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b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll b/Build/fall_Data/Managed/XInputDotNetPure.dll 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--git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll 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b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll b/Build/fall_Data/Managed/XInputDotNetPure.dll new file mode 100644 index 0000000..d345520 --- /dev/null +++ b/Build/fall_Data/Managed/XInputDotNetPure.dll Binary files differ diff --git a/Build/fall_Data/Plugins/XInputInterface.dll b/Build/fall_Data/Plugins/XInputInterface.dll new file mode 100644 index 0000000..8a2d764 --- /dev/null +++ b/Build/fall_Data/Plugins/XInputInterface.dll Binary files differ diff --git a/Build/fall_Data/globalgamemanagers b/Build/fall_Data/globalgamemanagers index b1de059..23f4679 100644 --- a/Build/fall_Data/globalgamemanagers +++ b/Build/fall_Data/globalgamemanagers Binary files differ diff --git a/Build/fall_Data/globalgamemanagers.assets b/Build/fall_Data/globalgamemanagers.assets index 8efafba..e6931d7 100644 --- a/Build/fall_Data/globalgamemanagers.assets +++ b/Build/fall_Data/globalgamemanagers.assets Binary files differ diff --git a/Build/fall_Data/level0 b/Build/fall_Data/level0 index c101784..7f77ffb 100644 --- a/Build/fall_Data/level0 +++ b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 index 0000000..372d32f --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 540cb6c0be5490d4687e3eb9c06ab209 +timeCreated: 1572072241 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll b/Build/fall_Data/Managed/XInputDotNetPure.dll new file mode 100644 index 0000000..d345520 --- /dev/null +++ b/Build/fall_Data/Managed/XInputDotNetPure.dll Binary files differ diff --git a/Build/fall_Data/Plugins/XInputInterface.dll b/Build/fall_Data/Plugins/XInputInterface.dll new file mode 100644 index 0000000..8a2d764 --- /dev/null +++ b/Build/fall_Data/Plugins/XInputInterface.dll Binary files differ diff --git a/Build/fall_Data/globalgamemanagers b/Build/fall_Data/globalgamemanagers index b1de059..23f4679 100644 --- a/Build/fall_Data/globalgamemanagers +++ b/Build/fall_Data/globalgamemanagers Binary files differ diff --git a/Build/fall_Data/globalgamemanagers.assets b/Build/fall_Data/globalgamemanagers.assets index 8efafba..e6931d7 100644 --- a/Build/fall_Data/globalgamemanagers.assets +++ b/Build/fall_Data/globalgamemanagers.assets Binary files differ diff --git a/Build/fall_Data/level0 b/Build/fall_Data/level0 index c101784..7f77ffb 100644 --- a/Build/fall_Data/level0 +++ b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 index 0000000..372d32f --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 540cb6c0be5490d4687e3eb9c06ab209 +timeCreated: 1572072241 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Ground/ground.png b/FallUnity/Assets/Ground/ground.png index 9a42eb6..2facae5 100644 --- a/FallUnity/Assets/Ground/ground.png +++ b/FallUnity/Assets/Ground/ground.png Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll b/Build/fall_Data/Managed/XInputDotNetPure.dll new file mode 100644 index 0000000..d345520 --- /dev/null +++ b/Build/fall_Data/Managed/XInputDotNetPure.dll Binary files differ diff --git a/Build/fall_Data/Plugins/XInputInterface.dll b/Build/fall_Data/Plugins/XInputInterface.dll new file mode 100644 index 0000000..8a2d764 --- /dev/null +++ b/Build/fall_Data/Plugins/XInputInterface.dll Binary files differ diff --git a/Build/fall_Data/globalgamemanagers b/Build/fall_Data/globalgamemanagers index b1de059..23f4679 100644 --- a/Build/fall_Data/globalgamemanagers +++ b/Build/fall_Data/globalgamemanagers Binary files differ diff --git a/Build/fall_Data/globalgamemanagers.assets b/Build/fall_Data/globalgamemanagers.assets index 8efafba..e6931d7 100644 --- a/Build/fall_Data/globalgamemanagers.assets +++ b/Build/fall_Data/globalgamemanagers.assets Binary files differ diff --git a/Build/fall_Data/level0 b/Build/fall_Data/level0 index c101784..7f77ffb 100644 --- a/Build/fall_Data/level0 +++ b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 index 0000000..372d32f --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 540cb6c0be5490d4687e3eb9c06ab209 +timeCreated: 1572072241 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Ground/ground.png b/FallUnity/Assets/Ground/ground.png index 9a42eb6..2facae5 100644 --- a/FallUnity/Assets/Ground/ground.png +++ b/FallUnity/Assets/Ground/ground.png Binary files differ diff --git a/FallUnity/Assets/IsoSorting/LeafSpawner.cs b/FallUnity/Assets/IsoSorting/LeafSpawner.cs deleted file mode 100644 index 9eee552..0000000 --- a/FallUnity/Assets/IsoSorting/LeafSpawner.