Example #1
0
    void LoadShip()
    {
        /*GameObject shipBase = (GameObject)Instantiate(shipCorePrefab, transform.position, transform.rotation);
         * ShipScript ss = shipBase.GetComponent<ShipScript>();
         * myShip=ss;
         * Transform targ = shipBase.transform.FindChild("CameraPos/CamObj/WeaponsTarget");*/
        int offset = 0;
        //string[] sts = shipFilePlayer.text.Split('\n');
        StreamReader sr = new StreamReader(Application.dataPath + "/" + shipPath);

        string[]      sts      = sr.ReadToEnd().Split('\n');
        List <string> stringss = new List <string>();

        foreach (string s in sts)
        {
            string result = Regex.Replace(s, @"\r\n?|\n", "");
            stringss.Add(result);
        }
        string[] strings  = stringss.ToArray();
        string   shipName = strings[offset];

        print(strings[offset]);
        offset   += 1;
        shipsName = shipName;
        string[] colorPrimary = strings[offset].Split(',');
        print(strings[offset]);
        offset += 1;
        Color cPrimary = new Color(float.Parse(colorPrimary[0]) / 255, float.Parse(colorPrimary[1]) / 255, float.Parse(colorPrimary[2]) / 255, 255);

        colMain = cPrimary;
        string[] colorPower = strings[offset].Split(',');
        print(strings[offset]);
        offset += 1;
        Color cPower = new Color(float.Parse(colorPower[0]) / 255, float.Parse(colorPower[1]) / 255, float.Parse(colorPower[2]) / 255, 255);

        colPower = cPower;
        string[] colorThrust = strings[offset].Split(',');
        print(strings[offset]);
        offset += 1;
        Color cThrust = new Color(float.Parse(colorThrust[0]) / 255, float.Parse(colorThrust[1]) / 255, float.Parse(colorThrust[2]) / 255, 255);

        colThrust = cThrust;
        string[] colorSpecial = strings[offset].Split(',');
        print(strings[offset]);
        offset += 1;
        Color cSpecial = new Color(float.Parse(colorSpecial[0]) / 255, float.Parse(colorSpecial[1]) / 255, float.Parse(colorSpecial[2]) / 255, 255);

