added sfx, minor fixes

This commit is contained in:
dddushesss 2021-12-29 08:10:48 +03:00
parent 94fcee00f6
commit e63c863167
50 changed files with 360972 additions and 14 deletions

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using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXLightFade : MonoBehaviour
{
[Header("Seconds to dim the light")]
public float life = 0.2f;
public bool killAfterLife = true;
private Light li;
private float initIntensity;
// Use this for initialization
void Start()
{
if (gameObject.GetComponent<Light>())
{
li = gameObject.GetComponent<Light>();
initIntensity = li.intensity;
}
else
print("No light object found on " + gameObject.name);
}
// Update is called once per frame
void Update()
{
if (gameObject.GetComponent<Light>())
{
li.intensity -= initIntensity * (Time.deltaTime / life);
if (killAfterLife && li.intensity <= 0)
//Destroy(gameObject);
Destroy(gameObject.GetComponent<Light>());
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXPitchRandomizer : MonoBehaviour
{
public float randomPercent = 10;
void Start ()
{
transform.GetComponent<AudioSource>().pitch *= 1 + Random.Range(-randomPercent / 100, randomPercent / 100);
}
}
}

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using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXRotation : MonoBehaviour
{
[Header("Rotate axises by degrees per second")]
public Vector3 rotateVector = Vector3.zero;
public enum spaceEnum { Local, World };
public spaceEnum rotateSpace;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (rotateSpace == spaceEnum.Local)
transform.Rotate(rotateVector * Time.deltaTime);
if (rotateSpace == spaceEnum.World)
transform.Rotate(rotateVector * Time.deltaTime, Space.World);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GAP_ParticleSystemController{
[System.Serializable]
public class ParticleSystemOriginalSettings
{
public SerializableMinMaxGradient _startColor;
public SerializableMinMaxGradient _colorOverLifetimeC;
public SerializableMinMaxCurve _startSize;
public SerializableMinMaxCurve _startSizeX;
public SerializableMinMaxCurve _startSizeY;
public SerializableMinMaxCurve _startSizeZ;
public SerializableMinMaxCurve _startSpeed;
public SerializableMinMaxCurve _startDelay;
public SerializableMinMaxCurve _startLifetime;
public SerializableMinMaxCurve _velocityOverLifetimeX;
public SerializableMinMaxCurve _velocityOverLifetimeY;
public SerializableMinMaxCurve _velocityOverLifetimeZ;
public SerializableVector3 _localPosition;
public SerializableGradient _trailGradient;
public float _duration;
public float _shapeRadius;
public float _trailWidthMultiplier;
public float _trailTime;
public bool _active;
public bool _loop;
public bool _prewarm;
}
[ExecuteInEditMode]
public class ParticleSystemController : MonoBehaviour {
public float size = 1;
public float speed = 1;
public float duration = 1;
public bool loop;
public bool prewarm;
public bool lights;
public bool trails;
public bool changeColor;
public Color newMaxColor = new Color (0,0,0,1);
public Color newMinColor = new Color (0,0,0,1);
public List<GameObject> ParticleSystems = new List<GameObject>();
public List<bool> ActiveParticleSystems = new List<bool>();
private List<ParticleSystemOriginalSettings> psOriginalSettingsList = new List<ParticleSystemOriginalSettings> ();
public void UpdateParticleSystem(){
//Enables or Disbales Particle Systems you choose in inspector
for(int i = 0; i< ParticleSystems.Count; i++){
if (ActiveParticleSystems.Count == ParticleSystems.Count) {
if (ActiveParticleSystems [i] == true)
ParticleSystems [i].SetActive (true);
else
ParticleSystems [i].SetActive (false);
} else {
Debug.Log ("Make sure the ActiveParticleSystems list has the same amount as the ParticleSystems list.");
return;
}
}
if (ParticleSystems.Count > 0) {
for (int i = 0; i < ParticleSystems.Count; i ++) {
var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
if (ps != null) {
var main = ps.main;
var shape = ps.shape;
var psLights = ps.lights;
var psTrails = ps.trails;
var colorOverLifetime = ps.colorOverLifetime;
var colorOverLifetimeC = colorOverLifetime.color;
var startColor = main.startColor;
var startSize = main.startSize;
var startSizeX = main.startSizeX;
var startSizeY = main.startSizeY;
var startSizeZ = main.startSizeZ;
var startSpeed = main.startSpeed;
var startDelay = main.startDelay;
var startLifetime = main.startLifetime;
var velocityOverLifetime = ps.velocityOverLifetime;
var velocityOverLifetimeX = velocityOverLifetime.x;
var velocityOverLifetimeY = velocityOverLifetime.y;
var velocityOverLifetimeZ = velocityOverLifetime.z;
var localPos = ParticleSystems [i].transform.localPosition;
//KEEP ORIGINAL VALUES
if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {
ParticleSystemOriginalSettings psOriginalSettings = new ParticleSystemOriginalSettings () {
_startColor = new SerializableMinMaxGradient (startColor),
_colorOverLifetimeC = new SerializableMinMaxGradient (colorOverLifetimeC),
_startSize = new SerializableMinMaxCurve (startSize),
_startSizeX = new SerializableMinMaxCurve (startSizeX),
_startSizeY = new SerializableMinMaxCurve (startSizeY),
_startSizeZ = new SerializableMinMaxCurve (startSizeZ),
_startSpeed = new SerializableMinMaxCurve (startSpeed),
_startDelay = new SerializableMinMaxCurve (startDelay),
_startLifetime = new SerializableMinMaxCurve (startLifetime),
_velocityOverLifetimeX = new SerializableMinMaxCurve (velocityOverLifetimeX),
_velocityOverLifetimeY = new SerializableMinMaxCurve (velocityOverLifetimeY),
_velocityOverLifetimeZ = new SerializableMinMaxCurve (velocityOverLifetimeZ),
_localPosition = new SerializableVector3 (ParticleSystems [i].transform.localPosition),
_duration = main.duration,
_shapeRadius = shape.radius,
_active = ps.gameObject.activeSelf,
_loop = main.loop,
_prewarm = main.prewarm
};
psOriginalSettingsList.Add (psOriginalSettings);
} else {
List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
startColor = listOriginalSettings [i]._startColor.GetMinMaxGradient();
colorOverLifetimeC = listOriginalSettings [i]._colorOverLifetimeC.GetMinMaxGradient();
startSize = listOriginalSettings [i]._startSize.GetMinMaxCurve();
startSizeX = listOriginalSettings [i]._startSizeX.GetMinMaxCurve();
startSizeY = listOriginalSettings [i]._startSizeY.GetMinMaxCurve();
startSizeZ = listOriginalSettings [i]._startSizeZ.GetMinMaxCurve();
startSpeed = listOriginalSettings [i]._startSpeed.GetMinMaxCurve();
startDelay = listOriginalSettings [i]._startDelay.GetMinMaxCurve();
startLifetime = listOriginalSettings [i]._startLifetime.GetMinMaxCurve();
velocityOverLifetimeX = listOriginalSettings [i]._velocityOverLifetimeX.GetMinMaxCurve ();
velocityOverLifetimeY = listOriginalSettings [i]._velocityOverLifetimeY.GetMinMaxCurve ();
velocityOverLifetimeZ = listOriginalSettings [i]._velocityOverLifetimeZ.GetMinMaxCurve ();
localPos = listOriginalSettings [i]._localPosition.GetVector3();
main.duration = listOriginalSettings [i]._duration;
shape.radius = listOriginalSettings [i]._shapeRadius;
ps.gameObject.SetActive (listOriginalSettings [i]._active);
loop = listOriginalSettings [i]._loop;
prewarm = listOriginalSettings [i]._prewarm;
}
//LOOP
if(!main.loop)
main.loop = loop;
//PREWARM
main.prewarm = prewarm;
//LIGHTS
if (!lights && psLights.enabled)
psLights.enabled = false;
//TRAILS
if (!trails && psTrails.enabled)
psTrails.enabled = false;
//POSITION
if (i > 0) {
if (localPos.x != 0 || localPos.y != 0 || localPos.z != 0) {
localPos.x *= size;
localPos.y *= size;
localPos.z *= size;
ParticleSystems [i].transform.localPosition = localPos;
}
}
//DURATION
if(duration != 1){
main.duration *= duration;
}
//SIZE
if (main.startSize3D) {
if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
startSizeX.constantMax *= size;
