//Use this for initialization
        void Start()
        {
            //Default Gravity
            Physics.gravity = gravityZeroG;

            try
            {
                CircularGravity circularGravity = circularGravityGameObject.GetComponent <CircularGravity>();

                //Default GUI values
                hSliderSize          = circularGravity.size;
                hSceneTimeScale      = Time.timeScale;
                hSliderForcePower    = circularGravity.forcePower;
                hSliderCapsuleRadius = circularGravity.capsuleRadius;
                togglePulse          = circularGravity.pulseProperties.pulse;
                toggleDrawForce      = circularGravity.drawGravityProperties.drawGravityForce;
                hSliderPulseSpeed    = circularGravity.pulseProperties.speed;
                hSliderPulseMinSize  = circularGravity.pulseProperties.minSize;
                hSliderPulseMaxSize  = circularGravity.pulseProperties.maxSize;
                noGravity            = toggleNoGravity;
            }
            catch (System.Exception)
            {
                Debug.LogWarning("Error reading CircularGravity GameObject");
            }
        }
        private static void CreateHoverTrigger(GameObject cgf = null, CircularGravity circularGravity = null)
        {
            GameObject triggerEnableObj = new GameObject();

            triggerEnableObj.name = "Trigger Hover";
            if (circularGravity != null)
            {
                triggerEnableObj.AddComponent <CGF_HoverTrigger>().Cgf = circularGravity;
            }
            else
            {
                triggerEnableObj.AddComponent <CGF_HoverTrigger>();
            }
            if (cgf != null)
            {
                triggerEnableObj.transform.SetParent(cgf.transform, false);
            }
            triggerEnableObj.transform.position = triggerEnableObj.transform.position + Vector3.left * 6f;
            triggerEnableObj.transform.rotation = Quaternion.Euler(-180, 0, 0);

            if (cgf == null)
            {
                FocusGameObject(triggerEnableObj);
            }
        }
Beispiel #3
0
 void OnDrawGizmos()
 {
     if (enable)
     {
         circularGravity = this.GetComponent <CircularGravity>();
         DrawGravityForceGizmos();
     }
 }
Beispiel #4
0
        void Update()
        {
            if (buttonCreate)
            {
                //Creates empty gameobject.
                GameObject cgf = new GameObject();

                //Creates Circular Gravity Force component
                CircularGravity circularGravity = cgf.AddComponent <CircularGravity>();

                //Sets up properties
                circularGravity.shape         = cgfShape;
                circularGravity.forcePower    = cgfForcePower;
                circularGravity.size          = cgfSize;
                circularGravity.capsuleRadius = cgfCapsuleRadius;
                circularGravity.constraintProperties.alignToForce = cgfAngleToForce;

                circularGravity.drawGravityProperties.drawGravityForce = cgfDrawGravityForce;
                circularGravity.drawGravityProperties.thickness        = cgfDrawGravityForceThickness;

                if (cgfVisualizer)
                {
                    CircularGravityVisualizer circularGravityVisualizer = cgf.AddComponent <CircularGravityVisualizer>();

                    circularGravityVisualizer.circularGravityGameObject = cgf;
                    circularGravityVisualizer.guiLocation.x             = cgfVisualizerGUIx;
                    circularGravityVisualizer.guiLocation.y             = cgfVisualizerGUIy;
                }

                //Sets gameojbect Name
                cgf.name = "CGF";

                //Creates Circular Gravity Force Gizmos componet
                if (cgfGizmos)
                {
                    cgf.AddComponent <CircularGravityGizmos>();
                }

                //Sets the create location for the Circular Gravity Force gameobject
                if (SceneView.lastActiveSceneView != null)
                {
                    cgf.transform.position = SceneView.lastActiveSceneView.pivot;

                    //Sets the Circular Gravity Force gameobject selected in the hierarchy
                    Selection.activeGameObject = cgf;

                    //focus the editor camera on the Circular Gravity Force gameobject
                    SceneView.lastActiveSceneView.FrameSelected();
                }
                else
                {
                    cgf.transform.position = Vector3.zero;
                }

                //Disables the buttonCreateNewCGF
                buttonCreate = false;
            }
        }
Beispiel #5
0
        void Start()
        {
            cgf = this.GetComponent <CircularGravity>();

            //Sets up pulse
            if (_pulseProperties.Pulse)
            {
                cgf.Size       = _pulseProperties.MinSize;
                pulse_Positive = true;
            }
        }
Beispiel #6
0
        void Awake()
        {
            cgf = this.GetComponent <CircularGravity>();