        colSpecial = cSpecial;
        string[] posOff = strings[offset].Split(',');
        offset += 1;
        poff    = new Vector3(float.Parse(posOff[0]), float.Parse(posOff[1]), float.Parse(posOff[2]));
        int numSeats = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        seats   = new List <ProtoSeat>();
        for (int i = 0; i < numSeats; i++)
        {
            ProtoSeat seatie = new ProtoSeat();
            seatie.name = strings[offset];
            print(strings[offset]);
            offset        += 1;
            seatie.thrusts = new List <int>();
            int numThrustsSeat = int.Parse(strings[offset]);
            print(strings[offset]);
            offset += 1;
            for (int n = 0; n < numThrustsSeat; n++)
            {
                seatie.thrusts.Add(int.Parse(strings[offset]));
                print(strings[offset]);
                offset += 1;
            }
            seatie.wepSet = int.Parse(strings[offset]);
            print("WEAPON SET: " + strings[offset]);
            offset       += 1;
            seatie.powSet = int.Parse(strings[offset]);
            print("POWER SET: " + strings[offset]);
            offset += 1;
            int numSeatModules = int.Parse(strings[offset]);
            print("NUM SEAT MODULES: " + strings[offset]);
            offset         += 1;
            seatie.modSlots = new int[numSeatModules];
            for (int n = 0; n < numSeatModules; n++)
            {
                seatie.modSlots[n] = int.Parse(strings[offset]);
                print(strings[offset]);
                offset += 1;
            }
            seats.Add(seatie);
        }
        int numThrusts = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        thrust  = new List <ProtoThrust>();
        for (int i = 0; i < numThrusts; i++)
        {
            ProtoThrust tg = new ProtoThrust();
            tg.name = strings[offset];
            print(strings[offset]);
            offset += 1;
            tg.axis = strings[offset];
            print(strings[offset]);
            offset += 1;
            thrust.Add(tg);
        }
        int numWeps = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        weps    = new List <ProtoWep>();
        for (int i = 0; i < numWeps; i++)
        {
            string weaponName = strings[offset];
            print(strings[offset]);
            offset += 1;
            string weaponPrimary = strings[offset];
            print(strings[offset]);
            offset += 1;
            string weaponSecondary = strings[offset];
            print(strings[offset]);
            offset += 1;
            ProtoWep pw = new ProtoWep();
            pw.name    = weaponName;
            pw.primWep = weaponPrimary;
            pw.altWep  = weaponSecondary;
            weps.Add(pw);
        }
        int numPowerSys = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        pows    = new List <ProtoPowersys>();
        for (int i = 0; i < numPowerSys; i++)
        {
            string powName = strings[offset];
            print(strings[offset]);
            offset += 1;
            int numModules = int.Parse(strings[offset]);
            print(strings[offset]);
            offset += 1;
            ProtoPowersys ps = new ProtoPowersys();
            ps.name  = powName;
            ps.slots = new List <AuxPowerSlot>();
            for (int n = 0; n < numModules; n++)
            {
                string modType = strings[offset];
                print(strings[offset]);
                offset += 1;
                float mod = float.Parse(strings[offset]);
                print(strings[offset]);
                offset += 1;
                AuxPowerSlot aps = new AuxPowerSlot();
                if (modType == "Shield")
                {
                    aps.mtype = AuxPowerSlot.ModuleType.Shield;
                }
                else if (modType == "Thrust")
                {
                    aps.mtype = AuxPowerSlot.ModuleType.Thrust;
                }
                else if (modType == "Weapon")
                {
                    aps.mtype = AuxPowerSlot.ModuleType.Weapon;
                }
                aps.mod = mod;
                ps.slots.Add(aps);
            }
            pows.Add(ps);
        }
        int numModulesReal = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        mods    = new List <ProtoModset>();
        for (int i = 0; i < numModulesReal; i++)
        {
            string modName = strings[offset];
            print(strings[offset]);
            offset += 1;
            string modType = strings[offset];
            print(strings[offset]);
            offset += 1;
            int powerPower = int.Parse(strings[offset]);
            print(strings[offset]);
            offset += 1;
            int timePower = int.Parse(strings[offset]);
            print(strings[offset]);
            offset += 1;
            int coolPower = int.Parse(strings[offset]);
            print(strings[offset]);
            offset += 1;
            ProtoModset ms = new ProtoModset();
            ms.name  = modName;
            ms.pow   = powerPower;
            ms.tim   = timePower;
            ms.col   = coolPower;
            ms.mtype = modules[modType];
            mods.Add(ms);
        }
        float offsetX = float.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        float offsetY = float.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        float offsetZ = float.Parse(strings[offset]);

        print(strings[offset]);
        offset           += 1;
        rotPivot.position = new Vector3(offsetX, offsetY, offsetZ);
        float camrange = float.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        camTemp.localPosition = new Vector3(0, 0, -camrange);
        float range = float.Parse(strings[offset]);

        print(strings[offset]);
        offset  += 1;
        wepRange = range;
        int numBlocks = int.Parse(strings[offset]);

        print(strings[offset]);
        offset += 1;
        blocks  = new List <BBlock>();
        for (int i = 0; i < numBlocks; i++)
        {
            string[] bb = strings[offset].Split('/');
            print(strings[offset]);
            offset += 1;
            string   blockType = bb[0];
            string[] position  = bb[1].Split(',');
            string[] rotation  = bb[2].Split(',');
            Vector3  pos       = new Vector3(float.Parse(position[0]), float.Parse(position[1]), float.Parse(position[2]));
            Vector3  ea        = new Vector3(Utilities.NearestRound(float.Parse(rotation[0]), 90), Utilities.NearestRound(float.Parse(rotation[1]), 90), Utilities.NearestRound(float.Parse(rotation[2]), 90));

            /*GameObject blockObj = (GameObject)Instantiate(blocks[blockType], Vector3.zero, Quaternion.identity);
             * blockObj.transform.parent=shipBase.transform;
             * blockObj.transform.localPosition=pos+poff;
             * blockObj.transform.localRotation=rot;
             * Block b = blockObj.GetComponent<Block>();
             * b.powerSys=int.Parse(bb[3]);
             * if(b is Weapon)
             * {
             *      Weapon w = (Weapon)b;
             *      w.weaponGroupID=int.Parse(bb[4]);
             *      w.oneTwo=int.Parse(bb[5])==1;
             * }
             * if(b is Module)
             * {
             *      Module m = (Module)b;
             *      m.moduleSlot=int.Parse(bb[4]);
             * }
             * if(b is AuxModule)
             * {
             *      AuxModule am = (AuxModule)b;
             *      am.moduleSlot=int.Parse(bb[4]);
             * }
             * if(b is Thruster)
             * {
             *      Thruster t = (Thruster)b;
             *      t.thrustGroup=int.Parse(bb[4]);
             *      t.posNeg=int.Parse(bb[5])==1;
             * }*/
            AddBlock(blockType, pos, ea, int.Parse(bb[3]), int.Parse(bb[4]), int.Parse(bb[5]));
        }
        tempCMR = (int)(colMain.r * 255);
        tempCMG = (int)(colMain.g * 255);
        tempCMB = (int)(colMain.b * 255);
        tempCPR = (int)(colPower.r * 255);
        tempCPG = (int)(colPower.g * 255);
        tempCPB = (int)(colPower.b * 255);
        tempCTR = (int)(colThrust.r * 255);
        tempCTG = (int)(colThrust.g * 255);
        tempCTB = (int)(colThrust.b * 255);
        tempCSR = (int)(colSpecial.r * 255);
        tempCSG = (int)(colSpecial.g * 255);
        tempCSB = (int)(colSpecial.b * 255);
        sr.Close();
    }
Example #2
0
    void DrawWindow(int id)
    {
        //GUI.DragWindow();
        scrollP = GUILayout.BeginScrollView(scrollP, style);
        GUILayout.Space(25);
        GUILayout.Label("-=SHIP NAME=-", style, GUILayout.Width(220));
        shipsName = GUILayout.TextField(shipsName, style, GUILayout.Width(220));
        GUILayout.Label("-=PRIMARY SHIP COLOR (RGB 0-255)=-", style, GUILayout.Width(220));
        tempCMR = int.Parse(GUILayout.TextField("" + tempCMR, style, GUILayout.Width(220)));
        tempCMG = int.Parse(GUILayout.TextField("" + tempCMG, style, GUILayout.Width(220)));
        tempCMB = int.Parse(GUILayout.TextField("" + tempCMB, style, GUILayout.Width(220)));
        GUILayout.Label("-=SHIP POWER COLOR (RGB 0-255)=-", style, GUILayout.Width(220));
        tempCPR = int.Parse(GUILayout.TextField("" + tempCPR, style, GUILayout.Width(220)));
        tempCPG = int.Parse(GUILayout.TextField("" + tempCPG, style, GUILayout.Width(220)));
        tempCPB = int.Parse(GUILayout.TextField("" + tempCPB, style, GUILayout.Width(220)));
        GUILayout.Label("-=SHIP THRUST COLOR (RGB 0-255)=-", style, GUILayout.Width(220));
        tempCTR = int.Parse(GUILayout.TextField("" + tempCTR, style, GUILayout.Width(220)));
        tempCTG = int.Parse(GUILayout.TextField("" + tempCTG, style, GUILayout.Width(220)));
        tempCTB = int.Parse(GUILayout.TextField("" + tempCTB, style, GUILayout.Width(220)));
        GUILayout.Label("-=SHIP SPECIAL COLOR (RGB 0-255)=-", style, GUILayout.Width(220));
        tempCSR = int.Parse(GUILayout.TextField("" + tempCSR, style, GUILayout.Width(220)));
        tempCSG = int.Parse(GUILayout.TextField("" + tempCSG, style, GUILayout.Width(220)));
        tempCSB = int.Parse(GUILayout.TextField("" + tempCSB, style, GUILayout.Width(220)));
        //if(GUILayout.Button("APPLY COLOR", style, GUILayout.Width(220)))
        //{
        colMain    = new Color(tempCMR / 255f, tempCMG / 255f, tempCMB / 255f);
        colPower   = new Color(tempCPR / 255f, tempCPG / 255f, tempCPB / 255f);
        colThrust  = new Color(tempCTR / 255f, tempCTG / 255f, tempCTB / 255f);
        colSpecial = new Color(tempCSR / 255f, tempCSG / 255f, tempCSB / 255f);
        //}
        //if(GUILayout.Button("LOAD COLOR", style, GUILayout.Width(220)))