startSizeX.constantMin *= size;
startSizeY.constantMax *= size;
startSizeY.constantMin *= size;
startSizeZ.constantMax *= size;
startSizeZ.constantMin *= size;
} else {
startSizeX.constant *= size;
startSizeY.constant *= size;
startSizeZ.constant *= size;
}
main.startSizeX = startSizeX;
main.startSizeY = startSizeY;
main.startSizeZ = startSizeZ;
} else {
if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
startSize.constantMax *= size;
startSize.constantMin *= size;
} else {
startSize.constant *= size;
}
main.startSize = startSize;
}
//START_SPEED (affected by size)
if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants) {
startSpeed.constantMax *= size;
startSpeed.constantMin *= size;
main.startSpeed = startSpeed;
} else {
startSpeed.constant *= size;
main.startSpeed = startSpeed;
}
//START_SPEED (affected by speed)
if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants) {
startSpeed.constantMax *= speed;
startSpeed.constantMin *= speed;
main.startSpeed = startSpeed;
} else {
startSpeed.constant *= speed;
main.startSpeed = startSpeed;
}
//LIFETIME
if (main.startLifetime.mode == ParticleSystemCurveMode.TwoConstants) {
startLifetime.constantMax *= 1 / speed;
startLifetime.constantMin *= 1 / speed;
main.startLifetime = startLifetime;
} else {
startLifetime.constant *= 1 / speed;
main.startLifetime = startLifetime;
}
//START_DELAY
if (startDelay.mode == ParticleSystemCurveMode.TwoConstants) {
startDelay.constantMax *= 1 / speed;
startDelay.constantMin *= 1 / speed;
main.startDelay = startDelay;
} else {
startDelay.constant *= 1 / speed;
main.startDelay = startDelay;
}
//VELOCITY OVERLIFETIME
if(velocityOverLifetime.enabled){
float amount = 1;
if(size != 1)
amount = size;
if(speed != 1)
amount = speed;
if(size != 1 && speed != 1)
amount = (size + speed)/2;
if (velocityOverLifetime.x.mode == ParticleSystemCurveMode.TwoConstants) {
velocityOverLifetimeX.constantMax *= amount;
velocityOverLifetimeX.constantMin *= amount;
velocityOverLifetimeY.constantMax *= amount;
velocityOverLifetimeY.constantMin *= amount;
velocityOverLifetimeZ.constantMax *= amount;
velocityOverLifetimeZ.constantMin *= amount;
} else {
velocityOverLifetimeX.constant *= amount;
velocityOverLifetimeY.constant *= amount;
velocityOverLifetimeZ.constant *= amount;
}
velocityOverLifetime.x = velocityOverLifetimeX;
velocityOverLifetime.y = velocityOverLifetimeY;
velocityOverLifetime.z = velocityOverLifetimeZ;
}
//RADIUS
if (shape.enabled) {
shape.radius *= size;
}
//COLOR
if (changeColor) {
if (main.startColor.mode == ParticleSystemGradientMode.Color) {
startColor.color = ChangeHUE (startColor.color, newMaxColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.TwoColors) {
startColor.colorMax = ChangeHUE (startColor.colorMax, newMaxColor);
startColor.colorMin = ChangeHUE (startColor.colorMin, newMinColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.Gradient) {
startColor.gradient = ChangeGradientColor (startColor.gradient, newMaxColor, newMinColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.TwoGradients) {
startColor.gradientMax = ChangeGradientColor (startColor.gradientMax, newMaxColor, newMinColor);
startColor.gradientMin = ChangeGradientColor (startColor.gradientMin, newMinColor, newMaxColor);
main.startColor = startColor;
}
//COLOR OVERLIFETIME
if (colorOverLifetime.enabled) {
if (colorOverLifetime.color.mode == ParticleSystemGradientMode.Gradient) {
colorOverLifetimeC.gradient = ChangeGradientColor (colorOverLifetimeC.gradient, newMaxColor, newMinColor);
}
if (colorOverLifetime.color.mode == ParticleSystemGradientMode.TwoGradients) {
colorOverLifetimeC.gradientMax = ChangeGradientColor (colorOverLifetimeC.gradientMax, newMaxColor, newMinColor);
colorOverLifetimeC.gradientMin = ChangeGradientColor (colorOverLifetimeC.gradientMin, newMinColor, newMaxColor);
}
colorOverLifetime.color = colorOverLifetimeC;
}
}
} else {
//TRAIL RENDERER
var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
if (trail != null) {
if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {
ParticleSystemOriginalSettings psOriginalSettings = new ParticleSystemOriginalSettings {
_trailGradient = new SerializableGradient (trail.colorGradient),
_localPosition = new SerializableVector3 (trail.transform.localPosition),
_trailWidthMultiplier = trail.widthMultiplier,
_trailTime = trail.time
};
psOriginalSettingsList.Add (psOriginalSettings);
} else {
List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
trail.colorGradient = listOriginalSettings [i]._trailGradient.GetGradient();
trail.transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
trail.widthMultiplier = listOriginalSettings [i]._trailWidthMultiplier;
trail.time = listOriginalSettings [i]._trailTime;
}
trail.colorGradient = ChangeGradientColor (trail.colorGradient, newMaxColor, newMinColor);
trail.widthMultiplier *= size;
float amount = 1;
if(size != 1)
amount = size;
if(speed != 1)
amount = speed;
if(size != 1 && speed != 1)
amount = (size + speed)/2;
if(amount > 1)
trail.time *= 1 / amount;
else
trail.time *= amount;
}
}
}
if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {
SaveParticleSystemScript.SaveVFX (gameObject, psOriginalSettingsList);
}
#if UNITY_2018_3_OR_NEWER
else
{
SaveParticleSystemScript.SaveNestedPrefab(gameObject);
}
#endif
}
else
Debug.Log("No Particle Systems added to the Particle Systems list");
}
public void ChangeColorOnly () {
if (ParticleSystems.Count == 0) {
FillLists ();
}
if (ParticleSystems.Count > 0) {
for (int i = 0; i < ParticleSystems.Count; i++) {
var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
if (ps != null) {
var main = ps.main;
var colorOverLifetime = ps.colorOverLifetime;
var colorOverLifetimeC = colorOverLifetime.color;
var startColor = main.startColor;
//COLOR
if (changeColor) {
if (main.startColor.mode == ParticleSystemGradientMode.Color) {
startColor.color = ChangeHUE (startColor.color, newMaxColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.TwoColors) {
startColor.colorMax = ChangeHUE (startColor.colorMax, newMaxColor);
startColor.colorMin = ChangeHUE (startColor.colorMin, newMinColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.Gradient) {
startColor.gradient = ChangeGradientColor (startColor.gradient, newMaxColor, newMinColor);
main.startColor = startColor;
}
if (main.startColor.mode == ParticleSystemGradientMode.TwoGradients) {
startColor.gradientMax = ChangeGradientColor (startColor.gradientMax, newMaxColor, newMinColor);
startColor.gradientMin = ChangeGradientColor (startColor.gradientMin, newMinColor, newMaxColor);
main.startColor = startColor;
}
//COLOR OVERLIFETIME
if (colorOverLifetime.enabled) {
if (colorOverLifetime.color.mode == ParticleSystemGradientMode.Gradient) {
colorOverLifetimeC.gradient = ChangeGradientColor (colorOverLifetimeC.gradient, newMaxColor, newMinColor);
}
if (colorOverLifetime.color.mode == ParticleSystemGradientMode.TwoGradients) {
colorOverLifetimeC.gradientMax = ChangeGradientColor (colorOverLifetimeC.gradientMax, newMaxColor, newMinColor);
colorOverLifetimeC.gradientMin = ChangeGradientColor (colorOverLifetimeC.gradientMin, newMinColor, newMaxColor);
}
colorOverLifetime.color = colorOverLifetimeC;
}
}
} else {
//TRAIL RENDERER
var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
if (trail != null) {
if (!SaveParticleSystemScript.CheckExistingFile (gameObject)) {
ParticleSystemOriginalSettings psOriginalSettings = new ParticleSystemOriginalSettings {
_trailGradient = new SerializableGradient (trail.colorGradient),
_localPosition = new SerializableVector3 (trail.transform.localPosition),
_trailWidthMultiplier = trail.widthMultiplier,
_trailTime = trail.time
};
psOriginalSettingsList.Add (psOriginalSettings);
} else {
List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
