//collision callback, here we release some explode effect at the collison pos. void OnMissileCollision(Xft.CollisionParam param) { XffectComponent eft = EffectCache.GetEffect("explode"); eft.transform.position = param.CollidePos; eft.Active(); }
void SetUpMagicChain() { //must call Active First! Effect.Active(); //this API only affect 'Gravity Modifier'. Effect.SetGravityGoal(Target.transform, "line"); }
void SetUpMissile() { //must call Active() first! Effect.Active(); Effect.SetCollisionGoalPos(Target.transform, "soul"); Effect.SetGravityGoal(Target.transform, "soul"); }
void Fire(XffectComponent xt) { int index = Random.Range(0, Targets.Length); Transform tar = Targets[index]; Vector3 center = (tar.position + xt.transform.position) * 0.5f; //we need to activate first to retrieve the effectlayer list. xt.Active(); //note you may need to check the specific effectlayer's name here. XSplineComponent spline = xt.EffectLayerList[0].EmitSpline; //build the spline dynamically. spline.RemoveAllPointsExceptFirst(); spline.AppendWorldPoint(center + Vector3.up * 60f); spline.AppendWorldPoint(tar.position); spline.ReBuild(); //set collision target xt.SetCollisionGoalPos(tar); }
//manually emit effect node by expected position. public EffectNode EmitNode(string eftName, Vector3 pos) { List <XffectComponent> cache = EffectDic[eftName]; if (cache == null) { Debug.LogError(name + ": cache doesnt exist!"); return(null); } if (cache.Count > 1) { Debug.LogWarning("EmitNode() only support only-one xffect cache!"); } XffectComponent xft = (XffectComponent)cache[0]; if (!XffectComponent.IsActive(xft.gameObject)) { xft.Active(); } EffectNode ret = xft.EmitByPos(pos); if (ret == null) { Debug.LogError("emit node error! may be node max count is not enough:" + eftName); } return(ret); }
void ActiveEffect(XffectComponent xft) { QuadExplode.DeActive(); SphericalExplode.DeActive(); QuadFogs.DeActive(); SphericalFogs.DeActive(); xft.Active(); }
void OnGUI() { //GUI.Label(new Rect(60, 0, 500, 30), "Requires unity pro to get the best result."); if (GUI.Button(new Rect(0, 0, 50, 30), "1")) { explode_energy.Active(); } if (GUI.Button(new Rect(0, 30, 50, 30), "2")) { ice_impact.Active(); } if (GUI.Button(new Rect(0, 60, 50, 30), "3")) { suckblood.Active(); } if (GUI.Button(new Rect(0, 90, 50, 30), "4")) { firestorm.Active(); } if (GUI.Button(new Rect(0, 120, 50, 30), "5")) { phantomsword.Active(); } if (GUI.Button(new Rect(0, 150, 50, 30), "6")) { cyclonestorm.Active(); } if (GUI.Button(new Rect(0, 180, 50, 30), "7")) { radial_energy.Active(); } if (GUI.Button(new Rect(0, 210, 50, 30), "8")) { lightning_storm.Active(); } if (GUI.Button(new Rect(0, 240, 50, 30), "9")) { glow_per_obj.Active(); } if (GUI.Button(new Rect(0, 270, 50, 30), "10")) { tornado_storm.Active(); } if (GUI.Button(new Rect(0, 300, 50, 30), "Reset")) { Reset(); } }
