13 Commits

Author SHA1 Message Date
11090096fc ... 2022-05-09 22:43:31 +07:00
2b7f81fa6e weapon changed 2022-05-05 23:48:35 +07:00
e90826e5bb final commit 2022-04-29 21:55:55 +07:00
4172fc94ba ... 2022-04-23 21:58:16 +07:00
23cc872b33 added cool things 2022-04-19 23:11:33 +07:00
e9ccb25ff6 Merge branch 'krazerleo/core/1' into lisin/character/1 2022-04-18 17:04:36 +07:00
6a68a08dae new files 2022-04-18 16:59:21 +07:00
2c58f3a169 ... 2022-04-18 16:00:39 +07:00
4bc5cb5ed2 Fixed RayCasts 2022-04-18 15:42:54 +07:00
2fd9694679 wip: add aim 2022-04-17 14:03:57 +07:00
60e8cc14fd fixed animations 2022-04-13 23:40:33 +07:00
1d41490f11 added animation for weapon(walking) 2022-04-13 22:38:42 +07:00
95f61ab7e2 changed weapon 2022-04-12 14:05:55 +07:00
2601 changed files with 3451169 additions and 10020 deletions

5
.gitignore vendored
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@ -2,11 +2,6 @@
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
# MLagents
Assets/ML-Agents/Timers/*
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/

1
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.3.0
// from Assets/Actions/Shooting Actions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public partial class @ShootingActions : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @ShootingActions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""Shooting Actions"",
""maps"": [
{
""name"": ""Player"",
""id"": ""8e751434-03c0-4291-810e-0cff9117839d"",
""actions"": [
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""processors"": """",
""groups"": """",
""action"": ""Shoot"",
""isComposite"": false,
""isPartOfComposite"": false
}
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}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Shoot = m_Player.FindAction("Shoot", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private IPlayerActions m_PlayerActionsCallbackInterface;
private readonly InputAction m_Player_Shoot;
public struct PlayerActions
{
private @ShootingActions m_Wrapper;
public PlayerActions(@ShootingActions wrapper) { m_Wrapper = wrapper; }
public InputAction @Shoot => m_Wrapper.m_Player_Shoot;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
public void SetCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterface != null)
{
@Shoot.started -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
@Shoot.performed -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
@Shoot.canceled -= m_Wrapper.m_PlayerActionsCallbackInterface.OnShoot;
}
m_Wrapper.m_PlayerActionsCallbackInterface = instance;
if (instance != null)
{
@Shoot.started += instance.OnShoot;
@Shoot.performed += instance.OnShoot;
@Shoot.canceled += instance.OnShoot;
}
}
}
public PlayerActions @Player => new PlayerActions(this);
public interface IPlayerActions
{
void OnShoot(InputAction.CallbackContext context);
}
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Thank you for acquiring my asset.
A prefab is already made for you so that you can start using the asset right away, but you're also provided with all of the base files such as textures, models and materials to play around with them.
Take a look at the demo scene for some ideas. As you can see, you can move, delete and animate several parts of the gun as you like.
This weapon is made for use in FPS games, but it can also look good from other perspectives.

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Cartoon FX Easy Editor
2017/09/28
© 2017 - Jean Moreno
======================
You can open the editor within the Unity top menu:
Window -> Cartoon FX Easy Editor
It allows you to easily change properties of the selected Particle System(s):
"Quick Edit" can change various properties in one click:
- "Scale Size" to change the size of your Particle Systems; it is different than using the Transform scale, because it will actually directly scale the relevant properties (speed, velocity, gravity, etc.).
The scaling should thus be more accurante than changing the Transform scale (even when using 'Hierarchy' scaling mode).
It will also scale lights' intensity accordingly if any are found.
Tip: If you don't want to scale a particular module, disable it before scaling the system and re-enable it afterwards!
- The other functions should be self-explanatory
"Color Edit" to easily change the colors, either by selecting the color directly, or tinting the existing colors.
This works on gradient too.
"Copy Modules" allows you to copy all values/curves/gradients/etc. from specific modules of a source Particle System to other Particle Systems.
Just select which modules you want to copy, choose the source Particle System to copy values from, select the Particle Systems you want to change, and click on "Copy properties to selected GameObject(s)".
