[범위지정] {hit.name}에게 {levelData.Damage} 데미지"); + if (skill.Data.AppliedDebuffs != null) + { + StatusEffectReceiver receiver = hit.GetComponent(); + if (receiver != null) + { + foreach (var debuff in skill.Data.AppliedDebuffs) + receiver.ApplyDebuff(debuff); + } + } + } } } } diff --git a/Assets/02_Scripts/Skill/Effects/BuffEffect.cs b/Assets/02_Scripts/Skill/Effects/BuffEffect.cs index 411f145..25ff3bc 100644 --- a/Assets/02_Scripts/Skill/Effects/BuffEffect.cs +++ b/Assets/02_Scripts/Skill/Effects/BuffEffect.cs @@ -11,4 +11,10 @@ public void Execute(SkillInstance skill, Transform caster, float chargeRatio) Debug.Log($"버프 적용: {skill.Data.SkillName}, 지속시간 {levelData.Duration}초"); } + + public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio) + { + // 버프는 항상 시전자 대상이므로 Execute와 동일 + Execute(skill, caster, chargeRatio); + } } diff --git a/Assets/02_Scripts/Skill/Effects/DamageEffect.cs b/Assets/02_Scripts/Skill/Effects/DamageEffect.cs index 980b833..c1a013a 100644 --- a/Assets/02_Scripts/Skill/Effects/DamageEffect.cs +++ b/Assets/02_Scripts/Skill/Effects/DamageEffect.cs @@ -4,17 +4,40 @@ public class DamageEffect : MonoBehaviour, ISkillEffect { public void Execute(SkillInstance skill, Transform caster, float chargeRatio) { - SkillLevelData levelData = skill.CurrentLevelData; - float finalDamage = levelData.Damage * chargeRatio; - float range = levelData.Range; + Vector3 center = caster.position + caster.forward * skill.CurrentLevelData.Range * 0.5f; + ApplyDamage(skill, caster, center, chargeRatio); + } - Collider[] hits = Physics.OverlapSphere(caster.position + caster.forward * range * 0.5f, range); + public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio) + { + ApplyDamage(skill, caster, targetPos, chargeRatio); + } + + private void ApplyDamage(SkillInstance skill, Transform caster, Vector3 center, float chargeRatio) + { + SkillLevelData levelData = skill.CurrentLevelData; + int damage = Mathf.RoundToInt(levelData.Damage * chargeRatio); + + Collider[] hits = Physics.OverlapSphere(center, levelData.Range); foreach (Collider hit in hits) { if (hit.transform == caster) continue; - // IDamageable 등 인터페이스가 있으면 여기서 적용 - Debug.Log($"{hit.name}에게 {finalDamage} 데미지"); + IDamageable target = hit.GetComponent(); + if (target != null) + { + target.TakeDamage(damage, caster); + + if (skill.Data.AppliedDebuffs != null) + { + StatusEffectReceiver receiver = hit.GetComponent(); + if (receiver != null) + { + foreach (var debuff in skill.Data.AppliedDebuffs) + receiver.ApplyDebuff(debuff); + } + } + } } } } diff --git a/Assets/02_Scripts/Skill/Effects/ISkillEffect.cs b/Assets/02_Scripts/Skill/Effects/ISkillEffect.cs index 68cfb26..1736040 100644 --- a/Assets/02_Scripts/Skill/Effects/ISkillEffect.cs +++ b/Assets/02_Scripts/Skill/Effects/ISkillEffect.cs @@ -3,4 +3,5 @@ public interface ISkillEffect { void Execute(SkillInstance skill, Transform caster, float chargeRatio); + void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio); } diff --git a/Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs b/Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs index 3da728e..d3941cd 100644 --- a/Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs +++ b/Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs @@ -12,4 +12,17 @@ public void Execute(SkillInstance skill, Transform caster, float chargeRatio) // 투사체에 데미지 정보 전달 // proj.GetComponent()?.Init(skill.CurrentLevelData.Damage * chargeRatio); } + + public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio) + { + if (skill.Data.EffectPrefab == null) return; + + Vector3 spawnPos = caster.position + Vector3.up; + Vector3 direction = (targetPos - spawnPos).normalized; + Quaternion rotation = Quaternion.LookRotation(direction); + GameObject proj = Instantiate(skill.Data.EffectPrefab, spawnPos, rotation); + + // 투사체에 데미지 정보 전달 + // proj.GetComponent()?.Init(skill.CurrentLevelData.Damage * chargeRatio); + } } diff --git a/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs b/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs new file mode 100644 index 0000000..42a66cb --- /dev/null +++ b/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +public class ZoneEffect : MonoBehaviour, ISkillEffect +{ + public void Execute(SkillInstance skill, Transform caster, float chargeRatio) + { + Vector3 center = caster.position + caster.forward * skill.CurrentLevelData.Range; + SpawnZone(skill, center); + } + + public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio) + { + SpawnZone(skill, targetPos); + } + + private void SpawnZone(SkillInstance skill, Vector3 position) + { + if (skill.Data.ZonePrefab == null) return; + + GameObject zoneObj = Instantiate(skill.Data.ZonePrefab, position, Quaternion.identity); + ZoneEntity entity = zoneObj.GetComponent(); + if (entity != null) + { + SkillLevelData data = skill.CurrentLevelData; + float tickDmg = data.TickDamage > 0 ? data.TickDamage : data.Damage; + entity.Init(tickDmg, data.Range, data.Duration, data.TickInterval, skill.Data.AppliedDebuffs); + } + } +} diff --git a/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs.meta b/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs.meta new file mode 100644 index 0000000..cf79f43 --- /dev/null +++ b/Assets/02_Scripts/Skill/Effects/ZoneEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 681ba972155e69d4e903ca9f06ade300 \ No newline at end of file diff --git a/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs b/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs new file mode 100644 index 0000000..5190023 --- /dev/null +++ b/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +public class ZoneEntity : MonoBehaviour +{ + private float _damage; + private float _radius; + private float _duration; + private float _tickInterval; + private DebuffData[] _debuffs; + + private float _lifeTimer; + private float _tickAccumulator; + + public void Init(float damage, float radius, float duration, float tickInterval, DebuffData[] debuffs) + { + _damage = damage; + _radius = radius; + _duration = duration; + _tickInterval = tickInterval > 0 ? tickInterval : 1f; + _debuffs = debuffs; + } + + private void Update() + { + _lifeTimer += Time.deltaTime; + _tickAccumulator += Time.deltaTime; + + if (_tickAccumulator >= _tickInterval) + { + _tickAccumulator -= _tickInterval; + ApplyTickDamage(); + } + + if (_lifeTimer >= _duration) + { + Destroy(gameObject); + } + } + + private void ApplyTickDamage() + { + Collider[] hits = Physics.OverlapSphere(transform.position, _radius); + foreach (Collider col in hits) + { + IDamageable target = col.GetComponent(); + if (target == null) continue; + + target.TakeDamage(Mathf.RoundToInt(_damage), transform); + + if (_debuffs != null) + { + StatusEffectReceiver receiver = col.GetComponent(); + if (receiver != null) + { + foreach (var debuff in _debuffs) + receiver.ApplyDebuff(debuff); + } + } + } + } +} diff --git a/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs.meta b/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs.meta new file mode 100644 index 0000000..a0c05f2 --- /dev/null +++ b/Assets/02_Scripts/Skill/Effects/ZoneEntity.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c474ebcf1164e1348b54f06b02241e08 \ No newline at end of file diff --git a/Assets/02_Scripts/Skill/SkillModule.cs b/Assets/02_Scripts/Skill/SkillModule.cs index e6f2048..63845bc 100644 --- a/Assets/02_Scripts/Skill/SkillModule.cs +++ b/Assets/02_Scripts/Skill/SkillModule.cs @@ -16,11 +16,26 @@ public class SkillModule : MonoBehaviour private int _chargingSlot = -1; private float _chargeTimer = 0f; - // 범위 지정 + // 캐스팅 + private int _castingSlot = -1; + private float _castTimer = 0f; + + // 채널링 + private int _channelingSlot = -1; + private float _channelTimer = 0f; + private float _channelTickAccumulator = 0f; + + // 범위 지정 (Remote) private int _areaSelectSlot = -1; private GameObject _areaIndicator; + // Remote 타겟 위치 + private Vector3 _remoteTargetPos; + private bool _hasRemoteTarget; + public bool IsAreaSelecting => _areaSelectSlot >= 0; + public bool IsCasting => _castingSlot >= 0; + public bool IsChanneling => _channelingSlot >= 0; private void Awake() { @@ -36,6 +51,8 @@ private void Update() { TickCooldowns(); TickCharge(); + TickCast(); + TickChannel(); TickAreaSelect(); } @@ -67,6 +84,7 @@ private ISkillEffect ResolveEffect(TargetType targetType) TargetType.Single => GetComponent(), TargetType.Area => GetComponent(), TargetType.Projectile => GetComponent(), + TargetType.Zone => GetComponent(), _ => null }; } @@ -92,18 +110,16 @@ public void SkillInput(int slotIndex, InputState inputState) if (!CanUseSkill(skill)) return; - if (skill.Data.ActivationType == ActivationType.Instant) - { - ExecuteSkill(slotIndex); - } - else if (skill.Data.ActivationType == ActivationType.Charge) - { - StartCharge(slotIndex); - } - else if (skill.Data.ActivationType == ActivationType.AreaSelect) + // Remote 스킬: 먼저 범위 지정 모드 진입 + if (skill.Data.CastMethod == CastMethod.Remote) { StartAreaSelect(slotIndex); } + else + { + // Self 스킬: 바로 ActivationType 흐름 + BeginActivation(slotIndex); + } } else if (inputState == InputState.Canceled) { @@ -111,6 +127,10 @@ public void SkillInput(int slotIndex, InputState inputState) { ReleaseCharge(); } + else if (_channelingSlot == slotIndex) + { + CancelChannel(); + } } } @@ -128,6 +148,32 @@ public void AreaConfirmInput(InputState inputState) } #endregion + #region 발동 분기 + /// + /// ActivationType에 따라 적절한 흐름을 시작 + /// + private void BeginActivation(int slotIndex) + { + SkillInstance skill = _equippedSkills[slotIndex]; + + switch (skill.Data.ActivationType) + { + case ActivationType.Instant: + ExecuteSkill(slotIndex); + break; + case ActivationType.Charge: + StartCharge(slotIndex); + break; + case ActivationType.Cast: + StartCast(slotIndex); + break; + case ActivationType.Channel: + StartChannel(slotIndex); + break; + } + } + #endregion + #region 실행 private bool CanUseSkill(SkillInstance skill) { @@ -136,7 +182,8 @@ private bool CanUseSkill(SkillInstance skill) PlayerState state = _stateMachine.CurrentState; if (state == PlayerState.Dead || state == PlayerState.Hit || state == PlayerState.Dodge || state == PlayerState.Trans - || state == PlayerState.Action) + || state == PlayerState.Action || state == PlayerState.Cast + || state == PlayerState.Channel) return false; return true; @@ -159,12 +206,26 @@ private void ExecuteSkill(int slotIndex) chargeRatio = maxCharge > 0 ? Mathf.Clamp01(_chargeTimer / maxCharge) : 1f; } - effect?.Execute(skill, _transform, chargeRatio); + // CastMethod에 따라 실행 방식 분기 + if (_hasRemoteTarget) + { + effect?.ExecuteAtPosition(skill, _transform, _remoteTargetPos, chargeRatio); + ClearRemoteTarget(); + } + else + { + effect?.Execute(skill, _transform, chargeRatio); + } skill.StartCooldown(); _chargeTimer = 0f; _chargingSlot = -1; } + + private void ClearRemoteTarget() + { + _hasRemoteTarget = false; + } #endregion #region 차지 @@ -200,7 +261,150 @@ private void TickCharge() } #endregion - #region 범위 지정 + #region 캐스팅 + private void StartCast(int slotIndex) + { + _castingSlot = slotIndex; + _castTimer = 0f; + + _stateMachine.ChangeState(PlayerState.Cast); + + SkillInstance skill = _equippedSkills[slotIndex]; + if (!string.IsNullOrEmpty(skill.Data.AnimTrigger)) + _anim.SetTrigger(skill.Data.AnimTrigger); + + _stateMachine.OnStateChanged += OnCastInterrupted; + } + + private void TickCast() + { + if (_castingSlot < 0) return; + + _castTimer += Time.deltaTime; + + SkillInstance skill = _equippedSkills[_castingSlot]; + if (_castTimer >= skill.CurrentLevelData.CastTime) + { + CompleteCast(); + } + } + + private void CompleteCast() + { + if (_castingSlot < 0) return; + + _stateMachine.OnStateChanged -= OnCastInterrupted; + ExecuteSkill(_castingSlot); + _castingSlot = -1; + _castTimer = 0f; + } + + private void CancelCast() + { + _stateMachine.OnStateChanged -= OnCastInterrupted; + _castingSlot = -1; + _castTimer = 0f; + ClearRemoteTarget(); + } + + private void OnCastInterrupted(PlayerState newState) + { + if (newState == PlayerState.Hit || newState == PlayerState.Dead + || newState == PlayerState.Dodge) + { + CancelCast(); + } + } + #endregion + + #region 채널링 + private void StartChannel(int slotIndex) + { + _channelingSlot = slotIndex; + _channelTimer = 0f; + _channelTickAccumulator = 0f; + + _stateMachine.ChangeState(PlayerState.Channel); + + SkillInstance skill = _equippedSkills[slotIndex]; + if (!string.IsNullOrEmpty(skill.Data.AnimTrigger)) + _anim.SetTrigger(skill.Data.AnimTrigger); + + // 첫 틱 즉시 실행 + ISkillEffect effect = _skillEffects[slotIndex]; + ExecuteChannelTick(skill, effect); + + // 쿨다운은 채널 시작 시점에 시작 + skill.StartCooldown(); + + _stateMachine.OnStateChanged += OnChannelInterrupted; + } + + private void TickChannel() + { + if (_channelingSlot < 0) return; + + SkillInstance skill = _equippedSkills[_channelingSlot]; + SkillLevelData data = skill.CurrentLevelData; + + _channelTimer += Time.deltaTime; + _channelTickAccumulator += Time.deltaTime; + + if (_channelTickAccumulator >= data.TickInterval) + { + _channelTickAccumulator -= data.TickInterval; + ISkillEffect effect = _skillEffects[_channelingSlot]; + ExecuteChannelTick(skill, effect); + } + + if (_channelTimer >= data.ChannelDuration) + { + EndChannel(); + } + } + + private void ExecuteChannelTick(SkillInstance skill, ISkillEffect effect) + { + if (_hasRemoteTarget) + { + effect?.ExecuteAtPosition(skill, _transform, _remoteTargetPos, 1f); + } + else + { + effect?.Execute(skill, _transform, 1f); + } + } + + private void EndChannel() + { + _stateMachine.OnStateChanged -= OnChannelInterrupted; + _stateMachine.ChangeState(PlayerState.Idle); + _channelingSlot = -1; + _channelTimer = 0f; + _channelTickAccumulator = 0f; + ClearRemoteTarget(); + } + + private void CancelChannel() + { + _stateMachine.OnStateChanged -= OnChannelInterrupted; + _channelingSlot = -1; + _channelTimer = 0f; + _channelTickAccumulator = 0f; + ClearRemoteTarget(); + } + + private void OnChannelInterrupted(PlayerState newState) + { + if (newState == PlayerState.Hit || newState == PlayerState.Dead + || newState == PlayerState.Dodge) + { + CancelChannel(); + } + } + #endregion + + #region 범위 지정 (Remote) private void StartAreaSelect(int slotIndex) { _areaSelectSlot = slotIndex; @@ -229,26 +433,19 @@ private void ConfirmAreaSelect() { if (_areaSelectSlot < 0) return; - SkillInstance skill = _equippedSkills[_areaSelectSlot]; - ISkillEffect effect = _skillEffects[_areaSelectSlot]; + int slotIndex = _areaSelectSlot; - _stateMachine.ChangeState(PlayerState.Attack); - - if (!string.IsNullOrEmpty(skill.Data.AnimTrigger)) - _anim.SetTrigger(skill.Data.AnimTrigger); - - Vector3 targetPos = _areaIndicator.transform.position; - - if (effect is AreaEffect areaEffect) - { - areaEffect.ExecuteAtPosition(skill, _transform, targetPos); - } - - skill.StartCooldown(); + // 타겟 위치 저장 + _remoteTargetPos = _areaIndicator.transform.position; + _hasRemoteTarget = true; + // 인디케이터 정리 Destroy(_areaIndicator); _areaIndicator = null; _areaSelectSlot = -1; + + // ActivationType에 따라 흐름 시작 + BeginActivation(slotIndex); } public void CancelAreaSelect() diff --git a/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs b/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs new file mode 100644 index 0000000..7deeba4 --- /dev/null +++ b/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +public class DebuffInstance +{ + public DebuffData Data { get; private set; } + public float RemainingTime { get; private set; } + public bool IsExpired => RemainingTime <= 0f; + + private StatusEffectReceiver _receiver; + private float _tickAccumulator; + private GameObject _visualInstance; + + public DebuffInstance(DebuffData data, StatusEffectReceiver receiver) + { + Data = data; + _receiver = receiver; + RemainingTime = data.Duration; + _tickAccumulator = 0f; + } + + public void OnApply() + { + if (Data.EffectPrefab != null) + { + _visualInstance = Object.Instantiate(Data.EffectPrefab, _receiver.transform); + } + } + + public void Tick(float deltaTime) + { + RemainingTime -= deltaTime; + + if (Data.DebuffType == DebuffType.DamageOverTime && Data.TickInterval > 0) + { + _tickAccumulator += deltaTime; + if (_tickAccumulator >= Data.TickInterval) + { + _tickAccumulator -= Data.TickInterval; + IDamageable damageable = _receiver.GetComponent(); + damageable?.TakeDamage(Mathf.RoundToInt(Data.Value), null); + } + } + } + + public void OnRemove() + { + if (_visualInstance != null) + Object.Destroy(_visualInstance); + } + + public void RefreshDuration() + { + RemainingTime = Data.Duration; + } +} diff --git a/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs.meta b/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs.meta new file mode 100644 index 0000000..aa0520a --- /dev/null +++ b/Assets/02_Scripts/_Shared/Status/DebuffInstance.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 17e97bf635cef364781fdf5cedc5dfee \ No newline at end of file diff --git a/Assets/02_Scripts/_Shared/Status/IDamageable.cs b/Assets/02_Scripts/_Shared/Status/IDamageable.cs new file mode 100644 index 0000000..71d2ddb --- /dev/null +++ b/Assets/02_Scripts/_Shared/Status/IDamageable.cs @@ -0,0 +1,7 @@ +using UnityEngine; + +public interface IDamageable +{ + void TakeDamage(int damage, Transform source); + Transform GetTransform(); +} diff --git a/Assets/02_Scripts/_Shared/Status/IDamageable.cs.meta b/Assets/02_Scripts/_Shared/Status/IDamageable.cs.meta new file mode 100644 index 0000000..ff60c32 --- /dev/null +++ b/Assets/02_Scripts/_Shared/Status/IDamageable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cd29cb0b94cdd2c4388ff287969a9b5e \ No newline at end of file diff --git a/Assets/02_Scripts/_Shared/Status/StatusEffectReceiver.cs b/Assets/02_Scripts/_Shared/Status/StatusEffectReceiver.cs new file mode 100644 index 0000000..ea97e68 --- /dev/null +++ b/Assets/02_Scripts/_Shared/Status/StatusEffectReceiver.cs @@ -0,0 +1,69 @@ +using System.Collections.Generic; +using UnityEngine; + +public class StatusEffectReceiver : MonoBehaviour +{ + private List _activeDebuffs = new List(); + + public void ApplyDebuff(DebuffData data) + { + if (data == null) return; + + if (!data.Stackable) + { + DebuffInstance existing = _activeDebuffs.Find(d => d.Data == data); + if (existing != null) + { + existing.RefreshDuration(); + return; + } + } + else + { + int count = 0; + foreach (var d in _activeDebuffs) + if (d.Data == data) count++; + + if (count >= data.MaxStacks) return; + } + + DebuffInstance instance = new DebuffInstance(data, this); + _activeDebuffs.Add(instance); + instance.OnApply(); + } + + private