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