added platfrom break effect

This commit is contained in:
Mausham
2025-12-16 12:34:37 -08:00
parent 26ec112734
commit 4333a328f0
21 changed files with 5574 additions and 47 deletions

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@@ -129,8 +129,8 @@ Material:
- _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 1, b: 0.91027117, a: 1}
- _Color: {r: 0, g: 1, b: 0.91027117, a: 1}
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- _Color: {r: 0, g: 1, b: 0.980416, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

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@@ -8,18 +8,19 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: PlayerDeadParticles
m_Shader: {fileID: 4800000, guid: 13c02b14c4d048fa9653293d54f6e0e1, type: 3}
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
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m_ValidKeywords: []
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stringTagMap: {}
m_CustomRenderQueue: 3000
stringTagMap:
RenderType: Transparent
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@@ -33,7 +34,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseMap:
m_Texture: {fileID: 0}
m_Texture: {fileID: 2800000, guid: 80b74a073fa3027458f3b3ff5346f10b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
@@ -57,7 +58,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 10912, guid: 0000000000000000f000000000000000, type: 0}
m_Texture: {fileID: 2800000, guid: 80b74a073fa3027458f3b3ff5346f10b, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

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@@ -116,8 +116,8 @@ Material:
- _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0.8584906, g: 0.09138395, b: 0.08503916, a: 1}
- _Color: {r: 0.8584906, g: 0.09138393, b: 0.08503913, a: 1}
- _BaseColor: {r: 0.8113208, g: 0.049750824, b: 0.049750824, a: 0}
- _Color: {r: 0.17342025, g: 0.75471693, b: 0.07475967, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

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@@ -116,8 +116,8 @@ Material:
- _XRMotionVectorsPass: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 0, g: 0, b: 0, a: 1}
- _BaseColor: {r: 0.8113208, g: 0.53379685, b: 0.04209684, a: 1}
- _Color: {r: 0.8113207, g: 0.53379685, b: 0.042096816, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

