This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class BF_AddSnow : MonoBehaviour
{
public Material snowMaterial;
public float angle = 80f;
public bool isAuto = false;
public float intersectionOffset = 0.25f;
public bool useIntersection = false;
public bool useUpdatedRotation = false;
private Mesh originalMesh;
private MeshFilter meshFilter;
private Mesh newMesh;
private GameObject newGO;
private float yIntersection = 0f;
private Quaternion ySlope = Quaternion.identity;
private float zNormal = 0;
private Vector3 normalHit = Vector3.zero;
private float oldyIntersection = -1f;
private int[] oldTri;
private Vector3[] oldVert;
private Vector3[] oldNorm;
private Vector3[] oldNormWorld;
private Vector2[] oldUV;
private Color[] oldCol;
private List<int> triangles = new List<int>();
private List<Vector3> vertexs = new List<Vector3>();
private List<Vector2> uvs = new List<Vector2>();
private List<Color> cols = new List<Color>();
void Start()
{
CheckValues();
BuildInitialGeometry();
}
private void Update()
{
if (useIntersection)
{
CheckIntersection();
}
if (useUpdatedRotation)
{
UpdateVertexColor();
}
}
private void CheckValues()
{
meshFilter = gameObject.GetComponent<MeshFilter>();
originalMesh = meshFilter.mesh;
oldTri = originalMesh.triangles;
oldVert = originalMesh.vertices;
oldNorm = originalMesh.normals;
oldNormWorld = oldNorm;
if (isAuto)
{
int k = 0;
foreach (Vector3 norm in oldNorm)
{
oldNormWorld[k] = this.transform.localToWorldMatrix.MultiplyVector(norm).normalized;
k++;
}
oldCol = new Color[oldVert.Length];
}
else
{
oldCol = originalMesh.colors;
}
oldUV = originalMesh.uv;
}
private void CheckIntersection()
{
int layerMask = 1 << 0 | 1 << 4;
RaycastHit hit;
RaycastHit hitIfHit;
if (Physics.Raycast(transform.position + Vector3.up*5f, Vector3.down, out hit, 200, layerMask))
{
if (hit.transform != this.transform)
{
yIntersection = hit.point.y + intersectionOffset;
//Vector3 tangent = Vector3.ProjectOnPlane(Vector3.down, hit.normal).normalized;
ySlope = Quaternion.LookRotation(hit.normal, Vector3.forward);
zNormal = ((hit.normal.normalized.z) + 1f) / 2f;
normalHit = hit.normal.normalized;
if (yIntersection != oldyIntersection)
{
UpdateSlopeColor();
}
oldyIntersection = yIntersection;
}
else
{
if (Physics.Raycast(hit.point + Vector3.up * -0.05f, Vector3.down, out hitIfHit, 200, layerMask))
{
if (hitIfHit.transform != this.transform)
{
yIntersection = hitIfHit.point.y + intersectionOffset;
//Vector3 tangent = Vector3.ProjectOnPlane(Vector3.down, hitIfHit.normal).normalized;
ySlope = Quaternion.LookRotation(hitIfHit.normal, Vector3.forward);
zNormal = ((hitIfHit.normal.normalized.z) + 1f) / 2f;
normalHit = hitIfHit.normal.normalized;
if (yIntersection != oldyIntersection)
{
UpdateSlopeColor();
}
oldyIntersection = yIntersection;
}
}
}
}
}
private void ClearGeometry()
{
triangles.Clear();
triangles.TrimExcess();
vertexs.Clear();
vertexs.TrimExcess();
uvs.Clear();
uvs.TrimExcess();
cols.Clear();
cols.TrimExcess();
}
private void BuildInitialGeometry()
{
if (meshFilter == null)
{
meshFilter = gameObject.GetComponent<MeshFilter>();
}
newMesh = new Mesh();
newGO = new GameObject();
MeshFilter mF = newGO.AddComponent<MeshFilter>();
MeshRenderer mR = newGO.AddComponent<MeshRenderer>();
mF.mesh = newMesh;
mR.material = snowMaterial;
snowMaterial.SetFloat("_ISADD", 1);
snowMaterial.EnableKeyword("IS_ADD");
if (useIntersection)
{
if (snowMaterial.GetFloat("_USEINTER") == 0)
{
snowMaterial.SetFloat("_USEINTER", 1);
snowMaterial.EnableKeyword("USE_INTER");
}
}
else
{
if (snowMaterial.GetFloat("_USEINTER") == 1)
{
snowMaterial.SetFloat("_USEINTER", 0);
snowMaterial.DisableKeyword("USE_INTER");
}
}
newGO.transform.parent = this.transform;
newGO.transform.localPosition = Vector3.zero;
newGO.transform.localScale = Vector3.one;
