界面逻辑完成

This commit is contained in:
shurongsen 2024-12-09 11:56:41 +08:00
parent 6ece6fbca5
commit 98a4ed6480
437 changed files with 992977 additions and 306 deletions

8
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public enum ButtonTypes {
NotDefined,
Previous,
Next
}
public class PEButtonScript : MonoBehaviour, IEventSystemHandler, IPointerEnterHandler, IPointerExitHandler {
private Button myButton;
public ButtonTypes ButtonType = ButtonTypes.NotDefined;
// Use this for initialization
void Start () {
myButton = gameObject.GetComponent<Button> ();
}
public void OnPointerEnter(PointerEventData eventData) {
// Used for Tooltip
UICanvasManager.GlobalAccess.MouseOverButton = true;
UICanvasManager.GlobalAccess.UpdateToolTip (ButtonType);
}
public void OnPointerExit(PointerEventData eventData) {
// Used for Tooltip
UICanvasManager.GlobalAccess.MouseOverButton = false;
UICanvasManager.GlobalAccess.ClearToolTip ();
}
public void OnButtonClicked () {
// Button Click Actions
UICanvasManager.GlobalAccess.UIButtonClick(ButtonType);
}
}

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using UnityEngine;
using System.Collections;
public class PEDestoryTimed : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ParticleEffectsLibrary : MonoBehaviour {
public static ParticleEffectsLibrary GlobalAccess;
void Awake () {
GlobalAccess = this;
currentActivePEList = new List<Transform> ();
TotalEffects = ParticleEffectPrefabs.Length;
CurrentParticleEffectNum = 1;
// Warn About Lengths of Arrays not matching
if (ParticleEffectSpawnOffsets.Length != TotalEffects) {
Debug.LogError ("ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts.");
}
if (ParticleEffectPrefabs.Length != TotalEffects) {
Debug.LogError ("ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts.");
}
// Setup Starting PE Name String
effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
}
// Stores total number of effects in arrays - NOTE: All Arrays must match length.
public int TotalEffects = 0;
public int CurrentParticleEffectIndex = 0;
public int CurrentParticleEffectNum = 0;
// public string[] ParticleEffectDisplayNames;
public Vector3[] ParticleEffectSpawnOffsets;
// How long until Particle Effect is Destroyed - 0 = never
public float[] ParticleEffectLifetimes;
public GameObject[] ParticleEffectPrefabs;
// Storing for deleting if looping particle effect
private string effectNameString = "";
private List<Transform> currentActivePEList;
void Start () {
}
public string GetCurrentPENameString() {
return ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
}
public void PreviousParticleEffect() {
// Destroy Looping Particle Effects
if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
if (currentActivePEList.Count > 0) {
for (int i = 0; i < currentActivePEList.Count; i++) {
if (currentActivePEList [i] != null) {
Destroy (currentActivePEList [i].gameObject);
}
}
currentActivePEList.Clear ();
}
}
// Select Previous Particle Effect
if (CurrentParticleEffectIndex > 0) {
CurrentParticleEffectIndex -= 1;
} else {
CurrentParticleEffectIndex = TotalEffects - 1;
}
CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
// Update PE Name String
effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
}
public void NextParticleEffect() {
// Destroy Looping Particle Effects
if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
if (currentActivePEList.Count > 0) {
for (int i = 0; i < currentActivePEList.Count; i++) {
if (currentActivePEList [i] != null) {
Destroy (currentActivePEList [i].gameObject);
}
}
currentActivePEList.Clear ();
}
}
// Select Next Particle Effect
if (CurrentParticleEffectIndex < TotalEffects - 1) {
CurrentParticleEffectIndex += 1;
} else {
CurrentParticleEffectIndex = 0;
}
CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
// Update PE Name String
effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
}
private Vector3 spawnPosition = Vector3.zero;
public void SpawnParticleEffect(Vector3 positionInWorldToSpawn) {
// Spawn Currently Selected Particle Effect
spawnPosition = positionInWorldToSpawn + ParticleEffectSpawnOffsets[CurrentParticleEffectIndex];
GameObject newParticleEffect = GameObject.Instantiate(ParticleEffectPrefabs[CurrentParticleEffectIndex], spawnPosition, ParticleEffectPrefabs[CurrentParticleEffectIndex].transform.rotation) as GameObject;
newParticleEffect.name = "PE_" + ParticleEffectPrefabs[CurrentParticleEffectIndex];
// Store Looping Particle Effects Systems
if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
currentActivePEList.Add (newParticleEffect.transform);
}
currentActivePEList.Add(newParticleEffect.transform);
// Destroy Particle Effect After Lifetime expired
if (ParticleEffectLifetimes [CurrentParticleEffectIndex] != 0) {
Destroy(newParticleEffect, ParticleEffectLifetimes[CurrentParticleEffectIndex]);
}
}
}

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class UICanvasManager : MonoBehaviour {
public static UICanvasManager GlobalAccess;
void Awake () {
GlobalAccess = this;
}
public bool MouseOverButton = false;
public Text PENameText;
public Text ToolTipText;
// Use this for initialization
void Start () {
if (PENameText != null)
PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
}
// Update is called once per frame
void Update () {
// Mouse Click - Check if mouse over button to prevent spawning particle effects while hovering or using UI buttons.
if (!MouseOverButton) {
// Left Button Click
if (Input.GetMouseButtonUp (0)) {
// Spawn Currently Selected Particle System
SpawnCurrentParticleEffect();
}
}
if (Input.GetKeyUp (KeyCode.A)) {
SelectPreviousPE ();
}
if (Input.GetKeyUp (KeyCode.D)) {
SelectNextPE ();
}
}
public void UpdateToolTip(ButtonTypes toolTipType) {
if (ToolTipText != null) {
if (toolTipType == ButtonTypes.Previous) {
ToolTipText.text = "Select Previous Particle Effect";
}
else if (toolTipType == ButtonTypes.Next) {
ToolTipText.text = "Select Next Particle Effect";
}
}
}
public void ClearToolTip() {
if (ToolTipText != null) {
ToolTipText.text = "";
}
}
private void SelectPreviousPE() {
// Previous
ParticleEffectsLibrary.GlobalAccess.PreviousParticleEffect();
if (PENameText != null)
PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
}
private void SelectNextPE() {
// Next
ParticleEffectsLibrary.GlobalAccess.NextParticleEffect();
if (PENameText != null)
PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
}
private RaycastHit rayHit;
private void SpawnCurrentParticleEffect() {
// Spawn Particle Effect
Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast (mouseRay, out rayHit)) {
ParticleEffectsLibrary.GlobalAccess.SpawnParticleEffect (rayHit.point);
}
}
/// <summary>
/// User interfaces the button click.