        //{
        tempCMR = (int)(colMain.r * 255);
        tempCMG = (int)(colMain.g * 255);
        tempCMB = (int)(colMain.b * 255);
        tempCPR = (int)(colPower.r * 255);
        tempCPG = (int)(colPower.g * 255);
        tempCPB = (int)(colPower.b * 255);
        tempCTR = (int)(colThrust.r * 255);
        tempCTG = (int)(colThrust.g * 255);
        tempCTB = (int)(colThrust.b * 255);
        tempCSR = (int)(colSpecial.r * 255);
        tempCSG = (int)(colSpecial.g * 255);
        tempCSB = (int)(colSpecial.b * 255);
        //}
        GUILayout.Label("-=BRIDGE SEATING=-", style, GUILayout.Width(220));
        if (GUILayout.Button("ADD SEAT", style, GUILayout.Width(220)))
        {
            ProtoSeat ps = new ProtoSeat();
            ps.name     = "";
            ps.thrusts  = new List <int>();
            ps.powSet   = 0;
            ps.wepSet   = 0;
            ps.modSlots = new int[4];
            seats.Add(ps);
        }
        for (int i = 0; i < seats.Count; i++)
        {
            GUILayout.Label("Seat: " + seats[i].name + "/#" + i, style, GUILayout.Width(220));
            seats[i].name = GUILayout.TextField(seats[i].name, style, GUILayout.Width(220));
            GUILayout.Label("Seat thruster group IDs", style, GUILayout.Width(220));
            for (int j = 0; j < thrust.Count; j++)
            {
                if (GUILayout.Button("ADD GROUP " + thrust[j].name, style, GUILayout.Width(220)))
                {
                    seats[i].thrusts.Add(j);
                }
            }
            for (int j = 0; j < seats[i].thrusts.Count; j++)
            {
                if (GUILayout.Button("REMOVE GROUP: " + thrust[seats[i].thrusts[j]].name, style, GUILayout.Width(220)))
                {
                    seats[i].thrusts.RemoveAt(j);
                }
            }
            GUILayout.Label("Seat weapon group", style, GUILayout.Width(220));
            for (int j = 0; j < weps.Count; j++)
            {
                if (seats[i].wepSet == j)
                {
                    GUI.color = colSpecial;
                }
                else
                {
                    GUI.color = Color.white;
                }
                if (GUILayout.Button("SET GROUP " + weps[j].name, style, GUILayout.Width(220)))
                {
                    seats[i].wepSet = j;
                }
                GUI.color = Color.white;
            }
            GUILayout.Label("Seat power system", style, GUILayout.Width(220));
            for (int j = 0; j < pows.Count; j++)
            {
                if (seats[i].powSet == j)
                {
                    GUI.color = colPower;
                }
                else
                {
                    GUI.color = Color.white;
                }
                if (GUILayout.Button("SET GROUP " + pows[j].name, style, GUILayout.Width(220)))
                {
                    seats[i].wepSet = j;
                }
                GUI.color = Color.white;
            }
            for (int m = 0; m < seats[i].modSlots.Length; m++)
            {
                GUILayout.Label("Seat module slot #" + m, style, GUILayout.Width(220));
                for (int j = 0; j < mods.Count; j++)
                {
                    if (seats[i].modSlots[m] == j)
                    {
                        GUI.color = colPower;
                    }
                    else
                    {
                        GUI.color = Color.white;
                    }
                    if (GUILayout.Button("SET GROUP " + mods[j].name, style, GUILayout.Width(220)))
                    {
                        seats[i].modSlots[m] = j;
                    }
                    GUI.color = Color.white;
                }
            }
            if (GUILayout.Button("!!WARNING: REMOVE SEAT!!", style, GUILayout.Width(220)))
            {
                seats.RemoveAt(i);
            }
        }
        GUILayout.Label("-=THRUSTER GROUPS=-", style, GUILayout.Width(220));