newGO.transform.localRotation = Quaternion.identity;
int indexNewV = 0;
foreach (Vector3 v in oldVert)
{
vertexs.Add(v + new Vector3(0,0,0));
uvs.Add(oldUV[indexNewV]);
indexNewV++;
}
indexNewV = 0;
foreach (int innt in oldTri)
{
triangles.Add(oldTri[indexNewV]);
indexNewV++;
}
if (isAuto)
{
int j = 0;
foreach (Vector3 norm in oldNormWorld)
{
if(j>= oldCol.Length)
{
break;
}
oldCol[j] = Color.red;
float theAngle = Vector3.Angle(Vector3.up, norm);
if (theAngle < (angle+10f))
{
Color lerpedColor = Color.Lerp(Color.white, Color.red, Mathf.Max(0f,theAngle- angle/2f) / (angle / 2f));
oldCol[j] = lerpedColor;
}
j++;
}
}
cols = oldCol.ToList();
newMesh.vertices = vertexs.ToArray();
newMesh.triangles = triangles.ToArray();
newMesh.uv = uvs.ToArray();
newMesh.colors = cols.ToArray();
newMesh.normals = originalMesh.normals;
RecalculateNormalsSeamless(newMesh);
newMesh.RecalculateBounds();
newMesh.Optimize();
}
private void UpdateVertexColor()
{
Color[] updatedColors = newMesh.colors;
Vector3[] newNormWorld = newMesh.normals;
if (isAuto)
{
int k = 0;
foreach (Vector3 norm in newMesh.normals)
{
newNormWorld[k] = this.transform.localToWorldMatrix.MultiplyVector(norm).normalized;
k++;
}
}
if (isAuto)
{
int j = 0;
foreach (Vector3 norm in newNormWorld)
{
if (j >= updatedColors.Length)
{
break;
}
float theAngle = Vector3.Angle(Vector3.up, norm);
if (theAngle < (angle + 10f))
{
Color lerpedColor = Color.Lerp(new Color(1,1,1, updatedColors[j].a), new Color(1, 0, 0, updatedColors[j].a), Mathf.Max(0f, theAngle - angle / 2f) / (angle / 2f));
updatedColors[j].r = lerpedColor.r;
updatedColors[j].g = lerpedColor.g;
updatedColors[j].b = lerpedColor.b;
updatedColors[j].a = lerpedColor.a;
}
j++;
}
}
newMesh.colors = updatedColors;
}
private void UpdateSlopeColor()
{
// This is not perfect for now but gets the job done... //
int j = 0;
Color[] updatedColors = newMesh.colors;
Vector2[] updatedUV4 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV5 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV6 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV7 = new Vector2[updatedColors.Count()];
foreach (Color norm in newMesh.colors)
{
updatedColors[j].a = yIntersection;
updatedUV4[j] = new Vector2(normalHit.x, normalHit.y);
updatedUV5[j] = new Vector2(zNormal, normalHit.z);
updatedUV6[j] = new Vector2(ySlope.x, ySlope.y);
updatedUV7[j] = new Vector2(ySlope.z, ySlope.w);
j++;
}
newMesh.colors = updatedColors;
newMesh.uv4 = updatedUV4;
newMesh.uv5 = updatedUV5;
newMesh.uv6 = updatedUV6;
newMesh.uv7 = updatedUV7;
}
private void RecalculateNormalsSeamless(Mesh mesh)
{
var trianglesOriginal = mesh.triangles;
var triangles = trianglesOriginal.ToArray();
var vertices = mesh.vertices;
var mergeIndices = new Dictionary<int, int>();
for (int i = 0; i < vertices.Length; i++)
{
var vertexHash = vertices[i].GetHashCode();
if (mergeIndices.TryGetValue(vertexHash, out var index))
{
for (int j = 0; j < triangles.Length; j++)
if (triangles[j] == i)
triangles[j] = index;
}
else
mergeIndices.Add(vertexHash, i);
}
mesh.triangles = triangles;
var normals = new Vector3[vertices.Length];
mesh.RecalculateNormals();
var newNormals = mesh.normals;
for (int i = 0; i < vertices.Length; i++)
if (mergeIndices.TryGetValue(vertices[i].GetHashCode(), out var index))
normals[i] = newNormals[index];
mesh.triangles = trianglesOriginal;
mesh.normals = normals;
}
}

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using UnityEngine;
using System.Collections;
public class BF_FPS : MonoBehaviour
{
float deltaTime = 0.0f;
private GUIStyle style = null;
private bool ShowFps = false;
private void Start()
{
ShowFps = true;
style = new GUIStyle();
style.alignment = TextAnchor.UpperLeft;
style.normal.textColor = new Color(1.0f, 0.0f, 0.0f, 1.0f);
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Alpha2))
