VFX Update on Executioner Ability

dev-main-mobile
Ali Sharoz 1 month ago
parent 752c59fd4b
commit 6b69eaea0c

@ -0,0 +1,137 @@
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Shader "Hovl/Particles/SlashOld"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_EmissionRGB("Emission/R/G/B", Vector) = (1,1,0.5,0.5)
_Startopacity("Start opacity", Float) = 40
[Toggle]_Sideopacity("Side opacity", Float) = 0
_Sideopacitypower("Side opacity power", Float) = 40
_Finalopacity("Final opacity", Range( 0 , 1)) = 1
_LenghtSet1ifyouuseinPS("Lenght(Set 1 if you use in PS)", Range( 0 , 1)) = 1
_PathSet0ifyouuseinPS("Path(Set 0 if you use in PS)", Range( 0 , 1)) = 0
[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
_Depthpower ("Depth power", Float ) = 1
[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
}
Category
{
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull[_CullMode]
Lighting Off
ZWrite Off
ZTest LEqual
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_particles
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _PathSet0ifyouuseinPS;
uniform float _LenghtSet1ifyouuseinPS;
uniform float4 _EmissionRGB;
uniform float4 _Color;
uniform float _Startopacity;
uniform float _Sideopacity;
uniform float _Sideopacitypower;
uniform float _Finalopacity;
uniform fixed _Usedepth;
uniform float _Depthpower;
v2f vert ( appdata_t v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
v.vertex.xyz += float3( 0, 0, 0 ) ;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i ) : SV_Target
{
float lp = 1;
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate ((sceneZ-partZ) / _Depthpower);
lp *= lerp(1, fade, _Usedepth);
i.color.a *= lp;
#endif
float4 uv05 = i.texcoord;
uv05.xy = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float temp_output_7_0 = (2.5 + (( _PathSet0ifyouuseinPS + uv05.z ) - 0.0) * (1.0 - 2.5) / (1.0 - 0.0));
float clampResult76 = clamp( uv05.w , 0.0 , 1.0 );
float temp_output_10_0 = (1.0 + (( _LenghtSet1ifyouuseinPS * clampResult76 ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0));
float clampResult16 = clamp( ( ( ( temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 * temp_output_7_0 ) * uv05.x ) - temp_output_10_0 ) , 0.0 , 1.0 );
float V66 = uv05.y;
float2 appendResult18 = (float2(( clampResult16 * ( 1.0 / (1.0 + (temp_output_10_0 - 0.0) * (0.001 - 1.0) / (1.0 - 0.0)) ) ) , V66));
float2 clampResult19 = clamp( appendResult18 , float2( 0,0 ) , float2( 1,1 ) );
float4 tex2DNode21 = tex2D( _MainTex, clampResult19 );
float temp_output_54_0 = (clampResult19).x;
float clampResult59 = clamp( ( (1.0 + (temp_output_54_0 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Startopacity ) , 0.0 , 1.0 );
float clampResult60 = clamp( ( _Startopacity * temp_output_54_0 ) , 0.0 , 1.0 );
float clampResult62 = clamp( ( (1.0 + (V66 - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) * _Sideopacitypower ) , 0.0 , 1.0 );
float clampResult28 = clamp( ( tex2DNode21.a * i.color.a * _Color.a * ( clampResult59 * clampResult60 * lerp(1.0,clampResult62,_Sideopacity) ) * _Finalopacity ) , 0.0 , 1.0 );
float4 appendResult86 = (float4(( ( ( tex2DNode21.r * _EmissionRGB.y ) + ( tex2DNode21.g * _EmissionRGB.z ) + ( tex2DNode21.b * _EmissionRGB.w ) ) * (i.color).rgb * (_Color).rgb * _EmissionRGB.x ) , clampResult28));
fixed4 col = appendResult86;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
}
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propertyPath: m_Materials.Array.size
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: ddc205c0c8c9eca43be1bdcb38ef42e7, type: 3}
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ParticleSystem:
m_CorrespondingSourceObject: {fileID: 198010905315165094, guid: ddc205c0c8c9eca43be1bdcb38ef42e7, type: 3}
m_PrefabInstance: {fileID: 5104066587638591784}
m_PrefabAsset: {fileID: 0}
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Transform:
m_CorrespondingSourceObject: {fileID: 4109143227384970, guid: ddc205c0c8c9eca43be1bdcb38ef42e7, type: 3}
m_PrefabInstance: {fileID: 5104066587638591784}
m_PrefabAsset: {fileID: 0}
--- !u!1001 &7831782662127126385
PrefabInstance:
m_ObjectHideFlags: 0
@ -556,6 +752,10 @@ PrefabInstance:
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4309865414312164521, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
propertyPath: DashnCrashParticle
value:
objectReference: {fileID: 4929805906605355662}
- target: {fileID: 4600110157238723776, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
propertyPath: m_AoePrefab
value:
@ -578,7 +778,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4600110157238723790, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
propertyPath: GlobalObjectIdHash
value: 3737985212
value: 3177087589
objectReference: {fileID: 0}
- target: {fileID: 4600110157238723790, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
propertyPath: PrefabHashGenerator
@ -679,6 +879,12 @@ PrefabInstance:
- targetCorrespondingSourceObject: {fileID: 4600110157238723791, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
insertIndex: -1
addedObject: {fileID: 114959479276449053}
- targetCorrespondingSourceObject: {fileID: 4600110157238723791, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
insertIndex: -1
addedObject: {fileID: 1977070638459500125}
- targetCorrespondingSourceObject: {fileID: 4600110157238723791, guid: 0d2d836e2e83b754fa1a1c4022d6d65d, type: 3}
insertIndex: -1
addedObject: {fileID: 5105904102727300514}
m_AddedComponents:
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insertIndex: -1
@ -790,6 +996,7 @@ MonoBehaviour:
m_PhysicsWrapper: {fileID: 6116655102486013040}
m_AbilitySystem: {fileID: 7049454171559621213}
m_UIMessageFeed: {fileID: 0}
DashNCrashParticle: {fileID: 4929805906605355662}
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MonoBehaviour:
m_ObjectHideFlags: 0
@ -1184,6 +1391,7 @@ MonoBehaviour:
m_Bits: 8
mouseMoveThreshold: 0.1
lineIndicator: {fileID: 767287028943156713}
lineMaterial: {fileID: 2100000, guid: 851155ae9e7210146b9abdc6256738d8, type: 2}
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MonoBehaviour:
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@ -188,14 +188,14 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8625777875223905959}
m_Enabled: 1
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
m_Name:
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m_Color: {r: 1, g: 0.4, b: 0.38, a: 1}
m_RaycastTarget: 1
m_RaycastTarget: 0
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
@ -226,4 +226,4 @@ MonoBehaviour:
scoreChangeText: {fileID: 8026785339663189450}
backgroundImage: {fileID: 886759869424910529}
animationDuration: 1.5
floatOffset: {x: 0, y: 2, z: 0}
floatOffset: {x: 0, y: 50, z: 0}

