コード例 #1
0
ファイル: XffectCache.cs プロジェクト: aowchina/HolyTech
    public int GetAvailableEffectCount(string eftName)
    {
        ArrayList cache = EffectDic[eftName];

        if (cache == null)
        {
            return(0);
        }
        int ret = 0;

        for (int i = 0; i < cache.Count; i++)
        {
            XffectComponent xftcomp = (XffectComponent)cache[i];
            if (!XffectComponent.IsActive(xftcomp.gameObject))
            {
                ret++;
            }
        }

        return(ret);
    }
コード例 #2
0
ファイル: XffectCache.cs プロジェクト: itcodes/unityRpg
    //deactive the effect smoothly.
    public void StopEffect(string eftName)
    {
        List <XffectComponent> cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = cache[0];

        if (!XffectComponent.IsActive(xft.gameObject))
        {
            return;
        }
        xft.StopEmit();
    }
コード例 #3
0
    void LateUpdate()
    {
        // if no collision needed, hide the colliders.
        if (!XffectComponent.IsActive(XCollisionTest1.gameObject) && !XffectComponent.IsActive(XCollisionTest2.gameObject))
        {
            if (Colliders.gameObject == true)
            {
                foreach (Transform child in Colliders)
                {
                    XffectComponent.SetActive(child.gameObject, false);
                }
            }
            XffectComponent.SetActive(Colliders.gameObject, false);
        }

        //auto deactive background
        m_checkTime += Time.deltaTime;
        if (m_checkTime > 5f)
        {
            XffectComponent.SetActive(BackgroundWallBottom.gameObject, false);
        }
    }
コード例 #4
0
ファイル: XffectCache.cs プロジェクト: aowchina/HolyTech
    public XffectComponent GetEffect(string name)
    {
        if (!EffectDic.ContainsKey(name))
        {
            Debug.LogError("there is no effect:" + name + " in effect cache!");
            return(null);
        }
        ArrayList cache = EffectDic[name];

        if (cache == null)
        {
            return(null);
        }
        foreach (XffectComponent xft in cache)
        {
            if (!XffectComponent.IsActive(xft.gameObject))
            {
                return(xft);
            }
        }
        return(AddXffect(name));
    }
コード例 #5
0
ファイル: XffectCache.cs プロジェクト: aowchina/HolyTech
    //useful for only-one effect cache and the effect is looping.
    public void DeActiveEffect(string eftName)
    {
        ArrayList cache = EffectDic[eftName];

        if (cache == null)
        {
            Debug.LogError(name + ": cache doesnt exist!");
            return;
        }
        if (cache.Count > 1)
        {
            Debug.LogWarning("DeActive() only support one Xffect cache!");
        }
        XffectComponent xft = (XffectComponent)cache[0];

        if (!XffectComponent.IsActive(xft.gameObject))
        {
            return;
        }
        xft.DeActive();
        xft.Reset();
        XffectComponent.SetActive(xft.gameObject, false);
    }
コード例 #6
0
    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        XEditor.BeginCommonArea("xffect main config", Script.gameObject.name, this, true);

        EditorGUILayout.Space();

        XEditor.DrawToggle("update in editor?", "", EditView);

        //EditView.boolValue = EditorGUILayout.Toggle("update in editor:", EditView.boolValue,GUILayout.Height(40f));


        if (EditView.boolValue == true)
        {
            if (!XffectComponent.IsActive(Script.gameObject))
            {
                EditView.boolValue = false;
                Debug.Log("you need to activate the xffect object: " + Script.gameObject.name + " before updating it in editor.");
            }
        }

        if (EditView.boolValue)
        {
            Script.EnableEditView();
        }
        else
        {
            Script.DisableEditView();
        }

        if (EditView.boolValue)
        {
            if (GUILayout.Button("Reset"))
            {
                Script.ResetEditScene();
            }
        }

        XEditor.DrawSeparator();

        XEditor.DrawFloat("life(-1 means infinite):", "", LifeTime);
        XEditor.DrawToggle("ignore time scale?", "", IgnoreTimeScale);


        EditorGUILayout.Space();

        XEditor.DrawFloat("scale:", "change this Xffect's scale", Scale);


        if (GUILayout.Button("Add Layer"))
        {
            GameObject  layer = new GameObject(LayerName);
            EffectLayer efl   = (EffectLayer)layer.AddComponent("EffectLayer");
            layer.transform.parent      = Selection.activeTransform;
            efl.transform.localPosition = Vector3.zero;
            //default to effect layer object.
            efl.ClientTransform  = efl.transform;
            efl.GravityObject    = efl.transform;
            efl.BombObject       = efl.transform;
            efl.TurbulenceObject = efl.transform;
            efl.AirObject        = efl.transform;
            efl.VortexObj        = efl.transform;
            efl.DirCenter        = efl.transform;
            efl.Material         = AssetDatabase.LoadAssetAtPath(XEditorTool.GetXffectPath() + DefaultMatPath, typeof(Material)) as Material;

            efl.gameObject.layer = Script.gameObject.layer;

