├── .gitignore ├── Assets ├── Internal.meta ├── Internal │ ├── Animation.meta │ ├── Animation │ │ ├── ClearMessage.controller │ │ ├── ClearMessage.controller.meta │ │ ├── Dialog.controller │ │ ├── Dialog.controller.meta │ │ ├── Message@ToCenter.anim │ │ ├── Message@ToCenter.anim.meta │ │ ├── None.anim │ │ ├── None.anim.meta │ │ ├── Score.controller │ │ ├── Score.controller.meta │ │ ├── Score@GetItem.anim │ │ └── Score@GetItem.anim.meta │ ├── Font.meta │ ├── Font │ │ ├── FAMania.txt │ │ ├── FAMania.txt.meta │ │ ├── FAMania2.6.TTF │ │ ├── FAMania2.6.TTF.meta │ │ ├── FAMania2.7(32).TTF │ │ └── FAMania2.7(32).TTF.meta │ ├── PhysicsMaterial.meta │ ├── PhysicsMaterial │ │ ├── ball.physicMaterial │ │ └── ball.physicMaterial.meta │ ├── Script.meta │ ├── Script │ │ ├── GameController.cs │ │ ├── GameController.cs.meta │ │ ├── Goal.cs │ │ ├── Goal.cs.meta │ │ ├── Item.cs │ │ ├── Item.cs.meta │ │ ├── ScoreController.cs │ │ └── ScoreController.cs.meta │ ├── Shader.meta │ └── Shader │ │ ├── GlowShader.shader │ │ ├── GlowShader.shader.meta │ │ ├── Item.mat │ │ └── Item.mat.meta ├── Standard Assets.meta ├── Standard Assets │ ├── Character Controllers.meta │ ├── Character Controllers │ │ ├── First Person Controller.prefab │ │ ├── First Person Controller.prefab.meta │ │ ├── Sources.meta │ │ └── Sources │ │ │ ├── Scripts.meta │ │ │ └── Scripts │ │ │ ├── CharacterMotor.js │ │ │ ├── CharacterMotor.js.meta │ │ │ ├── FPSInputController.js │ │ │ ├── FPSInputController.js.meta │ │ │ ├── MouseLook.cs │ │ │ ├── MouseLook.cs.meta │ │ │ ├── PlatformInputController.js │ │ │ ├── PlatformInputController.js.meta │ │ │ ├── ThirdPersonCamera.js │ │ │ ├── ThirdPersonCamera.js.meta │ │ │ ├── ThirdPersonController.js │ │ │ └── ThirdPersonController.js.meta │ ├── Light Flares.meta │ ├── Light Flares │ │ ├── 50mm Zoom.flare │ │ ├── 50mm Zoom.flare.meta │ │ ├── Sources.meta │ │ └── Sources │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── flare mat.mat │ │ │ └── flare mat.mat.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ ├── 50mmflare.psd │ │ │ ├── 50mmflare.psd.meta │ │ │ ├── starflare.psd │ │ │ └── starflare.psd.meta │ ├── Particles.meta │ ├── Particles │ │ ├── Dust.meta │ │ ├── Fire.meta │ │ ├── Legacy Particles.meta │ │ ├── Misc.meta │ │ ├── Smoke.meta │ │ ├── Sources.meta │ │ ├── Sources │ │ │ ├── Animations.meta │ │ │ ├── Materials.meta │ │ │ ├── Shaders.meta │ │ │ └── Textures.meta │ │ ├── Sparkles.meta │ │ └── Water.meta │ ├── Skyboxes.meta │ ├── Skyboxes │ │ ├── Overcast2 Skybox.mat │ │ ├── Overcast2 Skybox.mat.meta │ │ ├── Sunny2 Skybox.mat │ │ ├── Sunny2 Skybox.mat.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Sunny2.meta │ │ │ └── Sunny2 │ │ │ ├── Sunny2_back.tif │ │ │ ├── Sunny2_back.tif.meta │ │ │ ├── Sunny2_down.tif │ │ │ ├── Sunny2_down.tif.meta │ │ │ ├── Sunny2_front.tif │ │ │ ├── Sunny2_front.tif.meta │ │ │ ├── Sunny2_left.tif │ │ │ ├── Sunny2_left.tif.meta │ │ │ ├── Sunny2_right.tif │ │ │ ├── Sunny2_right.tif.meta │ │ │ ├── Sunny2_up.tif │ │ │ └── Sunny2_up.tif.meta │ ├── Sources.meta │ └── Sources │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── FlameB.mat │ │ ├── FlameB.mat.meta │ │ ├── FlameC.mat │ │ ├── FlameC.mat.meta │ │ ├── Smoke.mat │ │ └── Smoke.mat.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── flameB.tif │ │ ├── flameB.tif.meta │ │ ├── flameC.tif │ │ ├── flameC.tif.meta │ │ ├── smoke.tif │ │ └── smoke.tif.meta ├── UnityChan.meta ├── UnityChan │ ├── License.meta │ ├── License │ │ ├── Japanese.meta │ │ └── Japanese │ │ │ ├── Character Use Guidelines.pdf │ │ │ ├── Character Use Guidelines.pdf.meta │ │ │ ├── License Notice.pdf │ │ │ ├── License Notice.pdf.meta │ │ │ ├── Summary Unity-Chan License.pdf │ │ │ ├── Summary Unity-Chan License.pdf.meta │ │ │ ├── Unity-Chan License Terms and Conditions.pdf │ │ │ └── Unity-Chan License Terms and Conditions.pdf.meta │ ├── SD_unitychan.meta │ ├── SD_unitychan │ │ ├── Animations.meta │ │ ├── Animations │ │ │ ├── SD_unitychan_motion_Generic.controller │ │ │ ├── SD_unitychan_motion_Generic.controller.meta │ │ │ ├── SD_unitychan_motion_Generic.fbx │ │ │ └── SD_unitychan_motion_Generic.fbx.meta │ │ ├── Models.meta │ │ └── Models │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── def_mat.mat │ │ │ ├── def_mat.mat.meta │ │ │ ├── hair_mat.mat │ │ │ ├── hair_mat.mat.meta │ │ │ ├── mouth_mat.mat │ │ │ ├── mouth_mat.mat.meta │ │ │ ├── nol_mat.mat │ │ │ ├── nol_mat.mat.meta │ │ │ ├── skin_mat.mat │ │ │ └── skin_mat.mat.meta │ │ │ ├── SD_unitychan_generic.fbx │ │ │ ├── SD_unitychan_generic.fbx.meta │ │ │ ├── SD_unitychan_humanoid.fbx │ │ │ ├── SD_unitychan_humanoid.fbx.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ ├── ENV2.tga │ │ │ ├── ENV2.tga.meta │ │ │ ├── FO_CLOTH1.tga │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ ├── FO_RIM1.tga │ │ │ ├── FO_RIM1.tga.meta │ │ │ ├── FO_SKIN1.tga │ │ │ ├── FO_SKIN1.tga.meta │ │ │ ├── utc_all2.tga │ │ │ ├── utc_all2.tga.meta │ │ │ ├── utc_nomal.tga │ │ │ ├── utc_nomal.tga.meta │ │ │ ├── utc_spec.tga │ │ │ └── utc_spec.tga.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── AutoBlinkforSD.cs │ │ ├── AutoBlinkforSD.cs.meta │ │ ├── SpringBone.cs │ │ ├── SpringBone.cs.meta │ │ ├── SpringCollider.cs │ │ ├── SpringCollider.cs.meta │ │ ├── SpringManager.cs │ │ └── SpringManager.cs.meta ├── アニメーション.meta ├── アニメーション │ ├── 上下.anim │ ├── 上下.anim.meta │ ├── 落下.anim │ └── 落下.anim.meta ├── プレハブ.meta ├── プレハブ │ ├── ひこうき(仮).prefab │ ├── ひこうき(仮).prefab.meta │ ├── アイテム.prefab │ ├── アイテム.prefab.meta │ ├── アフターバーナー.prefab │ ├── アフターバーナー.prefab.meta │ ├── 炎上.prefab │ └── 炎上.prefab.meta ├── 材質.meta ├── 材質 │ ├── Fire.mat │ ├── Fire.mat.meta │ ├── Textures.meta │ ├── Textures │ │ ├── BigTree_bark_diffuse.jpg │ │ ├── BigTree_bark_diffuse.jpg.meta │ │ ├── unitychan_tile3.png │ │ ├── unitychan_tile3.png.meta │ │ ├── unitychan_tile4.png │ │ ├── unitychan_tile4.png.meta │ │ ├── unitychan_tile5.png │ │ ├── unitychan_tile5.png.meta │ │ ├── unitychan_tile6.png │ │ └── unitychan_tile6.png.meta │ ├── unitychan_tile3.mat │ ├── unitychan_tile3.mat.meta │ ├── white.mat │ ├── white.mat.meta │ ├── zimen.mat │ ├── zimen.mat.meta │ ├── 緑.mat │ ├── 緑.mat.meta │ ├── 線.mat │ ├── 線.mat.meta │ ├── 赤.mat │ ├── 赤.mat.meta │ ├── 青.mat │ ├── 青.mat.meta │ ├── 黄.mat │ ├── 黄.mat.meta │ ├── 黒.mat │ └── 黒.mat.meta ├── 機能.meta ├── 機能 │ ├── LockObjects.cs │ ├── LockObjects.cs.meta │ ├── おっかけカメラ.cs │ ├── おっかけカメラ.cs.meta │ ├── クラッシュ.cs │ ├── クラッシュ.cs.meta │ ├── 上下左右.cs │ ├── 上下左右.cs.meta │ ├── 前進.cs │ ├── 前進.cs.meta │ ├── 接触時に親のアニメーション再生.cs │ └── 接触時に親のアニメーション再生.cs.meta ├── 遊び場.unity ├── 遊び場.unity.meta ├── 飛行機.unity ├── 飛行機.unity.meta ├── 飛行機テンプレート.unity └── 飛行機テンプレート.unity.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | 5 | # Autogenerated VS/MD solution and project files 6 | /*.csproj 7 | /*.unityproj 8 | /*.sln 9 | /*.suo 10 | /*.user 11 | /*.userprefs 12 | /*.pidb 13 | /*.booproj 14 | -------------------------------------------------------------------------------- /Assets/Internal.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b09a7467ab2424f629dd4d7cb1903b7a 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Internal/Animation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be8865e54aa01451faa14837aeac3aec 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | 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4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Internal/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 231184be5835041548a1b143c102fa35 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Internal/Script/GameController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class GameController : MonoBehaviour 6 | { 7 | 8 | static GameController Instance; 9 | 10 | [SerializeField] 11 | private Animator 12 | gameOver = null, Clear = null; 13 | 14 | private int showTrigger; 15 | 16 | enum GameState 17 | { 18 | GameOver, 19 | GameClear, 20 | GamePlaying 21 | } 22 | 23 | private GameState state = GameState.GamePlaying; 24 | 25 | void Awake () 26 | { 27 | Instance = this; 28 | 29 | showTrigger = Animator.StringToHash ("Show"); 30 | } 31 | 32 | public static void GameClear () 33 | { 34 | if (Instance == null || Instance.state != GameState.GamePlaying) 35 | return; 36 | Instance.state = GameState.GameClear; 37 | Instance.Clear.SetTrigger (Instance.showTrigger); 38 | } 39 | 40 | public static void GameOver () 41 | { 42 | if (Instance == null || Instance.state != GameState.GamePlaying) 43 | return; 44 | Instance.state = GameState.GameOver; 45 | Instance.gameOver.SetTrigger (Instance.showTrigger); 46 | } 47 | 48 | public void Retry () 49 | { 50 | Application.LoadLevel (Application.loadedLevel); 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Internal/Script/GameController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9840efc5236649b190b351d442b5544 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Internal/Script/Goal.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Goal : MonoBehaviour { 5 | 6 | [ContextMenu("clear")] 7 | void OnTriggerEnter (Collider c) 8 | { 9 | GameController.GameClear(); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Internal/Script/Goal.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 775c826464ef441be91920c989ecfb9b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Internal/Script/Item.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Item : MonoBehaviour { 5 | 6 | void OnTriggerEnter (Collider c) 7 | { 8 | if( enabled == false ) 9 | return; 10 | 11 | ScoreController.AddScore(); 12 | 13 | enabled = false; 14 | Destroy(gameObject); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Internal/Script/Item.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8df5473dcb624d10be3bab484753765 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Internal/Script/ScoreController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ScoreController : MonoBehaviour { 5 | 6 | [SerializeField] 7 | UnityEngine.UI.Text scoreLabel; 8 | 9 | private static ScoreController Instance; 10 | 11 | private int hashGetScoreTrigger; 12 | private int score = 0; 13 | 14 | public void Awake() 15 | { 16 | Instance = this; 17 | hashGetScoreTrigger = Animator.StringToHash("GetScore"); 18 | } 19 | 20 | public static void AddScore() 21 | { 22 | if( Instance == null ) 23 | return; 24 | 25 | Instance.score += 1; 26 | Instance.scoreLabel.text = Instance.score.ToString("0てん"); 27 | Instance.scoreLabel.GetComponent().SetTrigger(Instance.hashGetScoreTrigger); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Internal/Script/ScoreController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4083443e02404a37971675cf264675b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Internal/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a33df47730bd5466cb8d9a21c5637e04 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Internal/Shader/GlowShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/GlowShader" { 2 | Properties { 3 | _Color ("Object's Color", Color) = (0, 1, 0, 1) 4 | _GlowColor ("Glow's Color", Color) = (1, 0, 0, 0) 5 | _Strength ("Glow Strength", Range(5.0, 0.0)) = 2.0 6 | } 7 | SubShader { 8 | Pass { 9 | Tags { "LightMode" = "ForwardBase" } 10 | 11 | CGPROGRAM 12 | 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | 16 | uniform float4 _Color; 17 | 18 | float4 vert(float4 vertexPos : POSITION) : SV_POSITION { 19 | return mul(UNITY_MATRIX_MVP, vertexPos); 20 | } 21 | 22 | float4 frag(void) : COLOR { 23 | return _Color; 24 | } 25 | 26 | ENDCG 27 | } 28 | 29 | Pass { 30 | Tags { 31 | "LightMode" = "ForwardBase" 32 | "Queue" = "Transparent" 33 | "RenderType" = "Transparent" 34 | } 35 | 36 | ZWrite Off 37 | Blend SrcAlpha OneMinusSrcAlpha 38 | 39 | CGPROGRAM 40 | // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members normalDirection,viewDirection) 41 | #pragma exclude_renderers d3d11 xbox360 42 | 43 | #pragma vertex vert 44 | #pragma fragment frag 45 | 46 | uniform float4 _GlowColor; 47 | uniform float _Strength; 48 | 49 | struct vInput { 50 | float4 vertex : POSITION; 51 | float4 normal : NORMAL; 52 | }; 53 | 54 | struct v2f { 55 | float4 position : SV_POSITION; 56 | float3 normalDirection; 57 | float3 viewDirection; 58 | }; 59 | 60 | v2f vert(vInput i) { 61 | v2f o; 62 | 63 | float4x4 modelMatrix = _Object2World; 64 | float4x4 modelMatrixInverse = _World2Object; 65 | 66 | float3 normalDirection = normalize(mul(i.normal, modelMatrixInverse)).xyz; 67 | float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix, i.vertex).xyz); 68 | 69 | float4 pos = i.vertex + (i.normal * 0.3); 70 | 71 | o.position = mul(UNITY_MATRIX_MVP, pos); 72 | o.normalDirection = normalDirection; 73 | o.viewDirection = viewDirection; 74 | 75 | return o; 76 | } 77 | 78 | float4 frag(v2f i) : COLOR { 79 | float3 normalDirection = normalize(i.normalDirection); 80 | float3 viewDirection = normalize(i.viewDirection); 81 | float strength = abs(dot(viewDirection, normalDirection)); 82 | float opacity = pow(strength, _Strength); 83 | return float4(_GlowColor.xyz, opacity); 84 | 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9d4133d5d30b644bd87802a347eaccbe 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e0b0a994d8934541a387e092630b5db 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f781c091d1c8647c380d5230adfaee54 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ab79d7f243824f5d9826bd83522c8df 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js: -------------------------------------------------------------------------------- 1 | private var motor : CharacterMotor; 2 | 3 | // Use this for initialization 4 | function Awake () { 5 | motor = GetComponent(CharacterMotor); 6 | } 7 | 8 | // Update is called once per frame 9 | function Update () { 10 | // Get the input vector from keyboard or analog stick 11 | var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); 12 | 13 | if (directionVector != Vector3.zero) { 14 | // Get the length of the directon vector and then normalize it 15 | // Dividing by the length is cheaper than normalizing when we already have the length anyway 16 | var directionLength = directionVector.magnitude; 17 | directionVector = directionVector / directionLength; 18 | 19 | // Make sure the length is no bigger than 1 20 | directionLength = Mathf.Min(1, directionLength); 21 | 22 | // Make the input vector more sensitive towards the extremes and less sensitive in the middle 23 | // This makes it easier to control slow speeds when using analog sticks 24 | directionLength = directionLength * directionLength; 25 | 26 | // Multiply the normalized direction vector by the modified length 27 | directionVector = directionVector * directionLength; 28 | } 29 | 30 | // Apply the direction to the CharacterMotor 31 | motor.inputMoveDirection = transform.rotation * directionVector; 32 | motor.inputJump = Input.GetButton("Jump"); 33 | } 34 | 35 | // Require a character controller to be attached to the same game object 36 | @script RequireComponent (CharacterMotor) 37 | @script AddComponentMenu ("Character/FPS Input Controller") 38 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60bca8f58a0b8478e946e6e86658cb29 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /// MouseLook rotates the transform based on the mouse delta. 5 | /// Minimum and Maximum values can be used to constrain the possible rotation 6 | 7 | /// To make an FPS style character: 8 | /// - Create a capsule. 9 | /// - Add the MouseLook script to the capsule. 10 | /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) 11 | /// - Add FPSInputController script to the capsule 12 | /// -> A CharacterMotor and a CharacterController component will be automatically added. 13 | 14 | /// - Create a camera. Make the camera a child of the capsule. Reset it's transform. 15 | /// - Add a MouseLook script to the camera. 16 | /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) 17 | [AddComponentMenu("Camera-Control/Mouse Look")] 18 | public class MouseLook : MonoBehaviour { 19 | 20 | public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } 21 | public RotationAxes axes = RotationAxes.MouseXAndY; 22 | public float sensitivityX = 15F; 23 | public float sensitivityY = 15F; 24 | 25 | public float minimumX = -360F; 26 | public float maximumX = 360F; 27 | 28 | public float minimumY = -60F; 29 | public float maximumY = 60F; 30 | 31 | float rotationY = 0F; 32 | 33 | void Update () 34 | { 35 | if (axes == RotationAxes.MouseXAndY) 36 | { 37 | float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; 38 | 39 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 40 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 41 | 42 | transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); 43 | } 44 | else if (axes == RotationAxes.MouseX) 45 | { 46 | transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); 47 | } 48 | else 49 | { 50 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 51 | rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 52 | 53 | transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); 54 | } 55 | } 56 | 57 | void Start () 58 | { 59 | // Make the rigid body not change rotation 60 | if (GetComponent()) 61 | GetComponent().freezeRotation = true; 62 | } 63 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68ec2fe99d1108b9d0006a298d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js: -------------------------------------------------------------------------------- 1 | // This makes the character turn to face the current movement speed per default. 2 | var autoRotate : boolean = true; 3 | var maxRotationSpeed : float = 360; 4 | 5 | private var motor : CharacterMotor; 6 | 7 | // Use this for initialization 8 | function Awake () { 9 | motor = GetComponent(CharacterMotor); 10 | } 11 | 12 | // Update is called once per frame 13 | function Update () { 14 | // Get the input vector from keyboard or analog stick 15 | var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0); 16 | 17 | if (directionVector != Vector3.zero) { 18 | // Get the length of the directon vector and then normalize it 19 | // Dividing by the length is cheaper than normalizing when we already have the length anyway 20 | var directionLength = directionVector.magnitude; 21 | directionVector = directionVector / directionLength; 22 | 23 | // Make sure the length is no bigger than 1 24 | directionLength = Mathf.Min(1, directionLength); 25 | 26 | // Make the input vector more sensitive towards the extremes and less sensitive in the middle 27 | // This makes it easier to control slow speeds when using analog sticks 28 | directionLength = directionLength * directionLength; 29 | 30 | // Multiply the normalized direction vector by the modified length 31 | directionVector = directionVector * directionLength; 32 | } 33 | 34 | // Rotate the input vector into camera space so up is camera's up and right is camera's right 35 | directionVector = Camera.main.transform.rotation * directionVector; 36 | 37 | // Rotate input vector to be perpendicular to character's up vector 38 | var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up); 39 | directionVector = (camToCharacterSpace * directionVector); 40 | 41 | // Apply the direction to the CharacterMotor 42 | motor.inputMoveDirection = directionVector; 43 | motor.inputJump = Input.GetButton("Jump"); 44 | 45 | // Set rotation to the move direction 46 | if (autoRotate && directionVector.sqrMagnitude > 0.01) { 47 | var newForward : Vector3 = ConstantSlerp( 48 | transform.forward, 49 | directionVector, 50 | maxRotationSpeed * Time.deltaTime 51 | ); 52 | newForward = ProjectOntoPlane(newForward, transform.up); 53 | transform.rotation = Quaternion.LookRotation(newForward, transform.up); 54 | } 55 | } 56 | 57 | function ProjectOntoPlane (v : Vector3, normal : Vector3) { 58 | return v - Vector3.Project(v, normal); 59 | } 60 | 61 | function ConstantSlerp (from : Vector3, to : Vector3, angle : float) { 62 | var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to)); 63 | return Vector3.Slerp(from, to, value); 64 | } 65 | 66 | // Require a character controller to be attached to the same game object 67 | @script RequireComponent (CharacterMotor) 68 | @script AddComponentMenu ("Character/Platform Input Controller") 69 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da93ddd6928094e24bb1f3f665f143d3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js: -------------------------------------------------------------------------------- 1 | 2 | 3 | var cameraTransform : Transform; 4 | private var _target : Transform; 5 | 6 | // The distance in the x-z plane to the target 7 | 8 | var distance = 7.0; 9 | 10 | // the height we want the camera to be above the target 11 | var height = 3.0; 12 | 13 | var angularSmoothLag = 0.3; 14 | var angularMaxSpeed = 15.0; 15 | 16 | var heightSmoothLag = 0.3; 17 | 18 | var snapSmoothLag = 0.2; 19 | var snapMaxSpeed = 720.0; 20 | 21 | var clampHeadPositionScreenSpace = 0.75; 22 | 23 | var lockCameraTimeout = 0.2; 24 | 25 | private var headOffset = Vector3.zero; 26 | private var centerOffset = Vector3.zero; 27 | 28 | private var heightVelocity = 0.0; 29 | private var angleVelocity = 0.0; 30 | private var snap = false; 31 | private var controller : ThirdPersonController; 32 | private var targetHeight = 100000.0; 33 | 34 | function Awake () 35 | { 36 | if(!cameraTransform && Camera.main) 37 | cameraTransform = Camera.main.transform; 38 | if(!cameraTransform) { 39 | Debug.Log("Please assign a camera to the ThirdPersonCamera script."); 40 | enabled = false; 41 | } 42 | cameraTransform.gameObject.SetActive(true); 43 | 44 | _target = transform; 45 | if (_target) 46 | { 47 | controller = _target.GetComponent(ThirdPersonController); 48 | } 49 | 50 | if (controller) 51 | { 52 | var characterController : CharacterController = _target.GetComponent.(); 53 | centerOffset = characterController.bounds.center - _target.position; 54 | headOffset = centerOffset; 55 | headOffset.y = characterController.bounds.max.y - _target.position.y; 56 | } 57 | else 58 | Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); 59 | 60 | 61 | Cut(_target, centerOffset); 62 | } 63 | 64 | function DebugDrawStuff () 65 | { 66 | Debug.DrawLine(_target.position, _target.position + headOffset); 67 | 68 | } 69 | 70 | function AngleDistance (a : float, b : float) 71 | { 72 | a = Mathf.Repeat(a, 360); 73 | b = Mathf.Repeat(b, 360); 74 | 75 | return Mathf.Abs(b - a); 76 | } 77 | 78 | function Apply (dummyTarget : Transform, dummyCenter : Vector3) 79 | { 80 | // Early out if we don't have a target 81 | if (!controller) 82 | return; 83 | 84 | var targetCenter = _target.position + centerOffset; 85 | var targetHead = _target.position + headOffset; 86 | 87 | // DebugDrawStuff(); 88 | 89 | // Calculate the current & target rotation angles 90 | var originalTargetAngle = _target.eulerAngles.y; 91 | var currentAngle = cameraTransform.eulerAngles.y; 92 | 93 | // Adjust real target angle when camera is locked 94 | var targetAngle = originalTargetAngle; 95 | 96 | // When pressing Fire2 (alt) the camera will snap to the target direction real quick. 97 | // It will stop snapping when it reaches the target 98 | if (Input.GetButton("Fire2")) 99 | snap = true; 100 | 101 | if (snap) 102 | { 103 | // We are close to the target, so we can stop snapping now! 104 | if (AngleDistance (currentAngle, originalTargetAngle) < 3.0) 105 | snap = false; 106 | 107 | currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); 108 | } 109 | // Normal camera motion 110 | else 111 | { 112 | if (controller.GetLockCameraTimer () < lockCameraTimeout) 113 | { 114 | targetAngle = currentAngle; 115 | } 116 | 117 | // Lock the camera when moving backwards! 118 | // * It is really confusing to do 180 degree spins when turning around. 119 | if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ()) 120 | targetAngle += 180; 121 | 122 | currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed); 123 | } 124 | 125 | 126 | // When jumping don't move camera upwards but only down! 127 | if (controller.IsJumping ()) 128 | { 129 | // We'd be moving the camera upwards, do that only if it's really high 130 | var newTargetHeight = targetCenter.y + height; 131 | if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5) 132 | targetHeight = targetCenter.y + height; 133 | } 134 | // When walking always update the target height 135 | else 136 | { 137 | targetHeight = targetCenter.y + height; 138 | } 139 | 140 | // Damp the height 141 | var currentHeight = cameraTransform.position.y; 142 | currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); 143 | 144 | // Convert the angle into a rotation, by which we then reposition the camera 145 | var currentRotation = Quaternion.Euler (0, currentAngle, 0); 146 | 147 | // Set the position of the camera on the x-z plane to: 148 | // distance meters behind the target 149 | cameraTransform.position = targetCenter; 150 | cameraTransform.position += currentRotation * Vector3.back * distance; 151 | 152 | // Set the height of the camera 153 | cameraTransform.position.y = currentHeight; 154 | 155 | // Always look at the target 156 | SetUpRotation(targetCenter, targetHead); 157 | } 158 | 159 | function LateUpdate () { 160 | Apply (transform, Vector3.zero); 161 | } 162 | 163 | function Cut (dummyTarget : Transform, dummyCenter : Vector3) 164 | { 165 | var oldHeightSmooth = heightSmoothLag; 166 | var oldSnapMaxSpeed = snapMaxSpeed; 167 | var oldSnapSmooth = snapSmoothLag; 168 | 169 | snapMaxSpeed = 10000; 170 | snapSmoothLag = 0.001; 171 | heightSmoothLag = 0.001; 172 | 173 | snap = true; 174 | Apply (transform, Vector3.zero); 175 | 176 | heightSmoothLag = oldHeightSmooth; 177 | snapMaxSpeed = oldSnapMaxSpeed; 178 | snapSmoothLag = oldSnapSmooth; 179 | } 180 | 181 | function SetUpRotation (centerPos : Vector3, headPos : Vector3) 182 | { 183 | // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course. 184 | // * When jumping up and down we don't want to center the guy in screen space. 185 | // This is important to give a feel for how high you jump and avoiding large camera movements. 186 | // 187 | // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth. 188 | // 189 | // So here is what we will do: 190 | // 191 | // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis 192 | // 2. When grounded we make him be centered 193 | // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold 194 | // 4. When landing we smoothly interpolate towards centering him on screen 195 | var cameraPos = cameraTransform.position; 196 | var offsetToCenter = centerPos - cameraPos; 197 | 198 | // Generate base rotation only around y-axis 199 | var yRotation = Quaternion.LookRotation(Vector3(offsetToCenter.x, 0, offsetToCenter.z)); 200 | 201 | var relativeOffset = Vector3.forward * distance + Vector3.down * height; 202 | cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset); 203 | 204 | // Calculate the projected center position and top position in world space 205 | var centerRay = cameraTransform.GetComponent.().ViewportPointToRay(Vector3(.5, 0.5, 1)); 206 | var topRay = cameraTransform.GetComponent.().ViewportPointToRay(Vector3(.5, clampHeadPositionScreenSpace, 1)); 207 | 208 | var centerRayPos = centerRay.GetPoint(distance); 209 | var topRayPos = topRay.GetPoint(distance); 210 | 211 | var centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction); 212 | 213 | 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-------------------------------------------------------------------------------- 1 | // 2 | //AutoBlinkforSD.cs 3 | //SDユニティちゃん用オート目パチスクリプト 4 | //2014/12/10 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | using System.Security.Policy; 9 | 10 | namespace UnityChan 11 | { 12 | public class AutoBlinkforSD : MonoBehaviour 13 | { 14 | 15 | public bool isActive = true; //オート目パチ有効 16 | public SkinnedMeshRenderer ref_face; //_faceへの参照 17 | public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 18 | public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 19 | public int index_EYE_blk = 0; //目パチ用モーフのindex 20 | public int index_EYE_sml = 1; //目パチさせたくないモーフのindex 21 | public int index_EYE_dmg = 15; //目パチさせたくないモーフのindex 22 | 23 | 24 | [HideInInspector] 25 | public float 26 | ratio_Open = 0.0f; 27 | private bool timerStarted = false; //タイマースタート管理用 28 | private bool isBlink = false; //目パチ管理用 29 | 30 | public float timeBlink = 0.4f; //目パチの時間 31 | private float timeRemining = 0.0f; //タイマー残り時間 32 | 33 | public float threshold = 0.3f; // ランダム判定の閾値 34 | public float interval = 3.0f; // ランダム判定のインターバル 35 | 36 | 37 | 38 | enum Status 39 | { 40 | Close, 41 | HalfClose, 42 | Open //目パチの状態 43 | } 44 | 45 | 46 | private Status eyeStatus; //現在の目パチステータス 47 | 48 | void Awake () 49 | { 50 | //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); 51 | //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); 52 | } 53 | 54 | 55 | 56 | // Use this for initialization 57 | void Start () 58 | { 59 | ResetTimer (); 60 | // ランダム判定用関数をスタートする 61 | StartCoroutine ("RandomChange"); 62 | } 63 | 64 | //タイマーリセット 65 | void ResetTimer () 66 | { 67 | timeRemining = timeBlink; 68 | timerStarted = false; 69 | } 70 | 71 | // Update is called once per frame 72 | void Update () 73 | { 74 | if (!timerStarted) { 75 | eyeStatus = Status.Close; 76 | timerStarted = true; 77 | } 78 | if (timerStarted) { 79 | timeRemining -= Time.deltaTime; 80 | if (timeRemining <= 0.0f) { 81 | eyeStatus = Status.Open; 82 | ResetTimer (); 83 | } else if (timeRemining <= timeBlink * 0.3f) { 84 | eyeStatus = Status.HalfClose; 85 | } 86 | } 87 | } 88 | 89 | void LateUpdate () 90 | { 91 | if (isActive) { 92 | if (isBlink) { 93 | switch (eyeStatus) { 94 | case Status.Close: 95 | SetCloseEyes (); 96 | break; 97 | case Status.HalfClose: 98 | SetHalfCloseEyes (); 99 | break; 100 | case Status.Open: 101 | SetOpenEyes (); 102 | isBlink = false; 103 | break; 104 | } 105 | //Debug.Log(eyeStatus); 106 | } 107 | } 108 | } 109 | 110 | void SetCloseEyes () 111 | { 112 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Close); 113 | } 114 | 115 | void SetHalfCloseEyes () 116 | { 117 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_HalfClose); 118 | } 119 | 120 | void SetOpenEyes () 121 | { 122 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Open); 123 | } 124 | 125 | // ランダム判定用関数 126 | IEnumerator RandomChange () 127 | { 128 | // 無限ループ開始 129 | while (true) { 130 | //ランダム判定用シード発生 131 | float _seed = Random.Range (0.0f, 1.0f); 132 | if (!isBlink) { 133 | if (_seed > threshold) { 134 | //目パチさせたくないモーフの時だけ飛ばす. 135 | if(ref_face.GetBlendShapeWeight(index_EYE_sml)==0.0f && ref_face.GetBlendShapeWeight(index_EYE_dmg)==0.0f){ 136 | isBlink = true; 137 | } 138 | } 139 | } 140 | // 次の判定までインターバルを置く 141 | yield return new WaitForSeconds (interval); 142 | } 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b450e0eeaa67f4e4f83448b61a571d3b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringBone.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpringBone.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpringBone.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //Revised by N.Kobayashi 2014/06/20 10 | // 11 | using UnityEngine; 12 | using System.Collections; 13 | 14 | namespace UnityChan 15 | { 16 | public class SpringBone : MonoBehaviour 17 | { 18 | //次のボーン 19 | public Transform child; 20 | 21 | //ボーンの向き 22 | public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f); 23 | public float radius = 0.05f; 24 | 25 | //各SpringBoneに設定されているstiffnessForceとdragForceを使用するか? 