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class LeafSpawner : MonoBehaviour { - public float Radius = 3; - public float Rate = 5; - public LeafPhysics Leaf; - // Use this for initialization - void Start () { - - } - - private List leaves = new List(); - - private float time = 0; - - // Update is called once per frame - void Update () { - float interval = 1 / Rate; - time += Time.deltaTime; - while (time > interval) - { - time -= interval; - Vector2 offset = Random.insideUnitCircle; - Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); - LeafPhysics leaf = GameObject.Instantiate(Leaf); - leaves.Add(leaf); - leaf.transform.position = point; - leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); - - float scale = Random.Range(0.9f, 1.3f); - leaf.transform.localScale = new Vector3(scale, scale, scale); - } - } - -} - - - diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll b/Build/fall_Data/Managed/Assembly-CSharp.dll index 8904122..2bff3bc 100644 --- a/Build/fall_Data/Managed/Assembly-CSharp.dll +++ b/Build/fall_Data/Managed/Assembly-CSharp.dll Binary files differ diff --git a/Build/fall_Data/Managed/XInputDotNetPure.dll b/Build/fall_Data/Managed/XInputDotNetPure.dll new file mode 100644 index 0000000..d345520 --- /dev/null +++ b/Build/fall_Data/Managed/XInputDotNetPure.dll Binary files differ diff --git a/Build/fall_Data/Plugins/XInputInterface.dll b/Build/fall_Data/Plugins/XInputInterface.dll new file mode 100644 index 0000000..8a2d764 --- /dev/null +++ b/Build/fall_Data/Plugins/XInputInterface.dll Binary files differ diff --git a/Build/fall_Data/globalgamemanagers b/Build/fall_Data/globalgamemanagers index b1de059..23f4679 100644 --- a/Build/fall_Data/globalgamemanagers +++ b/Build/fall_Data/globalgamemanagers Binary files differ diff --git a/Build/fall_Data/globalgamemanagers.assets b/Build/fall_Data/globalgamemanagers.assets index 8efafba..e6931d7 100644 --- a/Build/fall_Data/globalgamemanagers.assets +++ b/Build/fall_Data/globalgamemanagers.assets Binary files differ diff --git a/Build/fall_Data/level0 b/Build/fall_Data/level0 index c101784..7f77ffb 100644 --- a/Build/fall_Data/level0 +++ b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 index 0000000..372d32f --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 540cb6c0be5490d4687e3eb9c06ab209 +timeCreated: 1572072241 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Ground/ground.png b/FallUnity/Assets/Ground/ground.png index 9a42eb6..2facae5 100644 --- a/FallUnity/Assets/Ground/ground.png +++ b/FallUnity/Assets/Ground/ground.png Binary files differ diff --git a/FallUnity/Assets/IsoSorting/LeafSpawner.cs b/FallUnity/Assets/IsoSorting/LeafSpawner.cs deleted file mode 100644 index 9eee552..0000000 --- a/FallUnity/Assets/IsoSorting/LeafSpawner.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class LeafSpawner : MonoBehaviour { - public float Radius = 3; - public float Rate = 5; - public LeafPhysics Leaf; - // Use this for initialization - void Start () { - - } - - private List leaves = new List(); - - private float time = 0; - - // Update is called once per frame - void Update () { - float interval = 1 / Rate; - time += Time.deltaTime; - while (time > interval) - { - time -= interval; - Vector2 offset = Random.insideUnitCircle; - Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); - LeafPhysics leaf = GameObject.Instantiate(Leaf); - leaves.Add(leaf); - leaf.transform.position = point; - leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); - - float scale = Random.Range(0.9f, 1.3f); - leaf.transform.localScale = new Vector3(scale, scale, scale); - } - } - -} - - - diff --git a/FallUnity/Assets/IsoSorting/LeafSpawner.cs.meta b/FallUnity/Assets/IsoSorting/LeafSpawner.cs.meta deleted file mode 100644 index 372d32f..0000000 --- a/FallUnity/Assets/IsoSorting/LeafSpawner.