8
Assets/MeshCombiner.meta Normal file
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@@ -0,0 +1,144 @@
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MeshCombiner))]
public class MeshCombinerEditor : Editor
{
public override void OnInspectorGUI()
{
MeshCombiner meshCombiner = (MeshCombiner)target;
Mesh mesh = meshCombiner.GetComponent<MeshFilter>().sharedMesh;
#region Script:
GUI.enabled = false;
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MeshCombiner)target), typeof(MeshCombiner), false);
GUI.enabled = true;
#endregion Script.
#region MeshFiltersToSkip array:
SerializedProperty meshFiltersToSkip = serializedObject.FindProperty("meshFiltersToSkip");
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(meshFiltersToSkip, true);
if(EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
}
#endregion MeshFiltersToSkip array.
#region Button which combine Meshes into one Mesh & Toggles with combine options:
// Button:
if(GUILayout.Button("Combine Meshes"))
{
meshCombiner.CombineMeshes(true);
}
// Toggles:
meshCombiner.CreateMultiMaterialMesh = GUILayout.Toggle(meshCombiner.CreateMultiMaterialMesh, "Create Multi-Material Mesh");
meshCombiner.CombineInactiveChildren = GUILayout.Toggle(meshCombiner.CombineInactiveChildren, "Combine Inactive Children");
meshCombiner.DeactivateCombinedChildren = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildren, "Deactivate Combined Children");
meshCombiner.DeactivateCombinedChildrenMeshRenderers = GUILayout.Toggle(meshCombiner.DeactivateCombinedChildrenMeshRenderers,
"Deactivate Combined Children's MeshRenderers");
meshCombiner.GenerateUVMap = GUILayout.Toggle(meshCombiner.GenerateUVMap, new GUIContent("Generate UV Map", "It is a slow operation that "+
"generates a UV map (required for the lightmap).\n\nCan be used only in the Editor."));
// The last (6) "Destroy Combined Children" Toggle:
GUIStyle style = new GUIStyle(EditorStyles.toggle);
if(meshCombiner.DestroyCombinedChildren)
{
style.onNormal.textColor = new Color(1, 0.15f, 0);
}
meshCombiner.DestroyCombinedChildren = GUILayout.Toggle(meshCombiner.DestroyCombinedChildren,
new GUIContent("Destroy Combined Children", "In the editor this operation can NOT be undone!\n\n"+
"If you want to bring back destroyed GameObjects, you have to load again the scene without saving."), style);
#endregion Button which combine Meshes into one Mesh & Toggles with combine options.
#region Path to the folder where combined Meshes will be saved:
// Create Labels:
GUILayout.Label("");
GUILayout.Label(new GUIContent("Folder path:", "Folder path to save combined Mesh."));
// Create style wherein text color will be red if folder path is not valid:
style = new GUIStyle(EditorStyles.textField);
bool isValidPath = IsValidPath(meshCombiner.FolderPath);
if(!isValidPath)
{
style.normal.textColor = Color.red;
style.focused.textColor = Color.red;
}
// Create TextField with custom style:
meshCombiner.FolderPath = EditorGUILayout.TextField(meshCombiner.FolderPath, style);
#endregion Path to the folder where combined Meshes will be saved.
#region Button which save/show combined Mesh:
bool meshIsSaved = (mesh != null && AssetDatabase.Contains(mesh));
GUI.enabled = (mesh != null && (isValidPath || meshIsSaved)); // Valid path is required for not saved Mesh.
string saveMeshButtonText = (meshIsSaved) ? "Show Saved Combined Mesh" : "Save Combined Mesh";
if(GUILayout.Button(saveMeshButtonText))
{
meshCombiner.FolderPath = SaveCombinedMesh(mesh, meshCombiner.FolderPath);
}
GUI.enabled = true;
#endregion Button which save/show combined Mesh.
}
private bool IsValidPath(string folderPath)
{
string pattern = "[:*?\"<>|]"; // Prohibited characters.
Regex regex = new Regex(pattern);
return (!regex.IsMatch(folderPath));
}
private string SaveCombinedMesh(Mesh mesh, string folderPath)
{
bool meshIsSaved = AssetDatabase.Contains(mesh); // If is saved then only show it in the project view.
#region Create directories if Mesh and path doesn't exists:
folderPath = folderPath.Replace('\\', '/');
if(!meshIsSaved && !AssetDatabase.IsValidFolder("Assets/"+folderPath))
{
string[] folderNames = folderPath.Split('/');
folderNames = folderNames.Where((folderName) => !folderName.Equals("")).ToArray();
folderNames = folderNames.Where((folderName) => !folderName.Equals(" ")).ToArray();
folderPath = "/"; // Reset folder path.
for(int i = 0; i < folderNames.Length; i++)
{
folderNames[i] = folderNames[i].Trim();
if(!AssetDatabase.IsValidFolder("Assets"+folderPath+folderNames[i]))
{
string folderPathWithoutSlash = folderPath.Substring(0, folderPath.Length-1); // Delete last "/" character.
AssetDatabase.CreateFolder("Assets"+folderPathWithoutSlash, folderNames[i]);
}
folderPath += folderNames[i]+"/";
}
folderPath = folderPath.Substring(1, folderPath.Length-2); // Delete first and last "/" character.
}
#endregion Create directories if Mesh and path doesn't exists.
#region Save Mesh:
if(!meshIsSaved)
{
string meshPath = "Assets/"+folderPath+"/"+mesh.name+".asset";
int assetNumber = 1;
while(AssetDatabase.LoadAssetAtPath(meshPath, typeof(Mesh)) != null) // If Mesh with same name exists, change name.
{
meshPath = "Assets/"+folderPath+"/"+mesh.name+" ("+assetNumber+").asset";
assetNumber++;
}
AssetDatabase.CreateAsset(mesh, meshPath);
AssetDatabase.SaveAssets();
Debug.Log("<color=#ff9900><b>Mesh \""+mesh.name+"\" was saved in the \""+folderPath+"\" folder.</b></color>"); // Show info about saved mesh.
}
#endregion Save Mesh.
EditorGUIUtility.PingObject(mesh); // Show Mesh in the project view.
return folderPath;
}
}

