public override void OnInspectorGUI() { Explodable myTarget = (Explodable)target; myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation); myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType); myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints); myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps", myTarget.subshatterSteps); if (myTarget.subshatterSteps > 1) { EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning); } myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer); myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName); myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer); if (myTarget.GetComponent <PolygonCollider2D>() == null && myTarget.GetComponent <BoxCollider2D>() == null) { EditorGUILayout.HelpBox("You must add a BoxCollider2D or PolygonCollider2D to explode this sprite", MessageType.Warning); } else { if (GUILayout.Button("Generate Fragments")) { myTarget.fragmentInEditor(); EditorUtility.SetDirty(myTarget); } if (GUILayout.Button("Destroy Fragments")) { myTarget.deleteFragments(); EditorUtility.SetDirty(myTarget); } } }
protected override void Awake() { base.Awake(); curHealth = maxHealth; coll = GetComponent <Collider2D>(); expl = GetComponent <Explodable>(); if (expl != null) { expl.deleteFragments(); addon = GetComponent <MyFragmentsAddon>(); } }
public override void OnInspectorGUI() { Explodable myTarget = (Explodable)target; myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation); myTarget.DestroyPiecesAfterHit = EditorGUILayout.Toggle("Destroy Pieces After Hit", myTarget.DestroyPiecesAfterHit); this.DrawDefaultInspectorWithoutScriptField(); myTarget.UseGravityOnFragments = EditorGUILayout.Toggle("Use Gravity On Fragments", myTarget.UseGravityOnFragments); myTarget.ColliderTypeParent = (ColliderType)EditorGUILayout.EnumPopup("Collider Type", myTarget.ColliderTypeParent); myTarget.ParentColliderWidth = EditorGUILayout.FloatField("Parent Collider Width", myTarget.ParentColliderWidth); myTarget.ChildrenColliderWidth = EditorGUILayout.FloatField("Children Collider Width", myTarget.ChildrenColliderWidth); myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType); myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints); myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps", myTarget.subshatterSteps); if (myTarget.subshatterSteps > 1) { EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning); } myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer); myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName); myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer); if (GUILayout.Button("Generate Fragments")) { myTarget.fragmentInEditor(); EditorUtility.SetDirty(myTarget); } if (GUILayout.Button("Destroy Fragments")) { myTarget.deleteFragments(); EditorUtility.SetDirty(myTarget); } }
private IEnumerator DestroyAfterDelay(float delay, Explodable _explodable) { yield return(new WaitForSeconds(delay)); _explodable.deleteFragments(); }