Work on architecture. A lot of refractoring. Updated to unity 5.
This commit is contained in:
parent
c51c5abbb1
commit
c71b8ddd3e
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@ -19,7 +19,7 @@
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@ -47,12 +47,13 @@
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<Compile Include="Assets\Standard Assets\Environment\Water (Basic)\Scripts\WaterBasic.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
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<Reference Include="UnityEngine.UI">
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<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
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<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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@ -19,7 +19,7 @@
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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@ -47,12 +47,13 @@
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<ItemGroup>
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<Compile Include="Assets\Standard Assets\Water (Basic)\Sources\Scripts\WaterSimple.cs" />
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<Compile Include="Assets\Standard Assets\Environment\Water (Basic)\Scripts\WaterBasic.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
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<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
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<Reference Include="UnityEngine.UI">
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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@ -19,7 +19,7 @@
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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<NoWarn>0169</NoWarn>
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@ -48,7 +48,6 @@
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<ItemGroup>
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<Compile Include="Assets\Scripts\Business\BiomeManager.cs" />
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<Compile Include="Assets\Scripts\Business\ConfigurationManager.cs" />
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@ -63,15 +62,18 @@
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<Compile Include="Assets\Scripts\Utils\XmlHelper.cs" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
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<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
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<Reference Include="UnityEngine.UI">
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@ -19,7 +19,7 @@
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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@ -48,7 +48,6 @@
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<Compile Include="Assets\Scripts\Business\ConfigurationManager.cs" />
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<Compile Include="Assets\Scripts\Generator\MapImageRenderer.cs" />
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<Compile Include="Assets\Scripts\Generator\TerrainGenerator.cs" />
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<Compile Include="Assets\Scripts\InitializeScript.cs" />
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<Compile Include="Assets\Scripts\Model\Biome.cs" />
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@ -63,12 +62,15 @@
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<Compile Include="Assets\Scripts\Utils\Logger.cs" />
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<Compile Include="Assets\Scripts\Utils\RandomExtensions.cs" />
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<Compile Include="Assets\Scripts\Utils\Range.cs" />
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<Compile Include="Assets\Scripts\Utils\Task.cs" />
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@ -19,7 +19,7 @@
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<DebugType>full</DebugType>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE;UNITY_4_6_1;UNITY_4_6;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_UNITYEVENTS;ENABLE_NEW_HIERARCHY ;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_TERRAIN;ENABLE_SUBSTANCE;ENABLE_GENERICS;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_4_6_FEATURES;INCLUDE_WP_BLUE_SUPPORT;ENABLE_WEBCAM;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN</DefineConstants>
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||||
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||||
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@ -49,11 +49,12 @@
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@ -19,7 +19,7 @@
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||||
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||||
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||||
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||||
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||||
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\CharacterMotor.js" />
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
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<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\PlatformInputController.js" />
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<None Include="Assets\Data\Config\tergen.xml" />
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<None Include="Assets\Data\Biomes\Mountain\Mountain.xml" />
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<None Include="Assets\Standard Assets\Environment\Water (Basic)\Shaders\FXWaterBasic.shader" />
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<None Include="Assets\Data\Biomes\Grassland\Grassland.xml" />
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<Reference Include="UnityEngine.UI">
|
||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
|
||||
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<biome>
|
||||
<name>Grassland</name>
|
||||
<heightRange min="0" max="1" />
|
||||
<heightRange min="0" max="10" />
|
||||
<moisture min=".1" max=".5"/>
|
||||
<vegetationDensity min=".2" max=".5" />
|
||||
</biome>
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<biome>
|
||||
<name>Mountain</name>
|
||||
<heightRange min="0" max="10" />
|
||||
<heightRange min="0" max="500" />
|
||||
<moisture min=".1" max=".3"/>
|
||||
<vegetationDensity min=".5" max=".9" />
|
||||
</biome>
|
|
@ -0,0 +1,6 @@
|
|||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<terrgenConfig>
|
||||
<noiseOctaves>8</noiseOctaves>
|
||||
<noiseNonLinearPower>2</noiseNonLinearPower>
|
||||
<elevationScale>10</elevationScale>
|
||||
</terrgenConfig>
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1eca86e155e8dfc48b71dded971f7d2c
|
||||
timeCreated: 1425647036
|
||||
licenseType: Free
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Binary file not shown.
