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; }
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); }
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; } }
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); }
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>(); }
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; }
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>(); }
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>(); }