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@@ -0,0 +1,396 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class MeshCombiner : MonoBehaviour
{
private const int Mesh16BitBufferVertexLimit = 65535;
[SerializeField]
private bool createMultiMaterialMesh = false, combineInactiveChildren = false, deactivateCombinedChildren = true,
deactivateCombinedChildrenMeshRenderers = false, generateUVMap = false, destroyCombinedChildren = false;
[SerializeField]
private string folderPath = "Prefabs/CombinedMeshes";
[SerializeField]
[Tooltip("MeshFilters with Meshes which we don't want to combine into one Mesh.")]
private MeshFilter[] meshFiltersToSkip = new MeshFilter[0];
public bool CreateMultiMaterialMesh { get { return createMultiMaterialMesh; } set { createMultiMaterialMesh = value; } }
public bool CombineInactiveChildren { get { return combineInactiveChildren; } set { combineInactiveChildren = value; } }
public bool DeactivateCombinedChildren
{
get { return deactivateCombinedChildren; }
set
{
deactivateCombinedChildren = value;
CheckDeactivateCombinedChildren();
}
}
public bool DeactivateCombinedChildrenMeshRenderers
{
get { return deactivateCombinedChildrenMeshRenderers; }
set
{
deactivateCombinedChildrenMeshRenderers = value;
CheckDeactivateCombinedChildren();
}
}
public bool GenerateUVMap { get { return generateUVMap; } set { generateUVMap = value; } }
public bool DestroyCombinedChildren
{
get { return destroyCombinedChildren; }
set
{
destroyCombinedChildren = value;
CheckDestroyCombinedChildren();
}
}
public string FolderPath { get { return folderPath; } set { folderPath = value; } }
private void CheckDeactivateCombinedChildren()
{
if(deactivateCombinedChildren || deactivateCombinedChildrenMeshRenderers)
{
destroyCombinedChildren = false;
}
}
private void CheckDestroyCombinedChildren()
{
if(destroyCombinedChildren)
{
deactivateCombinedChildren = false;
deactivateCombinedChildrenMeshRenderers = false;
}
}
/// <summary>
/// Combine children's Meshes into one Mesh. Set 'showCreatedMeshInfo' to true if want to show info about created Mesh in the console.
/// </summary>
public void CombineMeshes(bool showCreatedMeshInfo)
{
#region Save our parent scale and our Transform and reset it temporarily:
// When we are unparenting and get parent again then sometimes scale is a little bit different so save scale before unparenting:
Vector3 oldScaleAsChild = transform.localScale;
// If we have parent then his scale will affect to our new combined Mesh scale so unparent us:
int positionInParentHierarchy = transform.GetSiblingIndex();
Transform parent = transform.parent;
transform.parent = null;
// Thanks to this the new combined Mesh will have same position and scale in the world space like its children:
Quaternion oldRotation = transform.rotation;
Vector3 oldPosition = transform.position;
Vector3 oldScale = transform.localScale;
transform.rotation = Quaternion.identity;
transform.position = Vector3.zero;
transform.localScale = Vector3.one;
#endregion Save Transform and reset it temporarily.
#region Combine Meshes into one Mesh:
if(!createMultiMaterialMesh)
{
CombineMeshesWithSingleMaterial(showCreatedMeshInfo);
}
else
{
CombineMeshesWithMutliMaterial(showCreatedMeshInfo);
}
#endregion Combine Meshes into one Mesh.
#region Set old Transform values:
// Bring back the Transform values:
transform.rotation = oldRotation;
transform.position = oldPosition;
transform.localScale = oldScale;
// Get back parent and same hierarchy position:
transform.parent = parent;
transform.SetSiblingIndex(positionInParentHierarchy);
// Set back the scale value as child:
transform.localScale = oldScaleAsChild;
#endregion Set old Transform values.
}
private MeshFilter[] GetMeshFiltersToCombine()
{
// Get all MeshFilters belongs to this GameObject and its children:
MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>(combineInactiveChildren);
// Delete first MeshFilter belongs to this GameObject in meshFiltersToSkip array:
meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != meshFilters[0]).ToArray();