CONTACT
-------
Questions, suggestions, help needed?
Contact me at:
jean.moreno.public+unity@gmail.com

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War FX, version 1.8
2019/03/20
© 2019 - Jean Moreno
====================
PREFABS
-------
Effects are located in the "_Effects" folders, and "_Effects (Mobile)" for mobile versions.
CARTOON FX EASY EDITOR
----------------------
Open the editor in the menu:
GameObject -> CartoonFX Easy Editor
Change the options of the editor, select the GameObject(s) you want to change, and press the corresponding buttons in the editor to apply the changes.
CARTOON FX SPAWN SYSTEM
-----------------------
CFX_SpawnSystem allows you to easily preload your effects at the beginning of a Scene and get them later, avoiding the need to call Instantiate. It is highly recommended for mobile platforms!
Create an empty GameObject and drag the script on it. You can then add GameObjects to it with its custom interface.
To get an object in your code, use CFX_SpawnSystem.GetNextObject(object), where 'object' is the original reference to the GameObject (same as if you used Instantiate).
Use the CFX_SpawnSystem.AllObjectsLoaded boolean value to check when objects have finished loading.
TROUBLESHOOTING
---------------
* Almost all prefabs have auto-destruction scripts for the Demo scene; remove them if you do not want your particle system to destroy itself upon completion.
* Some effects might lack luminosity in Linear Color Space (Unity Pro only); you can correct this issue on a case by case basis by increasing either the Tint Color of each Material, or the Start Color on the effect's Particle System Inspector.
PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL!
Enjoy! :)
CONTACT
-------
Questions, suggestions, help needed?
Contact me at:
jean.moreno.public+unity@gmail.com
I'd be happy to see any effects used in your project, so feel free to drop me a line about that! :)
UPDATE NOTES
------------
1.8.04
- Removed 'JMOAssets.dll', became obsolete with the Asset Store update notification system
1.8.03
- fixed small API deprecation (Unity 2017.4+)
1.8.02
- updated demo scene to use Unity UI system
1.8.01
- Cartoon FX Easy Editor: added "Hue Shift" slider
- Cartoon FX Easy Editor: improved UI
- CartoonFX Easy Editor: fixed scaling for Unity 2017.1+
1.8
- War FX is now free!
- Unity 2017.1 minor fixes
- all effects can now be scaled using the Transform component
- updated CartoonFX Easy Editor (bug fixes)
1.76.1
- Unity 5.5 compatibility
1.76
- fixed Spawn System property 'hideObjectsInHierarchy' not being saved properly
- added more options to the CFX Spawn System:
* "Spawn as children of this GameObject": will spawn the instances as children of the Spawn System GameObject
* "Only retrieve inactive GameObjects": will only retrieve GameObjects that are inactive
* "Instantiate new instances if needed": will create new instances when no inactive instance is available
1.751
- removed Soft Particles for bullet holes
1.75
- updated demo scene
- fixed missing scripts
1.74
- fixed deprecated method warning in Unity 4.3+
1.73
- updated "JMO Assets" menu
- removed WFX_ParticleMeshBillboard, ends up being too expensive for mobile CPUs
1.72
- fixed warning in Unity 4.3+ for Spawn System editor
1.71
- fixed CFX_SpawnSystem not being set dirty when changed
- replaced WFX_AutoDestructShuriken with CFX_AutoDestructShuriken so that WarFX can be imported along the Cartoon FX packs
- using the same CFX_SpawnSystem as the Cartoon FX packs now
1.7
- updated CFX Editor
- updated max particle count for each prefab to lower memory usage
- removed all Lights for Mobile prefabs
1.61
- updated CFX Editor
1.6
- updated CFX Editor
(now in Window > CartoonFX Easy Editor, and more options)
- added JMO Assets menu (Window -> JMO Assets), to check for updates or get support
1.52
- fixed other Unity 4.1 incompatibilities
1.51
- fixed fog for a shader
