コード例 #1
0
ファイル: GunContact01.cs プロジェクト: jjvtst/Unity3D_Tests
        void Start()
        {
            //	bboxFollower = GetComponent<BoundingBoxFollower>();
            boneFollower = GetComponent<BoneFollower>();

            zeRay = new Ray();
        }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        boundFollower = GetComponent<BoundingBoxFollower>();
        boneFollower = GetComponent<BoneFollower>();

        playerBoundingBoxes = transform.parent.GetComponent<PlayerBoundingBoxes>();
    }
コード例 #3
0
        void OnEnable()
        {
            skeletonRenderer   = serializedObject.FindProperty("skeletonRenderer");
            boneName           = serializedObject.FindProperty("boneName");
            followBoneRotation = serializedObject.FindProperty("followBoneRotation");
            followXYPosition   = serializedObject.FindProperty("followXYPosition");
            followZPosition    = serializedObject.FindProperty("followZPosition");
            followScale        = serializedObject.FindProperty("followScale");
            followScaleMode    = serializedObject.FindProperty("followScaleMode");
            followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");

            targetBoneFollower = (BoneFollower)target;
            if (targetBoneFollower.SkeletonRenderer != null)
            {
                targetBoneFollower.SkeletonRenderer.Initialize(false);
            }

            if (!targetBoneFollower.valid || needsReset)
            {
                targetBoneFollower.Initialize();
                targetBoneFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
        }
コード例 #4
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 public void StartFollow(GameObject role, SpineAvatar follow)
 {
     followAvatar     = follow;
     roleBoneFollower = role.GetComponent <BoneFollower>();
     followTrans      = ((followAvatar.avatarObject) as GameObject).transform;
     roleTrans        = role.transform;
     isStart          = true;
 }
コード例 #5
0
	void OnEnable () {
		skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
		boneName = serializedObject.FindProperty("boneName");
		followBoneRotation = serializedObject.FindProperty("followBoneRotation");
		followZPosition = serializedObject.FindProperty("followZPosition");
		component = (BoneFollower)target;
		ForceReload();
	}
コード例 #6
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ファイル: BlockVolume.cs プロジェクト: pdxparrot/ssj2019
        public void SetBlock(Vector3 offset, Vector3 size, Vector3 direction, string boneName)
        {
            offset.x *= Mathf.Sign(direction.x);

            Offset = offset;
            Size   = size;

            BoneFollower.SetBone(boneName);
        }
コード例 #7
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 void OnEnable()
 {
     skeletonRenderer   = serializedObject.FindProperty("skeletonRenderer");
     boneName           = serializedObject.FindProperty("boneName");
     followBoneRotation = serializedObject.FindProperty("followBoneRotation");
     followZPosition    = serializedObject.FindProperty("followZPosition");
     component          = (BoneFollower)target;
     ForceReload();
 }
コード例 #8
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        static void AutonameGameObject(BoneFollower boneFollower)
        {
            if (boneFollower == null)
            {
                return;
            }

            string boneName = boneFollower.boneName;

            boneFollower.gameObject.name = string.IsNullOrEmpty(boneName) ? "BoneFollower" : string.Format("{0} (BoneFollower)", boneName);
        }
コード例 #9
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    private void SetFollowingPoint(CharacterVisual owner, GameObject extraSpellGObj)
    {
        BoneFollower bf = extraSpellGObj.AddComponent <BoneFollower>();

        SkeletonAnimation skA = owner.GetComponentInChildren <SkeletonAnimation>();

        bf.skeletonRenderer   = skA;
        bf.boneName           = "body";
        bf.followBoneRotation = false;
        bf.followSkeletonFlip = false;
    }
コード例 #10
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    //跟随骨骼移动
    public void FollowBoneMove(SpineAvatar otherSpine, string boneName)
    {
        GameObject selfFollowGameObject = new GameObject(avatarObject.name);

        avatarFollow = selfFollowGameObject.AddComponent <AvatarFollow> ();
        BoneFollower boneFollower = selfFollowGameObject.AddComponent <BoneFollower> ();

        boneFollower.SkeletonRenderer = GetSkeletonAnimation;
        boneFollower.SetBone(boneName);
        avatarFollow.StartFollow(selfFollowGameObject, otherSpine);
    }
コード例 #11
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		void OnEnable () {
			skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
			boneName = serializedObject.FindProperty("boneName");
			followBoneRotation = serializedObject.FindProperty("followBoneRotation");
			followZPosition = serializedObject.FindProperty("followZPosition");
			followLocalScale = serializedObject.FindProperty("followLocalScale");
			followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");

