(Cube clash bird, wind, butterflies )Before Material Extraction
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# BIRD FLOCK README
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# ---
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#
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# To use this asset simply drag the Bird Flock Prefab to the stage.
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# Each variable is explained in the Editor window.
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#
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# See example scenes or read script comments for more information.
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#
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#
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# Unluck Software
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# www.chemicalbliss.com
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#
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# Thanks for purchasing this asset
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# Have fun with Unity!
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FEATURES
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||||
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||||
• Shuriken Particle Systems
|
||||
• Colors changeable within Unity
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||||
• Works against white background
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||||
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Realistic feathers particle system for Unity, this asset has a 4×4 texture sheet animation in a 2048x2048px alpha PNG. (Workfile included)
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NOTES
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||||
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• Uses materials; “Mobile Alpha Blended”, can easily be changed in Unity
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Feel free to contact me trough my website at http://www.chemicalbliss.com/
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Thanks for purchasing this asset
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Have fun with Unity!
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9
Assets/Bird Flocks/Scripts.meta
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9
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9
Assets/Bird Flocks/Scripts/Addons.meta
Normal file
9
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16
Assets/Bird Flocks/Scripts/Addons/RandomMaterial.cs
Normal file
16
Assets/Bird Flocks/Scripts/Addons/RandomMaterial.cs
Normal file
@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
|
||||
public class RandomMaterial:MonoBehaviour{
|
||||
public Renderer targetRenderer;
|
||||
public Material[] materials;
|
||||
|
||||
public void Start() {
|
||||
ChangeMaterial();
|
||||
}
|
||||
|
||||
public void ChangeMaterial(){
|
||||
targetRenderer.sharedMaterial = materials[UnityEngine.Random.Range(0, materials.Length)];
|
||||
}
|
||||
}
|
10
Assets/Bird Flocks/Scripts/Addons/RandomMaterial.cs.meta
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10
Assets/Bird Flocks/Scripts/Addons/RandomMaterial.cs.meta
Normal file
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47
Assets/Bird Flocks/Scripts/Addons/UnluckDistanceDisabler.cs
Normal file
47
Assets/Bird Flocks/Scripts/Addons/UnluckDistanceDisabler.cs
Normal file
@ -0,0 +1,47 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
//Attach this to a prefab or gameobject that you would like to disable based on distance to another object. Like main camera or player.
|
||||
|
||||
public class UnluckDistanceDisabler : MonoBehaviour {
|
||||
public int _distanceDisable = 1000;
|
||||
public Transform _distanceFrom;
|
||||
public bool _distanceFromMainCam;
|
||||
#if UNITY_4_5
|
||||
[Tooltip("The amount of time in seconds between checks")]
|
||||
#endif
|
||||
public float _disableCheckInterval = 10.0f;
|
||||
#if UNITY_4_5
|
||||
[Tooltip("The amount of time in seconds between checks")]
|
||||
#endif
|
||||
public float _enableCheckInterval = 1.0f;
|
||||
public bool _disableOnStart;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (_distanceFromMainCam){
|
||||
_distanceFrom = Camera.main.transform;
|
||||
}
|
||||
InvokeRepeating("CheckDisable", _disableCheckInterval + (Random.value * _disableCheckInterval), _disableCheckInterval);
|
||||
InvokeRepeating("CheckEnable", _enableCheckInterval + (Random.value * _enableCheckInterval), _enableCheckInterval);
|
||||
Invoke("DisableOnStart", 0.01f);
|
||||
}
|
||||
|
||||
public void DisableOnStart(){
|
||||
if (_disableOnStart){
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckDisable(){
|
||||
if (gameObject.activeInHierarchy && (transform.position - _distanceFrom.position).sqrMagnitude > _distanceDisable * _distanceDisable){
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckEnable(){
|
||||
if (!gameObject.activeInHierarchy && (transform.position - _distanceFrom.position).sqrMagnitude < _distanceDisable * _distanceDisable){
|
||||
gameObject.SetActive(true);
|
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}
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}
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9
Assets/Bird Flocks/Scripts/Demo.meta
Normal file
9
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Normal file
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fileFormatVersion: 2
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25
Assets/Bird Flocks/Scripts/Demo/LookAtCamera.cs
Normal file
25
Assets/Bird Flocks/Scripts/Demo/LookAtCamera.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class LookAtCamera:MonoBehaviour{
|
||||
public Camera lookAtCamera;
|
||||
public bool lookOnlyOnAwake;
|
||||
|
||||
public void Start() {
|
||||
if(lookAtCamera == null){
|
||||
lookAtCamera = Camera.main;
|
||||
}
|
||||
if(lookOnlyOnAwake){
|
||||
LookCam();
|
||||
}
|
||||
}
|
||||
|
||||
public void Update() {
|
||||
if(!lookOnlyOnAwake){
|
||||
LookCam();
|
||||
}
|
||||
}
|
||||
|
||||
public void LookCam() {
|
||||
transform.LookAt(lookAtCamera.transform);
|
||||
}
|
||||
}
|
10
Assets/Bird Flocks/Scripts/Demo/LookAtCamera.cs.meta
Normal file
10
Assets/Bird Flocks/Scripts/Demo/LookAtCamera.cs.meta
Normal file
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153
Assets/Bird Flocks/Scripts/Demo/SmoothCameraOrbit.cs
Normal file
153
Assets/Bird Flocks/Scripts/Demo/SmoothCameraOrbit.cs
Normal file
@ -0,0 +1,153 @@
|
||||
// A 3ds max styled orbit/zoom/pan type camera. cobbled together from various sources by dbuchhofer.