        if (GUILayout.Button("ADD GROUP", style, GUILayout.Width(220)))
        {
            ProtoThrust pt = new ProtoThrust();
            pt.name = "";
            pt.axis = "";
            thrust.Add(pt);
        }
        for (int i = 0; i < thrust.Count; i++)
        {
            GUILayout.Label("Thruster Group: " + thrust[i].name + "/#" + i, style, GUILayout.Width(220));
            thrust[i].name = GUILayout.TextField(thrust[i].name, style, GUILayout.Width(220));
            GUILayout.Label("Thruster Axis: " + thrust[i].axis, style, GUILayout.Width(220));
            thrust[i].axis = GUILayout.TextField(thrust[i].axis, style, GUILayout.Width(220));
            GUILayout.Label("REMOVE ALL REFERENCES TO THRUSTERGROUP BEFORE USE!", style, GUILayout.Width(220));
            if (GUILayout.Button("!!WARNING: REMOVE THRUSTER GROUP!!", style, GUILayout.Width(220)))
            {
                thrust.RemoveAt(i);
            }
        }
        GUILayout.Label("-=WEAPON GROUPS=-", style, GUILayout.Width(220));
        GUILayout.Label("WEAPON TYPES AVAILABLE RIGHT NOW: LightGatling, LightBeam", style, GUILayout.Width(220));
        GUILayout.Label("LightGatling: 240RPM 20-round-clip light gatling weapons.  Mid damage, mid range.", style, GUILayout.Width(220));
        GUILayout.Label("LightBeam: Constant DPS infinite ammo beam weapons.  Mid damage, short range.", style, GUILayout.Width(220));
        if (GUILayout.Button("ADD GROUP", style, GUILayout.Width(220)))
        {
            ProtoWep pw = new ProtoWep();
            pw.name    = "";
            pw.primWep = "";
            pw.altWep  = "";
            weps.Add(pw);
        }
        for (int i = 0; i < weps.Count; i++)
        {
            GUILayout.Label("Weapon Group: " + weps[i].name + "/#" + i, style, GUILayout.Width(220));
            weps[i].name = GUILayout.TextField(weps[i].name, style, GUILayout.Width(220));
            GUILayout.Label("Primary Weapon: " + weps[i].primWep, style, GUILayout.Width(220));
            weps[i].primWep = GUILayout.TextField(weps[i].primWep, style, GUILayout.Width(220));
            GUILayout.Label("Secondary Weapon: " + weps[i].altWep, style, GUILayout.Width(220));
            weps[i].altWep = GUILayout.TextField(weps[i].altWep, style, GUILayout.Width(220));
            GUILayout.Label("REMOVE ALL REFERENCES TO WEAPONGROUP BEFORE USE!", style, GUILayout.Width(220));
            if (GUILayout.Button("!!WARNING: REMOVE WEAPON GROUP!!", style, GUILayout.Width(220)))
            {
                weps.RemoveAt(i);
            }
        }
        GUILayout.Label("-=POWER SYSTEMS=-", style, GUILayout.Width(220));
        GUILayout.Label("APMS AVAILABLE RIGHT NOW: Shield, Thrust, Weapon", style, GUILayout.Width(220));
        GUILayout.Label("Shield: Absorbs damage while active.", style, GUILayout.Width(220));
        GUILayout.Label("Thrust: Boosts thruster strength.", style, GUILayout.Width(220));
        GUILayout.Label("Weapon: Increases weapon damage, firerate, and reload speed.", style, GUILayout.Width(220));
        if (GUILayout.Button("ADD GROUP", style, GUILayout.Width(220)))
        {
            ProtoPowersys pp = new ProtoPowersys();
            pp.name  = "";
            pp.slots = new List <AuxPowerSlot>();
            pows.Add(pp);
        }
        for (int i = 0; i < pows.Count; i++)
        {
            GUILayout.Label("Power System: " + pows[i].name + "/#" + i, style, GUILayout.Width(220));
            pows[i].name = GUILayout.TextField(pows[i].name, style, GUILayout.Width(220));
            GUILayout.Label("APMS: " + pows[i].slots.Count, style, GUILayout.Width(220));
            if (GUILayout.Button("ADD SHIELD APM", style, GUILayout.Width(220)))
            {
                AuxPowerSlot aps = new AuxPowerSlot();
                aps.mtype = AuxPowerSlot.ModuleType.Shield;
                pows[i].slots.Add(aps);
            }
            if (GUILayout.Button("ADD THRUST APM", style, GUILayout.Width(220)))
            {
                AuxPowerSlot aps = new AuxPowerSlot();