{
ShowFps = !ShowFps;
}
if(ShowFps)
deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
}
void OnGUI()
{
if (ShowFps)
{
int w = Screen.width, h = Screen.height;
style.fontSize = h * 4 / 100;
Rect rect = new Rect(0, 0, w, h * 2 / 100);
float msec = deltaTime * 1000.0f;
float fps = 1.0f / deltaTime;
GUI.Label(rect, string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps), style);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_FxMouse : MonoBehaviour
{
private Camera mainCam;
public ParticleSystem ps;
public ParticleSystem psRightClick;
public ParticleSystem psMiddleClick;
private float raycastSize = 200f;
// Start is called before the first frame update
void Start()
{
mainCam = this.GetComponent<Camera>();
}
void OnEnable()
{
mainCam = this.GetComponent<Camera>();
}
// Update is called once per frame
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetMouseButton(0))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!ps.isEmitting)
{
ps.Play();
}
ps.transform.position = hit.point;
}
}
else
{
ps.Stop();
}
if (Input.GetMouseButton(1))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psRightClick.isEmitting)
{
psRightClick.Play();
}
psRightClick.transform.position = hit.point;
}
}
else
{
psRightClick.Stop();
}
if (Input.GetMouseButton(2))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psMiddleClick.isEmitting)
{
psMiddleClick.Play();
}
psMiddleClick.transform.position = hit.point;
}
}
else
{
psMiddleClick.Stop();
}
#else
if (Mouse.current.leftButton.isPressed)
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Mouse.current.position.ReadValue());
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!ps.isEmitting)
{
ps.Play();
}
ps.transform.position = hit.point;
}
else
{
// ps.Stop();
}
}
else
{
ps.Stop();
}
if (Mouse.current.rightButton.isPressed)
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Mouse.current.position.ReadValue());
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psRightClick.isEmitting)
{
psRightClick.Play();
}
psRightClick.transform.position = hit.point;
}
else
{
// ps.Stop();
}
}
else
{
psRightClick.Stop();
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.UI;
#endif
public class BF_InputSystemSwitcher : MonoBehaviour
{
public GameObject eventS;
// Start is called before the first frame update
void Awake()
{
#if ENABLE_INPUT_SYSTEM
if (eventS.GetComponent<InputSystemUIInputModule>() == null)
{
if(eventS.GetComponent<StandaloneInputModule>() != null)
{
Destroy(eventS.GetComponent<StandaloneInputModule>());
}
InputSystemUIInputModule inputSystem = eventS.AddComponent<InputSystemUIInputModule>();
inputSystem.enabled = false;
inputSystem.enabled = true;
inputSystem.UpdateModule();
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class BF_InteractiveEffects : MonoBehaviour
{
public Transform transformToFollow;
public RenderTexture rt;
public string GlobalTexName = "_GlobalEffectRT";
public string GlobalOrthoName = "_OrthographicCamSize";
public bool isPaced = false;
private float orthoMem = 0;
private Coroutine waitPace;
private bool paceRunning = false;
private void Awake()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
Shader.SetGlobalFloat("_HasRT", 1);
}
private void OnEnable()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
Shader.SetGlobalFloat("_HasRT", 1);
}
private void MoveCamera()
{
if (transformToFollow != null)
{
transform.position = new Vector3(transformToFollow.position.x, transformToFollow.position.y + 20, transformToFollow.position.z);
}
Shader.SetGlobalVector("_Position", transform.position);
transform.rotation = Quaternion.Euler(new Vector3(90, 0, 0));
}
private void Update()
{
if(isPaced)
{
if(!paceRunning)
{
waitPace = StartCoroutine(WaitPace());
}
}
else
{
if (paceRunning)
{
paceRunning = false;
StopCoroutine(WaitPace());