26 | public bool isUseEachBoneForceSettings = false; 27 | 28 | //バネが戻る力 29 | public float stiffnessForce = 0.01f; 30 | 31 | //力の減衰力 32 | public float dragForce = 0.4f; 33 | public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f); 34 | public SpringCollider[] colliders; 35 | public bool debug = true; 36 | //Kobayashi:Thredshold Starting to activate activeRatio 37 | public float threshold = 0.01f; 38 | private float springLength; 39 | private Quaternion localRotation; 40 | private Transform trs; 41 | private Vector3 currTipPos; 42 | private Vector3 prevTipPos; 43 | //Kobayashi 44 | private Transform org; 45 | //Kobayashi:Reference for "SpringManager" component with unitychan 46 | private SpringManager managerRef; 47 | 48 | private void Awake () 49 | { 50 | trs = transform; 51 | localRotation = transform.localRotation; 52 | //Kobayashi:Reference for "SpringManager" component with unitychan 53 | // GameObject.Find("unitychan_dynamic").GetComponent(); 54 | managerRef = GetParentSpringManager (transform); 55 | } 56 | 57 | private SpringManager GetParentSpringManager (Transform t) 58 | { 59 | var springManager = t.GetComponent (); 60 | 61 | if (springManager != null) 62 | return springManager; 63 | 64 | if (t.parent != null) { 65 | return GetParentSpringManager (t.parent); 66 | } 67 | 68 | return null; 69 | } 70 | 71 | private void Start () 72 | { 73 | springLength = Vector3.Distance (trs.position, child.position); 74 | currTipPos = child.position; 75 | prevTipPos = child.position; 76 | } 77 | 78 | public void UpdateSpring () 79 | { 80 | //Kobayashi 81 | org = trs; 82 | //回転をリセット 83 | trs.localRotation = Quaternion.identity * localRotation; 84 | 85 | float sqrDt = Time.deltaTime * Time.deltaTime; 86 | 87 | //stiffness 88 | Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt; 89 | 90 | //drag 91 | force += (prevTipPos - currTipPos) * dragForce / sqrDt; 92 | 93 | force += springForce / sqrDt; 94 | 95 | //前フレームと値が同じにならないように 96 | Vector3 temp = currTipPos; 97 | 98 | //verlet 99 | currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt); 100 | 101 | //長さを元に戻す 102 | currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 103 | 104 | //衝突判定 105 | for (int i = 0; i < colliders.Length; i++) { 106 | if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) { 107 | Vector3 normal = (currTipPos - colliders [i].transform.position).normalized; 108 | currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius)); 109 | currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 110 | } 111 | 112 | 113 | } 114 | 115 | prevTipPos = temp; 116 | 117 | //回転を適用; 118 | Vector3 aimVector = trs.TransformDirection (boneAxis); 119 | Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position); 120 | //original 121 | //trs.rotation = aimRotation * trs.rotation; 122 | //Kobayahsi:Lerp with mixWeight 123 | Quaternion secondaryRotation = aimRotation * trs.rotation; 124 | trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio); 125 | } 126 | 127 | private void OnDrawGizmosSelected () 128 | { 129 | if (debug) { 130 | Gizmos.color = Color.yellow; 131 | Gizmos.DrawWireSphere (currTipPos, radius); 132 | } 133 | } 134 | } 135 | } 136 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringBone.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37b7c58dc2d739b4c90fe59f6875debf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpringCollider for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpringCollider.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | using UnityEngine; 10 | using System.Collections; 11 | 12 | namespace UnityChan 13 | { 14 | public class SpringCollider : MonoBehaviour 15 | { 16 | //半径 17 | public float radius = 0.5f; 18 | 19 | private void OnDrawGizmosSelected () 20 | { 21 | Gizmos.color = Color.green; 22 | Gizmos.DrawWireSphere (transform.position, radius); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcb73b690c023734fb267911061a15c6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringManager.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpingManager.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpingManager.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //Revised by N.Kobayashi 2014/06/24 10 | // Y.Ebata 11 | // 12 | using UnityEngine; 13 | using System.Collections; 14 | 15 | namespace UnityChan 16 | { 17 | public class SpringManager : MonoBehaviour 18 | { 19 | //Kobayashi 20 | // DynamicRatio is paramater for activated level of dynamic animation 21 | public float dynamicRatio = 1.0f; 22 | 23 | //Ebata 24 | public float stiffnessForce; 25 | public AnimationCurve stiffnessCurve; 26 | public float dragForce; 27 | public AnimationCurve dragCurve; 28 | public SpringBone[] springBones; 29 | 30 | void Start () 31 | { 32 | UpdateParameters (); 33 | } 34 | 35 | #if UNITY_EDITOR 36 | void Update () 37 | { 38 | 39 | //Kobayashi 40 | if(dynamicRatio >= 1.0f) 41 | dynamicRatio = 1.0f; 42 | else if(dynamicRatio <= 0.0f) 43 | dynamicRatio = 0.0f; 44 | //Ebata 45 | UpdateParameters(); 46 | 47 | } 48 | #endif 49 | private void LateUpdate () 50 | { 51 | //Kobayashi 52 | if (dynamicRatio != 0.0f) { 53 | for (int i = 0; i < springBones.Length; i++) { 54 | if (dynamicRatio > springBones [i].threshold) { 55 | springBones [i].UpdateSpring (); 56 | } 57 | } 58 | } 59 | } 60 | 61 | private void UpdateParameters () 62 | { 63 | UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); 64 | UpdateParameter ("dragForce", dragForce, dragCurve); 65 | } 66 | 67 | private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) 68 | { 69 | #if UNITY_EDITOR 70 | var start = curve.keys [0].time; 71 | var end = curve.keys [curve.length - 1].time; 72 | //var step = (end - start) / (springBones.Length - 1); 73 | 74 | var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); 75 | 76 | for (int i = 0; i < springBones.Length; i++) { 77 | //Kobayashi 78 | if (!springBones [i].isUseEachBoneForceSettings) { 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-------------------------------------------------------------------------------- /Assets/機能/LockObjects.