|
||||
// Content is available under Creative Commons Attribution Share Alike.
|
||||
// Filename: maxCamera.cs
|
||||
//
|
||||
// original: http://www.unifycommunity.com/wiki/index.php?title=MouseOrbitZoom
|
||||
//
|
||||
// --01-18-2010 - create temporary target, if none supplied at start
|
||||
|
||||
//////// Unluck Software Edit - http://www.chemicalbliss.com
|
||||
// --02-28-2013 - changes
|
||||
// - Added smooth camera stop
|
||||
// - Added smooth idle rotation
|
||||
// - Removed middle click behaviour
|
||||
// - Renamed file to "SmoothCameraOrbit.cs"
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
[AddComponentMenu("Camera-Control/Smooth Mouse Orbit - Unluck Software")]
|
||||
public class SmoothCameraOrbit : MonoBehaviour
|
||||
{
|
||||
public Transform target;
|
||||
public Vector3 targetOffset;
|
||||
public float distance = 5.0f;
|
||||
public float maxDistance = 20;
|
||||
public float minDistance = .6f;
|
||||
public float xSpeed = 200.0f;
|
||||
public float ySpeed = 200.0f;
|
||||
public int yMinLimit = -80;
|
||||
public int yMaxLimit = 80;
|
||||
public int zoomRate = 40;
|
||||
public float panSpeed = 0.3f;
|
||||
public float zoomDampening = 5.0f;
|
||||
public float autoRotate = 1f;
|
||||
public float autoRotateSpeed = 0.1f;
|
||||
|
||||
private float xDeg = 0.0f;
|
||||
private float yDeg = 0.0f;
|
||||
private float currentDistance;
|
||||
private float desiredDistance;
|
||||
private Quaternion currentRotation;
|
||||
private Quaternion desiredRotation;
|
||||
private Quaternion rotation;
|
||||
private Vector3 position;
|
||||
private float idleTimer = 0.0f;
|
||||
private float idleSmooth = 0.0f;
|
||||
|
||||
void Start() { Init(); }
|
||||
void OnEnable() { Init(); }
|
||||
|
||||
public void Init()
|
||||
{
|
||||
//If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
|
||||
if (!target)
|
||||
{
|
||||
GameObject go = new GameObject("Cam Target");
|
||||
go.transform.position = transform.position + (transform.forward * distance);
|
||||
target = go.transform;
|
||||
}
|
||||
|
||||
//distance = Vector3.Distance(transform.position, target.position);
|
||||
currentDistance = distance;
|
||||
desiredDistance = distance;
|
||||
|
||||
//be sure to grab the current rotations as starting points.
|
||||
position = transform.position;
|
||||
rotation = transform.rotation;
|
||||
currentRotation = transform.rotation;
|
||||
desiredRotation = transform.rotation;
|
||||
|
||||
xDeg = Vector3.Angle(Vector3.right, transform.right );
|
||||
yDeg = Vector3.Angle(Vector3.up, transform.up );
|
||||
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
|
||||
}
|
||||
|
||||
/*
|
||||
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
|
||||
*/
|
||||
void LateUpdate()
|
||||
{
|
||||
// If Control and Alt and Middle button? ZOOM!
