zoom out tweaks and shadow movement
This commit is contained in:
parent
a05047e08b
commit
ae904abd3c
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@ -342,7 +342,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -24111,7 +24111,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -24215,6 +24215,8 @@ MonoBehaviour:
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playerMonkeyAnim: {fileID: 4873567491568184609}
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yellowClap: {fileID: 8899231323861109608}
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pinkClap: {fileID: 5162462144302245337}
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shadowTrans: {fileID: 4357628429498402732}
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shadowXRange: -0.5
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--- !u!1 &7446072329631304920
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GameObject:
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m_ObjectHideFlags: 0
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@ -29569,7 +29571,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -29816,7 +29818,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -29900,7 +29902,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -35028,7 +35030,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -35196,7 +35198,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -36168,7 +36170,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -36505,7 +36507,7 @@ SpriteRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: cadc11b4164b3a64bb4695bf07a39c74, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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89
Assets/Resources/Sprites/Games/MonkeyWatch/BG.mat
Normal file
89
Assets/Resources/Sprites/Games/MonkeyWatch/BG.mat
Normal file
|
|
@ -0,0 +1,89 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BG
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m_Shader: {fileID: 4800000, guid: b4cada49e3bbaee4b96deed8a436d7fd, type: 3}
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m_ValidKeywords:
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- UNITY_UI_ALPHACLIP
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _DstBlend: 0
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- _GlossyReflections: 1
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _UseUIAlphaClip: 1
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- _ZWrite: 1
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m_Colors:
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- _AddColor: {r: 0, g: 0, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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8
Assets/Resources/Sprites/Games/MonkeyWatch/BG.mat.meta
Normal file
8
Assets/Resources/Sprites/Games/MonkeyWatch/BG.mat.meta
Normal file
|
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: cadc11b4164b3a64bb4695bf07a39c74
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -2,6 +2,8 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.Util;
|
||||
using Starpelly;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
||||
{
|
||||
|
|
@ -13,6 +15,9 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
|||
[SerializeField] private Animator playerMonkeyAnim;
|
||||
[SerializeField] private ParticleSystem yellowClap;
|
||||
[SerializeField] private ParticleSystem pinkClap;
|
||||
[SerializeField] private Transform shadowTrans;
|
||||
[Header("Properties")]
|
||||
[SerializeField] private float shadowXRange = 2f;
|
||||
|
||||
private MonkeyWatch game;
|
||||
|
||||
|
|
@ -33,6 +38,30 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
|
|||
{
|
||||
anchorRotateTransform.localEulerAngles = new Vector3(0, 0, anchorRotateTransform.localEulerAngles.z - 6);
|
||||
anim.DoScaledAnimationAsync("Click", 0.4f);
|
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MoveShadow();
|
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}
|
||||
|
||||
private void MoveShadow()
|
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{
|
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float realAngle = anchorRotateTransform.localEulerAngles.z % 360 - 360;
|
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realAngle *= -1;
|
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|
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float x;
|
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|
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if (realAngle <= 180)
|
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{
|
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float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
|
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Debug.Log("normalizedAngle: " + normalizedAngle);
|
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x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
|
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}
|
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else
|
||||
{
|
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float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
|
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Debug.Log("normalizedAngle: " + normalizedAngle);
|
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x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
|
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}
|
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Debug.Log("X: " + x);
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shadowTrans.localPosition = new Vector3(x, 0);
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}
|
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|
||||
public void MoveToAngle(float angle)
|
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|
|
|
|||
|
|
@ -179,9 +179,9 @@ namespace HeavenStudio.Games
|
|||
backgroundHandler.SetFade(beat, 0.25f, true, (TimeMode)timeMode, hours, minutes);
|
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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||||
{
|
||||
new BeatAction.Action(beat + length - 0.25, delegate
|
||||
new BeatAction.Action(beat + length - 0.5, delegate
|
||||
{
|
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backgroundHandler.SetFade(beat + length - 0.25, 0.25f, false, (TimeMode)timeMode, hours, minutes);
|
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backgroundHandler.SetFade(beat + length - 0.5, 0.25f, false, (TimeMode)timeMode, hours, minutes);
|
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})
|
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});
|
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CameraUpdate();
|
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|
|
|
|||
Loading…
Reference in a new issue