1. svn -> git

This commit is contained in:
2017-04-12 01:23:07 +09:00
commit daaaf2997b
406 changed files with 68990 additions and 0 deletions

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using UnityEngine;
using System.Collections;
public class CameraMove : MonoBehaviour {
private Vector3 ResetCamera;
private Vector3 Origin;
private Vector3 Diference;
private bool Drag = false;
void Start()
{
ResetCamera = Camera.main.transform.position;
}
void LateUpdate()
{
if (Input.GetMouseButton(0))
{
//DrawRay( [위치 값], [어느 방향+어느 길이], [색상] ): 일정 영역에 디버그용 선(Ray)을 그림
Debug.DrawRay(transform.position, this.transform.forward * 10.0f, Color.red);
//충돌이 감지된 영역
RaycastHit2D hit;
//마우스 포이트 근처 좌표를 만든다.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//마우스 근처에 오브젝트가 있는지 확인
hit = Physics2D.Raycast(ray.origin, ray.direction * 100);
if (hit)
{
//있다!
//있으면 오브젝트를 저장한다.
GameObject target = hit.collider.gameObject;
if (target.CompareTag("Player"))
return;
}
Diference = (Camera.main.ScreenToWorldPoint(Input.mousePosition)) - Camera.main.transform.position;
if (Drag == false)
{
Drag = true;
Origin = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
}
else
{
Drag = false;
}
if (Drag == true)
{
Camera.main.transform.position = Origin - Diference;
}
//RESET CAMERA TO STARTING POSITION WITH RIGHT CLICK
if (Input.GetMouseButton(1))
{
Camera.main.transform.position = ResetCamera;
}
}
}

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using UnityEngine;
[AddComponentMenu("Destructible 2D/D2D Destroy After Time")]
public class D2D_DestroyAfterTime_obi : MonoBehaviour
{
public float Seconds = 10.0f;
protected virtual void Update()
{
Seconds -= Time.deltaTime;
if (Seconds <= 0.0f)
{
Destroy(gameObject);
}
}
}

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using UnityEngine;
[AddComponentMenu("Destructible 2D/D2D Drag To Shoot")]
public class D2D_DragToShoot_obi : MonoBehaviour
{
public GameObject Bullet;
public float Power = 3.0f;
public float AngleOffset;
public float AngleRandomness;
public SpriteRenderer Indicator;
private bool down;
public GameObject startFirePosition = null;
// Use this for initialization
void Start()
{
if (Indicator != null)
Indicator = Instantiate(Indicator);
}
protected virtual void Update()
{
// End dragging?
if (Input.GetMouseButton(0) == false && down == true)
{
down = false;
// Fire?
if (Camera.main != null && Bullet != null)
{
var endMousePosition = Input.mousePosition;
//var startPos = Camera.main.ScreenToWorldPoint(startMousePosition);
var startPos = startFirePosition.transform.position;
var endPos = Camera.main.ScreenToWorldPoint(endMousePosition);
var vec = endPos - startPos;
var angle = D2D_Helper.Atan2(vec) * -Mathf.Rad2Deg + AngleOffset + Random.Range(-0.5f, 0.5f) * AngleRandomness;
var clone = D2D_Helper.CloneGameObject(Bullet, null, startPos, Quaternion.Euler(0.0f, 0.0f, angle));
var cloneRb2D = clone.GetComponent<Rigidbody2D>();
if (cloneRb2D != null)
{
cloneRb2D.velocity = (startPos - endPos) * Power;
}
}
}
// Show dragging?
if (Indicator != null)
{
Indicator.enabled = down;
if (Camera.main != null && down == true)
{
var currentMousePosition = Input.mousePosition;
//var startPos = Camera.main.ScreenToWorldPoint( startMousePosition);
var startPos = startFirePosition.transform.position;
var currentPos = Camera.main.ScreenToWorldPoint(currentMousePosition);
var scale = Vector3.Distance(currentPos, startPos);
var angle = D2D_Helper.Atan2(currentPos - startPos) * Mathf.Rad2Deg;
//Indicator.transform.position = Camera.main.ScreenToWorldPoint(startMousePosition);
Indicator.transform.position = startFirePosition.transform.position;
Indicator.transform.localRotation = Quaternion.Euler(180.0f, 0.0f, angle);
Indicator.transform.localScale = new Vector3(scale, scale, scale);
}
}
}
void OnMouseDown()
{
if (Input.GetMouseButton(0) == true && startFirePosition != null)
{
down = true;
}
}
/// <summary>
/// 마우스가 내려간 오브젝트를 가지고 옵니다.
/// </summary>
/// <returns>선택된 오브젝트</returns>
private GameObject GetClickedObject()
{
//충돌이 감지된 영역
RaycastHit hit;
//찾은 오브젝트
GameObject target = null;
//마우스 포이트 근처 좌표를 만든다.
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//마우스 근처에 오브젝트가 있는지 확인
if (true == (Physics.Raycast(ray.origin, ray.direction * 10, out hit)))
{
//있다!
//있으면 오브젝트를 저장한다.
target = hit.collider.gameObject;
}
return target;
}
}

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using UnityEngine;
[AddComponentMenu("Destructible 2D/D2D Replace On Collision")]
public class D2D_ReplaceOnCollision_obi : MonoBehaviour
{
public float RelativeVelocityRequired;
public GameObject Spawn;
// Use this for initialization
void Start()
{
}
protected virtual void OnCollisionEnter2D(Collision2D collision)
{
Destroy(gameObject);
if (Spawn != null)
{
if (collision.relativeVelocity.magnitude >= RelativeVelocityRequired)
{
var contact0 = collision.contacts[0];
Instantiate(Spawn, contact0.point, transform.rotation);
}
}
}
}

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using UnityEngine;
using System.Collections;
public class InputManager : MonoBehaviour {
enum _InputStatus
{
NONE = 0x00,
MOUSE_OVER = 0x01,
MOUSE_PUSH = 0x02,
MOUSE_UP = 0x04,
MOUSE_MOVE = 0x08,
};
private _InputStatus m_currentState = _InputStatus.NONE;
private GameObject m_attachObject = null;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
m_currentState |= _InputStatus.MOUSE_PUSH;
if (Input.GetMouseButtonUp(0))
m_currentState |= _InputStatus.MOUSE_UP;
}
public void AttachObject (GameObject gameobject)
{
m_attachObject = gameobject;
}
public void DettachObject (GameObject gameobject)
{
m_attachObject = null;
}
}

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using UnityEngine;
using System.Collections;
public class Reference_Script : MonoBehaviour {
// Use this for initialization
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}
// Update is called once per frame
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}

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