Merge branch 'develop' of https://git.pthub.vn/Unity/perfect-world-unity into fix-ui
This commit is contained in:
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||||
secondaryUVMarginMethod: 1
|
||||
secondaryUVMinLightmapResolution: 40
|
||||
secondaryUVMinObjectScale: 1
|
||||
secondaryUVPackMargin: 4
|
||||
useFileScale: 1
|
||||
strictVertexDataChecks: 0
|
||||
tangentSpace:
|
||||
normalSmoothAngle: 60
|
||||
normalImportMode: 0
|
||||
tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,22 @@
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteAlways] // <-- this is the key
|
||||
public class AxisRotate : MonoBehaviour
|
||||
{
|
||||
[Header("Rotation Speed (degrees per second)")]
|
||||
public float xSpeed = 0f;
|
||||
public float ySpeed = 0f;
|
||||
public float zSpeed = 0f;
|
||||
|
||||
[Header("Space")]
|
||||
public Space rotationSpace = Space.Self;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Use different delta time depending on mode
|
||||
float delta = Application.isPlaying ? Time.deltaTime : Time.unscaledDeltaTime;
|
||||
|
||||
Vector3 rotation = new Vector3(xSpeed, ySpeed, zSpeed);
|
||||
transform.Rotate(rotation * delta, rotationSpace);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7a4b22c0106f0f44bca429b6d16abcc
|
||||
@@ -1,144 +1,255 @@
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode] // Cho phép chạy trong Edit Mode
|
||||
public class SpiralMovementY : MonoBehaviour
|
||||
public class CircleMovement : MonoBehaviour
|
||||
{
|
||||
[Header("Spiral Settings")]
|
||||
[SerializeField] private float initialRadius = 5f;
|
||||
[SerializeField] private float radiusDecreaseRate = 0.5f;
|
||||
[SerializeField] private float minRadius = 0.1f;
|
||||
[SerializeField] private float angularSpeed = 2f;
|
||||
[SerializeField] private float verticalSpeed = 1f;
|
||||
[SerializeField] private Vector3 centerPoint = Vector3.zero;
|
||||
[SerializeField] private bool moveUpward = true;
|
||||
[Header("Movement Targets")]
|
||||
public Transform baseCircle; // Assign "base circle" child here
|
||||
public Transform left; // Assign "left" child here
|
||||
public Transform right; // Assign "right" child here
|
||||
public Transform front; // Assign "front" child here
|
||||
public Transform back; // Assign "back" child here
|
||||
|
||||
[Header("Animation Control")]
|
||||
[SerializeField] private bool animate = true; // Bật/tắt animation
|
||||
[SerializeField] private bool resetOnDisable = true; // Reset khi tắt
|
||||
[Header("Circle Settings (Base)")]
|
||||
public float circleRadius = 5f;
|
||||
public float circleSpeed = 1f; // Rotations per second
|
||||
public float circleDuration = 5f; // How long to move before stopping (seconds)
|
||||
public float circleDelay = 2f; // Delay before starting movement (seconds)
|
||||
|
||||
private float currentAngle = 0f;
|
||||
private float currentRadius;
|
||||
private float currentHeight;
|
||||
private float lastTime;
|
||||
private Vector3 startPosition;
|
||||
[Header("Spiral Settings (Left/Right/Front/Back)")]
|
||||
public float spiralStartRadius = 5f; // Starting radius
|
||||
public float spiralEndRadius = 4f; // Ending radius
|
||||
public float spiralSpeed = 1f; // Rotations per second
|
||||
public float spiralHeight = 5f; // How much to move vertically (positive = up, negative = down)
|
||||
public float spiralDuration = 5f; // How long to move before stopping (seconds)
|
||||
public float spiralDelay = 2f; // Delay before starting movement (seconds)
|
||||
|
||||
private Vector3 baseCenter;
|