			targetBoneFollower = (BoneFollower)target;
			if (targetBoneFollower.SkeletonRenderer != null)
				targetBoneFollower.SkeletonRenderer.Initialize(false);
		}
コード例 #12
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    // Unholsters Weapon
    public void UnholsterWeapon()
    {
        BoneFollower    follower = CurrentWeapon.GetComponent <BoneFollower>();
        WeaponBehaviour weapon   = CurrentWeapon;
        string          handBone = bFacingLeft ? sWeaponRearHandBone: sWeaponFrontHandBone;

        weapon.bHolstered = false;
        follower.boneName = handBone;
        follower.HandleRebuildRenderer(follower.SkeletonRenderer);

        bHoldingWeapon = true;
    }
コード例 #13
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        void OnEnable()
        {
            skeletonRenderer   = serializedObject.FindProperty("skeletonRenderer");
            boneName           = serializedObject.FindProperty("boneName");
            followBoneRotation = serializedObject.FindProperty("followBoneRotation");
            followZPosition    = serializedObject.FindProperty("followZPosition");

            component = (BoneFollower)target;
            if (component.SkeletonRenderer != null)
            {
                component.SkeletonRenderer.Initialize(false);
            }
        }
コード例 #14
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    private void SetFollowingPoint(CharacterVisual owner, GameObject extraSpellGObj)
    {
        BoneFollower bf = extraSpellGObj.AddComponent <BoneFollower>();

        SkeletonAnimation skA = owner.GetComponentInChildren <SkeletonAnimation>();

        string boneName = skA.skeleton.FindBone("Head") != null ? "Head" : "head";

        bf.skeletonRenderer   = skA;
        bf.boneName           = boneName;
        bf.followBoneRotation = false;
        bf.followSkeletonFlip = false;
    }
コード例 #15
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        public void SetAttack(Brawler brawler, [NotNull] AttackData attackData, Vector3 direction)
        {
            _brawler    = brawler;
            _attackData = attackData;
            _direction  = direction;

            Vector3 offset = _attackData.AttackVolumeOffset;

            offset.x *= Mathf.Sign(direction.x);

            Offset = offset;
            Size   = _attackData.AttackVolumeSize;

            BoneFollower.SetBone(attackData.BoneName);
        }
コード例 #16
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        void OnEnable()
        {
            skeletonRenderer   = serializedObject.FindProperty("skeletonRenderer");
            boneName           = serializedObject.FindProperty("boneName");
            followBoneRotation = serializedObject.FindProperty("followBoneRotation");
            followZPosition    = serializedObject.FindProperty("followZPosition");
            followLocalScale   = serializedObject.FindProperty("followLocalScale");
            followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");

            targetBoneFollower = (BoneFollower)target;
            if (targetBoneFollower.SkeletonRenderer != null)
            {
                targetBoneFollower.SkeletonRenderer.Initialize(false);
            }
        }
コード例 #17
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    // Swaps a weapon with a new weapon
    public void SwapWeapon(int weaponID, WeaponData newWeaponData)
    {
        if (weaponID < 0 || weaponID >= lWeapons.Count)
        {
            return;
        }

        lWeapons[weaponID].RemoveWeapon();
        Destroy(lWeapons[weaponID].gameObject);

        // Weapon Game Object
        GameObject weaponObject = newWeaponData.GOInstantiateWeapon(transform);

        // Weapon Behaviour to be added to the list
        WeaponBehaviour weaponBehaviour = weaponObject.GetComponent <WeaponBehaviour>();

        weaponBehaviour.SetPlayerController(this);
        lWeapons[weaponID] = weaponBehaviour;

        // Weapon Parent Bone
        string parentBone;

        if (iCurrentWeaponIndex != weaponID)
        {
            // Holster Transform
            parentBone = weaponBehaviour.HoldType == eWeaponHoldType.Secondary ?
                         sSecondaryWeaponHolsterBone : sPrimaryWeaponHolsterBone;
            weaponBehaviour.bHolstered = true;
        }
        else
        {
            // Aiming Hand Transform
            parentBone = bFacingLeft ? sWeaponRearHandBone : sWeaponFrontHandBone;
            weaponBehaviour.bHolstered = false;

            if (aOnWeaponEquip != null) // Otherwise trigger Equip Action
            {
                aOnWeaponEquip();
            }
        }

        // Set Parent, Position and Rotation
        BoneFollower follower = weaponObject.GetComponent <BoneFollower>();

        follower.skeletonRenderer = animator.skeleton;
        follower.boneName         = parentBone;
    }
コード例 #18
0
    // Holsters Weapon
    public void HolsterWeapon(int index = -1, bool instantSwitch = false)
    {
        if (!bHoldingWeapon)
        {
            return;
        }

        BoneFollower    follower    = CurrentWeapon.GetComponent <BoneFollower>();
        WeaponBehaviour weapon      = CurrentWeapon;
        string          holsterBone = weapon.HoldType == eWeaponHoldType.Secondary
                        ? sSecondaryWeaponHolsterBone : sPrimaryWeaponHolsterBone;

        weapon.bHolstered = true;
        follower.boneName = holsterBone;
        follower.HandleRebuildRenderer(follower.SkeletonRenderer);
        weapon.HandleVisualOffset();

        if (index == -1)
        {
            // Move to the next weapon index
            if (iCurrentWeaponIndex == lWeapons.Count - 1)
            {
                iCurrentWeaponIndex = 0;
            }
            else
            {
                iCurrentWeaponIndex++;
            }
        }
        else
        {
            index = Mathf.Clamp(index, 0, lWeapons.Count - 1);
            iCurrentWeaponIndex = index;
        }

        if (aOnWeaponSwitch != null)
        {
            aOnWeaponSwitch(iCurrentWeaponIndex, instantSwitch);
        }

        // Setup new current weapon
        weapon = CurrentWeapon;
        weapon.EndCooldownTimers();

        bHoldingWeapon = false;
    }
コード例 #19
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    // Adds a new weapon to the weapon list via Weapon ID
    public void AddWeapon(WeaponData weaponData)
    {
        // If no room for new weapon, return
        if (lWeapons.Count >= iMaxWeaponCount)
        {
            return;
        }

        // Weapon Game Object
        GameObject weaponObject = weaponData.GOInstantiateWeapon(transform);

        // Weapon Behaviour to be added to the list
        WeaponBehaviour weaponBehaviour = weaponObject.GetComponent <WeaponBehaviour>();

        weaponBehaviour.SetPlayerController(this);
        lWeapons.Add(weaponBehaviour);

        // Weapon Parent Bone
        string parentBone;

        if (iCurrentWeaponIndex != lWeapons.Count - 1)
        {
            // Holster Transform
            parentBone = weaponBehaviour.HoldType == eWeaponHoldType.Secondary ?
                         sSecondaryWeaponHolsterBone : sPrimaryWeaponHolsterBone;
            weaponBehaviour.bHolstered = true;
        }
        else
        {
            // Aiming Hand Transform
            parentBone = bFacingLeft ? sWeaponRearHandBone : sWeaponFrontHandBone;
            weaponBehaviour.bHolstered = false;

            if (aOnWeaponEquip != null) // Otherwise trigger Equip Action
            {
                aOnWeaponEquip();
            }
        }

        // Set Parent, Position and Rotation
        BoneFollower follower = weaponObject.GetComponent <BoneFollower>();

        follower.skeletonRenderer = animator.skeleton;
        follower.boneName         = parentBone;
    }
コード例 #20
0
    // Switches the weapon hand transform for the currently held weapon
    public IEnumerator SwitchWeaponHand()
    {
        // If no weapons are in the weapon list, return
        if (lWeapons.Count <= 0)
        {
            yield break;
        }

        if (!Application.isEditor)
        {
            yield return(new WaitForEndOfFrame());
        }

        // Bone Follower
        BoneFollower follower = CurrentWeapon.GetComponent <BoneFollower>();
        // Weapon Hand Transform
        string handBone = bFacingLeft ? sWeaponRearHandBone : sWeaponFrontHandBone;

        follower.SetBone(handBone);
    }
コード例 #21
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    /// <summary>
    /// Creates the hit box for the given action.
    /// </summary>
    private void CreateHitBoxes(Action action)
    {
        // Cycle through each HitBox assigned to the action
        for (int i = 0; i < action.hitBoxes.Length; i++)
        {
            // Cache the HitBox being cycled through
            HitBox hitBoxInfo = action.hitBoxes[i];

            // Create a new GameObject for the hit box
            GameObject gameObject = new GameObject("HitBox");
            gameObject.transform.parent = transform;             // TODO: Cache both Transforms
            gameObject.layer            = Brawler.Layer.HitBox;  // This hit box inflicts damage

            // Attach a collider to the hit box
            BoxCollider2D collider = gameObject.AddComponent <BoxCollider2D>();
            collider.offset    = hitBoxInfo.offset;
            collider.size      = hitBoxInfo.size;
            collider.isTrigger = true;