}
MoveCamera();
}
}
private IEnumerator WaitPace()
{
for(; ;)
{
paceRunning = true;
MoveCamera();
yield return new WaitForSeconds(1f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class BF_InteractiveEffectsAdditional : MonoBehaviour
{
public Transform mainCamera;
public RenderTexture rt;
public string GlobalTexName = "_GlobalEffectRTAdditional";
public string GlobalOrthoName = "_OrthographicCamSizeAdditional";
public bool isPaced = false;
private float orthoMem = 0;
private Vector3 camDir;
private Coroutine waitPace;
private bool paceRunning = false;
private void Awake()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
}
private void OnEnable()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
}
private void MoveCamera()
{
if (mainCamera != null)
{
camDir = Vector3.ProjectOnPlane(mainCamera.forward, Vector3.up).normalized;
camDir.y = 0f;
if (mainCamera != null)
{
float YView = Vector3.Angle(Vector3.down, mainCamera.forward);
transform.position = new Vector3(mainCamera.position.x, mainCamera.position.y + 20, mainCamera.position.z) + camDir.normalized * Mathf.Max(0f, orthoMem - 20f) * Mathf.Clamp01(((YView - 35) * 3) / 35);
}
}
Shader.SetGlobalVector("_PositionAdd", transform.position);
transform.rotation = Quaternion.Euler(new Vector3(90, 0, 0));
}
private void Update()
{
if (isPaced)
{
if (!paceRunning)
{
waitPace = StartCoroutine(WaitPace());
}
}
else
{
if (paceRunning)
{
paceRunning = false;
StopCoroutine(WaitPace());
}
MoveCamera();
}
}
private IEnumerator WaitPace()
{
for (; ; )
{
paceRunning = true;
MoveCamera();
yield return new WaitForSeconds(1f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_LightSwitch : MonoBehaviour
{
public GameObject lightScene;
public Material skyboxScene;
void OnEnable()
{
if(lightScene != null)
{
lightScene.SetActive(true);
}
if(skyboxScene != null)
{
RenderSettings.skybox = skyboxScene;
}
}
void OnDisable()
{
if (lightScene != null)
{
lightScene.SetActive(false);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_PlayerMovement : MonoBehaviour
{
public Camera cam;
private Rigidbody rb;
private Quaternion camRot;
private Vector3 moveDirection;
private Vector3 inputDirection;
// Start is called before the first frame update
void Start()
{
rb = this.GetComponent<Rigidbody>();
if(cam == null)
{
cam = Camera.main;
}
} // Start is called before the first frame update
void OnEnable()
{
rb = this.GetComponent<Rigidbody>();
if(cam == null)
{
cam = Camera.main;
}
}
// Update is called once per frame
void FixedUpdate()
{
inputDirection = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
if (Keyboard.current.qKey.isPressed || Keyboard.current.aKey.isPressed)
{
inputDirection += new Vector3(0, 0, 1);
}
if (Keyboard.current.dKey.isPressed)
{
inputDirection += new Vector3(0, 0, -1);
}
if (Keyboard.current.wKey.isPressed || Keyboard.current.zKey.isPressed)
{
inputDirection += new Vector3(1, 0, 0);
}
if (Keyboard.current.sKey.isPressed)
{
inputDirection += new Vector3(-1, 0, 0);
}
#else
if (Input.GetKey(KeyCode.Q)|| Input.GetKey(KeyCode.A))
{
inputDirection += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.D))
{
inputDirection += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.W))
{
inputDirection += new Vector3(1, 0, 0);
}
if (Input.GetKey(KeyCode.S))
{
inputDirection += new Vector3(-1, 0, 0);
}
#endif
MoveBall();
}
private void MoveBall()
{
camRot = Quaternion.LookRotation(cam.transform.forward, Vector3.up);
moveDirection = camRot * new Vector3(Mathf.Clamp(inputDirection.x * 2, -1, 1), 0, Mathf.Clamp(inputDirection.z * 2, -1, 1));
rb.AddTorque(moveDirection*22.5f);
rb.AddForce(moveDirection*15f,ForceMode.Force);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_PlayerReset : MonoBehaviour
{
public GameObject player;
public Transform playerPos;
void OnEnable()
