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http://u3d.as/y3X +Shader "Vefects/SH_Vefects_VFX_SRP_Fire_Flames_01" +{ + Properties + { + _EmissiveIntensity("Emissive Intensity", Float) = 1 + _Noise_01_Texture("Noise_01_Texture", 2D) = "white" {} + _Noise_02_Texture("Noise_02_Texture", 2D) = "white" {} + _ColorGradientMask("Color Gradient Mask", 2D) = "white" {} + _DistortionMaskTexture("Distortion Mask Texture", 2D) = "white" {} + _Mask_Texture("Mask_Texture", 2D) = "white" {} + _TextureSample2("Texture Sample 2", 2D) = "white" {} + _ColorBottom("Color Bottom", Color) = (1,0.3666667,0,0) + _ColorTop("Color Top", Color) = (1,0.6666667,0,0) + _NoiseDistortion_Texture("NoiseDistortion_Texture", 2D) = "white" {} + _Noise_01_Scale("Noise_01_Scale", Vector) = (0.8,0.8,0,0) + _Noise_02_Scale("Noise_02_Scale", Vector) = (1,1,0,0) + _NoiseDistortion_Scale("NoiseDistortion_Scale", Vector) = (1,1,0,0) + _Noise_01_Speed("Noise_01_Speed", Vector) = (0.5,0.5,0,0) + _Noise_02_Speed("Noise_02_Speed", Vector) = (-0.2,0.4,0,0) + _Mask_Scale("Mask_Scale", Vector) = (1,1,0,0) + _Mask_Offset("Mask_Offset", Vector) = (0,0,0,0) + _NoiseDistortion_Speed("NoiseDistortion_Speed", Vector) = (-0.3,-0.3,0,0) + _Mask_Multiply("Mask_Multiply", Float) = 1 + _Noises_Multiply("Noises_Multiply", Float) = 5 + _Mask_Power("Mask_Power", Float) = 1 + _Noises_Power("Noises_Power", Float) = 1 + _DistortionAmount("Distortion Amount", Float) = 1 + _DistortionMaskIntensity("Distortion Mask Intensity", Float) = 1 + _NoisesOpacityBoost("Noises Opacity Boost", Float) = 1 + _DepthFade("Depth Fade", Float) = 1 + _WindSpeed("Wind Speed", Float) = 1 + _Dissolve("Dissolve", Float) = 0 + [Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2 + _Src1("Src", Float) = 5 + _Dst1("Dst", Float) = 10 + _ZWrite1("ZWrite", Float) = 0 + _ZTest1("ZTest", Float) = 2 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" } + Cull [_Cull1] + ZWrite [_ZWrite1] + ZTest [_ZTest1] + Blend [_Src1] [_Dst1] + + CGPROGRAM + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #pragma target 3.0 + #pragma surface surf Unlit keepalpha noshadow + struct Input + { + float4 vertexColor : COLOR; + float2 uv_texcoord; + float4 screenPos; + }; + + uniform float _Cull1; + uniform float _Src1; + uniform float _Dst1; + uniform float _ZTest1; + uniform float _ZWrite1; + uniform float4 _ColorBottom; + uniform float4 _ColorTop; + uniform sampler2D _ColorGradientMask; + uniform float4 _ColorGradientMask_ST; + uniform sampler2D _Mask_Texture; + uniform sampler2D _DistortionMaskTexture; + uniform sampler2D _NoiseDistortion_Texture; + uniform float _WindSpeed; + uniform float2 _NoiseDistortion_Speed; + uniform float2 _NoiseDistortion_Scale; + uniform float _DistortionAmount; + uniform float _DistortionMaskIntensity; + uniform float2 _Mask_Scale; + uniform float2 _Mask_Offset; + uniform float _Mask_Power; + uniform float _Mask_Multiply; + uniform sampler2D _Noise_01_Texture; + uniform float2 _Noise_01_Speed; + uniform float2 _Noise_01_Scale; + uniform sampler2D _Noise_02_Texture; + uniform float2 _Noise_02_Speed; + uniform float2 _Noise_02_Scale; + uniform float _Noises_Power; + uniform float _Noises_Multiply; + uniform float _NoisesOpacityBoost; + uniform sampler2D _TextureSample2; + uniform float _EmissiveIntensity; + uniform float _Dissolve; + UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); + uniform float4 _CameraDepthTexture_TexelSize; + uniform float _DepthFade; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float2 uv_ColorGradientMask = i.uv_texcoord * _ColorGradientMask_ST.xy + _ColorGradientMask_ST.zw; + float4 lerpResult152 = lerp( _ColorBottom , _ColorTop , tex2D( _ColorGradientMask, uv_ColorGradientMask ).r); + float2 uv_TexCoord92 = i.uv_texcoord + float2( 0,0.4 ); + float windSpeed60 = ( _WindSpeed * _Time.y ); + float2 panner65 = ( windSpeed60 * _NoiseDistortion_Speed + ( i.uv_texcoord * _NoiseDistortion_Scale )); + float Distortion81 = ( ( tex2D( _NoiseDistortion_Texture, panner65 ).r * 0.1 ) * _DistortionAmount ); + float2 uv_TexCoord106 = i.uv_texcoord * _Mask_Scale + _Mask_Offset; + float2 panner85 = ( windSpeed60 * _Noise_01_Speed + ( i.uv_texcoord * _Noise_01_Scale )); + float2 panner83 = ( windSpeed60 * _Noise_02_Speed + ( i.uv_texcoord * _Noise_02_Scale )); + float noises109 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( panner85 + Distortion81 ) ).r * tex2D( _Noise_02_Texture, ( panner83 + Distortion81 ) ).r ) , _Noises_Power ) * _Noises_Multiply ) ); + float2 uv_TexCoord116 = i.uv_texcoord + float2( 0,0.4 ); + float temp_output_133_0 = ( saturate( ( pow( tex2D( _Mask_Texture, ( ( tex2D( _DistortionMaskTexture, uv_TexCoord92 ).r * ( Distortion81 * _DistortionMaskIntensity ) ) + uv_TexCoord106 ) ).r , _Mask_Power ) * _Mask_Multiply ) ) - ( ( noises109 * _NoisesOpacityBoost ) * tex2D( _TextureSample2, uv_TexCoord116 ).r ) ); + o.Emission = ( ( ( i.vertexColor * lerpResult152 ) * temp_output_133_0 ) * _EmissiveIntensity ).rgb; + float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); + float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float screenDepth131 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); + float distanceDepth131 = abs( ( screenDepth131 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _DepthFade ) ); + o.Alpha = saturate( ( ( ( temp_output_133_0 - _Dissolve ) * saturate( distanceDepth131 ) ) * i.vertexColor.a ) ); + } + + ENDCG + } + CustomEditor "ASEMaterialInspector" +} +/*ASEBEGIN +Version=19105 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Float) = 5 + _Dst1("Dst", Float) = 10 + _ZWrite1("ZWrite", Float) = 0 + _ZTest1("ZTest", Float) = 2 + _DissolveUVS("Dissolve UV S", Vector) = (0,0,0,0) + _DissolveUVP("Dissolve UV P", Vector) = (0,0,0,0) + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" } + Cull [_Cull1] + ZWrite [_ZWrite1] + ZTest [_ZTest1] + Blend [_Src1] [_Dst1] + + GrabPass{ } + CGPROGRAM + #include "UnityShaderVariables.cginc" + #pragma target 3.0 + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex); + #else + #define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex) + #endif + #pragma surface surf Unlit keepalpha noshadow + #undef TRANSFORM_TEX + #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) + struct Input + { + float4 screenPos; + float4 vertexColor : COLOR; + float4 uv_texcoord; + }; + + uniform float _Cull1; + uniform float _Src1; + uniform float _Dst1; + uniform float _ZTest1; + uniform float _ZWrite1; + ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture ) + uniform sampler2D _Texture; + uniform float4 _Texture_ST; + uniform float4 _TextureChannel; + uniform sampler2D _DissolveMask; + uniform float2 _DissolveUVP; + uniform float2 _DissolveUVS; + uniform float _DistortionStrength; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 ); + float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w; + ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; + float2 