            // Creates a BoneFollower instance which allows the HitBox to follow a bone's actionment
            BoneFollower boneFollower = gameObject.AddComponent <BoneFollower>();
            boneFollower.SkeletonRenderer   = skeleton;
            boneFollower.boneName           = hitBoxInfo.boneName;
            boneFollower.followBoneRotation = true;
            boneFollower.followZPosition    = true;

            // Creates a hitBoxObject component so that the hit box can keep a reference to the HitBox object that it represents
            HitBoxObject hitBox = gameObject.AddComponent <HitBoxObject>();
            hitBox.HitBoxInfo = hitBoxInfo;

            // Cache the HitBox's GameObject and components inside the data container object
            hitBoxInfo.GameObject = gameObject;
            hitBoxInfo.Character  = character;
            hitBoxInfo.Action     = action;
            hitBoxInfo.Collider   = collider;

            // Disable the hit box until the attack action is performed.
            hitBoxInfo.Disable();
        }
    }
コード例 #22
0
    public override void OnInspectorGUI()
    {
        // The actionScriptableObject instance being edited by this inspector
        ActionScriptableObject actionScriptableObject = (ActionScriptableObject)target;
        // Retrieves the action instance from the scriptable object being edited. This is a data container for the action's properties
        Action actionInfo = actionScriptableObject.action;

        // Add undo support to the actionInfo instance.
        Undo.RecordObject(actionScriptableObject, "Action Info Undo");

        EditorGUILayout.BeginVertical();
        {
            actionInfo.name = EditorGUILayout.TextField("Name:", actionInfo.name);

            /*********************
             * ANIMATION FOLDOUT *
             **********************/
            EditorGUI.indentLevel = 0;
            showAnimationFoldout  = AnimationFoldout(actionInfo, showAnimationFoldout);

            /*****************
            * INPUT FOLDOUT *
            *****************/
            EditorGUI.indentLevel = 0;

            // Display the animation foldout
            showInputFoldout = EditorGUILayout.Foldout(showInputFoldout, "Input");

            if (showInputFoldout)
            {
                EditorGUI.indentLevel = 1;
                // Input Foldout contents
                EditorGUILayout.BeginVertical();
                {
                    // Can the action be activated by user input?
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Activate using input?", GUILayout.Width(150));
                        actionInfo.listensToInput = EditorGUILayout.Toggle("", actionInfo.listensToInput);
                    }
                    EditorGUILayout.EndHorizontal();


                    // Only show input options if the action requires user input
                    if (actionInfo.listensToInput)
                    {
                        actionInfo.inputType = (InputType)EditorGUILayout.EnumPopup("Input Type:", actionInfo.inputType);
                        if (actionInfo.inputType == InputType.Swipe)
                        {
                            actionInfo.swipeDirection = (SwipeDirection)EditorGUILayout.EnumPopup("Swipe Direction:",
                                                                                                  actionInfo.swipeDirection);
                        }
                        actionInfo.inputRegion = (InputRegion)EditorGUILayout.EnumPopup("Input Region:", actionInfo.inputRegion);
                    }
                }
                EditorGUILayout.EndVertical();
            }

            /*******************
            * HIT BOX FOLDOUT *
            *******************/

            EditorGUI.indentLevel = 0;

            showHitBoxFoldout = EditorGUILayout.Foldout(showHitBoxFoldout, "Hit Boxes (" + actionInfo.hitBoxes.Length + ")");

            if (showHitBoxFoldout)
            {
                EditorGUILayout.BeginVertical();
                {
                    EditorGUI.indentLevel = 1;

                    // Cycle through each hit box associated with this action
                    for (int i = 0; i < actionInfo.hitBoxes.Length; i++)
                    {
                        HitBox hitBox = actionInfo.hitBoxes[i];

                        // Select a hit box type
                        hitBox.hitBoxType = (HitBoxType)EditorGUILayout.EnumPopup("Hit box type:", hitBox.hitBoxType);

                        // If the hit box is a standard box collider attached to a bone
                        if (hitBox.hitBoxType == HitBoxType.Standard)
                        {
                            // If a template GameObject is provided, copy its values to the hit box
                            templateHitBoxes[i] = (GameObject)EditorGUILayout.ObjectField("Copy Values From:", templateHitBoxes[i], typeof(GameObject), true);

                            // If a template object is given, copy its values to the hit box data instance
                            if (templateHitBoxes[i] != null)
                            {
                                // Copy the values from the template object
                                BoneFollower boneFollowerTemplate = templateHitBoxes[i].GetComponent <BoneFollower>();
                                hitBox.boneName = boneFollowerTemplate.boneName;

