Beispiel #1
0
 public static PredatorCombatData EditCombat(string label,
                                             Predator3rdPersonalUnit Unit,
                                             PredatorCombatData Combat)
 {
     EditorGUILayout.LabelField(label);
     Combat.Name      = EditorGUILayout.TextField("Combat name:", Combat.Name);
     Combat.userInput = (UserInputType)EditorGUILayout.EnumPopup(new GUIContent("Gesture:", "The matched gesture trigger this combat?"), Combat.userInput);
     string[] AllAttackDataName = Unit.PredatorAttackData.Select(x => x.Name).ToArray();
     Combat.useAttackDataName = EditorCommon.EditStringArray("Use these attack data:", Combat.useAttackDataName, AllAttackDataName);
     EditorGUILayout.BeginHorizontal();
     Combat.WaitUntilAnimationReturn = EditorGUILayout.Toggle("Wait animation return:", Combat.WaitUntilAnimationReturn);
     Combat.BlockPlayerInput         = EditorGUILayout.Toggle("Block player input", Combat.BlockPlayerInput);
     EditorGUILayout.EndHorizontal();
     Combat.OverrideAttackData = EditorGUILayout.BeginToggleGroup(new GUIContent("Override attackData setting", "If true, some of the attack data property would be overrided"), Combat.OverrideAttackData);
     Combat.DamagePointBase    = EditorGUILayout.FloatField("DamagePoint base:", Combat.DamagePointBase);
     EditorGUILayout.BeginHorizontal();
     Combat.MinDamagePointBonus = EditorGUILayout.FloatField("Min damage bonus:", Combat.MinDamagePointBonus);
     Combat.MaxDamagePointBonus = EditorGUILayout.FloatField("Max damage bonus:", Combat.MaxDamagePointBonus);
     EditorGUILayout.EndHorizontal();
     Combat.CanDoCriticalAttack = EditorGUILayout.Toggle("Can do critical attack", Combat.CanDoCriticalAttack);
     if (Combat.CanDoCriticalAttack)
     {
         EditorGUILayout.BeginHorizontal();
         Combat.CriticalAttackChance    = EditorGUILayout.Slider("Critical chance:", Combat.CriticalAttackChance, 0, 1);
         Combat.CriticalAttackBonusRate = EditorGUILayout.FloatField("Critical bonus rate", Combat.CriticalAttackBonusRate);
         EditorGUILayout.EndHorizontal();
     }
     EditorGUILayout.EndToggleGroup();
     return(Combat);
 }
    public static PredatorCombatData EditCombat(string label,
		                            Predator3rdPersonalUnit Unit, 
		                            PredatorCombatData Combat)
    {
        EditorGUILayout.LabelField (label);
        Combat.Name = EditorGUILayout.TextField ("Combat name:", Combat.Name);
        Combat.userInput = (UserInputType)EditorGUILayout.EnumPopup (new GUIContent ("Gesture:", "The matched gesture trigger this combat?"), Combat.userInput);
        string[] AllAttackDataName = Unit.PredatorAttackData.Select(x=>x.Name).ToArray();
        Combat.useAttackDataName = EditorCommon.EditStringArray("Use these attack data:",Combat.useAttackDataName,AllAttackDataName);
        EditorGUILayout.BeginHorizontal ();
        Combat.WaitUntilAnimationReturn = EditorGUILayout.Toggle ("Wait animation return:", Combat.WaitUntilAnimationReturn);
        Combat.BlockPlayerInput = EditorGUILayout.Toggle ("Block player input", Combat.BlockPlayerInput);
        EditorGUILayout.EndHorizontal ();
        Combat.OverrideAttackData = EditorGUILayout.BeginToggleGroup(new GUIContent("Override attackData setting", "If true, some of the attack data property would be overrided"), Combat.OverrideAttackData);
        Combat.DamagePointBase = EditorGUILayout.FloatField("DamagePoint base:",Combat.DamagePointBase);
        EditorGUILayout.BeginHorizontal();
        Combat.MinDamagePointBonus = EditorGUILayout.FloatField("Min damage bonus:",Combat.MinDamagePointBonus);
        Combat.MaxDamagePointBonus = EditorGUILayout.FloatField("Max damage bonus:",Combat.MaxDamagePointBonus);
        EditorGUILayout.EndHorizontal();
        Combat.CanDoCriticalAttack = EditorGUILayout.Toggle("Can do critical attack", Combat.CanDoCriticalAttack);
        if(Combat.CanDoCriticalAttack)
        {
            EditorGUILayout.BeginHorizontal();
            Combat.CriticalAttackChance = EditorGUILayout.Slider("Critical chance:", Combat.CriticalAttackChance, 0, 1);
            Combat.CriticalAttackBonusRate = EditorGUILayout.FloatField("Critical bonus rate", Combat.CriticalAttackBonusRate);
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndToggleGroup();
        return Combat;
    }
Beispiel #3
0
    public static PredatorComboCombat[] EditComboCombatData(Predator3rdPersonalUnit Unit,
                                                            PredatorComboCombat[] ComboCombatArray)
    {
        if (GUILayout.Button("Add ComboCombat"))
        {
            PredatorComboCombat ComboCombat = new PredatorComboCombat();
            ComboCombatArray = Util.AddToArray <PredatorComboCombat> (ComboCombat, ComboCombatArray);
        }
        for (int i = 0; i < ComboCombatArray.Length; i++)
        {
            PredatorComboCombat ComboCombat = ComboCombatArray [i];