{
player.transform.position = playerPos.position;
}
void Start()
{
player.transform.position = playerPos.position;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_PlayerSnow : MonoBehaviour
{
public Collider playerCollider;
public ParticleSystem particleSys;
public PhysicsMaterial playerMatDefault;
public PhysicsMaterial playerMatSnow;
public PhysicsMaterial playerMatIce;
private Rigidbody rB;
private float speedMult = 1;
private float lerpIce = 0;
private MeshCollider oldMC = null;
private Mesh mesh = null;
private ParticleSystem.MainModule pSMain;
// Start is called before the first frame update
void Start()
{
oldMC = null;
mesh = null;
rB = this.GetComponent<Rigidbody>();
pSMain = particleSys.main;
}
private void CheckIceCols(float snowCol)
{
lerpIce = snowCol / 255f;
if (snowCol == -1)
{
if (playerCollider.material != playerMatDefault)
{
playerCollider.material = playerMatDefault;
}
return;
}
if (lerpIce <= 0.925f && playerCollider.material != playerMatIce)
{
playerCollider.material = playerMatIce;
rB.angularDamping = 0.25f;
}
else if(lerpIce >= 0.925f && playerCollider.material != playerMatSnow)
{
playerCollider.material = playerMatSnow;
rB.angularDamping = 5f;
}
}
private void OnCollisionStay(Collision collision)
{
if (lerpIce >= 0.925f && collision.collider.gameObject.layer == 4)
{
AddSnow(1.5f);
}
else
{
RemoveSnow(0.05f);
}
}
private void OnCollisionEnter(Collision collision)
{
if(collision.impulse.magnitude>10)
{
// RemoveSnow(20);
}
}
private void AddSnow(float multiplier)
{
if (playerCollider.transform.localScale.x < 7f)
{
speedMult = Mathf.Clamp(rB.linearVelocity.magnitude * 0.02f,0,1);
playerCollider.transform.localScale += Vector3.zero + Vector3.one * 0.0035f * 2 * multiplier* speedMult;
playerCollider.transform.localScale += Vector3.zero + Vector3.one * 0.005f * 2 * multiplier * speedMult;
}
}
private void RemoveSnow(float multiplier)
{
if (playerCollider.transform.localScale.x >= 1.1f)
{
if (!playerCollider.transform.gameObject.activeInHierarchy)
{
// SnowPlayer.gameObject.SetActive(true);
}
playerCollider.transform.localScale -= Vector3.zero + Vector3.one * 0.0035f * 4 * multiplier;
playerCollider.transform.localScale -= Vector3.zero + Vector3.one * 0.005f * 4 * multiplier;
}
if (playerCollider.transform.localScale.x < 1.1f)
{
if (playerCollider.transform.gameObject.activeInHierarchy)
{
// SnowPlayer.gameObject.SetActive(false);
}
playerCollider.transform.localScale = Vector3.one * 1.1f;
playerCollider.transform.localScale = Vector3.one * 1.1f;
}
}
private void FixedUpdate()
{
ChangePlayerMass();
CheckSnowUnderneath();
}
private void CheckSnowUnderneath()
{
RaycastHit hit;
int layerMask = 1 << 4;
if (Physics.Raycast(transform.position+(Vector3.down*(playerCollider.transform.localScale.x/2)+Vector3.up*0.5f), Vector3.down, out hit, 5, layerMask,QueryTriggerInteraction.Ignore))
{
MeshCollider meshCollider = hit.collider as MeshCollider;
if (oldMC != meshCollider || mesh == null)
{
mesh = meshCollider.GetComponent<MeshFilter>().sharedMesh;
}
oldMC = meshCollider;
if (meshCollider == null || meshCollider.sharedMesh == null)
{
CheckIceCols(255f);
return;
}
//Mesh mesh = meshCollider.sharedMesh;
int[] triangles = mesh.triangles;
Color32[] colorArray;
colorArray = mesh.colors32;
var vertIndex1 = triangles[hit.triangleIndex * 3 + 0];
CheckIceCols(((float)colorArray[vertIndex1].g) / 1);
}
else
{
if (playerCollider.material != playerMatDefault)
{
playerCollider.material = playerMatDefault;
}
}
}
private void ChangePlayerMass()
{
rB.mass = Mathf.Lerp(1.95f, 2.5f, (playerCollider.transform.localScale.x-1.2f) / 7);
pSMain.startSize = playerCollider.transform.localScale.x+0.5f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_Rotator : MonoBehaviour
{
public float RotSpeed = 1;
void Update()
{
