└── Shields ├── Assets ├── Shields │ ├── Circle.fbx │ ├── LaserProjectile │ │ ├── laser_tex.psd │ │ ├── LaserHit │ │ │ ├── flash_tex.psd │ │ │ ├── shockwave_tex.psd │ │ │ ├── flash_line_tex.psd │ │ │ ├── LaserHit.prefab.meta │ │ │ ├── FlashLines.mat.meta │ │ │ ├── FlashMat.mat.meta │ │ │ └── ShockwaveMat.mat.meta │ │ ├── LaserProjectile.prefab.meta │ │ ├── LaserHit.meta │ │ └── LaserMat.mat.meta │ ├── Bubble Shield.prefab.meta │ ├── OldShader │ │ ├── Shield.prefab.meta │ │ ├── ShieldDistortionMat.mat.meta │ │ └── ShieldDistortionGraph.shadergraph.meta │ ├── OldShader.meta │ ├── Scripts.meta │ ├── Seperated.meta │ ├── LaserProjectile.meta │ ├── BubbleShield_Mat.mat.meta │ ├── Seperated │ │ ├── Disolve_Mat.mat.meta │ │ ├── Zoom_Mat.mat.meta │ │ ├── FresnelOutline_mat.mat.meta │ │ ├── TwirlDistortion_Mat.mat.meta │ │ ├── VertexDisplacement_Mat.mat.meta │ │ ├── ZoomGraph.shadergraph.meta │ │ ├── DissolveShader.shadergraph.meta │ │ ├── TwirlDistortion.shadergraph.meta │ │ ├── FresnelOutlineShader.shadergraph.meta │ │ └── VertexDisplacementShader.shadergraph.meta │ ├── Scripts │ │ ├── Projectile.cs.meta │ │ ├── Shield.cs.meta │ │ ├── LookAtCamera.cs.meta │ │ ├── CameraController.cs.meta │ │ ├── MagnifyingObject.cs.meta │ │ ├── ProjectileController.cs.meta │ │ ├── LookAtCamera.cs │ │ ├── MagnifyingObject.cs │ │ ├── ProjectileController.cs │ │ ├── Projectile.cs │ │ ├── CameraController.cs │ │ └── Shield.cs │ ├── BubbleShieldShader.shadergraph.meta │ └── Circle.fbx.meta ├── Characters │ ├── Idle.fbx │ ├── ybot.fbx │ ├── Standing 2H Cast Spell 01.fbx │ ├── YBotAnimController.controller.meta │ ├── CharacterController.cs.meta │ ├── CharacterController.cs │ ├── Idle.fbx.meta │ └── ybot.fbx.meta ├── ExampleAssets │ ├── Models │ │ ├── Stud.fbx │ │ ├── Workbench.fbx │ │ ├── brush_low.fbx │ │ ├── hammer_low.fbx │ │ ├── jigsaw_low.fbx │ │ ├── Workbench_Low.fbx │ │ ├── Workshop_Set.fbx │ │ ├── safetyhat_low.fbx │ │ ├── small_plane.fbx │ │ ├── paintbucket_low.fbx │ │ ├── magneticlevel_low.fbx │ │ ├── safetygoggles_low.fbx │ │ ├── ConstructionLight_Low.fbx │ │ ├── small_plane.fbx.meta │ │ ├── brush_low.fbx.meta │ │ ├── hammer_low.fbx.meta │ │ ├── jigsaw_low.fbx.meta │ │ ├── safetyhat_low.fbx.meta │ │ ├── magneticlevel_low.fbx.meta │ │ ├── safetygoggles_low.fbx.meta │ │ ├── Stud.fbx.meta │ │ ├── ConstructionLight_Low.fbx.meta │ │ ├── paintbucket_low.fbx.meta │ │ ├── Workshop_Set.fbx.meta │ │ ├── Workbench.fbx.meta │ │ └── Workbench_Low.fbx.meta │ ├── Textures │ │ ├── Wood │ │ │ ├── OBS_Albedo.tif │ │ │ ├── OBS_Normal.tif │ │ │ ├── Plywood_Albedo.tif │ │ │ ├── Plywood_Normal.tif │ │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ │ ├── OBS_Albedo.tif.meta │ │ │ ├── OBS_Normal.tif.meta │ │ │ ├── Plywood_Albedo.tif.meta │ │ │ └── Plywood_Normal.tif.meta │ │ ├── Metal │ │ │ ├── Metal_Albedo.tif │ │ │ ├── Metal_Normal.tif │ │ │ ├── Metal_MetallicSmoothness.tif │ │ │ ├── Metal_Albedo.tif.meta │ │ │ ├── Metal_Normal.tif.meta │ │ │ └── Metal_MetallicSmoothness.tif.meta │ │ ├── Concrete │ │ │ ├── Ground_Albedo.tif │ │ │ ├── Ground_Normal.tif │ │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ │ ├── Ground_Albedo.tif.meta │ │ │ └── Ground_Normal.tif.meta │ │ ├── Drywall │ │ │ ├── Drywall_Albedo.tif │ │ │ ├── Drywall_Normal.tif │ │ │ ├── DrywallPainted_Normal.tif │ │ │ ├── Drywall_AlbedoSmoothness.tif │ │ │ ├── Drywall_Albedo.tif.meta │ │ │ ├── Drywall_Normal.tif.meta │ │ │ └── DrywallPainted_Normal.tif.meta │ │ ├── Plastic │ │ │ ├── Elastic_Normal.tif │ │ │ ├── Plastic_Normal.tif │ │ │ ├── PlasticRidges_Albedo.tif │ │ │ ├── PlasticRidges_Normal.tif │ │ │ ├── PlasticRough_Albedo.tif │ │ │ ├── Plastic_AlbedoSmoothness.tif │ │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ │ ├── Elastic_Normal.tif.meta │ │ │ ├── Plastic_Normal.tif.meta │ │ │ └── PlasticRidges_Albedo.tif.meta │ │ ├── Props │ │ │ ├── Paint │ │ │ │ ├── PaintLabel.tif │ │ │ │ ├── Paint1G_Albedo.tif │ │ │ │ ├── Paint1G_Normal.tif │ │ │ │ ├── PaintAnimMask.tif │ │ │ │ ├── Paintbrush_Albedo.tif │ │ │ │ ├── Paintbrush_Normal.tif │ │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif │ │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ │ └── PaintLabel.tif.meta │ │ │ ├── Hammer │ │ │ │ ├── Hammer_Albedo.tif │ │ │ │ ├── Hammer_Normal.tif │ │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ │ └── Hammer_Albedo.tif.meta │ │ │ ├── Jigsaw │ │ │ │ ├── Jigsaw_Albedo.tif │ │ │ │ ├── Jigsaw_Normal.tif │ │ │ │ └── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ ├── HardHat │ │ │ │ ├── SafetyHat_Albedo.tif │ │ │ │ ├── SafetyHat_Normal.tif │ │ │ │ └── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ ├── Construction_Light │ │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ ├── Paint.meta │ │ │ ├── Hammer.meta │ │ │ ├── HardHat.meta │ │ │ ├── Jigsaw.meta │ │ │ └── Construction_Light.meta │ │ ├── Metal.meta │ │ ├── Props.meta │ │ ├── Wood.meta │ │ ├── Concrete.meta │ │ ├── Drywall.meta │ │ └── Plastic.meta │ ├── Prefabs │ │ ├── Workbench.prefab.meta │ │ ├── Paint Supplies.prefab.meta │ │ ├── Workbench_LOD0.prefab.meta │ │ ├── Workbench_LOD1.prefab.meta │ │ ├── Construction Light Low.prefab.meta │ │ ├── Props.prefab.meta │ │ └── Workshop Set.prefab.meta │ ├── Materials.meta │ ├── Models.meta │ ├── Prefabs.meta │ ├── Shaders.meta │ ├── Textures.meta │ ├── Materials │ │ ├── Ground_Mat.mat.meta │ │ ├── Hammer_Mat.mat.meta │ │ ├── Jigsaw_Mat.mat.meta │ │ ├── Liquid_Mat.mat.meta │ │ ├── OBS_Mat.mat.meta │ │ ├── Strap_Mat.mat.meta │ │ ├── Stud_Mat.mat.meta │ │ ├── DryWall_Mat.mat.meta │ │ ├── HardHat_Mat.mat.meta │ │ ├── LightBulb_Mat.mat.meta │ │ ├── PaintBrush_Mat.mat.meta │ │ ├── PaintLabel_Mat.mat.meta │ │ ├── DryWallPainted_Mat.mat.meta │ │ ├── Metal_Simple_Mat.mat.meta │ │ ├── Plastic_Black_Mat.mat.meta │ │ ├── Plastic_Gray_Mat.mat.meta │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ ├── Plastic_Rough_Mat.mat.meta │ │ ├── Plastic_Transparent.mat.meta │ │ ├── Plastic_White_Mat.mat.meta │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ ├── ConstructionLight_Mat.mat.meta │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ └── Paint1G_WAnim_Material.mat.meta │ └── Shaders │ │ └── Paint1G_WAnim_Shader.shadergraph.meta ├── Scenes │ ├── SampleScene.unity.meta │ ├── SampleSceneLightingSettings.lighting.meta │ └── SampleSceneLightingSettings.lighting ├── Materials.meta ├── Presets.meta ├── Scenes.meta ├── Settings.meta ├── Shields.meta ├── Characters.meta ├── ExampleAssets.meta ├── Presets │ ├── Defaults.meta │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset.meta │ ├── Defaults │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── AlbedoTexture_Default.preset.meta │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset.meta │ └── UtilityTexture.preset.meta ├── Materials │ ├── Skybox_Mat.mat.meta │ └── Skybox_Mat.mat ├── Settings │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-MediumQuality.asset │ ├── ForwardRenderer.asset │ ├── UniversalRP-HighQuality.asset │ └── SampleSceneProfile.asset ├── DissolveHeightSetter.cs.meta └── DissolveHeightSetter.cs ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── URPProjectSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── PackageManagerSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── 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2 2 | guid: 8f7e348008709444b84f21434773acbc 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Shields/Assets/Shields/Scripts/LookAtCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | public class LookAtCamera : MonoBehaviour 5 | { 6 | Camera _cam; 7 | private void Start() 8 | { 9 | _cam = Camera.main; 10 | } 11 | void Update() 12 | { 13 | transform.forward = _cam.transform.position - transform.position; 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Shields/ProjectSettings/URPProjectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_LastMaterialVersion: 4 16 | -------------------------------------------------------------------------------- /Shields/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | 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/Shields/Assets/Characters/CharacterController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CharacterController : MonoBehaviour 6 | { 7 | [SerializeField] Shield _Shield; 8 | [SerializeField] Animator _Anim; 9 | private void Update() 10 | { 11 | if (Input.GetKeyDown(KeyCode.R)) 12 | { 13 | _Anim.SetTrigger("Cast"); 14 | } 15 | } 16 | 17 | private void AnimationCallback_CastSpell() 18 | { 19 | _Shield.OpenCloseShield(); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Shields/ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Shields/Assets/Shields/Scripts/MagnifyingObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MagnifyingObject : MonoBehaviour 6 | { 7 | Renderer _renderer; 8 | Camera _cam; 9 | void Start() 10 | { 11 | _renderer = GetComponent(); 12 | _cam = Camera.main; 13 | } 14 | 15 | // Update is called once per frame 16 | void Update() 17 | { 18 | Vector3 screenPoint = _cam.WorldToScreenPoint(transform.position); 19 | screenPoint.x = screenPoint.x / Screen.width; 20 | screenPoint.y = screenPoint.y / Screen.height; 21 | _renderer.material.SetVector("_ObjScreenPos", screenPoint); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Shields/Assets/Shields/Scripts/ProjectileController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ProjectileController : MonoBehaviour 6 | { 7 | [SerializeField] Projectile _Projectile; 8 | [SerializeField] List _ProjectilePoints; 9 | private void Update() 10 | { 11 | if (Input.GetMouseButtonDown(0)) 12 | { 13 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 14 | RaycastHit hit; 15 | if(Physics.Raycast(ray,out hit)) 16 | { 17 | Transform point = _ProjectilePoints[Random.Range(0, _ProjectilePoints.Count)]; 18 | Projectile projectile = Instantiate(_Projectile, point.position, Quaternion.identity); 19 | projectile.transform.forward = 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| m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | UnityAdsSettings: 27 | m_Enabled: 0 28 | m_InitializeOnStartup: 1 29 | m_TestMode: 0 30 | m_IosGameId: 31 | m_AndroidGameId: 32 | m_GameIds: {} 33 | m_GameId: 34 | PerformanceReportingSettings: 35 | m_Enabled: 0 36 | -------------------------------------------------------------------------------- /Shields/ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_AssetPipelineMode: 1 6 | m_ObjectHideFlags: 0 7 | serializedVersion: 10 8 | m_ExternalVersionControlSupport: Visible Meta Files 9 | m_SerializationMode: 2 10 | m_LineEndingsForNewScripts: 0 11 | m_DefaultBehaviorMode: 0 12 | m_PrefabRegularEnvironment: {fileID: 0} 13 | m_PrefabUIEnvironment: {fileID: 0} 14 | m_SpritePackerMode: 0 15 | m_SpritePackerPaddingPower: 1 16 | m_EtcTextureCompressorBehavior: 1 17 | m_EtcTextureFastCompressor: 1 18 | m_EtcTextureNormalCompressor: 2 19 | m_EtcTextureBestCompressor: 4 20 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp 21 | m_ProjectGenerationRootNamespace: 22 | m_CollabEditorSettings: 23 | inProgressEnabled: 1 24 | m_EnableTextureStreamingInEditMode: 1 25 | m_EnableTextureStreamingInPlayMode: 1 26 | m_AsyncShaderCompilation: 1 27 | m_EnterPlayModeOptionsEnabled: 0 28 | m_EnterPlayModeOptions: 3 29 | m_ShowLightmapResolutionOverlay: 1 30 | m_UseLegacyProbeSampleCount: 0 31 | m_SerializeInlineMappingsOnOneLine: 1 32 | -------------------------------------------------------------------------------- /Shields/.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # Modified from: 3 | # https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Uncomment this line if you wish to ignore the asset store tools plugin 14 | # [Aa]ssets/AssetStoreTools* 15 | 16 | # Visual Studio cache directory 17 | .vs/ 18 | 19 | # Gradle cache directory 20 | .gradle/ 21 | 22 | 23 | # Autogenerated VS/MD/Consulo solution and project files 24 | ExportedObj/ 25 | .consulo/ 26 | *.csproj 27 | *.unityproj 28 | *.sln 29 | *.suo 30 | *.tmp 31 | *.user 32 | *.userprefs 33 | *.pidb 34 | *.booproj 35 | *.svd 36 | *.pdb 37 | *.mdb 38 | *.opendb 39 | *.VC.db 40 | 41 | 42 | 43 | # Unity3D generated meta files 44 | *.pidb.meta 45 | *.pdb.meta 46 | *.mdb.meta 47 | 48 | # Unity3D generated file on crash reports 49 | sysinfo.txt 50 | 51 | # Builds 52 | *.apk 53 | *.unitypackage 54 | 55 | # Crashlytics generated file 56 | crashlytics-build.properties 57 | 58 | # Windows 59 | Thumbs.db 60 | Thumbs.db.meta 61 | 62 | # MacOS 63 | *.DS_Store 64 | 65 | # VS Code 66 | *.vscode 67 | 68 | #CustomStuff 69 | *.rar 70 | *.zip 71 | *.tga 72 | *.tiff 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/Shields/Assets/Shields/Scripts/Projectile.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Projectile : MonoBehaviour 6 | { 7 | [SerializeField] float _ProjectileSpeed; 8 | [SerializeField] GameObject _HitEffect; 9 | Vector3 _hitNormal; 10 | Vector3 _hitPos; 11 | Ray ray; 12 | RaycastHit hit; 13 | private void Start() 14 | { 15 | Destroy(gameObject, 3); 16 | } 17 | void Update() 18 | { 19 | Vector3 delta = (transform.forward * _ProjectileSpeed * Time.deltaTime); 20 | transform.position += delta; 21 | ray = new Ray(transform.position,transform.forward); 22 | if(Physics.Raycast(ray,out hit)) 23 | { 24 | _hitNormal = hit.normal; 25 | _hitPos = hit.point; 26 | float distance = (transform.position - hit.point).magnitude; 27 | if(distance< delta.magnitude) 28 | { 29 | Hit(hit.collider); 30 | } 31 | } 32 | } 33 | 34 | void Hit(Collider collider) 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-------------------------------------------------------------------------------- /Shields/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.7.1", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.11", 