Updated project to unity 5, finalized terrain generation

This commit is contained in:
2015-05-08 11:09:28 +03:00
parent 76527c2619
commit b1a8da324d
748 changed files with 20345 additions and 1571 deletions

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 /*
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
Simple flycam I made, since I couldn't find any others made public.
Made simple to use (drag and drop, done) for regular keyboard layout
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
var mainSpeed : float = 100.0; //regular speed
var shiftAdd : float = 250.0; //multiplied by how long shift is held. Basically running
var maxShift : float = 1000.0; //Maximum speed when holdin gshift
var camSens : float = 0.25; //How sensitive it with mouse
private var lastMouse = Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
private var totalRun : float = 1.0;
function Update () {
lastMouse = Input.mousePosition - lastMouse ;
lastMouse = Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
lastMouse = Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
transform.eulerAngles = lastMouse;
lastMouse = Input.mousePosition;
//Mouse camera angle done.
//Keyboard commands
var f : float = 0.0;
var p = GetBaseInput();
if (Input.GetKey (KeyCode.LeftShift)){
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
}
else{
totalRun = Mathf.Clamp(totalRun * 0.5, 1, 1000);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
f = transform.position.y;
transform.Translate(p);
transform.position.y = f;
}
else{
transform.Translate( p);
}
}
private function GetBaseInput() : Vector3 { //returns the basic values, if it's 0 than it's not active.
var p_Velocity : Vector3;
if (Input.GetKey (KeyCode.W)){
p_Velocity += Vector3(0, 0 , 1);
}
if (Input.GetKey (KeyCode.S)){
p_Velocity += Vector3(0, 0 , -1);
}
if (Input.GetKey (KeyCode.A)){
p_Velocity += Vector3(-1, 0 , 0);
}
if (Input.GetKey (KeyCode.D)){
p_Velocity += Vector3(1, 0 , 0);
}
return p_Velocity;
}

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@ -1,32 +1,32 @@
using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
public class WaterBasic : MonoBehaviour
{
void Update()
{
Renderer r = GetComponent<Renderer>();
if (!r)
{
return;
}
Material mat = r.sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
float t = Time.time / 20.0f;
Vector4 offset4 = waveSpeed * (t * waveScale);
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
mat.SetVector("_WaveOffset", offsetClamped);
}
}
using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
public class WaterBasic : MonoBehaviour
{
void Update()
{
Renderer r = GetComponent<Renderer>();
if (!r)
{
return;
}
Material mat = r.sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
float t = Time.time / 20.0f;
Vector4 offset4 = waveSpeed * (t * waveScale);
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
mat.SetVector("_WaveOffset", offsetClamped);
}
}
}