this.transform.Rotate(new Vector3(0, RotSpeed*Time.deltaTime, 0), Space.World);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_SnowAssetManager : MonoBehaviour
{
public GameObject UIText;
public int showcaseIndex = 0;
[HideInInspector] public int subShowcaseIndex = 0;
public List<GameObject> showcasesGO;
public List<GameObject> cameras;
public List<GameObject> lights;
public List<Material> skyboxes;
[Space]
public GameObject specialCamera;
public GameObject specialButton;
public GameObject specialInfo;
private int maxIndex = 4;
[HideInInspector] public int maxSubIndex = 3;
[HideInInspector] public UnityEvent m_ShowcaseChange = new UnityEvent();
// Start is called before the first frame update
void Start()
{
maxIndex = showcasesGO.Count - 1;
SwitchShowcase(0);
SwitchSubShowcase(0);
RenderSettings.fog = true;
RenderSettings.fogDensity = 0.00f;
UIText.SetActive(false);
specialCamera.SetActive(false);
specialButton.SetActive(true);
specialInfo.SetActive(true);
}
public void SwitchShowcase(int addIndex)
{
for (int i = 0; i <= maxIndex; i++)
{
showcasesGO[i].SetActive(false);
cameras[i].SetActive(false);
lights[i].SetActive(false);
}
showcaseIndex += addIndex;
if (showcaseIndex <= -1)
{
showcaseIndex = maxIndex;
}
else if (showcaseIndex == maxIndex + 1)
{
showcaseIndex = 0;
}
showcasesGO[showcaseIndex].SetActive(true);
cameras[showcaseIndex].SetActive(true);
lights[showcaseIndex].SetActive(true);
RenderSettings.skybox = skyboxes[showcaseIndex];
subShowcaseIndex = 0;
m_ShowcaseChange.Invoke();
if(showcaseIndex != 0)
{
RenderSettings.fogDensity = 0.001f;
specialCamera.SetActive(false);
specialButton.SetActive(false);
specialInfo.SetActive(false);
}
else
{
specialCamera.SetActive(false);
RenderSettings.fogDensity = 0.00f;
specialButton.SetActive(true);
specialInfo.SetActive(true);
}
}
public void SwitchSubShowcase(int addIndex)
{
subShowcaseIndex += addIndex;
if (subShowcaseIndex <= -1)
{
subShowcaseIndex = maxSubIndex;
}
else if (subShowcaseIndex == maxSubIndex + 1)
{
subShowcaseIndex = 0;
}
m_ShowcaseChange.Invoke();
}
public void ActivateSpecialCamera()
{
specialCamera.SetActive(!specialCamera.activeInHierarchy);
cameras[0].SetActive(!cameras[0].activeInHierarchy);
}
private void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKeyDown(KeyCode.Alpha1))
{
SwitchSubShowcase(-1);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
SwitchSubShowcase(1);
}
#else
if (Keyboard.current.digit1Key.wasPressedThisFrame)
{
SwitchSubShowcase(-1);
}
if (Keyboard.current.digit2Key.wasPressedThisFrame)
{
SwitchSubShowcase(1);
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
public class BF_SnowSubShowcase : MonoBehaviour
{
public BF_SnowAssetManager aM;
public Text uiText;
public List<GameObject> subShowcases;
public List<string> nameSubs;
private int oldIndex = -1;
private UnityAction showcaseChange;
// Start is called before the first frame update
private void OnEnable()
{
aM.maxSubIndex = subShowcases.Count-1;
aM.m_ShowcaseChange.AddListener(ChangeIndex);
}
private void OnDisable()
{
aM.m_ShowcaseChange.RemoveListener(ChangeIndex);
}
void Update()
{
/*
if(aM.subShowcaseIndex != oldIndex)
{
oldIndex = aM.subShowcaseIndex;
foreach(GameObject GO in subShowcases)
{
GO.SetActive(false);
}
subShowcases[oldIndex].SetActive(true);
uiText.text = nameSubs[oldIndex];
}
*/
}
private void ChangeIndex()
{
oldIndex = aM.subShowcaseIndex;
foreach (GameObject GO in subShowcases)
{
GO.SetActive(false);
}
subShowcases[oldIndex].SetActive(true);
uiText.text = nameSubs[oldIndex];
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[ExecuteInEditMode]
public class BF_SnowTerrain : MonoBehaviour
{
public Terrain terrainToCopy;
public bool avoidCulling = false;
private Terrain terrainAsset;
private TerrainData terrainData;
private TerrainData terrainDataOld = null;