// Delete null values in meshFiltersToSkip array:
meshFiltersToSkip = meshFiltersToSkip.Where((meshFilter) => meshFilter != null).ToArray();
for(int i = 0; i < meshFiltersToSkip.Length; i++)
{
meshFilters = meshFilters.Where((meshFilter) => meshFilter != meshFiltersToSkip[i]).ToArray();
}
return meshFilters;
}
private void CombineMeshesWithSingleMaterial(bool showCreatedMeshInfo)
{
// Get all MeshFilters belongs to this GameObject and its children:
MeshFilter[] meshFilters = GetMeshFiltersToCombine();
// First MeshFilter belongs to this GameObject so we don't need it:
CombineInstance[] combineInstances = new CombineInstance[meshFilters.Length-1];
// If it will be over 65535 then use the 32 bit index buffer:
long verticesLength = 0;
for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop.
{
combineInstances[i].subMeshIndex = 0;
combineInstances[i].mesh = meshFilters[i+1].sharedMesh;
combineInstances[i].transform = meshFilters[i+1].transform.localToWorldMatrix;
verticesLength += combineInstances[i].mesh.vertices.Length;
}
// Set Material from child:
MeshRenderer[] meshRenderers = GetComponentsInChildren<MeshRenderer>(combineInactiveChildren);
if(meshRenderers.Length >= 2)
{
meshRenderers[0].sharedMaterials = new Material[1];
meshRenderers[0].sharedMaterial = meshRenderers[1].sharedMaterial;
}
else
{
meshRenderers[0].sharedMaterials = new Material[0]; // Reset the MeshRenderer's Materials array.
}
// Create Mesh from combineInstances:
Mesh combinedMesh = new Mesh();
combinedMesh.name = name;
#if UNITY_2017_3_OR_NEWER
if(verticesLength > Mesh16BitBufferVertexLimit)
{
combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
}
combinedMesh.CombineMeshes(combineInstances);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
+" vertices.</b></color>");
}
else
{
Debug.Log("<color=#ff3300><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
+" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices.</b></color>");
}
}
#else
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
combinedMesh.CombineMeshes(combineInstances);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+combineInstances.Length+" children meshes and has "+verticesLength
+" vertices.</b></color>");
}
}
else if(showCreatedMeshInfo)
{
Debug.Log("<color=red><b>The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to"
+" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices).</b></color>");
}
#endif
}
private void CombineMeshesWithMutliMaterial(bool showCreatedMeshInfo)
{
#region Get MeshFilters, MeshRenderers and unique Materials from all children:
MeshFilter[] meshFilters = GetMeshFiltersToCombine();
MeshRenderer[] meshRenderers = new MeshRenderer[meshFilters.Length];
meshRenderers[0] = GetComponent<MeshRenderer>(); // Our (parent) MeshRenderer.
List<Material> uniqueMaterialsList = new List<Material>();
for(int i = 0; i < meshFilters.Length-1; i++)
{
meshRenderers[i+1] = meshFilters[i+1].GetComponent<MeshRenderer>();
if(meshRenderers[i+1] != null)
{
Material[] materials = meshRenderers[i+1].sharedMaterials; // Get all Materials from child Mesh.
for(int j = 0; j < materials.Length; j++)
{
if(!uniqueMaterialsList.Contains(materials[j])) // If Material doesn't exists in the list then add it.
{
uniqueMaterialsList.Add(materials[j]);
}
}
}
}
#endregion Get MeshFilters, MeshRenderers and unique Materials from all children.
#region Combine children Meshes with the same Material to create submeshes for final Mesh:
List<CombineInstance> finalMeshCombineInstancesList = new List<CombineInstance>();
// If it will be over 65535 then use the 32 bit index buffer:
long verticesLength = 0;
for(int i = 0; i < uniqueMaterialsList.Count; i++) // Create each Mesh (submesh) from Meshes with the same Material.
{
List<CombineInstance> submeshCombineInstancesList = new List<CombineInstance>();
for(int j = 0; j < meshFilters.Length-1; j++) // Get only childeren Meshes (skip our Mesh).
{
if(meshRenderers[j+1] != null)
{
Material[] submeshMaterials = meshRenderers[j+1].sharedMaterials; // Get all Materials from child Mesh.
