wip : lighting theater
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+3997
-1397
File diff suppressed because it is too large
Load Diff
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#if UNITY_EDITOR
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using UnityEditor;
|
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using UnityEngine;
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public class ReplacWithPrefab : EditorWindow
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{
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GameObject prefab;
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string nameFilter = "spotlight_A";
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[MenuItem("Tools/Replace With Prefab")]
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static void Open() => GetWindow<ReplacWithPrefab>();
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void OnGUI()
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{
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prefab = (GameObject)EditorGUILayout.ObjectField("Prefab", prefab, typeof(GameObject), false);
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nameFilter = EditorGUILayout.TextField("Name filter", nameFilter);
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if (GUILayout.Button("Replace") && prefab)
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{
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var all = FindObjectsByType<GameObject>(FindObjectsSortMode.None);
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foreach (var go in all)
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{
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if (!go.name.StartsWith(nameFilter)) continue;
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var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab, go.transform.parent);
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instance.transform.SetPositionAndRotation(go.transform.position, go.transform.rotation);
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instance.transform.localScale = go.transform.localScale;
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instance.name = go.name;
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Undo.RegisterCreatedObjectUndo(instance, "Replace");
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Undo.DestroyObjectImmediate(go);
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}
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}
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}
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}
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#endif
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guid: 59c4a4cbd97f25a4db75c5062141bb84
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@@ -19,7 +19,10 @@ namespace Unheimlich.VFX
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private float _randomOffset;
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void Start()
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[Header("Glitch Object")]
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public GameObject glitchObject;
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void OnEnable()
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{
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_randomOffset = Random.Range(0f, 1000f);
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StartCoroutine(FlickerRoutine());
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@@ -32,27 +35,38 @@ namespace Unheimlich.VFX
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{
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while (true)
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{
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float t = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f);
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ApplyFlicker(t);
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if (flickerSpeed > 0f)
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{
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float t = Mathf.PerlinNoise(Time.time * flickerSpeed + _randomOffset, 0f);
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ApplyFlicker(t);
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}
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else
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{
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if (targetLight) targetLight.intensity = 0f;
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}
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if (Random.value < glitchChance)
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if (Random.value < glitchChance * Time.deltaTime)
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yield return StartCoroutine(GlitchBurst());
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yield return null;
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}
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}
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private IEnumerator GlitchBurst()
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{
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float elapsed = 0f;
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float duration = Random.Range(glitchMinDuration, glitchMaxDuration);
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if (glitchObject) glitchObject.SetActive(true);
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while (elapsed < duration)
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{
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ApplyFlicker(Random.value);
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elapsed += Time.deltaTime;
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yield return null;
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}
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if (glitchObject) glitchObject.SetActive(false);
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if (targetLight) targetLight.intensity = 0f;
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}
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private void ApplyFlicker(float t)
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Reference in New Issue
Block a user