2026-04-08 스킬시스템 진행중, 폴더구조 변경등

This commit is contained in:
2026-04-08 05:36:01 +09:00
parent 0844a07902
commit 4eca51b885
1334 changed files with 61947 additions and 14859 deletions

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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<Renderer>(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;
}
}

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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);
}
}

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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);
}
}

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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);
}
}

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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++;
}
}
}
}

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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);
}
}

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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<ShieldActivate>();
if(m_sc)
m_sc.AddHitObject(hit.point);
}
Destroy(this.gameObject);
Destroy(m_gameObjectTail, TailDestroyTime);
Destroy(m_makedObject, HitObjectDestroyTime);
}
}

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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<Vector4> Hitpoints;
MeshRenderer m_meshRenderer;
float time;
void Start()
{
time = Time.time;
points = new Vector4[30];
Hitpoints = new List<Vector4>();
m_meshRenderer = GetComponent<MeshRenderer>();
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));
}
}

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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;
}
}

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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<ParticleSystemRenderer>();
m_particleRenderer.material = m_inputMaterial;
m_objectMaterial = m_particleRenderer.material;
}
else
{
m_meshRenderer = gameObject.GetComponent<MeshRenderer>();
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;
}
}
}

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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<ParticleSystemRenderer>();
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);
}
}
}

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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);
}
}

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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<Rigidbody>() == true)
GetComponent<Rigidbody>().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);
}
}

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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);
}
}

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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);
}*/
}
}

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