导入leg插件,完成腿部动画

This commit is contained in:
2025-09-24 15:12:17 +08:00
parent 5087ff1cfe
commit 090e86c0ee
1087 changed files with 417484 additions and 30288 deletions

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using UnityEngine;
namespace FIMSpace
{
/// <summary>
/// FimpossibleC: Extensions methods which can be helpful when using Colors
/// </summary>
public static class FColorMethods
{
/// <summary>
/// Changing color's alpha value
/// </summary>
public static Color ChangeColorAlpha(this Color color, float alpha)
{
return new Color(color.r, color.g, color.b, alpha);
}
/// <summary>
/// Remove HDR values, clamp to max 1 value
/// </summary>
/// <param name="hdrColor"></param>
/// <returns></returns>
public static Color ToGammaSpace(Color hdrColor)
{
float getMax = hdrColor.r;
if (hdrColor.g > getMax) getMax = hdrColor.g;
if (hdrColor.b > getMax) getMax = hdrColor.b;
if (hdrColor.a > getMax) getMax = hdrColor.a;
if (getMax <= 0f) return Color.clear;
return hdrColor / getMax;
}
/// <summary>
/// Changing color brightness or darkness value (adding / subliming .r .g .b) -1 to 1 value
/// </summary>
public static Color ChangeColorsValue(this Color color, float brightenOrDarken = 0f)
{
return new Color(color.r + brightenOrDarken, color.g + brightenOrDarken, color.b + brightenOrDarken, color.a);
}
/// <summary>
/// Converting colors from hexadecimal to rgba color
/// </summary>
public static Color32 HexToColor(this string hex)
{
if (string.IsNullOrEmpty(hex))
{
Debug.Log("<color=red>Trying convert from hex to color empty string!</color>");
return Color.white;
}
uint rgba = 0x000000FF;
hex = hex.Replace("#", "");
hex = hex.Replace("0x", "");
if (!uint.TryParse(hex, System.Globalization.NumberStyles.HexNumber, null, out rgba))
{
Debug.Log("Error during converting hex string.");
return Color.white;
}
return new Color32((byte)((rgba & -16777216) >> 0x18),
(byte)((rgba & 0xff0000) >> 0x10),
(byte)((rgba & 0xff00) >> 8),
(byte)(rgba & 0xff));
}
/// <summary>
/// Coverting color32 to hex string
/// </summary>
public static string ColorToHex(this Color32 color, bool addHash = true)
{
string hex = "";
if (addHash) hex = "#";
hex += System.String.Format("{0}{1}{2}{3}"
, color.r.ToString("X").Length == 1 ? System.String.Format("0{0}", color.r.ToString("X")) : color.r.ToString("X")
, color.g.ToString("X").Length == 1 ? System.String.Format("0{0}", color.g.ToString("X")) : color.g.ToString("X")
, color.b.ToString("X").Length == 1 ? System.String.Format("0{0}", color.b.ToString("X")) : color.b.ToString("X")
, color.a.ToString("X").Length == 1 ? System.String.Format("0{0}", color.a.ToString("X")) : color.a.ToString("X"));
return hex;
}
/// <summary>
/// Coverting color to hex string
/// </summary>
public static string ColorToHex(this Color color, bool addHash = true)
{
Color32 col32 = new Color32((byte)(color.r * 255), (byte)(color.g * 255), (byte)(color.b * 255), (byte)(color.a * 255));
return ColorToHex(col32, addHash);
}
/// <summary>
/// Doing linear interpolation with deltaTime to change material color smoothly
/// </summary>
public static void LerpMaterialColor(this Material mat, string property, Color targetColor, float deltaMultiplier = 8f)
{
if (mat == null) return;
if (!mat.HasProperty(property))
{
Debug.LogError("Material " + mat.name + " don't have property '" + property + "' " + " in shader " + mat.shader.name);
return;
}
Color currentColor = mat.GetColor(property);
mat.SetColor(property, Color.Lerp(currentColor, targetColor, Time.deltaTime * deltaMultiplier));
}
}
}

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