for(int k = 0; k < submeshMaterials.Length; k++)
{
// If Materials are equal, combine Mesh from this child:
if(uniqueMaterialsList[i] == submeshMaterials[k])
{
CombineInstance combineInstance = new CombineInstance();
combineInstance.subMeshIndex = k; // Mesh may consist of smaller parts - submeshes.
// Every part have different index. If there are 3 submeshes
// in Mesh then MeshRender needs 3 Materials to render them.
combineInstance.mesh = meshFilters[j+1].sharedMesh;
combineInstance.transform = meshFilters[j+1].transform.localToWorldMatrix;
submeshCombineInstancesList.Add(combineInstance);
verticesLength += combineInstance.mesh.vertices.Length;
}
}
}
}
// Create new Mesh (submesh) from Meshes with the same Material:
Mesh submesh = new Mesh();
#if UNITY_2017_3_OR_NEWER
if(verticesLength > Mesh16BitBufferVertexLimit)
{
submesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
}
submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true);
#else
// Below Unity 2017.3 if vertices count is above the limit then an error appears in the console when we use the below method.
// Anyway we don't stop the algorithm here beacuse we want to count the entire number of vertices in the children meshes:
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
submesh.CombineMeshes(submeshCombineInstancesList.ToArray(), true);
}
#endif
CombineInstance finalCombineInstance = new CombineInstance();
finalCombineInstance.subMeshIndex = 0;
finalCombineInstance.mesh = submesh;
finalCombineInstance.transform = Matrix4x4.identity;
finalMeshCombineInstancesList.Add(finalCombineInstance);
}
#endregion Combine submeshes (children Meshes) with the same Material.
#region Set Materials array & combine submeshes into one multimaterial Mesh:
meshRenderers[0].sharedMaterials = uniqueMaterialsList.ToArray();
Mesh combinedMesh = new Mesh();
combinedMesh.name = name;
#if UNITY_2017_3_OR_NEWER
if(verticesLength > Mesh16BitBufferVertexLimit)
{
combinedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; // Only works on Unity 2017.3 or higher.
}
combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
}
else
{
Debug.Log("<color=#ff3300><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength
+" vertices. Some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices.</b></color>");
}
}
#else
if(verticesLength <= Mesh16BitBufferVertexLimit)
{
combinedMesh.CombineMeshes(finalMeshCombineInstancesList.ToArray(), false);
GenerateUV(combinedMesh);
meshFilters[0].sharedMesh = combinedMesh;
DeactivateCombinedGameObjects(meshFilters);
if(showCreatedMeshInfo)
{
Debug.Log("<color=#00cc00><b>Mesh \""+name+"\" was created from "+(meshFilters.Length-1)+" children meshes and has "
+finalMeshCombineInstancesList.Count+" submeshes, and "+verticesLength+" vertices.</b></color>");
}
}
else if(showCreatedMeshInfo)
{
Debug.Log("<color=red><b>The mesh vertex limit is 65535! The created mesh had "+verticesLength+" vertices. Upgrade Unity version to"
+" 2017.3 or higher to avoid this limit (some old devices, like Android with Mali-400 GPU, do not support over 65535 vertices).</b></color>");
}
#endif
#endregion Set Materials array & combine submeshes into one multimaterial Mesh.
}
private void DeactivateCombinedGameObjects(MeshFilter[] meshFilters)
{
for(int i = 0; i < meshFilters.Length-1; i++) // Skip first MeshFilter belongs to this GameObject in this loop.
{
if(!destroyCombinedChildren)
{
if(deactivateCombinedChildren)
{
meshFilters[i+1].gameObject.SetActive(false);
}
if(deactivateCombinedChildrenMeshRenderers)
{
MeshRenderer meshRenderer = meshFilters[i+1].gameObject.GetComponent<MeshRenderer>();
if(meshRenderer != null)
{
meshRenderer.enabled = false;
}
}
}
else
{
DestroyImmediate(meshFilters[i+1].gameObject);
}
}
}
private void GenerateUV(Mesh combinedMesh)
{
#if UNITY_EDITOR
if(generateUVMap)
{
UnityEditor.UnwrapParam unwrapParam = new UnityEditor.UnwrapParam();
UnityEditor.UnwrapParam.SetDefaults(out unwrapParam);
UnityEditor.Unwrapping.GenerateSecondaryUVSet(combinedMesh, unwrapParam);
}
#endif
}
}