@ -647,7 +647,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 90}
m_AnchoredPosition: {x: 0, y: 35}
m_SizeDelta: {x: 100, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
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propertyPath: m_UpdateMethod

File diff suppressed because it is too large Load Diff

@ -19,7 +19,8 @@ namespace Unity.Multiplayer.Samples.BossRoom
private float occupationTime = 0f;
private float penaltyInterval = 3f; // Interval for penalty deduction
private Coroutine penaltyCoroutine;
[SerializeField] private GameObject barrierObject;
[SerializeField] private GameObject barrierObject;
[SerializeField] GameObject AuraObj;
private void Awake()
{
platformCollider = GetComponent<Collider>();
@ -110,7 +111,7 @@ namespace Unity.Multiplayer.Samples.BossRoom
IsOccupied = true;
occupierId.Value = player.OwnerClientId;
player.OnArrivalOnPlatform(PlatformID.Value);
Debug.Log($"[Occupy] Player {player.OwnerClientId} is occupying platform {PlatformID.Value}.");
PausePlatformAnimation();
@ -148,9 +149,9 @@ namespace Unity.Multiplayer.Samples.BossRoom
score *= multiplier;
Debug.Log($"[Occupy] Calculated score for player {player.OwnerClientId}: {score}");
ScoreManager.Instance.AddPlayerScore(player.OwnerClientId, score);
ScoreManager.Instance.AddPlayerScore(player.OwnerClientId, score);
}
Debug.Log($"[Occupy] Player {player.OwnerClientId} successfully occupied platform {PlatformID.Value}. Starting penalty coroutine.");
penaltyCoroutine = StartCoroutine(HandleOccupationPenalty(player));
@ -178,9 +179,10 @@ namespace Unity.Multiplayer.Samples.BossRoom
yield return null;
}
}
public void Vacate(ServerCharacter player)
{
if (!IsServer || !IsOccupied || occupierId.Value != player.OwnerClientId)
{
return;
@ -222,6 +224,7 @@ namespace Unity.Multiplayer.Samples.BossRoom
[ClientRpc]
private void EnableBarrierClientRpc(ClientRpcParams clientRpcParams = default)
{
AuraObj.SetActive(true);
if (barrierObject != null)
{
barrierObject.SetActive(true);
@ -231,6 +234,8 @@ namespace Unity.Multiplayer.Samples.BossRoom
[ClientRpc]
private void DisableBarrierClientRpc()
{
AuraObj.SetActive(false);
if (barrierObject != null)
{
barrierObject.SetActive(false);