                aps.mtype = AuxPowerSlot.ModuleType.Thrust;
                pows[i].slots.Add(aps);
            }
            if (GUILayout.Button("ADD WEAPON APM", style, GUILayout.Width(220)))
            {
                AuxPowerSlot aps = new AuxPowerSlot();
                aps.mtype = AuxPowerSlot.ModuleType.Weapon;
                pows[i].slots.Add(aps);
            }
            for (int j = 0; j < pows[i].slots.Count; j++)
            {
                GUILayout.Label("APM #" + j + " TYPE: " + pows[i].slots[j].mtype.ToString() + ", MOD: " + pows[i].slots[j].mod.ToString("P2") + "%", style, GUILayout.Width(220));
                pows[i].slots[j].mod = GUILayout.HorizontalSlider(pows[i].slots[j].mod, 0, 1, GUILayout.Width(220));
                if (GUILayout.Button("!!WARNING: REMOVE APM!!", style, GUILayout.Width(220)))
                {
                    pows[i].slots.RemoveAt(j);
                }
            }
            if (GUILayout.Button("!!WARNING: REMOVE POWER GROUP!!", style, GUILayout.Width(220)))
            {
                pows.RemoveAt(i);
            }
        }
        GUILayout.Label("-=MODULES=-", style, GUILayout.Width(220));
        if (GUILayout.Button("ADD JUMP DRIVE MODULE", style, GUILayout.Width(220)))
        {
            ProtoModset pm = new ProtoModset();
            pm.mtype = ModuleSlot.ModuleType.JumpDrive;
            pm.name  = "";
            pm.pow   = 20;
            pm.tim   = 10;
            pm.col   = 20;
            mods.Add(pm);
        }
        if (GUILayout.Button("ADD MISSILE MODULE", style, GUILayout.Width(220)))
        {
            ProtoModset pm = new ProtoModset();
            pm.mtype = ModuleSlot.ModuleType.Missile;
            pm.name  = "";
            pm.pow   = 20;
            pm.tim   = 10;
            pm.col   = 20;
            mods.Add(pm);
        }
        if (GUILayout.Button("ADD AUTOREPAIR MODULE", style, GUILayout.Width(220)))
        {
            ProtoModset pm = new ProtoModset();
            pm.mtype = ModuleSlot.ModuleType.AutoRepair;
            pm.name  = "";
            pm.pow   = 20;
            pm.tim   = 10;
            pm.col   = 20;
            mods.Add(pm);
        }
        for (int i = 0; i < mods.Count; i++)
        {
            GUILayout.Label("Module Slot: " + mods[i].name + "/#" + i, style, GUILayout.Width(220));
            mods[i].name = GUILayout.TextField(mods[i].name, style, GUILayout.Width(220));
            int tempP = int.Parse(GUILayout.TextField("" + mods[i].pow, style, GUILayout.Width(220)));
            int tempT = int.Parse(GUILayout.TextField("" + mods[i].tim, style, GUILayout.Width(220)));
            int tempC = int.Parse(GUILayout.TextField("" + mods[i].col, style, GUILayout.Width(220)));
            if (tempP + tempT + tempC <= 50)
            {
                mods[i].pow = tempP;
                mods[i].tim = tempT;
                mods[i].col = tempC;
            }
            if (GUILayout.Button("!!WARNING: REMOVE MODSLOT!!", style, GUILayout.Width(220)))
            {
                pows.RemoveAt(i);
            }
        }
        GUILayout.Label("-=CAMERA SETUP (X/Y/Z/RANGE)=-", style, GUILayout.Width(220));
        float tempX = float.Parse(GUILayout.TextField("" + rotPivot.transform.position.x, style, GUILayout.Width(220)));
        float tempY = float.Parse(GUILayout.TextField("" + rotPivot.transform.position.y, style, GUILayout.Width(220)));
        float tempZ = float.Parse(GUILayout.TextField("" + rotPivot.transform.position.z, style, GUILayout.Width(220)));
        float tempR = float.Parse(GUILayout.TextField("" + (-camTemp.transform.localPosition.z), style, GUILayout.Width(220)));

        rotPivot.transform.position     = new Vector3(tempX, tempY, tempZ);
        camTemp.transform.localPosition = new Vector3(0, 0, -tempR);
        GUILayout.Label("-=OPTIMAL WEAPONS RANGE=-", style, GUILayout.Width(220));
        wepRange = float.Parse(GUILayout.TextField("" + wepRange, style, GUILayout.Width(220)));
        GUILayout.EndScrollView();
        GUI.DragWindow();
    }