wupin
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- _Size: 0.08
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m_Colors:
|
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- _Color: {r: 0.588, g: 0.588, b: 0.588, a: 1}
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- _AtmoColor: {r: 0.4188679, g: 0.06875754, b: 0.06875754, a: 0}
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- _Color: {r: 0.7509433, g: 0.26495546, b: 0.26495546, a: 1}
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m_BuildTextureStacks: []
|
74
Assets/mat/GlowStoneShader.shader
Normal file
74
Assets/mat/GlowStoneShader.shader
Normal file
@ -0,0 +1,74 @@
|
||||
Shader "Custom/GlowStoneShader"
|
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{
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Properties
|
||||
{
|
||||
_Color ("Main Color", Color) = (1, 1, 1, 1) // 主颜色(矿石的基本颜色)
|
||||
_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) // 发光颜色
|
||||
_MainTex ("Base Texture", 2D) = "white" { } // 基本纹理
|
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode"="ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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||||
#pragma fragment frag
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||||
#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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||||
float2 uv : TEXCOORD0;
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||||
};
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||||
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struct v2f
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{
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float4 pos : POSITION;
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float3 normal : TEXCOORD0;
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float2 uv : TEXCOORD1;
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float4 fog : FOG;
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};
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uniform float4 _Color;
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uniform float4 _EmissionColor;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
|
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o.pos = UnityObjectToClipPos(v.vertex);
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o.normal = v.normal;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
|
||||
// 基本纹理采样
|
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half4 texColor = tex2D(_MainTex, i.uv) * _Color;
|
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|
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// 计算发光颜色
|
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half4 emission = _EmissionColor;
|
||||
|
||||
// 将发光颜色与基础纹理颜色合成
|
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half4 finalColor = texColor + emission;
|
||||
|
||||
// 输出最终颜色
|
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return finalColor;
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}
|
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ENDCG
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}
|
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}
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
10
Assets/mat/GlowStoneShader.shader.meta
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10
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110
Assets/mat/OutLine2.shader
Normal file
110
Assets/mat/OutLine2.shader
Normal file
@ -0,0 +1,110 @@
|
||||
Shader "Custom/OutLine2" {
|
||||
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Properties
|
||||
{
|
||||
_MainTex("Texture(RGB)",2D) = "grey"{} //主纹理
|
||||
_Color("Color",Color) = (0,0,0,1) //主纹理颜色
|
||||
_AtmoColor("Atmosphere Color",Color) = (0,0,0,0) //光晕颜色
|
||||
_Size("Size",Range(0,1)) = 0.1 //光晕范围
|
||||
_OutLightPow("Falloff",Range(1,10)) = 5 //光晕系数
|
||||
_OutLightStrength("Transparency",Range(5,20)) = 15 //光晕强度
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}
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SubShader{
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Name "PlaneBase"
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Tags{"LightMode" = "Always"}
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Cull Back //剔除背面
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float4 _Color;
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uniform float4 _AtmoColor;
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uniform float _OutLightStrength;
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float4 pos : SV_POSITION;
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float3 worldvertpos : TEXCOORD1;
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float2 texcoord : TEXCOORD2;
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};
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//顶点着色器
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vertexOutput vert(appdata_base v)
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{
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vertexOutput o;
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//顶点位置
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o.pos = UnityObjectToClipPos(v.vertex);
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//法线
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o.normal = v.normal;
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//世界坐标顶点位置
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o.worldvertpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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float4 frag(vertexOutput i) : COLOR
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{
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ENDCG
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#pragma vertex vert
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#include "UnityCG.cginc"
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uniform float4 _Color;
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uniform float4 _AtmoColor;
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struct vertexOutput
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{
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float4 pos : SV_POSITION;
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};
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vertexOutput vert(appdata_base v) {
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vertexOutput o;
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//顶点位置以法线方向向外延伸
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v.vertex.xyz += v.normal * _Size;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.normal = v.normal;
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o.worldvertpos = mul(unity_ObjectToWorld, v.vertex);
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return o;
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}
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float4 frag(vertexOutput i) : COLOR
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{
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i.normal = normalize(i.normal);
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//视角法线
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float3 viewdir = normalize(i.worldvertpos.xyz - _WorldSpaceCameraPos.xyz);
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float4 color = _AtmoColor;
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//视角法线与模型法线点积形成中间为1向四周逐渐衰减为0的点积值,赋值透明通道,形成光晕效果
|
||||
color.a = pow(saturate(dot(viewdir, i.normal)),_OutLightPow);
|
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color.a *= _OutLightStrength * dot(viewdir, i.normal);
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return color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
|
10
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Assets/mat/Outline1.shader
Normal file
52
Assets/mat/Outline1.shader
Normal file
@ -0,0 +1,52 @@
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Properties
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}
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SubShader
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struct v2f
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{
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float4 vertex:POSITION;
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float4 uv:TEXCOORD0;
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float4 NdotV:COLOR;
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sampler2D _MainTex;
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v2f vert(appdata_base v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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float3 V = WorldSpaceViewDir(v.vertex);
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||||
V = mul(unity_WorldToObject,V);//视方向从世界到模型坐标系的转换
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||||
o.NdotV.x = saturate(dot(v.normal,normalize(V)));//必须在同一坐标系才能正确做点乘运算
|
||||
return o;
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}
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half4 frag(v2f IN) :COLOR
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{
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||||
half4 c = tex2D(_MainTex,IN.uv);
|
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//用视方向和法线方向做点乘,越边缘的地方,法线和视方向越接近90度,点乘越接近0.
|
||||
//用(1- 上面点乘的结果)*颜色,来反映边缘颜色情况
|
||||
c.rgb += pow((1 - IN.NdotV.x) ,_RimPower)* _RimColor.rgb;
|
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return c;
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}
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ENDCG
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||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
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9813
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@ -7,7 +7,7 @@ public class Bomb : MonoBehaviour
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{
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public float harm;
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public GameObject bomb;
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public float explosionRadius = 50000f; // 爆炸半径
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{
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void Explode()
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{
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// 获取爆炸范围内的所有目标
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{
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// 计算与目标的距离
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// 计算伤害值,距离越远伤害越小
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float damage = Mathf.Lerp(maxDamage, 0, distance / explosionRadius);
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if(distance > maxDamage) return;
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//具体伤害
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if(collider.gameObject.tag=="enemy")
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{
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enemy.EnemyHpDown(maxDamage);
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DesSelf();
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}
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if (collider.gameObject.tag == "ore")
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{
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DesSelf();
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}
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}
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}
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void OnCollisionEnter(Collision collision)
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{
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Explode();
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Explode();
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DesSelf();
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}
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void DesSelf()
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{
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public class Ore : MonoBehaviour
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{
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public float OreHp;
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public GameObject OwupinPrefab;
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void Start()
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//ToDo
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30
Assets/scripts/wupin.cs
Normal file
30
Assets/scripts/wupin.cs
Normal file
@ -0,0 +1,30 @@
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using DG.Tweening;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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{
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// Update is called once per frame
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void Update()
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{
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if (dis > distance)
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{
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Destroy(this.gameObject,1f);
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Loading…
Reference in New Issue
Block a user