            Selection.activeGameObject = layer;
        }


        if (GUILayout.Button("Add Event"))
        {
            GameObject        obj    = new GameObject("_Event");
            XftEventComponent xevent = (XftEventComponent)obj.AddComponent("XftEventComponent");
            xevent.transform.parent        = Selection.activeTransform;
            xevent.transform.localPosition = Vector3.zero;
            xevent.RadialBlurShader        = Shader.Find("Xffect/PP/radial_blur_new");
            xevent.GlowCompositeShader     = Shader.Find("Xffect/PP/glow_compose");
            xevent.GlowDownSampleShader    = Shader.Find("Xffect/PP/glow_downsample");
            xevent.GlowBlurShader          = Shader.Find("Xffect/PP/glow_conetap");
            xevent.RadialBlurObj           = xevent.transform;
            xevent.ColorInverseShader      = Shader.Find("Xffect/PP/color_inverse");

            xevent.GlowPerObjBlendShader       = Shader.Find("Xffect/glow_per_obj/blend");
            xevent.GlowPerObjReplacementShader = Shader.Find("Xffect/glow_per_obj/replacement");

            xevent.gameObject.layer = Script.gameObject.layer;

            Selection.activeGameObject = obj;
        }


        EditorGUILayout.Space();

        XEditor.EndXArea();

        DrawInfos();

        serializedObject.ApplyModifiedProperties();
    }
コード例 #7
0
    public override void OnInspectorGUI()
    {
        XffectComponent ctarget = (XffectComponent)target;

        if (Application.isEditor && !EditorApplication.isPlaying)
        {
            EditorApplication.update = ctarget.Update;
        }

        EditorGUILayout.BeginVertical();
        EditorGUILayout.Space();
        EditorGUILayout.Separator();
        ctarget.LifeTime = EditorGUILayout.FloatField("life:", ctarget.LifeTime);
        EditorGUILayout.LabelField("[life -1 means infinite.]");

        ctarget.IgnoreTimeScale = EditorGUILayout.Toggle("ignore time scale?", ctarget.IgnoreTimeScale);

        EditorGUILayout.Separator();

        ctarget.Scale = EditorGUILayout.FloatField("scale:", ctarget.Scale);
        EditorGUILayout.Separator();

        if (GUILayout.Button("Add Layer"))
        {
            GameObject  layer = new GameObject(LayerName);
            EffectLayer efl   = (EffectLayer)layer.AddComponent("EffectLayer");
            layer.transform.parent = Selection.activeTransform;

            efl.transform.localPosition = Vector3.zero;
            //fixed 2012.6.25. default to effect layer object.
            efl.ClientTransform  = efl.transform;
            efl.GravityObject    = efl.transform;
            efl.BombObject       = efl.transform;
            efl.TurbulenceObject = efl.transform;
            efl.AirObject        = efl.transform;
            efl.VortexObj        = efl.transform;
            efl.DirCenter        = efl.transform;
        }


        if (GUILayout.Button("Add Event"))
        {
            GameObject        layer  = new GameObject("_Event");
            XftEventComponent xevent = (XftEventComponent)layer.AddComponent("XftEventComponent");
            xevent.transform.parent        = Selection.activeTransform;
            xevent.transform.localPosition = Vector3.zero;
            xevent.RadialBlurShader        = Shader.Find("Xffect/PP/radial_blur_new");
            xevent.GlowCompositeShader     = Shader.Find("Xffect/PP/glow_compose");
            xevent.GlowDownSampleShader    = Shader.Find("Xffect/PP/glow_downsample");
            xevent.GlowBlurShader          = Shader.Find("Xffect/PP/glow_conetap");
            xevent.RadialBlurObj           = xevent.transform;
            xevent.ColorInverseShader      = Shader.Find("Xffect/PP/color_inverse");
        }

        EditorGUILayout.Separator();
        ctarget.EditView = EditorGUILayout.Toggle("update in editor?", ctarget.EditView);

        //prevent asset inspector to update.
        if (ctarget.EditView == true)
        {
            if (!XffectComponent.IsActive(ctarget.gameObject))
            {
                ctarget.EditView = false;
                Debug.Log("you should activate the xffect object: " + ctarget.gameObject.name + " before updating it in editor.");
            }
        }

        if (ctarget.EditView)
        {
            ctarget.EnableEditView();
        }
        else
        {
            ctarget.DisableEditView();
        }

        if (ctarget.EditView)
        {
            if (GUILayout.Button("Reset Editor Xffect"))
            {
                ctarget.ResetEditScene();
            }
        }
        EditorGUILayout.EndVertical();

        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }