Am adaugat ICI Recycle

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Diaconescu Andrei-Alexandru 2025-05-26 12:54:36 +03:00
parent f0555be31a
commit 19674bfe5d
2887 changed files with 547452 additions and 0 deletions

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.gitignore vendored Normal file
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# Unity
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
[Uu]serSettings/
MemoryCaptures/
.assetstore/
*.pidb
*.suo
*.svd
*.user
*.userprefs
*.unityproj
*.booproj
*.tmproj
*.csproj
*.sln
*.sln.docstates
# Rider & VS Code
.idea/
.vscode/
.vs/
# Plastic SCM
.plastic/
.ignore
ignore.conf
# OS junk
.DS_Store
Thumbs.db

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https://DevFreedom.club/
- TONS UP-TO-DATE VERSIONS
- REGULAR UPDATES
- TUTORIALS, FAQs
- COMMUNITY FORUM
- MUCH MUCH MORE!

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using UnityEngine;
using System.Collections;
/// <summary>
/// Shows the spill point on the glass when it's rotated.
/// </summary>
namespace LiquidVolumeFX
{
public class SpillController : MonoBehaviour
{
public GameObject spill;
LiquidVolume lv;
GameObject[] dropTemplates;
const int DROP_TEMPLATES_COUNT = 20;
void Start ()
{
lv = GetComponent<LiquidVolume> ();
dropTemplates = new GameObject[DROP_TEMPLATES_COUNT];
for (int k = 0; k < DROP_TEMPLATES_COUNT; k++) {
GameObject oneSpill = Instantiate (spill) as GameObject;
oneSpill.transform.localScale *= Random.Range (0.45f, 0.65f);
oneSpill.GetComponent<Renderer> ().material.color = Color.Lerp (lv.liquidColor1, lv.liquidColor2, Random.value);
oneSpill.SetActive (false);
dropTemplates [k] = oneSpill;
}
}
void Update ()
{
/*const float rotationSpeed = 10f;
if (Input.GetKey (KeyCode.LeftArrow)) {
transform.Rotate (Vector3.forward * Time.deltaTime * rotationSpeed);
}
if (Input.GetKey (KeyCode.RightArrow)) {
transform.Rotate (-Vector3.forward * Time.deltaTime * rotationSpeed);
}*/
}
void FixedUpdate ()
{
Vector3 spillPos;
float spillAmount;
if (lv.GetSpillPoint (out spillPos, out spillAmount)) {
const int drops = 15;
for (int k = 0; k < drops; k++) {
int template = Random.Range (0, DROP_TEMPLATES_COUNT);
GameObject oneSpill = Instantiate (dropTemplates[template]) as GameObject;
oneSpill.SetActive (true);
Rigidbody rb = oneSpill.GetComponent<Rigidbody> ();
rb.transform.position = spillPos + Random.insideUnitSphere * 0.01f;
rb.AddForce(new Vector3 (Random.value - 0.5f, Random.value * 0.1f - 0.2f, Random.value - 0.5f));
StartCoroutine (DestroySpill (oneSpill));
}
lv.level -= spillAmount / 10f + 0.001f;
}
}
IEnumerator DestroySpill (GameObject spill)
{
yield return new WaitForSeconds (1f);
Destroy (spill);
}
}
}

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Skybox Author
=============
This is the work of Emil Persson, aka Humus.
http://www.humus.name
Skybox License
==============
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
http://creativecommons.org/licenses/by/3.0/

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using System.Collections;
using System.Collections.Generic;
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using System.Collections;
using System.Collections.Generic;
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namespace LiquidVolumeFX {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public float speed = 1f;
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using UnityEngine;
using System.Collections;
namespace LiquidVolumeFX
{
public class CubeSpawn : MonoBehaviour
{
public int instances = 150;
public float radius = 2f;
public float jitter = 0.5f;
public float expansion = 0.04f;
public float laps = 2f;
void Start ()
{
for (int k=1;k<=instances;k++) {
GameObject c = Instantiate<GameObject>(gameObject);
c.GetComponent<CubeSpawn>().enabled = false; // prevent infinite recursion
c.name = "Cube" + k;
float rad = ((float)k/instances) * Mathf.PI * 2f * laps;
float e = k * expansion;
float x = Mathf.Cos (rad) * (radius + e);
float z = Mathf.Sin (rad) * (radius + e);
Vector3 jitter3 = Random.insideUnitSphere * jitter;
c.transform.position = transform.position + new Vector3(x, 0, z) + jitter3;
c.transform.localScale *= 1.0f - Random.value * jitter;
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}
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using UnityEngine;
using System.Collections;
namespace LiquidVolumeFX
{
public class RandomRotation : MonoBehaviour
{
[Range(1f, 50)]
public float speed = 10f;
[Range(1f,30f)]
public float randomChangeInterval = 10f;
float lastTime;
Vector3 v;
float randomization;
void Start() {
randomization = Random.value;
}
void Update ()
{
if (Time.time>lastTime) {
lastTime = Time.time + randomChangeInterval + randomization;
v = new Vector3 (Random.value, Random.value, Random.value);
}
transform.Rotate (v * Time.deltaTime * speed);
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