trail.colorGradient = listOriginalSettings [i]._trailGradient.GetGradient ();
trail.transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
trail.widthMultiplier = listOriginalSettings [i]._trailWidthMultiplier;
trail.time = listOriginalSettings [i]._trailTime;
}
trail.colorGradient = ChangeGradientColor (trail.colorGradient, newMaxColor, newMinColor);
}
}
}
}
}
public void ResizeOnly () {
if (ParticleSystems.Count == 0) {
FillLists ();
}
if (ParticleSystems.Count > 0) {
for (int i = 0; i < ParticleSystems.Count; i ++) {
var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
if (ps != null) {
var main = ps.main;
var shape = ps.shape;
var startSize = main.startSize;
var startSizeX = main.startSizeX;
var startSizeY = main.startSizeY;
var startSizeZ = main.startSizeZ;
var startSpeed = main.startSpeed;
var velocityOverLifetime = ps.velocityOverLifetime;
var velocityOverLifetimeX = velocityOverLifetime.x;
var velocityOverLifetimeY = velocityOverLifetime.y;
var velocityOverLifetimeZ = velocityOverLifetime.z;
var localPos = ParticleSystems [i].transform.localPosition;
//POSITION
if (i > 0) {
if (localPos.x != 0 || localPos.y != 0 || localPos.z != 0) {
localPos.x *= size;
localPos.y *= size;
localPos.z *= size;
ParticleSystems [i].transform.localPosition = localPos;
}
}
//SIZE
if (main.startSize3D) {
if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
startSizeX.constantMax *= size;
startSizeX.constantMin *= size;
startSizeY.constantMax *= size;
startSizeY.constantMin *= size;
startSizeZ.constantMax *= size;
startSizeZ.constantMin *= size;
} else {
startSizeX.constant *= size;
startSizeY.constant *= size;
startSizeZ.constant *= size;
}
main.startSizeX = startSizeX;
main.startSizeY = startSizeY;
main.startSizeZ = startSizeZ;
} else {
if (startSize.mode == ParticleSystemCurveMode.TwoConstants) {
startSize.constantMax *= size;
startSize.constantMin *= size;
} else {
startSize.constant *= size;
}
main.startSize = startSize;
}
//START_SPEED (affected by size)
if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants) {
startSpeed.constantMax *= size;
startSpeed.constantMin *= size;
main.startSpeed = startSpeed;
} else {
startSpeed.constant *= size;
main.startSpeed = startSpeed;
}
//VELOCITY OVERLIFETIME
if(velocityOverLifetime.enabled){
float amount = 1;
if(size != 1)
amount = size;
if(speed != 1)
amount = speed;
if(size != 1 && speed != 1)
amount = (size + speed)/2;
if (velocityOverLifetime.x.mode == ParticleSystemCurveMode.TwoConstants) {
velocityOverLifetimeX.constantMax *= amount;
velocityOverLifetimeX.constantMin *= amount;
velocityOverLifetimeY.constantMax *= amount;
velocityOverLifetimeY.constantMin *= amount;
velocityOverLifetimeZ.constantMax *= amount;
velocityOverLifetimeZ.constantMin *= amount;
} else {
velocityOverLifetimeX.constant *= amount;
velocityOverLifetimeY.constant *= amount;
velocityOverLifetimeZ.constant *= amount;
}
velocityOverLifetime.x = velocityOverLifetimeX;
velocityOverLifetime.y = velocityOverLifetimeY;
velocityOverLifetime.z = velocityOverLifetimeZ;
}
//RADIUS
if (shape.enabled) {
shape.radius *= size;
}
}
else{
//TRAIL RENDERER
var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
if (trail != null) {
trail.widthMultiplier *= size;
float amount = 1;
if(size != 1)
amount = size;
if(speed != 1)
amount = speed;
if(size != 1 && speed != 1)
amount = (size + speed)/2;
if(amount > 1)
trail.time *= 1 / amount;
else
trail.time *= amount;
}
}
}
}
}
public void ResetParticleSystem (){
List<ParticleSystemOriginalSettings> listOriginalSettings = new List<ParticleSystemOriginalSettings> ();
listOriginalSettings = SaveParticleSystemScript.LoadVFX (gameObject);
if (listOriginalSettings != null) {
for (int i = 0; i < ParticleSystems.Count; i++) {
var ps = ParticleSystems [i].GetComponent<ParticleSystem> ();
if (ps != null) {
var main = ps.main;
var shape = ps.shape;
var colorOverLifetime = ps.colorOverLifetime;
var velocityOverLifetime = ps.velocityOverLifetime;
main.startColor = listOriginalSettings [i]._startColor.GetMinMaxGradient ();
colorOverLifetime.color = listOriginalSettings [i]._colorOverLifetimeC.GetMinMaxGradient ();
main.startSize = listOriginalSettings [i]._startSize.GetMinMaxCurve ();
main.startSizeX = listOriginalSettings [i]._startSizeX.GetMinMaxCurve ();
main.startSizeY = listOriginalSettings [i]._startSizeY.GetMinMaxCurve ();
main.startSizeZ = listOriginalSettings [i]._startSizeZ.GetMinMaxCurve ();
main.startSpeed = listOriginalSettings [i]._startSpeed.GetMinMaxCurve ();
main.startDelay = listOriginalSettings [i]._startDelay.GetMinMaxCurve ();
main.startLifetime = listOriginalSettings [i]._startLifetime.GetMinMaxCurve ();
velocityOverLifetime.x = listOriginalSettings [i]._velocityOverLifetimeX.GetMinMaxCurve ();
velocityOverLifetime.y = listOriginalSettings [i]._velocityOverLifetimeY.GetMinMaxCurve ();
velocityOverLifetime.z = listOriginalSettings [i]._velocityOverLifetimeZ.GetMinMaxCurve ();
ParticleSystems [i].transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
main.duration = listOriginalSettings [i]._duration;
shape.radius = listOriginalSettings [i]._shapeRadius;
ps.gameObject.SetActive (listOriginalSettings [i]._active);
main.loop = listOriginalSettings [i]._loop;
main.prewarm = listOriginalSettings [i]._prewarm;
} else {
var trail = ParticleSystems [i].GetComponent<TrailRenderer> ();
if (trail != null) {
trail.colorGradient = listOriginalSettings [i]._trailGradient.GetGradient ();
trail.widthMultiplier = listOriginalSettings [i]._trailWidthMultiplier;
trail.time = listOriginalSettings [i]._trailTime;
ParticleSystems [i].transform.localPosition = listOriginalSettings [i]._localPosition.GetVector3 ();
}
}
}
#if UNITY_2018_3_OR_NEWER
SaveParticleSystemScript.SaveNestedPrefab(gameObject);
#endif
Debug.Log ( gameObject.name + " reseted to default.");
}
}
public Color ChangeHUE (Color oldColor, Color newColor){
float newHue;
float newSaturation;
float newValue;
float oldHue;
float oldSaturation;
float oldValue;
float originalAlpha = oldColor.a;
Color.RGBToHSV (newColor, out newHue, out newSaturation, out newValue);
Color.RGBToHSV (oldColor, out oldHue, out oldSaturation, out oldValue);
var updatedColor = Color.HSVToRGB (newHue, oldSaturation, oldValue);
updatedColor.a = originalAlpha;
return updatedColor;
}
public Gradient ChangeGradientColor (Gradient oldGradient, Color newMaxColor, Color newMinColor){
GradientColorKey[] colorKeys = new GradientColorKey[oldGradient.colorKeys.Length];
for(int j = 0; j < oldGradient.colorKeys.Length; j++){
colorKeys [j].time = oldGradient.colorKeys [j].time;
if(j%2 == 0)
colorKeys [j].color = ChangeHUE (oldGradient.colorKeys[j].color, newMaxColor);
if(j%2 == 1)
colorKeys [j].color = ChangeHUE (oldGradient.colorKeys[j].color, newMinColor);
}
oldGradient.SetKeys (colorKeys, oldGradient.alphaKeys);
return oldGradient;
}
public void FillLists (){
if (ParticleSystems.Count == 0) {
var ps = GetComponent<ParticleSystem> ();
var trail = GetComponent<TrailRenderer> ();
if (ps != null || trail != null)
ParticleSystems.Add (gameObject);
AddChildRecurvsively (transform);
for (int i = 0; i < ParticleSystems.Count; i++) {
ActiveParticleSystems.Add (true);
}
} else {
Debug.Log ("Lists already have GameObjects. For automatic filling consider emptying the lists and try again.");
}
}
public void EmptyLists (){
ParticleSystems.Clear();
ActiveParticleSystems.Clear();
}
void AddChildRecurvsively (Transform transf){
foreach (Transform t in transf) {
var child = t.gameObject;
var psChild = child.GetComponent<ParticleSystem> ();
var trailChild = child.GetComponent<TrailRenderer> ();
if (psChild != null || trailChild != null)
ParticleSystems.Add (child);
if (child.transform.childCount > 0)
AddChildRecurvsively (child.transform);
}
}
}
}

