bool CheckCollisionForRay(Ray ray, float distance) { bool re = false; RaycastHit hit; if (Physics.Raycast(ray, out hit, distance)) { ParticleSystemSpawner particleSystemSpawner = hit.transform.gameObject.GetComponent <ParticleSystemSpawner>(); if (particleSystemSpawner != null) { re = false; } else { re = true; } hittedNormal = hit.normal; hittedPosition = hit.point; hittedGameObject = hit.transform.gameObject; } return(re); }
public override void OnInspectorGUI() { serializedObject.Update(); ParticleSystemSpawner myTarget = (ParticleSystemSpawner)target; labelGuiStyle = new GUIStyle(); labelGuiStyle.fontStyle = FontStyle.Bold; ///////////////// EditorGUI.BeginChangeCheck(); myTarget.particleSystemToSpawn = EditorGUILayout.ObjectField("Particle System To Spawn", myTarget.particleSystemToSpawn, typeof(GameObject), false) as GameObject; EditorGUILayout.HelpBox( "'Choosen Particle System To Spawn' accept only project prefabs. " + "After modifying this field " + "click on the 'Apply' button (if it exist at the top right of this inspector), " + "otherwise the change is not reflercted in play mode.", MessageType.Info, true); if (myTarget.particleSystemToSpawn != null) { myTarget.gameObject.name = "Pss_" + myTarget.particleSystemToSpawn.gameObject.name; } EditorGUILayout.PropertyField(serializedObject.FindProperty("isTouchDevice"), false); if (!myTarget.isTouchDevice) { EditorGUILayout.PropertyField(serializedObject.FindProperty("keyInputToSpawn"), false); } else { EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnByTouchingMe"), false); if (!myTarget.spawnByTouchingMe) { EditorGUILayout.HelpBox( "If you choose 'false' for 'Spawn By Touching Me', " + "you will need to call the public function: " + "'ParticleSystemSpawner.SpawnThat(GameObject go)' " + "Somewhere in your code", MessageType.Info, true); } } if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } }
public void LightALightWithDelay() { DoorLight light = FindUnqueuedToBeLitLight(); if (light != null) { light.SetLitWithDelay(ParticleSystemSpawner.GetInstance().GetPrototype().GetParticleLifeTime() - m_lightPreLightupTime); } }
bool CheckCollisionForRay(Ray ray, float distance) { bool re = false; RaycastHit hit; if (Physics.Raycast(ray, out hit, distance) && hit.collider.tag != gameObject.tag) { ParticleSystemSpawner particleSystemSpawner = hit.transform.gameObject.GetComponent <ParticleSystemSpawner>(); if (particleSystemSpawner != null) { re = false; } else { re = true; } hittedNormal = hit.normal; hittedPosition = hit.point; hittedGameObject = hit.transform.gameObject; Player p = hittedGameObject.GetComponent <Player>(); if (p) { p.UpdateHealth(p.HealthPoint - p.hitDamage); } Enemy e = hittedGameObject.GetComponent <Enemy>(); if (e) { e.UpdateHealth(e.healthPoint - 20f); } } return(re); }
void PopulateParticleSystemSpawners() { particleSystemSpawners = GetComponentsInChildren <ParticleSystemSpawner> (false); for (int i = 0; i < particleSystemSpawners.Length; i++) { particleSystemSpawners [i].gameObject.SetActive(false); } readyParticleSystemSpawners = particleSystemSpawners [readyId]; readyParticleSystemSpawners.gameObject.SetActive(true); ///// /*if(isDemo) * { * readyParticleSystemSpawners.SpawnThat (readyParticleSystemSpawners.particleSystemToSpawn); * * ///// * uiActiveParticleSystemName.text = readyParticleSystemSpawners.particleSystemToSpawn.name; * }*/ }
void UpdateReadyParticleSystemSpawners() { float mouseWheel = Input.GetAxis("Mouse ScrollWheel"); float upDownArrows = 0f; if (Input.GetKeyDown(KeyCode.UpArrow)) { upDownArrows = 1f; } else if (Input.GetKeyDown(KeyCode.DownArrow)) { upDownArrows = -1f; } float inp = 0f; switch (inputToChangeBetweenParticleSystems) { case InputToChangeBetweenParticleSystems.upDownArrows: inp = upDownArrows; break; case InputToChangeBetweenParticleSystems.mouseScrollWheel: inp = mouseWheel; break; case InputToChangeBetweenParticleSystems.gui: inp = guiInput; break; } ///// /*if(isDemo) * { * if (Frequence (2.1f)) * inp = -1f; * }*/ if (inp == 0f) { return; } if (inp < 0f) { AugmentReadyId(); } else if (inp > 0f) { DiminishReadyId(); } readyParticleSystemSpawners.gameObject.SetActive(false); readyParticleSystemSpawners = particleSystemSpawners [readyId]; readyParticleSystemSpawners.gameObject.SetActive(true); ///// /*if(isDemo) * { * readyParticleSystemSpawners.SpawnThat (readyParticleSystemSpawners.particleSystemToSpawn); * * ///// * uiActiveParticleSystemName.text = readyParticleSystemSpawners.particleSystemToSpawn.name; * }*/ }
public void AddScoreWithDelay(int scoreToAdd) { float delay = ParticleSystemSpawner.GetInstance().GetPrototype().GetParticleLifeTime() - m_scorePreWarm; StartCoroutine(ScoreWithDelay(delay, scoreToAdd)); }