||||
private Vector3 spiralCenter;
|
||||
private float spiralStartY; // Store the starting Y position for spiral objects
|
||||
|
||||
private float circleAngle = 0f;
|
||||
private float spiralAngle = 0f;
|
||||
|
||||
private bool circleMoving = false;
|
||||
private bool circleWaiting = false;
|
||||
private float circleElapsedTime = 0f;
|
||||
private float circleDelayTimer = 0f;
|
||||
|
||||
private bool spiralMoving = false;
|
||||
private bool spiralWaiting = false;
|
||||
private float spiralElapsedTime = 0f;
|
||||
private float spiralDelayTimer = 0f;
|
||||
|
||||
private bool initialized = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Store the initial Y position of spiral objects before anything happens
|
||||
// We'll use the first available spiral object's Y position
|
||||
if (left != null)
|
||||
spiralStartY = left.position.y;
|
||||
else if (right != null)
|
||||
spiralStartY = right.position.y;
|
||||
else if (front != null)
|
||||
spiralStartY = front.position.y;
|
||||
else if (back != null)
|
||||
spiralStartY = back.position.y;
|
||||
else
|
||||
spiralStartY = transform.position.y; // Fallback to parent position
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
ResetSpiral();
|
||||
lastTime = GetCurrentTime();
|
||||
// Make sure Awake has run
|
||||
if (!initialized)
|
||||
{
|
||||
if (left != null)
|
||||
spiralStartY = left.position.y;
|
||||
else if (right != null)
|
||||
spiralStartY = right.position.y;
|
||||
else if (front != null)
|
||||
spiralStartY = front.position.y;
|
||||
else if (back != null)
|
||||
spiralStartY = back.position.y;
|
||||
else
|
||||
spiralStartY = transform.position.y;
|
||||
}
|
||||
|
||||
// Store initial positions as center points
|
||||
if (baseCircle != null)
|
||||
baseCenter = baseCircle.position;
|
||||
|
||||
// Use parent's position as the shared center for X-Z plane
|
||||
spiralCenter = transform.position;
|
||||
|
||||
// Deactivate all spiral objects AFTER storing their positions
|
||||
if (left != null)
|
||||
left.gameObject.SetActive(false);
|
||||
if (right != null)
|
||||
right.gameObject.SetActive(false);
|
||||
if (front != null)
|
||||
front.gameObject.SetActive(false);
|
||||
if (back != null)
|
||||
back.gameObject.SetActive(false);
|
||||
|
||||
// Initialize circle movement
|
||||
circleMoving = false;
|
||||
circleWaiting = true;
|
||||
circleAngle = 0f;
|
||||
circleElapsedTime = 0f;
|
||||
circleDelayTimer = 0f;
|
||||
|
||||
// Initialize spiral movement
|
||||
spiralMoving = false;
|
||||
spiralWaiting = true;
|
||||
spiralAngle = 0f;
|
||||
spiralElapsedTime = 0f;
|
||||
spiralDelayTimer = 0f;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (resetOnDisable)
|
||||
{
|
||||
transform.position = startPosition;
|
||||
}
|
||||
circleMoving = false;
|
||||
circleWaiting = false;
|
||||
spiralMoving = false;
|
||||
spiralWaiting = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!animate) return;
|
||||
// Handle circle movement (base)
|
||||
HandleCircleMovement();
|
||||
|
||||
// Tính delta time cho cả Edit và Play mode
|
||||
float currentTime = GetCurrentTime();
|
||||
float deltaTime = currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
// Handle spiral movement (left/right/front/back)
|
||||
HandleSpiralMovement();
|
||||
}
|
||||
|
||||
// Giới hạn deltaTime để tránh nhảy cóc khi chuyển window
|
||||
deltaTime = Mathf.Min(deltaTime, 0.1f);
|
||||
|
||||
// Tăng góc theo thời gian
|
||||
currentAngle += angularSpeed * deltaTime;
|
||||
|
||||
// Giảm bán kính theo thời gian
|
||||