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@@ -0,0 +1,14 @@
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guid: 02ac7360968340d469ead7285ab6ea15
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 157192
packageName: Mesh Combiner
packageVersion: 1.2
assetPath: Assets/MeshCombiner/readme.pdf
uploadId: 399985

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@@ -1,7 +1,7 @@
fileFormatVersion: 2
guid: b1c41e022ae344de08711565989f6bfe
ModelImporter:
serializedVersion: 22200
serializedVersion: 24200
internalIDToNameTable: []
externalObjects: {}
materials:
@@ -16,8 +16,6 @@ ModelImporter:
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
@@ -35,7 +33,7 @@ ModelImporter:
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
globalScale: 100
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
@@ -58,6 +56,9 @@ ModelImporter:
maxBonesPerVertex: 4
minBoneWeight: 0.001
optimizeBones: 1
generateMeshLods: 0
meshLodGenerationFlags: 0
maximumMeshLod: -1
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8

File diff suppressed because it is too large Load Diff

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@@ -27,7 +27,7 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
m_LocalScale: {x: 0.08, y: 0.08, z: 0.08}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}

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@@ -683,7 +683,7 @@ ParticleSystemRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 6888e6f8804259149a238ce4c6a74f59, type: 2}
- {fileID: 2100000, guid: 7e2e81cc0b156ce419830371ca3c39d5, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
@@ -706,7 +706,7 @@ ParticleSystemRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
m_MaskInteraction: 0
m_RenderMode: 0
m_RenderMode: 4
m_MeshDistribution: 0
m_SortMode: 0
m_MinParticleSize: 0
@@ -729,7 +729,7 @@ ParticleSystemRenderer:
m_VertexStreams: 00010304
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
m_Mesh: {fileID: 0}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
m_Mesh1: {fileID: 0}
m_Mesh2: {fileID: 0}
m_Mesh3: {fileID: 0}
@@ -991,8 +991,8 @@ ParticleSystem:
startSize:
serializedVersion: 2
minMaxState: 3
scalar: 0.05
minScalar: 0.025
scalar: 0.03
minScalar: 0.02
maxCurve:
serializedVersion: 2
m_Curve:
@@ -1574,7 +1574,7 @@ ParticleSystem:
rateOverTime:
serializedVersion: 2
minMaxState: 0
scalar: 4
scalar: 5
minScalar: 10
maxCurve:
serializedVersion: 2
@@ -5519,7 +5519,7 @@ ParticleSystemRenderer:
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 6888e6f8804259149a238ce4c6a74f59, type: 2}
- {fileID: 2100000, guid: 7e2e81cc0b156ce419830371ca3c39d5, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
@@ -5542,7 +5542,7 @@ ParticleSystemRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
m_MaskInteraction: 0
m_RenderMode: 0
m_RenderMode: 4
m_MeshDistribution: 0
m_SortMode: 0
m_MinParticleSize: 0
@@ -5565,7 +5565,7 @@ ParticleSystemRenderer:
m_VertexStreams: 00010304
m_UseCustomTrailVertexStreams: 0
m_TrailVertexStreams: 00010304
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
m_Mesh1: {fileID: 0}
m_Mesh2: {fileID: 0}
m_Mesh3: {fileID: 0}
@@ -5763,7 +5763,7 @@ ParticleSystem:
serializedVersion: 2
minMaxState: 0
minColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 0, g: 1, b: 0.9098039, a: 1}
maxColor: {r: 1, g: 1, b: 1, a: 1}
maxGradient:
serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1}
@@ -5827,8 +5827,8 @@ ParticleSystem:
startSize:
serializedVersion: 2
minMaxState: 3
scalar: 0.12
minScalar: 0.1
scalar: 0.06
minScalar: 0.04
maxCurve:
serializedVersion: 2
m_Curve:
@@ -5880,8 +5880,8 @@ ParticleSystem:
startSizeY:
serializedVersion: 2
minMaxState: 3
scalar: 1
minScalar: 1
scalar: 0.05
minScalar: 0.1
maxCurve:
serializedVersion: 2
m_Curve:
@@ -5933,8 +5933,8 @@ ParticleSystem:
startSizeZ:
serializedVersion: 2
minMaxState: 3
scalar: 1
minScalar: 1
scalar: 0.05
minScalar: 0.07
maxCurve:
serializedVersion: 2
m_Curve:
@@ -11269,14 +11269,18 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 614bffbd597c49349a47f76b0ba8b277, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Player
jumpForce: 3
gravity: 7
jumpForce: 2.5
rb: {fileID: 581798941}
splashObject: {fileID: 9000420296853654146, guid: 28c1e4391077e5c4e98f5924dc346fd9, type: 3}
splashParent: {fileID: 1850425825}
deadParticle: {fileID: 239977915}
jumpParticle: {fileID: 185655302}
cinemachineImpulseSource: {fileID: 581798944}
playerMaterial: {fileID: 2100000, guid: 7e2e81cc0b156ce419830371ca3c39d5, type: 2}
playerMaterialColors:
- {r: 0, g: 1, b: 0.98041606, a: 0}
- {r: 0, g: 1, b: 0.59772396, a: 0}
- {r: 0.8490566, g: 0.36445355, b: 0.75023574, a: 0}
--- !u!96 &581798943
TrailRenderer:
serializedVersion: 4

