コード例 #1
0
        public override void OnInspectorGUI()
        {
            ApplyForces applyForces = (ApplyForces)this.target;
            GameObject  addTo       = applyForces.gameObject;
            var         isGoBack    = false;

            var proxy = addTo.GetComponentInParent <Proxy>();

            if (proxy)
            {
                addTo = proxy.gameObject;
            }

            if ((addTo != applyForces.gameObject) && GUILayout.Button("Back to Content", MarsEditorGUI.Styles.MiniFontButton))
            {
                isGoBack = true;
            }

            if (ForcesMenuItemsRegions.DrawForcesInInspectorForMainProxy(addTo, true))
            {
                isGoBack = true;
            }

            if (isGoBack)
            {
                Selection.activeObject = addTo;
            }
        }
コード例 #2
0
    // Start is called before the first frame update
    void Awake()
    {
        forces = GetComponent <ApplyForces>();

        projectile = Instantiate(ammoConfig.projectile, transform);
        impact     = Instantiate(ammoConfig.impact, transform);
        //flash = Instantiate(ammoConfig.flash, transform);

        projectile.layer = 14;
        projectile.transform.Rotate(0, 90, 0);
        // projectile.transform.position= Vector3.zero;
        impact.transform.localScale = Vector3.one * 0.5f;

        var rigid           = GetComponent <Rigidbody>();
        var particles       = projectile.GetComponent <ParticleSystem>();
        var impactParticles = impact.GetComponent <ParticleSystem>();

        forces.EnableEvent.AddListener(delegate { impactParticles.Stop(); });
        forces.EnableEvent.AddListener(delegate { particles.Play(); });

        forces.DisableEvent.AddListener(delegate { impactParticles.Play(); });
        forces.DisableEvent.AddListener(delegate { particles.Stop(); });

        forces.TriggerEnterEvent.AddListener(delegate { impactParticles.Play(); });
        forces.TriggerEnterEvent.AddListener(delegate { particles.Stop(); });
        rigid.Sleep();
    }