currentRadius -= radiusDecreaseRate * deltaTime;
|
||||
currentRadius = Mathf.Max(currentRadius, minRadius);
|
||||
|
||||
// Di chuyển theo trục Y
|
||||
if (moveUpward)
|
||||
currentHeight += verticalSpeed * deltaTime;
|
||||
else
|
||||
currentHeight -= verticalSpeed * deltaTime;
|
||||
|
||||
// Tính vị trí mới
|
||||
Vector3 newPosition = new Vector3(
|
||||
centerPoint.x + Mathf.Cos(currentAngle) * currentRadius,
|
||||
currentHeight,
|
||||
centerPoint.z + Mathf.Sin(currentAngle) * currentRadius
|
||||
);
|
||||
|
||||
transform.position = newPosition;
|
||||
|
||||
// Đánh dấu scene đã thay đổi trong Edit Mode
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
void HandleCircleMovement()
|
||||
{
|
||||
// Handle delay
|
||||
if (circleWaiting)
|
||||
{
|
||||
UnityEditor.EditorUtility.SetDirty(transform);
|
||||
circleDelayTimer += Time.deltaTime;
|
||||
|
||||
if (circleDelayTimer >= circleDelay)
|
||||
{
|
||||
circleWaiting = false;
|
||||
circleMoving = true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Lấy thời gian hiện tại (hoạt động cho cả Edit và Play mode)
|
||||
private float GetCurrentTime()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
// Handle movement
|
||||
if (circleMoving)
|
||||
{
|
||||
return (float)UnityEditor.EditorApplication.timeSinceStartup;
|
||||
circleElapsedTime += Time.deltaTime;
|
||||
|
||||
// Stop after duration
|
||||
if (circleElapsedTime >= circleDuration)
|
||||
{
|
||||
circleMoving = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update angle
|
||||
circleAngle += circleSpeed * Time.deltaTime * Mathf.PI * 2f;
|
||||
|
||||
// Base circle - normal circle movement on X-Z plane
|
||||
if (baseCircle != null)
|
||||
{
|
||||
float x = baseCenter.x + circleRadius * Mathf.Cos(circleAngle);
|
||||
float z = baseCenter.z + circleRadius * Mathf.Sin(circleAngle);
|
||||
baseCircle.position = new Vector3(x, baseCenter.y, z);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
return Time.time;
|
||||
}
|
||||
|
||||
// Reset về vị trí ban đầu
|
||||
[ContextMenu("Reset Spiral")] // Thêm vào context menu (chuột phải)
|
||||
public void ResetSpiral()
|
||||
void HandleSpiralMovement()
|
||||
{
|
||||
currentAngle = 0f;
|
||||
currentRadius = initialRadius;
|
||||
currentHeight = centerPoint.y;
|
||||
lastTime = GetCurrentTime();
|
||||
}
|
||||
|
||||
// Vẽ đường xoắn ốc trong Scene view
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(centerPoint, 0.2f);
|
||||
|
||||
// Vẽ trục Y
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawLine(centerPoint, centerPoint + Vector3.up * 10f);
|
||||
|
||||
// Vẽ preview đường xoắn ốc
|
||||
float previewRadius = initialRadius;
|
||||
float previewAngle = 0f;
|
||||
float previewHeight = centerPoint.y;
|
||||
Vector3 prevPoint = centerPoint;
|
||||
|
||||
int steps = 100;
|
||||
for (int i = 0; i < steps; i++)
|
||||
// Handle delay
|
||||
if (spiralWaiting)
|
||||
{
|
||||
previewAngle += 0.2f;
|
||||
previewRadius -= radiusDecreaseRate * 0.05f;
|
||||
previewRadius = Mathf.Max(previewRadius, minRadius);
|
||||
|
||||
if (moveUpward)
|
||||
previewHeight += verticalSpeed * 0.05f;
|
||||
else
|
||||
previewHeight -= verticalSpeed * 0.05f;
|
||||
spiralDelayTimer += Time.deltaTime;
|
||||
|
||||
Vector3 point = new Vector3(
|
||||
centerPoint.x + Mathf.Cos(previewAngle) * previewRadius,
|
||||
previewHeight,
|
||||
centerPoint.z + Mathf.Sin(previewAngle) * previewRadius
|
||||
);
|
||||
if (spiralDelayTimer >= spiralDelay)
|
||||
{
|
||||
spiralWaiting = false;
|
||||
spiralMoving = true;
|
||||
