add ui & timeline

master
tigerchen 6 years ago
parent 8a6f38178f
commit eb7bcfebd2
  1. 21
      Unity-19050-01_ForstCoronation/Assets/Emitter_Timeline.playable
  2. 8
      Unity-19050-01_ForstCoronation/Assets/Emitter_Timeline.playable.meta
  3. 8
      Unity-19050-01_ForstCoronation/Assets/Materials.meta
  4. 469
      Unity-19050-01_ForstCoronation/Assets/Scenes/Ice.unity
  5. 45
      Unity-19050-01_ForstCoronation/Assets/Scripts/DebugUI.cs
  6. 11
      Unity-19050-01_ForstCoronation/Assets/Scripts/DebugUI.cs.meta
  7. 2
      Unity-19050-01_ForstCoronation/Assets/Scripts/EmitterController.cs
  8. 8
      Unity-19050-01_ForstCoronation/Assets/Timelines.meta
  9. 86
      Unity-19050-01_ForstCoronation/Assets/Timelines/EmitterTimeline.playable
  10. 8
      Unity-19050-01_ForstCoronation/Assets/Timelines/EmitterTimeline.playable.meta
  11. 2
      Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/frozenVFX.vfx

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@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugUI : MonoBehaviour
{
public bool debugMode = true;
public GameObject debugUI;
Ray ray;
public RaycastHit hit = new RaycastHit();
// Start is called before the first frame update
void Start()
{
debugUI.SetActive(debugMode);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
debugMode = !debugMode;
debugUI.SetActive(debugMode);
}
if (debugMode && Input.GetMouseButtonDown(0))
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
GameObject selected_obj = null;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200.0f))
{
selected_obj = hit.collider.gameObject;
Debug.Log("hit!!" + selected_obj.name);
}
if(selected_obj != null)
{
selected_obj.GetComponent<Renderer>().material.color = new Color(255, 100, 100);
}
}
}
}

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@ -74,7 +74,7 @@ public class EmitterController : MonoBehaviour
private void OnMouseUp()
{
vfx.SendEvent("MouseUp");
//vfx.SendEvent("MouseUp");
vfx.SetBool("_mouseDown", false);
}

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