1.5
- fixed Compilation error for CFX_SpawnSystem in Unity 4.1
- fixed Cartoon FX editor scaling, now supports "Size by Speed"
1.4
- inclusion of Cartoon FX Spawn System
1.3
- fix fog colors for some shaders
- better colors in linear color space
1.2
- fix compilation error with DirectX 11
1.1
- added a more realistic Flame Thrower (WFX_FlameThrower Big Alt)
- added Asset Labels to the prefabs
NOTES
-----
M4 Weapon model from Unity 3.5 Bootcamp Demo
Bullet Holes textures edited from Unity 3.5 Bootcamp Demo

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
// Cartoon FX - (c) 2015 Jean Moreno
//
// Script handling looped effect in the Demo Scene, so that they eventually stop
[RequireComponent(typeof(ParticleSystem))]
public class CFX_AutoStopLoopedEffect : MonoBehaviour
{
public float effectDuration = 2.5f;
private float d;
void OnEnable()
{
d = effectDuration;
}
void Update()
{
if(d > 0)
{
d -= Time.deltaTime;
if(d <= 0)
{
this.GetComponent<ParticleSystem>().Stop(true);
CFX_Demo_Translate translation = this.gameObject.GetComponent<CFX_Demo_Translate>();
if(translation != null)
{
translation.enabled = false;
}
}
}
}
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using UnityEngine;
using System.Collections;
public class CFX_Demo_RandomDir : MonoBehaviour
{
public Vector3 min = new Vector3(0,0,0);
public Vector3 max = new Vector3(0,360,0);
void Awake ()
{
this.transform.eulerAngles = new Vector3(Random.Range(min.x,max.x),Random.Range(min.y,max.y),Random.Range(min.z,max.z));
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using UnityEngine;
using System.Collections;
public class CFX_Demo_RotateCamera : MonoBehaviour
{
static public bool rotating = true;
public float speed = 30.0f;
public Transform rotationCenter;
void Update ()
{
if(rotating)
transform.RotateAround(rotationCenter.position, Vector3.up, speed*Time.deltaTime);
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using UnityEngine;
using System.Collections;
// Cartoon FX - (c) 2015, Jean Moreno
public class CFX_Demo_Translate : MonoBehaviour
{
public float speed = 30.0f;
public Vector3 rotation = Vector3.forward;
public Vector3 axis = Vector3.forward;
public bool gravity;
private Vector3 dir;
void Start ()
{
dir = new Vector3(Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f));
dir.Scale(rotation);
this.transform.localEulerAngles = dir;
}
void Update ()
{
this.transform.Translate(axis * speed * Time.deltaTime, Space.Self);
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
/**
* Demo Scene Script for WAR FX
*
* (c) 2015, Jean Moreno
**/
public class WFX_Demo : MonoBehaviour
{
public float cameraSpeed = 10f;
public bool orderedSpawns = true;
public float step = 1.0f;
public float range = 5.0f;
private float order = -5.0f;
public GameObject walls;
public GameObject bulletholes;
public GameObject[] ParticleExamples;
private int exampleIndex;
private string randomSpawnsDelay = "0.5";
private bool randomSpawns;
private bool slowMo;
private bool rotateCam = true;
public Material wood,concrete,metal,checker;
public Material woodWall,concreteWall,metalWall,checkerWall;
private string groundTextureStr = "Checker";
private List<string> groundTextures = new List<string>(new string[]{"Concrete","Wood","Metal","Checker"});
void OnMouseDown()
{
RaycastHit hit = new RaycastHit();
if(this.GetComponent<Collider>().Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f))
{
GameObject particle = spawnParticle();
if(!particle.name.StartsWith("WFX_MF"))
particle.transform.position = hit.point + particle.transform.position;
}
}
public GameObject spawnParticle()
{
GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]);
if(particles.name.StartsWith("WFX_MF"))
{
particles.transform.parent = ParticleExamples[exampleIndex].transform.parent;
particles.transform.localPosition = ParticleExamples[exampleIndex].transform.localPosition;
