[External] Synty Polygon 외부 에셋 패키지 추가

Ultraworked with [Sisyphus](https://github.com/code-yeonggu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-11 17:58:10 +09:00
parent f0fef00b1c
commit 7c22b01ea8
2506 changed files with 540809 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generic_SimpleRotate : MonoBehaviour
{
public bool rotX;
public float rotXSpeed = 50f;
public bool rotY;
public float rotYSpeed = 50f;
public bool rotZ;
public float rotZSpeed = 50f;
// Update is called once per frame
void Update()
{
if (rotX == true)
{
transform.Rotate(Vector3.left * Time.deltaTime * rotXSpeed);
}
if (rotY == true)
{
transform.Rotate(Vector3.up * Time.deltaTime * rotYSpeed);
}
if (rotZ == true)
{
transform.Rotate(Vector3.back * Time.deltaTime * rotZSpeed);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generic_SimpleTranslate : MonoBehaviour
{
public bool moveX;
public float moveXSpeed = 2f;
public bool moveY;
public float moveYSpeed = 2f;
public bool moveZ;
public float moveZSpeed = 2f;
void Update()
{
if (moveX == true)
{
transform.Translate(Vector3.left * Time.deltaTime * moveXSpeed);
}
if (moveY == true)
{
transform.Translate(Vector3.up * Time.deltaTime * moveYSpeed);
}
if (moveZ == true)
{
transform.Translate(Vector3.back * Time.deltaTime * moveZSpeed);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generic_WaterBob : MonoBehaviour
{
public float bobbingHeight = 0.08f; // The height the object will bob up and down
public float bobbingSpeed = 1.5f; // The speed of the bobbing motion
public float rotationAmount = 0.8f; // The amount of rotation applied to the object
public bool randomOffset = true; // Determines if random offsets are applied to speed and rotation
public Vector2 randomRange = new Vector2(0.1f, 1f); // The range for the random offset
private Vector3 startPos;
private Quaternion startRotation;
void Start()
{
startPos = transform.position;
startRotation = transform.rotation; // Save the initial rotation
if (randomOffset)
{
bobbingSpeed += UnityEngine.Random.Range(randomRange.x, randomRange.y);
rotationAmount += UnityEngine.Random.Range(randomRange.x, randomRange.y);
}
}
void Update()
{
// Calculate the vertical bobbing motion
float newY = startPos.y + Mathf.Sin(Time.time * bobbingSpeed) * bobbingHeight;
Vector3 newPos = new Vector3(transform.position.x, newY, transform.position.z);
transform.position = newPos;
// Calculate rotation offsets based on time
float rotationX = Mathf.Sin(Time.time * bobbingSpeed * 0.5f) * rotationAmount;
float rotationY = Mathf.Sin(Time.time * bobbingSpeed * 0.7f) * rotationAmount;
float rotationZ = Mathf.Sin(Time.time * bobbingSpeed * 0.9f) * rotationAmount;
// Apply the incremental rotation as an offset to the existing rotation
Quaternion incrementalRotation = Quaternion.Euler(rotationX, rotationY, rotationZ);
transform.rotation = startRotation * incrementalRotation;
}
}

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