private Vector3 sizeOld = Vector3.one * 100f;
private float[,] terrainHeightOld = null;
private int heightRezOld = 0;
private Vector3 posOld = Vector3.zero;
private Material terrainMaterial;
private GameObject selectGO;
private bool isSynced = false;
void Start()
{
UpdateTerrainData();
}
void OnEnable()
{
UpdateTerrainData();
}
private void StoreTerrainData()
{
if (terrainDataOld == null)
{
terrainDataOld = terrainAsset.terrainData;
terrainHeightOld = terrainAsset.terrainData.GetHeights(0, 0, terrainAsset.terrainData.heightmapResolution, terrainAsset.terrainData.heightmapResolution);
sizeOld = terrainAsset.terrainData.size;
heightRezOld = terrainAsset.terrainData.heightmapResolution;
posOld = terrainAsset.transform.position;
}
}
private void ClearTerrainData()
{
terrainDataOld = null;
terrainHeightOld = null;
isSynced = false;
sizeOld = Vector3.one*100f;
}
private void UpdateTerrainData()
{
terrainAsset = this.GetComponent<Terrain>();
if (avoidCulling)
{
terrainAsset.patchBoundsMultiplier = Vector3.one * 2f;
}
else
{
terrainAsset.patchBoundsMultiplier = Vector3.one;
}
terrainData = terrainAsset.terrainData;
terrainMaterial = terrainAsset.materialTemplate;
terrainMaterial.SetTexture("_Control0", terrainData.GetAlphamapTexture(0));
terrainMaterial.SetTexture("_Control1", terrainData.GetAlphamapTexture(1));
terrainMaterial.SetVector("_TerrainScale", terrainData.size);
terrainMaterial.SetFloat("_IST", 1);
terrainMaterial.EnableKeyword("IS_T");
if (terrainData.terrainLayers.Length <= 4)
{
terrainMaterial.DisableKeyword("USE_COMPLEX_T");
}
if (terrainData.terrainLayers.Length > 4)
{
terrainMaterial.EnableKeyword("USE_COMPLEX_T");
terrainMaterial.SetTexture("_Normal4", terrainData.terrainLayers[4].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale4", terrainData.terrainLayers[4].normalScale);
terrainMaterial.SetTexture("_Splat4", terrainData.terrainLayers[4].diffuseTexture);
terrainMaterial.SetVector("_Splat4_STn", new Vector4(terrainData.terrainLayers[4].tileSize.x, terrainData.terrainLayers[4].tileSize.y, terrainData.terrainLayers[4].tileOffset.x, terrainData.terrainLayers[4].tileOffset.y));
terrainMaterial.SetColor("_Specular4", terrainData.terrainLayers[4].specular);
terrainMaterial.SetFloat("_Metallic4", terrainData.terrainLayers[4].metallic);
terrainMaterial.SetTexture("_Mask4", terrainData.terrainLayers[4].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 5)
{
terrainMaterial.SetTexture("_Normal5", terrainData.terrainLayers[5].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale5", terrainData.terrainLayers[5].normalScale);
terrainMaterial.SetTexture("_Splat5", terrainData.terrainLayers[5].diffuseTexture);
terrainMaterial.SetVector("_Splat5_STn", new Vector4(terrainData.terrainLayers[5].tileSize.x, terrainData.terrainLayers[5].tileSize.y, terrainData.terrainLayers[5].tileOffset.x, terrainData.terrainLayers[5].tileOffset.y));
terrainMaterial.SetColor("_Specular5", terrainData.terrainLayers[5].specular);
terrainMaterial.SetFloat("_Metallic5", terrainData.terrainLayers[5].metallic);
terrainMaterial.SetTexture("_Mask5", terrainData.terrainLayers[5].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 6)
{
terrainMaterial.SetTexture("_Normal6", terrainData.terrainLayers[6].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale6", terrainData.terrainLayers[6].normalScale);
terrainMaterial.SetTexture("_Splat6", terrainData.terrainLayers[6].diffuseTexture);
terrainMaterial.SetVector("_Splat6_STn", new Vector4(terrainData.terrainLayers[6].tileSize.x, terrainData.terrainLayers[6].tileSize.y, terrainData.terrainLayers[6].tileOffset.x, terrainData.terrainLayers[6].tileOffset.y));
terrainMaterial.SetColor("_Specular6", terrainData.terrainLayers[6].specular);
terrainMaterial.SetFloat("_Metallic6", terrainData.terrainLayers[6].metallic);