|
@ -11,7 +11,7 @@ namespace TransportGame.Business
|
|||
{
|
||||
public static class BiomeManager
|
||||
{
|
||||
private static Dictionary<string, Biome> biomes = new Dictionary<string, Biome>();
|
||||
private static List<Biome> biomes = new List<Biome>();
|
||||
|
||||
/// <summary>
|
||||
/// Gets all the loaded biomes
|
||||
|
@ -20,7 +20,7 @@ namespace TransportGame.Business
|
|||
{
|
||||
get
|
||||
{
|
||||
return biomes.Values;
|
||||
return biomes;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace TransportGame.Business
|
|||
var biome = (Biome)serializer.Deserialize(stream);
|
||||
|
||||
// Add it to biome list
|
||||
biomes.Add(file, biome);
|
||||
biomes.Add(biome);
|
||||
Logger.Info("Loaded biome '{0}' from file '{1}'.", biome.Name, file);
|
||||
}
|
||||
catch (Exception ex)
|
||||
|
|
|
@ -1,8 +1,11 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
using Assets.Scripts.Model.Config;
|
||||
using TransportGame.Utils;
|
||||
|
||||
namespace TransportGame.Business
|
||||
{
|
||||
|
@ -11,10 +14,14 @@ namespace TransportGame.Business
|
|||
public static readonly string BiomeDirectory = "Assets\\Data\\Biomes";
|
||||
public static readonly string ConfigurationDirectory = "Assets\\Data\\Config";
|
||||
|
||||
public static readonly string TerrGenConfigFile = "tergen.xml";
|
||||
|
||||
public static TerrainGeneratorConfig TerrGenConfig { get; private set; }
|
||||
|
||||
public static void LoadConfiguration()
|
||||
{
|
||||
// Load terrgen config
|
||||
TerrGenConfig = XmlHelper.Deserialize<TerrainGeneratorConfig>(Path.Combine(ConfigurationDirectory, TerrGenConfigFile));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,155 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TransportGame.Generators
|
||||
{
|
||||
public static class MapImageRenderer
|
||||
{
|
||||
[Flags]
|
||||
public enum Layers
|
||||
{
|
||||
None = 0,
|
||||
Elevation = 1,
|
||||
Grid = 2,
|
||||
Centers = 4,
|
||||
All = Elevation | Grid | Centers
|
||||
};
|
||||
|
||||
private const int Scale = 20;
|
||||
|
||||
/// <summary>
|
||||
/// Renders a map to a file
|
||||
/// </summary>
|
||||
/// <param name="file"></param>
|
||||
/// <param name="map"></param>
|
||||
/// <param name="layers"></param>
|
||||
//public static void Render(this Map map, string file, Layers layers = Layers.All)
|
||||
//{
|
||||
// // Create texture on which to draw
|
||||
// Texture2D texture = new Texture2D(
|
||||
// map.Width * Scale,
|
||||
// map.Height * Scale,
|
||||
// TextureFormat.RGB24,
|
||||
// false);
|
||||
|
||||
// // First layer - cells
|
||||
// DrawCells(texture, map, (layers & Layers.Elevation) > 0, (layers & Layers.Centers) > 0);
|
||||
|
||||
// // Second layer - grid
|
||||
// if ((layers & Layers.Grid) > 0)
|
||||
// DrawGrid(texture, map);
|
||||
|
||||
// // Write to file
|
||||
// File.WriteAllBytes(file + ".png", texture.EncodeToPNG());
|
||||
//}
|
||||
|
||||
//private static void DrawCells(Texture2D texture, Map map, bool elevation, bool centers)
|
||||
//{
|
||||
// for (int x = 0; x < map.Width; x++)
|
||||
// for (int y = 0; y < map.Height; y++)
|
||||
// {
|
||||
// // Calculate scaled corners
|
||||
// Vector2 c00 = new Vector2(
|
||||
// map[x, y].Corner00.Pos.x * Scale,
|
||||
// map[x, y].Corner00.Pos.y * Scale);
|
||||
// Vector2 c01 = new Vector2(
|
||||
// map[x, y].Corner01.Pos.x * Scale,
|
||||
// map[x, y].Corner01.Pos.y * Scale);
|
||||
// Vector2 c10 = new Vector2(
|
||||
// map[x, y].Corner10.Pos.x * Scale,
|
||||
// map[x, y].Corner10.Pos.y * Scale);
|
||||
// Vector2 c11 = new Vector2(
|
||||
// map[x, y].Corner11.Pos.x * Scale,
|
||||
// map[x, y].Corner11.Pos.y * Scale);
|
||||
|
||||
// // Calculate color
|
||||
// Color c = ColorHelper.FromArgb(0x555500);
|
||||
|
||||
// // Water - always blue
|
||||
// if (map.IsWater(x, y))
|
||||
// c = Color.blue;
|
||||
|
||||
// // Map type is elevation map - get elevation color
|
||||
// else if (elevation)
|
||||
// c = GetCollorOfTerrain(map[x, y].Elevation);
|
||||
|
||||
// // Draw polygon
|
||||
// texture.FillPolygon(c, c00, c01, c11, c10);
|
||||
|
||||
// // Draw center
|
||||
// if (centers)
|
||||
// texture.DrawPoint(Color.red,
|
||||
// Convert.ToInt32(map[x, y].Center.x * Scale),
|
||||
// Convert.ToInt32(map[x, y].Center.y * Scale),
|
||||
// 2);
|
||||
// }
|
||||
//}
|
||||
|
||||
//private static void DrawGrid(Texture2D texture, Map map)
|
||||
//{
|
||||
// for (int x = 0; x < map.Width + 1; x++)
|
||||
// for (int y = 0; y < map.Height + 1; y++)
|
||||
// {
|
||||
// Corner c0 = map.Corner(x, y);
|
||||
// Vector2 c0pos = new Vector2(c0.Pos.x * Scale, c0.Pos.y * Scale);
|
||||
|
||||
// // Draw edges
|
||||
// if (x > 0)
|
||||
// {
|
||||
// Corner c1 = map.Corner(x - 1, y);
|
||||
// Vector2 c1pos = new Vector2(c1.Pos.x * Scale, c1.Pos.y * Scale);
|
||||
// texture.DrawLine(Color.white, c0pos, c1pos);
|
||||
// }
|
||||
// if (y > 0)
|
||||
// {
|
||||
// Corner c1 = map.Corner(x, y - 1);
|
||||
// Vector2 c1pos = new Vector2(c1.Pos.x * Scale, c1.Pos.y * Scale);
|
||||