particles.transform.localRotation = ParticleExamples[exampleIndex].transform.localRotation;
}
else if(particles.name.Contains("Hole"))
{
particles.transform.parent = bulletholes.transform;
}
SetActiveCrossVersions(particles, true);
return particles;
}
void SetActiveCrossVersions(GameObject obj, bool active)
{
#if UNITY_3_5
obj.SetActiveRecursively(active);
#else
obj.SetActive(active);
for(int i = 0; i < obj.transform.childCount; i++)
obj.transform.GetChild(i).gameObject.SetActive(active);
#endif
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(5,20,Screen.width-10,60));
GUILayout.BeginHorizontal();
GUILayout.Label("Effect: " + ParticleExamples[exampleIndex].name, GUILayout.Width(280));
if(GUILayout.Button("<", GUILayout.Width(30)))
{
prevParticle();
}
if(GUILayout.Button(">", GUILayout.Width(30)))
{
nextParticle();
}
GUILayout.FlexibleSpace();
GUILayout.Label("Click on the ground to spawn the selected effect");
GUILayout.FlexibleSpace();
if(GUILayout.Button(rotateCam ? "Pause Camera" : "Rotate Camera", GUILayout.Width(110)))
{
rotateCam = !rotateCam;
}
/*
if(GUILayout.Button(randomSpawns ? "Stop Random Spawns" : "Start Random Spawns", GUILayout.Width(140)))
{
randomSpawns = !randomSpawns;
if(randomSpawns) StartCoroutine("RandomSpawnsCoroutine");
else StopCoroutine("RandomSpawnsCoroutine");
}
randomSpawnsDelay = GUILayout.TextField(randomSpawnsDelay, 10, GUILayout.Width(42));
randomSpawnsDelay = Regex.Replace(randomSpawnsDelay, @"[^0-9.]", "");
*/
if(GUILayout.Button(this.GetComponent<Renderer>().enabled ? "Hide Ground" : "Show Ground", GUILayout.Width(90)))
{
this.GetComponent<Renderer>().enabled = !this.GetComponent<Renderer>().enabled;
}
if(GUILayout.Button(slowMo ? "Normal Speed" : "Slow Motion", GUILayout.Width(100)))
{
slowMo = !slowMo;
if(slowMo) Time.timeScale = 0.33f;
else Time.timeScale = 1.0f;
}
GUILayout.EndHorizontal();
//--------------------
GUILayout.BeginHorizontal();
GUILayout.Label("Ground texture: " + groundTextureStr, GUILayout.Width(160));
if(GUILayout.Button("<", GUILayout.Width(30)))
{
prevTexture();
}
if(GUILayout.Button(">", GUILayout.Width(30)))
{
nextTexture();
}
GUILayout.EndHorizontal();
GUILayout.EndArea();
//--------------------
if(m4.GetComponent<Renderer>().enabled)
{
GUILayout.BeginArea(new Rect(5, Screen.height - 100, Screen.width - 10, 90));
rotate_m4 = GUILayout.Toggle(rotate_m4, "AutoRotate Weapon", GUILayout.Width(250));
GUI.enabled = !rotate_m4;
float rx = m4.transform.localEulerAngles.x;
rx = rx > 90 ? rx-180 : rx;
float ry = m4.transform.localEulerAngles.y;
float rz = m4.transform.localEulerAngles.z;
rx = GUILayout.HorizontalSlider(rx, 0, 179, GUILayout.Width(256));
ry = GUILayout.HorizontalSlider(ry, 0, 359, GUILayout.Width(256));
rz = GUILayout.HorizontalSlider(rz, 0, 359, GUILayout.Width(256));
if(GUI.changed)
{
if(rx > 90)
rx += 180;
m4.transform.localEulerAngles = new Vector3(rx,ry,rz);
Debug.Log(rx);
}
GUILayout.EndArea();
}
}
public GameObject m4, m4fps;
private bool rotate_m4 = true;
IEnumerator RandomSpawnsCoroutine()
{
LOOP:
GameObject particles = spawnParticle();
if(orderedSpawns)
{
particles.transform.position = this.transform.position + new Vector3(order,particles.transform.position.y,0);
order -= step;
if(order < -range) order = range;
}
else particles.transform.position = this.transform.position + new Vector3(Random.Range(-range,range),0,Random.Range(-range,range)) + new Vector3(0,particles.transform.position.y,0);
yield return new WaitForSeconds(float.Parse(randomSpawnsDelay));
goto LOOP;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.LeftArrow))
{
prevParticle();
}
else if(Input.GetKeyDown(KeyCode.RightArrow))
{
nextParticle();
}
if(rotateCam)
{
Camera.main.transform.RotateAround(Vector3.zero, Vector3.up, cameraSpeed*Time.deltaTime);
}
if(rotate_m4)
{
m4.transform.Rotate(new Vector3(0,40f,0) * Time.deltaTime, Space.World);
}
}
private void prevTexture()
{
int index = groundTextures.IndexOf(groundTextureStr);
