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2
.gitignore
vendored
2
.gitignore
vendored
@ -78,4 +78,4 @@ crashlytics-build.properties
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*.log
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Assets/AudioResources/Sounds/Cast_01.wav
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BIN
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Binary file not shown.
23
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9
Assets/FORGE3D/HelpMenu/Editor.meta
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9
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96
Assets/FORGE3D/HelpMenu/Editor/F3DHelpMenu.cs
Normal file
96
Assets/FORGE3D/HelpMenu/Editor/F3DHelpMenu.cs
Normal file
@ -0,0 +1,96 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
public class F3DHelpMenu
|
||||
{
|
||||
#region Variables
|
||||
|
||||
const int Priority = 1100;
|
||||
|
||||
const string MenuPath = "Window/FORGE3D/";
|
||||
|
||||
const string AssetStoreUrl = "https://assetstore.unity.com/publishers/2659";
|
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const string WebUrl = "https://www.forge3d.com";
|
||||
const string TwitterUrl = "https://twitter.com/Forge_3D";
|
||||
const string FacebookUrl = "http://facebook.com/forge3d";
|
||||
const string SupportUrl = "https://www.forge3d.com/contact/";
|
||||
const string DiscordUrl = "https://discord.gg/c9JQuDC";
|
||||
const string DocumentationUrl = "https://docs.forge3d.com/";
|
||||
const string BlogUrl = "https://www.forge3d.com/blog/";
|
||||
// const string ForumUrl = "http://forum.forge3d.com/";
|
||||
// const string BugReportUrl = "http://forum.forge3d.com/c/bug-report";
|
||||
// const string KnownIssuesUrl = "http://forum.forge3d.com/c/known-issues";
|
||||
|
||||
#endregion
|
||||
|
||||
#region Menu Items
|
||||
|
||||
[MenuItem(MenuPath + "Asset Store", false, Priority + 20)]
|
||||
static void AssetStore()
|
||||
{
|
||||
Application.OpenURL(AssetStoreUrl);
|
||||
}
|
||||
|
||||
[MenuItem(MenuPath + "Website", false, Priority * 2 + 21)]
|
||||
static void Web()
|
||||
{
|
||||
Application.OpenURL(WebUrl);
|
||||
}
|
||||
|
||||
[MenuItem(MenuPath + "Help/Documentation", false, Priority * 4 + 26)]
|
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static void Documentation()
|
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{
|
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Application.OpenURL(DocumentationUrl);
|
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}
|
||||
|
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[MenuItem(MenuPath + "Help/Support Form", false, Priority * 2 + 23)]
|
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static void SupportForm()
|
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{
|
||||
Application.OpenURL(SupportUrl);
|
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}
|
||||
|
||||
[MenuItem(MenuPath + "Community/Discord", false, Priority * 3 + 24)]
|
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static void Discord()
|
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{
|
||||
Application.OpenURL(DiscordUrl);
|
||||
}
|
||||
|
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[MenuItem(MenuPath + "Community/Twitter", false, Priority * 3 + 24)]
|
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static void Twitter()
|
||||
{
|
||||
Application.OpenURL(TwitterUrl);
|
||||
}
|
||||
|
||||
|
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[MenuItem(MenuPath + "Community/Facebook", false, Priority * 3 + 25)]
|
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static void Facebook()
|
||||
{
|
||||
Application.OpenURL(FacebookUrl);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
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// [MenuItem(MenuPath + "Help/Known Issues", false, Priority * 5 + 27)]
|
||||
// static void KnownIssues()
|
||||
// {
|
||||
// Application.OpenURL(KnownIssuesUrl);
|
||||
// }
|
||||
//
|
||||
// [MenuItem(MenuPath +"Help/Report a Bug", false, Priority * 5 + 28)]
|
||||
// static void BugReport()
|
||||
// {
|
||||
// Application.OpenURL(BugReportUrl);
|
||||
// }
|
||||
//
|
||||
// [MenuItem(MenuPath + "Help/Contact Support", false, Priority * 6 + 29)]
|
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// static void Support()
|
||||
// {
|
||||
// Application.OpenURL(SupportUrl);
|
||||
// }
|
||||
|
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#endregion
|
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}
|
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}
|
||||
12
Assets/FORGE3D/HelpMenu/Editor/F3DHelpMenu.cs.meta
Normal file
12
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15
Assets/FORGE3D/HelpMenu/Editor/F3DReadme.cs
Normal file
15
Assets/FORGE3D/HelpMenu/Editor/F3DReadme.cs
Normal file
@ -0,0 +1,15 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class F3DReadme : ScriptableObject {
|
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public Texture2D icon;
|
||||
public float iconMaxWidth = 128f;
|
||||
public string title;
|
||||
public Section[] sections;
|
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public bool loadedLayout;
|
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|
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[Serializable]
|
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public class Section {
|
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public string heading, text, linkText, url;
|
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}
|
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}
|
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11
Assets/FORGE3D/HelpMenu/Editor/F3DReadme.cs.meta
Normal file
11
Assets/FORGE3D/HelpMenu/Editor/F3DReadme.cs.meta
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159
Assets/FORGE3D/HelpMenu/Editor/F3DReadmeEditor.cs
Normal file
159
Assets/FORGE3D/HelpMenu/Editor/F3DReadmeEditor.cs
Normal file
@ -0,0 +1,159 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(F3DReadme))]
|
||||
[InitializeOnLoad]
|
||||
public class F3DReadmeEditor : Editor {
|
||||
|
||||
// static string kShowedReadmeSessionStateName = "F3DReadmeEditor.showedReadme";
|
||||
|
||||
static float kSpace = 16f;
|
||||
|
||||
// static F3DReadmeEditor()
|
||||
// {
|
||||
// EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
// }
|
||||
//
|
||||
// static void SelectReadmeAutomatically()
|
||||
// {
|
||||
// if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
|
||||
// {
|
||||
// var readme = SelectReadme();
|
||||
// SessionState.SetBool(kShowedReadmeSessionStateName, true);
|
||||
//
|
||||
// if (readme && !readme.loadedLayout)
|
||||
// {
|
||||
// LoadLayout();
|
||||
// readme.loadedLayout = true;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "»Readme/Layout.wlt"), false});
|
||||
}
|
||||
|
||||
[MenuItem("Help/Project Readme")]
|
||||
static F3DReadme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[]{readmeObject};
|
||||
|
||||
return (F3DReadme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (F3DReadme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, readme.iconMaxWidth);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (F3DReadme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
GUILayout.Space(kSpace / 2);
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
GUILayout.Space(kSpace);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle { get { return m_LinkStyle; } }
|
||||
[SerializeField] GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle { get { return m_TitleStyle; } }
|
||||
[SerializeField] GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
|
||||
[SerializeField] GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle { get { return m_BodyStyle; } }
|
||||
[SerializeField] GUIStyle m_BodyStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI ();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI ();
|
||||
|
||||
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button (position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
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guid: 53a6d84aa5d214e48a7308646e5d20da
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guid: e37c81d33e7c1344b874b8feb2ee4c5c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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BIN
Assets/FORGE3D/HelpMenu/Editor/IconImage_160x160.png
Normal file
BIN
Assets/FORGE3D/HelpMenu/Editor/IconImage_160x160.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 52 KiB |
132
Assets/FORGE3D/HelpMenu/Editor/IconImage_160x160.png.meta
Normal file
132
Assets/FORGE3D/HelpMenu/Editor/IconImage_160x160.png.meta
Normal file
@ -0,0 +1,132 @@
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fileFormatVersion: 2
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TextureImporter:
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fileIDToRecycleName: {}
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externalObjects: {}
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serializedVersion: 9
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mipmaps:
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mipMapFadeDistanceEnd: 3
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maxTextureSize: 2048
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mipBias: -100
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spriteGenerateFallbackPhysicsShape: 1
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spriteTessellationDetail: -1
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compressionQualitySet: 0
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textureFormatSet: 0
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platformSettings:
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 8192
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resizeAlgorithm: 0
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compressionQuality: 50
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crunchedCompression: 0
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buildTarget: Standalone
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resizeAlgorithm: 0
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textureFormat: -1
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androidETC2FallbackOverride: 0
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- serializedVersion: 2
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buildTarget: iPhone
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maxTextureSize: 8192
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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androidETC2FallbackOverride: 0
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- serializedVersion: 2
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buildTarget: Android
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maxTextureSize: 8192
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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androidETC2FallbackOverride: 0
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- serializedVersion: 2
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buildTarget: Windows Store Apps
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maxTextureSize: 8192
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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androidETC2FallbackOverride: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID:
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indices:
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weights: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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9
Assets/FORGE3D/PoolManager.meta
Normal file
9
Assets/FORGE3D/PoolManager.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 8183c5b85af4c754e961d949bae57a41
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folderAsset: yes
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timeCreated: 1470145491
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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9
Assets/FORGE3D/PoolManager/Editor.meta
Normal file
9
Assets/FORGE3D/PoolManager/Editor.meta
Normal file
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: d5b67437edf672244823f36f0c99ff8d
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folderAsset: yes
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timeCreated: 1477047100
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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1109
Assets/FORGE3D/PoolManager/Editor/F3DPoolManagerEditor.cs
Normal file
1109
Assets/FORGE3D/PoolManager/Editor/F3DPoolManagerEditor.cs
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 1a56394eb2f8a2741bd22913de51d9be
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timeCreated: 1470145491
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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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555
Assets/FORGE3D/PoolManager/F3DPool.cs
Normal file
555
Assets/FORGE3D/PoolManager/F3DPool.cs
Normal file
@ -0,0 +1,555 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
public class F3DPool : MonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public string poolName = "GeneratedPool"; // name of pool
|
||||
[HideInInspector]
|
||||
public Transform[] templates = new Transform[0]; // templates
|
||||
[HideInInspector]
|
||||
public Transform[] templatesParent = new Transform[0]; // parents of each type of template
|
||||
[HideInInspector]
|
||||
public int[] poolLength = new int[0]; // base items count
|
||||
[HideInInspector]
|
||||
public int[] poolLengthCurrent = new int[0]; // Effect pool items current count
|
||||
[HideInInspector]
|
||||
public int[] poolLengthMax = new int[0]; // max items count
|
||||
[HideInInspector]
|
||||
public string broadcastSpawnName = "OnSpawned"; // name of onSpawned function
|
||||
[HideInInspector]
|
||||
public string broadcastDespawnName = "OnDespawned"; // name of ondespawned function
|
||||
[HideInInspector]
|
||||
public bool delayedSpawnInInstall = true; // If we need to install all not in 1 update
|
||||
[HideInInspector]
|
||||
public int objectsPerUpdate = -1; // Current count of installing objects per frame
|
||||
[HideInInspector]
|
||||
public bool needBroadcasting = true; // if we need broadcasting |=> True
|
||||
[HideInInspector]
|
||||
public bool optimizeSpawn = true; // This is option for automated objectsPerUpdate calculation
|
||||
[HideInInspector]
|
||||
public int targetFPS = 50; // Target FPS for optimizeSpawn
|
||||
[HideInInspector]
|
||||
public bool pooling = true; // If need pooling?