// texture.DrawLine(Color.white, c0pos, c1pos);
|
||||
// }
|
||||
|
||||
// // Draw corner
|
||||
// texture.DrawPoint(Color.white, c0pos, 2);
|
||||
// }
|
||||
//}
|
||||
|
||||
private static Color GetCollorOfTerrain(float height)
|
||||
{
|
||||
Color color1, color2;
|
||||
float alpha;
|
||||
|
||||
if (height < 10f)
|
||||
{
|
||||
color1 = ColorHelper.FromArgb(0x00ffa2);
|
||||
color2 = ColorHelper.FromArgb(0xFCD628);
|
||||
alpha = height / 10f;
|
||||
}
|
||||
|
||||
else if (height < 25f)
|
||||
{
|
||||
color1 = ColorHelper.FromArgb(0xFCD628);
|
||||
color2 = ColorHelper.FromArgb(0x9C6713);
|
||||
alpha = (height - 10f) / 15f;
|
||||
}
|
||||
|
||||
else if (height < 50f)
|
||||
{
|
||||
color1 = ColorHelper.FromArgb(0xaaaaaa);
|
||||
color2 = ColorHelper.FromArgb(0xffffff);
|
||||
alpha = (height - 25f) / 25f;
|
||||
}
|
||||
else
|
||||
{
|
||||
color1 = color2 = Color.white;
|
||||
alpha = 1;
|
||||
}
|
||||
|
||||
return Color.Lerp(color1, color2, alpha);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -20,6 +20,10 @@ namespace TransportGame.Generator
|
|||
public TerrainGenerator()
|
||||
{
|
||||
Noise = new PerlinNoiseGenerator();
|
||||
|
||||
if (ConfigurationManager.TerrGenConfig == null)
|
||||
throw new Exception("WTF?");
|
||||
|
||||
Noise.Octaves = ConfigurationManager.TerrGenConfig.NoiseOctaves;
|
||||
Noise.NonLinearPower = ConfigurationManager.TerrGenConfig.NoiseNonLinearPower;
|
||||
Noise.Scale = ConfigurationManager.TerrGenConfig.ElevationScale;
|
||||
|
@ -32,6 +36,7 @@ namespace TransportGame.Generator
|
|||
|
||||
// Pick a random biome
|
||||
map.Biome = PickBiome();
|
||||
Logger.Info("Picked biome: {0}", map.Biome.Name);
|
||||
|
||||
// Generate elevation
|
||||
GenerateElevation(map);
|
||||
|
@ -40,6 +45,7 @@ namespace TransportGame.Generator
|
|||
float waterAmount = random.NextSingle(map.Biome.Moisture.Minimum, map.Biome.Moisture.Maximum);
|
||||
map.WaterLevel = Mathf.Pow(waterAmount, 3) * (map.Biome.HeightRange.Maximum - map.Biome.HeightRange.Minimum) + map.Biome.HeightRange.Minimum;
|
||||
|
||||
DumpData(map);
|
||||
return map;
|
||||
}
|
||||
|
||||
|
@ -57,5 +63,22 @@ namespace TransportGame.Generator
|
|||
for (int y = 0; y < map.Height; ++y)
|
||||
map[x, y] = Noise.Generate(x, y, map.Biome.HeightRange.Minimum, map.Biome.HeightRange.Maximum);
|
||||
}
|
||||
|
||||
private void DumpData(Map map)
|
||||
{
|
||||
StringBuilder builder = new StringBuilder();
|
||||
|
||||
for (int x = 0; x < map.Width; ++x)
|
||||
{
|
||||
for (int y = 0; y < map.Height; ++y)
|
||||
{
|
||||
builder.Append(map[x, y]);
|
||||
builder.Append(';');
|
||||
}
|
||||
builder.AppendLine();
|
||||
}
|
||||
|
||||
Logger.Info("Generated map: \n{0}", builder.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,109 +1,28 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using TransportGame.Utils;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Generators;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using TransportGame.Business;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
public class InitializeScript : MonoBehaviour
|
||||
{
|
||||
public Material TerrainMaterial;
|
||||
public int TerrainWidth = 256, TerrainHeight = 256;
|
||||
|
||||
private Map map;
|
||||
|
||||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
StartCoroutine(GenerateMap());
|
||||
}
|
||||
{
|
||||
// Load configuration
|
||||
Logger.Info("Loading configuration...");
|
||||
ConfigurationManager.LoadConfiguration();
|
||||
Logger.Info("Finished loading configuration.");
|
||||
|
||||
private IEnumerator GenerateMap()
|
||||
{
|
||||
// Load biomes
|
||||
Logger.Info("Loading biomes...");
|
||||
BiomeManager.LoadBiomes();
|
||||
Logger.Info("Finished loading biomes.");
|
||||
|
||||
// Generate map in the other thread
|
||||
Thread thread = new Thread(GenerateMapThread);
|
||||
thread.Start();
|
||||
|
||||
while (thread.ThreadState == ThreadState.Running)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
thread.Join();
|
||||
|
||||
// map.Render(@"C:\Users\Tiberiu\Desktop\img");
|
||||
|
||||
// Log - Generate mesh
|
||||
yield return null;
|
||||
Debug.Log("Generating mesh...");
|
||||
|
||||
var heights = new float[map.Width, map.Height];
|
||||
for (int x = 0; x < map.Width; x++)
|
||||
for (int y = 0; y < map.Height; y++)
|
||||
heights[x, y] = map[y, x] / 50f;
|
||||
|
||||
// Generate mesh using terraindata
|
||||
TerrainData terrainData = new TerrainData();
|
||||
terrainData.heightmapResolution = map.Width;
|
||||
terrainData.size = new Vector3(map.Width * MapMeshGenerator.Scale, 50.0f * MapMeshGenerator.Strength, map.Height * MapMeshGenerator.Scale);
|
||||
//terrainData.baseMapResolution = 1024;
|
||||
//terrainData.alphamapResolution = 512;
|
||||
terrainData.SetDetailResolution(1024, 8);
|
||||
terrainData.SetHeights(0, 0, heights);
|
||||
terrainData.name = "Le terrain data";
|
||||
|
||||
GameObject terrainObj = Terrain.CreateTerrainGameObject(terrainData);
|
||||
terrainObj.name = "Le Terrain";
|
||||
Terrain t1 = terrainObj.GetComponent<Terrain>();