                                BoxCollider2D colliderTemplate = templateHitBoxes[i].GetComponent <BoxCollider2D>();
                                hitBox.offset = colliderTemplate.offset;
                                hitBox.size   = colliderTemplate.size;
                            }

                            // Edit HitBox properties
                            hitBox.boneName = EditorGUILayout.TextField("Bone Name:", hitBox.boneName);
                            hitBox.offset   = EditorGUILayout.Vector2Field("Offset:", hitBox.offset);
                            hitBox.size.x   = EditorGUILayout.FloatField("Width:", hitBox.size.x);
                            hitBox.size.y   = EditorGUILayout.FloatField("Height:", hitBox.size.y);
                        }
                        // Else, if the hit box automatically hits its target at a specified time
                        else if (hitBox.hitBoxType == HitBoxType.ForceHit)
                        {
                            EditorGUILayout.LabelField("Frame Select:");

                            EditorGUI.indentLevel = 2;

                            // Cycle through each hit frame, where the j-th hit frame corresponds to the j-th animation sequence
                            for (int j = 0; j < hitBox.hitFrames.Length; j++)
                            {
                                EditorGUILayout.BeginHorizontal();
                                {
                                    // Choose the frame where the hit box hits its target for the j-th animation sequence
                                    EditorGUILayout.LabelField("Animation sequence " + j + ", frame:");
                                    hitBox.hitFrames[j] = EditorGUILayout.IntField("", hitBox.hitFrames[j], GUILayout.Width(100));
                                }
                                EditorGUILayout.EndHorizontal();
                            }
                        }

                        EditorGUI.indentLevel = 1;

                        // "Hit Options" foldout
                        showHitOptionsFoldouts[i] = EditorGUILayout.Foldout(showHitOptionsFoldouts[i], "Hit Options");

                        if (showHitOptionsFoldouts[i])
                        {
                            // Change what happens when a hit box hits an opposing hit box
                            hitBox.hitInfo.baseDamage = EditorGUILayout.FloatField("Base Damage:", hitBox.hitInfo.baseDamage);
                            // hitBox.hitInfo.hitStrength = (HitStrength)EditorGUILayout.EnumPopup ("Strength:", hitBox.hitInfo.hitStrength);
                            hitBox.hitInfo.knockbackVelocity = EditorGUILayout.Vector2Field("Knockback velocity:", hitBox.hitInfo.knockbackVelocity);
                            hitBox.hitInfo.knockbackTime     = EditorGUILayout.FloatField("Knockback time:", hitBox.hitInfo.knockbackTime);
                            hitBox.hitInfo.freezeFrames      = EditorGUILayout.IntField("Freeze time: (frames):", hitBox.hitInfo.freezeFrames);

                            hitBox.hitInfo.selfEvents      = hitSelfEventsFoldouts[i].Display();
                            hitBox.hitInfo.adversaryEvents = hitAdversaryEventsFoldouts[i].Display();
                        }

                        // Delete button
                        EditorGUILayout.BeginHorizontal();
                        {
                            // Left padding
                            EditorGUILayout.LabelField("");

                            // Delete hit box
                            if (GUILayout.Button("Delete", GUILayout.Width(60)))
                            {
                                actionInfo.hitBoxes        = ArrayUtils.Remove <HitBox>(actionInfo.hitBoxes, hitBox);
                                showHitOptionsFoldouts     = ArrayUtils.RemoveAt(showHitOptionsFoldouts, i);
                                templateHitBoxes           = ArrayUtils.Remove <GameObject>(templateHitBoxes, templateHitBoxes[i]);
                                hitSelfEventsFoldouts      = ArrayUtils.RemoveAt(hitSelfEventsFoldouts, i);
                                hitAdversaryEventsFoldouts = ArrayUtils.RemoveAt(hitAdversaryEventsFoldouts, i);
                            }
                        }
                        EditorGUILayout.EndHorizontal();

                        EditorGUILayout.Space();
                    }

                    // "New Hit Box" Button
                    if (GUILayout.Button("New Hit Box"))
                    {
                        HitBox newHitBox = new HitBox();
                        actionInfo.hitBoxes = ArrayUtils.Add <HitBox>(actionInfo.hitBoxes, newHitBox);
                        // Create the 'hitFrames' array to match the number of animation sequences for the action
                        actionInfo.hitBoxes[actionInfo.hitBoxes.Length - 1].hitFrames = new int[actionInfo.animationSequences.Length];
                        showHitOptionsFoldouts     = ArrayUtils.Add <bool>(showHitOptionsFoldouts, false);
                        templateHitBoxes           = ArrayUtils.Add <GameObject>(templateHitBoxes, null);
                        hitSelfEventsFoldouts      = ArrayUtils.Add <EventsFoldout> (hitSelfEventsFoldouts, new EventsFoldout("Events [Self]", newHitBox.hitInfo.selfEvents));
                        hitAdversaryEventsFoldouts = ArrayUtils.Add <EventsFoldout> (hitAdversaryEventsFoldouts, new EventsFoldout("Events [Adversary]", newHitBox.hitInfo.adversaryEvents));
                    }
                }
                EditorGUILayout.EndVertical();
            }             // End "Hit Box" foldout