void Update() + { + for (int i = _activeDebuffs.Count - 1; i >= 0; i--) + { + _activeDebuffs[i].Tick(Time.deltaTime); + if (_activeDebuffs[i].IsExpired) + { + _activeDebuffs[i].OnRemove(); + _activeDebuffs.RemoveAt(i); + } + } + } + + public bool HasDebuff(DebuffType type) + { + foreach (var d in _activeDebuffs) + if (d.Data.DebuffType == type) return true; + return false; + } + + public float GetDebuffValue(DebuffType type) + { + float total = 0f; + foreach (var d in _activeDebuffs) + if (d.Data.DebuffType == type) total += d.Data.Value; + return total; + } + + public void ClearAllDebuffs() + { + for (int i = _activeDebuffs.Count - 1; i >= 0; i--) + _activeDebuffs[i].OnRemove(); + _activeDebuffs.Clear(); + } +} diff --git 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assetBundleName: + assetBundleVariant: diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs new file mode 100644 index 0000000..288bb95 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class ChangeSizeColor : MonoBehaviour { + + public Gradient color; + public Color m_changeColor; + //[HideInInspector] + public GameObject m_obj; + Renderer[] m_rnds; + float color_Value; + bool isChangeColor = false; + public Image m_ColorHandler; + public Text m_intensityfactor; + float intensity = 2.0f; + + private void Update() + { + m_changeColor = color.Evaluate(color_Value); + m_ColorHandler.color = m_changeColor; + + if(isChangeColor && m_obj != null) + { + m_rnds = m_obj.GetComponentsInChildren(true); + + foreach(Renderer rend in m_rnds) + { + for (int i = 0; i < rend.materials.Length; i++) + { + rend.materials[i].SetColor("_TintColor", m_changeColor* intensity); + rend.materials[i].SetColor("_Color", m_changeColor* intensity); + rend.materials[i].SetColor("_RimColor", m_changeColor* intensity); + } + } + } + } + + public void ChangeEffectColor(float value) + { + color_Value = value; + } + + public void CheckIsColorChange(bool value) + { + isChangeColor = value; + } + + public void CheckColorState() + { + if (isChangeColor) + isChangeColor = false; + else + isChangeColor = true; + } + + public void GetIntensityFactor() + { + float m_intensity = float.Parse(m_intensityfactor.text.ToString()); + if (m_intensity > 0) + intensity = m_intensity; + else + intensity = 0; + + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta new file mode 100644 index 0000000..fb564e5 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7922d6fd03f084a4589b0e0bdfd866eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ChangeSizeColor.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs new file mode 100644 index 0000000..6eef351 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DelayActive : MonoBehaviour +{ + public GameObject[] m_activeObj; + public float m_delayTime; + float m_time; + + private void Start() + { + m_time = Time.time; + } + + // Update is called once per frame + void Update() + { + if (Time.time > m_time + m_delayTime) + for(int i = 0; i< m_activeObj.Length; i++) + if(m_activeObj[i] != null) + m_activeObj[i].SetActive(true); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta new file mode 100644 index 0000000..a4be8d2 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DelayActive.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0abfeb6d7faeeef489e7b8fa31a364fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/DelayActive.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs new file mode 100644 index 0000000..daf89ad --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DestroyObject : MonoBehaviour +{ + public float m_DestroytTime; + float m_Time; + + // Start is called before the first frame update + void Start() + { + m_Time = Time.time; + } + + // Update is called once per frame + void Update() + { + if (Time.time > m_Time + m_DestroytTime) + Destroy(gameObject); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta new file mode 100644 index 0000000..d5da66b --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 61fe273677430814fb90e92f252f7adb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/DestroyObject.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects.meta new file mode 100644 index 0000000..1575be3 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 30a3ce2579e790246893d8dcb25961e3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs new file mode 100644 index 0000000..ab3ddb8 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LookAtTarget : MonoBehaviour +{ + public Transform Target; + + // Update is called once per frame + void Update() + { + transform.LookAt(Target); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta new file mode 100644 index 0000000..3d98ced --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 428747b9c5a2b3f49b82899f59c5b89d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/LookAtTarget.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs new file mode 100644 index 0000000..756b5c3 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MultipleObjectsMake : _ObjectsMakeBase +{ + public float m_startDelay; + public int m_makeCount; + public float m_makeDelay; + public Vector3 m_randomPos; + public Vector3 m_randomRot; + public Vector3 m_randomScale; + public bool isObjectAttachToParent = true; + + float m_Time; + float m_Time2; + float m_delayTime; + float m_count; + float m_scalefactor; + + + void Start() + { + m_Time = m_Time2 = Time.time; + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor; //transform.parent.localScale.x; + } + + + void Update() + { + if (Time.time > m_Time + m_startDelay) + { + if (Time.time > m_Time2 + m_makeDelay && m_count < m_makeCount) + { + Vector3 m_pos = transform.position + GetRandomVector(m_randomPos)* m_scalefactor; + Quaternion m_rot = transform.rotation * Quaternion.Euler(GetRandomVector(m_randomRot)); + + + for (int i = 0; i < m_makeObjs.Length; i++) + { + GameObject m_obj = Instantiate(m_makeObjs[i], m_pos, m_rot); + Vector3 m_scale = (m_makeObjs[i].transform.localScale + GetRandomVector2(m_randomScale)); + if(isObjectAttachToParent) + m_obj.transform.parent = this.transform; + m_obj.transform.localScale = m_scale; + } + + m_Time2 = Time.time; + m_count++; + } + } + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta new file mode 100644 index 0000000..022cbe6 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 7994742634f09eb4a88499d7e511671d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/MultipleObjectsMake.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs new file mode 100644 index 0000000..63e849b --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectMove : MonoBehaviour +{ + public float time; + float m_time; + float m_time2; + public float MoveSpeed = 10; + public bool AbleHit; + public float HitDelay; + public GameObject m_hitObject; + GameObject m_makedObject; + public float MaxLength; + public float DestroyTime2; + float m_scalefactor; + + private void Start() + { + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor;//transform.parent.localScale.x; + m_time = Time.time; + m_time2 = Time.time; + } + + void LateUpdate() + { + if (Time.time > m_time + time) + Destroy(gameObject); + + transform.Translate(Vector3.forward * Time.deltaTime * MoveSpeed * m_scalefactor); + if(AbleHit) + { + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, MaxLength)) + { + if (Time.time > m_time2 + HitDelay) + { + m_time2 = Time.time; + HitObj(hit); + } + } + } + } + + void HitObj(RaycastHit hit) + { + m_makedObject = Instantiate(m_hitObject, hit.point, Quaternion.LookRotation(hit.normal)).gameObject; + Destroy(m_makedObject, DestroyTime2); + } + +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta new file mode 100644 index 0000000..7e7fd06 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: aaa5cb770ff50fd45be824531ff122e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMove.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs new file mode 100644 index 0000000..55a4ebb --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectMoveDestroy : MonoBehaviour +{ + public GameObject m_gameObjectMain; + public GameObject m_gameObjectTail; + GameObject m_makedObject; + public Transform m_hitObject; + public float maxLength; + public bool isDestroy; + public float ObjectDestroyTime; + public float TailDestroyTime; + public float HitObjectDestroyTime; + public float maxTime = 1; + public float MoveSpeed = 10; + public bool isCheckHitTag; + public string mtag; + public bool isShieldActive = false; + public bool isHitMake = true; + + float time; + bool ishit; + float m_scalefactor; + + private void Start() + { + m_scalefactor = VariousEffectsScene.m_gaph_scenesizefactor;//transform.parent.localScale.x; + time = Time.time; + } + + void LateUpdate() + { + transform.Translate(Vector3.forward * Time.deltaTime * MoveSpeed * m_scalefactor); + if (!ishit) + { + RaycastHit hit; + if (Physics.Raycast(transform.position, transform.forward, out hit, maxLength)) + HitObj(hit); + } + + if (isDestroy) + { + if (Time.time > time + ObjectDestroyTime) + { + MakeHitObject(transform); + Destroy(gameObject); + } + } + } + + void MakeHitObject(RaycastHit hit) + { + if (isHitMake == false) + return; + m_makedObject = Instantiate(m_hitObject, hit.point, Quaternion.LookRotation(hit.normal)).gameObject; + m_makedObject.transform.parent = transform.parent; + m_makedObject.transform.localScale = new Vector3(1, 1, 1); + } + + void MakeHitObject(Transform point) + { + if (isHitMake == false) + return; + m_makedObject = Instantiate(m_hitObject, point.transform.position, point.rotation).gameObject; + m_makedObject.transform.parent = transform.parent; + m_makedObject.transform.localScale = new Vector3(1, 1, 1); + } + + void HitObj(RaycastHit hit) + { + if (isCheckHitTag) + if (hit.transform.tag != mtag) + return; + ishit = true; + if(m_gameObjectTail) + m_gameObjectTail.transform.parent = null; + MakeHitObject(hit); + + if (isShieldActive) + { + ShieldActivate m_sc = hit.transform.GetComponent(); + if(m_sc) + m_sc.AddHitObject(hit.point); + } + + Destroy(this.gameObject); + Destroy(m_gameObjectTail, TailDestroyTime); + Destroy(m_makedObject, HitObjectDestroyTime); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta new file mode 100644 index 0000000..bd4f901 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 56e17d10c4e020147ae8b5e49a85fd67 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ObjectMoveDestroy.