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LockObjects : MonoBehaviour { 5 | 6 | public bool 編集可能 = true; 7 | 8 | void OnValidate() 9 | { 10 | foreach( var obj in transform.GetComponentsInChildren()) 11 | { 12 | if( obj != transform) 13 | { 14 | if( 編集可能) 15 | obj.gameObject.hideFlags = HideFlags.None; 16 | else 17 | obj.gameObject.hideFlags = HideFlags.HideInHierarchy; 18 | } 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/機能/LockObjects.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0b3a6c93d000493887989add43486ac 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/機能/おっかけカメラ.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class おっかけカメラ : MonoBehaviour { 5 | 6 | public Transform ターゲット; 7 | 8 | private Vector3 firstDiff; 9 | 10 | /// 11 | /// 起動時に呼ばれるコールバック 12 | /// 13 | void Start () 14 | { 15 | // カメラとターゲットの差分を事前に取得 16 | firstDiff = transform.position - ターゲット.position; 17 | } 18 | 19 | /// 20 | /// Updateの後に呼ばれるコールバック 21 | /// 22 | void LateUpdate () 23 | { 24 | // ターゲットの位置をゆるやかに追跡する 25 | // 但しZ値(距離)だけは固定 26 | Vector3 pos = transform.position; 27 | pos.z = ターゲット.position.z + firstDiff.z; 28 | pos = Vector3.Lerp(pos, ターゲット.position + firstDiff, 0.1f); 29 | transform.position = pos; 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/機能/おっかけカメラ.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8907c48aab0984600be12c4e8f5c479b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/機能/クラッシュ.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(前進))] 5 | [RequireComponent(typeof(上下左右))] 6 | [RequireComponent(typeof(Rigidbody))] 7 | public class クラッシュ : MonoBehaviour { 8 | 9 | public GameObject 炎上エフェクト; 10 | 11 | private bool crashed = false; 12 | 13 | /// 14 | /// 起動時に呼ばれるコールバック 15 | /// 16 | void Start() 17 | { 18 | if( 炎上エフェクト != null) 19 | 炎上エフェクト.SetActive(false); 20 | } 21 | 22 | /// 23 | /// コライダー接触時に呼ばれるコールバック 24 | /// 25 | /// C. 26 | void OnCollisionEnter (Collision c) 27 | { 28 | if( crashed == false){ 29 | 30 | // 吹っ飛ばす 31 | rigidbody.AddExplosionForce(3000, c.contacts[0].point + transform.forward * -1f, 3) ; 32 | 33 | //操作系を停止させる 34 | GetComponent().useGravity = true; 35 | GetComponent<前進>().enabled = false; 36 | GetComponent<上下左右>().enabled = false; 37 | 38 | //炎上エフェクトON 39 | if( 炎上エフェクト != null) 40 | 炎上エフェクト.SetActive(true); 41 | crashed = true; 42 | 43 | //ゲームオーバーの通知 44 | GameController.GameOver(); 45 | } 46 | } 47 | 48 | /// 49 | /// 定期的に呼ばれるコールバック 50 | /// 51 | void Update() 52 | { 53 | if( 炎上エフェクト != null) 54 | 炎上エフェクト.transform.position = transform.position; 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/機能/クラッシュ.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b478b5a8a78540da833036e4e5ad271 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/機能/上下左右.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(Rigidbody))] 5 | public class 上下左右 : MonoBehaviour { 6 | 7 | public float スピード = 10; 8 | 9 | /// 10 | /// 起動時に呼ばれるコールバック 11 | /// 12 | void Start() 13 | { 14 | rigidbody.useGravity = false; 15 | } 16 | 17 | /// 18 | /// 毎フレーム呼ばれるコールバック 19 | /// 20 | void Update () 21 | { 22 | 23 | // キー入力を取得 24 | float y = Input.GetAxis("Vertical"); 25 | float x = Input.GetAxis("Horizontal"); 26 | 27 | // 移動値を設定 28 | Vector3 velocity = rigidbody.velocity; 29 | velocity.x = x * スピード; 30 | velocity.y = y * スピード; 31 | rigidbody.velocity = velocity; 32 | 33 | // キー入力から傾きを設定 34 | transform.rotation = Quaternion.AngleAxis(x * -30, Vector3.forward); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/機能/上下左右.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6a57c99dcb0246c1a85075f0a323ff2 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/機能/前進.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(Rigidbody))] 5 | public class 前進 : MonoBehaviour { 6 | 7 | [Range(10, 50)] 8 | public float スピード = 30; 9 | 10 | /// 11 | /// 起動時に呼ばれるコールバック 12 | /// 13 | void Start() 14 | { 15 | rigidbody.useGravity = false; 16 | } 17 | 18 | /// 19 | /// 毎フレーム呼ばれるコールバック 20 | /// 21 | void Update () 22 | { 23 | // 前方へ移動する 24 | transform.position += transform.forward * Time.deltaTime * スピード; 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/機能/前進.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6afb567f5f3fc4dc9b5196f002b70960 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/機能/接触時に親のアニメーション再生.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [RequireComponent(typeof(BoxCollider))] 5 | public class 接触時に親のアニメーション再生 : MonoBehaviour 6 | { 7 | void Awake() 8 | { 9 | collider.isTrigger = true; 10 | } 11 | 12 | /// 13 | /// Triggerと接触した際呼ばれるコールバック 14 | /// 15 | /// C. 16 | void OnTriggerEnter (Collider c) 17 | { 18 | // 親オブジェクトのAnimationを再生し、自殺する 19 | var anim = GetComponentInParent(); 20 | anim.Play(); 21 | Destroy(gameObject); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/機能/接触時に親のアニメーション再生.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a57f384ee432d40709477d2964e5ca0b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/遊び場.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e0dbae80b4394e8e8410baa8a4456d0 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/飛行機.unity.meta: 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | EasyFlightGame 2 | ============== 3 | 4 | 5 | ![img](https://github.com/unity3d-jp/EasyFlightGame/wiki/img/flight.gif) --------------------------------------------------------------------------------