(Cube clash bird, wind, butterflies )Before Material Extraction

This commit is contained in:
Ali Sharoz 2025-09-03 19:45:23 +05:00
parent 00a3aa93fa
commit ea0203c9a4
443 changed files with 907890 additions and 91 deletions

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# BIRD FLOCK README
# ---
#
# To use this asset simply drag the Bird Flock Prefab to the stage.
# Each variable is explained in the Editor window.
#
# See example scenes or read script comments for more information.
#
#
# Unluck Software
# www.chemicalbliss.com
#
# Thanks for purchasing this asset
# Have fun with Unity!

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FEATURES
• Shuriken Particle Systems
• Colors changeable within Unity
• Works against white background
Realistic feathers particle system for Unity, this asset has a 4×4 texture sheet animation in a 2048x2048px alpha PNG. (Workfile included)
NOTES
• Uses materials; “Mobile Alpha Blended”, can easily be changed in Unity
Feel free to contact me trough my website at http://www.chemicalbliss.com/
Thanks for purchasing this asset
Have fun with Unity!

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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)];
}
}

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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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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);
}
}

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// 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);
}
}

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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);
}
}

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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);
}
}

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