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs new file mode 100644 index 0000000..a620766 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class ShieldActivate : MonoBehaviour +{ + public float ImpactLife; + Vector4[] points; + Material m_material; + List Hitpoints; + MeshRenderer m_meshRenderer; + float time; + + void Start() + { + time = Time.time; + points = new Vector4[30]; + Hitpoints = new List(); + m_meshRenderer = GetComponent(); + m_material = m_meshRenderer.material; + } + + void Update() + { + //Set material ( based on Shader_IntegratedEffect ) point array + m_material.SetVectorArray("_Points", points); + + //Find available points + Hitpoints = Hitpoints + .Select(s => new Vector4(s.x, s.y, s.z, s.w + Time.deltaTime / ImpactLife)) + .Where(w => w.w <= 1).ToList(); + + //Fill empty point for list circle + if (Time.time > time + 0.1f) + { + time = Time.time; + AddEmpty(); + } + + //Set array + Hitpoints.ToArray().CopyTo(points, 0); + } + + public void AddHitObject(Vector3 position) + { + position -= transform.position; + position = position.normalized/2; + Hitpoints.Add(new Vector4(position.x, position.y, position.z, 0)); + } + + public void AddEmpty() + { + Hitpoints.Add(new Vector4(0, 0, 0, 0)); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta new file mode 100644 index 0000000..7c1d16b --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 0af683078061c2d4dabef0494034564f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/ShieldActivate.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs new file mode 100644 index 0000000..e7ef8a5 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class _ObjectsMakeBase : MonoBehaviour +{ + public GameObject[] m_makeObjs; + + public float GetRandomValue(float value) + { + return Random.Range(-value, value); + } + + public float GetRandomValue2(float value) + { + return Random.Range(0, value); + } + + public Vector3 GetRandomVector(Vector3 value) + { + Vector3 result; + result.x = GetRandomValue(value.x); + result.y = GetRandomValue(value.y); + result.z = GetRandomValue(value.z); + return result; + } + + public Vector3 GetRandomVector2(Vector3 value) + { + Vector3 result; + result.x = GetRandomValue2(value.x); + result.y = GetRandomValue2(value.y); + result.z = GetRandomValue2(value.z); + return result; + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta new file mode 100644 index 0000000..d6403d0 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 08e176ba4d4040f4bb39df40a8ee47ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ForEffects/_ObjectsMakeBase.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs new file mode 100644 index 0000000..d60d29b --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NewMaterialChange : MonoBehaviour +{ + public bool isParticleSystem; + public Material m_inputMaterial; + Material m_objectMaterial; + MeshRenderer m_meshRenderer; + ParticleSystemRenderer m_particleRenderer; + public float m_timeToReduce; + public float m_reduceFactor =0.0f; + float m_time; + float m_submitReduceFactor; + float m_cutOutFactor; + public float m_upFactor; + float upFactor; + bool isupfactor = true; + + void Awake() + { + if (isParticleSystem) + { + m_particleRenderer = gameObject.GetComponent(); + m_particleRenderer.material = m_inputMaterial; + m_objectMaterial = m_particleRenderer.material; + } + else + { + m_meshRenderer = gameObject.GetComponent(); + m_meshRenderer.material = m_inputMaterial; + m_objectMaterial = m_meshRenderer.material; + } + m_submitReduceFactor = 0.0f; + m_cutOutFactor = 1.0f; + } + + void LateUpdate() + { + m_time += Time.deltaTime; + if (m_time > m_timeToReduce) + { + m_cutOutFactor -= m_submitReduceFactor; + m_submitReduceFactor = Mathf.Lerp(m_submitReduceFactor, m_reduceFactor, Time.deltaTime / 50); + } + + m_cutOutFactor = Mathf.Clamp01(m_cutOutFactor); + if (m_cutOutFactor <= 0 && m_time > m_timeToReduce) + Destroy(gameObject); + m_objectMaterial.SetFloat("_MaskCutOut", m_cutOutFactor); + + if (m_upFactor != 0 && isupfactor != false) + { + upFactor += m_upFactor * Time.deltaTime; + upFactor = Mathf.Clamp01(upFactor); + m_objectMaterial.SetFloat("_MaskCutOut", upFactor); + if (upFactor >= 1) + isupfactor = false; + } + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta new file mode 100644 index 0000000..e7093bc --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: f875761d9a11f1b448dda0f9ee26e0f0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/NewMaterialChange.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs new file mode 100644 index 0000000..e6bd495 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ScaleFactorApplyToMaterial : MonoBehaviour +{ + ParticleSystemRenderer ps; + float value; + float m_scaleFactor; + float m_changedFactor; + + private void Awake() + { + ps = this.GetComponent(); + value = ps.material.GetFloat("_NoiseScale"); + m_scaleFactor = 1; + } + + void Update() + { + m_changedFactor = VariousEffectsScene.m_gaph_scenesizefactor; //Please change this in your actual project + + if(m_scaleFactor != m_changedFactor && m_changedFactor <= 1) + { + m_scaleFactor = m_changedFactor; + if (m_scaleFactor <= 0.5f) + ps.material.SetFloat("_NoiseScale", value * 0.25f); + else + ps.material.SetFloat("_NoiseScale", value * m_scaleFactor); + } + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta new file mode 100644 index 0000000..e1acedd --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 3de6923c0c6c4164193436b82af45485 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/ScaleFactorApplyToMaterial.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs new file mode 100644 index 0000000..dea047a --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs @@ -0,0 +1,98 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class VariousEffectsScene : MonoBehaviour { + + public Transform[] m_effects; + public GameObject scaleform; + public GameObject[] m_destroyObjects = new GameObject[30]; + public GameObject FriendlyEnemyObject; + GameObject gm; + public int inputLocation; + public Text m_scalefactor; + public static float m_gaph_scenesizefactor = 1; + public Text m_effectName; + int index = 0; + + void Awake() + { + inputLocation = 0; + m_effectName.text = m_effects[index].name.ToString(); + MakeObject(); + + } + + void Update () + { + InputKey(); + if (index < 70) + FriendlyEnemyObject.SetActive(false); + else + FriendlyEnemyObject.SetActive(true); + + } + + void InputKey() + { + if (Input.GetKeyDown(KeyCode.Z)) + { + if (index <= 0) + index = m_effects.Length - 1; + else + index--; + + MakeObject(); + } + + if (Input.GetKeyDown(KeyCode.X)) + { + if (index >= m_effects.Length-1) + index = 0; + else + index++; + + MakeObject(); + } + + if (Input.GetKeyDown(KeyCode.C)) + MakeObject(); + } + + void MakeObject() + { + DestroyGameObject(); + gm = Instantiate(m_effects[index], + m_effects[index].transform.position, + m_effects[index].transform.rotation).gameObject; + m_effectName.text = (index+1) +" : "+m_effects[index].name.ToString(); + scaleform.transform.position = gm.transform.position; + gm.transform.parent = scaleform.transform; + gm.transform.localScale = new Vector3(1,1,1); + float submit_scalefactor = m_gaph_scenesizefactor; + if (index < 70) + submit_scalefactor *= 0.5f; + gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); + m_destroyObjects[inputLocation] = gm; + inputLocation++; + } + + void DestroyGameObject() + { + for(int i = 0; i < inputLocation; i++) + { + Destroy(m_destroyObjects[i]); + } + inputLocation = 0; + } + + public void GetSizeFactor() + { + m_gaph_scenesizefactor = float.Parse(m_scalefactor.text.ToString()); + float submit_scalefactor = m_gaph_scenesizefactor; + if (index < 70) + submit_scalefactor *= 0.5f; + gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta new file mode 100644 index 0000000..b07ff3b --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 2e52beb180dd3474e9c353e1ad5103ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousEffectsScene.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs new file mode 100644 index 0000000..a7d8145 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections; + +public class VariousMouseOrbit : MonoBehaviour +{ + + Transform Target; + public Transform[] Targets; + int i = 0; + public float distance; + + public float xSpeed = 250.0f; + public float ySpeed = 120.0f; + + public float yMinLimit = -20.0f; + public float yMaxLimit = 80.0f; + + private float x = 0.0f; + private float y = 0.0f; + public float CameraDist = 10; + + // Use this for initialization + void Start() + { + Vector3 angles = transform.eulerAngles; + x = angles.x+50; + y = angles.y; + distance = 30; + Target = Targets[0]; + if (this.GetComponent() == true) + GetComponent().freezeRotation = true; + } + + // Update is called once per frame + void LateUpdate() + { + if(Input.GetKeyDown(KeyCode.V)) + { + if (i < Targets.Length-1) + i++; + else if (i >= Targets.Length-1) + i = 0; + Target = Targets[i]; + } + + + if (Input.GetKey(KeyCode.Mouse1)) + { + if (Target) + { + x += Input.GetAxis("Mouse X") * xSpeed * 0.02f; + y += Input.GetAxis("Mouse Y") * ySpeed * 0.05f; + + y = ClampAngle(y, yMinLimit, yMaxLimit); + + Quaternion rotation = Quaternion.Euler(y, x, 0); + Vector3 position = rotation * new Vector3(0, 0, -distance) + Target.position; + + transform.rotation = rotation; + transform.position = position; + distance = CameraDist; + + if (Input.GetKey(KeyCode.W)) + { + CameraDist -= Time.deltaTime * 20f; + CameraDist = Mathf.Clamp(CameraDist,2,80); + } + if (Input.GetKey(KeyCode.S)) + { + CameraDist += Time.deltaTime * 20f; + CameraDist = Mathf.Clamp(CameraDist, 2, 80); + } + } + } + } + + float ClampAngle(float ag, float min, float max) + { + if (ag < -360) + ag += 360; + if (ag > 360) + ag -= 360; + return Mathf.Clamp(ag, min, max); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta new file mode 100644 index 0000000..1414f86 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 97b9bd758e22b2a4b87e8b1077adfbe5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousMouseOrbit.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs new file mode 100644 index 0000000..c1f4eb4 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VariousRotateObject : MonoBehaviour { + + public Vector3 RotateOffset; + Vector3 RotateMulti; + public float m_delay; + float m_Time; + + void Awake() + { + m_Time = Time.time; + } + + // Update is called once per frame + void Update () + { + if (Time.time < m_Time + m_delay) + return; + RotateMulti = Vector3.Lerp(RotateMulti,RotateOffset,Time.deltaTime); + + transform.rotation *= Quaternion.Euler(RotateMulti); + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta new file mode 100644 index 0000000..ce63f0f --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: c60185437c0b10a459916383991063f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousRotateObject.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs new file mode 100644 index 0000000..c72b53c --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VariousTranslateMove : MonoBehaviour { + + public float m_power; + public float m_reduceTime; + public bool m_fowardMove; + public bool m_rightMove; + public bool m_upMove; + public float m_changedFactor; + float m_Time; + + void Start() + { + m_Time = Time.time; + } + + void Update () { + m_changedFactor = VariousEffectsScene.m_gaph_scenesizefactor; + + if (m_fowardMove) + transform.Translate(transform.forward * m_power * m_changedFactor * Time.deltaTime * 150); + if (m_rightMove) + transform.Translate(transform.right * m_power* m_changedFactor * Time.deltaTime * 150); + if (m_upMove) + transform.Translate(transform.up * m_power* m_changedFactor * Time.deltaTime * 150); + + //transform.LookAt(Vector3.zero); + + /*if (m_Time + m_reduceTime < Time.time && m_reduceTime != 0) + { + m_power -= Time.deltaTime; + m_power = Mathf.Clamp01(m_power); + }*/ + } +} diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta new file mode 100644 index 0000000..a6c4f37 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 8b7e4542b8b17544db0decd919ea64b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Scripts/VariousTranslateMove.cs + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects.meta new file mode 100644 index 0000000..43c6651 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 225874495cfe643468f2236ebd4b0a63 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader new file mode 100644 index 0000000..fb36eae --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader @@ -0,0 +1,183 @@ +Shader "GAPH Custom Shader/Shader_Decal"{ + Properties{ + [Header(Main Settings)] + [Space] + [HDR]_TintColor("TintColor",Color) = (1,1,1,1) + [Toggle(IS_USE_SECOND_TINTCOLOR)]_SecondTintColor("Is Use Second Tintcolor",int) = 0 + [HDR]_TintColor2("TintColor2",Color) = (1,1,1,1) + _MainTex("MainTexture",2D) = "white" {} + _ColorFactor("Color Factor", float) = 1 + [Toggle(IS_TEXTURE_ANIMATE)]_TextureAnimate("Is Texture Animate",int) = 0 + _TextureAnimateSpeed("Texture Animate Speed",float) = 1.0 + [Toggle(IS_NORMAL_DISTORTION)]_NormalDistortion("Is Normal Distortion",int) = 0 + _NormalTex("Normal Tex",2D) = "white"{} + _NormalDistortionFactor("Normal Distortion Factor",float) = 1.0 + [Toggle(IS_NORMAL_ANIMATE)]_NormalAnimate("Is Normal Animate",int) = 0 + _NormalAnimateSpeed("Normal Animate Speed",float) = 1.0 + [Toggle(IS_MASK_FADE)]_MaskFade("Is Mask Fade",int) = 0 + _MaskTex("Mask Tex",2D) = "white"{} + _MaskCutOut("Mask CutOut",Range(0,1)) = 1 + [Header(Render)] + [Space] + [Toggle]_ZWrite("ZWrite On/Off", int) = 0 + [Enum(Culling Off,0, Culling Front, 1, Culling Back, 2)]_Culling("Culling",float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc("BlendSrc", float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", float) = 1 + _ZTest1("_ZTest1", int) = 5 + } + + Category{ + Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} + Blend[_BlendSrc][_BlendDst] + Cull Front + ZTest[_ZTest1] + ZWrite Off + + + SubShader{ + Pass{ + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + + #pragma shader_feature IS_USE_SECOND_TINTCOLOR + #pragma shader_feature IS_MASK_FADE + #pragma shader_feature IS_TEXTURE_ANIMATE + #pragma shader_feature IS_NORMAL_ANIMATE + #pragma shader_feature IS_NORMAL_DISTORTION + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NormalTex; + sampler2D _MaskTex; + + sampler2D _CameraDepthTexture; + + float4 _MainTex_ST; + float4 _NormalTex_ST; + float4 _MaskTex_ST; + float4 _MainTex_NextFrame; + float _MaskCutOut; + + UNITY_INSTANCING_BUFFER_START(data) + UNITY_DEFINE_INSTANCED_PROP(float4x4, _InverseTransformMatrix) + #define _InverseTransformMatrix_arr data + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor) + #define _TintColor_arr data + #ifdef IS_USE_SECOND_TINTCOLOR + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor2) + #define _TintColor2_arr data + #endif + UNITY_DEFINE_INSTANCED_PROP(half, _NormalAnimateSpeed) + #define _NormalAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _TextureAnimateSpeed) + #define _TextureAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _NormalDistortionFactor) + #define _NormalDistortionFactor_arr data + UNITY_DEFINE_INSTANCED_PROP(half, _ColorFactor) + #define _ColorFactor_arr data + UNITY_INSTANCING_BUFFER_END(data) + + struct appdata_t { + float4 vertex : POSITION; + float4 normal : NORMAL; + half4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + half4 color : COLOR; + float4 screenUV : TEXCOORD0; + float3 ray : TEXCOODR1; + float2 texcoord : TEXCOORD2; + float2 texcoord2 : TEXCOORD3; + float2 texcoord3 : TEXCOORD4; + float3 normal : TEXCOORD5; + UNITY_FOG_COORDS(7) + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata_t v) + { + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.vertex = UnityObjectToClipPos(v.vertex); + o.color = v.color; + + o.ray = UnityObjectToViewPos(v.vertex) * float3(-1, -1, 1); + o.screenUV = ComputeScreenPos(o.vertex); + o.normal = UnityObjectToWorldNormal(o.vertex); + + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + half4 frag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + i.ray = i.ray* (_ProjectionParams.z / i.ray.z); + + float depth = Linear01Depth(tex2Dproj(_CameraDepthTexture,i.screenUV)); + float4 vpos = float4(i.ray * depth, 1); + float3 wpos = mul(unity_CameraToWorld, vpos).xyz; + float3 opos = mul(unity_WorldToObject, float4(wpos,1)).xyz; + float3 objAbs = abs(opos); + clip(0.5f - objAbs); + + + i.texcoord = saturate(opos.xz + 0.5) * _MainTex_ST.xy + _MainTex_ST.zw; + i.texcoord2 = saturate(opos.xz + 0.5) * _NormalTex_ST.xy + _NormalTex_ST.zw; + i.texcoord3 = saturate(opos.xz + 0.5) * _MaskTex_ST.xy + _MaskTex_ST.zw; + + + #ifdef IS_NORMAL_DISTORTION + half2 distort = UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 1.0f + (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed) * _Time / 20))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 1.0f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 20) + float2(0.5f, 0.15f))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 0.5f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 10) + float2(0.15f, 0.5f))).rg; + distort += UnpackNormal(tex2D(_NormalTex, i.texcoord2 * 0.5f - (UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)*_Time / 10) + float2(-0.5f, -0.15f))).rg; + i.texcoord.xy += distort.xy * UNITY_ACCESS_INSTANCED_PROP(_NormalDistortionFactor_arr, _NormalDistortionFactor); + #endif + + #ifdef IS_TEXTURE_ANIMATE + half4 tex = tex2D(_MainTex, i.texcoord.xy - (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10)); + tex *= tex2D(_MainTex, i.texcoord.xy - (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.texcoord.xy + (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.texcoord.xy + (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex + tex2) / 1.5f; + #else + half4 tex = tex2D(_MainTex, i.texcoord); + #endif + + #ifdef IS_MASK_FADE + half mask_a =pow( saturate(tex2D(_MaskTex, i.texcoord3) - (1-_MaskCutOut)),1.5f); + #else + half mask_a = tex.a * _MaskCutOut; + #endif + #ifdef IS_USE_SECOND_TINTCOLOR + half4 res = tex * UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2) * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor); + half alpha = res.a * i.color.a * mask_a * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor) * UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a; + #else + half4 res = tex * UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor) * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor); + half alpha = res.a * i.color.a * mask_a * UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor) * UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a; + #endif + res.a = alpha; + + if (dot(vpos, i.vertex) != 0) + return res; + else + return 0; + } + ENDCG + } + } + } +} \ No newline at end of file diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta new file mode 100644 index 0000000..917d5fc --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 416d9dd6e46c1c5408e8ed3f0d48c1bc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_Decal.shader + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader new file mode 100644 index 0000000..b45722a --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader @@ -0,0 +1,124 @@ +Shader "GAPH Custom Shader/Distortion Effect" { + Properties { + _TintColor ("Tint Color", Color) = (1,1,1,1) + _Mask ("Mask",2D) = "black"{} + _NormalMap ("Normalmap", 2D) = "bump" {} + _DistortFactor ("Distortion", Float) = 10 + _InvFade ("Soft Particles Factor", Range(0,10)) = 1.0 + } + + SubShader{ + GrabPass{ + "_GrabTexture" + } + + Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + Lighting Off + ZWrite Off + + Pass{ + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_particles + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord: TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : POSITION; + float4 uvgrab : TEXCOORD0; + float2 uvnormal : TEXCOORD1; + float2 uvmask : TEXCOORD2; + fixed4 color : COLOR; + #ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD3; + #endif + }; + + fixed4 _TintColor; + + sampler2D _Mask; + sampler2D _NormalMap; + sampler2D _GrabTexture; + + float _DistortFactor; + float _ColorFactor; + + float4 _NormalMap_ST; + float4 _Mask_ST; + float4 _GrabTexture_TexelSize; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeScreenPos (o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + o.color = v.color; + + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + + //Set uvgrab value + o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5; + o.uvgrab.zw = o.vertex.zw; + + o.uvnormal = TRANSFORM_TEX( v.texcoord, _NormalMap ); + o.uvmask = TRANSFORM_TEX(v.texcoord,_Mask); + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + sampler2D _CameraDepthTexture; + float _InvFade; + + half4 frag( v2f i ) : COLOR + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + float partZ = i.projPos.z; + float fade = saturate(_InvFade * (sceneZ - partZ)); + i.color.a *= fade; + #endif + + //Set normal tex + half2 normal = UnpackNormal(tex2D(_NormalMap, i.uvnormal)).rg; + //Set distort factor using normal, GrabTexture + half2 distortValue = normal * _DistortFactor * _GrabTexture_TexelSize.xy; + //Amplify distort offset factor if graphic API is DX11 or METAL. + //OpenGLCore or OpenGL don't need this + #if defined(SHADER_API_D3D11) || defined(SHADER_API_METAL) + distortValue *= 10; + #endif + //Add new distort data to original grab value + i.uvgrab.xy = (distortValue * i.uvgrab.z) + i.uvgrab.xy; + + //Sample GrabTexture using updated grab value + half4 distort = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); + half4 mask = tex2D(_Mask, i.uvmask); + + half4 res = distort; + //Compose all + res.a = _TintColor.a * i.color.a * mask.a; + UNITY_APPLY_FOG(i.fogCoord, res); + return res; + } + ENDCG + } + } +} \ No newline at end of file diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta new file mode 100644 index 0000000..d648623 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: d5fe0e4073f9dee4dbe96b37559868ea +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_DistortionEffect.shader + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader new file mode 100644 index 0000000..1f94107 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader @@ -0,0 +1,565 @@ +Shader "GAPH Custom Shader/Shader_IntegradedEffect" +{ + Properties { + [Header(Main)] + [Space] + [HDR]_TintColor("Color",Color) = (1,1,1,1) + [Toggle(IS_USE_SECOND_COLOR)]_SecondColor("Is use second color",int) = 0 + [HDR]_TintColor2("Color2",Color) = (1,1,1,1) + _MainTex ("Main Tex", 2D) = "white" {} + _ColorFactor("Color Factor", float) = 1 + [Toggle(IS_TEXTURE_ANIMATE)]_TextureAnimate("Is Texture Animate",int) = 0 + _TextureAnimateSpeed("Texture Animate Speed",float) = 1.0 + _TextureAnimateStyle("Texture Animate Style", Range(0,2)) = 1 + [Toggle(IS_TEXTURE_ANIMATE_ADVANCED)]_TextureAnimateAdvanced("Is Texture Animate Advanced",int) = 0 //Need to check 'Is Texture Animate' + _MaxIndex("Texture Mix Count",int) = 2 + [Toggle(IS_TEXTURE_BLEND)]_TextureBlend("Is Texture Blend",int) = 0 + [Toggle(IS_UNITY_PARTICLE_INSTANCING_ENABLED)]_ParticleInstancing("Is Unity Paticle Instancing Enable",int) = 0 + [Toggle(IS_ALL_TEXTURE_STRAIGHT_MOVE)]_MixedMove("Is All Texture Straight Move",int) = 0 + _TexPosMove("xPosMove", Range(-1,1)) = 0 + [Toggle(IS_USE_ROTATE_UV)]_IsRotateAngle("Is Rotate Angle", int) = 0 + _RotateAngle("RotateAngle", Range(-1,1)) = 0 + [Header(Soft Particle)] + [Space] + [Toggle(IS_SOFT_PARTICLES)]_SoftParticle("Is Soft Particles",int) = 1 + _InvFade("Soft Particle Factor",float) = 1 + [Header(Normal)] + [Space] + [Toggle(IS_NORMAL_DISTORTION)]_NormalDistortion("Is Normal Distortion",int) = 0 + _NormalTex("Normal Tex",2D) = "white"{} + _NormalDistortionFactor("Normal Distortion Factor",float) = 1.0 + [Toggle(IS_NORMAL_ANIMATE)]_NormalAnimate("Is Normal Animate",int) = 0 + _NormalAnimateSpeed("Normal Animate Speed",float) = 1.0 + [Toggle(IS_TEXTURE_NOISE)]_TextureNoise("Is Texture Noise", int)= 0 + _NoiseNormal("Noise Normal",2D) = "white"{} + _NoiseNormalFactor("NoiseNormalFactor",float) = 1.0 + [Header(Mask Fade)] + [Space] + [Toggle(IS_MASK_FADE)]_MaskFade("Is Mask Fade",int) = 0 + [Toggle(IS_USE_TEXANIMATION)]_UseTexAnimation("Is UseTexAnimation",int) = 0 + _FixedMaskTex("Fixed Mask Tex",2D) = "white"{} + _MaskTex("Mask Tex",2D) = "white"{} + _MaskOffsetFactor("Mask Offset Factor",float) = 1.0 + _MaskDistortion("Mask Distortion Tex",2D) = "white"{} + _MaskAnimatedSpeed("_MaskAnimatedSpeed",float) = 1.0 + _MaskCutOut("Mask CutOut",Range(0,1)) = 1 + [Header(Render)] + [Space] + [Toggle]_ZWrite("ZWrite On/Off", int) = 0 + [Enum(Culling Off,0, Culling Front, 1, Culling Back, 2)]_Culling("Culling",float) = 2 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendSrc("BlendSrc", float) = 1 + [Enum(UnityEngine.Rendering.BlendMode)]_BlendDst("BlendDst", float) = 1 + _ZTest2("_ZTest2", int) = 2 + [Header(VertexAnimation)] + [Space] + [Toggle(IS_VERTEXANIMATION)]_VertexAnimation("Is Vertex Animation", int) = 0 + _NoiseTex("Vertex Animation Noise Map",2D) = "black"{} + _NoiseValue("Noise Value", Vector) = (1,1,1,0) + _NoiseScale("Noise Scale", float) = 1 + [Header(RimLight)] + [Space] + [Toggle(IS_RIMLIGHT)]_RimLight("Is Rim Light",int) = 0 + [HDR]_RimColor("RimColor",Color) = (1,1,1,1) + _RimScale("Rim Light Power",float) = 1 + _RimStrength("Rim Light Strength",float) = 1 + [Header(Impact)] + [Space] + [Toggle(IS_IMPACT)]_Impact("Is Impact",int) = 0 + _ImpactSize("Impact Size",float) = 0.5 + _ImpactFactor("Impact Factor",float) = 1 + [Header(Texcoord)] + [Space] + [Toggle(IS_TEXCOORD_MOVE)]_TexcoordMove("Is Texcoord Move",int) = 0 + _xTexcoordMove("xTexcoordMove", Range(-1,1)) = 0 + _yTexcoordMove("yTexcoordMove", Range(-1,1)) = 0 + _TexcoordMoveStrength("TexcoordMoveStrength",float) = 0 + [Toggle(IS_TEXCOORD_MOVE_USING_CUSTOM)]_TexcoordMoveUsingCustom("Is Texcoord Move Using Custom",int) = 0 + [Header(LinePass)] + [Space] + [Toggle(IS_LINEPASS)]_LinePass("Is LinePass", int) = 0 + _TexLength("TexLength",Range(0,1)) = 1.0 + _LinePassTex("LinePassTex", 2D) = "white" {} + + + } + Category{ + Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } + Blend[_BlendSrc][_BlendDst] + Cull [_Culling] + ZWrite[_ZWrite] + Lighting Off + ZTest[_ZTest2] + + SubShader { + Pass{ + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma multi_compile_fog + #pragma multi_compile_instancing + + #pragma shader_feature IS_SOFT_PARTICLES + #pragma shader_feature IS_USE_SECOND_COLOR + #pragma shader_feature IS_NORMAL_DISTORTION + #pragma shader_feature IS_TEXCOORD_MOVE_USING_CUSTOM + #pragma