uv_Texture = i.uv_texcoord * 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userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/Shaders/SH_Vefects_VFX_SRP_Particles_Erosion_01.shader b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/Shaders/SH_Vefects_VFX_SRP_Particles_Erosion_01.shader new file mode 100644 index 00000000..f5ff0870 --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/Shaders/SH_Vefects_VFX_SRP_Particles_Erosion_01.shader @@ -0,0 +1,341 @@ +// Made with Amplify Shader Editor v1.9.1.5 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Vefects/SH_Vefects_VFX_SRP_Particles_Erosion_01" +{ + Properties + { + _Noise_01_Texture("Noise_01_Texture", 2D) = "white" {} + _Noise_02_Texture("Noise_02_Texture", 2D) = "white" {} + _MaskTexture("Mask Texture", 2D) = "white" {} + _MaskMoveTexture("Mask Move Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,0) + _NoiseDistortionTexture("Noise Distortion Texture", 2D) = "white" {} + _Noise01Scale("Noise 01 Scale", Vector) = (0.8,0.8,0,0) + _Noise02Scale("Noise 02 Scale", Vector) = (1,1,0,0) + _NoiseDistortionScale("Noise Distortion Scale", Vector) = (1,1,0,0) + _Noise01Speed("Noise 01 Speed", Vector) = (0.5,0.5,0,0) + _Noise02Speed("Noise 02 Speed", Vector) = (-0.2,0.4,0,0) + _MaskMoveScale("Mask Move Scale", Vector) = (1,1,0,0) + _MaskScale("Mask Scale", Vector) = (1,1,0,0) + _MaskOffset("Mask Offset", Vector) = (0,0,0,0) + _NoiseDistortionSpeed("Noise Distortion Speed", Vector) = (0.2,0.25,0,0) + _MaskMultiply("Mask Multiply", Float) = 1 + _MaskMoveMultiply("Mask Move Multiply", Float) = 1 + _NoisesMultiply("Noises Multiply", Float) = 1 + _MaskPower("Mask Power", Float) = 1 + _NoisesPower("Noises Power", Float) = 1 + _MaskMovePower("Mask Move Power", Float) = 1 + _Distortion("Distortion", Float) = 1 + _DistortionIntensity("Distortion Intensity", Float) = 0 + _OpacityBoost("Opacity Boost", Float) = 5 + _EmissionIntensity("Emission Intensity", Float) = 1 + _WindSpeed("Wind Speed", Float) = 1 + _MaskSpeed("Mask Speed", Float) = 0 + _Dissolve("Dissolve", Float) = 0 + [Space(13)][Header(AR)][Space(13)]_Cull1("Cull", Float) = 2 + _Src1("Src", Float) = 5 + _Dst1("Dst", Float) = 10 + _ZWrite1("ZWrite", Float) = 0 + _ZTest1("ZTest", Float) = 2 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + [HideInInspector] _texcoord2( "", 2D ) = "white" {} + [HideInInspector] __dirty( "", Int ) = 1 + } + + SubShader + { + Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IsEmissive" = "true" } + Cull [_Cull1] + ZWrite [_ZWrite1] + ZTest [_ZTest1] + Blend [_Src1] [_Dst1] + + CGPROGRAM + #include "UnityShaderVariables.cginc" + #pragma target 3.0 + #pragma surface surf Unlit keepalpha noshadow + #undef TRANSFORM_TEX + #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) + struct Input + { + float4 vertexColor : COLOR; + float2 uv_texcoord; + float4 uv2_texcoord2; + }; + + uniform float _Cull1; + uniform float _Src1; + uniform float _Dst1; + uniform float _ZTest1; + uniform float _ZWrite1; + uniform float4 _Color; + uniform sampler2D _MaskTexture; + uniform sampler2D _NoiseDistortionTexture; + uniform float _WindSpeed; + uniform float2 _NoiseDistortionSpeed; + uniform float2 _NoiseDistortionScale; + uniform float _Distortion; + uniform float _DistortionIntensity; + uniform float _MaskSpeed; + uniform float2 _MaskScale; + uniform float2 _MaskOffset; + uniform float _MaskPower; + uniform float _MaskMultiply; + uniform sampler2D _MaskMoveTexture; + uniform