protected void AddNodes(int num) { int added = 0; for (int i = 0; i < MaxENodes; i++) { if (added == num) { break; } EffectNode node = AvailableENodes[i]; if (node != null) { AddActiveNode(node); added++; //activate on birth subemitter. if (UseSubEmitters && !string.IsNullOrEmpty(BirthSubEmitter)) { XffectComponent sub = SpawnCache.GetEffect(BirthSubEmitter); if (sub == null) { return; } node.SubEmitter = sub; sub.Active(); } emitter.SetEmitPosition(node); float nodeLife = 0; float realNodeLife = 0; if (IsNodeLifeLoop) { nodeLife = -1; realNodeLife = Random.Range(NodeLifeMin, NodeLifeMax); } else { nodeLife = Random.Range(NodeLifeMin, NodeLifeMax); realNodeLife = nodeLife; } Vector3 oriDir = emitter.GetEmitRotation(node); float speed = OriSpeed; if (IsRandomSpeed) { speed = Random.Range(SpeedMin, SpeedMax); } node.Init(oriDir.normalized, speed, nodeLife, Random.Range(OriRotationMin, OriRotationMax), Random.Range(OriScaleXMin, OriScaleXMax), Random.Range(OriScaleYMin, OriScaleYMax), Color1, UVTopLeft, UVDimension, OriScaleZ, realNodeLife); } else { continue; } } }
void InstantiateEffect() { GameObject go = Instantiate(YourEffect.gameObject, Vector3.zero, Quaternion.identity) as GameObject; XffectComponent eft = go.GetComponent <XffectComponent>(); //after you instantiate a Xffect Object, you need to call Active() to activate it //and when there are no active nodes in the scene, this Xffect Object will automatically become non-active eft.Active(); }
public XffectComponent ReleaseEffect(string name) { XffectComponent xft = GetEffect(name); if (xft == null) { //Debug.LogWarning("can't find available effect in cache!:" + name); return(null); } xft.Active(); return(xft); }
void Update() { if (Input.GetMouseButtonDown(0)) { GameObject go = Instantiate(YourEffect.gameObject, Vector3.zero, Quaternion.identity) as GameObject; XffectComponent fireEffect = go.GetComponent <XffectComponent>(); //after you instantiate a Xffect Object, you need to call Active() to activate it //and when there are no active nodes in the scene, this Xffect Object will automatically become non-active fireEffect.Active(); //if you fired a loop Xffect Object // fireEffect.Deactive(); } }
//release effect by world position. in this case, the client transform's position should be zero. //notice: if the xffect is not auto-deactive, you should remember to manually deactive it. //** automaticaly set client to EffectCache, so you should make sure EffectCache's position is always zero. public XffectComponent ReleaseEffect(string name, Vector3 pos) { XffectComponent xft = GetEffect(name); if (xft == null) { Debug.LogWarning("can't find available effect in cache!:" + name); return(null); } xft.Active(); xft.SetClient(transform); xft.SetEmitPosition(pos); return(xft); }
void OnGUI() { if (GUI.Button(new Rect(0, 0, 350, 30), "Reset")) { SampleLoop.Active(); } if (GUI.Button(new Rect(0, 30, 350, 30), "stop effect immediately")) { SampleLoop.DeActive(); } if (GUI.Button(new Rect(0, 60, 350, 30), "stop effect softly")) { SampleLoop.StopSmoothly(1f); } }
//manually emit effect node by expected position. public EffectNode EmitNode(string eftName, Vector3 pos) { ArrayList cache = EffectDic[eftName]; if (cache == null) { Debug.LogError(name + ": cache doesnt exist!"); return(null); } if (cache.Count > 1) { Debug.LogWarning("EmitNode() only support only-one xffect cache!"); } XffectComponent xft = (XffectComponent)cache[0]; if (xft.gameObject.active == false) { xft.Active(); } return(xft.EmitByPos(pos)); }