            /******************
            * FORCES FOLDOUT *
            ******************/

            EditorGUI.indentLevel = 0;

            showForcesFoldout = EditorGUILayout.Foldout(showForcesFoldout, "Forces (" + actionInfo.forces.Length + ")");

            if (showForcesFoldout)
            {
                EditorGUILayout.BeginVertical();
                {
                    EditorGUI.indentLevel = 1;

                    // Display each force for the action
                    for (int i = 0; i < actionInfo.forces.Length; i++)
                    {
                        Force force = actionInfo.forces[i];

                        // Select a force type
                        force.forceType = (ForceType)EditorGUILayout.EnumPopup("Force Type:", force.forceType);
                        switch (force.forceType)
                        {
                        case ForceType.Velocity:
                            force.velocity = EditorGUILayout.Vector2Field("Velocity:", force.velocity);
                            force.relativeToFacingDirection = EditorGUILayout.Toggle("Relative to facing direction?", force.relativeToFacingDirection);
                            break;

                        case ForceType.Position:
                            force.target = (TargetPosition)EditorGUILayout.EnumPopup("Target Position:", force.target);
                            if (force.target == TargetPosition.CustomPosition)
                            {
                                force.customTargetPosition = EditorGUILayout.Vector2Field("Custom Position:", force.customTargetPosition);
                            }
                            force.faceTarget = EditorGUILayout.Toggle("Face target?", force.faceTarget);
                            break;
                        }

                        EditorGUI.indentLevel = 1;

                        // "Starting Time" foldout
                        showStartTimeFoldouts[i] = EditorGUILayout.Foldout(showStartTimeFoldouts[i], "Starting Time");

                        if (showStartTimeFoldouts[i])
                        {
                            EditorGUI.indentLevel = 2;

                            // Specify the starting time of this force
                            EditorGUILayout.BeginHorizontal();
                            {
                                force.startTime.type = (DurationType)EditorGUILayout.EnumPopup("Start at:", force.startTime.type);
                                switch (force.startTime.type)
                                {
                                case DurationType.WaitForAnimationComplete:
                                    force.startTime.animationToWaitFor = EditorGUILayout.IntField("", force.startTime.animationToWaitFor, GUILayout.Width(80));
                                    break;

                                case DurationType.Frame:
                                    force.startTime.nFrames = EditorGUILayout.IntField("", force.startTime.nFrames, GUILayout.Width(80));
                                    break;
                                }
                            }
                            EditorGUILayout.EndHorizontal();
                        }

                        EditorGUI.indentLevel = 1;

                        // "Duration" foldout
                        showDurationFoldouts[i] = EditorGUILayout.Foldout(showDurationFoldouts[i], "Duration");

                        if (showDurationFoldouts[i])
                        {
                            EditorGUI.indentLevel = 2;

                            //Define the duration of the force
                            force.duration.type = (DurationType)EditorGUILayout.EnumPopup("Duration type:", force.duration.type);

                            switch (force.duration.type)
                            {
                            case DurationType.WaitForAnimationComplete:
                                force.duration.animationToWaitFor = EditorGUILayout.IntField("Stop at animation:", force.duration.animationToWaitFor);
                                break;

                            case DurationType.Frame:
                                force.duration.nFrames = EditorGUILayout.IntField("Number of frames:", force.duration.nFrames);
                                break;
                            }
                        }

                        EditorGUI.indentLevel = 1;

                        // "On Complete" foldout
                        showOnCompleteEventFoldouts[i] = EditorGUILayout.Foldout(showOnCompleteEventFoldouts[i], "On Complete");

                        if (showOnCompleteEventFoldouts[i])
                        {
                            // Select what to perform when the force is done being applied
                            force.onCompleteEvent.type = (Brawler.EventType)EditorGUILayout.EnumPopup("Event type:", force.onCompleteEvent.type);