float2 _MaskMoveScale; + uniform float _MaskMovePower; + uniform float _MaskMoveMultiply; + uniform sampler2D _Noise_01_Texture; + uniform float2 _Noise01Speed; + uniform float2 _Noise01Scale; + uniform sampler2D _Noise_02_Texture; + uniform float2 _Noise02Speed; + uniform float2 _Noise02Scale; + uniform float _NoisesPower; + uniform float _NoisesMultiply; + uniform float _EmissionIntensity; + uniform float _OpacityBoost; + uniform float _Dissolve; + + inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + { + return half4 ( 0, 0, 0, s.Alpha ); + } + + void surf( Input i , inout SurfaceOutput o ) + { + float windSpeed13 = ( _WindSpeed * _Time.y ); + float2 uv_TexCoord15 = i.uv_texcoord * _NoiseDistortionScale; + float2 panner18 = ( windSpeed13 * _NoiseDistortionSpeed + uv_TexCoord15); + float Distortion31 = ( ( tex2D( _NoiseDistortionTexture, panner18 ).r * 0.1 ) * _Distortion ); + float2 appendResult44 = (float2(_MaskSpeed , 0.0)); + float2 uv_TexCoord39 = i.uv_texcoord * _MaskScale + _MaskOffset; + float2 panner49 = ( windSpeed13 * appendResult44 + uv_TexCoord39); + float2 uv_TexCoord50 = i.uv_texcoord * _MaskMoveScale; + float2 appendResult52 = (float2(i.uv2_texcoord2.z , i.uv2_texcoord2.w)); + float2 uv_TexCoord28 = i.uv_texcoord * _Noise01Scale; + float2 panner45 = ( windSpeed13 * _Noise01Speed + uv_TexCoord28); + float2 uv_TexCoord35 = i.uv_texcoord * _Noise02Scale; + float2 panner43 = ( windSpeed13 * _Noise02Speed + uv_TexCoord35); + float Noises77 = saturate( ( pow( ( tex2D( _Noise_01_Texture, ( Distortion31 + panner45 ) ).r * tex2D( _Noise_02_Texture, ( Distortion31 + panner43 ) ).r ) , _NoisesPower ) * _NoisesMultiply ) ); + float temp_output_82_0 = ( saturate( ( saturate( ( pow( tex2D( _MaskTexture, ( ( Distortion31 * _DistortionIntensity ) + panner49 ) ).r , _MaskPower ) * _MaskMultiply ) ) * saturate( ( pow( tex2D( _MaskMoveTexture, ( uv_TexCoord50 + appendResult52 ) ).r , _MaskMovePower ) * _MaskMoveMultiply ) ) ) ) * Noises77 ); + o.Emission = ( ( ( _Color * i.vertexColor ) * temp_output_82_0 ) * _EmissionIntensity ).rgb; + float temp_output_90_0 = ( saturate( ( temp_output_82_0 * _OpacityBoost ) ) - ( i.uv2_texcoord2.x + _Dissolve ) ); + o.Alpha = saturate( ( i.vertexColor.a * temp_output_90_0 ) ); + } + + ENDCG + } + CustomEditor "ASEMaterialInspector" +} 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diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me.meta b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me.meta new file mode 100644 index 00000000..7aa4ca34 --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8620cd2f98b80bd489516a9652550994 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf new file mode 100644 index 00000000..eeb4ce77 --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf @@ -0,0 +1,33 @@ + Vefects: Fire VFX - Standard RP + +This set of Free High Quality Fire Particle Systems also comes with looping fire SFX to +quickly fit the need of some nice fire visual effects for your projects. From Vefects with +love, we hope you enjoy it! <3 + +Be sure to check out other awesome assets we鈥檙e selling on the Unity Asset Store! + +VFX Mega Bundle (Get it while it鈥檚 discounted!) +https://assetstore.unity.com/packages/vfx/vfx-mega-bundle-257148 + +Anime Stylized VFX +https://assetstore.unity.com/packages/vfx/anime-stylized-vfx-216008 + +Stylized VFX +https://assetstore.unity.com/packages/vfx/stylized-vfx-216010 + +Loot VFX +https://assetstore.unity.com/packages/vfx/loot-vfx-242568 + +Item Pickup VFX +https://assetstore.unity.com/packages/vfx/item-pickup-vfx-241403 + +Flipbook VFX +https://assetstore.unity.com/packages/vfx/flipbook-vfx-230438 + +Smoke Bombs VFX +https://assetstore.unity.com/packages/vfx/smoke-bombs-vfx-vision-block- +er-232602 + +For more info about our products, feel free to contact us at: +https://vefects.com/ - info@vefects.com + diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf.meta b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf.meta new file mode 100644 index 00000000..bf1239cb --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Fire VFX Info Doc.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 34525f379648542479d70c6706698b15 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf new file mode 100644 index 00000000..5d3b147a --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf @@ -0,0 +1,22 @@ + We are Vefects + + We鈥檙e here to make your dream project + become a reality. + + Here鈥檚 your personal invitation to our + Discord Community: Vefects HUB. + + Get privileged access to new content, + tips and tricks, events, + + assitance on how to use the assets, + and a really friendy group of talented artists +who you鈥檒l be able to easily reach out anytime. + + We鈥檙e really happy to have you on board. + + Let鈥檚 create awesome effects. + + Join now: + https://discord.gg/VeRbY8kMaD + diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf.meta b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf.meta new file mode 100644 index 00000000..1faea9a8 --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/Free Fire VFX/_ Read Me/Vefects Top Secret.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 49cb2c474403e3b40b143bc1932b6909 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/VFX_Fire_01_Big.prefab b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/VFX_Fire_01_Big.prefab new file mode 100644 index 00000000..099f38b0 --- /dev/null +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Prefabs/VFX_Fire_01_Big.prefab @@ -0,0 +1,38856 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &1054562835564666262 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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// 处理相机方向锁定。 + //// 处理相机方向锁定。 if (firstDirection != Vector3.zero) { angleH -= deltaH; @@ -299,6 +294,11 @@ public class CameraControl : MonoBehaviour { return Mathf.Abs((finalPivotOffset - smoothPivotOffset).magnitude); } + public void CamerMove() + { + angleH += Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1) * horizontalAimingSpeed; + angleV += Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1) * verticalAimingSpeed; + } } diff --git a/xiaofang/Assets/Script/Character/DragTheScreen.cs b/xiaofang/Assets/Script/Character/DragTheScreen.cs new file mode 100644 index 00000000..96551a8a --- /dev/null +++ b/xiaofang/Assets/Script/Character/DragTheScreen.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class DragTheScreen : MonoBehaviour, IDragHandler +{ + public GameObject yg; + public GameObject Player; + private void Start() + { + yg.GetComponent().Drag += DragEvent; + yg.GetComponent().DragEnd += DragEnd; + } + public void OnDrag(PointerEventData eventData)//屏幕移动 + { + Debug.Log("===="); + Player.GetComponent().HandleViewSwipe(); + } + public void DragEvent(float x, float y)//摇杆移动 + { + horizontal = x; + vertical = y; + + } + + public void DragEnd()//摇杆移动 + { + horizontal = 0; + vertical = 0; + } + + public float horizontal = 0; + public float vertical = 0; + public void Update() + { + if (horizontal != 0 || vertical != 0) Player.GetComponent().HandleJoystickControl(horizontal, vertical); + } +} diff --git a/xiaofang/Assets/Script/Character/DragTheScreen.cs.meta b/xiaofang/Assets/Script/Character/DragTheScreen.cs.meta new file mode 100644 index 00000000..5ddcfdc7 --- /dev/null +++ b/xiaofang/Assets/Script/Character/DragTheScreen.