Exemple #1
0
    public static SkillPath CreateSkillPath(GameObject go, Example.SkillPath.PathType type)
    {
        SkillPath path = null;

        switch (type)
        {
        case Example.SkillPath.PathType.NONE:
            path = go.AddComponent <NOPSkillPath> ();
            break;

        case Example.SkillPath.PathType.LINE:
            var linePath = go.AddComponent <LineSkillPath> ();
            linePath.startPos = CreateGameObject(go.transform, "Start").transform;
            linePath.endPos   = CreateGameObject(go.transform, "End").transform;
            path = linePath;
            break;

        case Example.SkillPath.PathType.FOLLOW:
            var followPath = go.AddComponent <FollowSkillPath> ();
            path = followPath;
            break;

        case Example.SkillPath.PathType.HELIX:
            var helixPath = go.AddComponent <HelixSkillPath> ();
            path = helixPath;
            break;

        case Example.SkillPath.PathType.FIXED_POSITION:
            var fixedPath = go.AddComponent <FixedPositionSkillPath> ();
            fixedPath.fixedPosition = CreateGameObject(go.transform, "FixedPosition").transform;
            path = fixedPath;
            break;
        }
        path.pathType = type;
        return(path);
    }
Exemple #2
0
    public static SkillParticle CreateSkillParticle(SkillParticleEmitter skillEmitter, GameObject effectPrefab, int startFrame, int duration, Example.SkillPath.PathType pathType, Example.SkillShapeNew.ShapeType shapeType)
    {
        var go = CreateGameObject(skillEmitter.transform, "Particle");

        var path  = CreateSkillPath(go, pathType);
        var shape = CreateSkillShape(go, shapeType);

        var skillParticle = go.AddComponent <SkillParticle> ();

        //var effect = InstantiateGameObject (go.transform,effectPrefab,"Effect");

        skillParticle.path       = path;
        skillParticle.hitShape   = shape;
        skillParticle.startFrame = startFrame;
        skillParticle.duration   = duration;
        skillParticle.effect     = effectPrefab;
        skillParticle.effectName = effectPrefab != null?effectPrefab.name:"";

        return(skillParticle);
    }
Exemple #3
0
    public override void OnInspectorGUI()
    {
        Obj               = new SerializedObject(this.target);
        this.firetime     = Obj.FindProperty("firetime");
        this.duration     = Obj.FindProperty("duration");
        this.id           = Obj.FindProperty("id");
        this.effect       = Obj.FindProperty("effect");
        this.pathType     = Obj.FindProperty("pathType");
        this.hitshapeType = Obj.FindProperty("hitshapeType");
        this.isBullet     = Obj.FindProperty("isBullet");
        export            = Obj.FindProperty("export");

        EditorGUILayout.PropertyField(firetime);
        EditorGUILayout.PropertyField(duration);
        EditorGUILayout.PropertyField(id);
        EditorGUILayout.PropertyField(effect);
        EditorGUILayout.PropertyField(pathType);
        EditorGUILayout.PropertyField(hitshapeType);
        EditorGUILayout.PropertyField(isBullet);
        EditorGUILayout.PropertyField(export);

        SkillParticleActionItem targetObj = this.target as SkillParticleActionItem;

