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fileFormatVersion: 2
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userData:
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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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fileFormatVersion: 2
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guid: 4eed3eee8b1748946ab71bf4a26ce94c
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timeCreated: 1454422495
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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
|
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void Update () {
|
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|
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}
|
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}
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fileFormatVersion: 2
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guid: 889bc4211720af340aa3d232de277db9
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timeCreated: 1454423804
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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||||
|
||||
public class ParticleEffectsLibrary : MonoBehaviour {
|
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public static ParticleEffectsLibrary GlobalAccess;
|
||||
void Awake () {
|
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GlobalAccess = this;
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|
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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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}
|
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}
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}
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fileFormatVersion: 2
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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using System.Collections;
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||||
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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8
meng_yao/Assets/Epic Toon FX/Demo/Scripts.meta
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@ -0,0 +1,60 @@
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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;
|
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public float buttonsSizeX;
|
||||
public float buttonsSizeY;
|
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public float buttonsDistance;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
effectScript = GameObject.Find("ETFXFireProjectile").GetComponent<ETFXFireProjectile>();
|
||||
getProjectileNames();
|
||||
MyButtonText = Button.transform.Find("Text").GetComponent<Text>();
|
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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
|
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{
|
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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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||||
}
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}
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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;
|
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ETFXButtonScript selectedProjectileButton;
|
||||
|
||||
void Start ()
|
||||
{
|
||||
selectedProjectileButton = GameObject.Find("Button").GetComponent<ETFXButtonScript>();
|
||||
}
|
||||
|
||||
void Update ()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.RightArrow))
|
||||
{
|
||||
nextEffect();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.D))
|
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{
|
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nextEffect();
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
previousEffect();
|
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}
|
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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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49
meng_yao/Assets/Epic Toon FX/Demo/Scripts/ETFXLoopScript.cs
Normal file
@ -0,0 +1,49 @@
|
||||
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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}
|
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}
|
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74
meng_yao/Assets/Epic Toon FX/Demo/Scripts/ETFXMouseOrbit.cs
Normal file
@ -0,0 +1,74 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ca5afe5c4377094597336e19503f797
|
||||
timeCreated: 1494196995
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
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|
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userData:
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|
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assetBundleVariant:
|
@ -0,0 +1,65 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: acd27932048c3254597a02078fa2cb26
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timeCreated: 1498765306
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,96 @@
|
||||
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;
|
||||
|
||||
if (GUIHide3)
|
||||
{
|
||||
GameObject.Find("ParticleSysDisplayCanvas").GetComponent<Canvas> ().enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
GameObject.Find("ParticleSysDisplayCanvas").GetComponent<Canvas> ().enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
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}
|
@ -0,0 +1,12 @@
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