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2234dea935bbef348b896c4456a1e2a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs b/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs index f7c3b65d..e6727324 100644 --- a/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs +++ b/xiaofang/Assets/Script/Character/PlayerMovement_Jpystick.cs @@ -1,8 +1,9 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.EventSystems; -public class PlayerMovement_Jpystick : MonoBehaviour +public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler { public FixedJoystick joystick; // 引用 Fixed Joystick public Transform cameraTransform; // 引用主摄像机的 Transform @@ -32,6 +33,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour public float runTime; //跑步时平滑切换fov private float targetFOV; + public CameraControl cameraControl; private void Start() { characterControl = GetComponent(); @@ -39,66 +41,19 @@ public class PlayerMovement_Jpystick : MonoBehaviour rb = GetComponent(); } - - - void Update() + public void OnDrag(PointerEventData eventData) { - - - // 检测屏幕上所有触摸点 - foreach (Touch touch in Input.touches) - { - // 触摸开始时,分配触摸区域 - if (touch.phase == TouchPhase.Began) - { - if (touch.position.x < Screen.width / 2 && leftFingerId == -1) - { - // 左侧区域,绑定左手指ID,用于控制虚拟摇杆 - leftFingerId = touch.fingerId; - } - else if (touch.position.x >= Screen.width / 2 && rightFingerId == -1) - { - // 右侧区域,绑定右手指ID,用于滑动视角 - rightFingerId = touch.fingerId; - } - } - else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) - { - if (touch.fingerId == leftFingerId) - { - // 左侧触摸:处理角色移动 - HandleJoystickControl(); - } - else if (touch.fingerId == rightFingerId) - { - // 右侧触摸:滑动视角 - HandleViewSwipe(touch); - } - } - else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) - { - // 触摸结束时,重置ID - if (touch.fingerId == leftFingerId) - { - leftFingerId = -1; - } - else if (touch.fingerId == rightFingerId) - { - rightFingerId = -1; - } - } - } + Debug.Log("=-=-----"); } - void HandleJoystickControl() + + + public void HandleJoystickControl(float horizontal, float vertical) { - // 1. 获取摇杆输入 - float horizontal = joystick.Horizontal; - float vertical = joystick.Vertical; // 2. 转换为三维方向向量 (保持在水平面) - Vector3 inputDirection = new Vector3(horizontal, 0f, vertical); + //Vector3 inputDirection = new Vector3(horizontal, 0f, vertical); // 3. 获取移动方向相对于摄像机的世界方向 Vector3 cameraForward = cameraTransform.forward; // 摄像机的前向方向 @@ -126,7 +81,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour if (moveDirection.magnitude > 0.1f) { // 使用速度移动角色 - Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime; + Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.deltaTime; rb.MovePosition(newPosition); MoveState(); // 使角色面朝移动方向 @@ -138,36 +93,15 @@ public class PlayerMovement_Jpystick : MonoBehaviour } - //void HandleViewSwipe(Touch touch) - //{ + public void HandleViewSwipe() + { + cameraControl.CamerMove(); // // 滑动视角逻辑 // float horizontalSwipe = touch.deltaPosition.x * 0.1f; // 可调整灵敏度 // float verticalSwipe = -touch.deltaPosition.y * 0.1f; // cameraTransform.Rotate(0, horizontalSwipe, 0, Space.World); // cameraTransform.Rotate(verticalSwipe, 0, 0, Space.Self); - //} - void HandleViewSwipe(Touch touch) - { - // 检查触摸状态 - if (touch.phase == TouchPhase.Moved) - { - float sensitivity = 0.1f; // 调整灵敏度 - float horizontalSwipe = touch.deltaPosition.x * sensitivity; - float verticalSwipe = -touch.deltaPosition.y * sensitivity; - - // 当前旋转角度 - Vector3 currentRotation = cameraTransform.eulerAngles; - - // 垂直角度限制 (-80 到 80) - float newVerticalAngle = Mathf.Clamp(currentRotation.x + verticalSwipe, -80f, 80f); - - // 计算目标旋转 - Vector3 targetRotation = new Vector3(newVerticalAngle, currentRotation.y + horizontalSwipe, 0); - - // 平滑过渡旋转 - cameraTransform.eulerAngles = Vector3.Lerp(cameraTransform.eulerAngles, targetRotation, Time.deltaTime * 5f); - } } public void MoveState() diff --git a/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs b/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs index f8f05835..e581c484 100644 --- a/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs +++ b/xiaofang/Assets/Script/Character/Skills/Skill_Pick.cs @@ -63,6 +63,7 @@ public class Skill_Pick : MonoBehaviour item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置 item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转 + // 更新当前持有的物品 return item; } diff --git a/xiaofang/Assets/Script/Item/Fire.cs b/xiaofang/Assets/Script/Item/Fire.cs index 3b809e54..f92b59c4 100644 --- a/xiaofang/Assets/Script/Item/Fire.cs +++ b/xiaofang/Assets/Script/Item/Fire.cs @@ -41,7 +41,7 @@ public class Fire : MonoBehaviour if (isPlayerInRange && Input.GetMouseButton(0)) { // 禁用玩家控制器,防止玩家移动 - if (!isExtinguishing) DisablePlayerControl(); + //if (!isExtinguishing) DisablePlayerControl(); holdTime += Time.deltaTime; Debug.Log("灭火计时:" + holdTime); @@ -60,7 +60,7 @@ public class Fire : MonoBehaviour holdTime = 0f; isExtinguishing = false; // 恢复玩家控制器 - if (!Input.GetMouseButton(0)) EnablePlayerControl(); + //if (!Input.GetMouseButton(0)) EnablePlayerControl(); } } diff --git a/xiaofang/Assets/a_res/Joystick Pack/Scripts/Base/Joystick.cs b/xiaofang/Assets/a_res/Joystick Pack/Scripts/Base/Joystick.cs index c332b26d..44b1cc4d 100644 --- a/xiaofang/Assets/a_res/Joystick Pack/Scripts/Base/Joystick.cs +++ b/xiaofang/Assets/a_res/Joystick Pack/Scripts/Base/Joystick.cs @@ -2,8 +2,10 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; +using UnityEngine.Events; +using System; -public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler +public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler, IEndDragHandler { public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } } public float Vertical { get { return (snapY) ? SnapFloat(input.y, AxisOptions.Vertical) : input.y; } } @@ -61,7 +63,10 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint { OnDrag(eventData); } - + + + public event Action Drag; + public event Action DragEnd; public void OnDrag(PointerEventData eventData) { cam = null; @@ -74,8 +79,13 @@ public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPoint FormatInput(); HandleInput(input.magnitude, input.normalized, radius, cam); handle.anchoredPosition = input * radius * handleRange; + Drag?.Invoke(Horizontal, Vertical); + } + public void OnEndDrag(PointerEventData eventData) + { + // 杩欓噷澶勭悊鏉惧紑鍚庣殑閫昏緫 + DragEnd?.Invoke(); } - protected virtual void HandleInput(float magnitude, Vector2 normalised, Vector2 radius, Camera cam) { if (magnitude > deadZone)