유나 드래곤폼 추가중

This commit is contained in:
2026-07-17 18:09:45 +09:00
parent 0a319f5906
commit d835ddb21e
3981 changed files with 217056 additions and 0 deletions

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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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