/// </summary>
/// <param name="buttonTypeClicked">Button type clicked.</param>
public void UIButtonClick(ButtonTypes buttonTypeClicked) {
switch (buttonTypeClicked) {
case ButtonTypes.Previous:
// Select Previous Prefab
SelectPreviousPE();
break;
case ButtonTypes.Next:
// Select Next Prefab
SelectNextPE();
break;
default:
// Nothing
break;
}
}
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
namespace EpicToonFX
{
public class ETFXButtonScript : MonoBehaviour
{
public GameObject Button;
Text MyButtonText;
string projectileParticleName; // The variable to update the text component of the button
ETFXFireProjectile effectScript; // A variable used to access the list of projectiles
ETFXProjectileScript projectileScript;
public float buttonsX;
public float buttonsY;
public float buttonsSizeX;
public float buttonsSizeY;
public float buttonsDistance;
void Start ()
{
effectScript = GameObject.Find("ETFXFireProjectile").GetComponent<ETFXFireProjectile>();
getProjectileNames();
MyButtonText = Button.transform.Find("Text").GetComponent<Text>();
MyButtonText.text = projectileParticleName;
}
void Update ()
{
MyButtonText.text = projectileParticleName;
// print(projectileParticleName);
}
public void getProjectileNames() // Find and diplay the name of the currently selected projectile
{
// Access the currently selected projectile's 'ProjectileScript'
projectileScript = effectScript.projectiles[effectScript.currentProjectile].GetComponent<ETFXProjectileScript>();
projectileParticleName = projectileScript.projectileParticle.name; // Assign the name of the currently selected projectile to projectileParticleName
}
public bool overButton() // This function will return either true or false
{
Rect button1 = new Rect(buttonsX, buttonsY, buttonsSizeX, buttonsSizeY);
Rect button2 = new Rect(buttonsX + buttonsDistance, buttonsY, buttonsSizeX, buttonsSizeY);
if(button1.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)) ||
button2.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
{
return true;
}
else
return false;
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
namespace EpicToonFX
{
public class ETFXFireProjectile : MonoBehaviour
{
RaycastHit hit;
public GameObject[] projectiles;
public Transform spawnPosition;
[HideInInspector]
public int currentProjectile = 0;
public float speed = 1000;
// MyGUI _GUI;
ETFXButtonScript selectedProjectileButton;
void Start ()
{
selectedProjectileButton = GameObject.Find("Button").GetComponent<ETFXButtonScript>();
}
void Update ()
{
if (Input.GetKeyDown(KeyCode.RightArrow))
{
nextEffect();
}
if (Input.GetKeyDown(KeyCode.D))
{
nextEffect();
}
if (Input.GetKeyDown(KeyCode.A))
{
previousEffect();
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
previousEffect();
}
if (Input.GetKeyDown(KeyCode.Mouse0))
{
if (!EventSystem.current.IsPointerOverGameObject())
{
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100f))
{
GameObject projectile = Instantiate(projectiles[currentProjectile], spawnPosition.position, Quaternion.identity) as GameObject;
projectile.transform.LookAt(hit.point);
projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * speed);
projectile.GetComponent<ETFXProjectileScript>().impactNormal = hit.normal;
}
}
}
Debug.DrawRay(Camera.main.ScreenPointToRay(Input.mousePosition).origin, Camera.main.ScreenPointToRay(Input.mousePosition).direction*100, Color.yellow);
}
public void nextEffect()
{
if (currentProjectile < projectiles.Length - 1)
currentProjectile++;
else
currentProjectile = 0;
selectedProjectileButton.getProjectileNames();
}
public void previousEffect()
{
if (currentProjectile > 0)
currentProjectile--;
else
currentProjectile = projectiles.Length-1;
selectedProjectileButton.getProjectileNames();
}
public void AdjustSpeed(float newSpeed)
{
speed = newSpeed;
}
}
}

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using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXLoopScript : MonoBehaviour
{
public GameObject chosenEffect;
public float loopTimeLimit = 2.0f;
[Header("Spawn without")]
public bool spawnWithoutLight = true;
public bool spawnWithoutSound = true;
void Start ()
{
PlayEffect();
}
public void PlayEffect()
{
StartCoroutine("EffectLoop");
}
IEnumerator EffectLoop()
{
GameObject effectPlayer = (GameObject) Instantiate(chosenEffect, transform.position, transform.rotation);
if(spawnWithoutLight = true && effectPlayer.GetComponent<Light>())
{
effectPlayer.GetComponent<Light>().enabled = false;
//Destroy(gameObject.GetComponent<Light>());
}
if(spawnWithoutSound = true && effectPlayer.GetComponent<AudioSource>())
{
effectPlayer.GetComponent<AudioSource>().enabled = false;
//Destroy(gameObject.GetComponent<AudioSource>());
}
yield return new WaitForSeconds(loopTimeLimit);
Destroy (effectPlayer);
PlayEffect();
}
}
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using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXMouseOrbit : MonoBehaviour
{
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
//Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
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using UnityEngine;
using System.Collections;
public class ETFXProjectileScript : MonoBehaviour
{
public GameObject impactParticle;
public GameObject projectileParticle;
public GameObject muzzleParticle;
public GameObject[] trailParticles;
[HideInInspector]
public Vector3 impactNormal; //Used to rotate impactparticle.