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namespace GAP_ParticleSystemController{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor(typeof(ParticleSystemController))]
public class ParticleSystemControllerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
ParticleSystemController psCtrl = (ParticleSystemController)target;
if (GUILayout.Button ("Fill Lists"))
{
psCtrl.FillLists ();
}
if (GUILayout.Button ("Empty Lists"))
{
psCtrl.EmptyLists ();
}
if(GUILayout.Button("Apply"))
{
psCtrl.UpdateParticleSystem();
}
if(GUILayout.Button("Reset"))
{
psCtrl.ResetParticleSystem();
}
}
}
#endif
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Reflection;
namespace GAP_ParticleSystemController
{
public static class SaveParticleSystemScript{
public static void SaveVFX (GameObject prefabVFX, List<ParticleSystemOriginalSettings> psOriginalSettingsList) {
#if UNITY_2018_3_OR_NEWER
var prefabFolderPath = GetPrefabFolder2018_3 (prefabVFX);
#else
var prefabFolderPath = GetPrefabFolder (prefabVFX);
#endif
#if UNITY_EDITOR
if (!Directory.Exists (prefabFolderPath + "/OriginalSettings")) {
UnityEditor.AssetDatabase.CreateFolder (prefabFolderPath, "OriginalSettings");
Debug.Log ("Created folder: " + prefabFolderPath + "/OriginalSettings");
}
#endif
BinaryFormatter bf = new BinaryFormatter ();
FileStream stream = new FileStream (prefabFolderPath + "/OriginalSettings/" + prefabVFX.name + ".dat", FileMode.Create);
bf.Serialize (stream, psOriginalSettingsList);
stream.Close ();
#if UNITY_2018_3_OR_NEWER
SaveNestedPrefab(prefabVFX);
#endif
Debug.Log ("Original Settings of '" + prefabVFX.name + "' saved to: " + prefabFolderPath + "/OriginalSettings");
}
public static List<ParticleSystemOriginalSettings> LoadVFX (GameObject prefabVFX) {
#if UNITY_2018_3_OR_NEWER
var prefabFolderPath = GetPrefabFolder2018_3 (prefabVFX);
#else
var prefabFolderPath = GetPrefabFolder(prefabVFX);
#endif
if (File.Exists (prefabFolderPath + "/OriginalSettings/" + prefabVFX.name + ".dat")) {
BinaryFormatter bf = new BinaryFormatter ();
FileStream stream = new FileStream (prefabFolderPath + "/OriginalSettings/" + prefabVFX.name + ".dat", FileMode.Open);
List<ParticleSystemOriginalSettings> originalSettingsList = new List<ParticleSystemOriginalSettings> ();
originalSettingsList = bf.Deserialize (stream) as List<ParticleSystemOriginalSettings>;
stream.Close ();
return originalSettingsList;
} else {
Debug.Log ("No saved VFX data found");
return null;
}
}
public static bool CheckExistingFile (GameObject prefabVFX){
#if UNITY_2018_3_OR_NEWER
var prefabFolderPath = GetPrefabFolder2018_3 (prefabVFX);
#else
var prefabFolderPath = GetPrefabFolder(prefabVFX);
#endif
if (prefabFolderPath != null) {
if (File.Exists (prefabFolderPath + "/OriginalSettings/" + prefabVFX.name + ".dat"))
return true;
else
return false;
} else
return false;
}
static string GetPrefabFolder (GameObject prefabVFX){
#if UNITY_EDITOR
string prefabPath = UnityEditor.AssetDatabase.GetAssetPath (prefabVFX);
string prefabFolderPath = Path.GetDirectoryName (prefabPath);
return prefabFolderPath;
#else
return null;
#endif
}
#if UNITY_2018_3_OR_NEWER
static string GetPrefabFolder2018_3 (GameObject prefabVFX)
{
#if UNITY_EDITOR
string prefabPath = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).prefabAssetPath;
string prefabFolderPath = Path.GetDirectoryName (prefabPath);
return prefabFolderPath;
#else
return null;
#endif
}
#endif
#if UNITY_2018_3_OR_NEWER
public static void SaveNestedPrefab(GameObject prefab)
{
#if UNITY_EDITOR
var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab);
UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.prefabAssetPath);
#endif
}
#endif
}
}