            if (DynamicEditingComboCombatSwitch.ContainsKey(ComboCombat) == false)
            {
                DynamicEditingComboCombatSwitch [ComboCombat] = false;
            }
            if (DynamicEditingComboCombatSwitch [ComboCombat] = EditorGUILayout.BeginToggleGroup(new GUIContent("------- Edit combo combat:" + ComboCombat.comboName, ""),
                                                                                                 DynamicEditingComboCombatSwitch [ComboCombat]))
            {
                ComboCombat.comboName = EditorGUILayout.TextField("Combo combat name:", ComboCombat.comboName);
                ComboCombat.combat    = EditCombatDataArray(Unit, ComboCombat.combat);

                if (GUILayout.Button("Delete combo combat:" + ComboCombat.comboName))
                {
                    ComboCombatArray = Util.CloneExcept <PredatorComboCombat> (ComboCombatArray, ComboCombat);
                }
            }
            EditorGUILayout.EndToggleGroup();
            EditorGUILayout.Space();
        }
        return(ComboCombatArray);
    }
Beispiel #4
0
    void Awake()
    {
        controller         = this.GetComponent <CharacterController> ();
        predatorStatus     = GetComponent <PredatorPlayerStatus> ();
        PredatorPlayerUnit = GetComponent <Predator3rdPersonalUnit> ();
        EnemyLayer         = PredatorPlayerUnit.EnemyLayer;
        RushRadius         = PredatorPlayerUnit.RushRadius;
        CombatCooldown     = PredatorPlayerUnit.CombatCoolDown;

        DefaultCombat_LeftClaw  = PredatorPlayerUnit.DefaultCombat_LeftClaw;
        DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw;
        DefaultCombat_DualClaw  = PredatorPlayerUnit.DefaultCombat_DualClaw;
        ComboCombats            = PredatorPlayerUnit.ComboCombat;
        foreach (PredatorComboCombat comboCombat in ComboCombats)
        {
            comboCombat.Init();
            ComboCombatTokenDict [comboCombat.token] = comboCombat;
        }
    }
Beispiel #5
0
 public static PredatorCombatData[] EditCombatDataArray(Predator3rdPersonalUnit Unit,
                                                        PredatorCombatData[] CombatArray)
 {
     if (GUILayout.Button("Add Combat"))
     {
         PredatorCombatData Combat = new PredatorCombatData();
         CombatArray = Util.AddToArray <PredatorCombatData> (Combat, CombatArray);
     }
     if (CombatArray != null)
     {
         for (int i = 0; i < CombatArray.Length; i++)
         {
             PredatorCombatData Combat = CombatArray [i];
             Combat = EditCombat("--- Edit combat:" + Combat.Name, Unit, Combat);
             if (GUILayout.Button("Delete combat:" + Combat.Name))
             {
                 CombatArray = Util.CloneExcept <PredatorCombatData> (CombatArray, Combat);
             }
             EditorGUILayout.Space();
         }
     }
     return(CombatArray);
 }
Beispiel #6
0
    void Awake()
    {
        controller = GetComponent <CharacterController>();
//        ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>();
        PredatorPlayerUnit = this.GetComponent <Predator3rdPersonalUnit>();

        predatorPlayerStatus = this.GetComponent <PredatorPlayerStatus>();

        GroundLayer           = PredatorPlayerUnit.GroundLayer;
        JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver;

        PrejumpAnimation   = PredatorPlayerUnit.JumpData.PreJumpAnimation;
        GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation;
        JumpingAnimation   = PredatorPlayerUnit.JumpData.JumpingAnimation;

        JumpOverSpeed         = PredatorPlayerUnit.JumpData.JumpOverSpeed;
        JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance;