            SetIdleValues();
        }
        // Use this for initialization
        void Start()
        {
            cgf = this.GetComponent <CircularGravity>();

            cgf.Size = maxCgfSize;
        }
        private void UpdateCGFGUI()
        {
            if (buttonCreate3D)
            {
                //Creates empty gameobject.
                GameObject cgf = new GameObject();

                //Creates Circular Gravity Force component
                CircularGravity circularGravity = cgf.AddComponent <CircularGravity>();

                //Adds Controls
                if (modAxisControls)
                {
                    cgf.AddComponent <CGF_AxisControls>();
                }

                if (modKeyControls)
                {
                    cgf.AddComponent <CGF_KeyControls>();
                }

                //Adds Mods
                if (modPulse)
                {
                    cgf.AddComponent <CGF_Pulse>();
                }
                if (modSize)
                {
                    cgf.AddComponent <CGF_SizeByRaycast>();
                }

                //Sets up properties
                circularGravity._shape     = cgfShape;
                circularGravity._forceType = cgfForceType;
                circularGravity.ForcePower = cgfForcePower;
                circularGravity._forceMode = cgfForceMode;
                circularGravity._forceTypeProperties.ExplosionForceUpwardsModifier = cfgExplosionForceUpwardsModifier;
                circularGravity._forceTypeProperties.TorqueMaxAngularVelocity      = cfgTorqueMaxAngularVelocity;
                circularGravity.Size          = cgfSize;
                circularGravity.CapsuleRadius = cgfCapsuleRadius;
                circularGravity._constraintProperties.AlignToForce = cgfAlignToForce;
                circularGravity._constraintProperties.SlerpSpeed   = cgfslerpSpeed;

                circularGravity._drawGravityProperties.DrawGravityForce    = cgfDrawGravityForce;
                circularGravity._drawGravityProperties.GravityLineMaterial = new Material(Shader.Find("UI/Default"));
                circularGravity._drawGravityProperties.Thickness           = cgfDrawGravityForceThickness;

                //Sets gameojbect Name
                cgf.name = "CGF";

                FocusGameObject(cgf);

                if (triggerEnable)
                {
                    CreateEnableTrigger(cgf, circularGravity);
                }
                if (triggerHover)
                {
                    CreateHoverTrigger(cgf, circularGravity);
                }

                //Disables the buttonCreateNewCGF
                buttonCreate3D = false;
            }
        }
        //Draws the GUI
        void OnGUI()
        {
            GUIStyle labelGUIStyle = new GUIStyle();

            labelGUIStyle.normal.textColor = Color.white;
            labelGUIStyle.alignment        = TextAnchor.MiddleRight;

            GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 5, 100, 20), "Shape:", labelGUIStyle);
            if (GUI.Button(new Rect(guiLocation.x + 110, guiLocation.y + 5, 63, 20), "Sphere"))
            {
                circularGravityGameObject.GetComponent <CircularGravity>().shape = CircularGravity.Shape.Sphere;
            }
            else if (GUI.Button(new Rect(guiLocation.x + 178, guiLocation.y + 5, 63, 20), "Capsule"))
            {
                circularGravityGameObject.GetComponent <CircularGravity>().shape = CircularGravity.Shape.Capsule;
            }
            else if (GUI.Button(new Rect(guiLocation.x + 248, guiLocation.y + 5, 63, 20), "Raycast"))
            {
                circularGravityGameObject.GetComponent <CircularGravity>().shape = CircularGravity.Shape.RayCast;
            }

            GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 25, 100, 20), "Force Power:", labelGUIStyle);
            hSliderForcePower = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 30, 200, 20), hSliderForcePower, forcePower.min, forcePower.max);