index--;
if(index < 0)
index = groundTextures.Count-1;
groundTextureStr = groundTextures[index];
selectMaterial();
}
private void nextTexture()
{
int index = groundTextures.IndexOf(groundTextureStr);
index++;
if(index >= groundTextures.Count)
index = 0;
groundTextureStr = groundTextures[index];
selectMaterial();
}
private void selectMaterial()
{
switch(groundTextureStr)
{
case "Concrete":
this.GetComponent<Renderer>().material = concrete;
walls.transform.GetChild(0).GetComponent<Renderer>().material = concreteWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = concreteWall;
break;
case "Wood":
this.GetComponent<Renderer>().material = wood;
walls.transform.GetChild(0).GetComponent<Renderer>().material = woodWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = woodWall;
break;
case "Metal":
this.GetComponent<Renderer>().material = metal;
walls.transform.GetChild(0).GetComponent<Renderer>().material = metalWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = metalWall;
break;
case "Checker":
this.GetComponent<Renderer>().material = checker;
walls.transform.GetChild(0).GetComponent<Renderer>().material = checkerWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = checkerWall;
break;
}
}
private void prevParticle()
{
exampleIndex--;
if(exampleIndex < 0) exampleIndex = ParticleExamples.Length - 1;
showHideStuff();
}
private void nextParticle()
{
exampleIndex++;
if(exampleIndex >= ParticleExamples.Length) exampleIndex = 0;
showHideStuff();
}
private void showHideStuff()
{
//Show m4
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF Spr"))
m4.GetComponent<Renderer>().enabled = true;
else
m4.GetComponent<Renderer>().enabled = false;
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF FPS"))
m4fps.GetComponent<Renderer>().enabled = true;
else
m4fps.GetComponent<Renderer>().enabled = false;
//Show walls
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_BImpact"))
{
SetActiveCrossVersions(walls, true);
Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
foreach(Renderer r in rs)
r.enabled = true;
}
else
{
SetActiveCrossVersions(walls, false);
Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
foreach(Renderer r in rs)
r.enabled = false;
}
//Change ground texture
if(ParticleExamples[exampleIndex].name.Contains("Wood"))
{
groundTextureStr = "Wood";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Concrete"))
{
groundTextureStr = "Concrete";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Metal"))
{
groundTextureStr = "Metal";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Dirt")
|| ParticleExamples[exampleIndex].name.Contains("Sand")
|| ParticleExamples[exampleIndex].name.Contains("SoftBody"))
{
groundTextureStr = "Checker";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name == "WFX_Explosion")
{
groundTextureStr = "Checker";
selectMaterial();
}
}
}

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using UnityEngine;
using System.Collections;
public class WFX_Demo_DeleteAfterDelay : MonoBehaviour
{
public float delay = 1.0f;
void Update ()
{
delay -= Time.deltaTime;
if(delay < 0f)
GameObject.Destroy(this.gameObject);
}
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
// Cartoon FX - (c) 2015 - Jean Moreno
//
// Script handling the Demo scene of the Cartoon FX Packs
public class WFX_Demo_New : MonoBehaviour
{
public Renderer groundRenderer;
public Collider groundCollider;
[Space]
[Space]
public Image slowMoBtn;
public Text slowMoLabel;
public Image camRotBtn;
public Text camRotLabel;
public Image groundBtn;
public Text groundLabel;
[Space]
public Text EffectLabel;
public Text EffectIndexLabel;
//WFX
public GameObject[] AdditionalEffects;
public GameObject ground;
public GameObject walls;
public GameObject bulletholes;
public GameObject m4, m4fps;
public Material wood,concrete,metal,checker;
public Material woodWall,concreteWall,metalWall,checkerWall;
