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2026-03-19 11:57:23 +00:00
commit f19100a166
3800 changed files with 3008160 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnCometsScript : MonoBehaviour {
public GameObject comet;
public GameObject startPoint;
public GameObject endPoint;
public float delay;
public float rateOfFire;
public float radius;
public float quantity;
public float waves;
void Start () {
StartCoroutine (SpawnVFX(comet, delay, rateOfFire));
}
IEnumerator SpawnVFX (GameObject vfx, float delay, float rateDelay){
for (int j = 0; j < waves; j++) {
yield return new WaitForSeconds (delay);
for (int i = 0; i < quantity; i++) {
var startPos = startPoint.transform.position;
if(radius != 0)
startPos = new Vector3 (startPoint.transform.position.x + Random.Range (-radius, radius), startPoint.transform.position.y + Random.Range (-radius, radius), startPoint.transform.position.z + Random.Range (-radius, radius));
GameObject objVFX = Instantiate (vfx, startPos, Quaternion.identity) as GameObject;
var endPos = endPoint.transform.position;
if(radius != 0)
endPos = new Vector3 (endPoint.transform.position.x + Random.Range (-radius, radius), endPoint.transform.position.y + Random.Range (-radius, radius), endPoint.transform.position.z + Random.Range (-radius, radius));
RotateTo (objVFX, endPos);
yield return new WaitForSeconds (rateDelay);
}
}
}
void RotateTo (GameObject obj, Vector3 destination ) {
var direction = destination - obj.transform.position;
var rotation = Quaternion.LookRotation (direction);
obj.transform.localRotation = Quaternion.Lerp (obj.transform.rotation, rotation, 1);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SpawnMagicAbilityScript : MonoBehaviour {
[System.Serializable]
public class ShakeParameters {
public bool shake;
public List<float> delays = new List<float>();
}
public Text effectName;
public GameObject cameras;
public List<GameObject> VFXs = new List<GameObject> ();
public List<ShakeParameters> VFXsShakeParameters = new List<ShakeParameters> ();
private int count = 0;
private GameObject effectToSpawn;
private ShakeParameters effectShakeParameters;
private List<Camera> camerasList = new List<Camera> ();
private Camera singleCamera;
private List<GameObject> spawnedVFX = new List<GameObject>();
void Start () {
if (cameras.transform.childCount > 0) {
for (int i = 0; i < cameras.transform.childCount; i++) {
camerasList.Add (cameras.transform.GetChild (i).gameObject.GetComponent<Camera> ());
}
if(camerasList.Count == 0){
Debug.Log ("Please assign one or more Cameras in inspector");
}
} else {
singleCamera = cameras.GetComponent<Camera> ();
if (singleCamera != null)
camerasList.Add (singleCamera);
else
Debug.Log ("Please assign one or more Cameras in inspector");
}
if (VFXs.Count > 0)
effectToSpawn = VFXs [0];
else
Debug.Log ("No Effects added to the VFXs List");
if(VFXsShakeParameters.Count > 0)
effectShakeParameters = VFXsShakeParameters [0];
else
Debug.Log ("No Delays added to the ShakeDelays List");
if (effectName != null)
effectName.text = effectToSpawn.name;
}
void Update () {
if (Input.GetKeyDown (KeyCode.Space) || Input.GetMouseButtonDown (0) )
SpawnVFX ();
if (Input.GetKeyDown (KeyCode.D))
Next ();
if (Input.GetKeyDown (KeyCode.A))
Previous ();
if (Input.GetKeyDown (KeyCode.C))
SwitchCamera ();
if (Input.GetKeyDown (KeyCode.X))
ZoomIn ();
if (Input.GetKeyDown (KeyCode.Z))
ZoomOut ();
}
public void SpawnVFX () {
if (effectShakeParameters.shake && cameras != null)
StartCoroutine (ShakeDelay (effectShakeParameters.delays));
GameObject vfxSpawned = Instantiate(effectToSpawn);
spawnedVFX.Add(vfxSpawned);
var ps = GetFirstPS (vfxSpawned);
}
public void Next () {
count++;
CleanSpawnedVFXList();
if (count >= VFXs.Count)
count = 0;
for (int i = 0; i < VFXs.Count; i++){
if (count == i) {
effectToSpawn = VFXs [i];
effectShakeParameters = VFXsShakeParameters [i];
}
if (effectName != null) effectName.text = effectToSpawn.name;
}
}
public void Previous () {
count--;
CleanSpawnedVFXList();
if (count < 0)
count = VFXs.Count-1;
for (int i = 0; i < VFXs.Count; i++) {
if (count == i) {
effectToSpawn = VFXs [i];
effectShakeParameters = VFXsShakeParameters [i];
}
if (effectName != null) effectName.text = effectToSpawn.name;
}
}
public void ZoomIn () {
if (camerasList.Count > 0) {
if (!camerasList [0].orthographic) {
if (camerasList [0].fieldOfView < 101) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].fieldOfView += 5;
}
}
} else {
if (camerasList [0].orthographicSize < 10) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].orthographicSize += 0.5f;
}
}
}
}
}
public void ZoomOut () {
if (camerasList.Count > 0) {
if (!camerasList [0].orthographic) {
if (camerasList [0].fieldOfView > 20) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].fieldOfView -= 5;
}
}
} else {
if (camerasList [0].orthographicSize > 4) {
for (int i = 0; i < camerasList.Count; i++) {
camerasList [i].orthographicSize -= 0.5f;
}
}
}
}
}
public void SwitchCamera () {
if (camerasList.Count > 0) {
for (int i = 0; i < camerasList.Count; i++) {
if (camerasList [i].gameObject.activeSelf) {
camerasList [i].gameObject.SetActive (false);
if ((i + 1) == camerasList.Count) {
camerasList [0].gameObject.SetActive (true);
break;
} else {
camerasList [i + 1].gameObject.SetActive (true);
break;
}
}
}
}
}
public ParticleSystem GetFirstPS (GameObject vfx){
var ps = vfx.GetComponent<ParticleSystem> ();
if (ps == null && vfx.transform.childCount > 0) {
foreach (Transform t in vfx.transform) {
ps = t.GetComponent<ParticleSystem> ();
if(ps != null)
return ps;
}
}
return ps;
}
IEnumerator ShakeDelay (List<float> delay){
for (int i = 0; i < delay.Count; i++) {
yield return new WaitForSeconds (delay[i]);
//cameras.GetComponent<CameraShakeSimpleScript> ().ShakeCamera ();
}
}
void CleanSpawnedVFXList()
{
for (int i = 0; i < spawnedVFX.Count; i++)
{
Destroy(spawnedVFX[i]);
}
spawnedVFX.Clear();
}
}

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