|
||||
t1.heightmapPixelError = 1;
|
||||
|
||||
MapMeshGenerator meshGen = new MapMeshGenerator(map);
|
||||
//for (int x = 0; x < meshGen.ChunksWidth; x++)
|
||||
// for (int y = 0; y < meshGen.ChunksHeight; y++)
|
||||
// {
|
||||
// CreateGameObjectFromMesh(string.Format("chunk_{0}_{1}", x, y), meshGen[x, y], TerrainMaterial);
|
||||
// yield return null;
|
||||
// }
|
||||
|
||||
// Generate water
|
||||
GameObject water = GameObject.Find("Water");
|
||||
MeshFilter waterFilter = water.GetComponent<MeshFilter>();
|
||||
waterFilter.mesh = meshGen.Water;
|
||||
yield return null;
|
||||
|
||||
Debug.Log("Finished generating map.");
|
||||
yield return null;
|
||||
}
|
||||
|
||||
private void CreateGameObjectFromMesh(string name, Mesh mesh, Material material)
|
||||
{
|
||||
GameObject gameObject = new GameObject(name);
|
||||
|
||||
// Add mesh filter component
|
||||
MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
// Add mesh render component
|
||||
MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshRenderer.material = material;
|
||||
}
|
||||
|
||||
private void GenerateMapThread()
|
||||
{
|
||||
MapGenerator mapGen = new MapGenerator();
|
||||
map = mapGen.Generate(TerrainWidth, TerrainHeight);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c1e1bcc13284685449456c96db1d1754
|
||||
timeCreated: 1425647800
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: -100
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -9,11 +9,13 @@ namespace Assets.Scripts.Model.Config
|
|||
[XmlRoot("terrgenConfig")]
|
||||
public class TerrainGeneratorConfig
|
||||
{
|
||||
[XmlElement("noiseOctaves")]
|
||||
public int NoiseOctaves { get; set; }
|
||||
|
||||
[XmlElement("noiseNonLinearPower")]
|
||||
public float NoiseNonLinearPower { get; set; }
|
||||
|
||||
[XmlElement("elevationScale")]
|
||||
public float ElevationScale { get; set; }
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,6 +20,17 @@ namespace TransportGame.Model
|
|||
/// </summary>
|
||||
public Biome Biome { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the heights array
|
||||
/// </summary>
|
||||
public float[,] Heights
|
||||
{
|
||||
get
|
||||
{
|
||||
return grid;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the map
|
||||
/// </summary>
|
||||
|
|
|
@ -1,15 +1,87 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class TerrainGeneratorScript : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using TransportGame.Utils;
|
||||
using System.Threading;
|
||||
using TransportGame.Generator;
|
||||
using TransportGame.Model;
|
||||
using TransportGame.Business;
|
||||
|
||||
public class TerrainGeneratorScript : MonoBehaviour
|
||||
{
|
||||
private Map map = null;
|
||||
|
||||
public int TerrainWidth = 256;
|
||||
public int TerrainHeight = 256;
|
||||
public GameObject WaterObject;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(GenerateMap());
|
||||
}
|
||||
|
||||
private void GenerateMapThread()
|
||||
{
|
||||
TerrainGenerator generator = new TerrainGenerator();
|
||||
map = generator.Generate(TerrainWidth, TerrainHeight);
|
||||
}
|
||||
|
||||
private Mesh GenerateWater()
|
||||
{
|
||||
Mesh water = new Mesh();
|
||||
water.name = "water";
|
||||
water.vertices = new[] {
|
||||
new Vector3(0, map.WaterLevel, 0),
|
||||
new Vector3(0, map.WaterLevel, map.Height),
|
||||
new Vector3(map.Width, map.WaterLevel, 0),
|
||||
new Vector3(map.Width, map.WaterLevel, map.Height)
|
||||
};
|
||||
water.triangles = new[] { 0, 1, 2, 2, 1, 3 };
|
||||
water.uv = new[] {
|
||||
new Vector2(0, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, 1)
|
||||
};
|
||||
water.RecalculateNormals();
|
||||
|
||||
return water;
|
||||
}
|
||||
|
||||
private IEnumerator GenerateMap()
|
||||
{
|
||||
// Wait for the map generation thread
|
||||
foreach (var i in Task.RunAsync(GenerateMapThread))
|
||||
yield return i;
|
||||
|
||||
// Generate terrain data
|
||||
TerrainData terrainData = new TerrainData();
|
||||
terrainData.heightmapResolution = Mathf.Max(map.Height, map.Width);
|
||||
terrainData.size = new Vector3(map.Width, map.Biome.HeightRange.Maximum, map.Height);
|
||||
terrainData.SetDetailResolution(1024, 8);
|
||||
terrainData.SetHeights(0, 0, map.Heights);
|
||||
terrainData.name = "Generated Terrain Data";
|
||||
yield return null;
|
||||
|
||||
// Create terrain object
|
||||
GameObject terrain = Terrain.CreateTerrainGameObject(terrainData);
|
||||
terrain.name = "Generated Terrain";
|
||||
yield return null;
|
||||
|
||||
Terrain terrainComp = terrain.GetComponent<Terrain>();
|
||||
terrainComp.heightmapPixelError = 1;
|
||||
yield return null;
|
||||
|
||||
// Set water
|
||||
if (WaterObject != null)
|
||||
{
|
||||
MeshFilter waterMesh = WaterObject.GetComponent<MeshFilter>();
|
||||
waterMesh.mesh = GenerateWater();
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,7 +8,7 @@ namespace TransportGame.Utils
|
|||
{
|
||||
public static class Logger
|
||||
{
|
||||
private static StreamWriter logFile;
|
||||
private static string logFile = null;
|
||||
|
||||