|
||||
if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
|
||||
{
|
||||
desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate*0.125f * Mathf.Abs(desiredDistance);
|
||||
}
|
||||
// If middle mouse and left alt are selected? ORBIT
|
||||
else if (Input.GetMouseButton(0) )
|
||||
{
|
||||
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
|
||||
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
|
||||
//Clamp the vertical axis for the orbit
|
||||
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
|
||||
// set camera rotation
|
||||
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
|
||||
currentRotation = transform.rotation;
|
||||
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
|
||||
transform.rotation = rotation;
|
||||
///////// Reset idle timers
|
||||
idleTimer=0;
|
||||
idleSmooth=0;
|
||||
|
||||
}else{
|
||||
//////// Smooth idle rotation
|
||||
idleTimer+=0.02f ;
|
||||
if(idleTimer > autoRotate && autoRotate > 0){
|
||||
idleSmooth+=(0.02f +idleSmooth)*0.005f;
|
||||
idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
|
||||
xDeg += xSpeed * Time.deltaTime * idleSmooth * autoRotateSpeed;
|
||||
}
|
||||
///////// Smooth idle rotation ends
|
||||
|
||||
///////// Smooth exit
|
||||
//Clamp the vertical axis for the orbit
|
||||
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
|
||||
// set camera rotation
|
||||
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
|
||||
currentRotation = transform.rotation;
|
||||
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening*2);
|
||||
transform.rotation = rotation;
|
||||
///////// Smooth exit ends
|
||||
}
|
||||
|
||||
///////// Middle click disabled
|
||||
// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
|
||||
// else if (Input.GetMouseButton(2))
|
||||
// {
|
||||
// grab the rotation of the camera so we can move in a psuedo local XY space
|
||||
// target.rotation = transform.rotation;
|
||||
// target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
|
||||
// target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
|
||||
// }
|
||||
|
||||
//Orbit Position
|
||||
// affect the desired Zoom distance if we roll the scrollwheel
|
||||
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
|
||||
//clamp the zoom min/max
|
||||
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
|
||||
// For smoothing of the zoom, lerp distance
|
||||
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
|
||||
// calculate position based on the new currentDistance
|
||||
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
|
||||
transform.position = position;
|
||||
}
|
||||
|
||||
private static float ClampAngle(float angle, float min, float max)
|
||||
{
|
||||
if (angle < -360)
|
||||
angle += 360;
|
||||
if (angle > 360)
|
||||
angle -= 360;
|
||||
return Mathf.Clamp(angle, min, max);
|
||||
}
|
||||
}
|
10
Assets/Bird Flocks/Scripts/Demo/SmoothCameraOrbit.cs.meta
Normal file
10
Assets/Bird Flocks/Scripts/Demo/SmoothCameraOrbit.cs.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d3a6f13658cd834483e5c2f8b942da4
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
9
Assets/Bird Flocks/Scripts/Editor.meta
Normal file
9
Assets/Bird Flocks/Scripts/Editor.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5753386b9a9bc274e9a2726c82cd699c
|
||||
folderAsset: yes
|
||||
timeCreated: 1427378537
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
23
Assets/Bird Flocks/Scripts/Editor/FlockChildEditor.cs
Normal file
23
Assets/Bird Flocks/Scripts/Editor/FlockChildEditor.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UnityEditor;
|
||||
/****************************************
|
||||
Copyright Unluck Software
|
||||
www.chemicalbliss.com
|
||||
*****************************************/
|
||||
[CustomEditor(typeof(FlockChild))]
|
||||
|
||||
[System.Serializable]
|
||||
public class FlockChildEditor: Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
