Asset Store Examples added

This commit is contained in:
vis2k 2019-01-15 11:03:55 +01:00
parent 1f762afdcc
commit 5b187fe0df
75 changed files with 6434 additions and 0 deletions

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BA-2 (Blast All Bot Mark 2)
By: Quandtum
License: CC-0
Blender Version: 2.66a, r55057
Model Version: 1.1
3D preview available @ http://p3d.in/i67jh
What is included:
1 x BA-2 base mesh (3380 vertices, 6964 Edges, 3616 faces, 6696 Tris, UV unwrapped)
1 x Diffuse map (2048 x 2048)
1 x Normal map (2048 x 2048)
1 x Bump map (2048 x 2048)
1 x Specular map (2048 x 2048)
1 x Emission map (2048 x 2048)
1 x Animation armature
Complete model is not manifold, but rather a composition of manifold "parts". Each part is manifold and all parts were combined into a single mesh named "Bot.Mesh".
Maps included are all large 2048 x 2048. Reason is they can be reduced but not grown, resize them to fit as needed.
Texture samples sourced from:
http://www.plaintextures.com/
http://www.goodtextures.com/
Textures were otherwise hand painted.
There is admittingly an error in the bump/normal mapping in the emission areas. They are not very noticable, and with the emission map enabled they are concealed.
Revision History:
Version 1.0 - 01/21/2013; Initial release.
Version 1.1 - Sat Mar 23 14:36:46 CDT 2013; Updated branding.

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using UnityEngine;
using Mirror;
public class Move : NetworkBehaviour
{
public CharacterController controller;
public float speed = 5;
public float rotationSpeed = 6;
void Update()
{
// movement for local player
if (!isLocalPlayer) return;
// rotate
transform.Rotate(0, Input.GetAxis("Horizontal") * rotationSpeed, 0);
// move
Vector3 forward = transform.TransformDirection(Vector3.forward);
controller.SimpleMove(forward * Input.GetAxis("Vertical") * speed);
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using UnityEngine;
using Mirror;
public class Ball : NetworkBehaviour
{
public float speed = 30;
[ServerCallback] // only call this on server
void Start()
{
// Initial Velocity
GetComponent<Rigidbody2D>().velocity = Vector2.right * speed;
}
float HitFacgtor(Vector2 ballPos, Vector2 racketPos, float racketHeight)
{
// ascii art:
// || 1 <- at the top of the racket
// ||
// || 0 <- at the middle of the racket
// ||
// || -1 <- at the bottom of the racket
return (ballPos.y - racketPos.y) / racketHeight;
}
[ServerCallback] // only call this on server
void OnCollisionEnter2D(Collision2D col)
{
// Note: 'col' holds the collision information. If the
// Ball collided with a racket, then:
// col.gameObject is the racket
// col.transform.position is the racket's position
// col.collider is the racket's collider
// did we hit a racket? then we need to calculate the hit factor
if (col.transform.GetComponent<Player>())
{
// Calculate y direction via hit Factor
float y = HitFacgtor(transform.position,
col.transform.position,
col.collider.bounds.size.y);
// Calculate x direction via opposite collision
float x = col.relativeVelocity.x > 0 ? 1 : -1;
// Calculate direction, make length=1 via .normalized
Vector2 dir = new Vector2(x, y).normalized;
// Set Velocity with dir * speed
GetComponent<Rigidbody2D>().velocity = dir * speed;
}
}
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using UnityEngine;
using Mirror;
public class Player : NetworkBehaviour
{
public float speed = 30;
// need to use FixedUpdate for rigidbody
void FixedUpdate()
{
// only let the local player control the racket.
// don't control other player's rackets
if (!isLocalPlayer) return;
float vertical = Input.GetAxisRaw("Vertical");
GetComponent<Rigidbody2D>().velocity = new Vector2(0, vertical) * speed;
}
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The Mirror DLLs in the Plugins folder are MIT licensed:
https://github.com/vis2k/Mirror

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11
Assets/Mirror/Readme.txt Normal file
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Mirror is a MMO Scale Networking library for Unity, used in uMMORPG, uSurvival
and several MMO projects in development.
https://github.com/vis2k/Mirror
Documentation:
https://vis2k.github.io/Mirror/
Support:
Discord: https://discordapp.com/invite/N9QVxbM
Bug Reports: https://github.com/vis2k/Mirror/issues

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