void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows a simulated use case scenario with:"); GUILayout.Label("-BSP fracturing"); GUILayout.Label("-Chunk structural interconnection"); GUILayout.Label("-Use of support planes to link pillars to the ground"); GUILayout.Label("-Collision particles"); GUILayout.Label("-Collision sounds"); GUILayout.Label("-Raycasting to trigger explosions with the weapon"); GUILayout.Label(""); GUILayout.Label("Hold down the left mouse button and move to aim."); GUILayout.Label("Press spacebar to fire."); GUILayout.Space(20); }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows:"); GUILayout.Label("-Voronoi fracturing"); GUILayout.Label("-Triggered explosion"); GUILayout.Label("-Collision particles"); GUILayout.Label("-Collision sounds"); GUILayout.Label(""); GUILayout.Label("Press the button below to explode the object."); if (GUILayout.Button("Explode")) { TargetFracturedObject.Explode(TargetFracturedObject.transform.position, ExplosionForce); } }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows:"); GUILayout.Label("-Voronoi fracturing"); GUILayout.Label("-Fracturing on physical contact"); GUILayout.Label("-Collision custom notifications"); GUILayout.Label("-Collision particles"); GUILayout.Label("-Collision sounds"); GUILayout.Label(""); GUILayout.Label("Press the button below to drop the object."); if (GUILayout.Button("Drop")) { bDropped = true; } GUILayout.Label("Collision notifications:"); GUILayout.Label(nChunksDetached + " chunks detached"); GUILayout.Label(nChunkCollisions + " chunk collisions"); }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows a simulated use case scenario with:"); GUILayout.Label("-Use of compound objects (through the included MeshCombiner tool)"); GUILayout.Label("-Voronoi fracturing"); GUILayout.Label("-Chunk structural interconnection"); GUILayout.Label("-Use of support plane to link pillars to the ground"); GUILayout.Label("-Chunk lifetime and offscreen lifetime for optimization"); GUILayout.Label("-Collision particles"); GUILayout.Label("-Collision sounds"); GUILayout.Label("-Raycasting to trigger explosions with the weapon"); GUILayout.Label(""); GUILayout.Label("Hold down the left mouse button and move to aim."); GUILayout.Label("Press spacebar to fire."); }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions //if(GUILayout.Button("Drop")) // { bDropped = true; // } }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows a floor with:"); GUILayout.Label("-BSP fracturing"); GUILayout.Label("-Moving explosion source with radius"); GUILayout.Label(""); if (GUILayout.Button("Restart")) { Application.LoadLevel(Application.loadedLevel); } }
void OnGUI() { if (LogicGlobalFracturing.HelpVisible == false) { return; } // Draw global instructions LogicGlobalFracturing.GlobalGUI(); // Draw instructions GUILayout.Label("This scene shows a floor with:"); GUILayout.Label("-BSP fracturing"); GUILayout.Label("-Moving explosion source with radius"); GUILayout.Label(""); if (GUILayout.Button("Restart")) { UnityEngine.SceneManagement.SceneManager.LoadScene("02 Sample Scene - Exploding Floor"); } }