terrainMaterial.SetTexture("_Mask6", terrainData.terrainLayers[6].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 7)
{
terrainMaterial.SetTexture("_Normal7", terrainData.terrainLayers[7].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale7", terrainData.terrainLayers[7].normalScale);
terrainMaterial.SetTexture("_Splat7", terrainData.terrainLayers[7].diffuseTexture);
terrainMaterial.SetVector("_Splat7_STn", new Vector4(terrainData.terrainLayers[7].tileSize.x, terrainData.terrainLayers[7].tileSize.y, terrainData.terrainLayers[7].tileOffset.x, terrainData.terrainLayers[7].tileOffset.y));
terrainMaterial.SetColor("_Specular7", terrainData.terrainLayers[7].specular);
terrainMaterial.SetFloat("_Metallic7", terrainData.terrainLayers[7].metallic);
terrainMaterial.SetTexture("_Mask7", terrainData.terrainLayers[7].maskMapTexture);
}
}
public void CopyTerrainData()
{
if(terrainToCopy != null && terrainToCopy != terrainAsset)
{
StoreTerrainData();
terrainAsset.terrainData.heightmapResolution = terrainToCopy.terrainData.heightmapResolution;
terrainAsset.terrainData.SetHeights(0, 0, terrainToCopy.terrainData.GetHeights(0, 0, terrainToCopy.terrainData.heightmapResolution, terrainToCopy.terrainData.heightmapResolution));
terrainAsset.terrainData.size = terrainToCopy.terrainData.size;
}
}
public void MoveTerrainSync()
{
if (terrainToCopy != null && terrainToCopy != terrainAsset)
{
isSynced = true;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.up * 0.01f;
//terrainMaterial.SetFloat("_GrassCut", 1);
terrainAsset.terrainData.heightmapResolution = terrainToCopy.terrainData.heightmapResolution;
terrainAsset.terrainData.baseMapResolution = terrainToCopy.terrainData.baseMapResolution;
terrainAsset.terrainData.alphamapResolution = terrainToCopy.terrainData.alphamapResolution;
terrainMaterial.SetFloat("_ISADD", 1);
terrainMaterial.EnableKeyword("IS_ADD");
}
else
{
//terrainMaterial.SetFloat("_GrassCut", 0);
terrainMaterial.SetFloat("_ISADD", 0);
terrainMaterial.DisableKeyword("IS_ADD");
}
}
public void RevertTerrainData()
{
if (terrainDataOld != null)
{
terrainToCopy = null;
terrainAsset.terrainData = terrainDataOld;
terrainAsset.terrainData.heightmapResolution = heightRezOld;
terrainAsset.terrainData.size = sizeOld;
terrainAsset.terrainData.SetHeights(0, 0, terrainHeightOld);
//terrainMaterial.SetFloat("_GrassCut", 0);
terrainMaterial.SetFloat("_ISADD", 0);
terrainMaterial.DisableKeyword("IS_ADD");
terrainAsset.transform.position = posOld;
ClearTerrainData();
}
}
void OnRenderObject()
{
#if UNITY_EDITOR
if ((Application.isEditor && !Application.isPlaying)&& terrainToCopy!=null && isSynced)
{
if (Selection.activeGameObject == this.gameObject && selectGO != this.gameObject)
{
selectGO = Selection.activeGameObject;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.up * 0.01f;
}
else if (Selection.activeGameObject == terrainToCopy.gameObject && selectGO != terrainToCopy.gameObject)
{
selectGO = Selection.activeGameObject;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.down * 0.01f;
}
}
#endif
}
private void Update()
{
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying)
{
UpdateTerrainData();
if (isSynced && terrainToCopy != null && terrainToCopy.terrainData.GetHeights(0, 0, terrainToCopy.terrainData.heightmapResolution, terrainToCopy.terrainData.heightmapResolution) != terrainAsset.terrainData.GetHeights(0, 0, terrainAsset.terrainData.heightmapResolution, terrainAsset.terrainData.heightmapResolution))
{
CopyTerrainData();
}
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class BF_SquareBanding : MonoBehaviour
{
public Material cinematicBandsFX = null;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, cinematicBandsFX);
}
}

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