void OnGUI() { GUI.Label(new Rect(150, 0, 350, 25), "left button to rotate, middle button to pan, wheel to zoom."); GUI.Label(new Rect(150, 18, 600, 25), "xffect free version 2.0.0."); ScrollPosition = GUI.BeginScrollView(new Rect(0, 0, 140, 600), ScrollPosition, new Rect(0, 0, 140, 690)); ShowLightBeams = GUI.Toggle(new Rect(10, 0, 80, 20), ShowLightBeams, "LightBeams"); ShowRaining = GUI.Toggle(new Rect(10, 20, 80, 20), ShowRaining, "Raining"); ShowPortalCone = GUI.Toggle(new Rect(10, 40, 80, 20), ShowPortalCone, "PortalCone"); if (GUI.Button(new Rect(10, 60, 80, 20), "missile3")) { XMissile3.Active(); XMissile3.transform.position = new Vector3(0, 0, 40); SimpleMissile smile = XMissile3.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 80, 80, 20), "explosion3")) { XExplode3.Active(); } ShowVolumetricLight1 = GUI.Toggle(new Rect(10, 100, 120, 20), ShowVolumetricLight1, "VolumetricLight1"); GUI.EndScrollView(); }
void Update() { if (ShowLightBeams) { XLightBeams.Active(); } else { XLightBeams.DeActive(); } if (ShowRaining) { XRaining.Active(); } else { XRaining.DeActive(); } if (ShowPortalCone) { XPortalCone.Active(); } else { XPortalCone.DeActive(); } if (ShowVolumetricLight1) { XVolumetricLight1.Active(); } else { XVolumetricLight1.DeActive(); } }
void ReleasePooledEffect(string effectName) { XffectComponent eft = EffectPool.GetEffect(effectName); eft.Active(); }
void Update() { if (ShowLightBeams) { XLightBeams.Active(); } else { XLightBeams.DeActive(); } if (ShowRaining) { XRaining.Active(); } else { XRaining.DeActive(); } if (ShowVolumeFog) { XffectComponent.SetActive(XVolumeFog.gameObject, true); } else { XffectComponent.SetActive(XVolumeFog.gameObject, false); } if (ShowWaterfall) { XWaterfall.Active(); } else { XWaterfall.DeActive(); } if (ShowPortalCone) { XPortalCone.Active(); } else { XPortalCone.DeActive(); } if (ShowTadpoleGate) { XTadpoleGate.Active(); } else { XTadpoleGate.DeActive(); } if (ShowCrystalEnergy) { XCrystalEnergy.Active(); } else { XCrystalEnergy.DeActive(); } if (ShowSurroundSoul) { XSurroundSoul.Active(); } else { XSurroundSoul.DeActive(); } if (ShowPhantomSwordSlash) { XPhantomSwordSlash.Active(); } else { XPhantomSwordSlash.DeActive(); } if (ShowPhantomSword) { XPhantomSword.Active(); } else { XPhantomSword.DeActive(); } if (ShowTransformSpell) { XTransformSpell.Active(); } else { XTransformSpell.DeActive(); } if (ShowSpreadSlash) { XSpreadSlash.Active(); } else { XSpreadSlash.DeActive(); } if (ShowPinkSoul) { XPinkSoul.Active(); } else { XPinkSoul.DeActive(); } if (ShowSakura) { XSakura.Active(); } else { XSakura.DeActive(); } if (ShowIceImpact) { XIceImpact.Active(); } else { XIceImpact.DeActive(); } if (ShowWindowLight) { XWindowLight.Active(); } else { XWindowLight.DeActive(); } if (ShowVolumetricLight1) { XVolumetricLight1.Active(); } else { XVolumetricLight1.DeActive(); } if (ShowVolumetricLight2) { XVolumetricLight2.Active(); } else { XVolumetricLight2.DeActive(); } if (ShowSuckBlood) { XSuckBlood.Active(); } else { XSuckBlood.DeActive(); } if (ShowCyclone2) { Cyclone2.Active(); } else { Cyclone2.DeActive(); } if (ShowCyclone3) { Cyclone3.Active(); } else { Cyclone3.DeActive(); } if (ShowDevilTrigger) { DevilTrigger.Active(); } else { DevilTrigger.DeActive(); } if (ShowMeshFogVolume) { MeshFogVolume.Active(); } else { MeshFogVolume.DeActive(); } if (ShowGlowTrails) { GlowTrails.Active(); } else { GlowTrails.DeActive(); } }
void OnGUI() { GUI.Label(new Rect(150, 0, 350, 25), "left button to rotate, middle button to pan, wheel to zoom."); GUI.Label(new Rect(200, 18, 200, 25), "xffect pro version 3.0.0"); ScrollPosition = GUI.BeginScrollView(new Rect(0, 0, 140, 600), ScrollPosition, new Rect(0, 0, 140, 800)); ShowLightBeams = GUI.Toggle(new Rect(10, 0, 80, 20), ShowLightBeams, "LightBeams"); ShowRaining = GUI.Toggle(new Rect(10, 20, 80, 20), ShowRaining, "Raining"); ShowVolumeFog = GUI.Toggle(new Rect(10, 40, 80, 20), ShowVolumeFog, "VolumeFog"); ShowWaterfall = GUI.Toggle(new Rect(10, 60, 80, 20), ShowWaterfall, "Waterfall"); ShowPortalCone = GUI.Toggle(new Rect(10, 100, 80, 20), ShowPortalCone, "PortalCone"); ShowTadpoleGate = GUI.Toggle(new Rect(10, 120, 80, 20), ShowTadpoleGate, "TadpoleGate"); ShowCrystalEnergy = GUI.Toggle(new Rect(10, 140, 120, 20), ShowCrystalEnergy, "CrystalEnergy"); ShowSurroundSoul = GUI.Toggle(new Rect(10, 160, 120, 20), ShowSurroundSoul, "SwingAround"); if (GUI.Button(new Rect(10, 80, 120, 20), "RadialEnergy")) { XffectComponent.SetActive(BackgroundWallBottom.gameObject, true); m_checkTime = 0f; XRadialEnergy.Active(); } if (GUI.Button(new Rect(10, 190, 80, 20), "collision1")) { XCollisionTest1.Active(); //show colliders. foreach (Transform child in Colliders) { XffectComponent.SetActive(child.gameObject, true); } XffectComponent.SetActive(Colliders.gameObject, true); } if (GUI.Button(new Rect(10, 210, 80, 20), "collision2")) { XCollisionTest2.Active(); //set collision goal. XCollisionTest2.SetCollisionGoalPos(CollisionGoal); //show colliders. foreach (Transform child in Colliders) { XffectComponent.SetActive(child.gameObject, true); } XffectComponent.SetActive(Colliders.gameObject, true); } if (GUI.Button(new Rect(10, 240, 80, 20), "missile1")) { XMissile1.Active(); XMissile1.transform.position = new Vector3(0, 0, 50); SimpleMissile smile = XMissile1.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 260, 80, 20), "missile2")) { XMissile2.Active(); XMissile2.transform.position = new Vector3(0, 0, 40); SimpleMissile smile = XMissile2.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 280, 80, 20), "missile3")) { XMissile3.Active(); XMissile3.transform.position = new Vector3(0, 0, 40); SimpleMissile smile = XMissile3.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 300, 80, 20), "missile4")) { XMissile4.transform.position = new Vector3(0, 0, 40); XMissile4.Active(); SimpleMissile smile = XMissile4.