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Act3 Forest

post-projects
Cailean Finn 1 year ago
parent
commit
4af962f25e
  1. 8493
      Assets/Act-3.unity
  2. 72
      Assets/Animations/ForestAction.controller
  3. 8
      Assets/Animations/ForestAction.controller.meta
  4. 194
      Assets/Animations/ForestActionCamera.anim
  5. 8
      Assets/Animations/ForestActionCamera.anim.meta
  6. 2183
      Assets/Animations/ForestCamera.anim
  7. 8
      Assets/Animations/ForestCamera.anim.meta
  8. 72
      Assets/Animations/New Animator Controller.controller
  9. 8
      Assets/Animations/New Animator Controller.controller.meta
  10. 8
      Assets/Mocap/Act-3.meta
  11. 8
      Assets/Mocap/Act-3/1_Wave.meta
  12. 8
      Assets/Mocap/Act-3/1_Wave/1.meta
  13. BIN
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  14. 138
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  15. 8
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  18. 8
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  19. BIN
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  20. 138
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  21. 8
      Assets/Mocap/Act-3/2_Forest.meta
  22. BIN
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  23. 138
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  24. 8
      Assets/Mocap/Act-3/3_Celestial.meta
  25. 8
      Assets/Mocap/Act-3/3_Celestial/1.meta
  26. 73
      Assets/Mocap/Act-3/3_Celestial/1/Celestial_01.controller
  27. 8
      Assets/Mocap/Act-3/3_Celestial/1/Celestial_01.controller.meta
  28. BIN
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  29. 138
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  30. 8
      Assets/Mocap/Act-3/3_Celestial/2.meta
  31. BIN
      Assets/Mocap/Act-3/3_Celestial/2/Celestial_02.fbx
  32. 138
      Assets/Mocap/Act-3/3_Celestial/2/Celestial_02.fbx.meta
  33. 8
      Assets/Mocap/Act-3/3_Celestial/3.meta
  34. BIN
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  35. 138
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  36. 8
      Assets/Mocap/Act-3/3_Celestial/4.meta
  37. BIN
      Assets/Mocap/Act-3/3_Celestial/4/Celestial_04.fbx
  38. 138
      Assets/Mocap/Act-3/3_Celestial/4/Celestial_04.fbx.meta
  39. 8
      Assets/Mocap/Act-3/4_Rain.meta
  40. 8
      Assets/Mocap/Act-3/4_Rain/1.meta
  41. BIN
      Assets/Mocap/Act-3/4_Rain/1/Rain_01.fbx
  42. 138
      Assets/Mocap/Act-3/4_Rain/1/Rain_01.fbx.meta
  43. 8
      Assets/Mocap/Act-3/4_Rain/2.meta
  44. BIN
      Assets/Mocap/Act-3/4_Rain/2/Rain_02.fbx
  45. 138
      Assets/Mocap/Act-3/4_Rain/2/Rain_02.fbx.meta
  46. 43
      Assets/Mocap/Act-3/Main Controller.controller
  47. 8
      Assets/Mocap/Act-3/Main Controller.controller.meta
  48. BIN
      Assets/PLY/2_Forest/DisectedPLY.ply
  49. 11
      Assets/PLY/2_Forest/DisectedPLY.ply.meta
  50. BIN
      Assets/PLY/2_Forest/HELP.ply
  51. 11
      Assets/PLY/2_Forest/HELP.ply.meta
  52. BIN
      Assets/PLY/2_Forest/ShrineTest.ply
  53. 11
      Assets/PLY/2_Forest/ShrineTest.ply.meta
  54. BIN
      Assets/PLY/DisectedPLY.ply
  55. 11
      Assets/PLY/DisectedPLY.ply.meta
  56. BIN
      Assets/PLY/HELLO.ply
  57. 11
      Assets/PLY/HELLO.ply.meta
  58. BIN
      Assets/PLY/Otaki_Falls.ply
  59. 11
      Assets/PLY/Otaki_Falls.ply.meta
  60. 8
      Assets/Recordings/2_ForestCameraAnimation.meta
  61. 28613
      Assets/Recordings/Animation Clip_Rotation_002.anim
  62. 8
      Assets/Recordings/Animation Clip_Rotation_002.anim.meta
  63. 38909
      Assets/Recordings/Animation Clip_Rotation_003.anim
  64. 8
      Assets/Recordings/Animation Clip_Rotation_003.anim.meta
  65. 1157
      Assets/Recordings/Test3.anim
  66. 8
      Assets/Recordings/Test3.anim.meta
  67. 9
      Assets/Scripts/CameraFollow.cs
  68. 66
      Assets/Scripts/CameraSwap.cs
  69. 384
      Assets/Settings/Act-3.asset
  70. 363
      Assets/Timeline/Timeline_Act-3.playable
  71. 45539
      Assets/VFX/A3_Avatar.vfx
  72. 7
      Assets/VFX/A3_Avatar.vfx.meta
  73. 2
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  74. 21188
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  75. 7
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  76. 21877
      Assets/VFX/PointCloud 1.vfx
  77. 7
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  78. 12867
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  79. 21936
      Assets/VFX/Rain.vfx
  80. 7
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  81. 7590
      Assets/VFX/Training.vfx
  82. 7
      Assets/VFX/Training.vfx.meta
  83. 1
      Packages/manifest.json
  84. 9
      Packages/packages-lock.json
  85. 4
      ProjectSettings/EditorSettings.asset