|
||||
[HideInInspector]
|
||||
public bool needDebugging = false; // If need debugging
|
||||
[HideInInspector]
|
||||
public bool needSort = true; // if Need sort? It means, that after Despawn() it will be parented to it's template's parent
|
||||
[HideInInspector]
|
||||
public bool needParenting = true; // if need start parenting to parents
|
||||
|
||||
private float normalValue = 0f; // Calculation of optimizeSpawn(not for editing)
|
||||
private Dictionary<Transform, List<Transform>> readyObjects = new Dictionary<Transform, List<Transform>>(); // Dict of ready for spawn items
|
||||
private Dictionary<Transform, List<Transform>> occupiedObjects = new Dictionary<Transform, List<Transform>>(); // Dict of ready for despawn items
|
||||
private bool installing = true; // if pool still installling = it will be true
|
||||
|
||||
//return count of temlates
|
||||
public int GetTemplatesCount()
|
||||
{
|
||||
if (templates != null)
|
||||
{
|
||||
return templates.Length;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//returns is template in this pool
|
||||
bool CheckForExistingTemplate(Transform obj)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < templates.Length; i++)
|
||||
{
|
||||
if (obj == templates[i])
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Despawn - called for despawning some object, that was spawned
|
||||
public bool Despawn(Transform obj)
|
||||
{
|
||||
bool res = false;
|
||||
int i = 0, n = 0, j = 0;
|
||||
for (j = 0; j < occupiedObjects.Count; j++)
|
||||
{
|
||||
List<Transform> transforms = occupiedObjects[templates[j]];
|
||||
int transformsCount = transforms.Count;
|
||||
for (i = 0; i < transformsCount; i++)
|
||||
{
|
||||
if (transforms[i] == obj)
|
||||
{
|
||||
res = true;
|
||||
transforms.RemoveAt(i);
|
||||
readyObjects[templates[j]].Add(obj);
|
||||
obj.gameObject.SetActive(false);
|
||||
if (needSort)
|
||||
{
|
||||
if (needParenting)
|
||||
{
|
||||
obj.parent = templatesParent[n];
|
||||
}
|
||||
}
|
||||
if (needBroadcasting && broadcastDespawnName != "")
|
||||
obj.BroadcastMessage(broadcastDespawnName, SendMessageOptions.DontRequireReceiver);
|
||||
break;
|
||||
}
|
||||
}
|
||||
n++;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
// If you have parent(template) of spawned object - use this variant for better perfomance!
|
||||
public bool Despawn(Transform obj, Transform template)
|
||||
{
|
||||
bool res = false;
|
||||
int i, j;
|
||||
for (i = 0; i < templates.Length; i++)
|
||||
{
|
||||
if (templates[i] == template)
|
||||
{
|
||||
int listSize = occupiedObjects[template].Count;
|
||||
for (j = 0; j < listSize; j++)
|
||||
{
|
||||
if (occupiedObjects[template][j] == obj)
|
||||
{
|
||||
res = true;
|
||||
occupiedObjects[template].RemoveAt(j);
|
||||
obj.gameObject.SetActive(false);
|
||||
|
||||
if (needSort)
|
||||
obj.parent = templatesParent[i];
|
||||
|
||||
readyObjects[template].Add(obj);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (res)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
//Return template position in array
|
||||
public int GetTemplatePosition(Transform obj)
|
||||
{
|
||||
int pos = -1;
|
||||
int i;
|
||||
for (i = 0; i < templates.Length; i++)
|
||||
{
|
||||
if (obj == templates[i])
|
||||
{
|
||||
pos = i;
|
||||
}
|
||||
}
|
||||
return pos;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This function spawns audiosource somewhere with it's clip
|
||||
/// </summary>
|
||||
/// <param name="obj">Source template</param>
|
||||
/// <param name="clip">Clip that have to be played</param>
|
||||
/// <param name="pos">Place to spawn audio</param>
|
||||
/// <param name="par">Parent of spawned audiosource</param>
|
||||
/// <returns>Link to spawned audio source</returns>
|
||||
public Transform SpawnAudio(Transform obj, AudioClip clip, Vector3 pos, Transform par)
|
||||
{
|
||||
Transform tempTransform;
|
||||
int i;
|
||||
int curPos = GetTemplatePosition(obj);
|
||||
for (i = 0; i < readyObjects[templates[curPos]].Count; i++)
|
||||
{
|
||||
if (!readyObjects[templates[curPos]][i].gameObject.activeSelf)
|
||||
{
|
||||
tempTransform = readyObjects[templates[curPos]][i];
|
||||
readyObjects[templates[curPos]].RemoveAt(i);
|
||||
occupiedObjects[templates[curPos]].Add(tempTransform);
|
||||
tempTransform.position = pos;
|
||||
if (par == null)
|
||||
{
|
||||
tempTransform.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
tempTransform.SetParent(par);
|
||||
}
|
||||
tempTransform.gameObject.SetActive(true);
|
||||
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
tempTransform.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
AudioSource source = tempTransform.gameObject.GetComponent<AudioSource>();
|
||||
if (source != null)
|
||||
{
|
||||
source.clip = clip;
|
||||
}
|
||||
return tempTransform;
|
||||
}
|
||||
}
|
||||
if (poolLengthCurrent[curPos] < poolLengthMax[curPos])
|
||||
{
|
||||
poolLengthCurrent[curPos]++;
|
||||
|
||||
Transform newGO = Instantiate(templates[curPos], Vector3.zero, Quaternion.identity) as Transform;
|
||||
newGO.transform.parent = this.gameObject.transform;
|
||||
newGO.gameObject.SetActive(true);
|
||||
newGO.position = pos;
|
||||
if (par == null)
|
||||
{
|
||||
newGO.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
newGO.SetParent(par);
|
||||
}
|
||||
occupiedObjects[templates[curPos]].Add(newGO);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
newGO.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
AudioSource source = newGO.gameObject.GetComponent<AudioSource>();
|
||||
if (source != null)
|
||||
{
|
||||
source.clip = clip;
|
||||
}
|
||||
return newGO;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Return transfrom of spawned object
|
||||
public Transform Spawn(Transform obj, Transform par, Vector3 pos = new Vector3(), Quaternion rot = new Quaternion())
|
||||
{
|
||||
if (!CheckForExistingTemplate(obj))
|
||||
{
|
||||
if (needDebugging)
|
||||
Debug.LogWarning(obj.name + " isn't in " + this.gameObject.name + "'s pool");
|
||||
return null;
|
||||
}
|
||||
Transform tempTransform;
|
||||
int i;
|
||||
int curPos = GetTemplatePosition(obj);
|
||||
for (i = 0; i < readyObjects[obj].Count; i++)
|
||||
{
|
||||
if (!readyObjects[obj][i].gameObject.activeSelf)
|
||||
{
|
||||
tempTransform = readyObjects[obj][i];
|
||||
readyObjects[obj].RemoveAt(i);
|
||||
occupiedObjects[obj].Add(tempTransform);
|
||||
tempTransform.position = pos;
|
||||
tempTransform.rotation = rot;
|
||||
if (par == null)
|
||||
{
|
||||
tempTransform.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
tempTransform.SetParent(par);
|
||||
}
|
||||
tempTransform.gameObject.SetActive(true);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
tempTransform.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return tempTransform;
|
||||
}
|
||||
}
|
||||
if (poolLengthCurrent[curPos] < poolLengthMax[curPos])
|
||||
{
|
||||
poolLengthCurrent[curPos]++;
|
||||
Transform newGO = Instantiate(templates[curPos], Vector3.zero, Quaternion.identity) as Transform;
|
||||
newGO.transform.parent = this.gameObject.transform;
|
||||
newGO.gameObject.SetActive(true);
|
||||
newGO.position = pos;
|
||||
newGO.rotation = rot;
|
||||
if (par == null)
|
||||
{
|
||||
newGO.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
newGO.SetParent(par);
|
||||
}
|
||||
occupiedObjects[obj].Add(newGO);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
newGO.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return newGO;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Return transfrom of spawned object
|
||||
public Transform Spawn(Transform obj, Vector3 pos , Quaternion rot , Transform par)
|
||||
{
|
||||
if (!CheckForExistingTemplate(obj))
|
||||
{
|
||||
if (needDebugging)
|
||||
Debug.LogWarning(obj.name + " isn't in " + this.gameObject.name + "'s pool");
|
||||
return null;
|
||||
}
|
||||
Transform tempTransform;
|
||||
int i;
|
||||
int curPos = GetTemplatePosition(obj);
|
||||
|
||||
for (i = 0; i < readyObjects[obj].Count; i++)
|
||||
{
|
||||
if (!readyObjects[obj][i].gameObject.activeSelf)
|
||||
{
|
||||
tempTransform = readyObjects[obj][i];
|
||||
readyObjects[obj].RemoveAt(i);
|
||||
occupiedObjects[obj].Add(tempTransform);
|
||||
tempTransform.position = pos;
|
||||
tempTransform.rotation = rot;
|
||||
|
||||
if (par == null)
|
||||
{
|
||||
tempTransform.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
tempTransform.SetParent(par);
|
||||
}
|
||||
|
||||
tempTransform.gameObject.SetActive(true);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
tempTransform.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return tempTransform;
|
||||
}
|
||||
}
|
||||
|
||||
if (poolLengthCurrent[curPos] < poolLengthMax[curPos])
|
||||
{
|
||||
poolLengthCurrent[curPos]++;
|
||||
Transform newGO = Instantiate(templates[curPos], Vector3.zero, Quaternion.identity) as Transform;
|
||||
newGO.transform.parent = this.gameObject.transform;
|
||||
newGO.gameObject.SetActive(true);
|
||||
newGO.position = pos;
|
||||
newGO.rotation = rot;
|
||||
if (par == null)
|
||||
{
|
||||
newGO.SetParent(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
newGO.SetParent(par);
|
||||
}
|
||||
occupiedObjects[obj].Add(newGO);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