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 540cb6c0be5490d4687e3eb9c06ab209 -timeCreated: 1572072241 -licenseType: Free -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll new file mode 100644 index 0000000..7e2c760 --- /dev/null +++ b/Build/fall_Data/Managed/Assembly-CSharp-firstpass.dll Binary files differ diff --git a/Build/fall_Data/Managed/Assembly-CSharp.dll 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100644 --- a/Build/fall_Data/globalgamemanagers.assets +++ b/Build/fall_Data/globalgamemanagers.assets Binary files differ diff --git a/Build/fall_Data/level0 b/Build/fall_Data/level0 index c101784..7f77ffb 100644 --- a/Build/fall_Data/level0 +++ b/Build/fall_Data/level0 Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets b/Build/fall_Data/sharedassets0.assets index b46f7e6..c37ec5a 100644 --- a/Build/fall_Data/sharedassets0.assets +++ b/Build/fall_Data/sharedassets0.assets Binary files differ diff --git a/Build/fall_Data/sharedassets0.assets.resS b/Build/fall_Data/sharedassets0.assets.resS index a3f0fd1..fff4e67 100644 --- a/Build/fall_Data/sharedassets0.assets.resS +++ b/Build/fall_Data/sharedassets0.assets.resS Binary files differ diff --git a/FallUnity/Assets/Game/LeafGenerator.cs b/FallUnity/Assets/Game/LeafGenerator.cs new file mode 100644 index 0000000..f38e9e0 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafGenerator : MonoBehaviour { + public float Radius = 6; + public float Num = 500; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + int spawned = 0; + + Ray ray = new Ray(); + ray.direction = Vector3.down; + + RaycastHit hitInfo = new RaycastHit(); + int layer = LayerMask.GetMask("iso_piece"); + + + int tries = 0; + while (spawned < Num && tries < 1000) + { + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 20, offset.y * Radius); + + ray.origin = point; + bool hit = Physics.Raycast(ray, out hitInfo, 40, layer); + + if (hit && hitInfo.normal.y > 0.6f) + { + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaf.transform.position = hitInfo.point + Vector3.up * 0.03f; + leaf.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 360, 0)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + + spawned++; + } + + tries++; + } + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/FallUnity/Assets/Game/LeafGenerator.cs.meta b/FallUnity/Assets/Game/LeafGenerator.cs.meta new file mode 100644 index 0000000..1b415f2 --- /dev/null +++ b/FallUnity/Assets/Game/LeafGenerator.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 1edfc6f3905730c449618c44081c09e1 +timeCreated: 1572157454 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Game/LeafSpawner.cs b/FallUnity/Assets/Game/LeafSpawner.cs new file mode 100644 index 0000000..8429f73 --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 index 0000000..372d32f --- /dev/null +++ b/FallUnity/Assets/Game/LeafSpawner.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 540cb6c0be5490d4687e3eb9c06ab209 +timeCreated: 1572072241 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FallUnity/Assets/Ground/ground.png b/FallUnity/Assets/Ground/ground.png index 9a42eb6..2facae5 100644 --- a/FallUnity/Assets/Ground/ground.png +++ b/FallUnity/Assets/Ground/ground.png Binary files differ diff --git a/FallUnity/Assets/IsoSorting/LeafSpawner.cs b/FallUnity/Assets/IsoSorting/LeafSpawner.cs deleted file mode 100644 index 9eee552..0000000 --- a/FallUnity/Assets/IsoSorting/LeafSpawner.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System.Collections; -using 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System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LeafSpawner : MonoBehaviour { + public float Radius = 3; + public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, 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public float Rate = 5; + public LeafPhysics[] Leafs; + // Use this for initialization + void Start () { + + } + + private List leaves = new List(); + + private float time = 0; + + // Update is called once per frame + void Update () { + float interval = 1 / Rate; + time += Time.deltaTime; + while (time > interval) + { + time -= interval; + Vector2 offset = Random.insideUnitCircle; + Vector3 point = transform.position + new Vector3(offset.x * Radius, 0, offset.y * Radius); + LeafPhysics leaf = GameObject.Instantiate(Leafs[Random.Range(0, Leafs.Length)]); + leaves.Add(leaf); + leaf.transform.position = point; + leaf.transform.rotation = Quaternion.Euler(new Vector3((Random.value - 0.5f) * 25, Random.value * 360, (Random.value - 0.5f) * 25)); + + float scale = Random.Range(0.9f, 1.3f); + leaf.transform.localScale = new Vector3(scale, scale, scale); + } + } + +} + + + diff --git a/FallUnity/Assets/Game/LeafSpawner.cs.meta b/FallUnity/Assets/Game/LeafSpawner.cs.meta new file mode 100644 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