        ForwardJumpTime  = PredatorPlayerUnit.JumpData.JumpForwardTime;
        ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed;

        ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval;
    }
    void Awake()
    {
        controller = this.GetComponent<CharacterController> ();
        predatorStatus = GetComponent<PredatorPlayerStatus> ();
        PredatorPlayerUnit = GetComponent<Predator3rdPersonalUnit> ();
        EnemyLayer = PredatorPlayerUnit.EnemyLayer;
        RushRadius = PredatorPlayerUnit.RushRadius;
        CombatCooldown = PredatorPlayerUnit.CombatCoolDown;

        DefaultCombat_LeftClaw = PredatorPlayerUnit.DefaultCombat_LeftClaw;
        DefaultCombat_RightClaw = PredatorPlayerUnit.DefaultCombat_RightClaw;
        DefaultCombat_DualClaw = PredatorPlayerUnit.DefaultCombat_DualClaw;
        ComboCombats = PredatorPlayerUnit.ComboCombat;
        foreach (PredatorComboCombat comboCombat in ComboCombats) {
            comboCombat.Init ();
            ComboCombatTokenDict [comboCombat.token] = comboCombat;
        }
    }
 void Awake()
 {
     predatorPlayerUnit = GetComponent<Predator3rdPersonalUnit>();
 }
Beispiel #9
0
    public override void OnInspectorGUI()
    {
        Predator3rdPersonalUnit PlayerPredatorUnit = this.target as Predator3rdPersonalUnit;

        if (UseBaseInspector = EditorGUILayout.BeginToggleGroup("Base Inspector", UseBaseInspector))
        {
            base.OnInspectorGUI();
        }
        EditorGUILayout.EndToggleGroup();

        if (UseAdvancedInspector = EditorGUILayout.BeginToggleGroup("Advanced Inspector", UseAdvancedInspector))
        {
            PlayerPredatorUnit = (Predator3rdPersonalUnit)EditorCommon.EditBasicUnitProperty(PlayerPredatorUnit);
            if (GUILayout.Button("Save change"))
            {
                EditorUtility.SetDirty(PlayerPredatorUnit.gameObject);
            }
            //Edit Idle Data
            if (EnableEditIdleData = EditorGUILayout.BeginToggleGroup("---Edit Idle Data", EnableEditIdleData))
            {
                PlayerPredatorUnit.IdleData = EditorCommon.EditIdleData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.IdleData);
            }
            EditorGUILayout.EndToggleGroup();

            //Edit Move Data
            if (EnableEditMoveData = EditorGUILayout.BeginToggleGroup("---Edit Move Data", EnableEditMoveData))
            {
                PlayerPredatorUnit.MoveData = EditorCommon.EditMoveData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.MoveData);
            }
            EditorGUILayout.EndToggleGroup();

            //Edit Jump Data
            if (EnableEditJumpData = EditorGUILayout.BeginToggleGroup("---Edit Jump Data", EnableEditJumpData))
            {
                PlayerPredatorUnit.JumpData = EditJumpData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.JumpData);
            }
            EditorGUILayout.EndToggleGroup();

            //Edit PredatorPlayerAttackData array
            if (EnableEditAttackData = EditorGUILayout.BeginToggleGroup("---Edit Predator Attack Data", EnableEditAttackData))
            {
                PlayerPredatorUnit.PredatorAttackData = EditPredatorPlayerAttackDataArray(PlayerPredatorUnit, PlayerPredatorUnit.PredatorAttackData);
            }
            EditorGUILayout.EndToggleGroup();

            //Edit attack basic variables
            if (EnableEditCombatData = EditorGUILayout.BeginToggleGroup("---Edit attack variables", EnableEditCombatData))
            {
                PlayerPredatorUnit.RushRadius = EditorGUILayout.FloatField(new GUIContent("Rush radius:", "Inside rush radius, predator rush to the target"), PlayerPredatorUnit.RushRadius);
//				PlayerPredatorUnit.AttackAnimationLayer = EditorGUILayout.IntField ("Attack animation layer:", PlayerPredatorUnit.AttackAnimationLayer);
                PlayerPredatorUnit.CombatCoolDown = EditorGUILayout.FloatField("common combat cooldown:", PlayerPredatorUnit.CombatCoolDown);
                //Edit attack animation array
//				if (EnableEditAttackAnimation = EditorGUILayout.BeginToggleGroup ("    ----- Edit attack animation string array ----", EnableEditAttackAnimation)) {
//					PlayerPredatorUnit.AttackAnimations = EditorCommon.EditStringArray ("All attack animation:",
//				                                                                    PlayerPredatorUnit.AttackAnimations,
//				                                                                    EditorCommon.GetAnimationNames (PlayerPredatorUnit.gameObject));
//				}
//				EditorGUILayout.EndToggleGroup ();

