intro aim
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8
Assets/Animations/Bascileus_animations/Intro.meta
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8
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File diff suppressed because it is too large
Load Diff
@@ -1,22 +1,59 @@
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
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using UnityEngine;
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// Ten nawias otwiera przestrzeń nazw 'Beyond'
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namespace Beyond
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{
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[RequireComponent(typeof(Renderer))]
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// Ten nawias otwiera klasę 'Billboard'
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public class Billboard : MonoBehaviour
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{
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void Update()
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{
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if (Camera.main)
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{
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[Tooltip("Referencja do kamery, w stronę której obiekt ma patrzeć. Jeśli puste, automatycznie użyje Camera.main.")]
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[SerializeField] private Camera _cameraToLookAt;
|
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//Vector3 righ = Vector3.Cross(Camera.main.transform.forward, Vector3.up);
|
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//transform.rotation = Quaternion.Euler(new Vector3(0f, Camera.main.transform.eulerAngles.y, 0f));
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transform.rotation = Quaternion.LookRotation(-Camera.main.transform.forward, Vector3.up);
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[Tooltip("Jak szybko obiekt ma się obracać w stronę kamery. Ustaw na dużą wartość (np. 1000) dla natychmiastowego obrotu.")]
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[SerializeField] private float _rotationSpeed = 20f;
|
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|
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[Tooltip("Czy zablokować rotację na osi X, aby obiekt obracał się tylko w poziomie? Przydatne dla sprajtów 2D w świecie 3D.")]
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[SerializeField] private bool _lockXAxis = false;
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void Awake()
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{
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// Jeśli w Inspektorze nie przypisano żadnej kamery, spróbuj znaleźć główną kamerę przy starcie.
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if (_cameraToLookAt == null)
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{
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_cameraToLookAt = Camera.main;
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}
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}
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}
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}
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// Używamy LateUpdate(), aby mieć pewność, że wykonujemy obrót PO tym,
|
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// jak kamera zaktualizowała swoją pozycję i rotację w danej klatce.
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void LateUpdate()
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{
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if (_cameraToLookAt == null)
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{
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// Jeśli nadal nie ma kamery (np. główna została wyłączona), nie rób nic.
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return;
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}
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// Oblicz docelową rotację
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Quaternion targetRotation;
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if (_lockXAxis)
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{
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// Wersja z zablokowaną osią X (obraca się tylko w lewo/prawo)
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Vector3 cameraPosition = _cameraToLookAt.transform.position;
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cameraPosition.y = transform.position.y;
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targetRotation = Quaternion.LookRotation(transform.position - cameraPosition, Vector3.up);
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}
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else
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{
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// Wersja pełna (klasyczny billboard)
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targetRotation = _cameraToLookAt.transform.rotation;
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}
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// Płynnie interpoluj (Slerp) od aktualnej rotacji do docelowej.
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _rotationSpeed * Time.deltaTime);
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}
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} // <-- TEN ZNAK ZAMYKA KLASĘ 'Billboard'
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} // <-- TEN ZNAK ZAMYKA PRZESTRZEŃ NAZW 'Beyond'
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- _near: 0
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- _CameraFadeDistances: {r: 1, g: 0.5, b: 1, a: 3}
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- _DetailScrollSpeed: {r: 0, g: 1, b: 2, a: 0.3}
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Reference in New Issue
Block a user