public enum Level
|
||||
{
|
||||
|
@ -23,28 +23,40 @@ namespace TransportGame.Utils
|
|||
// Open log file if not opened
|
||||
if (logFile == null)
|
||||
{
|
||||
logFile = new StreamWriter(String.Format("Logs\\{0}.log", DateTime.Now.Ticks));
|
||||
// Create logs folder
|
||||
if (!Directory.Exists("Logs"))
|
||||
Directory.CreateDirectory("Logs");
|
||||
|
||||
// Create log file
|
||||
logFile = String.Format("Logs\\{0}.log", DateTime.Now.Ticks);
|
||||
}
|
||||
|
||||
// Log to file
|
||||
logFile.Write("[{0}] ", Enum.GetName(typeof(Level), level));
|
||||
logFile.Write(DateTime.Now.ToLongTimeString());
|
||||
logFile.WriteLine(": " + format, args);
|
||||
|
||||
// Log to unity
|
||||
switch (level)
|
||||
lock (logFile)
|
||||
{
|
||||
case Level.Warning:
|
||||
UnityEngine.Debug.LogWarning(String.Format(format, args));
|
||||
break;
|
||||
using (var writer = new StreamWriter(logFile, true))
|
||||
{
|
||||
// Log to file
|
||||
writer.Write("[{0}] ", Enum.GetName(typeof(Level), level));
|
||||
writer.Write(DateTime.Now.ToString("%HH:%mm:%ss.%FFF"));
|
||||
writer.WriteLine(": " + format, args);
|
||||
writer.Close();
|
||||
}
|
||||
|
||||
case Level.Error:
|
||||
UnityEngine.Debug.LogError(String.Format(format, args));
|
||||
break;
|
||||
// Log to unity
|
||||
switch (level)
|
||||
{
|
||||
case Level.Warning:
|
||||
UnityEngine.Debug.LogWarning(String.Format(format, args));
|
||||
break;
|
||||
|
||||
case Level.Critical:
|
||||
UnityEngine.Debug.LogError(String.Format(format, args));
|
||||
break;
|
||||
case Level.Error:
|
||||
UnityEngine.Debug.LogError(String.Format(format, args));
|
||||
break;
|
||||
|
||||
case Level.Critical:
|
||||
UnityEngine.Debug.LogError(String.Format(format, args));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,56 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class Task
|
||||
{
|
||||
private class TaskInfo
|
||||
{
|
||||
public Action Action { get; set; }
|
||||
public bool? Success { get; set; }
|
||||
public Exception ThrownException { get; set; }
|
||||
}
|
||||
|
||||
private static void RunAsync_ActionThread(object info)
|
||||
{
|
||||
TaskInfo taskInfo = (TaskInfo)info;
|
||||
|
||||
try
|
||||
{
|
||||
taskInfo.Action();
|
||||
taskInfo.Success = true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
taskInfo.ThrownException = ex;
|
||||
taskInfo.Success = false;
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable RunAsync(Action action)
|
||||
{
|
||||
// Set up task info object
|
||||
TaskInfo taskInfo = new TaskInfo();
|
||||
taskInfo.Action = action;
|
||||
|
||||
// Start thread and wait
|
||||
var thread = new Thread(RunAsync_ActionThread);
|
||||
thread.Start(taskInfo);
|
||||
|
||||
// Wait for thread to finish
|
||||
while (thread.ThreadState == ThreadState.Running)
|
||||
yield return null;
|
||||
|
||||
thread.Join();
|
||||
|
||||
// Rethrow exception
|
||||
if (taskInfo.Success.HasValue && !taskInfo.Success.Value)
|
||||
throw new Exception("Task failed", taskInfo.ThrownException);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,8 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d89d584776261fe4b81720b3615755bb
|
||||
guid: e07530e47d7019b418499d12a7c29f35
|
||||
timeCreated: 1425923206
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,25 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Xml.Serialization;
|
||||
|
||||
namespace TransportGame.Utils
|
||||
{
|
||||
public static class XmlHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Deserializes a file
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type to deserialize</typeparam>
|
||||
/// <param name="filename">File name</param>
|
||||
/// <returns>Deserialized object</returns>
|
||||
public static T Deserialize<T>(string filename)
|
||||
{
|
||||
XmlSerializer serializer = new XmlSerializer(typeof(T));
|
||||
var stream = new StreamReader(filename);
|
||||
return (T)serializer.Deserialize(stream);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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guid: a4d12846fa3e22f4fbd829e42582d6a9
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|
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MonoImporter:
|
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|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,9 @@
|
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fileFormatVersion: 2
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guid: 6ca8c4e270f964e0da9f731d7d34b123
|
||||
folderAsset: yes
|
||||
timeCreated: 1425647314
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
|
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guid: 79fb6bd0250f9ff4981c5bb779ec9cbf
|
||||
folderAsset: yes
|
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timeCreated: 1425647540
|
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|
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,9 @@
|
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fileFormatVersion: 2
|
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guid: 60e04b4d96370c54caa0ef878f17eb35