6 | "com.unity.ide.vscode": "1.2.3", 7 | "com.unity.render-pipelines.universal": "10.5.1", 8 | "com.unity.test-framework": "1.1.27", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.4.8", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": "1.0.0", 39 | "com.unity.modules.video": "1.0.0", 40 | "com.unity.modules.vr": "1.0.0", 41 | "com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Shields/Assets/Shields/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CameraController : MonoBehaviour 6 | { 7 | 8 | [SerializeField] float _RotationSpeed; 9 | [SerializeField] float _MoveSpeed; 10 | [SerializeField] float _ScrollSpeed; 11 | Camera _cam; 12 | // Start is called before the first frame update 13 | void Start() 14 | { 15 | _cam = Camera.main; 16 | } 17 | 18 | // Update is called once per frame 19 | void Update() 20 | { 21 | if (Input.GetMouseButton(1)) 22 | { 23 | float rotateX = Input.GetAxis("Mouse X"); 24 | float rotateY = Input.GetAxis("Mouse Y"); 25 | transform.Rotate(new Vector3(0, rotateX, -rotateY) *Time.deltaTime* _RotationSpeed); 26 | transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z); 27 | } 28 | float translateForward = Input.GetAxis("Vertical"); 29 | float translateRight = Input.GetAxis("Horizontal"); 30 | float translateUp = 0; 31 | if (Input.GetKey(KeyCode.Space)) 32 | { 33 | translateUp = 1; 34 | } 35 | if (Input.GetKey(KeyCode.LeftShift)) 36 | { 37 | translateUp = -1; 38 | } 39 | 40 | float scrollDelta = Input.mouseScrollDelta.y; 41 | Vector2 camLocalPos = _cam.transform.localPosition; 42 | camLocalPos.x = Mathf.Clamp(camLocalPos.x + scrollDelta * _ScrollSpeed, 0, 100); 43 | _cam.transform.localPosition = camLocalPos; 44 | 45 | Vector3 forward = Vector3.ProjectOnPlane(_cam.transform.forward, Vector2.up).normalized; 46 | Vector3 right = Quaternion.Euler(0, 90, 0) * forward; 47 | 48 | 49 | Vector3 translation = (forward * translateForward + right * translateRight + Vector3.up * translateUp)*Time.deltaTime* _MoveSpeed; 50 | transform.position+= translation; 51 | } 52 | } 53 | 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m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Shields/Assets/Shields/Scripts/Shield.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Shield : MonoBehaviour 6 | { 7 | Renderer _renderer; 8 | [SerializeField] AnimationCurve _DisplacementCurve; 9 | [SerializeField] float _DisplacementMagnitude; 10 | [SerializeField] float _LerpSpeed; 11 | [SerializeField] float _DisolveSpeed; 12 | bool _shieldOn; 13 | Coroutine _disolveCoroutine; 14 | // Start is called before the first frame update 15 | void Start() 16 | { 17 | _renderer = GetComponent(); 18 | } 19 | 20 | // Update is called once per frame 21 | void Update() 22 | { 23 | if (Input.GetMouseButtonDown(0)) 24 | { 25 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 26 | RaycastHit hit; 27 | if (Physics.Raycast(ray, out hit)) 28 | { 29 | HitShield(hit.point); 30 | } 31 | } 32 | if (Input.GetKeyDown(KeyCode.F)) 33 | { 34 | OpenCloseShield(); 35 | } 36 | } 37 | 38 | public void HitShield(Vector3 hitPos) 39 | { 40 | _renderer.material.SetVector("_HitPos", hitPos); 41 | StopAllCoroutines(); 42 | StartCoroutine(Coroutine_HitDisplacement()); 43 | } 44 | 45 | public void OpenCloseShield() 46 | { 47 | float target = 1; 48 | if (_shieldOn) 49 | { 50 | 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