private string groundTextureStr = "Checker";
private List<string> groundTextures = new List<string>(new string[]{"Concrete","Wood","Metal","Checker"});
//-------------------------------------------------------------
private GameObject[] ParticleExamples;
private int exampleIndex;
private bool slowMo;
private Vector3 defaultCamPosition;
private Quaternion defaultCamRotation;
private List<GameObject> onScreenParticles = new List<GameObject>();
//-------------------------------------------------------------
void Awake()
{
List<GameObject> particleExampleList = new List<GameObject>();
int nbChild = this.transform.childCount;
for(int i = 0; i < nbChild; i++)
{
GameObject child = this.transform.GetChild(i).gameObject;
particleExampleList.Add(child);
}
particleExampleList.AddRange(AdditionalEffects);
ParticleExamples = particleExampleList.ToArray();
defaultCamPosition = Camera.main.transform.position;
defaultCamRotation = Camera.main.transform.rotation;
StartCoroutine("CheckForDeletedParticles");
UpdateUI();
}
void Update()
{
if(Input.GetKeyDown(KeyCode.LeftArrow))
{
prevParticle();
}
else if(Input.GetKeyDown(KeyCode.RightArrow))
{
nextParticle();
}
else if(Input.GetKeyDown(KeyCode.Delete))
{
destroyParticles();
}
if(Input.GetMouseButtonDown(0))
{
RaycastHit hit = new RaycastHit();
if(groundCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f))
{
GameObject particle = spawnParticle();
if(!particle.name.StartsWith("WFX_MF"))
particle.transform.position = hit.point + particle.transform.position;
}
}
float scroll = Input.GetAxis("Mouse ScrollWheel");
if(scroll != 0f)
{
Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f), Space.Self);
}
if(Input.GetMouseButtonDown(2))
{
Camera.main.transform.position = defaultCamPosition;
Camera.main.transform.rotation = defaultCamRotation;
}
}
//-------------------------------------------------------------
// MESSAGES
public void OnToggleGround()
{
var c = Color.white;
groundRenderer.enabled = !groundRenderer.enabled;
c.a = groundRenderer.enabled ? 1f : 0.33f;
groundBtn.color = c;
groundLabel.color = c;
}
public void OnToggleCamera()
{
var c = Color.white;
CFX_Demo_RotateCamera.rotating = !CFX_Demo_RotateCamera.rotating;
c.a = CFX_Demo_RotateCamera.rotating ? 1f : 0.33f;
camRotBtn.color = c;
camRotLabel.color = c;
}
public void OnToggleSlowMo()
{
var c = Color.white;
slowMo = !slowMo;
if(slowMo)
{
Time.timeScale = 0.33f;
c.a = 1f;
}
else
{
Time.timeScale = 1.0f;
c.a = 0.33f;
}
slowMoBtn.color = c;
slowMoLabel.color = c;
}
public void OnPreviousEffect()
{
prevParticle();
}
public void OnNextEffect()
{
nextParticle();
}
//-------------------------------------------------------------
// UI
private void UpdateUI()
{
EffectLabel.text = ParticleExamples[exampleIndex].name;
EffectIndexLabel.text = string.Format("{0}/{1}", (exampleIndex+1).ToString("00"), ParticleExamples.Length.ToString("00"));
}
//-------------------------------------------------------------
// SYSTEM
public GameObject spawnParticle()
{
GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]);
particles.transform.position = new Vector3(0,particles.transform.position.y,0);
#if UNITY_3_5
particles.SetActiveRecursively(true);
#else
particles.SetActive(true);
// for(int i = 0; i < particles.transform.childCount; i++)
// particles.transform.GetChild(i).gameObject.SetActive(true);
#endif
if(particles.name.StartsWith("WFX_MF"))
{
particles.transform.parent = ParticleExamples[exampleIndex].transform.parent;
particles.transform.localPosition = ParticleExamples[exampleIndex].transform.localPosition;
particles.transform.localRotation = ParticleExamples[exampleIndex].transform.localRotation;
}
else if(particles.name.Contains("Hole"))
{
particles.transform.parent = bulletholes.transform;
}
ParticleSystem ps = particles.GetComponent<ParticleSystem>();
#if UNITY_5_5_OR_NEWER
if (ps != null)
{
var main = ps.main;
if (main.loop)
{
ps.gameObject.AddComponent<CFX_AutoStopLoopedEffect>();