var target_cs=(FlockChild)target;
|
||||
DrawDefaultInspector();
|
||||
if((target_cs._thisT==null) || (target_cs._model==null) || (target_cs._modelT==null)){
|
||||
EditorGUILayout.LabelField("Find and fill empty variables", EditorStyles.boldLabel);
|
||||
if(GUILayout.Button("Click Me! ")) {
|
||||
target_cs.FindRequiredComponents();
|
||||
}
|
||||
}
|
||||
if (GUI.changed) EditorUtility.SetDirty (target_cs);
|
||||
}
|
||||
}
|
10
Assets/Bird Flocks/Scripts/Editor/FlockChildEditor.cs.meta
Normal file
10
Assets/Bird Flocks/Scripts/Editor/FlockChildEditor.cs.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5dad00cdaeb138438668f1422be9c9c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
261
Assets/Bird Flocks/Scripts/Editor/FlockControllerEditor.cs
Normal file
261
Assets/Bird Flocks/Scripts/Editor/FlockControllerEditor.cs
Normal file
@ -0,0 +1,261 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using UnityEditor;
|
||||
/****************************************
|
||||
FlockController Editor
|
||||
Copyright Unluck Software
|
||||
www.chemicalbliss.com
|
||||
*****************************************/
|
||||
[CustomEditor(typeof(FlockController))]
|
||||
[CanEditMultipleObjects]
|
||||
|
||||
[System.Serializable]
|
||||
public class FlockControllerEditor: Editor {
|
||||
public SerializedProperty avoidanceMask;
|
||||
|
||||
|
||||
public void OnEnable(){
|
||||
var target_cs = (FlockController)target;
|
||||
avoidanceMask= serializedObject.FindProperty("_avoidanceMask");
|
||||
|
||||
//Fix upgrading older version
|
||||
if(target_cs._positionSphereDepth == -1){
|
||||
target_cs._positionSphereDepth = target_cs._positionSphere;
|
||||
}
|
||||
if(target_cs._spawnSphereDepth == -1){
|
||||
target_cs._spawnSphereDepth = target_cs._spawnSphere;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI() {
|
||||
var target_cs = (FlockController)target;
|
||||
Color warningColor = new Color32((byte)255, (byte)174, (byte)0, (byte)255);
|
||||
Color warningColor2 = Color.yellow;
|
||||
Color dColor = new Color32((byte)175, (byte)175, (byte)175, (byte)255);
|
||||
GUIStyle warningStyle = new GUIStyle(GUI.skin.label);
|
||||
warningStyle.normal.textColor = warningColor;
|
||||
warningStyle.fontStyle = FontStyle.Bold;
|
||||
GUIStyle warningStyle2 = new GUIStyle(GUI.skin.label);
|
||||
warningStyle2.normal.textColor = warningColor2;
|
||||
warningStyle2.fontStyle = FontStyle.Bold;
|
||||
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
if(UnityEditor.EditorApplication.isPlaying)
|
||||
{
|
||||
GUI.enabled = false;
|
||||
}
|
||||
target_cs._updateDivisor = (int)EditorGUILayout.Slider("Frame Skipping", (float)target_cs._updateDivisor, 1.0f, 10.0f);
|
||||
GUI.enabled = true;
|
||||
if(target_cs._updateDivisor > 4)
|
||||
{
|
||||
EditorGUILayout.LabelField("Will cause choppy movement", warningStyle);
|
||||
}
|
||||
else if(target_cs._updateDivisor > 2)
|
||||
{
|
||||
EditorGUILayout.LabelField("Can cause choppy movement ", warningStyle2);
|
||||
}
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
target_cs._childPrefab = EditorGUILayout.ObjectField("Bird Prefab", target_cs._childPrefab, typeof(FlockChild),false) as FlockChild;
|
||||
EditorGUILayout.LabelField("Drag & Drop bird prefab from project folder", EditorStyles.miniLabel);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
EditorGUILayout.LabelField("Roaming Area", EditorStyles.boldLabel);
|
||||
|
||||
target_cs._positionSphere = EditorGUILayout.FloatField("Roaming Area Width" , target_cs._positionSphere);
|
||||
if(target_cs._positionSphere < 0)
|
||||
target_cs._positionSphere = 0.0f;
|
||||
target_cs._positionSphereDepth = EditorGUILayout.FloatField("Roaming Area Depth" , target_cs._positionSphereDepth);
|
||||
if(target_cs._positionSphereDepth < 0)
|
||||
target_cs._positionSphereDepth = 0.0f;
|
||||
target_cs._positionSphereHeight = EditorGUILayout.FloatField("Roaming Area Height" , target_cs._positionSphereHeight);
