Barbarian update
- added barb class signature ability Wild Hunt - added class resource generation to all barb abilities
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4870
Assets/EzTornado/Prefabs/TornadoEfc.prefab
Normal file
4870
Assets/EzTornado/Prefabs/TornadoEfc.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/EzTornado/Prefabs/TornadoEfc.prefab.meta
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Normal file
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4871
Assets/EzTornado/Prefabs/TornadoWithWindEfc.prefab
Normal file
4871
Assets/EzTornado/Prefabs/TornadoWithWindEfc.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/EzTornado/Prefabs/TornadoWithWindEfc.prefab.meta
Normal file
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Assets/EzTornado/Scripts.meta
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Assets/EzTornado/Scripts.meta
Normal file
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98
Assets/EzTornado/Scripts/PerlinNoiseMesh.cs
Normal file
98
Assets/EzTornado/Scripts/PerlinNoiseMesh.cs
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PerlinNoiseMesh : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField, Range(0f, 1f)] float m_threshold = 0.5f;
|
||||||
|
[SerializeField, Range(0.05f, 0.3f)] float m_scale = 0.1f;
|
||||||
|
int sz = 100;
|
||||||
|
float heightScale = 5f;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
HeightInfo[,] heightArr = new HeightInfo[sz, sz];
|
||||||
|
for (int x = 0; x < sz; ++x)
|
||||||
|
{
|
||||||
|
for (int z = 0; z < sz; ++z)
|
||||||
|
{
|
||||||
|
float noise = Mathf.PerlinNoise((float)x * m_scale, (float)z * m_scale);
|
||||||
|
if (noise < m_threshold)
|
||||||
|
{
|
||||||
|
float thRate = (m_threshold - noise) / (m_threshold);
|
||||||
|
heightArr[x, z].height = thRate * heightScale;
|
||||||
|
heightArr[x, z].vertCol = new Color(1f - thRate * 1.1f, 0.8f + thRate * 0.3f, 0.9f - thRate * 1.2f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
heightArr[x, z].height = 0f;
|
||||||
|
heightArr[x, z].vertCol = new Color(0.3f, 0.5f, 0.9f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
GetComponent<MeshFilter>().mesh = CreateHeightMesh(heightArr);
|
||||||
|
MeshCollider mc = GetComponent<MeshCollider>();
|
||||||
|
mc.sharedMesh = GetComponent<MeshFilter>().mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update() { }
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public struct HeightInfo
|
||||||
|
{
|
||||||
|
public float height;
|
||||||
|
public Color vertCol;
|
||||||
|
};
|
||||||
|
|
||||||
|
public static Mesh CreateHeightMesh(HeightInfo[,] _heightArr, bool _isUnitPerGrid = true)
|
||||||
|
{
|
||||||
|
int _divX = _heightArr.GetLength(0) - 1;
|
||||||
|
int _divZ = _heightArr.GetLength(1) - 1;
|
||||||
|
|
||||||
|
int vertNum = (_divX + 1) * (_divZ + 1);
|
||||||
|
int quadNum = _divX * _divZ;
|
||||||
|
int[] triangles = new int[quadNum * 6];
|
||||||
|
Vector3[] vertices = new Vector3[vertNum];
|
||||||
|
Vector2[] uv = new Vector2[vertNum];
|
||||||
|
Color[] colors = new Color[vertNum];
|
||||||
|
Vector3[] normals = new Vector3[vertNum];
|
||||||
|
Vector4[] tangents = new Vector4[vertNum];
|
||||||
|
|
||||||
|
for (int zz = 0; zz < (_divZ + 1);++zz)
|
||||||
|
{
|
||||||
|
for (int xx = 0; xx < (_divX + 1); ++xx)
|
||||||
|
{
|
||||||
|
float height = _heightArr[xx, zz].height;
|
||||||
|
Vector2 uvPos = new Vector2((float)xx / (float)_divX, (float)zz / (float)_divZ);
|
||||||
|
vertices[zz * (_divX + 1) + xx] = new Vector3(uvPos.x - 0.5f, height, uvPos.y - 0.5f);
|
||||||
|
if (_isUnitPerGrid)
|
||||||
|
{
|
||||||
|
vertices[zz * (_divX + 1) + xx] = Vector3.Scale(vertices[zz * (_divX + 1) + xx], new Vector3(_divX, 1f, _divZ));
|
||||||
|
}
|
||||||
|
uv[zz * (_divX + 1) + xx] = uvPos;
|
||||||
|
colors[zz * (_divX + 1) + xx] = _heightArr[xx, zz].vertCol * 0.1f;
|
||||||
|
normals[zz * (_divX + 1) + xx] = new Vector3(0.0f, 1.0f, 0.0f);
|
||||||
|
tangents[zz * (_divX + 1) + xx] = new Vector4(1.0f, 0.0f, 0.0f);
|
||||||
|
if ((xx < _divX) && (zz < _divZ))
|
||||||
|
{
|
||||||
|
int[] sw = { 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1 };
|
||||||
|
for (int ii = 0; ii < 6; ++ii)
|
||||||
|
{
|
||||||
|
triangles[(zz * _divX + xx) * 6 + ii] = (zz + sw[ii * 2 + 1]) * (_divX + 1) + (xx + sw[ii * 2 + 0]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.triangles = triangles;
|
||||||
|
mesh.uv = uv;
|
||||||
|
mesh.colors = colors;
|
||||||
|
mesh.normals = normals;
|
||||||
|
mesh.tangents = tangents;
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
mesh.SetIndices(mesh.GetIndices(0), MeshTopology.Triangles, 0);
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/EzTornado/Scripts/PerlinNoiseMesh.cs.meta
Normal file
11
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Reference in New Issue
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