                            if (force.onCompleteEvent.type == Brawler.EventType.PerformAction)
                            {
                                // Select an action
                                force.onCompleteEvent.actionToPerform = (ActionScriptableObject)EditorGUILayout.ObjectField("Action:",
                                                                                                                            force.onCompleteEvent.actionToPerform,
                                                                                                                            typeof(ActionScriptableObject), false);
                            }
                            else if (force.onCompleteEvent.type == Brawler.EventType.PerformBasicAction)
                            {
                                // Select a basic action
                                force.onCompleteEvent.basicActionToPerform = (BasicActionType)EditorGUILayout.EnumPopup("Basic action:",
                                                                                                                        force.onCompleteEvent.basicActionToPerform);
                            }
                        }

                        // Delete a force
                        EditorGUILayout.BeginHorizontal();
                        {
                            EditorGUILayout.LabelField("");
                            // Delete a force
                            if (GUILayout.Button("Delete", GUILayout.Width(60)))
                            {
                                actionInfo.forces = ArrayUtils.Remove <Force>(actionInfo.forces, force);

                                // Update boolean arrays for starting time/duration foldouts
                                showStartTimeFoldouts       = ArrayUtils.RemoveAt(showStartTimeFoldouts, i);
                                showDurationFoldouts        = ArrayUtils.RemoveAt(showDurationFoldouts, i);
                                showOnCompleteEventFoldouts = ArrayUtils.RemoveAt(showOnCompleteEventFoldouts, i);
                            }
                        }
                        EditorGUILayout.EndVertical();

                        EditorGUILayout.Space();
                    }

                    // "New force" button
                    if (GUILayout.Button("New Force"))
                    {
                        actionInfo.forces = ArrayUtils.Add <Force>(actionInfo.forces, new Force());

                        // Update boolean arrays for starting time/duration foldouts
                        showStartTimeFoldouts       = ArrayUtils.Add <bool>(showStartTimeFoldouts, false);
                        showDurationFoldouts        = ArrayUtils.Add <bool>(showDurationFoldouts, false);
                        showOnCompleteEventFoldouts = ArrayUtils.Add <bool>(showOnCompleteEventFoldouts, false);
                    }
                }
                EditorGUILayout.EndVertical();
            }             // End "Forces" foldout

            /*********************************
            * LINKABLE COMBAT MOVES FOLDOUT *
            *********************************/

            EditorGUI.indentLevel = 0;

            showLinkableActionsFoldout = EditorGUILayout.Foldout(showLinkableActionsFoldout, "Linkable Combat Actions (" +
                                                                 actionInfo.linkableCombatActionScriptableObjects.Length + ")");

            if (showLinkableActionsFoldout)
            {
                EditorGUI.indentLevel = 1;

                for (int i = 0; i < actionInfo.linkableCombatActionScriptableObjects.Length; i++)
                {
                    EditorGUILayout.BeginHorizontal();
                    {
                        // Choose a linkable combat action
                        actionInfo.linkableCombatActionScriptableObjects[i] = (ActionScriptableObject)EditorGUILayout.ObjectField(
                            actionInfo.linkableCombatActionScriptableObjects[i],
                            typeof(ActionScriptableObject), false);

                        // Delete a linkable combat action
                        if (GUILayout.Button("X", GUILayout.Width(40)))
                        {
                            actionInfo.linkableCombatActionScriptableObjects = ArrayUtils.RemoveAt(
                                actionInfo.linkableCombatActionScriptableObjects, i);
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                }

                // New linkable combat action ("+") button
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("");

                    if (GUILayout.Button("+", GUILayout.Width(40)))
                    {
                        actionInfo.linkableCombatActionScriptableObjects = ArrayUtils.Add <ActionScriptableObject>(
                            actionInfo.linkableCombatActionScriptableObjects, null);
                    }
                }
                EditorGUILayout.EndHorizontal();


                EditorGUILayout.HelpBox("The combat actions which can cancel this action and be performed instead. Useful for creating combos. " +
                                        "(Note that any combat action can be performed after this action. However, if a move is in this list, " +
                                        "it has higher priority, and will be chosen first over another one which satisfies the same input.",
                                        MessageType.Info);
            }

            /***************************
             * EVENTS ON START FOLDOUT *
             **************************/
            EditorGUI.indentLevel = 0;

            actionInfo.onStartEvents = onStartEventsFoldout.Display();

            /******************
            * SOUNDS FOLDOUT *
            ******************/

            EditorGUI.indentLevel = 0;

            showSoundsFoldout = EditorGUILayout.Foldout(showSoundsFoldout, "Sounds");

            if (showSoundsFoldout)
            {
                EditorGUILayout.BeginVertical();
                {
                    /** Start sounds foldout */
                    EditorGUI.indentLevel = 1;

                    showStartSoundsFoldout = EditorGUILayout.Foldout(showStartSoundsFoldout, "On Start (" + actionInfo.startSounds.Length + ")");

                    if (showStartSoundsFoldout)
                    {
                        EditorGUI.indentLevel = 2;

