Flatkit 추가 및 설정

This commit is contained in:
2026-01-25 11:27:33 +09:00
parent 05233497e7
commit cf16910a32
1938 changed files with 408633 additions and 244 deletions

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using UnityEngine;
public class BillboardLineRendererCircle : MonoBehaviour {
public Color color = Color.black;
public float width = 1f;
public int numSegments = 50;
public float radius = 0.5f;
private LineRenderer _lineRenderer;
void Start() {
_lineRenderer = gameObject.GetComponent<LineRenderer>();
if (_lineRenderer != null) return;
// Initialize line renderer.
_lineRenderer = gameObject.AddComponent<LineRenderer>();
_lineRenderer.materials = new[] {
new Material(Shader.Find("Universal Render Pipeline/Unlit")) { color = color }
};
_lineRenderer.startWidth = width * 0.01f;
_lineRenderer.endWidth = width * 0.01f;
_lineRenderer.positionCount = numSegments + 1;
_lineRenderer.useWorldSpace = false;
// Create points.
float deltaTheta = (float)(2.0 * Mathf.PI) / numSegments;
float theta = 0f;
for (int i = 0; i < numSegments + 1; i++) {
float x = Mathf.Cos(theta);
float y = Mathf.Sin(theta);
Vector3 pos = new Vector3(x, y, 0);
_lineRenderer.SetPosition(i, pos * radius);
theta += deltaTheta;
}
}
[ContextMenu("Reinitialize")]
private void Reinitialize() {
if (_lineRenderer != null) {
DestroyImmediate(_lineRenderer);
}
Start();
Update();
}
private void Update() {
transform.LookAt(Camera.main.transform);
transform.Rotate(0, 180, 0);
}
}

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using UnityEngine;
using Random = UnityEngine.Random;
namespace Dustyroom {
public class FloatingMotion : MonoBehaviour {
public float verticalAmplitude = 1.0f;
public float horizontalAmplitude = 0.0f;
public bool startAtRandomOffset = true;
[Space]
public float speed = 1.0f;
[Space, Tooltip("In seconds")]
public float startDelay = 0;
[Space]
public bool worldSpace = false;
private Vector3 _initialPosition;
private float _offsetH = 0f;
private float _offsetV = 0f;
private bool _isMoving = false;
private void Start() {
Invoke(nameof(Initialize), startDelay);
}
private void Initialize() {
_initialPosition = worldSpace ? transform.position : transform.localPosition;
if (startAtRandomOffset) {
_offsetH = Random.value * 1000f;
_offsetV = Random.value * 1000f;
}
_isMoving = true;
}
private void Update() {
if (!_isMoving) {
return;
}
var hDirection = new Vector3(Mathf.Sin(Time.timeSinceLevelLoad * speed * 0.5f + _offsetV + 100f), 0f,
Mathf.Cos(Time.timeSinceLevelLoad * speed + _offsetV + 100f));
Vector3 offset = Vector3.up * (Mathf.Sin(Time.timeSinceLevelLoad * speed + _offsetH) * verticalAmplitude) +
hDirection * (Mathf.Sin(Time.timeSinceLevelLoad * speed + _offsetV) * horizontalAmplitude);
Vector3 position = _initialPosition + offset * Time.timeScale;
if (worldSpace) {
transform.position = position;
} else {
transform.localPosition = position;
}
}
}
}

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