            if (circularGravityGameObject.GetComponent <CircularGravity>().shape == CircularGravity.Shape.Capsule)
            {
                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 50, 100, 20), "Capsule Radius:", labelGUIStyle);
                hSliderCapsuleRadius = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 55, 200, 20), hSliderCapsuleRadius, capsuleRadius.min, capsuleRadius.max);
            }
            toggleGravityEffect = GUI.Toggle(new Rect(guiLocation.x + 315, guiLocation.y + 25, 150, 20), toggleGravityEffect, "Gravity Effect");
            toggleAngleToForce  = GUI.Toggle(new Rect(guiLocation.x + 315, guiLocation.y + 50, 150, 20), toggleAngleToForce, "Angle to Force");
            togglePulse         = GUI.Toggle(new Rect(guiLocation.x + 315, guiLocation.y + 75, 50, 20), togglePulse, "Pulse");
            toggleDrawForce     = GUI.Toggle(new Rect(guiLocation.x + 315, guiLocation.y + 100, 80, 20), toggleDrawForce, "Draw Force");
            toggleNoGravity     = GUI.Toggle(new Rect(guiLocation.x + 315, guiLocation.y + 125, 80, 20), toggleNoGravity, "No Gravity");

            float topLocButton;

            if (!togglePulse)
            {
                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 75, 100, 20), "Custom Size:", labelGUIStyle);
                hSliderSize = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 80, 200, 20), hSliderSize, sizeProperties.min, sizeProperties.max);

                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 100, 100, 20), "Time Scale:", labelGUIStyle);
                hSceneTimeScale = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 105, 200, 20), hSceneTimeScale, sceneTimeScale.min, sceneTimeScale.max);

                topLocButton = 125;
            }
            else
            {
                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 75, 100, 20), "pulse Max Size:", labelGUIStyle);
                hSliderPulseMaxSize = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 80, 200, 20), hSliderPulseMaxSize, pulseMaxSize.min, pulseMaxSize.max);

                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 100, 100, 20), "Pulse Min Size:", labelGUIStyle);
                hSliderPulseMinSize = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 105, 200, 20), hSliderPulseMinSize, pulseMinSize.min, pulseMinSize.max);

                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 125, 100, 20), "Pulse Speed:", labelGUIStyle);
                hSliderPulseSpeed = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 130, 200, 20), hSliderPulseSpeed, pulseSpeed.min, pulseSpeed.max);

                GUI.Label(new Rect(guiLocation.x + 5, guiLocation.y + 150, 100, 20), "Time Scale:", labelGUIStyle);
                hSceneTimeScale = GUI.HorizontalSlider(new Rect(guiLocation.x + 110, guiLocation.y + 155, 200, 20), hSceneTimeScale, sceneTimeScale.min, sceneTimeScale.max);

                topLocButton = 175;
            }

            if (GUI.Button(new Rect(guiLocation.x + 260, guiLocation.y + topLocButton, 50, 20), "Reset"))
            {
                Application.LoadLevel(Application.loadedLevelName);

                hSceneTimeScale = 1f;
            }

            try
            {
                CircularGravity circularGravity = circularGravityGameObject.GetComponent <CircularGravity>();

                //Defaults the effect
                if (circularGravity.specialEffect.attachedGameObject == null && defaultAttachedGameObject != null)
                {
                    circularGravity.specialEffect.attachedGameObject = defaultAttachedGameObject;
                }

                if (!togglePulse)
                {
                    circularGravity.size = hSliderSize;
                }

                circularGravity.constraintProperties.alignToForce = toggleAngleToForce;

                if (toggleGravityEffect)
                {
                    circularGravity.specialEffect.timeEffected  = 3.0f;
                    circularGravity.specialEffect.physicsEffect = CircularGravity.PhysicsEffect.NoGravity;
                }
                else
                {
                    circularGravity.specialEffect.timeEffected  = 0.0f;
                    circularGravity.specialEffect.physicsEffect = CircularGravity.PhysicsEffect.None;
                }

                circularGravity.forcePower            = hSliderForcePower;
                circularGravity.capsuleRadius         = hSliderCapsuleRadius;
                circularGravity.pulseProperties.pulse = togglePulse;
                circularGravity.drawGravityProperties.drawGravityForce = toggleDrawForce;
                circularGravity.pulseProperties.speed   = hSliderPulseSpeed;
                circularGravity.pulseProperties.minSize = hSliderPulseMinSize;
                circularGravity.pulseProperties.maxSize = hSliderPulseMaxSize;