newGO.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return newGO;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Return transfrom of spawned object
|
||||
public Transform Spawn(Transform obj, Vector3 pos = new Vector3(), Quaternion rot = new Quaternion())
|
||||
{
|
||||
if (!CheckForExistingTemplate(obj))
|
||||
{
|
||||
if (needDebugging)
|
||||
Debug.LogWarning(obj.name + " isn't in " + this.gameObject.name + "'s pool");
|
||||
return null;
|
||||
}
|
||||
Transform tempTransform;
|
||||
int i;
|
||||
int curPos = GetTemplatePosition(obj);
|
||||
for (i = 0; i < readyObjects[obj].Count; i++)
|
||||
{
|
||||
if (!readyObjects[obj][i].gameObject.activeSelf)
|
||||
{
|
||||
tempTransform = readyObjects[obj][i];
|
||||
readyObjects[obj].RemoveAt(i);
|
||||
occupiedObjects[obj].Add(tempTransform);
|
||||
tempTransform.position = pos;
|
||||
tempTransform.rotation = rot;
|
||||
tempTransform.SetParent(null);
|
||||
tempTransform.gameObject.SetActive(true);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
tempTransform.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return tempTransform;
|
||||
}
|
||||
}
|
||||
if (poolLengthCurrent[curPos] < poolLengthMax[curPos])
|
||||
{
|
||||
poolLengthCurrent[curPos]++;
|
||||
Transform newGO = Instantiate(templates[curPos], Vector3.zero, Quaternion.identity) as Transform;
|
||||
newGO.transform.parent = this.gameObject.transform;
|
||||
newGO.gameObject.SetActive(true);
|
||||
newGO.position = pos;
|
||||
newGO.rotation = rot;
|
||||
newGO.SetParent(null);
|
||||
occupiedObjects[obj].Add(newGO);
|
||||
if (needBroadcasting && broadcastSpawnName != "")
|
||||
newGO.BroadcastMessage(broadcastSpawnName, SendMessageOptions.DontRequireReceiver);
|
||||
return newGO;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Updating templates array
|
||||
public void SetTemplates(Transform[] newArray)
|
||||
{
|
||||
templates = newArray;
|
||||
}
|
||||
|
||||
//updating poolLength array
|
||||
public void SetLength(int[] newPoolLenght)
|
||||
{
|
||||
poolLength = newPoolLenght;
|
||||
}
|
||||
|
||||
//updating poolLengthMax
|
||||
public void SetLengthMax(int[] newPoolLengthMax)
|
||||
{
|
||||
poolLengthMax = newPoolLengthMax;
|
||||
}
|
||||
|
||||
//Automatic spawning function
|
||||
void CalculateObjectsPerUpdate()
|
||||
{
|
||||
if (objectsPerUpdate != 0)
|
||||
{
|
||||
if (objectsPerUpdate == -1)
|
||||
{
|
||||
objectsPerUpdate = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
objectsPerUpdate = (int)(objectsPerUpdate * (normalValue / Time.deltaTime));
|
||||
if (objectsPerUpdate == 0)
|
||||
{
|
||||
objectsPerUpdate = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Delayed spawn function. Instantiates objects not in one frame.
|
||||
void DelayedSpawnInInstall()
|
||||
{
|
||||
if (optimizeSpawn)
|
||||
{
|
||||
CalculateObjectsPerUpdate();
|
||||
}
|
||||
int leftObjectsToInstall = objectsPerUpdate;
|
||||
int i, j;
|
||||
for (i = 0; i < templates.Length; i++)
|
||||
{
|
||||
for (j = 0; j < poolLength[i]; j++)
|
||||
{
|
||||
if (poolLengthCurrent[i] < poolLength[i])
|
||||
{
|
||||
InstantiateItem(templates[i], templatesParent[i], i);
|
||||
leftObjectsToInstall--;
|
||||
if (leftObjectsToInstall == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (leftObjectsToInstall == 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (leftObjectsToInstall != 0)
|
||||
{
|
||||
installing = false;
|
||||
}
|
||||
}
|
||||
|
||||
//Instantiates all objects
|
||||
void NonDelayedSpawnInInstall()
|
||||
{
|
||||
for (int i = 0; i < templates.Length; i++)
|
||||
{
|
||||
for (int j = 0; j < poolLength[i]; j++)
|
||||
{
|
||||
if (poolLengthCurrent[i] < poolLength[i])
|
||||
{
|
||||
InstantiateItem(templates[i], templatesParent[i], i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (installing)
|
||||
{
|
||||
if (pooling == false)
|
||||
{
|
||||
installing = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Delayed spawn in install
|
||||
if (delayedSpawnInInstall)
|
||||
{
|
||||
DelayedSpawnInInstall();
|
||||
}
|
||||
else
|
||||
{
|
||||
NonDelayedSpawnInInstall();
|
||||
installing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Instantiating item
|
||||
Transform InstantiateItem(Transform temp, Transform par, int templatePosition)
|
||||
{
|
||||
Transform newGO = Instantiate(temp, Vector3.zero, Quaternion.identity) as Transform;
|
||||
newGO.transform.SetParent(par);
|
||||
newGO.gameObject.SetActive(false);
|
||||
readyObjects[temp].Add(newGO);
|
||||
poolLengthCurrent[templatePosition]++;
|
||||
return newGO;
|
||||
}
|
||||
|
||||
//Installing basic arrays for working with this pool
|
||||
public void Install()
|
||||
{
|
||||
poolLengthCurrent = new int[poolLength.Length];
|
||||
templatesParent = new Transform[templates.Length];
|
||||
int i;
|
||||
for (i = 0; i < templates.Length; i++)
|
||||
{
|
||||
if (templates[i] != null)
|
||||
{
|
||||
if (needParenting)
|
||||
{
|
||||
GameObject newParent = new GameObject(templates[i].name);
|
||||
templatesParent[i] = newParent.transform;
|
||||
newParent.transform.SetParent(this.transform);
|
||||
List<Transform> tempList = new List<Transform>();
|
||||
if (tempList != null)
|
||||
{
|
||||
readyObjects.Add(templates[i], tempList);
|
||||
}
|
||||
occupiedObjects.Add(templates[i], new List<Transform>());
|
||||
}
|
||||
else
|
||||
{
|
||||
List<Transform> tempList = new List<Transform>();
|
||||
if (tempList != null)
|
||||
{
|
||||
readyObjects.Add(templates[i], tempList);
|
||||
}
|
||||
occupiedObjects.Add(templates[i], new List<Transform>());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (targetFPS == 0)
|
||||
{
|
||||
targetFPS = 60;
|
||||
}
|
||||
normalValue = 1f / targetFPS;
|
||||
installing = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/FORGE3D/PoolManager/F3DPool.cs.meta
Normal file
12
Assets/FORGE3D/PoolManager/F3DPool.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdd65a70efb05f843b2d1135c43f859b
|
||||
timeCreated: 1470145491
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
25
Assets/FORGE3D/PoolManager/F3DPoolContainer.cs
Normal file
25
Assets/FORGE3D/PoolManager/F3DPoolContainer.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[Serializable]
|
||||
public class F3DPoolContainer
|
||||
{
|
||||
public string poolName = "GeneratedPool";
|
||||
public Transform[] templates = new Transform[0];
|
||||
public int[] poolLength = new int[0];
|
||||
public int[] poolLengthMax = new int[0];
|
||||
public string broadcastSpawnName = "";
|
||||
public string broadcastDespawnName = "";
|
||||
public bool delayedSpawnInInstall = true;
|
||||
public int objectsPerUpdate = 5;
|
||||
public bool needBroadcasting = true;
|
||||
public bool optimizeSpawn = true;
|
||||
public int targetFPS = 50;
|
||||
public bool pooling = true;
|
||||
public bool needSort = true;
|
||||
public bool needParenting = true;
|
||||
public bool needDebug = false;
|
||||
}
|
||||
}
|
||||
12
Assets/FORGE3D/PoolManager/F3DPoolContainer.cs.meta
Normal file
12
Assets/FORGE3D/PoolManager/F3DPoolContainer.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41e84c3a33b30a149831f787c1c88954
|
||||
timeCreated: 1470145491
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
101
Assets/FORGE3D/PoolManager/F3DPoolManager.cs
Normal file
101
Assets/FORGE3D/PoolManager/F3DPoolManager.cs
Normal file
@ -0,0 +1,101 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[Serializable]
|
||||
public class F3DPoolManager : MonoBehaviour
|
||||
{
|
||||
public static F3DPoolManager instance; // instance of current manager
|
||||
public static Dictionary<string, F3DPool> Pools = new Dictionary<string, F3DPool>();
|
||||
|
||||
public string databaseName = ""; // Name of database. Need for editor
|
||||
public int selectedItem = 0; // Editor's parameter
|
||||
public bool[] haveToShowArr; // Editor's parameter
|
||||
|
||||
List<F3DPool> curPools = new List<F3DPool>(); // Our pools
|
||||
|
||||
void Awake()
|
||||
{
|
||||
InstallManager();
|
||||
instance = this;
|
||||
}
|
||||
|
||||
//Retirning pool by it's name
|
||||
public F3DPool GetPool(string valueName)
|
||||
{
|
||||
int i;
|
||||
if (valueName != "" && curPools != null && curPools.Count > 0)
|
||||
{
|
||||
for (i = 0; i < curPools.Count; i++)
|
||||
{
|
||||
if (curPools[i].poolName == valueName)
|
||||
{
|
||||
return curPools[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
//Installing of manager
|
||||
void InstallManager()
|
||||
{
|
||||
curPools.Clear();
|
||||
List<F3DPoolContainer> pools = new List<F3DPoolContainer>();
|
||||
Pools.Clear();
|
||||
Pools = new Dictionary<string, F3DPool>();
|
||||
F3DPoolManagerDB myManager = Resources.Load("F3DPoolManagerCache/" + databaseName) as F3DPoolManagerDB;
|
||||
if (myManager != null)
|
||||
{
|
||||
if (myManager.pools != null)
|
||||
{
|
||||
foreach (F3DPoolContainer cont in myManager.pools)
|
||||
{
|
||||
pools.Add(cont);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Transfering info from containers to our real pools and creating GO's for them
|
||||
int j;
|
||||
for (j = 0; j < pools.Count; j++)
|
||||
{
|
||||
GameObject newGO = new GameObject();
|
||||
newGO.transform.parent = this.gameObject.transform;
|
||||
newGO.name = pools[j].poolName;
|
||||
|
||||
F3DPool newPool = newGO.AddComponent<F3DPool>();
|
||||
newPool.poolName = newGO.name;
|
||||