shader_feature IS_TEXTURE_NOISE + #pragma shader_feature IS_MASK_FADE + #pragma shader_feature IS_TEXTURE_BLEND + #pragma shader_feature IS_TEXTURE_ANIMATE + #pragma shader_feature IS_TEXTURE_ANIMATE_ADVANCED + #pragma shader_feature IS_ALL_TEXTURE_STRAIGHT_MOVE + #pragma shader_feature IS_TEXCOORD_MOVE + #pragma shader_feature IS_NORMAL_ANIMATE + #pragma shader_feature IS_VERTEXANIMATION + #pragma shader_feature IS_RIMLIGHT + #pragma shader_feature IS_IMPACT + #pragma shader_feature UNITY_PARTICLE_INSTANCING_ENABLED + #pragma shader_feature IS_LINEPASS + #pragma shader_feature IS_USE_TEXANIMATION + #pragma shader_feature IS_USE_ROTATE_UV + + #include "UnityCG.cginc" + #include "UnityStandardParticleInstancing.cginc" + + sampler2D _MainTex; + half4 _MainTex_ST; + sampler2D _CameraDepthTexture; + + #ifdef IS_TEXTURE_ANIMATE_ADVANCED + int _MaxIndex; + #endif + + #ifdef IS_NORMAL_DISTORTION + sampler2D _NormalTex; + half4 _NormalTex_ST; + half _NormalDistortionFactor; + #endif + + #ifdef IS_TEXTURE_NOISE + sampler2D _NoiseNormal; + half4 _NoiseNormal_ST; + half _NoiseNormalFactor; + #endif + + #ifdef IS_MASK_FADE + sampler2D _FixedMaskTex; + half4 _FixedMaskTex_ST; + sampler2D _MaskTex; + half4 _MaskTex_ST; + half _MaskOffsetFactor; + sampler2D _MaskDistortion; + half4 _MaskDistortion_ST; + #endif + half _MaskCutOut; + + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half _TexPosMove; + #endif + + #ifdef IS_VERTEXANIMATION + sampler2D _NoiseTex; + half4 _NoiseTex_ST; + half _NoiseScale; + #endif + + #ifdef IS_RIMLIGHT + half _RimScale; + half _RimStrength; + #endif + + #ifdef IS_IMPACT + half _ImpactSize; + half _ImpactFactor; + int _PointSize; + fixed4 _Points[30]; + #endif + + #ifdef IS_TEXCOORD_MOVE + half _xTexcoordMove; + half _yTexcoordMove; + half _TexcoordMoveStrength; + #endif + + #ifdef IS_LINEPASS + sampler2D _LinePassTex; + half4 _LinePassTex_ST; + half _TexLength; + half _TexLength2; + #endif + + #ifdef IS_USE_ROTATE_UV + half _RotateAngle; + #endif + + + UNITY_INSTANCING_BUFFER_START(data) + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor) + #define _TintColor_arr data + #ifdef IS_USE_SECOND_COLOR + UNITY_DEFINE_INSTANCED_PROP(half4, _TintColor2) + #define _TintColor2_arr data + #endif + UNITY_DEFINE_INSTANCED_PROP(half, _ColorFactor) + #define _ColorFactor_arr data + #ifdef IS_RIMLIGHT + UNITY_DEFINE_INSTANCED_PROP(half4,_RimColor) + #define _RimColor_arr data + #endif + #ifdef IS_VERTEXANIMATION + UNITY_DEFINE_INSTANCED_PROP(half4,_NoiseValue) + #define _NoiseValue_arr data + #endif + #ifdef IS_TEXTURE_ANIMATE + UNITY_DEFINE_INSTANCED_PROP(half, _TextureAnimateSpeed) + #define _TextureAnimateSpeed_arr data + UNITY_DEFINE_INSTANCED_PROP(int, _TextureAnimateStyle) + #define _TextureAnimateStyle_arr data + #endif + #ifdef IS_NORMAL_ANIMATE + UNITY_DEFINE_INSTANCED_PROP(half, _NormalAnimateSpeed) + #define _NormalAnimateSpeed_arr data + #endif + #ifdef IS_MASK_FADE + UNITY_DEFINE_INSTANCED_PROP(half,_MaskAnimatedSpeed) + #define _MaskAnimatedSpeed_arr data + #endif + UNITY_INSTANCING_BUFFER_END(data) + + half _InvFade; + + struct appdata_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + half4 color : COLOR; + #ifdef IS_TEXTURE_BLEND + half4 texcoord : TEXCOORD0; + half texcoordBlend : TEXCOORD1; + #else + half4 texcoord : TEXCOORD0; + #ifdef IS_TEXCOORD_MOVE_USING_CUSTOM + half2 texcoord2 : TEXCOORD1; + #endif + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + half4 color : COLOR; + half2 maintex : TEXCOORD0; + #ifdef IS_TEXTURE_BLEND + half3 maintexBlend : TEXCOORD1; + #endif + #ifdef IS_NORMAL_DISTORTION + half2 normaltex : TEXCOORD2; + #endif + #ifdef IS_MASK_FADE + half2 fixedmasktex : TEXCOORD3; + half2 masktex : TEXCOORD4; + half2 masknormaltex: TEXCOORD5; + #endif + #ifdef IS_TEXTURE_NOISE + half2 noisetex : TEXCOORD6; + #endif + #ifdef SOFTPARTICLES_ON + half4 projPos : TEXCOORD7; + #endif + UNITY_FOG_COORDS(8) + #ifdef IS_RIMLIGHT + half3 viewDir : TEXCOORD9; + half3 normal : TEXCOORD10; + #endif + #ifdef IS_IMPACT + float3 worldPos : TEXCOORD11; + #endif + #ifdef IS_LINEPASS + float2 linepasscoord : TEXCOORD12; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert (appdata_t i) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(i); + UNITY_INITIALIZE_OUTPUT(v2f, o); + UNITY_TRANSFER_INSTANCE_ID(i, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + #ifdef IS_VERTEXANIMATION + float4 Noise = mul(UNITY_MATRIX_M, i.vertex) * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue) * float4(0.1f, 0.1f, 1.5f, 1); + //Set noiseTex with normal tex using time & scale info. time is for animate vertex + float4 NoiseTex = tex2Dlod(_NoiseTex, Noise + float4(float3(_Time.x / 2, _Time.y / 2, _Time.z * 2) * _NoiseScale * 10, 0)); + //NoiseTex *= tex2Dlod(_NoiseTex, Noise - float4(float3(_Time.x / 2, _Time.y / 2, _Time.z * 2) * _NoiseScale * 10, 0)); + i.vertex = i.vertex * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).w + + //Add changed noise info with normal value to original object vertex. + (saturate(NoiseTex) - 0.5f) * ( + //Additionally trigonometric value to original object vertex. + sin((i.vertex.x + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + + cos((i.vertex.y + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + + sin((i.vertex.z + _Time * UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).x)* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).y) + )* UNITY_ACCESS_INSTANCED_PROP(_NoiseValue_arr, _NoiseValue).z*_NoiseScale * 10; + #endif + + o.vertex = UnityObjectToClipPos(i.vertex); + + half4 originaltex = i.texcoord; + + #ifdef IS_TEXCOORD_MOVE + #ifdef IS_TEXCOORD_MOVE_USING_CUSTOM + i.texcoord.y += i.texcoord2.y; + #else + i.texcoord.x += _Time * _xTexcoordMove * _TexcoordMoveStrength; + i.texcoord.y += _Time * _yTexcoordMove * _TexcoordMoveStrength; + #endif + #endif + + #ifdef IS_UNITY_PARTICLE_INSTANCING_ENABLED //GPU Rendering + #ifdef IS_TEXTURE_BLEND + vertInstancingUVs(i.texcoord.xy, o.maintex, o.,maintexBlend); + #else + vertInstancingUVs(i.texcoord, o.maintex); + o.maintex = TRANSFORM_TEX(o.texcoord, _MainTex); + #endif + #else + #ifdef IS_TEXTURE_BLEND + o.maintex = i.texcoord.xy; + o.maintexBlend.xy = i.texcoord.zw; + o.maintexBlend.z = i.texcoordBlend; + #else + o.maintex = TRANSFORM_TEX(i.texcoord, _MainTex); + #endif + #endif + + #ifdef IS_NORMAL_DISTORTION + o.normaltex = TRANSFORM_TEX(i.texcoord, _NormalTex); + #endif + #ifdef IS_MASK_FADE + half4 masktexcoord; + #ifdef IS_USE_TEXANIMATION + masktexcoord = i.texcoord; + #else + masktexcoord = originaltex; + #endif + o.fixedmasktex = TRANSFORM_TEX(masktexcoord, _FixedMaskTex); + o.masktex = TRANSFORM_TEX(masktexcoord, _MaskTex); + o.masknormaltex = TRANSFORM_TEX(masktexcoord, _MaskDistortion); + #endif + #ifdef IS_TEXTURE_NOISE + o.noisetex = TRANSFORM_TEX(i.texcoord, _NoiseNormal); + #endif + + #ifdef IS_SOFTPARTICLES + #ifdef SOFTPARTICLES_ON + o.projPos = ComputeNonStereoScreenPos(o.vertex); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + #endif + + #ifdef IS_RIMLIGHT + o.viewDir = WorldSpaceViewDir(i.vertex); + o.normal = UnityObjectToWorldNormal(i.vertex); + #endif + + #ifdef IS_IMPACT + o.worldPos = i.vertex; + #endif + + #ifdef IS_LINEPASS + half4 originaltexcoord = i.texcoord; + float length = i.texcoord.z; + length = lerp(1.0f, 3.0f, length); + i.texcoord.x *= length; + + float length2 = i.texcoord.w * _TexLength * 2; + length2 = lerp(1, 0, length2); + + i.texcoord.x -= length2; + + i.texcoord.x = clamp(i.texcoord.x, 0, 1); + i.texcoord.y = clamp(i.texcoord.y, 0, 1); + + o.linepasscoord = TRANSFORM_TEX(i.texcoord, _LinePassTex); + i.texcoord = originaltexcoord; + #endif + + #ifdef IS_USE_ROTATE_UV + float2 center = float2(0.5, 0.5); + float cosA = cos(_RotateAngle); + float sinA = sin(_RotateAngle); + float2x2 rt = float2x2(cosA, -sinA, sinA, cosA); + + //main_tex uv + float2 uv = o.maintex - center; + o.maintex = mul(rt, uv); + o.maintex += uv; + #endif + + o.color = i.color; + + UNITY_TRANSFER_FOG(o, o.vertex); + return o; + } + + half4 frag(v2f i): SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + #ifdef IS_SOFTPARTICLES + half sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); + half partZ = i.projPos.z; + half fade = saturate(_InvFade * (sceneZ - partZ)); + i.color.a *= fade; + #endif + + #ifdef IS_TEXTURE_NOISE + half2 noiseTex = tex2D(_NoiseNormal, i.noisetex); + half2 offset = (noiseTex * 2 - 1) * _NoiseNormalFactor; + i.maintex.xy += offset; + #endif + + #ifdef IS_NORMAL_DISTORTION + #ifdef IS_NORMAL_ANIMATE + //Mixed Distort Move + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex +(float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)) * _Time / 10)*_TexPosMove)).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex +((float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) + float2(0.5f, 0.15f))*_TexPosMove)).