Files
2026-08-18 17:37:22 +03:00

347 lines
9.0 KiB
C#

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