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 330, 80, 20), "explosion1")) { XffectComponent.SetActive(BackgroundWallBottom.gameObject, true); m_checkTime = 0f; XExplode1.Active(); } if (GUI.Button(new Rect(10, 350, 80, 20), "explosion2")) { XExplode2.Active(); } if (GUI.Button(new Rect(10, 370, 80, 20), "explosion3")) { XExplode3.Active(); } if (GUI.Toggle(new Rect(10, 390, 120, 20), ShowPhantomSwordSlash, "PhantomSlash")) { ShowPhantomSwordSlash = true; m_checkTime = 0f; XffectComponent.SetActive(BackgroundWallBottom.gameObject, true); } else { ShowPhantomSwordSlash = false; } ShowPhantomSword = GUI.Toggle(new Rect(10, 410, 120, 20), ShowPhantomSword, "PhantomSword"); ShowTransformSpell = GUI.Toggle(new Rect(10, 430, 120, 20), ShowTransformSpell, "TransformSpell"); if (GUI.Button(new Rect(10, 450, 100, 20), "BombAffector")) { XBombAffector.Active(); } //ver 1.2.1 ShowSpreadSlash = GUI.Toggle(new Rect(10, 470, 120, 20), ShowSpreadSlash, "SpreadSlash"); ShowPinkSoul = GUI.Toggle(new Rect(10, 490, 120, 20), ShowPinkSoul, "PinkSoul"); ShowSakura = GUI.Toggle(new Rect(10, 510, 120, 20), ShowSakura, "Sakura"); //ver 1.2.2 if (GUI.Button(new Rect(10, 530, 100, 20), "LevelUp")) { XLevelUp.Active(); } //ver 1.2.3 ShowIceImpact = GUI.Toggle(new Rect(10, 550, 120, 20), ShowIceImpact, "IceImpact"); //ver 1.3.1 if (GUI.Button(new Rect(10, 570, 80, 20), "Dissolve")) { XffectComponent.SetActive(BackgroundWallBottom.gameObject, true); m_checkTime = 0f; XDissolve.Active(); } ShowWindowLight = GUI.Toggle(new Rect(10, 590, 120, 20), ShowWindowLight, "WindowLight"); ShowVolumetricLight1 = GUI.Toggle(new Rect(10, 610, 120, 20), ShowVolumetricLight1, "VolumetricLight1"); ShowVolumetricLight2 = GUI.Toggle(new Rect(10, 630, 120, 20), ShowVolumetricLight2, "VolumetricLight2"); ShowSuckBlood = GUI.Toggle(new Rect(10, 650, 120, 20), ShowSuckBlood, "SuckBlood"); if (GUI.Button(new Rect(10, 670, 120, 20), "Cyclone1")) { Cyclone1.Active(); } ShowCyclone2 = GUI.Toggle(new Rect(10, 690, 120, 20), ShowCyclone2, "Cyclone2"); ShowCyclone3 = GUI.Toggle(new Rect(10, 710, 120, 20), ShowCyclone3, "Cyclone3"); ShowDevilTrigger = GUI.Toggle(new Rect(10, 730, 120, 20), ShowDevilTrigger, "Devil Trigger"); ShowMeshFogVolume = GUI.Toggle(new Rect(10, 750, 120, 20), ShowMeshFogVolume, "MeshFogVolume"); ShowGlowTrails = GUI.Toggle(new Rect(10, 770, 120, 20), ShowGlowTrails, "GlowTrails"); GUI.EndScrollView(); }
// Use this for initialization void Start() { theEffect = GameObject.Find("EffectCache").GetComponent<XffectCache>().GetEffect(xffectName); theEffect.Active(); theEffect.transform.position = transform.position; }
void Update() { if (ShowLightBeams) { XLightBeams.Active(); } else { XLightBeams.DeActive(); } if (ShowRaining) { XRaining.Active(); } else { XRaining.DeActive(); } //removed since ver 1.2.3 //if (ShowSnowing) // XSnowing.Active(); //else // XSnowing.DeActive(); if (ShowVolumeFog) { XVolumeFog.gameObject.active = true; } else { XVolumeFog.gameObject.active = false; } if (ShowWaterfall) { XWaterfall.Active(); } else { XWaterfall.DeActive(); } if (ShowSeaWave) { XSeaWave.Active(); } else { XSeaWave.DeActive(); } if (ShowPortalCone) { XPortalCone.Active(); } else { XPortalCone.DeActive(); } if (ShowTadpoleGate) { XTadpoleGate.Active(); } else { XTadpoleGate.DeActive(); } if (ShowCrystalEnergy) { XCrystalEnergy.Active(); } else { XCrystalEnergy.DeActive(); } if (ShowSurroundSoul) { XSurroundSoul.Active(); } else { XSurroundSoul.DeActive(); } if (ShowPhantomSwordSlash) { XPhantomSwordSlash.Active(); } else { XPhantomSwordSlash.DeActive(); } if (ShowPhantomSword) { XPhantomSword.Active(); } else { XPhantomSword.DeActive(); } if (ShowTransformSpell) { XTransformSpell.Active(); } else { XTransformSpell.DeActive(); } if (ShowSpreadSlash) { XSpreadSlash.Active(); } else { XSpreadSlash.DeActive(); } if (ShowPinkSoul) { XPinkSoul.Active(); } else { XPinkSoul.DeActive(); } if (ShowSakura) { XSakura.Active(); } else { XSakura.DeActive(); } if (ShowIceImpact) { XIceImpact.Active(); } else { XIceImpact.DeActive(); } }
void Update() { if (ShowLightBeams) { XLightBeams.Active(); } else { XLightBeams.DeActive(); } if (ShowRaining) { XRaining.Active(); } else { XRaining.DeActive(); } if (ShowVolumeFog) { XVolumeFog.gameObject.active = true; } else { XVolumeFog.gameObject.active = false; } if (ShowWaterfall) { XWaterfall.Active(); } else { XWaterfall.DeActive(); } if (ShowPortalCone) { XPortalCone.Active(); } else { XPortalCone.DeActive(); } if (ShowTadpoleGate) { XTadpoleGate.Active(); } else { XTadpoleGate.DeActive(); } if (ShowCrystalEnergy) { XCrystalEnergy.Active(); } else { XCrystalEnergy.DeActive(); } if (ShowSurroundSoul) { XSurroundSoul.Active(); } else { XSurroundSoul.DeActive(); } if (ShowPhantomSwordSlash) { XPhantomSwordSlash.Active(); } else { XPhantomSwordSlash.DeActive(); } if (ShowPhantomSword) { XPhantomSword.Active(); } else { XPhantomSword.DeActive(); } if (ShowTransformSpell) { XTransformSpell.Active(); } else { XTransformSpell.DeActive(); } if (ShowSpreadSlash) { XSpreadSlash.Active(); } else { XSpreadSlash.DeActive(); } if (ShowPinkSoul) { XPinkSoul.Active(); } else { XPinkSoul.DeActive(); } if (ShowSakura) { XSakura.Active(); } else { XSakura.DeActive(); } if (ShowIceImpact) { XIceImpact.Active(); } else { XIceImpact.DeActive(); } if (ShowWindowLight) { XWindowLight.Active(); } else { XWindowLight.DeActive(); } if (ShowVolumetricLight1) { XVolumetricLight1.Active(); } else { XVolumetricLight1.DeActive(); } if (ShowVolumetricLight2) { XVolumetricLight2.Active(); } else { XVolumetricLight2.DeActive(); } if (ShowSuckBlood) { XSuckBlood.Active(); } else { XSuckBlood.DeActive(); } }
void OnGUI() { GUI.Label(new Rect(150, 0, 350, 25), "left button to rotate, middle button to pan, wheel to zoom."); GUI.Label(new Rect(200, 18, 200, 25), "xffect pro version 1.3.0"); ScrollPosition = GUI.BeginScrollView(new Rect(0, 0, 140, 600), ScrollPosition, new Rect(0, 0, 140, 640)); ShowLightBeams = GUI.Toggle(new Rect(10, 0, 80, 20), ShowLightBeams, "LightBeams"); ShowRaining = GUI.Toggle(new Rect(10, 20, 80, 20), ShowRaining, "Raining"); ShowVolumeFog = GUI.Toggle(new Rect(10, 40, 80, 20), ShowVolumeFog, "VolumeFog"); ShowWaterfall = GUI.Toggle(new Rect(10, 60, 80, 20), ShowWaterfall, "Waterfall"); ShowSeaWave = GUI.Toggle(new