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licenseType: Pro
MonoImporter:
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@ -0,0 +1,473 @@
using UnityEngine;
using System;
namespace GAP_ParticleSystemController{
[Serializable]
public class SerializableMinMaxGradient{
public SerializableColor color;
public SerializableColor colorMax;
public SerializableColor colorMin;
public SerializableAlphaKeys gradientAlphaKeys;
public SerializableColorKeys gradientColorKeys;
public SerializableAlphaKeys gradientMaxAlphaKeys;
public SerializableColorKeys gradientMaxColorKeys;
public SerializableAlphaKeys gradientMinAlphaKeys;
public SerializableColorKeys gradientMinColorKeys;
public SerializablePSGradientMode gradientMode;
public SerializableMinMaxGradient (ParticleSystem.MinMaxGradient minMaxGradient){
gradientMode = new SerializablePSGradientMode (minMaxGradient.mode);
if (minMaxGradient.mode == ParticleSystemGradientMode.Color)
color = new SerializableColor (minMaxGradient.color);
if (minMaxGradient.mode == ParticleSystemGradientMode.TwoColors) {
colorMax = new SerializableColor (minMaxGradient.colorMax);
colorMin = new SerializableColor (minMaxGradient.colorMin);
}
if (minMaxGradient.mode == ParticleSystemGradientMode.Gradient) {
gradientAlphaKeys = new SerializableAlphaKeys (minMaxGradient.gradient.alphaKeys);
gradientColorKeys = new SerializableColorKeys (minMaxGradient.gradient.colorKeys);
}
if (minMaxGradient.mode == ParticleSystemGradientMode.TwoGradients) {
gradientMaxAlphaKeys = new SerializableAlphaKeys (minMaxGradient.gradientMax.alphaKeys);
gradientMaxColorKeys = new SerializableColorKeys (minMaxGradient.gradientMax.colorKeys);
gradientMinAlphaKeys = new SerializableAlphaKeys (minMaxGradient.gradientMin.alphaKeys);
gradientMinColorKeys = new SerializableColorKeys (minMaxGradient.gradientMin.colorKeys);
}
}
public ParticleSystem.MinMaxGradient GetMinMaxGradient (){
ParticleSystem.MinMaxGradient minMaxGradient = new ParticleSystem.MinMaxGradient ();
if (gradientMode.GetGradientMode () == ParticleSystemGradientMode.Color) {
if (minMaxGradient.color == null)
minMaxGradient.color = new Color ();
minMaxGradient.color = color.GetColor ();
}
if (gradientMode.GetGradientMode() == ParticleSystemGradientMode.TwoColors) {
if (minMaxGradient.colorMax == null)
minMaxGradient.colorMax = new Color ();
minMaxGradient.colorMax = colorMax.GetColor ();
if (minMaxGradient.colorMin == null)
minMaxGradient.colorMin = new Color ();
minMaxGradient.colorMin = colorMin.GetColor ();
}
if (gradientMode.GetGradientMode() == ParticleSystemGradientMode.Gradient) {
if (minMaxGradient.gradient == null)
minMaxGradient.gradient = new Gradient ();
minMaxGradient.gradient.alphaKeys = gradientAlphaKeys.GetAlphaKeys ();
minMaxGradient.gradient.colorKeys = gradientColorKeys.GetColorKeys ();
}
if (gradientMode.GetGradientMode() == ParticleSystemGradientMode.TwoGradients) {
if (minMaxGradient.gradientMax == null)
minMaxGradient.gradientMax = new Gradient ();
minMaxGradient.gradientMax.alphaKeys = gradientMaxAlphaKeys.GetAlphaKeys ();
minMaxGradient.gradientMax.colorKeys = gradientMaxColorKeys.GetColorKeys ();
if (minMaxGradient.gradientMin == null)
minMaxGradient.gradientMin = new Gradient ();
minMaxGradient.gradientMin.alphaKeys = gradientMinAlphaKeys.GetAlphaKeys ();
minMaxGradient.gradientMin.colorKeys = gradientMinColorKeys.GetColorKeys ();
}
minMaxGradient.mode = gradientMode.GetGradientMode ();
return minMaxGradient;
}
}
[Serializable]
public class SerializableMinMaxCurve{
public float constant;
public float constantMax;
public float constantMin;
public SerializableAnimationCurve curve;
public SerializableAnimationCurve curveMax;
public SerializableAnimationCurve curveMin;
public float curveMultiplier;
public SerializablePSCurveMode curveMode;
public SerializableMinMaxCurve (ParticleSystem.MinMaxCurve minMaxCurve){
curveMode = new SerializablePSCurveMode (minMaxCurve.mode);
if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
constant = minMaxCurve.constant;
if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
curve = new SerializableAnimationCurve (minMaxCurve.curve);
if (minMaxCurve.mode == ParticleSystemCurveMode.TwoConstants) {
constantMax = minMaxCurve.constantMax;
constantMin = minMaxCurve.constantMin;
}
if (minMaxCurve.mode == ParticleSystemCurveMode.TwoCurves) {
curveMax = new SerializableAnimationCurve (minMaxCurve.curveMax);
curveMin = new SerializableAnimationCurve (minMaxCurve.curve);
}
curveMultiplier = minMaxCurve.curveMultiplier;
}
public ParticleSystem.MinMaxCurve GetMinMaxCurve (){
ParticleSystem.MinMaxCurve minMaxCurve = new ParticleSystem.MinMaxCurve ();
if (curveMode.GetCurveMode() == ParticleSystemCurveMode.Constant)
minMaxCurve.constant = constant;
if (curveMode.GetCurveMode() == ParticleSystemCurveMode.TwoConstants) {
minMaxCurve.constantMax = constantMax;
minMaxCurve.constantMin = constantMin;
}
if (curveMode.GetCurveMode () == ParticleSystemCurveMode.Curve) {
if (minMaxCurve.curve == null)
minMaxCurve.curve = new AnimationCurve ();
minMaxCurve.curve = curve.GetAnimationCurve ();
}
if (curveMode.GetCurveMode() == ParticleSystemCurveMode.TwoCurves) {
if (minMaxCurve.curveMax == null)
minMaxCurve.curveMax = new AnimationCurve ();
minMaxCurve.curveMax = curveMax.GetAnimationCurve();
if (minMaxCurve.curveMin == null)
minMaxCurve.curveMin = new AnimationCurve ();
minMaxCurve.curveMin = curveMin.GetAnimationCurve();
}
minMaxCurve.curveMultiplier = curveMultiplier;
minMaxCurve.mode = curveMode.GetCurveMode ();
return minMaxCurve;
}
}
[Serializable]
public class SerializableAnimationCurve {
public SerializableKeyFrames[] keys;
public SerializableWrapMode postWrapMode;
public SerializableWrapMode preWrapMode;
public SerializableAnimationCurve (AnimationCurve animCurve){
SerializableKeyFrames[] keys_ = new SerializableKeyFrames[animCurve.keys.Length];
for (int i = 0; i < animCurve.length; i++) {
keys_[i] = new SerializableKeyFrames (animCurve.keys[i]);
}
keys = keys_;
postWrapMode = new SerializableWrapMode(animCurve.postWrapMode);
preWrapMode = new SerializableWrapMode(animCurve.preWrapMode);
}
public AnimationCurve GetAnimationCurve (){
AnimationCurve animCurv = new AnimationCurve ();
animCurv.keys = new Keyframe[keys.Length];
for(int i = 0; i < keys.Length; i++){
animCurv.keys[i] = keys[i].GetKeyFrames();
}
animCurv.postWrapMode = postWrapMode.GetWrapMode();
animCurv.preWrapMode = preWrapMode.GetWrapMode();
return animCurv;
}
}
[Serializable]
public class SerializableKeyFrames{
public float inTangent;
public float outTangent;
public int tangentMode;
public float time;
public float value;
public SerializableKeyFrames (Keyframe keyFrame){
inTangent = keyFrame.inTangent;
outTangent = keyFrame.outTangent;
tangentMode = keyFrame.tangentMode;
time = keyFrame.time;
value = keyFrame.value;
}
public Keyframe GetKeyFrames (){
Keyframe kf = new Keyframe();
kf.inTangent = inTangent;
kf.outTangent = outTangent;
kf.tangentMode = tangentMode;
kf.time = time;
kf.value = value;
return kf;
}
}
[Serializable]
public class SerializableAlphaKeys{
public float[] alpha;
public float[] time;
public SerializableAlphaKeys (GradientAlphaKey[] gradAlphaKeys){
float[] alpha_ = new float[gradAlphaKeys.Length];
float[] time_ = new float[gradAlphaKeys.Length];
for (int i = 0; i < gradAlphaKeys.Length; i++) {
alpha_[i] = gradAlphaKeys[i].alpha;
time_[i] = gradAlphaKeys[i].time;
}
alpha = alpha_;
time = time_;
}
public GradientAlphaKey[] GetAlphaKeys (){
GradientAlphaKey[] gak = new GradientAlphaKey[alpha.Length];
for (int i = 0; i < alpha.Length; i++) {
gak [i].alpha = alpha [i];
gak [i].time = time [i];
}
return gak;
}
}
[Serializable]
public class SerializableColorKeys{
public SerializableColor[] color;
public float[] time;
public SerializableColorKeys (GradientColorKey[] gradColorKeys){
SerializableColor[] color_ = new SerializableColor[gradColorKeys.Length];
float[] time_ = new float[gradColorKeys.Length];
for (int i = 0; i < gradColorKeys.Length; i++) {
color_[i] = new SerializableColor (gradColorKeys[i].color);
time_[i] = gradColorKeys[i].time;
}
color = color_;
time = time_;
}
public GradientColorKey[] GetColorKeys (){
GradientColorKey[] gck = new GradientColorKey[color.Length];
for (int i = 0; i < color.Length; i++) {
gck [i].color = color [i].GetColor();
gck [i].time = time [i];
}
return gck;
}
}
[Serializable]
public class SerializableColor {
public float R;
public float G;
public float B;
public float A;
public SerializableColor (Color color){
R = color.r;
G = color.g;
B = color.b;
A = color.a;
}
public Color GetColor (){
return new Color (R,G,B,A);
}
}
[Serializable]
public class SerializableVector3 {
public float x;
public float y;
public float z;
public SerializableVector3 (Vector3 v3){
x = v3.x;
y = v3.y;
z = v3.z;
}
public Vector3 GetVector3 (){
return new Vector3 (x,y,z);
}
}
[Serializable]
public class SerializableGradient{
public SerializableAlphaKeys gradientAlphaKeys;
public SerializableColorKeys gradientColorKeys;
public SerializableGradientMode gradientMode;
public SerializableGradient (Gradient gradient){
gradientMode = new SerializableGradientMode (gradient.mode);
gradientAlphaKeys = new SerializableAlphaKeys (gradient.alphaKeys);
gradientColorKeys = new SerializableColorKeys (gradient.colorKeys);
}
public Gradient GetGradient (){
Gradient gradient = new Gradient ();
gradient.alphaKeys = gradientAlphaKeys.GetAlphaKeys ();
gradient.colorKeys = gradientColorKeys.GetColorKeys ();
gradient.mode = gradientMode.GetGradientMode ();
return gradient;
}
}
[Serializable]
public class SerializablePSGradientMode{
public string mode;
public SerializablePSGradientMode (ParticleSystemGradientMode psGradientMode){
mode = psGradientMode.ToString();
}
public ParticleSystemGradientMode GetGradientMode (){
ParticleSystemGradientMode psGradientMode = new ParticleSystemGradientMode ();
switch (mode) {
case "Color":
{
psGradientMode = ParticleSystemGradientMode.Color;
break;
}
case "Gradient":
{
psGradientMode = ParticleSystemGradientMode.Gradient;
break;
}
case "RandomColor":
{
psGradientMode = ParticleSystemGradientMode.RandomColor;
break;
}
case "TwoColors":
{
psGradientMode = ParticleSystemGradientMode.TwoColors;
break;
}
case "TwoGradients":
{
psGradientMode = ParticleSystemGradientMode.TwoGradients;
break;
}
}
return psGradientMode;
}
}
[Serializable]
public class SerializableGradientMode{
public string mode;
public SerializableGradientMode (GradientMode gradientMode){
mode = gradientMode.ToString();
}
public GradientMode GetGradientMode (){
GradientMode gradientMode = new GradientMode ();
switch (mode) {
case "Blend":
{
gradientMode = GradientMode.Blend;
break;
}
case "Fixed":
{
gradientMode = GradientMode.Fixed;
break;
}
}
return gradientMode;
}
}
[Serializable]
public class SerializablePSCurveMode{
public string mode;
public SerializablePSCurveMode (ParticleSystemCurveMode psCurveMode){
mode = psCurveMode.ToString();
}
public ParticleSystemCurveMode GetCurveMode (){
ParticleSystemCurveMode psCurveMode = new ParticleSystemCurveMode ();
switch (mode) {
case "Constant":
{
psCurveMode = ParticleSystemCurveMode.Constant;
break;
}
case "Curve":
{
psCurveMode = ParticleSystemCurveMode.Curve;
break;
}
case "TwoConstants":
{
psCurveMode = ParticleSystemCurveMode.TwoConstants;
break;
}
case "TwoCurves":
{
psCurveMode = ParticleSystemCurveMode.TwoCurves;
break;
}
}
return psCurveMode;
}
}
[Serializable]
public class SerializableWrapMode {
public string mode;
public SerializableWrapMode (WrapMode wrapMode){
mode = wrapMode.ToString();
}
public WrapMode GetWrapMode (){
WrapMode wrapMode = new WrapMode ();
switch (mode) {
case "Clamp":
{
wrapMode = WrapMode.Clamp;
break;
}
case "ClampForever":
{
wrapMode = WrapMode.ClampForever;
break;
}
case "Default":
{
wrapMode = WrapMode.Default;
break;
}
case "Loop":
{
wrapMode = WrapMode.Loop;
break;
}
case "Once":
{
wrapMode = WrapMode.Once;
break;
}
case "PingPong":
{
wrapMode = WrapMode.PingPong;
break;
}
}
return wrapMode;
}
}
}