|
||||
if(target_cs._positionSphereHeight < 0)
|
||||
target_cs._positionSphereHeight = 0.0f;
|
||||
///GROUPING
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
EditorGUILayout.LabelField("Grouping", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Move birds into a parent transform", EditorStyles.miniLabel);
|
||||
target_cs._groupChildToFlock = EditorGUILayout.Toggle("Group to Flock", target_cs._groupChildToFlock);
|
||||
if(target_cs._groupChildToFlock)
|
||||
{
|
||||
GUI.enabled = false;
|
||||
}
|
||||
target_cs._groupChildToNewTransform = EditorGUILayout.Toggle("Group to New GameObject", target_cs._groupChildToNewTransform);
|
||||
target_cs._groupName = EditorGUILayout.TextField("Group Name", target_cs._groupName);
|
||||
GUI.enabled = true;
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
///FLOCK
|
||||
EditorGUILayout.LabelField("Size of the flock", EditorStyles.boldLabel);
|
||||
|
||||
target_cs._childAmount = (int)EditorGUILayout.Slider("Bird Amount", (float)target_cs._childAmount, 0.0f,999.0f);
|
||||
target_cs._spawnSphere = EditorGUILayout.FloatField("Flock Width" , target_cs._spawnSphere);
|
||||
if(target_cs._spawnSphere < 1)
|
||||
target_cs._spawnSphere = 1.0f;
|
||||
target_cs._spawnSphereDepth = EditorGUILayout.FloatField("Flock Depth" , target_cs._spawnSphereDepth);
|
||||
if(target_cs._spawnSphereDepth < 1)
|
||||
target_cs._spawnSphereDepth = 1.0f;
|
||||
target_cs._spawnSphereHeight = EditorGUILayout.FloatField("Flock Height" , target_cs._spawnSphereHeight);
|
||||
if(target_cs._spawnSphereHeight < 1)
|
||||
target_cs._spawnSphereHeight = 1.0f;
|
||||
target_cs._startPosOffset = EditorGUILayout.Vector3Field("Start Position Offset", target_cs._startPosOffset);
|
||||
target_cs._slowSpawn = EditorGUILayout.Toggle("Slowly Spawn Birds" , target_cs._slowSpawn);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
///BEHAVIOR
|
||||
EditorGUILayout.LabelField("Behaviors and Appearance", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Change how the birds move and behave", EditorStyles.miniLabel);
|
||||
target_cs._minSpeed = EditorGUILayout.FloatField("Birds Min Speed" , target_cs._minSpeed);
|
||||
target_cs._maxSpeed = EditorGUILayout.FloatField("Birds Max Speed" , target_cs._maxSpeed);
|
||||
target_cs._diveValue = EditorGUILayout.FloatField("Birds Dive Depth" , target_cs._diveValue);
|
||||
target_cs._diveFrequency = EditorGUILayout.Slider("Birds Dive Chance" , target_cs._diveFrequency, 0.0f, .7f);
|
||||
target_cs._soarFrequency = EditorGUILayout.Slider("Birds Soar Chance" , target_cs._soarFrequency, 0.0f, 1.0f);
|
||||
target_cs._soarMaxTime = EditorGUILayout.FloatField("Soar Time (0 = Always)" , target_cs._soarMaxTime);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
target_cs._minDamping = EditorGUILayout.FloatField("Min Damping Turns" , target_cs._minDamping);
|
||||
target_cs._maxDamping = EditorGUILayout.FloatField("Max Damping Turns" , target_cs._maxDamping);
|
||||
EditorGUILayout.LabelField("Bigger number = faster turns", EditorStyles.miniLabel);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
target_cs._minScale = EditorGUILayout.FloatField("Birds Min Scale" , target_cs._minScale);
|
||||
target_cs._maxScale = EditorGUILayout.FloatField("Birds Max Scale" , target_cs._maxScale);
|
||||
EditorGUILayout.LabelField("Randomize size of birds when added", EditorStyles.miniLabel);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Disable Pitch Rotation", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Flattens out rotation when flying or soaring upwards", EditorStyles.miniLabel);
|
||||
target_cs._flatSoar = EditorGUILayout.Toggle("Flat Soar" , target_cs._flatSoar);
|
||||
target_cs._flatFly = EditorGUILayout.Toggle("Flat Fly" , target_cs._flatFly);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Animations", EditorStyles.boldLabel);
|
||||
target_cs._soarAnimation = EditorGUILayout.TextField("Soar Animation", target_cs._soarAnimation);