ps.gameObject.AddComponent<CFX_AutoDestructShuriken>();
}
}
#else
if(ps != null && ps.loop)
{
ps.gameObject.AddComponent<CFX_AutoStopLoopedEffect>();
ps.gameObject.AddComponent<CFX_AutoDestructShuriken>();
}
#endif
onScreenParticles.Add(particles);
return particles;
}
IEnumerator CheckForDeletedParticles()
{
while(true)
{
yield return new WaitForSeconds(5.0f);
for(int i = onScreenParticles.Count - 1; i >= 0; i--)
{
if(onScreenParticles[i] == null)
{
onScreenParticles.RemoveAt(i);
}
}
}
}
private void prevParticle()
{
exampleIndex--;
if(exampleIndex < 0) exampleIndex = ParticleExamples.Length - 1;
UpdateUI();
showHideStuff();
}
private void nextParticle()
{
exampleIndex++;
if(exampleIndex >= ParticleExamples.Length) exampleIndex = 0;
UpdateUI();
showHideStuff();
}
private void destroyParticles()
{
for(int i = onScreenParticles.Count - 1; i >= 0; i--)
{
if(onScreenParticles[i] != null)
{
GameObject.Destroy(onScreenParticles[i]);
}
onScreenParticles.RemoveAt(i);
}
}
// Change Textures
private void prevTexture()
{
int index = groundTextures.IndexOf(groundTextureStr);
index--;
if(index < 0)
index = groundTextures.Count-1;
groundTextureStr = groundTextures[index];
selectMaterial();
}
private void nextTexture()
{
int index = groundTextures.IndexOf(groundTextureStr);
index++;
if(index >= groundTextures.Count)
index = 0;
groundTextureStr = groundTextures[index];
selectMaterial();
}
private void selectMaterial()
{
switch(groundTextureStr)
{
case "Concrete":
ground.GetComponent<Renderer>().material = concrete;
walls.transform.GetChild(0).GetComponent<Renderer>().material = concreteWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = concreteWall;
break;
case "Wood":
ground.GetComponent<Renderer>().material = wood;
walls.transform.GetChild(0).GetComponent<Renderer>().material = woodWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = woodWall;
break;
case "Metal":
ground.GetComponent<Renderer>().material = metal;
walls.transform.GetChild(0).GetComponent<Renderer>().material = metalWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = metalWall;
break;
case "Checker":
ground.GetComponent<Renderer>().material = checker;
walls.transform.GetChild(0).GetComponent<Renderer>().material = checkerWall;
walls.transform.GetChild(1).GetComponent<Renderer>().material = checkerWall;
break;
}
}
private void showHideStuff()
{
//Show m4
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF Spr"))
{
m4.GetComponent<Renderer>().enabled = true;
Camera.main.transform.position = new Vector3(-2.482457f, 3.263842f, -0.004924395f);
Camera.main.transform.eulerAngles = new Vector3(20f, 90f, 0f);
}
else
m4.GetComponent<Renderer>().enabled = false;
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF FPS"))
m4fps.GetComponent<Renderer>().enabled = true;
else
m4fps.GetComponent<Renderer>().enabled = false;
//Show walls
if(ParticleExamples[exampleIndex].name.StartsWith("WFX_BImpact"))
{
walls.SetActive(true);
Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
foreach(Renderer r in rs)
r.enabled = true;
}
else
{
walls.SetActive(false);
Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
foreach(Renderer r in rs)
r.enabled = false;
}
//Change ground texture
if(ParticleExamples[exampleIndex].name.Contains("Wood"))
{
groundTextureStr = "Wood";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Concrete"))
{
groundTextureStr = "Concrete";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Metal"))
{
groundTextureStr = "Metal";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name.Contains("Dirt")
|| ParticleExamples[exampleIndex].name.Contains("Sand")
|| ParticleExamples[exampleIndex].name.Contains("SoftBody"))
{
groundTextureStr = "Checker";
selectMaterial();
}
else if(ParticleExamples[exampleIndex].name == "WFX_Explosion")
{
groundTextureStr = "Checker";
selectMaterial();
}
}
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