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//
//NOTES:
//This script is used for DEMONSTRATION porpuses of the Projectiles. I recommend everyone to create their own code for their own projects.
//This is just a basic example.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraShakeSimpleScript : MonoBehaviour {
private bool isRunning = false;
private Animation anim;
void Start () {
anim = GetComponent<Animation> ();
}
public void ShakeCamera() {
if (anim != null)
anim.Play (anim.clip.name);
else
ShakeCaller (0.25f, 0.1f);
}
//other shake option
public void ShakeCaller (float amount, float duration){
StartCoroutine (Shake(amount, duration));
}
IEnumerator Shake (float amount, float duration){
isRunning = true;
Vector3 originalPos = transform.localPosition;
int counter = 0;
while (duration > 0.01f) {
counter++;
var x = Random.Range (-1f, 1f) * (amount/counter);
var y = Random.Range (-1f, 1f) * (amount/counter);
transform.localPosition = Vector3.Lerp (transform.localPosition, new Vector3 (originalPos.x + x, originalPos.y + y, originalPos.z), 0.5f);
duration -= Time.deltaTime;
yield return new WaitForSeconds (0.1f);
}
transform.localPosition = originalPos;
isRunning = false;
}
}

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//
//NOTES:
//This script is used for DEMONSTRATION porpuses of the Projectiles. I recommend everyone to create their own code for their own projects.
//This is just a basic example.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileMoveScript : MonoBehaviour {
public bool bounce = false;
public float bounceForce = 10;
public float speed;
[Tooltip("From 0% to 100%")]
public float accuracy;
public float fireRate;
public GameObject muzzlePrefab;
public GameObject hitPrefab;
public AudioClip shotSFX;
public AudioClip hitSFX;
public List<GameObject> trails;
private Vector3 startPos;
private float speedRandomness;
private Vector3 offset;
private bool collided;
private Rigidbody rb;
private RotateToMouseScript rotateToMouse;
private GameObject target;
void Start () {
startPos = transform.position;
rb = GetComponent <Rigidbody> ();
//used to create a radius for the accuracy and have a very unique randomness
if (accuracy != 100) {
accuracy = 1 - (accuracy / 100);
for (int i = 0; i < 2; i++) {
var val = 1 * Random.Range (-accuracy, accuracy);
var index = Random.Range (0, 2);
if (i == 0) {
if (index == 0)
offset = new Vector3 (0, -val, 0);
else
offset = new Vector3 (0, val, 0);
} else {
if (index == 0)
offset = new Vector3 (0, offset.y, -val);
else
offset = new Vector3 (0, offset.y, val);
}
}
}
if (muzzlePrefab != null) {
var muzzleVFX = Instantiate (muzzlePrefab, transform.position, Quaternion.identity);
muzzleVFX.transform.forward = gameObject.transform.forward + offset;
var ps = muzzleVFX.GetComponent<ParticleSystem>();
if (ps != null)
Destroy (muzzleVFX, ps.main.duration);
else {
var psChild = muzzleVFX.transform.GetChild(0).GetComponent<ParticleSystem>();
Destroy (muzzleVFX, psChild.main.duration);
}
}
if (shotSFX != null && GetComponent<AudioSource>()) {
GetComponent<AudioSource> ().PlayOneShot (shotSFX);
}
}
void FixedUpdate () {
if (target != null)
rotateToMouse.RotateToMouse (gameObject, target.transform.position);
if (speed != 0 && rb != null)
rb.position += (transform.forward + offset) * (speed * Time.deltaTime);
}
void OnCollisionEnter (Collision co) {
if (!bounce)
{
if (co.gameObject.tag != "Bullet" && !collided)
{
collided = true;
if (shotSFX != null && GetComponent<AudioSource>())
{
GetComponent<AudioSource>().PlayOneShot(hitSFX);
}
if (trails.Count > 0)
{
for (int i = 0; i < trails.Count; i++)
{
trails[i].transform.parent = null;
var ps = trails[i].GetComponent<ParticleSystem>();
if (ps != null)
{
ps.Stop();
Destroy(ps.gameObject, ps.main.duration + ps.main.startLifetime.constantMax);
}
}
}
speed = 0;
GetComponent<Rigidbody>().isKinematic = true;
ContactPoint contact = co.contacts[0];
Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
Vector3 pos = contact.point;
if (hitPrefab != null)
{
var hitVFX = Instantiate(hitPrefab, pos, rot) as GameObject;
var ps = hitVFX.GetComponent<ParticleSystem>();
if (ps == null)
{
var psChild = hitVFX.transform.GetChild(0).GetComponent<ParticleSystem>();
Destroy(hitVFX, psChild.main.duration);
}
else
Destroy(hitVFX, ps.main.duration);
}
StartCoroutine(DestroyParticle(0f));
}
}
else
{
rb.useGravity = true;
rb.drag = 0.5f;
ContactPoint contact = co.contacts[0];
rb.AddForce (Vector3.Reflect((contact.point - startPos).normalized, contact.normal) * bounceForce, ForceMode.Impulse);
Destroy ( this );
}
}
public IEnumerator DestroyParticle (float waitTime) {
if (transform.childCount > 0 && waitTime != 0) {
List<Transform> tList = new List<Transform> ();
foreach (Transform t in transform.GetChild(0).transform) {
tList.Add (t);
}
while (transform.GetChild(0).localScale.x > 0) {
yield return new WaitForSeconds (0.01f);
transform.GetChild(0).localScale -= new Vector3 (0.1f, 0.1f, 0.1f);
for (int i = 0; i < tList.Count; i++) {
tList[i].localScale -= new Vector3 (0.1f, 0.1f, 0.1f);
}
}
}
yield return new WaitForSeconds (waitTime);
Destroy (gameObject);
}
public void SetTarget (GameObject trg, RotateToMouseScript rotateTo)
{
target = trg;
rotateToMouse = rotateTo;
}
}