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex +((float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) + float2(0.15f, 0.5f))*_TexPosMove)).rg; + #else + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex - (float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed)) * _Time / 10))).rg; + distort *= UnpackNormal(tex2D(_NormalTex, i.normaltex + (float(UNITY_ACCESS_INSTANCED_PROP(_NormalAnimateSpeed_arr, _NormalAnimateSpeed))*_Time / 10) - float2(-0.25f, -0.15f))).rg; + #endif + #else + half2 distort = UnpackNormal(tex2D(_NormalTex, i.normaltex)).rg; + #endif + #ifdef IS_TEXTURE_BLEND + i.maintex.xy += distort.xy* _NormalDistortionFactor; + i.maintexBlend.xy += distort.xy* _NormalDistortionFactor; + #else + i.maintex.xy += distort.xy* _NormalDistortionFactor; + #endif + #endif + + #ifdef IS_TEXTURE_ANIMATE + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half4 tex = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)*_TexPosMove); + tex *= tex2D(_MainTex, i.maintex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f))*_TexPosMove); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(-0.5f, 0.5f))*_TexPosMove) * 2.5f; + tex = (tex) / 1.5f; + #else + #ifdef IS_TEXTURE_ANIMATE_ADVANCED + half4 tex = half4(1, 1, 1, 1); + half reversefactor = -1; + + for (uint j = 1; j < uint(_MaxIndex); j++) { + half movefactor = ( uint(j) / _MaxIndex); + half timefactor; + + reversefactor *= -1; + timefactor = (_Time.x + movefactor) *reversefactor; + tex *= tex2D(_MainTex, i.maintex + movefactor + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed))) * float2(timefactor, 0) ); + tex *= tex2D(_MainTex, i.maintex + movefactor + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed))) * float2(0, timefactor)); + } + tex = saturate(pow(tex, 1.0f/_MaxIndex)); + #else + half4 tex = half4(0, 0, 0, 0); + if (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateStyle_arr, _TextureAnimateStyle) == 0) + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex *= tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex + tex2) / 1.5f; + } + else if (UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateStyle_arr, _TextureAnimateStyle) == 1) + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex *= tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(-0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10)); + tex2 *= tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex *= tex2 * 3.5f; + } + else + { + tex = tex2D(_MainTex, i.maintex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.25f, -0.25f)); + half4 tex2 = tex2D(_MainTex, i.maintex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_TextureAnimateSpeed_arr, _TextureAnimateSpeed)) * _Time / 10) + float2(0.15f, -0.15f)); + tex = (tex * tex2)*1.25f + (tex + tex2)*0.5f; + } + #endif + #endif + #else + half4 tex = tex2D(_MainTex, i.maintex); + #ifdef IS_TEXTURE_BLEND + half4 tex2 = tex2D(_MainTex, i.maintexBlend.xy); + tex = lerp(tex, tex2, i.maintexBlend.z); + #endif + #endif + + #ifdef IS_MASK_FADE + half fixed_mask = tex2D(_FixedMaskTex, i.fixedmasktex); + #ifdef IS_ALL_TEXTURE_STRAIGHT_MOVE + half2 mask_noise = tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 5) + float2(0.25f, 0.25f))*_TexPosMove); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 4) - float2(0.25f, 0.25f))*_TexPosMove); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + ((float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed))* _Time / 20) - float2(0.25f, 0.25f))*_TexPosMove); + half2 mask_offset = mask_noise * _MaskOffsetFactor; + #else + half2 mask_noise = tex2D(_MaskDistortion, i.masknormaltex.xy - (float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 10) + float2(0.25f, 0.25f)); + mask_noise *= tex2D(_MaskDistortion, i.masknormaltex.xy + (float(UNITY_ACCESS_INSTANCED_PROP(_MaskAnimatedSpeed_arr, _MaskAnimatedSpeed)) * _Time / 10) - float2(0.5f, 0.5f)); + half2 mask_offset = mask_noise * _MaskOffsetFactor; + #endif + i.masktex.xy += mask_offset; + #ifdef IS_USE_SECOND_COLOR + half mask_a = saturate(tex2D(_MaskTex, i.masktex) - (1- saturate(i.color.a*_MaskCutOut))) * fixed_mask * (float(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a)); + #else + half mask_a = saturate(tex2D(_MaskTex, i.masktex) - (1 - saturate(i.color.a*_MaskCutOut))) * fixed_mask * (float(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a)); + #endif + #else + #ifdef IS_USE_SECOND_COLOR + half mask_a = tex.a *_MaskCutOut * i.color.a * float(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).a); + #else + half mask_a = tex.a *_MaskCutOut * i.color.a * float(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).a); + #endif + #endif + + #ifdef IS_USE_SECOND_COLOR + half4 res = tex * float4(i.color.rgb, 1) * float4(UNITY_ACCESS_INSTANCED_PROP(_TintColor2_arr, _TintColor2).rgb, 1) * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + #else + half4 res = tex * float4(i.color.rgb,1) * float4(UNITY_ACCESS_INSTANCED_PROP(_TintColor_arr, _TintColor).rgb,1) * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + #endif + half alpha = mask_a * float(UNITY_ACCESS_INSTANCED_PROP(_ColorFactor_arr, _ColorFactor)); + res.a = saturate(pow(alpha, 2.0f)); + + #ifdef IS_RIMLIGHT + half rim = 1.0 - saturate(dot(normalize(i.viewDir), i.normal)); + res.rgb += float3(UNITY_ACCESS_INSTANCED_PROP(_RimColor_arr, _RimColor).rgb * pow(rim, _RimScale) * _RimStrength); + #endif + + #ifdef IS_IMPACT + float3 objPos =i.worldPos; + float Impact_alpha = 0.0f; + for (unsigned int index = 0; index < _Points.Length; ++index) + { + float Impact = pow(saturate(frac(1.0 - saturate((_Points[index].w*_ImpactSize) - distance(_Points[index].xyz, objPos.xyz))))*saturate(1.0 - _Points[index].w),2); + Impact_alpha += Impact * _ImpactFactor; + Impact_alpha = pow(Impact_alpha, 1.1f); + } + + res.a += Impact_alpha * 5.0f; + #endif + + #ifdef IS_LINEPASS + half4 linepasstex = tex2D(_LinePassTex, i.linepasscoord.xy); + return res *= linepasstex; + #endif + UNITY_APPLY_FOG_COLOR(i.fogCoord, res, half4(0, 0, 0, 0)); + return res; + } + ENDCG + } + } + } +} \ No newline at end of file diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta new file mode 100644 index 0000000..582d184 --- /dev/null +++ b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 1d58a8e283100ea4f8435e923e54553e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 171146 + packageName: 100 Special Skills Effects Pack + packageVersion: 26.2 + assetPath: Assets/SpecialSkillsEffectsPack/Shader_ForEffects/Shader_IntegratedEffect.shader + uploadId: 865912 diff --git a/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Textures.meta b/Assets/06_Skills/VFX/SpecialSkillsEffectsPack/Textures.meta 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assetPath: Assets/Zyncope/prefabs/magic circle/zyn_pfab_magiccircle_wind_loop.prefab + uploadId: 829394 diff --git a/Assets/06_Skills/VFX/Zyncope/scripts.meta b/Assets/06_Skills/VFX/Zyncope/scripts.meta new file mode 100644 index 0000000..0ed78f7 --- /dev/null +++ b/Assets/06_Skills/VFX/Zyncope/scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: df088627f4bb69b4a98692aed57b6521 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/06_Skills/VFX/Zyncope/scripts/MagicCircleManager.cs b/Assets/06_Skills/VFX/Zyncope/scripts/MagicCircleManager.cs new file mode 100644 index 0000000..f6f1be4 --- /dev/null +++ b/Assets/06_Skills/VFX/Zyncope/scripts/MagicCircleManager.cs @@ -0,0 +1,90 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace ZyncopeVFXMagicCircleManager +{ + public class MagicCircleManager : MonoBehaviour + { + [HideInInspector] public Transform vfxDisplayLoc1, vfxDisplayLoc2; + + [HideInInspector] public List magicCircleInstant = new List(); + [HideInInspector] public List magicCircleLooping = new List(); + + List sceneMagicCircleInstant = new List(); + List sceneMagicCircleLooping = new List(); + int currentVFX = 0; + //[HideInInspector] public Text currentVFXName; + public bool autoplayVFX; + float repeatVal = 7; + + + + void Start() + { + for (int x = 0; x < magicCircleInstant.Count; x++) + { + GameObject vfxObject1 = Instantiate(magicCircleInstant[x], vfxDisplayLoc1); + vfxObject1.SetActive(false); + sceneMagicCircleInstant.Add(vfxObject1); + + + GameObject vfxObject2 = Instantiate(magicCircleLooping[x], vfxDisplayLoc2); + vfxObject2.SetActive(false); + sceneMagicCircleLooping.Add(vfxObject2); + } + DisplayCurrentVFXName(); + PlayVFXAgain(); + if (autoplayVFX) + { + InvokeRepeating("NextVFX", repeatVal, repeatVal); + } + } + + public void NextVFX() + { + HideVFX(); + currentVFX += 1; + if (currentVFX >= magicCircleInstant.Count) + currentVFX = 0; + DisplayVFX(); + DisplayCurrentVFXName(); + } + + public void PreviousVFX() + { + HideVFX(); + currentVFX -= 1; + if (currentVFX < 0) + currentVFX = magicCircleInstant.Count - 1; + DisplayVFX(); + DisplayCurrentVFXName(); + } + + public void PlayVFXAgain() + { + HideVFX(); + DisplayVFX(); + } + + void HideVFX() + { + sceneMagicCircleInstant[currentVFX].SetActive(false); + sceneMagicCircleLooping[currentVFX].SetActive(false); + } + + void DisplayVFX() + { + sceneMagicCircleInstant[currentVFX].SetActive(true); + sceneMagicCircleLooping[currentVFX].SetActive(true); + } + + void DisplayCurrentVFXName() + { + string[] displayNameSplit = sceneMagicCircleInstant[currentVFX].name.Split("_"); + string removeUnused = displayNameSplit[3].Replace("(Clone)", ""); + string capitalizedString = char.ToUpper(removeUnused[0]) + removeUnused.Substring(1) + " Magic Circle"; + string displayVFXName = capitalizedString; + //currentVFXName.text = displayVFXName; + } + } +} \ No newline at end of file diff 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