8493
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@ -1,7 +1,7 @@
using UnityEngine;
[ExecuteInEditMode]
public class CameraFollow : MonoBehaviour
{
[Tooltip("The target to follow")] public Transform target;
@ -10,6 +10,7 @@ using UnityEngine;
public float smoothingTime; //The time it takes to move to the new position
private Vector3 m_Offset;
public float m_Div = 10f;
private Vector3 m_CamVelocity; //Camera's velocity (used by SmoothDamp)
// Use this for initialization
@ -20,8 +21,10 @@ using UnityEngine;
void FixedUpdate()
{
var newPosition = new Vector3(target.position.x + m_Offset.x, transform.position.y,
target.position.z + m_Offset.z);
var newPosition = new Vector3(transform.position.x, target.position.y + m_Offset.y,
transform.position.z);
gameObject.transform.position =
Vector3.SmoothDamp(transform.position, newPosition, ref m_CamVelocity, smoothingTime, Mathf.Infinity,

66
Assets/Scripts/CameraSwap.cs

@ -13,6 +13,7 @@ public class CamerSwap : MonoBehaviour
private float count;
private bool b_R = false;
private bool b_L = false;
private bool m_Bool = false;
void Start()
{
@ -91,21 +92,74 @@ public class CamerSwap : MonoBehaviour
void Update()
{
// Debug.Log(m_Slider);
var num_of_cameras = cameras.Count;
var tc = 0;
foreach (var item in cameras)
// Check if the input is a numeric key (0-9)
if (Input.inputString.Length > 0 && char.IsDigit(Input.inputString[0]))
{
// Parse the input as an integer
int inputNumber = int.Parse(Input.inputString[0].ToString());
// Check if the input number is within the range 0-9
if (inputNumber >= 0 && inputNumber <= 9)
{
tc = inputNumber;
if (m_Bool)
{
tc += 10;
}
// Iterate through the cameras array
for (int i = 0; i < cameras.Count; i++)
{
if (i == tc)
{
cameras[i].enabled = true;
}
else
{
cameras[i].enabled = false;
}
}
}
}
if (tc == count)
if(Input.GetKeyDown(KeyCode.RightArrow))
{
item.enabled = true;
if(m_Bool)
{
m_Bool = false;
}
else
{
item.enabled = false;
m_Bool = true;
}
tc++;
Debug.Log(m_Bool);
}
// Debug.Log(m_Slider);
//foreach (var item in cameras)
//{
// if (tc == count
// {
// item.enabled = true;
// }
// else
// {
// item.enabled = false;
// }
// tc++;
//}
}
}

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m_Value: 21.6
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m_Value: 0
m_Value: 0.511
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m_Value: 0.7
@ -60,22 +60,22 @@ MonoBehaviour:
m_EditorClassIdentifier:
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quality:
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m_OverrideState: 0
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