Rect(10, 80, 80, 20), ShowSeaWave, "SeaWave"); ShowPortalCone = GUI.Toggle(new Rect(10, 100, 80, 20), ShowPortalCone, "PortalCone"); ShowTadpoleGate = GUI.Toggle(new Rect(10, 120, 80, 20), ShowTadpoleGate, "TadpoleGate"); ShowCrystalEnergy = GUI.Toggle(new Rect(10, 140, 120, 20), ShowCrystalEnergy, "CrystalEnergy"); ShowSurroundSoul = GUI.Toggle(new Rect(10, 160, 120, 20), ShowSurroundSoul, "SwingAround"); if (GUI.Button(new Rect(10, 190, 80, 20), "collision1")) { XCollisionTest1.Active(); //show colliders. foreach (Transform child in Colliders) { child.gameObject.active = true; } Colliders.gameObject.active = true; } if (GUI.Button(new Rect(10, 210, 80, 20), "collision2")) { XCollisionTest2.Active(); //show colliders. foreach (Transform child in Colliders) { child.gameObject.active = true; } Colliders.gameObject.active = true; } if (GUI.Button(new Rect(10, 240, 80, 20), "missile1")) { XMissile1.Active(); XMissile1.transform.position = new Vector3(0, 0, 50); SimpleMissile smile = XMissile1.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 260, 80, 20), "missile2")) { XMissile2.Active(); XMissile2.transform.position = new Vector3(0, 0, 40); SimpleMissile smile = XMissile2.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 280, 80, 20), "missile3")) { XMissile3.Active(); XMissile3.transform.position = new Vector3(0, 0, 40); SimpleMissile smile = XMissile3.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 300, 80, 20), "missile4")) { XMissile4.transform.position = new Vector3(0, 0, 40); XMissile4.Active(); SimpleMissile smile = XMissile4.transform.GetComponent <SimpleMissile>(); smile.Reset(); } if (GUI.Button(new Rect(10, 330, 80, 20), "explosion1")) { XExplode1.Active(); } if (GUI.Button(new Rect(10, 350, 80, 20), "explosion2")) { XExplode2.Active(); } if (GUI.Button(new Rect(10, 370, 80, 20), "explosion3")) { XExplode3.Active(); } if (GUI.Toggle(new Rect(10, 390, 120, 20), ShowPhantomSwordSlash, "PhantomSlash")) { ShowPhantomSwordSlash = true; BackgroundWall.gameObject.active = true; BackgroundWall2.gameObject.active = true; } else { ShowPhantomSwordSlash = false; BackgroundWall.gameObject.active = false; BackgroundWall2.gameObject.active = false; } ShowPhantomSword = GUI.Toggle(new Rect(10, 410, 120, 20), ShowPhantomSword, "PhantomSword"); ShowTransformSpell = GUI.Toggle(new Rect(10, 430, 120, 20), ShowTransformSpell, "TransformSpell"); if (GUI.Button(new Rect(10, 450, 100, 20), "BombAffector")) { XBombAffector.Active(); } //ver 1.2.1 ShowSpreadSlash = GUI.Toggle(new Rect(10, 470, 120, 20), ShowSpreadSlash, "SpreadSlash"); ShowPinkSoul = GUI.Toggle(new Rect(10, 490, 120, 20), ShowPinkSoul, "PinkSoul"); ShowSakura = GUI.Toggle(new Rect(10, 510, 120, 20), ShowSakura, "Sakura"); //ver 1.2.2 if (GUI.Button(new Rect(10, 530, 100, 20), "LevelUp")) { XLevelUp.Active(); } //ver 1.2.3 if (GUI.Toggle(new Rect(10, 550, 120, 20), ShowIceImpact, "IceImpact")) { BackgroundWallBottom.gameObject.active = true; ShowIceImpact = true; } else { BackgroundWallBottom.gameObject.active = false; ShowIceImpact = false; } GUI.EndScrollView(); }