newPool.SetTemplates(pools[j].templates);
|
||||
newPool.SetLength(pools[j].poolLength);
|
||||
newPool.SetLengthMax(pools[j].poolLengthMax);
|
||||
newPool.needBroadcasting = pools[j].needBroadcasting;
|
||||
newPool.broadcastSpawnName = pools[j].broadcastSpawnName;
|
||||
newPool.broadcastDespawnName = pools[j].broadcastDespawnName;
|
||||
newPool.needSort = pools[j].needSort;
|
||||
newPool.delayedSpawnInInstall = pools[j].delayedSpawnInInstall;
|
||||
newPool.objectsPerUpdate = pools[j].objectsPerUpdate;
|
||||
newPool.optimizeSpawn = pools[j].optimizeSpawn;
|
||||
newPool.targetFPS = pools[j].targetFPS;
|
||||
newPool.needSort = pools[j].needSort;
|
||||
newPool.needParenting = pools[j].needParenting;
|
||||
newPool.needDebugging = pools[j].needDebug;
|
||||
newPool.pooling = true;
|
||||
newPool.Install();
|
||||
|
||||
curPools.Add(newPool);
|
||||
Pools.Add(newPool.name, newPool);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public int GetPoolsCount()
|
||||
{
|
||||
if (curPools != null)
|
||||
return curPools.Count;
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/FORGE3D/PoolManager/F3DPoolManager.cs.meta
Normal file
12
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Normal file
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14
Assets/FORGE3D/PoolManager/F3DPoolManagerDB.cs
Normal file
14
Assets/FORGE3D/PoolManager/F3DPoolManagerDB.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[Serializable]
|
||||
public class F3DPoolManagerDB : ScriptableObject
|
||||
{
|
||||
public List<string> poolsName;
|
||||
public List<F3DPoolContainer> pools;
|
||||
public string namer = "default";
|
||||
}
|
||||
}
|
||||
12
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Normal file
12
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9
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9
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||||
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9
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Normal file
9
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Normal file
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|
||||
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||||
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8
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31151
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31151
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Normal file
File diff suppressed because it is too large
Load Diff
4
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626
Assets/FORGE3D/Sci-Fi Effects/Code/F3DAudioController.cs
Normal file
626
Assets/FORGE3D/Sci-Fi Effects/Code/F3DAudioController.cs
Normal file
@ -0,0 +1,626 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
public class F3DAudioController : MonoBehaviour
|
||||
{
|
||||
// Singleton instance
|
||||
public static F3DAudioController instance;
|
||||
|
||||
// Audio timers
|
||||
float timer_01, timer_02;
|
||||
public Transform audioSource;
|
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public Vector2 volumeRange;
|
||||
[Header("Vulcan")] public AudioClip[] vulcanHit; // Impact prefabs array
|
||||
public AudioClip vulcanShot; // Shot prefab
|
||||
public float vulcanDelay; // Shot delay in ms
|
||||
public float vulcanHitDelay; // Hit delay in ms
|
||||
|
||||
[Header("Solo gun")] public AudioClip[] soloGunHit;
|
||||
public AudioClip soloGunShot;
|
||||
public float soloGunDelay;
|
||||
public float soloGunHitDelay;
|
||||
|
||||
[Header("Sniper")] public AudioClip[] sniperHit;
|
||||
public AudioClip sniperShot;
|
||||
public float sniperDelay;
|
||||
public float sniperHitDelay;
|
||||
|
||||
[Header("Shot gun")] public AudioClip[] shotGunHit;
|
||||
public AudioClip shotGunShot;
|
||||
public float shotGunDelay;
|
||||
public float shotGunHitDelay;
|
||||
|
||||
[Header("Seeker")] public AudioClip[] seekerHit;
|
||||
public AudioClip seekerShot;
|
||||
public float seekerDelay;
|
||||
public float seekerHitDelay;
|
||||
|
||||
[Header("Rail gun")] public AudioClip[] railgunHit;
|
||||
public AudioClip railgunShot;
|
||||
public float railgunDelay;
|
||||
public float railgunHitDelay;
|
||||
|
||||
[Header("Plasma gun")] public AudioClip[] plasmagunHit;
|
||||
public AudioClip plasmagunShot;
|
||||
public float plasmagunDelay;
|
||||
public float plasmagunHitDelay;
|
||||
|
||||
[Header("Plasma beam")] public AudioClip plasmabeamOpen; // Open audio clip prefab
|
||||
public AudioClip plasmabeamLoop; // Loop audio clip prefab
|
||||
public AudioClip plasmabeamClose; // Close audio clip prefab
|
||||
|
||||
[Header("Plasma beam heavy")] public AudioClip plasmabeamHeavyOpen;
|
||||
public AudioClip plasmabeamHeavyLoop;
|
||||
public AudioClip plasmabeamHeavyClose;
|
||||
|
||||
[Header("Lightning gun")] public AudioClip lightningGunOpen;
|
||||
public AudioClip lightningGunLoop;
|
||||
public AudioClip lightningGunClose;
|
||||
|
||||
[Header("Flame gun")] public AudioClip flameGunOpen;
|
||||
public AudioClip flameGunLoop;
|
||||
public AudioClip flameGunClose;
|
||||
|
||||
[Header("Laser impulse")] public AudioClip[] laserImpulseHit;
|
||||
public AudioClip laserImpulseShot;
|
||||
public float laserImpulseDelay;
|
||||
public float laserImpulseHitDelay;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Initialize singleton
|
||||
instance = this;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Update timers
|
||||
timer_01 += Time.deltaTime;
|
||||
timer_02 += Time.deltaTime;
|
||||
}
|
||||
|
||||
// Play vulcan shot audio at specific position
|
||||
public void VulcanShot(Vector3 pos)
|
||||
{
|
||||
// Audio source can only be played once for each vulcanDelay
|
||||
if (timer_01 >= vulcanDelay)
|
||||
{
|
||||
// Spawn audio source prefab from pool
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, vulcanShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
// Modify audio source settings specific to it's type
|
||||
aSrc.pitch = Random.Range(0.95f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 5f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
// Reset delay timer
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play vulcan hit audio at specific position
|
||||
public void VulcanHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= vulcanHitDelay)
|
||||
{
|
||||
// Spawn random hit audio prefab from pool for specific weapon type
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
vulcanHit[Random.Range(0, vulcanHit.Length)], pos, null).gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.95f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 7f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play solo gun shot audio at specific position
|
||||
public void SoloGunShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= soloGunDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, soloGunShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.95f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 30f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play solo gun hit audio at specific position
|
||||
public void SoloGunHit(Vector3 pos)
|
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{
|
||||
if (timer_02 >= soloGunHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
soloGunHit[Random.Range(0, soloGunHit.Length)], pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.95f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 50f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play sniper shot audio at specific position
|
||||
public void SniperShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= sniperDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, sniperShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.9f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 6f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play sniper hit audio at specific position
|
||||
public void SniperHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= sniperHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
sniperHit[Random.Range(0, sniperHit.Length)], pos, null).gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.9f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 8f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play shotgun shot audio at specific position
|
||||
public void ShotGunShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= shotGunDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, shotGunShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.9f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 8f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play shotgun hit audio at specific position
|
||||
public void ShotGunHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= shotGunHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
shotGunHit[Random.Range(0, shotGunHit.Length)], pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.9f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 7f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play seeker shot audio at specific position
|
||||
public void SeekerShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= seekerDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, seekerShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 8f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play seeker hit audio at specific position