|
||||
Gizmos.color = Color.Lerp(Color.cyan, Color.magenta, (float)i / steps);
|
||||
Gizmos.DrawLine(prevPoint, point);
|
||||
prevPoint = point;
|
||||
// Activate all spiral objects at the same time
|
||||
if (left != null)
|
||||
left.gameObject.SetActive(true);
|
||||
if (right != null)
|
||||
right.gameObject.SetActive(true);
|
||||
if (front != null)
|
||||
front.gameObject.SetActive(true);
|
||||
if (back != null)
|
||||
back.gameObject.SetActive(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle movement
|
||||
if (spiralMoving)
|
||||
{
|
||||
spiralElapsedTime += Time.deltaTime;
|
||||
|
||||
// Stop after duration
|
||||
if (spiralElapsedTime >= spiralDuration)
|
||||
{
|
||||
spiralMoving = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update angle
|
||||
spiralAngle += spiralSpeed * Time.deltaTime * Mathf.PI * 2f;
|
||||
|
||||
// Calculate progress (0 to 1)
|
||||
float progress = spiralElapsedTime / spiralDuration;
|
||||
|
||||
// Lerp radius from start to end based on progress
|
||||
float currentRadius = Mathf.Lerp(spiralStartRadius, spiralEndRadius, progress);
|
||||
|
||||
// Calculate Y position - starts at spiralStartY and moves by spiralHeight
|
||||
// Works for both positive (up) and negative (down) heights
|
||||
float y = spiralStartY + (spiralHeight * progress);
|
||||
|
||||
// Left - spiral movement (0 degrees)
|
||||
if (left != null)
|
||||
{
|
||||
float x = spiralCenter.x + currentRadius * Mathf.Cos(spiralAngle);
|
||||
float z = spiralCenter.z + currentRadius * Mathf.Sin(spiralAngle);
|
||||
left.position = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
// Right - spiral movement (180 degrees opposite)
|
||||
if (right != null)
|
||||
{
|
||||
float angle = spiralAngle + Mathf.PI; // 180 degrees
|
||||
float x = spiralCenter.x + currentRadius * Mathf.Cos(angle);
|
||||
float z = spiralCenter.z + currentRadius * Mathf.Sin(angle);
|
||||
right.position = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
// Front - spiral movement (90 degrees)
|
||||
if (front != null)
|
||||
{
|
||||
float angle = spiralAngle + Mathf.PI * 0.5f; // 90 degrees
|
||||
float x = spiralCenter.x + currentRadius * Mathf.Cos(angle);
|
||||
float z = spiralCenter.z + currentRadius * Mathf.Sin(angle);
|
||||
front.position = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
// Back - spiral movement (270 degrees)
|
||||
if (back != null)
|
||||
{
|
||||
float angle = spiralAngle + Mathf.PI * 1.5f; // 270 degrees
|
||||
float x = spiralCenter.x + currentRadius * Mathf.Cos(angle);
|
||||
float z = spiralCenter.z + currentRadius * Mathf.Sin(angle);
|
||||
back.position = new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7caf26f1416398b47934aabb6eed3499
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0f8923e9f2a2474f93d9f48f205a6fd
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74b37da5d97eb3f4ab587105bb455219
|
||||
IHVImageFormatImporter:
|
||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
|
||||
wrapV: 0
|
||||
wrapW: 0
|
||||
isReadable: 0
|
||||
sRGBTexture: 1
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
ignoreMipmapLimit: 0
|
||||
mipmapLimitGroupName:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d775d27b1548f74182ec88d9d192ceb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,21 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f067978eb2cfff4da8615a060156838
|
||||
IHVImageFormatImporter:
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||||
externalObjects: {}
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user