        Example.SkillPath.PathType      oldPath  = targetObj.pathType;
        Example.SkillShapeNew.ShapeType oldShape = targetObj.hitshapeType;
        //targetObj.pathType = (Example.SkillPath.PathType)EditorGUILayout.EnumPopup("pathType", targetObj.pathType);
        Obj.ApplyModifiedProperties();
        if (oldPath != targetObj.pathType)
        {
            if (targetObj.path != null)
            {
                if (targetObj.path is LineSkillPath)
                {
                    LineSkillPath line = (LineSkillPath)targetObj.path;
                    if (line.startPos.gameObject != null)
                    {
                        DestroyImmediate(line.startPos.gameObject);
                    }
                    if (line.endPos.gameObject != null)
                    {
                        DestroyImmediate(line.endPos.gameObject);
                    }
                }
                DestroyImmediate(targetObj.path);
            }
            if (targetObj.pathType == Example.SkillPath.PathType.LINE)
            {
                targetObj.path = targetObj.gameObject.AddComponent <LineSkillPath>();
                LineSkillPath line = (LineSkillPath)targetObj.path;
                line.startPos = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
                line.startPos.gameObject.name = "LineStart";
                line.startPos.localScale      = Vector3.one * 0.3f;
                line.startPos.parent          = targetObj.gameObject.transform;
                line.endPos                 = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
                line.endPos.parent          = targetObj.gameObject.transform;
                line.endPos.gameObject.name = "LineEnd";
                line.endPos.localScale      = Vector3.one * 0.3f;
            }
            if (targetObj.pathType == Example.SkillPath.PathType.FOLLOW)
            {
                targetObj.path = targetObj.gameObject.AddComponent <FollowSkillPath>();
                //FollowSkillPath line = (FollowSkillPath)targetObj.path;
            }
            if (targetObj.pathType == Example.SkillPath.PathType.HELIX)
            {
                targetObj.path = targetObj.gameObject.AddComponent <HelixSkillPath>();
                HelixSkillPath line = (HelixSkillPath)targetObj.path;
                line.StartPoint = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
                line.StartPoint.gameObject.name = "StartPoint";
                line.StartPoint.localScale      = Vector3.one * 0.3f;
                line.StartPoint.parent          = targetObj.gameObject.transform;
            }
            if (targetObj.pathType == Example.SkillPath.PathType.SCALE)
            {
                targetObj.path = targetObj.gameObject.AddComponent <ScaleSkillPath>();
                //ScaleSkillPath line = (ScaleSkillPath)targetObj.path;
            }
            if (targetObj.pathType == Example.SkillPath.PathType.FIXED_POSITION)
            {
                targetObj.path = targetObj.gameObject.AddComponent <FixedPositionSkillPath>();
                FixedPositionSkillPath line = (FixedPositionSkillPath)targetObj.path;
                line.fixedPosition = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
                line.fixedPosition.gameObject.name = "fixedPosition";
                line.fixedPosition.localScale      = Vector3.one * 0.3f;
                line.fixedPosition.parent          = targetObj.gameObject.transform;
            }
            if (targetObj.pathType == Example.SkillPath.PathType.NONE)
            {
                targetObj.path = targetObj.gameObject.AddComponent <NOPSkillPath>();
            }
        }

        if (oldShape != targetObj.hitshapeType)
        {
            if (targetObj.hitShape != null)
            {
                //  if (targetObj.hitShape is CircleSkillShape)
                {
                    // CircleSkillShape line = (CircleSkillShape)targetObj.hitShape;
                }
                DestroyImmediate(targetObj.hitShape);
            }
            if (targetObj.hitshapeType == Example.SkillShapeNew.ShapeType.CIRCLE)
            {
                targetObj.hitShape = targetObj.gameObject.AddComponent <CircleSkillShape>();
            }
            if (targetObj.hitshapeType == Example.SkillShapeNew.ShapeType.BOX)
            {
                targetObj.hitShape = targetObj.gameObject.AddComponent <BoxSkillShape>();
            }
            if (targetObj.hitshapeType == Example.SkillShapeNew.ShapeType.SECTOR)
            {
                targetObj.hitShape = targetObj.gameObject.AddComponent <SectorSkillShape>();
            }
            if (targetObj.hitshapeType == Example.SkillShapeNew.ShapeType.TRIANGLE)
            {
                targetObj.hitShape = targetObj.gameObject.AddComponent <TriangleSkillShape>();
            }
        }

        if (GUILayout.Button("添加碰撞动作"))
        {
            GameObject hit = new GameObject();
            hit.name = "HitAction";
            SkillHitAction skillhit = hit.AddComponent <SkillHitAction>();
            hit.transform.SetParent(targetObj.transform);
            targetObj.HitActions.Add(skillhit);
        }
        if (GUILayout.Button("整理碰撞动作"))
        {
            ClearBoom(targetObj);
        }
        if (GUILayout.Button("生成碰撞动作模拟"))
        {
            ClearBoom(targetObj);
            targetObj.Boom();
        }
    }