2026-04-08 스킬시스템 진행중, 폴더구조 변경등
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class NewMaterialChange : MonoBehaviour
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{
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public bool isParticleSystem;
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public Material m_inputMaterial;
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Material m_objectMaterial;
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MeshRenderer m_meshRenderer;
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ParticleSystemRenderer m_particleRenderer;
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public float m_timeToReduce;
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public float m_reduceFactor =0.0f;
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float m_time;
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float m_submitReduceFactor;
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float m_cutOutFactor;
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public float m_upFactor;
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float upFactor;
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bool isupfactor = true;
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void Awake()
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{
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if (isParticleSystem)
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{
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m_particleRenderer = gameObject.GetComponent<ParticleSystemRenderer>();
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m_particleRenderer.material = m_inputMaterial;
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m_objectMaterial = m_particleRenderer.material;
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}
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else
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{
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m_meshRenderer = gameObject.GetComponent<MeshRenderer>();
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m_meshRenderer.material = m_inputMaterial;
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m_objectMaterial = m_meshRenderer.material;
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}
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m_submitReduceFactor = 0.0f;
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m_cutOutFactor = 1.0f;
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}
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void LateUpdate()
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{
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m_time += Time.deltaTime;
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if (m_time > m_timeToReduce)
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{
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m_cutOutFactor -= m_submitReduceFactor;
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m_submitReduceFactor = Mathf.Lerp(m_submitReduceFactor, m_reduceFactor, Time.deltaTime / 50);
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}
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m_cutOutFactor = Mathf.Clamp01(m_cutOutFactor);
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if (m_cutOutFactor <= 0 && m_time > m_timeToReduce)
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Destroy(gameObject);
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m_objectMaterial.SetFloat("_MaskCutOut", m_cutOutFactor);
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if (m_upFactor != 0 && isupfactor != false)
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{
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upFactor += m_upFactor * Time.deltaTime;
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upFactor = Mathf.Clamp01(upFactor);
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m_objectMaterial.SetFloat("_MaskCutOut", upFactor);
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if (upFactor >= 1)
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isupfactor = false;
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}
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}
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}
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