                Time.timeScale = hSceneTimeScale;
            }
            catch (System.Exception)
            {
                Debug.LogWarning("Error reading CircularGravity GameObject");
            }
        }
        //Enables/Disable the circular gravity
        private void EnableCircularGravity(bool enable)
        {
            CircularGravity circularGravity = this.GetComponent <CircularGravity>();

            circularGravity.enable = enable;
        }
Beispiel #11
0
        void SyncGunSelection()
        {
            CircularGravity cgf = cgfGameObject.GetComponent <CircularGravity> ();

            switch (_gunType)
            {
            case GunType.GravityGunForce:
                cgf._forceType        = CircularGravity.ForceType.Force;
                cgf._forceMode        = ForceMode.Force;
                cgf._shape            = CircularGravity.Shape.RayCast;
                sizeByRaycast.enabled = true;

                if (Input.GetButton("Fire1"))
                {
                    cgf.ForcePower = cgfForcePower;
                }
                else if (Input.GetButton("Fire2"))
                {
                    cgf.ForcePower = -cgfForcePower;
                }
                else
                {
                    cgf.ForcePower = 0f;
                }
                animator.SetBool("isShooting", cgf.ForcePower != 0f);
                break;

            case GunType.LauncherForce:

                cgf._forceType         = CircularGravity.ForceType.Force;
                cgf._forceMode         = ForceMode.Impulse;
                cgf._shape             = CircularGravity.Shape.RayCast;
                sizeByRaycast.enabled  = false;
                sizeByRaycast.HitPoint = Vector3.zero;
                cgf.Size       = 1f;
                cgf.ForcePower = 25f;

                if (Input.GetButtonDown("Fire1"))
                {
                    spawnPosBullet.Spawning();
                    spawnPosBullet.LastSpawned.GetComponent <CircularGravity>().ForcePower = cgfForcePower;
                    if (SceneSettings.Instance != null)
                    {
                        spawnPosBullet.LastSpawned.GetComponent <CircularGravity>()._drawGravityProperties.DrawGravityForce = SceneSettings.Instance.ToggleCGF;
                    }
                    animator.SetBool("isShooting", true);
                }
                else if (Input.GetButtonDown("Fire2"))
                {
                    spawnNegBullet.Spawning();
                    spawnNegBullet.LastSpawned.GetComponent <CircularGravity>().ForcePower = -cgfForcePower;
                    if (SceneSettings.Instance != null)
                    {
                        spawnNegBullet.LastSpawned.GetComponent <CircularGravity>()._drawGravityProperties.DrawGravityForce = SceneSettings.Instance.ToggleCGF;
                    }
                    animator.SetBool("isShooting", true);
                }
                else
                {
                    animator.SetBool("isShooting", false);
                }
                break;

            case GunType.GravityGunTorque:
                cgf._forceType        = CircularGravity.ForceType.Torque;
                cgf._forceMode        = ForceMode.Force;
                cgf._shape            = CircularGravity.Shape.RayCast;
                sizeByRaycast.enabled = true;

                if (Input.GetButton("Fire1"))
                {
                    cgf.ForcePower = cgfForcePower;
                }
                else if (Input.GetButton("Fire2"))
                {
                    cgf.ForcePower = -cgfForcePower;
                }
                else
                {
                    cgf.ForcePower = 0f;
                }
                animator.SetBool("isShooting", cgf.ForcePower != 0f);
                break;

            case GunType.LauncherTorque:
                cgf._forceType         = CircularGravity.ForceType.Force;
                cgf._forceMode         = ForceMode.Impulse;
                sizeByRaycast.enabled  = false;
                sizeByRaycast.HitPoint = Vector3.zero;
                cgf.Size       = 1f;
                cgf.ForcePower = 30f;

                if (Input.GetButtonDown("Fire1"))
                {
                    spawnPosBulletTor.Spawning();
                    spawnPosBulletTor.LastSpawned.GetComponent <CircularGravity>().ForcePower = cgfForcePower;
                    if (SceneSettings.Instance != null)
                    {
                        spawnPosBulletTor.LastSpawned.GetComponent <CircularGravity>()._drawGravityProperties.DrawGravityForce = SceneSettings.Instance.ToggleCGF;
                    }
                    animator.SetBool("isShooting", true);
                }
                else if (Input.GetButtonDown("Fire2"))
                {
                    spawnNegBulletTor.Spawning();
                    spawnNegBulletTor.LastSpawned.GetComponent <CircularGravity>().ForcePower = -cgfForcePower;
                    if (SceneSettings.Instance != null)
                    {
                        spawnNegBulletTor.LastSpawned.GetComponent <CircularGravity>()._drawGravityProperties.DrawGravityForce = SceneSettings.Instance.ToggleCGF;
                    }
                    animator.SetBool("isShooting", true);
                }
                else
                {
                    animator.SetBool("isShooting", false);
                }

                break;
            }
        }