This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /// <summary> | |
| /// A simple radial scan example. The scan checks in a circle starting from StartScanDistance | |
| /// and then gradually moves towards EndScanDistance at DistanceChecks increments. The amount | |
| /// of angles checked in each circle is determined by AngleChecks. | |
| /// </summary> | |
| FVector URadialScanExample::Scan | |
| ( | |
| int AngleChecks, | |
| int DistanceChecks, | |
| float StartScanDistance, |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /// <summary> | |
| /// An example of how you could estimate the height of a player in VR. | |
| /// a similar algorithm could be used for getting the lowest height players can comfortably reach as well. | |
| /// Every frame the height of the player is checked to see if it passed the highest recorded value. | |
| /// If it did then it's tested to see how long the player can comfortably maintain the height and then | |
| /// records it if it passes the tests. | |
| /// </summary> | |
| void UHeightEstimationExample::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
| { | |
| Super::TickComponent(DeltaTime, TickType, ThisTickFunction); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Canvas->K2_DrawTexture( | |
| IsUsingNewTechnique ? PostprocessedForegroundTexture : Bg_Texture, | |
| FVector2D{ 0.0f, quad_size.Y }, | |
| quad_size, | |
| FVector2D::ZeroVector, | |
| FVector2D::UnitVector, | |
| FLinearColor::White, | |
| BLEND_Opaque | |
| ); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Canvas->K2_DrawTexture( | |
| IsUsingNewTechnique ? PostprocessedForegroundTexture : Bg_Texture, | |
| FVector2D{ 0.0f, quad_size.Y }, | |
| quad_size, | |
| FVector2D::ZeroVector | |
| ); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// A script that controls the wind. This should be attached to | |
| /// the empty that has the WindZone component. | |
| /// </summary> | |
| public class WindControl : Singleton<WindControl> | |
| { | |
| //A script that allows the WindZone component to be controlled through scripting. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| public class Dust : Singleton<Dust> { | |
| void OnEnable () { | |
| _particleEmitter = dust.GetComponent<ParticleEmitter> (); | |
| _particleAnimator = dust.GetComponent<ParticleAnimator> (); | |
| originalMatCol = dust.renderer.material.GetColor ("_TintColor"); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// A script that controls lightning whenever it rains. | |
| /// </summary> | |
| public class Lightning : MonoBehaviour | |
| { | |
| //A curve that indicates the chance of there being lightning based on the | |
| //normalized severity value inputted. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// A script that controls the snow levels on all meshes and terrain. | |
| /// </summary> | |
| public class SnowManager : Singleton<SnowManager> | |
| { | |
| //The emission script that controls snow particles. | |
| public Emission SnowWeather; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Custom/Snow" | |
| { | |
| Properties | |
| { | |
| _MainTex("Base (RGB)", 2D) = "black" {} | |
| _MainBump("Model Bump", 2D) = "bump" {} | |
| _SnowColor("Snow Color", Color) = (0.5, 0.5, 0.5, 1) | |
| _SnowOffset("Snow Offset", Range(-7,1)) = 0 | |
| _SnowTint("Snow Tint", Float) = 0.4 | |
| _SnowSharpness("Snow Sharpness", Float) = 3 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| /// <summary> | |
| /// A component attached to objects that can be dropped onto the planet. | |
| /// </summary> | |
| public class Droppable : MonoBehaviour | |
| { | |
| //The Transform of this object. | |
| private Transform newTransform; |
NewerOlder