|
||||
target_cs._flapAnimation = EditorGUILayout.TextField("Flap Animation", target_cs._flapAnimation);
|
||||
target_cs._idleAnimation = EditorGUILayout.TextField("Idle Animation", target_cs._idleAnimation);
|
||||
target_cs._minAnimationSpeed = EditorGUILayout.FloatField("Min Anim Speed" , target_cs._minAnimationSpeed);
|
||||
target_cs._maxAnimationSpeed = EditorGUILayout.FloatField("Max Anim Speed" , target_cs._maxAnimationSpeed);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Bird Trigger Flock Waypoint", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Birds own waypoit triggers a new flock waypoint", EditorStyles.miniLabel);
|
||||
target_cs._childTriggerPos = EditorGUILayout.Toggle("Bird Trigger Waypoint" , target_cs._childTriggerPos);
|
||||
target_cs._waypointDistance = EditorGUILayout.FloatField("Distance To Waypoint" , target_cs._waypointDistance);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Automatic Flock Waypoint", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Automaticly change the flock waypoint (0 = never)", EditorStyles.miniLabel);
|
||||
target_cs._randomPositionTimer = EditorGUILayout.FloatField("Auto Waypoint Delay" , target_cs._randomPositionTimer);
|
||||
if(target_cs._randomPositionTimer < 0){
|
||||
target_cs._randomPositionTimer = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Force Bird Waypoints", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Force all birds to change waypoints when flock changes waypoint", EditorStyles.miniLabel);
|
||||
target_cs._forceChildWaypoints = EditorGUILayout.Toggle("Force Bird Waypoints" , target_cs._forceChildWaypoints);
|
||||
target_cs._forcedRandomDelay = (float)EditorGUILayout.IntField("Bird Waypoint Delay" , (int)target_cs._forcedRandomDelay);
|
||||
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
GUI.color = dColor;
|
||||
EditorGUILayout.BeginVertical("Box");
|
||||
GUI.color = Color.white;
|
||||
|
||||
|
||||
EditorGUILayout.LabelField("Avoidance", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField("Birds will steer away from colliders (Ray)", EditorStyles.miniLabel);
|
||||
target_cs._birdAvoid = EditorGUILayout.Toggle("Bird Avoid" , target_cs._birdAvoid);
|
||||
if(target_cs._birdAvoid){
|
||||
EditorGUILayout.PropertyField(avoidanceMask, new GUIContent("Collider Mask"));
|
||||
|
||||
target_cs._birdAvoidHorizontalForce = (int)EditorGUILayout.FloatField("Avoid Horizontal Force" , (float)target_cs._birdAvoidHorizontalForce);
|
||||
|
||||
float minVal = target_cs._birdAvoidDistanceMin;
|
||||
float minLimit = .5f;
|
||||
float maxVal = target_cs._birdAvoidDistanceMax;
|
||||
float maxLimit = 8.0f;
|
||||
|
||||
EditorGUILayout.LabelField("Min Avoid Distance:", minVal.ToString());
|
||||
EditorGUILayout.LabelField("Max Avoid Distance:", maxVal.ToString());
|
||||
if(System.Single.IsNaN(minVal)) minVal = minLimit;
|
||||
if(System.Single.IsNaN(maxVal)) maxVal = minLimit;
|
||||
EditorGUILayout.MinMaxSlider(ref minVal, ref maxVal, minLimit, maxLimit);
|
||||
|
||||
target_cs._birdAvoidDistanceMin = minVal;
|
||||
target_cs._birdAvoidDistanceMax = maxVal;
|
||||
|
||||
target_cs._birdAvoidDown = EditorGUILayout.Toggle("Bird Avoid Up" , target_cs._birdAvoidDown);
|
||||
target_cs._birdAvoidUp = EditorGUILayout.Toggle("Bird Avoid Down" , target_cs._birdAvoidUp);
|
||||
if(target_cs._birdAvoidDown || target_cs._birdAvoidUp)
|
||||
target_cs._birdAvoidVerticalForce = (int)EditorGUILayout.FloatField("Avoid Vertical Force" , (float)target_cs._birdAvoidVerticalForce);
|
||||
}
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
if(target_cs._forcedRandomDelay < 0){
|
||||
target_cs._forcedRandomDelay = 0.0f;
|
||||
}
|
||||
if (GUI.changed)
|
||||
EditorUtility.SetDirty (target_cs);
|
||||
}
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0506b18841335fb4ca46b3217c28b762
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user