                //Edit default combat - left claw
                if (EnableEditDefaultLeftClawCombat = EditorGUILayout.BeginToggleGroup("  ---Edit default combat : left claw", EnableEditDefaultLeftClawCombat))
                {
                    PlayerPredatorUnit.DefaultCombat_LeftClaw = Editor_Predator3rdPersonalUnit.EditCombat(
                        "Edit default left claw combat:",
                        PlayerPredatorUnit,
                        PlayerPredatorUnit.DefaultCombat_LeftClaw);
                    PlayerPredatorUnit.DefaultCombat_LeftClaw.userInput = UserInputType.Button_Left_Claw_Tap;
                }
                EditorGUILayout.EndToggleGroup();

                //Edit default combat - right claw
                if (EnableEditDefaultRightClawCombat = EditorGUILayout.BeginToggleGroup("  ---Edit default combat : right claw", EnableEditDefaultRightClawCombat))
                {
                    PlayerPredatorUnit.DefaultCombat_RightClaw = Editor_Predator3rdPersonalUnit.EditCombat(
                        "Edit default right claw combat:",
                        PlayerPredatorUnit,
                        PlayerPredatorUnit.DefaultCombat_RightClaw);
                    PlayerPredatorUnit.DefaultCombat_RightClaw.userInput = UserInputType.Button_Right_Claw_Tap;
                }
                EditorGUILayout.EndToggleGroup();

                //Edit default combat - dual claw
                if (EnableEditDefaultDualClawCombat = EditorGUILayout.BeginToggleGroup("  ---Edit default combat : dual claw", EnableEditDefaultDualClawCombat))
                {
                    PlayerPredatorUnit.DefaultCombat_DualClaw = Editor_Predator3rdPersonalUnit.EditCombat(
                        "Edit default dual claw combat:",
                        PlayerPredatorUnit,
                        PlayerPredatorUnit.DefaultCombat_DualClaw);
                    PlayerPredatorUnit.DefaultCombat_DualClaw.userInput = UserInputType.Button_Dual_Claw_Tap;
                }
                EditorGUILayout.EndToggleGroup();

                //Edit ComboCombat Data
                if (EnableEditComboCombatData = EditorGUILayout.BeginToggleGroup("    ---Edit ComboCombat Data---", EnableEditComboCombatData))
                {
                    PlayerPredatorUnit.ComboCombat = Editor_Predator3rdPersonalUnit.EditComboCombatData(
                        PlayerPredatorUnit,
                        PlayerPredatorUnit.ComboCombat);
                }
                EditorGUILayout.EndToggleGroup();
            }
            EditorGUILayout.EndToggleGroup();

            //Edit Effect Data
            if (EnableEditEffectData = EditorGUILayout.BeginToggleGroup("---Edit Effect Data---", EnableEditEffectData))
            {
                PlayerPredatorUnit.EffectData = EditPlayerEffectDataArray(PlayerPredatorUnit.gameObject,
                                                                          PlayerPredatorUnit.EffectData);
            }
            EditorGUILayout.EndToggleGroup();
            //Edit Audio Data
            if (EnableEditAudioData = EditorGUILayout.BeginToggleGroup("---Edit Audio Data---", EnableEditAudioData))
            {
                PlayerPredatorUnit.AudioData = EditAudioDataArray(PlayerPredatorUnit.gameObject,
                                                                  PlayerPredatorUnit.AudioData);
            }
            EditorGUILayout.EndToggleGroup();
        }
        EditorGUILayout.EndToggleGroup();
    }
    public static PredatorCombatData[] EditCombatDataArray(Predator3rdPersonalUnit Unit, 
		                                          PredatorCombatData[] CombatArray)
    {
        if (GUILayout.Button ("Add Combat")) {
            PredatorCombatData Combat = new PredatorCombatData ();
            CombatArray = Util.AddToArray<PredatorCombatData> (Combat, CombatArray);
        }
        if (CombatArray != null) {
            for (int i=0; i<CombatArray.Length; i++) {
                PredatorCombatData Combat = CombatArray [i];
                Combat = EditCombat ("--- Edit combat:" + Combat.Name, Unit, Combat);
                if (GUILayout.Button ("Delete combat:" + Combat.Name)) {
                    CombatArray = Util.CloneExcept<PredatorCombatData> (CombatArray, Combat);
                }
                EditorGUILayout.Space ();
            }
        }
        return CombatArray;
    }
Beispiel #11
0
 void Awake()
 {
     unit    = transform.root.GetComponentInChildren <Predator3rdPersonalUnit>();
     MaxRage = unit.MaxRage;
     MaxRageHint.realtimeRect = MaxRageHint.adaptiveRect.GetBound();
 }
    public static PredatorComboCombat[] EditComboCombatData(Predator3rdPersonalUnit Unit, 
		                                          PredatorComboCombat[] ComboCombatArray)
    {
        if (GUILayout.Button ("Add ComboCombat")) {
            PredatorComboCombat ComboCombat = new PredatorComboCombat ();
            ComboCombatArray = Util.AddToArray<PredatorComboCombat> (ComboCombat, ComboCombatArray);
        }
        for (int i=0; i<ComboCombatArray.Length; i++) {
            PredatorComboCombat ComboCombat = ComboCombatArray [i];

