[Assets] UI 애셋 및 TextMesh Pro 임포트

- Fantasy Warrior HUD 애셋 (Synty Studios)
- Interface Core 라이브러리
- TextMesh Pro 패키지
- UI_HealthBar 프리팹
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2026-03-10 15:59:20 +09:00
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using System.Collections;
using UnityEngine;
namespace Synty.Interface.FantasyWarriorHUD.Samples
{
/// <summary>
/// A simple animator that loops between two values.
/// </summary>
public class SampleLoopAnimator : MonoBehaviour
{
[Header("References")]
public Animator animator;
[Header("Parameters")]
public string parameterName = "Health";
public float inSpeed = 5f;
public float outSpeed = 5f;
public float startDelay;
public float inDelay = 2.5f;
public float outDelay = 2.5f;
private void Awake()
{
if (animator == null)
{
animator = GetComponent<Animator>();
}
}
private void Reset()
{
animator = GetComponent<Animator>();
}
private void OnEnable()
{
if (animator == null)
{
return;
}
StartCoroutine(C_TweenBackAndForth());
}
private IEnumerator C_TweenBackAndForth()
{
yield return new WaitForSeconds(startDelay);
while (true)
{
yield return C_TweenFloat(0, 1, inSpeed);
yield return new WaitForSeconds(outDelay);
yield return C_TweenFloat(1, 0, outSpeed);
yield return new WaitForSeconds(inDelay);
}
}
private IEnumerator C_TweenFloat(float startValue, float endValue, float duration)
{
float time = 0f;
while (time < 1f)
{
time += Time.deltaTime / duration;
float currentValue = Mathf.Lerp(startValue, endValue, time);
animator.SetFloat(parameterName, currentValue);
yield return null;
}
}
}
}