|
||||
public void SeekerHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= seekerHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
seekerHit[Random.Range(0, seekerHit.Length)], pos, null).gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 25f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play railgun shot audio at specific position
|
||||
public void RailGunShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= railgunDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, railgunShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 4f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play railgun hit audio at specific position
|
||||
public void RailGunHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= railgunHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
railgunHit[Random.Range(0, railgunHit.Length)], pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 20f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play plasma gun shot audio at specific position
|
||||
public void PlasmaGunShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= plasmagunDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmagunShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 4f;
|
||||
aSrc.loop = false;
|
||||
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play plasma gun hit audio at specific position
|
||||
public void PlasmaGunHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= plasmagunHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
plasmagunHit[Random.Range(0, plasmagunHit.Length)], pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 50f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play plasma beam shot and loop audio at specific position
|
||||
public void PlasmaBeamLoop(Vector3 pos, Transform loopParent)
|
||||
{
|
||||
AudioSource aOpen =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamOpen, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
AudioSource aLoop =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamLoop, pos, loopParent)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
|
||||
if (aOpen != null && aLoop != null)
|
||||
{
|
||||
aOpen.pitch = Random.Range(0.8f, 1f);
|
||||
aOpen.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aOpen.minDistance = 50f;
|
||||
aOpen.loop = false;
|
||||
aOpen.Play();
|
||||
|
||||
aLoop.pitch = Random.Range(0.95f, 1f);
|
||||
aLoop.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aLoop.loop = true;
|
||||
aLoop.minDistance = 50f;
|
||||
aLoop.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play plasma beam closing audio at specific position
|
||||
public void PlasmaBeamClose(Vector3 pos)
|
||||
{
|
||||
AudioSource aClose =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamClose, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aClose != null)
|
||||
{
|
||||
aClose.pitch = Random.Range(0.8f, 1f);
|
||||
aClose.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aClose.minDistance = 50f;
|
||||
aClose.loop = false;
|
||||
aClose.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play heavy plasma beam shot and loop audio at specific position
|
||||
public AudioSource PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
|
||||
{
|
||||
AudioSource aOpen =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamHeavyOpen, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
AudioSource aLoop =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamHeavyLoop, pos, loopParent)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
|
||||
if (aOpen != null && aLoop != null)
|
||||
{
|
||||
aOpen.pitch = Random.Range(0.8f, 1f);
|
||||
aOpen.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aOpen.minDistance = 50f;
|
||||
aOpen.loop = false;
|
||||
aOpen.Play();
|
||||
|
||||
aLoop.pitch = Random.Range(0.95f, 1f);
|
||||
aLoop.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aLoop.loop = true;
|
||||
aLoop.minDistance = 50f;
|
||||
|
||||
aLoop.Play();
|
||||
}
|
||||
return aLoop;
|
||||
}
|
||||
|
||||
// Play heavy plasma beam closing audio at specific position
|
||||
public void PlasmaBeamHeavyClose(Vector3 pos)
|
||||
{
|
||||
AudioSource aClose =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamHeavyClose, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aClose != null)
|
||||
{
|
||||
aClose.pitch = Random.Range(0.8f, 1f);
|
||||
aClose.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aClose.minDistance = 50f;
|
||||
aClose.loop = false;
|
||||
aClose.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play lightning gun shot and loop audio at specific position
|
||||
public void LightningGunLoop(Vector3 pos, Transform loopParent)
|
||||
{
|
||||
AudioSource aOpen =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, lightningGunOpen, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
AudioSource aLoop =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, lightningGunLoop, pos, loopParent.parent)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
|
||||
if (aOpen != null && aLoop != null)
|
||||
{
|
||||
aOpen.pitch = Random.Range(0.8f, 1f);
|
||||
aOpen.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aOpen.minDistance = 50f;
|
||||
aOpen.loop = false;
|
||||
aOpen.Play();
|
||||
|
||||
aLoop.pitch = Random.Range(0.95f, 1f);
|
||||
aLoop.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aLoop.loop = true;
|
||||
aLoop.minDistance = 50f;
|
||||
|
||||
aLoop.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play lightning gun closing audio at specific position
|
||||
public void LightningGunClose(Vector3 pos)
|
||||
{
|
||||
AudioSource aClose =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, lightningGunClose, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aClose != null)
|
||||
{
|
||||
aClose.pitch = Random.Range(0.8f, 1f);
|
||||
aClose.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aClose.minDistance = 50f;
|
||||
aClose.loop = false;
|
||||
aClose.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play flame shot and loop audio at specific position
|
||||
public void FlameGunLoop(Vector3 pos, Transform loopParent)
|
||||
{
|
||||
AudioSource aOpen =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, flameGunOpen, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
AudioSource aLoop =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, flameGunLoop, pos, loopParent.parent)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
|
||||
if (aOpen != null && aLoop != null)
|
||||
{
|
||||
aOpen.pitch = Random.Range(0.8f, 1f);
|
||||
aOpen.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aOpen.minDistance = 50f;
|
||||
aOpen.loop = false;
|
||||
aOpen.Play();
|
||||
|
||||
aLoop.pitch = Random.Range(0.95f, 1f);
|
||||
aLoop.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aLoop.loop = true;
|
||||
aLoop.minDistance = 50f;
|
||||
|
||||
aLoop.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play flame closing audio at specific position
|
||||
public void FlameGunClose(Vector3 pos)
|
||||
{
|
||||
AudioSource aClose =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, flameGunClose, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aClose != null)
|
||||
{
|
||||
aClose.pitch = Random.Range(0.8f, 1f);
|
||||
aClose.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aClose.minDistance = 50f;
|
||||
aClose.loop = false;
|
||||
aClose.Play();
|
||||
}
|
||||
}
|
||||
|
||||
// Play laser pulse shot audio at specific position
|
||||
public void LaserImpulseShot(Vector3 pos)
|
||||
{
|
||||
if (timer_01 >= laserImpulseDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, laserImpulseShot, pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.9f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 20f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_01 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Play laser pulse hit audio at specific position
|
||||
public void LaserImpulseHit(Vector3 pos)
|
||||
{
|
||||
if (timer_02 >= laserImpulseHitDelay)
|
||||
{
|
||||
AudioSource aSrc =
|
||||
F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource,
|
||||
laserImpulseHit[Random.Range(0, plasmagunHit.Length)], pos, null)
|
||||
.gameObject.GetComponent<AudioSource>();
|
||||
|
||||
if (aSrc != null)
|
||||
{
|
||||
aSrc.pitch = Random.Range(0.8f, 1f);
|
||||
aSrc.volume = Random.Range(volumeRange.x, volumeRange.y);
|
||||
aSrc.minDistance = 20f;
|
||||
aSrc.loop = false;
|
||||
aSrc.Play();
|
||||
|
||||
timer_02 = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deb1b38f7c8f8e44385c9f01d055bfd0
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
234
Assets/FORGE3D/Sci-Fi Effects/Code/F3DBeam.cs
Normal file
234
Assets/FORGE3D/Sci-Fi Effects/Code/F3DBeam.cs
Normal file
@ -0,0 +1,234 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class F3DBeam : MonoBehaviour
|
||||
{
|
||||
public LayerMask layerMask;
|
||||
|
||||
[Tooltip("The amount of damage this projectil inflicts generally.")]
|
||||
public float Damage = 1f;
|
||||
[Tooltip("The magnitude of the blast when hitting something.")]
|
||||
public float BlastMagnitude = 0.1f;
|
||||
|
||||
[HideInInspector]
|
||||
public int OwnerId = 0;
|
||||
|
||||
public WeaponEffect fxType; // Weapon type
|
||||
public bool OneShot; // Constant or single beam?
|
||||
|
||||
public Texture[] BeamFrames; // Animation frame sequence
|
||||
public float FrameStep; // Animation time
|
||||
|
||||
public float beamScale; // Default beam scale to be kept over distance
|
||||
public float MaxBeamLength; // Maximum beam length
|
||||
|
||||
public bool AnimateUV; // UV Animation
|
||||
public float UVTime; // UV Animation speed
|
||||
|
||||
public Transform rayImpact; // Impact transform
|
||||
public Transform rayMuzzle; // Muzzle flash transform
|
||||
|
||||
LineRenderer lineRenderer; // Line rendered component
|
||||
RaycastHit hitPoint; // Raycast structure
|
||||
RaycastHit2D hitPoint2D; // Raycasthit in 2d
|
||||
|
||||
int frameNo; // Frame counter
|
||||
int FrameTimerID; // Frame timer reference
|
||||
float beamLength; // Current beam length
|
||||
float initialBeamOffset; // Initial UV offset
|
||||
public float fxOffset; // Fx offset from bullet's touch point
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Get line renderer component
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
// Assign first frame texture
|
||||
if (!AnimateUV && BeamFrames.Length > 0)
|
||||
lineRenderer.material.mainTexture = BeamFrames[0];
|
||||
|
||||
// Randomize uv offset
|
||||
initialBeamOffset = Random.Range(0f, 5f);
|
||||
}
|
||||
|
||||
// OnSpawned called by pool manager
|
||||
void OnSpawned()
|
||||
{
|
||||
// Do one time raycast in case of one shot flag
|
||||
if (OneShot)
|
||||
Raycast();
|
||||
|
||||
// Start animation sequence if beam frames array has more than 2 elements
|
||||
if (BeamFrames.Length > 1)
|
||||
Animate();
|
||||
}
|
||||
|
||||
// OnDespawned called by pool manager
|
||||
void OnDespawned()
|
||||
{
|
||||
// Reset frame counter
|
||||
frameNo = 0;
|
||||
|
||||
// Clear timer
|
||||
if (FrameTimerID != -1)
|
||||
{
|
||||
F3DTime.time.RemoveTimer(FrameTimerID);
|
||||
FrameTimerID = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Hit point calculation
|
||||
void Raycast()
|
||||
{
|
||||
// Prepare structure and create ray
|
||||
hitPoint = new RaycastHit();
|
||||
Ray ray = new Ray(transform.position, transform.forward);
|
||||
// Calculate default beam proportion multiplier based on default scale and maximum length
|
||||
float propMult = MaxBeamLength * (beamScale / 10f);
|
||||
|
||||
// Raycast
|
||||
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask)
|
||||
&& DetectorCollision(hitPoint) != OwnerId)
|
||||
{
|
||||
// Get current beam length and update line renderer accordingly
|
||||
beamLength = Vector3.Distance(transform.position, hitPoint.point);
|
||||
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
|
||||
|
||||
// Calculate default beam proportion multiplier based on default scale and current length
|
||||
propMult = beamLength * (beamScale / 10f);
|
||||
// Spawn prefabs and apply force
|
||||
switch (fxType)
|
||||
{
|
||||
case WeaponEffect.Sniper:
|
||||
F3DFXController.instance.SniperImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
break;
|
||||
|
||||
case WeaponEffect.RailGun:
|
||||
F3DFXController.instance.RailgunImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaBeam:
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaBeamHeavy:
|
||||
break;
|
||||
}
|
||||
|
||||
// Adjust impact effect position
|
||||
if (rayImpact)
|
||||
rayImpact.position = hitPoint.point - transform.forward * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Set beam to maximum length
|
||||
beamLength = MaxBeamLength;
|
||||
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
|
||||
|
||||
// Adjust impact effect position
|
||||
if (rayImpact)
|
||||
rayImpact.position = transform.position + transform.forward * beamLength;
|
||||
}
|
||||
|
||||
// Adjust muzzle position
|
||||
if (rayMuzzle)
|
||||
rayMuzzle.position = transform.position + transform.forward * 0.1f;
|
||||
|
||||
// Set beam scaling according to its length
|
||||
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a HitDetector was hit and registers a hit
|
||||
/// on it if so.
|
||||
/// </summary>
|
||||
/// <param name="hitPoint"></param>
|
||||
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
|
||||
int DetectorCollision(RaycastHit hitPoint)
|
||||
{
|
||||
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
|
||||
{
|
||||
// Check if the one firing was hit
|
||||
if (detector.OwnerId == OwnerId)
|
||||
{
|
||||
return OwnerId;
|
||||
}
|
||||
|
||||
ProjectileDamage inflictling = new()
|
||||
{
|
||||
DamageValue = Damage,
|
||||
ImpactMagnitude = BlastMagnitude,
|
||||
ImpactPoint = hitPoint.point,
|
||||
ImpactDirection = transform.forward
|
||||
};
|
||||
detector.RegisterHit(inflictling);
|
||||
return detector.OwnerId;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Advance texture frame
|
||||
void OnFrameStep()
|
||||
{
|
||||
// Set current texture frame based on frame counter
|
||||
lineRenderer.material.mainTexture = BeamFrames[frameNo];
|
||||
frameNo++;
|
||||
|
||||
// Reset frame counter
|
||||
if (frameNo == BeamFrames.Length)
|
||||
frameNo = 0;
|
||||
}
|
||||
|
||||
// Initialize frame animation
|
||||
void Animate()
|
||||
{
|
||||
if (BeamFrames.Length > 1)
|
||||
{
|
||||
// Set current frame
|
||||
frameNo = 0;
|
||||
lineRenderer.material.mainTexture = BeamFrames[frameNo];
|
||||
|
||||
// Add timer
|
||||
FrameTimerID = F3DTime.time.AddTimer(FrameStep, BeamFrames.Length - 1, OnFrameStep);
|
||||
|
||||
frameNo = 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply force to last hit object
|
||||
void ApplyForce(float force)
|
||||
{
|
||||
if (hitPoint.rigidbody != null)
|
||||
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
|
||||
ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
// Set offset of impact
|
||||
public void SetOffset(float offset)
|
||||
{
|
||||
fxOffset = offset;
|
||||
}
|
||||
|
||||
private float animateUVTime;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Animate texture UV
|
||||
if (AnimateUV)
|
||||
{
|
||||
animateUVTime += Time.deltaTime;
|
||||
|
||||
if (animateUVTime > 1.0f)
|
||||
animateUVTime = 0f;
|
||||
var v = animateUVTime * UVTime + initialBeamOffset;
|
||||
lineRenderer.material.SetVector("_Offset", new Vector2(v, 0));
|
||||
}
|
||||
|
||||
// Raycast for laser beams
|
||||
if (!OneShot)
|
||||
Raycast();
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DBeam.cs.meta
Normal file
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DBeam.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a9aefbed78059c4c965f18823e35186
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
57
Assets/FORGE3D/Sci-Fi Effects/Code/F3DCurvedBeam.cs
Normal file
57
Assets/FORGE3D/Sci-Fi Effects/Code/F3DCurvedBeam.cs
Normal file
@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class F3DCurvedBeam : MonoBehaviour
|
||||
{
|
||||
public Transform dest;
|
||||
public float beamScale; // Default beam scale to be kept over distance
|
||||
public float UVTime; // UV Animation speed
|
||||
LineRenderer lineRenderer; // Line rendered component
|
||||
public int curvePoints;
|
||||
public float curveHeight;
|
||||
float initialBeamOffset; // Initial UV offset
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Get line renderer component
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
// Randomize uv offset
|
||||
initialBeamOffset = Random.Range(0f, 5f);
|
||||
|
||||
lineRenderer.positionCount = curvePoints;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
lineRenderer.material.SetTextureOffset("_MainTex", new Vector2(Time.time * UVTime + initialBeamOffset, 0f));
|
||||
|
||||
float distToDest = Vector3.Distance(transform.position, dest.position);
|
||||
|
||||
lineRenderer.SetPosition(0, transform.position);
|
||||
|
||||
float piRate = Mathf.PI / (curvePoints - 1);
|
||||
|
||||
for (int i = 1; i < curvePoints - 1; i++)
|
||||
{
|
||||
float distRatio = (distToDest / (curvePoints - 1)) * i;
|
||||
Vector3 midPos = Vector3.Normalize(dest.position - transform.position) * distRatio;
|
||||
|
||||
float cHeight = Mathf.Sin(piRate * i) * curveHeight;
|
||||
midPos += transform.up * cHeight;
|
||||
|
||||
lineRenderer.SetPosition(i, transform.position + midPos);
|
||||
}
|
||||
|
||||
lineRenderer.SetPosition(curvePoints - 1, dest.position);
|
||||
|
||||
float propMult = distToDest * (beamScale / 10f);
|
||||
|
||||
// Set beam scaling according to its length
|
||||
lineRenderer.material.SetTextureScale("_MainTex", new Vector2(propMult, 1f));
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DCurvedBeam.cs.meta
Normal file
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DCurvedBeam.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1fb4a84404a99f4d89184722d264b97
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
69
Assets/FORGE3D/Sci-Fi Effects/Code/F3DDespawn.cs
Normal file
69
Assets/FORGE3D/Sci-Fi Effects/Code/F3DDespawn.cs
Normal file
@ -0,0 +1,69 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
public class F3DDespawn : MonoBehaviour
|
||||
{
|
||||
|
||||
public float DespawnDelay; // Despawn delay in ms
|
||||
public bool DespawnOnMouseUp; // Despawn on mouse up used for beams demo
|
||||
|
||||
AudioSource aSrc; // Cached audio source component
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Get audio source component
|
||||
aSrc = GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// OnSpawned called by pool manager
|
||||
public void OnSpawned()
|
||||
{
|
||||
// Invokes despawn using timer delay
|
||||
if (!DespawnOnMouseUp)
|
||||
