add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

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using UnityEngine;
using System.Collections;
using UnityEditor;
using EzySlice;
/**
* This is a simple Editor helper script for rapid testing/prototyping!
*/
[CustomEditor(typeof(ShatterExample))]
public class ShatterExampleEditor : Editor {
public GameObject source;
public Material crossMat;
public int slice;
public override void OnInspectorGUI() {
ShatterExample plane = (ShatterExample)target;
source = (GameObject)EditorGUILayout.ObjectField(source, typeof(GameObject), true);
if (source == null) {
EditorGUILayout.LabelField("Add a GameObject to Shatter.");
return;
}
if (!source.activeInHierarchy) {
EditorGUILayout.LabelField("Object is Hidden. Cannot Slice.");
return;
}
if (source.GetComponent<MeshFilter>() == null) {
EditorGUILayout.LabelField("GameObject must have a MeshFilter.");
return;
}
crossMat = (Material)EditorGUILayout.ObjectField(crossMat, typeof(Material), true);
slice = EditorGUILayout.IntSlider(slice, 1, 20);
if (GUILayout.Button("Shatter Object")) {
if (plane.ShatterObject(source, slice, crossMat)) {
source.SetActive(false);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using EzySlice;
/**
* Represents a really badly written shatter script! use for reference purposes only.
*/
public class RuntimeShatterExample : MonoBehaviour {
public GameObject objectToShatter;
public Material crossSectionMaterial;
public List<GameObject> prevShatters = new List<GameObject>();
public GameObject[] ShatterObject(GameObject obj, Material crossSectionMaterial = null) {
return obj.SliceInstantiate(GetRandomPlane(obj.transform.position, obj.transform.localScale),
new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f),
crossSectionMaterial);
}
public EzySlice.Plane GetRandomPlane(Vector3 positionOffset, Vector3 scaleOffset) {
Vector3 randomPosition = Random.insideUnitSphere;
//randomPosition += positionOffset;
Vector3 randomDirection = Random.insideUnitSphere.normalized;
return new EzySlice.Plane(randomPosition, randomDirection);
}
public void RandomShatter() {
if (prevShatters.Count == 0) {
GameObject[] shatters = ShatterObject(objectToShatter, crossSectionMaterial);
if (shatters != null && shatters.Length > 0) {
objectToShatter.SetActive(false);
// add rigidbodies and colliders
foreach (GameObject shatteredObject in shatters) {
shatteredObject.AddComponent<MeshCollider>().convex = true;
shatteredObject.AddComponent<Rigidbody>();
prevShatters.Add(shatteredObject);
}
}
return;
}
// otherwise, shatter the previous shattered objects, randomly picked
GameObject randomObject = prevShatters[Random.Range(0, prevShatters.Count - 1)];
GameObject[] randShatter = ShatterObject(randomObject, crossSectionMaterial);
if (randShatter != null && randShatter.Length > 0) {
randomObject.SetActive(false);
// add rigidbodies and colliders
foreach (GameObject shatteredObject in randShatter) {
shatteredObject.AddComponent<MeshCollider>().convex = true;
shatteredObject.AddComponent<Rigidbody>();
prevShatters.Add(shatteredObject);
}
}
}
}

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using UnityEngine;
using System.Collections;
using EzySlice;
/**
* An example fun script to show how a shatter operation can be applied to a GameObject
* by repeatedly and randomly slicing an object
*/
public class ShatterExample : MonoBehaviour
{
/**
* This function will slice the provided object by the plane defined in this
* GameObject. We use the GameObject this script is attached to define the position
* and direction of our cutting Plane. Results are then returned to the user.
*/
public bool ShatterObject (GameObject obj, int iterations, Material crossSectionMaterial = null)
{
if (iterations > 0) {
GameObject[] slices = obj.SliceInstantiate (GetRandomPlane (obj.transform.position, obj.transform.localScale),
new TextureRegion (0.0f, 0.0f, 1.0f, 1.0f),
crossSectionMaterial);
if (slices != null) {
// shatter the shattered!
for (int i = 0; i < slices.Length; i++) {
if (ShatterObject (slices [i], iterations - 1, crossSectionMaterial)) {
// delete the parent
GameObject.DestroyImmediate (slices [i]);
}
}
return true;
}
return ShatterObject (obj, iterations - 1, crossSectionMaterial);
}
return false;
}
/**
* Given an offset position and an offset scale, calculate a random plane
* which can be used to randomly slice an object
*/
public EzySlice.Plane GetRandomPlane (Vector3 positionOffset, Vector3 scaleOffset)
{
Vector3 randomPosition = Random.insideUnitSphere;
randomPosition += positionOffset;
Vector3 randomDirection = Random.insideUnitSphere.normalized;
return new EzySlice.Plane (randomPosition, randomDirection);
}
}

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