View File

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@ -0,0 +1,74 @@
//
//NOTES:
//This script is used for DEMONSTRATION porpuses of the Projectiles. I recommend everyone to create their own code for their own projects.
//This is just a basic example.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateToMouseScript : MonoBehaviour {
public float maximumLenght;
private bool use2D;
private Ray rayMouse;
private Vector3 pos;
private Vector3 direction;
private Quaternion rotation;
private Camera cam;
private WaitForSeconds updateTime = new WaitForSeconds (0.01f);
public void StartUpdateRay (){
StartCoroutine (UpdateRay());
}
IEnumerator UpdateRay (){
if (cam != null) {
if (use2D) {
Vector2 direction = Camera.main.ScreenToWorldPoint (Input.mousePosition) - transform.position;
float angle = Mathf.Atan2 (direction.y, direction.x) * Mathf.Rad2Deg;
if (angle > 180) angle -= 360;
rotation.eulerAngles = new Vector3 (-angle, 90, 0); // use different values to lock on different axis
transform.rotation = rotation;
} else {
RaycastHit hit;
var mousePos = Input.mousePosition;
rayMouse = cam.ScreenPointToRay (mousePos);
if (Physics.Raycast (rayMouse.origin, rayMouse.direction, out hit, maximumLenght)) {
RotateToMouse (gameObject, hit.point);
} else {
var pos = rayMouse.GetPoint (maximumLenght);
RotateToMouse (gameObject, pos);
}
}
yield return updateTime;
StartCoroutine (UpdateRay ());
} else
Debug.Log ("Camera not set");
}
public void RotateToMouse (GameObject obj, Vector3 destination ) {
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation (direction);
obj.transform.localRotation = Quaternion.Lerp (obj.transform.rotation, rotation, 1);
}
public void Set2D (bool state){
use2D = state;
}
public void SetCamera (Camera camera){
cam = camera;
}
public Vector3 GetDirection () {
return direction;
}
public Quaternion GetRotation () {
return rotation;
}
}

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@ -0,0 +1,211 @@
//
//NOTES:
//This script is used for DEMONSTRATION porpuses of the Projectiles. I recommend everyone to create their own code for their own projects.
//This is just a basic example.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SpawnProjectilesScript : MonoBehaviour {
public bool useTarget;
public bool use2D;
public bool cameraShake;
public Text effectName;
public RotateToMouseScript rotateToMouse;
public GameObject firePoint;
public GameObject cameras;
public GameObject target;
public List<GameObject> VFXs = new List<GameObject> ();
private int count = 0;
private float timeToFire = 0f;
private GameObject effectToSpawn;
private List<Camera> camerasList = new List<Camera> ();
private Camera singleCamera;
void Start () {
if (cameras.transform.childCount > 0) {
for (int i = 0; i < cameras.transform.childCount; i++) {
camerasList.Add (cameras.transform.GetChild (i).gameObject.GetComponent<Camera> ());
}
if(camerasList.Count == 0){
Debug.Log ("Please assign one or more Cameras in inspector");
}
} else {
singleCamera = cameras.GetComponent<Camera> ();
if (singleCamera != null)
camerasList.Add (singleCamera);
else
Debug.Log ("Please assign one or more Cameras in inspector");
}
if(VFXs.Count>0)
effectToSpawn = VFXs[0];
else
Debug.Log ("Please assign one or more VFXs in inspector");
if (effectName != null) effectName.text = effectToSpawn.name;
if (camerasList.Count > 0) {
rotateToMouse.SetCamera (camerasList [camerasList.Count - 1]);
if(use2D)
rotateToMouse.Set2D (true);
rotateToMouse.StartUpdateRay ();
}
else
Debug.Log ("Please assign one or more Cameras in inspector");
if (useTarget && target != null)
{
var collider = target.GetComponent<BoxCollider>();
if (!collider)
{
target.AddComponent<BoxCollider>();
}
}
}
void Update () {
if (Input.GetKey (KeyCode.Space) && Time.time >= timeToFire || Input.GetMouseButton (0) && Time.time >= timeToFire) {
timeToFire = Time.time + 1f / effectToSpawn.GetComponent<ProjectileMoveScript>().fireRate;
SpawnVFX ();
}
if (Input.GetKeyDown (KeyCode.D))
Next ();
if (Input.GetKeyDown (KeyCode.A))
Previous ();
if (Input.GetKeyDown (KeyCode.C))
SwitchCamera ();
if (Input.GetKeyDown (KeyCode.Alpha1))
CameraShake ();
if (Input.GetKeyDown (KeyCode.X))
ZoomIn ();
if (Input.GetKeyDown (KeyCode.Z))
ZoomOut ();
}
public void SpawnVFX () {
GameObject vfx;
var cameraShakeScript = cameras.GetComponent<CameraShakeSimpleScript> ();
if (cameraShake && cameraShakeScript != null)
cameraShakeScript.ShakeCamera ();
if (firePoint != null) {
vfx = Instantiate (effectToSpawn, firePoint.transform.position, Quaternion.identity);
if (!useTarget)
{
if (rotateToMouse != null)
{
vfx.transform.localRotation = rotateToMouse.GetRotation();
}
else Debug.Log("No RotateToMouseScript found on firePoint.");
}
else
{
if (target != null)
{
vfx.GetComponent<ProjectileMoveScript>().SetTarget(target, rotateToMouse);
rotateToMouse.RotateToMouse(vfx, target.transform.position);
}
else
{
Destroy(vfx);
Debug.Log("No target assigned.");
}
}
}
else
vfx = Instantiate (effectToSpawn);
}
public void Next () {
count++;
if (count > VFXs.Count)
count = 0;
for(int i = 0; i < VFXs.Count; i++){
if (count == i) effectToSpawn = VFXs [i];
if (effectName != null) effectName.text = effectToSpawn.name;
}
}
public void Previous () {
count--;
if (count < 0)
count = VFXs.Count;
for (int i = 0; i < VFXs.Count; i++) {
if (count == i) effectToSpawn = VFXs [i];
if (effectName != null) effectName.text = effectToSpawn.name;
}
}
public void CameraShake () {
cameraShake = !cameraShake;
}
public void ZoomIn () {
if (camerasList.Count > 0) {
if (!camerasList [0].orthographic) {
if (camerasList [0].fieldOfView < 101) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].fieldOfView += 5;
}
}
} else {
if (camerasList [0].orthographicSize < 10) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].orthographicSize += 0.5f;
}
}
}
}
}
public void ZoomOut () {
if (camerasList.Count > 0) {
if (!camerasList [0].orthographic) {
if (camerasList [0].fieldOfView > 20) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].fieldOfView -= 5;
}
}
} else {
if (camerasList [0].orthographicSize > 4) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].orthographicSize -= 0.5f;
}
}
}
}
}
public void SwitchCamera () {
if (camerasList.Count > 0) {
for (int i = 0; i < camerasList.Count; i++) {
if (camerasList [i].gameObject.activeSelf) {
camerasList [i].gameObject.SetActive (false);
if ((i + 1) == camerasList.Count) {
camerasList [0].gameObject.SetActive (true);
rotateToMouse.SetCamera (camerasList [0]);
break;
} else {
camerasList [i + 1].gameObject.SetActive (true);
rotateToMouse.SetCamera (camerasList [i + 1]);
break;
}
}
}
}
}
}