F3DTime.time.AddTimer(DespawnDelay, 1, DespawnOnTimer);
|
||||
}
|
||||
|
||||
// OnDespawned called by pool manager
|
||||
public void OnDespawned()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Run required checks for the looping audio source and despawn the game object
|
||||
public void DespawnOnTimer()
|
||||
{
|
||||
if (aSrc != null)
|
||||
{
|
||||
if (aSrc.loop)
|
||||
DespawnOnMouseUp = true;
|
||||
else
|
||||
{
|
||||
DespawnOnMouseUp = false;
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// Despawn game object this script attached to
|
||||
public void Despawn()
|
||||
{
|
||||
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(transform);
|
||||
//F3DPool.instance.Despawn(transform);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Despawn on mouse up
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
if (aSrc != null && aSrc.loop || DespawnOnMouseUp)
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DDespawn.cs.meta
Normal file
8
Assets/FORGE3D/Sci-Fi Effects/Code/F3DDespawn.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af19da7458dc9174699d0b34f404eafc
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
542
Assets/FORGE3D/Sci-Fi Effects/Code/F3DFXController.cs
Normal file
542
Assets/FORGE3D/Sci-Fi Effects/Code/F3DFXController.cs
Normal file
@ -0,0 +1,542 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
// Weapon types
|
||||
public enum WeaponEffect
|
||||
{
|
||||
Vulcan,
|
||||
SoloGun,
|
||||
Sniper,
|
||||
ShotGun,
|
||||
Seeker,
|
||||
RailGun,
|
||||
PlasmaGun,
|
||||
PlasmaBeam,
|
||||
PlasmaBeamHeavy,
|
||||
LightningGun,
|
||||
FlameRed,
|
||||
LaserImpulse,
|
||||
None
|
||||
}
|
||||
|
||||
public class F3DFXController : MonoBehaviour
|
||||
{
|
||||
// Singleton instance
|
||||
public static F3DFXController instance;
|
||||
|
||||
|
||||
// Current firing socket
|
||||
private int curSocket = 0;
|
||||
|
||||
// Timer reference
|
||||
private int timerID = -1;
|
||||
|
||||
|
||||
[Header("Turret setup")] public Transform[] TurretSocket; // Sockets reference
|
||||
public ParticleSystem[] ShellParticles; // Bullet shells particle system
|
||||
|
||||
public WeaponEffect SelectedWeaponEffect; // Default starting weapon type
|
||||
|
||||
[Header("Vulcan")] public Transform vulcanProjectile; // Projectile prefab
|
||||
public Transform vulcanMuzzle; // Muzzle flash prefab
|
||||
public Transform vulcanImpact; // Impact prefab
|
||||
public float vulcanOffset;
|
||||
public float VulcanFireRate = 0.07f;
|
||||
|
||||
[Header("Solo gun")] public Transform soloGunProjectile;
|
||||
public Transform soloGunMuzzle;
|
||||
public Transform soloGunImpact;
|
||||
public float soloGunOffset;
|
||||
public float SoloGunFireRate = 0.3f;
|
||||
|
||||
[Header("Sniper")] public Transform sniperBeam;
|
||||
public Transform sniperMuzzle;
|
||||
public Transform sniperImpact;
|
||||
public float sniperOffset;
|
||||
|
||||
[Header("Shotgun")] public Transform shotGunProjectile;
|
||||
public Transform shotGunMuzzle;
|
||||
public Transform shotGunImpact;
|
||||
public float shotGunOffset;
|
||||
|
||||
[Header("Seeker")] public Transform seekerProjectile;
|
||||
public Transform seekerMuzzle;
|
||||
public Transform seekerImpact;
|
||||
public float seekerOffset;
|
||||
public float SeekerFireRate = 0.5f;
|
||||
|
||||
[Header("Rail gun")] public Transform railgunBeam;
|
||||
public Transform railgunMuzzle;
|
||||
public Transform railgunImpact;
|
||||
public float railgunOffset;
|
||||
public float RailGunFireRate = 1f;
|
||||
|
||||
[Header("Plasma gun")] public Transform plasmagunProjectile;
|
||||
public Transform plasmagunMuzzle;
|
||||
public Transform plasmagunImpact;
|
||||
public float plasmaGunOffset;
|
||||
|
||||
[Header("Plasma beam")] public Transform plasmaBeam;
|
||||
public float plasmaOffset;
|
||||
|
||||
[Header("Plasma beam heavy")] public Transform plasmaBeamHeavy;
|
||||
public float plasmaBeamHeavyOffset;
|
||||
private AudioSource plasmaBeamLoopAudio;
|
||||
|
||||
[Header("Lightning gun")] public Transform lightningGunBeam;
|
||||
public float lightingGunBeamOffset;
|
||||
|
||||
[Header("Flame")] public Transform flameRed;
|
||||
public float flameOffset;
|
||||
|
||||
[Header("Laser impulse")] public Transform laserImpulseProjectile;
|
||||
public Transform laserImpulseMuzzle;
|
||||
public Transform laserImpulseImpact;
|
||||
public float laserImpulseOffset;
|
||||
public float LaserImpulseFireRate = 0.08f;
|
||||
|
||||
//Owner of this weapon system
|
||||
private int _ownerId = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_ownerId = gameObject.GetInstanceID();
|
||||
// Initialize singleton
|
||||
instance = this;
|
||||
|
||||
// Initialize bullet shells particles
|
||||
for (int i = 0; i < ShellParticles.Length; i++)
|
||||
{
|
||||
var em = ShellParticles[i].emission;
|
||||
em.enabled = false;
|
||||
ShellParticles[i].Stop();
|
||||
ShellParticles[i].gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Switch to next weapon type
|
||||
public void NextWeapon()
|
||||
{
|
||||
if ((int)SelectedWeaponEffect < Enum.GetNames(typeof(WeaponEffect)).Length - 1)
|
||||
{
|
||||
SelectedWeaponEffect++;
|
||||
}
|
||||
}
|
||||
|
||||
// Switch to previous weapon type
|
||||
public void PrevWeapon()
|
||||
{
|
||||
if (SelectedWeaponEffect > 0)
|
||||
{
|
||||
SelectedWeaponEffect--;
|
||||
}
|
||||
}
|
||||
|
||||
// Advance to next turret socket
|
||||
private void AdvanceSocket()
|
||||
{
|
||||
curSocket++;
|
||||
if (curSocket >= TurretSocket.Length)
|
||||
curSocket = 0;
|
||||
}
|
||||
|
||||
// Fire turret weapon
|
||||
public void Fire()
|
||||
{
|
||||
switch (SelectedWeaponEffect)
|
||||
{
|
||||
case WeaponEffect.Vulcan:
|
||||
// Fire vulcan at specified rate until canceled
|
||||
timerID = F3DTime.time.AddTimer(VulcanFireRate, Vulcan);
|
||||
// Invoke manually before the timer ticked to avoid initial delay
|
||||
Vulcan();
|
||||
break;
|
||||
|
||||
case WeaponEffect.SoloGun:
|
||||
timerID = F3DTime.time.AddTimer(SoloGunFireRate, SoloGun);
|
||||
SoloGun();
|
||||
break;
|
||||
|
||||
case WeaponEffect.Sniper:
|
||||
timerID = F3DTime.time.AddTimer(0.3f, Sniper);
|
||||
Sniper();
|
||||
break;
|
||||
|
||||
case WeaponEffect.ShotGun:
|
||||
timerID = F3DTime.time.AddTimer(0.3f, ShotGun);
|
||||
ShotGun();
|
||||
break;
|
||||
|
||||
case WeaponEffect.Seeker:
|
||||
timerID = F3DTime.time.AddTimer(SeekerFireRate, Seeker);
|
||||
Seeker();
|
||||
break;
|
||||
|
||||
case WeaponEffect.RailGun:
|
||||
timerID = F3DTime.time.AddTimer(RailGunFireRate, RailGun);
|
||||
RailGun();
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaGun:
|
||||
timerID = F3DTime.time.AddTimer(0.2f, PlasmaGun);
|
||||
PlasmaGun();
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaBeam:
|
||||
// Beams has no timer requirement
|
||||
PlasmaBeam();
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaBeamHeavy:
|
||||
// Beams has no timer requirement
|
||||
PlasmaBeamHeavy();
|
||||
break;
|
||||
|
||||
case WeaponEffect.LightningGun:
|
||||
// Beams has no timer requirement
|
||||
LightningGun();
|
||||
break;
|
||||
|
||||
case WeaponEffect.FlameRed:
|
||||
// Flames has no timer requirement
|
||||
FlameRed();
|
||||
break;
|
||||
|
||||
case WeaponEffect.LaserImpulse:
|
||||
timerID = F3DTime.time.AddTimer(LaserImpulseFireRate, LaserImpulse);
|
||||
LaserImpulse();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Stop firing
|
||||
public void Stop()
|
||||
{
|
||||
// Remove firing timer
|
||||
if (timerID != -1)
|
||||
{
|
||||
F3DTime.time.RemoveTimerNextTick(timerID);
|
||||
timerID = -1;
|
||||
}
|
||||
|
||||
switch (SelectedWeaponEffect)
|
||||
{
|
||||
case WeaponEffect.PlasmaBeam:
|
||||
F3DAudioController.instance.PlasmaBeamClose(transform.position);
|
||||
break;
|
||||
|
||||
case WeaponEffect.PlasmaBeamHeavy:
|
||||
StopPlasmaBeamHeavy();
|
||||
F3DAudioController.instance.PlasmaBeamHeavyClose(transform.position);
|
||||
if (plasmaBeamLoopAudio == null) break;
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(plasmaBeamLoopAudio.gameObject.transform);
|
||||
break;
|
||||
|
||||
case WeaponEffect.LightningGun:
|
||||
F3DAudioController.instance.LightningGunClose(transform.position);
|
||||
break;
|
||||
|
||||
case WeaponEffect.FlameRed:
|
||||
F3DAudioController.instance.FlameGunClose(transform.position);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Fire vulcan weapon
|
||||
private void Vulcan()
|
||||
{
|
||||
// Get random rotation that offset spawned projectile
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
// Spawn muzzle flash and projectile with the rotation offset at current socket position
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanProjectile,
|
||||
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
|
||||
var proj = newGO.gameObject.GetComponent<F3DProjectile>();
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(vulcanOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
// Emit one bullet shell
|
||||
if (ShellParticles.Length > 0)
|
||||
ShellParticles[curSocket].Emit(1);
|
||||
|
||||
// Play shot sound effect
|
||||
F3DAudioController.instance.VulcanShot(TurretSocket[curSocket].position);
|
||||
|
||||
// Advance to next turret socket
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn vulcan weapon impact
|
||||
public void VulcanImpact(Vector3 pos)
|
||||
{
|
||||
// Spawn impact prefab at specified position
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(vulcanImpact, pos, Quaternion.identity, null);