                        // Display each possible start sound (one is chosen at random when move is performed)
                        for (int i = 0; i < actionInfo.startSounds.Length; i++)
                        {
                            // Animation text field
                            EditorGUILayout.BeginHorizontal();
                            {
                                actionInfo.startSounds[i] = (AudioClip)EditorGUILayout.ObjectField(actionInfo.startSounds[i], typeof(AudioClip), false);

                                // Delete animation string from animation sequence
                                if (GUILayout.Button("X", GUILayout.Width(40)))
                                {
                                    actionInfo.startSounds = ArrayUtils.Remove <AudioClip>(actionInfo.startSounds, actionInfo.startSounds[i]);
                                }
                            }
                            EditorGUILayout.EndHorizontal();
                        }

                        // Add start sound ("+") button
                        EditorGUILayout.BeginHorizontal();
                        {
                            EditorGUILayout.LabelField("");
                            // Add sound
                            if (GUILayout.Button("+", GUILayout.Width(40)))
                            {
                                actionInfo.startSounds = ArrayUtils.Add <AudioClip>(actionInfo.startSounds, null);
                            }
                        }
                        EditorGUILayout.EndHorizontal();

                        // Display help box if multiple sounds provided
                        if (actionInfo.startSounds.Length > 1)
                        {
                            EditorGUILayout.HelpBox("One sound is chosen at random when the action is performed", MessageType.Info);
                        }
                    }

                    /** Impact sounds foldout */
                    EditorGUI.indentLevel = 1;

                    showImpactSoundsFoldout = EditorGUILayout.Foldout(showImpactSoundsFoldout, "On Impact (" + actionInfo.impactSounds.Length + ")");

                    if (showImpactSoundsFoldout)
                    {
                        EditorGUI.indentLevel = 2;

                        // Display each possible start sound (one is chosen at random when move is performed)
                        for (int i = 0; i < actionInfo.impactSounds.Length; i++)
                        {
                            // Impact sound
                            EditorGUILayout.BeginHorizontal();
                            {
                                actionInfo.impactSounds[i] = (AudioClip)EditorGUILayout.ObjectField(actionInfo.impactSounds[i], typeof(AudioClip), false);

                                // Delete animation string from animation sequence
                                if (GUILayout.Button("X", GUILayout.Width(40)))
                                {
                                    actionInfo.impactSounds = ArrayUtils.Remove <AudioClip>(actionInfo.impactSounds, actionInfo.impactSounds[i]);
                                }
                            }
                            EditorGUILayout.EndHorizontal();
                        }

                        // Add impact sound ("+") button
                        EditorGUILayout.BeginHorizontal();
                        {
                            EditorGUILayout.LabelField("");
                            // Add new impact sound
                            if (GUILayout.Button("+", GUILayout.Width(40)))
                            {
                                actionInfo.impactSounds = ArrayUtils.Add <AudioClip>(actionInfo.impactSounds, null);
                            }
                        }
                        EditorGUILayout.EndHorizontal();

                        // Display help box if multiple sounds provided
                        if (actionInfo.impactSounds.Length > 1)
                        {
                            EditorGUILayout.HelpBox("One sound is chosen at random when the action is performed", MessageType.Info);
                        }
                    }
                }
                EditorGUILayout.EndVertical();
            }             // End "Hit Box" foldout

            /*******************
            * OPTIONS FOLDOUT *
            *******************/

            EditorGUI.indentLevel = 0;

            showOptionsFoldout = EditorGUILayout.Foldout(showHitBoxFoldout, "Options");

            if (showOptionsFoldout)
            {
                EditorGUILayout.BeginVertical();
                {
                    EditorGUI.indentLevel = 1;

                    // "Cancelable?" checkbox
                    actionInfo.cancelable = EditorGUILayout.Toggle("Cancelable?", actionInfo.cancelable);
                    // "Can cancel any move?" checkbox
                    actionInfo.overrideCancelable = EditorGUILayout.Toggle("Can cancel current move?", actionInfo.overrideCancelable);
                }
                EditorGUILayout.EndVertical();
            }             // End "Options" foldout
        }
        EditorGUILayout.EndVertical();
    }
コード例 #23
0
ファイル: PlayerBodyPart.cs プロジェクト: xiangry/2dframe
 void Start()
 {
     boneFollower = GetComponent <BoneFollower>();
 }