private bool hasCollided = false;
void Start()
{
projectileParticle = Instantiate(projectileParticle, transform.position, transform.rotation) as GameObject;
projectileParticle.transform.parent = transform;
if (muzzleParticle){
muzzleParticle = Instantiate(muzzleParticle, transform.position, transform.rotation) as GameObject;
Destroy(muzzleParticle, 1.5f); // Lifetime of muzzle effect.
}
}
void OnCollisionEnter(Collision hit)
{
if (!hasCollided)
{
hasCollided = true;
//transform.DetachChildren();
impactParticle = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, impactNormal)) as GameObject;
//Debug.DrawRay(hit.contacts[0].point, hit.contacts[0].normal * 1, Color.yellow);
if (hit.gameObject.tag == "Destructible") // Projectile will destroy objects tagged as Destructible
{
Destroy(hit.gameObject);
}
//yield WaitForSeconds (0.05);
foreach (GameObject trail in trailParticles)
{
GameObject curTrail = transform.Find(projectileParticle.name + "/" + trail.name).gameObject;
curTrail.transform.parent = null;
Destroy(curTrail, 3f);
}
Destroy(projectileParticle, 3f);
Destroy(impactParticle, 5f);
Destroy(gameObject);
//projectileParticle.Stop();
ParticleSystem[] trails = GetComponentsInChildren<ParticleSystem>();
//Component at [0] is that of the parent i.e. this object (if there is any)
for (int i = 1; i < trails.Length; i++)
{
ParticleSystem trail = trails[i];
if (!trail.gameObject.name.Contains("Trail"))
continue;
trail.transform.SetParent(null);
Destroy(trail.gameObject, 2);
}
}
}
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class ETFXSceneManager : MonoBehaviour
{
public bool GUIHide = false;
public bool GUIHide2 = false;
public bool GUIHide3 = false;
public void LoadScene1() {
SceneManager.LoadScene ("etfx_explosions");
}
public void LoadScene2() {
SceneManager.LoadScene ("etfx_explosions2");
}
public void LoadScene3() {
SceneManager.LoadScene ("etfx_portals");
}
public void LoadScene4() {
SceneManager.LoadScene ("etfx_magic");
}
public void LoadScene5() {
SceneManager.LoadScene ("etfx_emojis");
}
public void LoadScene6() {
SceneManager.LoadScene ("etfx_sparkles");
}
public void LoadScene7() {
SceneManager.LoadScene ("etfx_fireworks");
}
public void LoadScene8() {
SceneManager.LoadScene ("etfx_powerups");
}
public void LoadScene9() {
SceneManager.LoadScene ("etfx_swordcombat");
}
public void LoadScene10() {
SceneManager.LoadScene("etfx_maindemo");
}
public void LoadScene11() {
SceneManager.LoadScene("etfx_combat");
}
public void LoadScene12() {
SceneManager.LoadScene("etfx_2ddemo");
}
public void LoadScene13() {
SceneManager.LoadScene("etfx_missiles");
}
void Update ()
{
if(Input.GetKeyDown(KeyCode.L))
{
GUIHide = !GUIHide;
if (GUIHide)
{
GameObject.Find("CanvasSceneSelect").GetComponent<Canvas> ().enabled = false;
}
else
{
GameObject.Find("CanvasSceneSelect").GetComponent<Canvas> ().enabled = true;
}
}
if(Input.GetKeyDown(KeyCode.J))
{
GUIHide2 = !GUIHide2;
if (GUIHide2)
{
GameObject.Find("Canvas").GetComponent<Canvas> ().enabled = false;
}
else
{
GameObject.Find("Canvas").GetComponent<Canvas> ().enabled = true;
}
}
if(Input.GetKeyDown(KeyCode.H))
{
GUIHide3 = !GUIHide3;
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