|
||||
// Play impact sound effect
|
||||
F3DAudioController.instance.VulcanHit(pos);
|
||||
}
|
||||
|
||||
// Fire sologun weapon
|
||||
private void SoloGun()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunProjectile,
|
||||
TurretSocket[curSocket].position + TurretSocket[curSocket].forward,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var proj = newGO.GetComponent<F3DProjectile>();
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(soloGunOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.SoloGunShot(TurretSocket[curSocket].position);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn sologun weapon impact
|
||||
public void SoloGunImpact(Vector3 pos)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(soloGunImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.SoloGunHit(pos);
|
||||
}
|
||||
|
||||
// Fire sniper weapon
|
||||
private void Sniper()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperBeam, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var beam = newGO.GetComponent<F3DBeam>();
|
||||
if (beam)
|
||||
{
|
||||
beam.SetOffset(sniperOffset);
|
||||
}
|
||||
|
||||
F3DAudioController.instance.SniperShot(TurretSocket[curSocket].position);
|
||||
if (ShellParticles.Length > 0)
|
||||
ShellParticles[curSocket].Emit(1);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn sniper weapon impact
|
||||
public void SniperImpact(Vector3 pos)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.SniperHit(pos);
|
||||
}
|
||||
|
||||
// Fire shotgun weapon
|
||||
private void ShotGun()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(shotGunProjectile, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null);
|
||||
F3DAudioController.instance.ShotGunShot(TurretSocket[curSocket].position);
|
||||
if (ShellParticles.Length > 0)
|
||||
ShellParticles[curSocket].Emit(1);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Fire seeker weapon
|
||||
private void Seeker()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
seekerMuzzle =
|
||||
F3DPoolManager.Pools["GeneratedPool"].templates.First(t => t.name == seekerMuzzle.name);
|
||||
seekerProjectile =
|
||||
F3DPoolManager.Pools["GeneratedPool"].templates.First(t => t.name == seekerProjectile.name);
|
||||
|
||||
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(seekerMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(seekerProjectile, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var proj = newGO.GetComponent<F3DProjectile>();
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(seekerOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.SeekerShot(TurretSocket[curSocket].position);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn seeker weapon impact
|
||||
public void SeekerImpact(Vector3 pos)
|
||||
{
|
||||
seekerImpact =
|
||||
F3DPoolManager.Pools["GeneratedPool"].templates.First(t => t.name == seekerImpact.name);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(seekerImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.SeekerHit(pos);
|
||||
}
|
||||
|
||||
// Fire rail gun weapon
|
||||
private void RailGun()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(railgunMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(railgunBeam, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var beam = newGO.GetComponent<F3DBeam>();
|
||||
if (beam)
|
||||
{
|
||||
beam.SetOffset(railgunOffset);
|
||||
beam.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.RailGunShot(TurretSocket[curSocket].position);
|
||||
if (ShellParticles.Length > 0)
|
||||
ShellParticles[curSocket].Emit(1);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn rail gun weapon impact
|
||||
public void RailgunImpact(Vector3 pos)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(railgunImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.RailGunHit(pos);
|
||||
}
|
||||
|
||||
// Fire plasma gun weapon
|
||||
private void PlasmaGun()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmagunMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGo =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmagunProjectile, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var proj = newGo.GetComponent<F3DProjectile>();
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(plasmaOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.PlasmaGunShot(TurretSocket[curSocket].position);
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn plasma gun weapon impact
|
||||
public void PlasmaGunImpact(Vector3 pos)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmagunImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.PlasmaGunHit(pos);
|
||||
}
|
||||
|
||||
// Fire plasma beam weapon
|
||||
private void PlasmaBeam()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeam, TurretSocket[i].position,
|
||||
TurretSocket[i].rotation,
|
||||
TurretSocket[i]);
|
||||
}
|
||||
|
||||
F3DAudioController.instance.PlasmaBeamLoop(transform.position, transform.parent);
|
||||
}
|
||||
|
||||
private void StopPlasmaBeamHeavy()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
foreach (Transform child in TurretSocket[i])
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(child, plasmaBeamHeavy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fire heavy beam weapon
|
||||
private void PlasmaBeamHeavy()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(plasmaBeamHeavy, TurretSocket[i].position,
|
||||
TurretSocket[i].rotation,
|
||||
TurretSocket[i]);
|
||||
}
|
||||
|
||||
plasmaBeamLoopAudio = F3DAudioController.instance.PlasmaBeamHeavyLoop(transform.position, transform.parent);
|
||||
}
|
||||
|
||||
// Fire lightning gun weapon
|
||||
private void LightningGun()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(lightningGunBeam, TurretSocket[i].position,
|
||||
TurretSocket[i].rotation,
|
||||
TurretSocket[i]);
|
||||
}
|
||||
|
||||
F3DAudioController.instance.LightningGunLoop(transform.position, transform);
|
||||
}
|
||||
|
||||
// Fire flames weapon
|
||||
private void FlameRed()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(flameRed, TurretSocket[i].position,
|
||||
TurretSocket[i].rotation,
|
||||
TurretSocket[i]);
|
||||
}
|
||||
|
||||
F3DAudioController.instance.FlameGunLoop(transform.position, transform);
|
||||
}
|
||||
|
||||
// Fire laser pulse weapon
|
||||
private void LaserImpulse()
|
||||
{
|
||||
var offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere);
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(laserImpulseMuzzle, TurretSocket[curSocket].position,
|
||||
TurretSocket[curSocket].rotation, TurretSocket[curSocket]);
|
||||
var newGO =
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(laserImpulseProjectile, TurretSocket[curSocket].position,
|
||||
offset * TurretSocket[curSocket].rotation, null).gameObject;
|
||||
var proj = newGO.GetComponent<F3DProjectile>();
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(laserImpulseOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.LaserImpulseShot(TurretSocket[curSocket].position);
|
||||
|
||||
AdvanceSocket();
|
||||
}
|
||||
|
||||
// Spawn laser pulse weapon impact
|
||||
public void LaserImpulseImpact(Vector3 pos)
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Spawn(laserImpulseImpact, pos, Quaternion.identity, null);
|
||||
F3DAudioController.instance.LaserImpulseHit(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2b82c757a706dd44ad77efcf0d513f4
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
81
Assets/FORGE3D/Sci-Fi Effects/Code/F3DFlameThrower.cs
Normal file
81
Assets/FORGE3D/Sci-Fi Effects/Code/F3DFlameThrower.cs
Normal file
@ -0,0 +1,81 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
public class F3DFlameThrower : MonoBehaviour
|
||||
{
|
||||
public Light pLight; // Attached point light
|
||||
public ParticleSystem heat; // Heat particles
|
||||
|
||||
int lightState; // Point light state flag (fading in or out)
|
||||
bool despawn; // Despawn state flag
|
||||
|
||||
ParticleSystem ps;
|
||||
|
||||
void Start()
|
||||
{
|
||||
ps = GetComponent<ParticleSystem>();
|
||||
}
|
||||
|
||||
// OnSpawned called by pool manager
|
||||
void OnSpawned()
|
||||
{
|
||||
despawn = false;
|
||||
|
||||
lightState = 1;
|
||||
pLight.intensity = 0f;
|
||||
}
|
||||
|
||||
// OnDespawned called by pool manager
|
||||
void OnDespawned()
|
||||
{
|
||||
}
|
||||
|
||||
// Despawn game object
|
||||
void OnDespawn()
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(transform);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Despawn on mouse
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
if (!despawn)
|
||||
{
|
||||
// Set despawn flag and add despawn timer allowing particles fading
|
||||
despawn = true;
|
||||
F3DTime.time.AddTimer(1f, 1, OnDespawn);
|
||||
|
||||
// Stop the particle systems
|
||||
ps.Stop();
|
||||
if (heat)
|
||||
heat.Stop();
|
||||
|
||||
// Toggle light state
|
||||
pLight.intensity = 0.6f;
|
||||
lightState = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Fade in point light
|
||||
if (lightState == 1)
|
||||
{
|
||||
pLight.intensity = Mathf.Lerp(pLight.intensity, 0.7f, Time.deltaTime*10f);
|
||||
|
||||
if (pLight.intensity >= 0.5f)
|
||||
lightState = 0;
|
||||
}
|
||||
// Fade out point light
|
||||
else if (lightState == -1)
|
||||
{
|
||||
pLight.intensity = Mathf.Lerp(pLight.intensity, -0.1f, Time.deltaTime*10f);
|
||||
|
||||
if (pLight.intensity <= 0f)
|
||||
lightState = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user