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@@ -8,6 +8,10 @@ public class Platform : MonoBehaviour, IPlatform
[SerializeField] private List<GameObject> _platformPiece = new List<GameObject>();
[SerializeField] private Material _safeMaterial;
[SerializeField] private Material _deathMaterial;
[SerializeField] private ParticleSystem _particleSystem;
[SerializeField]private Color[] safeMaterialColors;
[SerializeField] private Color[] deathMaterialColors;
public List<GameObject> platformPiece => _platformPiece;
public Material safeMaterial => _safeMaterial;
@@ -21,6 +25,18 @@ public class Platform : MonoBehaviour, IPlatform
[Inject] IPlatformManager platformManager;
[Inject] IScoreService IscoreService;
[Inject] IAudioController IaudioController;
private void Start()
{
if(_particleSystem == null) _particleSystem = GetComponent<ParticleSystem>();
_safeMaterial.color = ReturnMaterialColor(safeMaterialColors);
_deathMaterial.color = ReturnMaterialColor(deathMaterialColors);
}
Color ReturnMaterialColor(Color[] color)
{
return color[Random.Range(0,color.Length)];
}
public void SetPlatformRule(IPlatformRule platformRule)
{
_platformRule = platformRule;
@@ -35,9 +51,18 @@ public class Platform : MonoBehaviour, IPlatform
Debug.Log("Score Increased");
IscoreService.AddScore();
IaudioController.PlayScoredSound();
_particleSystem.Play();
HideThisPlatfromPiece();
}
}
void HideThisPlatfromPiece()
{
foreach(var piece in _platformPiece)
{
piece.gameObject.SetActive(false);
}
}
private void Update()
{
@@ -72,6 +97,7 @@ public class FirstPlatform : IPlatformRule
{
piece.SetActive(true);
piece.GetComponent<Renderer>().material = platform.safeMaterial;
piece.gameObject.SetActive(true);
piece.tag = "Safe";
}
platform.platformPiece[Random.Range(1,platform.platformPiece.Count)].gameObject.SetActive(false);
@@ -87,6 +113,7 @@ public class OtherPlatform : IPlatformRule
{
piece.SetActive(true);
piece.GetComponent<Renderer>().material = platform.safeMaterial;
piece.gameObject.SetActive(true);
piece.tag = "Safe";
}

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@@ -13,6 +13,9 @@ public class Player : MonoBehaviour, IPlayer
[SerializeField] private ParticleSystem jumpParticle;
[SerializeField] private CinemachineImpulseSource cinemachineImpulseSource;
[SerializeField] private Material playerMaterial;
[SerializeField] Color[] playerMaterialColors;
public bool isDead { get; private set; }
[Inject] private IDeathScreenController IdeathScreenController;
@@ -22,6 +25,7 @@ public class Player : MonoBehaviour, IPlayer
private void Start()
{
isDead = false;
playerMaterial.color = playerMaterialColors[Random.Range(0, playerMaterialColors.Length)];
}
private void OnCollisionEnter(Collision collision)
@@ -46,8 +50,8 @@ public class Player : MonoBehaviour, IPlayer
float splashYPos = collision.transform.position.y + 0.155f;
ContactPoint contact = collision.contacts[0];
Vector3 surfacePoint = new Vector3(contact.point.x, splashYPos, contact.point.z);
GameObject instancedSplash = Instantiate(splashObject, surfacePoint, splashObject.transform.rotation, splashParent);
instancedSplash.transform.localScale = new Vector3(Random.Range(0.08f, 0.1f), Random.Range(0.08f, 0.1f),1);
GameObject instancedSplash = Instantiate(splashObject, surfacePoint, splashObject.transform.rotation, collision.gameObject.transform);
instancedSplash.transform.localScale = new Vector3(Random.Range(0.05f, 0.09f), Random.Range(0.05f, 0.09f),1);
Destroy(instancedSplash, 2f);
}
private void Die()