@ -2,6 +2,7 @@ using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System.Collections;
using DG.Tweening;
namespace Unity.BossRoom.Gameplay.UI
{
@ -29,14 +30,20 @@ namespace Unity.BossRoom.Gameplay.UI
if (change >= 0)
{
scoreChangeText.text = $"+{change}";
backgroundImage.color = new Color(0.66f, 1f, 0.38f, 1f); // Green for increases
scoreChangeText.fontMaterial = new Material(scoreChangeText.fontSharedMaterial);
scoreChangeText.fontMaterial.SetFloat("_OutlineWidth", 0.5f);
scoreChangeText.fontMaterial.SetColor("_OutlineColor", Color.green);
//backgroundImage.color = new Color(0.66f, 1f, 0.38f, 1f); // Green for increases
}
else
{
scoreChangeText.text = $"{change}";
backgroundImage.color = new Color(1f, 0.4f, 0.38f, 1f); // Red for decreases
scoreChangeText.fontMaterial = new Material(scoreChangeText.fontSharedMaterial);
scoreChangeText.fontMaterial.SetFloat("_OutlineWidth", 0.5f);
scoreChangeText.fontMaterial.SetColor("_OutlineColor", Color.red);
//backgroundImage.color = new Color(1f, 0.4f, 0.38f, 1f); // Red for decreases
}
transform.DOLocalMove(Vector3.zero, 0.5f);
StartCoroutine(Animate());
}
@ -53,7 +60,7 @@ namespace Unity.BossRoom.Gameplay.UI
{
float t = elapsedTime / animationDuration;
transform.position = Vector3.Lerp(startPosition, endPosition, t);
canvasGroup.alpha = Mathf.Lerp(1f, 0f, t);
canvasGroup.alpha = Mathf.Lerp(1f, 0f, t/2);
elapsedTime += Time.deltaTime;
yield return null;

@ -545,31 +545,28 @@ namespace Unity.BossRoom.Gameplay.UserInput
if (Input.GetKeyDown(KeyCode.R)) // Freeze Throw
{
Debug.Log("Ali Sharoz UnComment This!");
//if (m_ServerCharacter.IsCrow)
//{
// m_UIMessageFeed.DisplayMessage("Ability not available for crow");
// return;
//}
ActivateAbilityIfAllowed(GameDataSource.Instance.FreezeThrowAbilityKey);
}
if (Input.GetKeyDown(KeyCode.F)) // Vector Wall
{
Debug.Log("Ali Sharoz UnComment This!");
//if (m_ServerCharacter.IsCrow)
//{
// m_UIMessageFeed.DisplayMessage("Ability not available for crow");
// return;
//}
ActivateAbilityIfAllowed(GameDataSource.Instance.VectorWallAbilityKey);
}
if (Input.GetKeyDown(KeyCode.C)) // The Executioner
{
if (m_ServerCharacter.IsCrow)
{
m_UIMessageFeed.DisplayMessage("Ability not available for crow");
return;
}
ActivateAbilityIfAllowed(GameDataSource.Instance.VectorWallAbilityKey);
}
if (Input.GetKeyDown(KeyCode.C)) // The Executioner
{
Debug.Log("UnComment this Ali");
//if (m_ServerCharacter.IsCrow)
//{
// m_UIMessageFeed.DisplayMessage("Ability not available for crow");
// return;
//}
ActivateAbilityIfAllowed(GameDataSource.Instance.TheExecutionerKey);
}
if (Input.GetKeyDown(KeyCode.V)) // Crow's Foresight

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