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No commits in common. "ddc971d497a0374ae73ff9520dcff51768b2af97" and "basics-game-objects-and-scripts" have entirely different histories.
ddc971d497
...
basics-gam
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26
Assets/Script/Clock.cs
Normal file
26
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Normal file
@ -0,0 +1,26 @@
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using System;
|
||||
using UnityEngine;
|
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public class Clock : MonoBehaviour
|
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{
|
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const float hoursToDegrees = -30.0f;
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const float minutesToDegrees = -6.0f;
|
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const float secondsToDegrees = -6.0f;
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[SerializeField]
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Transform hoursPivot = default;
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[SerializeField]
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Transform minutesPivot = default;
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[SerializeField]
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Transform secondsPivot = default;
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private void Update()
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{
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var time = DateTime.Now.TimeOfDay;
|
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hoursPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, hoursToDegrees * (float)time.TotalHours);
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minutesPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, minutesToDegrees * (float)time.TotalMinutes);
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secondsPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, secondsToDegrees * (float)time.TotalSeconds);
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using UnityEngine;
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using static UnityEngine.Mathf;
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public static class FunctionLibrary
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{
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public delegate Vector3 Function(float u, float v, float y);
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public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
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private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
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public static Function GetFunction(FunctionName name)
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{
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return functions[(int)name];
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}
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public static Vector3 Wave(float u, float v, float t)
|
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{
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Vector3 p;
|
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p.x = u;
|
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p.y = Sin(PI * (u + v + t));
|
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p.z = v;
|
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return p;
|
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}
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public static Vector3 MultiWave(float u, float v, float t)
|
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{
|
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Vector3 p;
|
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p.x = u;
|
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p.y = Sin(PI * (u + 0.5f * t));
|
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p.y += 0.5f * Sin(2f * PI * (v + t));
|
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p.y += Sin(PI * (u + v + 0.25f * t));
|
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p.y *= 1f / 2.5f;
|
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p.z = v;
|
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return p;
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}
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public static Vector3 Ripple(float u, float v, float t)
|
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{
|
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var d = Sqrt(u * u + v * v);
|
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Vector3 p;
|
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p.x = u;
|
||||
p.y = Sin(PI * (4f * d - t));
|
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p.y /= 1f + 10f * d;
|
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p.z = v;
|
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return p;
|
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}
|
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|
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public static Vector3 Sphere(float u, float v, float t)
|
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{
|
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float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
|
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float s = r * Cos(0.5f * PI * v);
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Vector3 p;
|
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p.x = s * Sin(PI * u);
|
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p.y = r * Sin(0.5f * PI * v);
|
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p.z = s * Cos(PI * u);
|
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return p;
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}
|
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public static Vector3 Torus(float u, float v, float t)
|
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{
|
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float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
|
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float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
|
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float s = r1 + r2 * Cos(PI * v);
|
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Vector3 p;
|
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p.x = s * Sin(PI * u);
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p.y = r2 * Sin(PI * v);
|
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p.z = s * Cos(PI * u);
|
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return p;
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}
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}
|
@ -1,48 +0,0 @@
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using UnityEngine;
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public class Graph : MonoBehaviour
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{
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[SerializeField]
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Transform pointPrefab = default;
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[SerializeField, Range(10, 100)]
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int resolution = 10;
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[SerializeField]
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FunctionLibrary.FunctionName function = default;
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Transform[] points;
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private void Awake()
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{
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var step = 2f / resolution;
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var scale = Vector3.one * step;
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points = new Transform[resolution * resolution];
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for (int i = 0; i < points.Length; i++)
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{
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Transform point = Instantiate(pointPrefab);
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point.localScale = scale;
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point.SetParent(transform, false);
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points[i] = point;
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}
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}
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private void Update()
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{
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FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
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var time = Time.time;
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var step = 2.0f / resolution;
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var v = 0.5f * step - 1f;
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for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
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{
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if (x == resolution)
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{
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x = 0;
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z += 1;
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v = (z + 0.5f) * step - 1f;
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}
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float u = (x + 0.5f) * step - 1f;
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points[i].localPosition = f(u, v, time);
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}
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}
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Reference in New Issue
Block a user