|
||||
folderAsset: yes
|
||||
timeCreated: 1425647540
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,188 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
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|
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|
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m_PrefabParentObject: {fileID: 0}
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|
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|
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|
@ -0,0 +1,32 @@
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|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets.Water
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class WaterBasic : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
Renderer r = GetComponent<Renderer>();
|
||||
if (!r)
|
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{
|
||||
return;
|
||||
}
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||||
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|
||||
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);
|
||||
}
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}
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}
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|
@ -0,0 +1,88 @@
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|||
Shader "FX/Water (Basic)" {
|
||||
Properties {
|
||||
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
|
||||
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
|
||||
[NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
|
||||
[NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { }
|
||||
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform float4 _horizonColor;
|
||||
|
||||
uniform float4 WaveSpeed;
|
||||
uniform float _WaveScale;
|
||||
uniform float4 _WaveOffset;
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 bumpuv[2] : TEXCOORD0;
|
||||
float3 viewDir : TEXCOORD2;
|
||||
UNITY_FOG_COORDS(3)
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
float4 s;
|
||||
|
||||
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
|
||||
|
||||
// scroll bump waves
|
||||
float4 temp;
|
||||
float4 wpos = mul (_Object2World, v.vertex);
|
||||
temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset;
|
||||
o.bumpuv[0] = temp.xy * float2(.4, .45);
|
||||
o.bumpuv[1] = temp.wz;
|
||||
|
||||
// object space view direction
|
||||
o.viewDir.xzy = normalize( WorldSpaceViewDir(v.vertex) );
|
||||
|
||||
UNITY_TRANSFER_FOG(o,o.pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
|
||||
Subshader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _ColorControl;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
|
||||
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
|
||||
half3 bump = (bump1 + bump2) * 0.5;
|
||||
|
||||
half fresnel = dot( i.viewDir, bump );
|
||||
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
|
||||
|
||||
half4 col;
|
||||
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
|
||||
col.a = _horizonColor.a;
|
||||
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
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||||
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|
|
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|
@ -1,32 +0,0 @@
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|||
using UnityEngine;
|
||||
|
||||
// Sets up transformation matrices to scale&scroll water waves
|
||||
// for the case where graphics card does not support vertex programs.
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class WaterSimple : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
if( !GetComponent<Renderer>() )
|
||||
return;
|
||||
Material mat = GetComponent<Renderer>().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 );
|
||||
|
||||
Vector3 scale = new Vector3( 1.0f/waveScale, 1.0f/waveScale, 1 );
|
||||
Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
|
||||
mat.SetMatrix( "_WaveMatrix", scrollMatrix );
|
||||
|
||||
scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale * 0.45f );
|
||||
mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
|
||||
}
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||||
}
|
|
@ -1,5 +0,0 @@
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fileFormatVersion: 2
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folderAsset: yes
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||||
DefaultImporter:
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||||
userData:
|
|
@ -1,140 +0,0 @@
|
|||
Shader "FX/Water (simple)" {
|
||||
Properties {
|
||||
_horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0)
|
||||
_WaveScale ("Wave scale", Range (0.02,0.15)) = .07
|
||||
_ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { }
|
||||
_ColorControlCube ("Reflective color cube (RGB) fresnel (A) ", Cube) = "" { TexGen CubeReflect }
|
||||
_BumpMap ("Waves Normalmap ", 2D) = "" { }
|
||||
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
|
||||
_MainTex ("Fallback texture", 2D) = "" { }
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
