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Unity3D海面效果(不錯的學習資料),需要朋友請下載,如果是比較高的unity3d版本需要轉換后才能使用

代碼片段和文件信息
using?UnityEngine;
using?System.Collections;
///?MouseLook?rotates?the?transform?based?on?the?mouse?delta.
///?Minimum?and?Maximum?values?can?be?used?to?constrain?the?possible?rotation
///?To?make?an?FPS?style?character:
///?-?Create?a?capsule.
///?-?Add?a?rigid?body?to?the?capsule
///?-?Add?the?MouseLook?script?to?the?capsule.
///???->?Set?the?mouse?look?to?use?LookX.?(You?want?to?only?turn?character?but?not?tilt?it)
///?-?Add?FPSWalker?script?to?the?capsule
///?-?Create?a?camera.?Make?the?camera?a?child?of?the?capsule.?Reset?it‘s?transform.
///?-?Add?a?MouseLook?script?to?the?camera.
///???->?Set?the?mouse?look?to?use?LookY.?(You?want?the?camera?to?tilt?up?and?down?like?a?head.?The?character?already?turns.)
[AddComponentMenu(“Camera-Control/Mouse?Look“)]
public?class?MouseLook?:?MonoBehaviour?{
public?enum?RotationAxes?{?MouseXAndY?=?0?MouseX?=?1?MouseY?=?2?}
public?RotationAxes?axes?=?RotationAxes.MouseXAndY;
public?float?sensitivityX?=?15F;
public?float?sensitivityY?=?15F;
public?float?minimumX?=?-360F;
public?float?maximumX?=?360F;
public?float?minimumY?=?-60F;
public?float?maximumY?=?60F;
float?rotationX?=?0F;
float?rotationY?=?0F;
Quaternion?originalRotation;
void?OnGUI()
{
GUI.Label(new?Rect(20?Screen.height-30?500?20)?“Hold?RMB?or?LMB?to?activate?camera?control.?WASD?for?movement?LShift?for?speedboost“);
}
void?Update?()
{
if?(!Input.GetMouseButton(1)?&&?!Input.GetMouseButton(0))
return;
if?(axes?==?RotationAxes.MouseXAndY)
{
//?Read?the?mouse?input?axis
rotationX?+=?Input.GetAxis(“Mouse?X“)?*?sensitivityX;
rotationY?+=?Input.GetAxis(“Mouse?Y“)?*?sensitivityY;
rotationX?=?ClampAngle?(rotationX?minimumX?maximumX);
rotationY?=?ClampAngle?(rotationY?minimumY?maximumY);
Quaternion?xQuaternion?=?Quaternion.AngleAxis?(rotationX?Vector3.up);
Quaternion?yQuaternion?=?Quaternion.AngleAxis?(rotationY?Vector3.left);
transform.localRotation?=?originalRotation?*?xQuaternion?*?yQuaternion;
}
else?if?(axes?==?RotationAxes.MouseX)
{
rotationX?+=?Input.GetAxis(“Mouse?X“)?*?sensitivityX;
rotationX?=?ClampAngle?(rotationX?minimumX?maximumX);
Quaternion?xQuaternion?=?Quaternion.AngleAxis?(rotationX?Vector3.up);
transform.localRotation?=?originalRotation?*?xQuaternion;
}
else
{
rotationY?+=?Input.GetAxis(“Mouse?Y“)?*?sensitivityY;
rotationY?=?ClampAngle?(rotationY?minimumY?maximumY);
Quaternion?yQuaternion?=?Quaternion.AngleAxis?(rotationY?Vector3.left);
transform.localRotation?=?originalRotation?*?yQuaternion;
}
float?multiplier?=?1.0f;
if?(Input.GetKey(KeyCode.LeftShift))
multiplier?=?5.0f;
Vector3?pos?=?transform.position;
pos?+=?(transform.forward?*?Input.GetAxis(“Vertical“)?+?transform.right?*?Input.GetAxis(“Horizontal“))?*?Time.deltaTime?*?50.0f?*?multiplier;
transform.position?=?pos;
}
void?Start?()
{
//?Make?the?rigid?body?not?change?rotation
if?(rigidbody)
rigidbody.freezeRotatio
?屬性????????????大小?????日期????時間???名稱
-----------?---------??----------?-----??----
?????文件???????6148??2009-05-13?20:22??Ocean(1)\Ocean\.DS_Store
?????文件???????6148??2009-05-13?20:22??Ocean(1)\Ocean\Assets\.DS_Store
?????文件???????9850??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Boyantob
?????文件?????815166??2007-10-07?21:06??Ocean(1)\Ocean\Assets\Grass&Rock.psd
?????文件???????1275??2009-05-13?13:36??Ocean(1)\Ocean\Assets\KnownIssues.txt
?????文件???????3253??2009-05-13?13:54??Ocean(1)\Ocean\Assets\MouseLook.cs
?????文件????2474099??2009-04-04?02:33??Ocean(1)\Ocean\Assets\New?Terrain.asset
?????文件???????1431??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Ocean?Sources\Boyancy.js
?????文件?????297328??2009-01-28?22:49??Ocean(1)\Ocean\Assets\Ocean?Sources\Ocean?Cubemap.cubemap
?????文件????1853116??2009-01-25?23:24??Ocean(1)\Ocean\Assets\Ocean?Sources\Ocean?foam.tif
?????文件???????4165??2009-05-12?21:56??Ocean(1)\Ocean\Assets\Ocean?Sources\Ocean?Material.mat
?????文件??????30472??2010-05-20?15:18??Ocean(1)\Ocean\Assets\Ocean?Sources\Ocean.js
?????文件???????4446??2009-01-28?22:48??Ocean(1)\Ocean\Assets\Ocean?Sources\Ocean.shader
?????文件???????8052??2009-04-04?02:33??Ocean(1)\Ocean\Assets\Ocean.prefab
?????文件???????1976??2009-03-31?11:10??Ocean(1)\Ocean\Assets\Plugins\CameraHelper.cs
?????文件??????15815??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\Complex.cs
?????文件??????22179??2009-05-12?21:06??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\ComplexArray.cs
?????文件??????15349??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\ComplexF.cs
?????文件???????5150??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\ComplexMath.cs
?????文件??????11426??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\ComplexStats.cs
?????文件??????40798??2009-05-12?21:07??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\Fourier.cs
?????文件???????2273??2009-01-24?13:09??Ocean(1)\Ocean\Assets\Plugins\Exocortex_FFT\FourierDirection.cs
?????文件???????2706??2009-05-12?23:04??Ocean(1)\Ocean\Assets\Plugins\WaterPostEffect.cs
?????文件???????4104??2008-07-02?14:16??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Glass?Refraction\FX-Refractive.mat
?????文件???????3001??2009-01-19?14:46??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Glass?Refraction\Glass-Stained-BumpDistort.shader
?????文件????????748??2009-01-19?14:46??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Glass?Refraction\Glass-Stained-BumpSpecDistort.shader
?????文件?????377814??2008-07-02?14:16??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Glass?Refraction\glass.tif
?????文件?????636536??2008-07-02?14:16??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Glass?Refraction\glassbump.tif
?????文件???????4819??2009-01-19?14:46??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Image?ba
?????文件?????????77??2008-07-02?14:16??Ocean(1)\Ocean\Assets\Pro?Standard?Assets\Image?ba
............此處省略620個文件信息
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