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@ -20,3 +20,9 @@ MonoBehaviour:
- {fileID: 8300000, guid: db2b24c43cc41514b85fb4a4950c1299, type: 3}
- {fileID: 8300000, guid: 14662fc30f12b7847929c0d90295de95, type: 3}
- {fileID: 8300000, guid: ed81a29d95a7c6843855e95917ff40ed, type: 3}
captures:
- {fileID: 8300000, guid: d657487da1404a34f835a7631432b835, type: 3}
- {fileID: 8300000, guid: 5481b8f08252dd7499af6b48ad6c5354, type: 3}
- {fileID: 8300000, guid: 2b1056532f20f3248910d138da8358b9, type: 3}
hardCapture: {fileID: 8300000, guid: 72cf5153f4959df4eb30db3dc01d4e24, type: 3}
death: {fileID: 8300000, guid: 158e2b6cd6cdcba49bc9f9c1cb29d84b, type: 3}

220660
Assets/Scenes/_MainMenu.unity Normal file

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@ -37,7 +37,6 @@ namespace Controller
controllers.Add(cameraControl);
player.onPlayerSpawned += cameraControl.InitCameraControl;
player.onPlayerSpawned += MusicController.Instance.AddAudioListener;
player.onPlayerSpawned += MusicController.Instance.AddAudioSource;
units.Add(player);
}
else

View File

@ -27,7 +27,12 @@ namespace Data
public struct SFXMusic
{
[SerializeField] private List<AudioClip> steps;
[SerializeField] private List<AudioClip> captures;
[SerializeField] private AudioClip hardCapture;
[SerializeField] private AudioClip death;
public List<AudioClip> Captures => captures;
public List<AudioClip> Step => steps;
public AudioClip HardCapture => hardCapture;
public AudioClip Death => death;
}
}

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
namespace HexFiled
{
@ -13,12 +14,13 @@ namespace HexFiled
private UnitColor _color;
private MeshRenderer _renderer;
private Dictionary<UnitColor, CellColor> _cellColor;
public UnitColor Color => _color;
private void Awake()
{
_renderer = GetComponent<MeshRenderer>();
MusicController.Instance.AddAudioSource(gameObject);
_color = UnitColor.GREY;
}
@ -41,16 +43,19 @@ namespace HexFiled
public void PaintHex(UnitColor color)
{
if (color == _color) return;
if(color == UnitColor.GREY)
if (color == UnitColor.GREY)
{
_renderer.material.mainTexture = _cellColor[color].Texture;
_color = color;
return;
}
_renderer.material.mainTexture = _cellColor[color].Texture;
onHexPainted?.Invoke(this);
_color = color;
Instantiate(_cellColor[color].VFXPrefab, transform);
}
}
}

View File

@ -7,6 +7,7 @@ using HexFiled;
using UnityEngine;
using Weapons;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace Units
@ -30,7 +31,7 @@ namespace Units
private Vector2 _direction;
private BarCanvas _barCanvas;
private bool _isHardToCapture;
private bool _isCapturing;
public bool IsBusy => _isBusy;
@ -46,6 +47,7 @@ namespace Units
_hexGrid = hexGrid;
_isBusy = false;
_isHardToCapture = false;
_isCapturing = false;
}
public void Move(HexDirection direction)
@ -62,10 +64,9 @@ namespace Units
_unitView.RegenMana(_mana);
DoTransit(direction);
}
else if (_mana - _hexGrid.HexCaptureCost >= 0)
{
_mana -= _hexGrid.HexCaptureCost;
_unitView.RegenMana(_mana);
UpdateBarCanvas();
@ -76,8 +77,10 @@ namespace Units
private void DoTransit(HexDirection direction)
{
_isBusy = true;
_isCapturing = _data.color != _cell.GetNeighbor(direction).Color;
_cell = _cell.GetNeighbor(direction);
RotateUnit(new Vector2((_cell.transform.position - _instance.transform.position).normalized.x, (_cell.transform.position - _instance.transform.position).normalized.z));
RotateUnit(new Vector2((_cell.transform.position - _instance.transform.position).normalized.x,
(_cell.transform.position - _instance.transform.position).normalized.z));
_animator.SetTrigger("Move");
_animator.SetBool("isMoving", _isBusy);
_instance.transform.DOMove(_cell.transform.position, _animLength.Move);
@ -87,7 +90,7 @@ namespace Units
{
_cell.PaintHex(_data.color);
}
private void SetAnimLength()
{
AnimationClip[] clips = _animator.runtimeAnimatorController.animationClips;
@ -127,10 +130,10 @@ namespace Units
_barCanvas = _unitView.BarCanvas.GetComponent<BarCanvas>();
_unitView.SetUp(_barCanvas.SpawnShotUI(_weapon.shots), _weapon, RegenMana, _data.manaRegen, CaptureHex);
SetAnimLength();
MusicController.Instance.AddAudioSource(_instance);
_mana = _data.maxMana;
_hp = _data.maxHP;
SetUpActions();
}
}
@ -144,14 +147,23 @@ namespace Units
{
_isBusy = false;
_animator.SetBool("isMoving", _isBusy);
if(!_isCapturing)
{
_isHardToCapture = false;
return;
}
if (_isHardToCapture)
{
_unitView.HardCaptureHex();
_unitView.HardCaptureHex(_cell);
}
else
{
var capturesMusic = MusicController.Instance.MusicData.SfxMusic.Captures;
MusicController.Instance.PlayerAudioClip(capturesMusic[Random.Range(0, capturesMusic.Count - 1)],
_cell.gameObject);
CaptureHex();
}
_isHardToCapture = false;
}
@ -215,6 +227,8 @@ namespace Units
_unitView.OnHit -= Damage;
_isAlive = false;
_animator.SetTrigger("Death");
MusicController.Instance.PlayerAudioClip(MusicController.Instance.MusicData.SfxMusic.Death, _instance);
MusicController.Instance.RemoveAudioSource(_instance);
}
@ -225,14 +239,13 @@ namespace Units
_isBusy = true;
if (!_direction.Equals(Vector2.zero))
RotateUnit(_direction);
_animator.SetTrigger("Attack");
}
}
private void RotateUnit(Vector2 direction)
{
_unitView.transform.DOLookAt(new Vector3(direction.x, 0, direction.y) + _unitView.transform.position,
0.1f);
}

View File

@ -1,7 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Data;
using DG.Tweening;
using HexFiled;
using UnityEngine;
using UnityEngine.UI;
using Weapons;
@ -44,7 +46,7 @@ public class UnitView : MonoBehaviour
_capureHex = captureHex;
}
public void HardCaptureHex()
public void HardCaptureHex(HexCell cell)
{
captureBar.gameObject.SetActive(true);
_sequence = DOTween.Sequence();
@ -53,8 +55,11 @@ public class UnitView : MonoBehaviour
_capureHex.Invoke();
captureBar.DOFillAmount(0f, 0f).SetEase(Ease.Linear);
captureBar.gameObject.SetActive(false);
MusicController.Instance.PlayerAudioClip(MusicController.Instance.MusicData.SfxMusic.HardCapture,
cell.gameObject);
}));
}
public void StopHardCature()
{

View File

@ -15,6 +15,13 @@ public class WeaponSelection : MonoBehaviour
private void Awake()
{
var dataPah = Application.persistentDataPath + "/" + dataFilePath;
if (!File.Exists(dataPah))
{
FileStream stream = new FileStream(dataPah, FileMode.Create);
using StreamWriter writer = new StreamWriter(stream);
writer.Write(JsonUtility.ToJson(data.WeaponsList[0]));
}
_buttons = new List<Button>();
data.WeaponsList.ForEach(x =>
{