// -----------------------------------------------------------
|
||||
// This section is included in all program sections below
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
uniform float4 _horizonColor;
|
||||
|
||||
uniform float4 WaveSpeed;
|
||||
uniform float _WaveScale;
|
||||
uniform float4 _WaveOffset;
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 bumpuv[2] : TEXCOORD0;
|
||||
float3 viewDir : TEXCOORD2;
|
||||
};
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
float4 s;
|
||||
|
||||
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
|
||||
|
||||
// scroll bump waves
|
||||
float4 temp;
|
||||
temp.xyzw = v.vertex.xzxz * _WaveScale / unity_Scale.w + _WaveOffset;
|
||||
o.bumpuv[0] = temp.xy * float2(.4, .45);
|
||||
o.bumpuv[1] = temp.wz;
|
||||
|
||||
// object space view direction
|
||||
o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) );
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Fragment program
|
||||
|
||||
Subshader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
|
||||
sampler2D _BumpMap;
|
||||
sampler2D _ColorControl;
|
||||
|
||||
half4 frag( v2f i ) : COLOR
|
||||
{
|
||||
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[0] )).rgb;
|
||||
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv[1] )).rgb;
|
||||
half3 bump = (bump1 + bump2) * 0.5;
|
||||
|
||||
half fresnel = dot( i.viewDir, bump );
|
||||
half4 water = tex2D( _ColorControl, float2(fresnel,fresnel) );
|
||||
|
||||
half4 col;
|
||||
col.rgb = lerp( water.rgb, _horizonColor.rgb, water.a );
|
||||
col.a = _horizonColor.a;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------
|
||||
// Old cards
|
||||
|
||||
// three texture, cubemaps
|
||||
Subshader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass {
|
||||
Color (0.5,0.5,0.5,0.5)
|
||||
SetTexture [_MainTex] {
|
||||
Matrix [_WaveMatrix]
|
||||
combine texture * primary
|
||||
}
|
||||
SetTexture [_MainTex] {
|
||||
Matrix [_WaveMatrix2]
|
||||
combine texture * primary + previous
|
||||
}
|
||||
SetTexture [_ColorControlCube] {
|
||||
combine texture +- previous, primary
|
||||
Matrix [_Reflection]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// dual texture, cubemaps
|
||||
Subshader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass {
|
||||
Color (0.5,0.5,0.5,0.5)
|
||||
SetTexture [_MainTex] {
|
||||
Matrix [_WaveMatrix]
|
||||
combine texture
|
||||
}
|
||||
SetTexture [_ColorControlCube] {
|
||||
combine texture +- previous, primary
|
||||
Matrix [_Reflection]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// single texture
|
||||
Subshader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Pass {
|
||||
Color (0.5,0.5,0.5,0)
|
||||
SetTexture [_MainTex] {
|
||||
Matrix [_WaveMatrix]
|
||||
combine texture, primary
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
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mipMapMode: 0
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||||
enableMipMap: 1
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 2
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: .25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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seamlessCubemap: 0
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textureFormat: -1
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||||
maxTextureSize: 512
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textureSettings:
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapMode: 0
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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||||
spriteExtrude: 1
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||||
spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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||||
alphaIsTransparency: 0
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textureType: 0
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||||
buildTargetSettings: []
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spriteSheet:
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||||
sprites: []
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spritePackingTag:
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||||
userData:
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fileFormatVersion: 2
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guid: 006a5f739d1105f6a000538a2aef8c59
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||||
TextureImporter:
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||||
fileIDToRecycleName:
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||||
8900000: generatedCubemap
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||||
serializedVersion: 2
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||||
mipmaps:
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||||
mipMapMode: 0
|
||||
enableMipMap: 1
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 2
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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||||