            if (DynamicEditingComboCombatSwitch.ContainsKey (ComboCombat) == false) {
                DynamicEditingComboCombatSwitch [ComboCombat] = false;
            }
            if (DynamicEditingComboCombatSwitch [ComboCombat] = EditorGUILayout.BeginToggleGroup (new GUIContent ("------- Edit combo combat:" + ComboCombat.comboName, ""),
                       DynamicEditingComboCombatSwitch [ComboCombat])) {

                ComboCombat.comboName = EditorGUILayout.TextField ("Combo combat name:", ComboCombat.comboName);
                ComboCombat.combat = EditCombatDataArray (Unit, ComboCombat.combat);

                if (GUILayout.Button ("Delete combo combat:" + ComboCombat.comboName)) {
                    ComboCombatArray = Util.CloneExcept<PredatorComboCombat> (ComboCombatArray, ComboCombat);
                }
            }
            EditorGUILayout.EndToggleGroup ();
            EditorGUILayout.Space ();
        }
        return ComboCombatArray;
    }
 // Use this for initialization
 void Awake()
 {
     characterController = this.GetComponent<CharacterController>();
     PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>();
     playerStatus = GetComponent<PredatorPlayerStatus>();
 }
 // Use this for initialization
 void Awake()
 {
     attackController = GetComponent<Predator3rdPersonalAttackController>();
     predatorPlayerUnit = GetComponent<Predator3rdPersonalUnit>();
     playerStatus = GetComponent<PredatorPlayerStatus>();
 }
 // Use this for initialization
 void Awake()
 {
     characterController = this.GetComponent <CharacterController>();
     PredatorPlayerUnit  = this.GetComponent <Predator3rdPersonalUnit>();
     playerStatus        = GetComponent <PredatorPlayerStatus>();
 }
Beispiel #16
0
 void Awake()
 {
     unit = transform.root.GetComponentInChildren<Predator3rdPersonalUnit>();
     MaxRage = unit.MaxRage;
     MaxRageHint.realtimeRect = MaxRageHint.adaptiveRect.GetBound();
 }
 void Awake()
 {
     predatorPlayerUnit = GetComponent <Predator3rdPersonalUnit>();
 }
    void Awake()
    {
        controller = GetComponent<CharacterController>();
        //        ClawEffectController = GetComponent<Predator3rdPersonVisualEffectController>();
        PredatorPlayerUnit = this.GetComponent<Predator3rdPersonalUnit>();

        predatorPlayerStatus = this.GetComponent<PredatorPlayerStatus>();

        GroundLayer = PredatorPlayerUnit.GroundLayer;
        JumpOverObstacleLayer = PredatorPlayerUnit.JumpData.ObstacleToJumpOver;

        PrejumpAnimation = PredatorPlayerUnit.JumpData.PreJumpAnimation;
        GroundingAnimation = PredatorPlayerUnit.JumpData.GroundingAnimation;
        JumpingAnimation = PredatorPlayerUnit.JumpData.JumpingAnimation;

        JumpOverSpeed = PredatorPlayerUnit.JumpData.JumpOverSpeed;
        JumpoverCheckDistance = PredatorPlayerUnit.JumpData.JumpOverCheckDistance;

        ForwardJumpTime = PredatorPlayerUnit.JumpData.JumpForwardTime;
        ForwardJumpSpeed = PredatorPlayerUnit.JumpData.JumpForwardSpeed;

        ResetJumpInterval = PredatorPlayerUnit.JumpData.ResetJumpInterval;
    }
 // Use this for initialization
 void Awake()
 {
     attackController   = GetComponent <Predator3rdPersonalAttackController>();
     predatorPlayerUnit = GetComponent <Predator3rdPersonalUnit>();
     playerStatus       = GetComponent <PredatorPlayerStatus>();
 }