VO Bay Vista cut scene

This commit is contained in:
szczuras4
2025-05-02 22:19:32 +02:00
parent 6fb9c80464
commit 62b2dfa770
23 changed files with 5073 additions and 1810 deletions

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@@ -0,0 +1,388 @@
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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System.IO;
public class RamSaveMeshEditor : MonoBehaviour
{
[MenuItem("Tools/Nature Manufacture/Save Selected RAM Mesh")]
public static void SaveSelectedMesh()
{
GameObject selected = Selection.activeGameObject;
if (!selected)
{
Debug.LogWarning("Select a RAM spline GameObject with MeshFilter first.");
return;
}
MeshFilter mf = selected.GetComponent<MeshFilter>();
if (!mf || !mf.sharedMesh)
{
Debug.LogWarning("Selected object doesn't have a valid mesh.");
return;
}
Mesh meshToSave = Object.Instantiate(mf.sharedMesh);
string path = "Assets/SavedRiverMesh_" + selected.name + ".asset";
AssetDatabase.CreateAsset(meshToSave, path);
AssetDatabase.SaveAssets();
mf.sharedMesh = meshToSave;
Debug.Log("Saved mesh to: " + path);
}
}
#endif

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using UnityEngine;
public class RiverColorChanger : MonoBehaviour
{
public Color colorInBox = Color.red;
public Color colorOutside = Color.white;
private void OnTriggerEnter(Collider other)
{
RamSpline spline = other.GetComponent<RamSpline>();
if (spline != null)
{
ChangeVertexColors(spline, colorInBox);
}
}
private void OnTriggerExit(Collider other)
{
RamSpline spline = other.GetComponent<RamSpline>();
if (spline != null)
{
ChangeVertexColors(spline, colorOutside);
}
}
void ChangeVertexColors(RamSpline spline, Color newColor)
{
MeshFilter mf = spline.GetComponent<MeshFilter>();
if (mf == null || mf.mesh == null)
return;
Mesh mesh = mf.mesh;
Color[] colors = mesh.colors;
if (colors == null || colors.Length == 0)
{
colors = new Color[mesh.vertexCount];
}
for (int i = 0; i < colors.Length; i++)
{
colors[i] = newColor;
}
mesh.colors = colors;
}
}

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@@ -0,0 +1,54 @@
using UnityEngine;
[RequireComponent(typeof(BoxCollider))]
public class RiverColorVolume : MonoBehaviour
{
public MeshRenderer riverRenderer;
public Color shallowColor = Color.red;
public Color deepColor = Color.blue;
public Color originalShallowColor = Color.white;
public Color originalDeepColor = Color.white;
private Material runtimeMaterial;
private void Start()
{
BoxCollider box = GetComponent<BoxCollider>();
box.isTrigger = true;
if (riverRenderer != null)
{
runtimeMaterial = riverRenderer.material;
Debug.Log(">> Zainicjalizowano material rzeki");
Debug.Log(">> Początkowy _ShallowColor: " + runtimeMaterial.GetColor("_ShallowColor"));
Debug.Log(">> Początkowy _DeepColor: " + runtimeMaterial.GetColor("_DeepColor"));
}
else
{
Debug.LogWarning("❌ Nie przypisano riverRenderer!");
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject == riverRenderer.gameObject && runtimeMaterial != null)
{
Debug.Log("✅ OnTriggerEnter: zmieniam kolory na czerwony/niebieski");
runtimeMaterial.SetColor("_ShallowColor", shallowColor);
runtimeMaterial.SetColor("_DeepColor", deepColor);
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject == riverRenderer.gameObject && runtimeMaterial != null)
{
Debug.Log("⏹️ OnTriggerExit: przywracam oryginalne kolory");
runtimeMaterial.SetColor("_ShallowColor", originalShallowColor);
runtimeMaterial.SetColor("_DeepColor", originalDeepColor);
}
}
}

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View File

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