externalNormalMap: 0
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heightScale: .100000001
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 3
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||||
seamlessCubemap: 0
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||||
textureFormat: -1
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||||
maxTextureSize: 32
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||||
textureSettings:
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||||
filterMode: 1
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aniso: 1
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||||
mipBias: 0
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wrapMode: 0
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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||||
alphaIsTransparency: 0
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textureType: -1
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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Binary file not shown.
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fileFormatVersion: 2
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guid: 98c330f39d11745ad0004adb8d76c639
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||||
TextureImporter:
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fileIDToRecycleName:
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8900000: generatedCubemap
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||||
serializedVersion: 2
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
linearTexture: 0
|
||||
correctGamma: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
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||||
mipMapFadeDistanceStart: 2
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: .100000001
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 3
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 12
|
||||
maxTextureSize: 32
|
||||
textureSettings:
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
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wrapMode: 0
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||||
nPOTScale: 0
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lightmap: 0
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||||
compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 0
|
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textureType: -1
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buildTargetSettings: []
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spriteSheet:
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||||
sprites: []
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spritePackingTag:
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userData:
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Binary file not shown.
|
@ -1,7 +1,20 @@
|
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fileFormatVersion: 2
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||||
guid: 4e25b9a3d527f7a4eb6c14cd8d61012b
|
||||
MonoAssemblyImporter:
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||||
timeCreated: 1425647041
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||||
licenseType: Free
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||||
PluginImporter:
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serializedVersion: 1
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iconMap: {}
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executionOrder: {}
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isPreloaded: 0
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platformData:
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||||
Any:
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||||
enabled: 0
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||||
settings: {}
|
||||
Editor:
|
||||
enabled: 1
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||||
settings:
|
||||
DefaultValueInitialized: true
|
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
|
@ -23,7 +23,7 @@ Global
|
|||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
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||||
GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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||||
|
|
|
@ -29,7 +29,7 @@ Global
|
|||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
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EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
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||||
StartupItem = Assembly-CSharp.csproj
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||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
|
|
Binary file not shown.
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|
@ -0,0 +1,2 @@
|
|||
unityRebuildLibraryVersion: 10
|
||||
unityForwardCompatibleVersion: 40
|
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|
@ -0,0 +1,2 @@
|
|||
0000.54eca922.0000
|
||||
0000.54eca946.0000
|
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue