gemportal branch merge
This commit is contained in:
commit
09e7e26cbb
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@ -0,0 +1,12 @@
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using System;
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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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using UnityEngine.XR.Interaction.Toolkit;
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[Serializable]
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@ -9,22 +9,39 @@ public class PortalTeleporter : MonoBehaviour
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private Transform linkedPortalTransform;
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private float _portalCooldown = 2.5f;
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||||
private bool _travellerIsOverlapping = false;
|
||||
private bool _portalIsEnabled;
|
||||
private bool _portalCanBeUsed;
|
||||
private bool _enabled;
|
||||
private float _lastUsed;
|
||||
private bool _justUsed;
|
||||
private Transform traveller;
|
||||
public AudioClip TeleportSound;
|
||||
// poopy code, can be done much more efficient if this class is rewritten and attached to Portal parent object
|
||||
private AudioSource audioSource;
|
||||
private GameObject vfx_gameobject;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
linkedPortalTransform = linkedPortal.transform;
|
||||
_portalIsEnabled = true;
|
||||
_portalCanBeUsed = true;
|
||||
vfx_gameobject = transform.parent.Find("PortalFX").gameObject;
|
||||
audioSource = transform.parent.GetComponent<AudioSource>();
|
||||
audioSource.mute = true;
|
||||
if (_enabled)
|
||||
{
|
||||
vfx_gameobject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
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vfx_gameobject.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
traveller = other.gameObject.transform;
|
||||
if (_portalIsEnabled && !_justUsed)
|
||||
Debug.Log(_enabled);
|
||||
if (_portalCanBeUsed && !_justUsed && _enabled)
|
||||
{
|
||||
if (other.name.StartsWith("Holster"))
|
||||
{
|
||||
|
@ -32,7 +49,7 @@ public class PortalTeleporter : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
linkedPortal._portalIsEnabled = false;
|
||||
linkedPortal._portalCanBeUsed = false;
|
||||
_travellerIsOverlapping = true;
|
||||
if (other.tag == "Throwable")
|
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{
|
||||
|
@ -47,6 +64,28 @@ public class PortalTeleporter : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Enable/Disable portal if selected item is in a socket.
|
||||
public void EnablePortal()
|
||||
{
|
||||
Debug.Log("enabled");
|
||||
_enabled = true;
|
||||
linkedPortal._enabled = true;
|
||||
vfx_gameobject.SetActive(true);
|
||||
linkedPortal.vfx_gameobject.SetActive(true);
|
||||
audioSource.mute = false;
|
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}
|
||||
|
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public void DisablePortal()
|
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{
|
||||
Debug.Log("disabled");
|
||||
_enabled = false;
|
||||
linkedPortal._enabled = false;
|
||||
vfx_gameobject.SetActive(false);
|
||||
linkedPortal.vfx_gameobject.SetActive(false);
|
||||
audioSource.mute = true;
|
||||
}
|
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|
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private void HandlePlayer()
|
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{
|
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Vector3 portalToTraveller = traveller.position - transform.position;
|
||||
|
@ -65,7 +104,7 @@ public class PortalTeleporter : MonoBehaviour
|
|||
|
||||
AudioSource.PlayClipAtPoint(TeleportSound, traveller.position, 1);
|
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_travellerIsOverlapping = false;
|
||||
_portalIsEnabled = false;
|
||||
_portalCanBeUsed = false;
|
||||
_lastUsed = Time.time;
|
||||
_justUsed = true;
|
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}
|
||||
|
@ -86,7 +125,7 @@ public class PortalTeleporter : MonoBehaviour
|
|||
Vector3 positionOffset = Quaternion.Euler(0f, rotationDiff, 0f) * portalToTraveller;
|
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traveller.position = linkedPortalTransform.position + positionOffset;
|
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_travellerIsOverlapping = false;
|
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_portalIsEnabled = false;
|
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_portalCanBeUsed = false;
|
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_lastUsed = Time.time;
|
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_justUsed = true;
|
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}
|
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|
@ -108,8 +147,8 @@ public class PortalTeleporter : MonoBehaviour
|
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if (_lastUsed + _portalCooldown < Time.time)
|
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{
|
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_justUsed = false;
|
||||
_portalIsEnabled = true;
|
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linkedPortal._portalIsEnabled = true;
|
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_portalCanBeUsed = true;
|
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linkedPortal._portalCanBeUsed = true;
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Translucent Crystals
|
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Version 1.1 (02.08.2020)
|
||||
|
||||
v1.1:
|
||||
|
||||
- Updated PostProcessing
|
||||
- URP and HDRP support added
|
||||
|
||||
IMPORTANT NOTES:
|
||||
|
||||
- Turn on "HDR" on your Camera, Shaders requires it
|
||||
- This VFX Asset looks much better in "Linear Rendering", but there is also optimized Prefabs for "Gamma Rendering" Mode
|
||||
- Image Effects are necessary in order to make a great looking game, as well as our asset. Be sure you using "Tone Mapping" and "Bloom"
|
||||
- We also recommend using Deferred Rendering for better performance
|
||||
|
||||
|
||||
HOW TO USE:
|
||||
|
||||
First of all, check for Demo Scene in Scenes folder. Also, there is a Prefabs folder with complete effects.
|
||||
Just Drag and Drop prefabs from "Prefabs" folder into your scene, they come with simple lighting.
|
||||
We made all Shaders very tweakable, so you can create your own unique effects.
|
||||
|
||||
|
||||
SHADERS CONTROL:
|
||||
|
||||
Albedo Mask - Mask for coloring Albedo map
|
||||
Color Tint 1 and 2 - Colors used in Albedo Mask, 1 for black 2 for white areas of the mask
|
||||
Ramp - Use Ramp Gradient texture for coloring your Crystal
|
||||
Ramp Mask - Mask for coloring Emission map
|
||||
|
||||
Translucency - control overall translucency of object
|
||||
Strength - power of the translucent effect
|
||||
Normal Distortion - defines the amount of normal distortion on the translucency effect
|
||||
Scattering Falloff - light scattering
|
||||
Direct and Ambient - controls how much lighting of these types affects translucency
|
||||
Translucency Mask - thickness mask of the mesh for better effect
|
||||
Translucency Mask Power - power of the Translucency Mask
|
||||
|
||||
|
||||
|
||||
Support email "sinevfx@gmail.com"
|
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: 49468ba96adc9394f953ce259ef02959, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 2800000, guid: a28dd46d952ca7547adf3026040f9ee5, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicSmoothness:
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m_Texture: {fileID: 2800000, guid: 78dbd2e2ed813e04dbbeab6d982981d0, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _Normal:
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m_Texture: {fileID: 2800000, guid: fbacd829ce7fbb14ea63d4c6afcc5f06, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _Ramp:
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||||
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _RampMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _TranslucencyMask:
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m_Texture: {fileID: 2800000, guid: db56133bdb0993a40b90a1241d093e13, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _texcoord:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _AlphaCutoff: 0.5
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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||||
- _DstBlend: 0
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- _EmissionPower: 0
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- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Metallic: 0.25
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _RampEnabled: 0
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- _RampInverted: 0
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- _Smoothness: 1
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _TransAmbient: 1
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- _TransDirect: 1
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- _TransNormal: 0.1
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- _TransNormalDistortion: 0.1
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- _TransScattering: 10
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||||
- _TransShadow: 0.9
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- _TransStrength: 12.5
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- _Translucency: 12.5
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- _TranslucencyMaskPower: 1
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- _UVSec: 0
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- _ZWrite: 1
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- __dirty: 0
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorTint: {r: 1, g: 0.13333334, b: 0.13333334, a: 1}
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- _ColorTint1: {r: 0.4044118, g: 0, b: 0, a: 1}
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- _ColorTint2: {r: 1, g: 0.22794116, b: 0.22794116, a: 1}
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||||
- _EmissionColor: {r: 1, g: 0.13235292, b: 0.13235292, a: 1}
|
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Reference in New Issue