Пример #1
0
        /// <summary>
        /// Create button event, adds all components.
        /// </summary>
        void Create()
        {
            if (Selection.activeGameObject != null)
            {  // fail safe
                // add melee manager for when shooter
                if (!Selection.activeGameObject.GetComponent <vMeleeManager>())
                {
                    Selection.activeGameObject.AddComponent <vMeleeManager>();
                }

                // inventory
                vItemManager itemManager = Selection.activeGameObject.GetComponent <vItemManager>();
                if (!itemManager)
                {
                    itemManager = Selection.activeGameObject.AddComponent <vItemManager>();
                    vItemManagerUtilities.CreateDefaultEquipPoints(itemManager, itemManager.GetComponent <vMeleeManager>());
                }
                itemManager.inventoryPrefab = InventoryPrefab;
                itemManager.itemListData    = ItemListData;
                itemManager.itemsFilter.Add(vItemType.MeleeWeapon);
                itemManager.itemsFilter.Add(vItemType.Spell);

                // hit damage particle
                vHitDamageParticle hitDamageParticle = Selection.activeGameObject.GetComponent <vHitDamageParticle>();
                if (!hitDamageParticle)
                {
                    hitDamageParticle = Selection.activeGameObject.AddComponent <vHitDamageParticle>();
                }
                hitDamageParticle.defaultDamageEffect = HitDamageParticle;

                // UI
                GameObject goItemCollectionDisplay = PrefabUtility.InstantiatePrefab(ItemCollectionDisplay) as GameObject;
                goItemCollectionDisplay.transform.SetParent(UIBase.transform);
                GameObject goInventoryPrefab = PrefabUtility.InstantiatePrefab(InventoryPrefab.gameObject) as GameObject;
                goInventoryPrefab.name = "Inventory_MeleeMagic_Auto";


                // leveling system
                CharacterInstance levelingsystem = Selection.activeGameObject.GetComponent <CharacterInstance>();
                if (!levelingsystem)
                {
                    levelingsystem = Selection.activeGameObject.AddComponent <CharacterInstance>();
                }

                // link the invector character damage event to the leveling system
                vThirdPersonController thirdp = Selection.activeGameObject.GetComponent <vThirdPersonController>();
                UnityEventTools.AddPersistentListener(thirdp.onReceiveDamage, levelingsystem.OnRecieveDamage);

                // link the melee manager hits to the leveling system
                vMeleeManager meleeM = Selection.activeGameObject.GetComponent <vMeleeManager>();
                if (meleeM)
                {
                    if (meleeM.onDamageHit == null)
                    {
                        meleeM.onDamageHit = new vOnHitEvent();
                    }
                    UnityEventTools.AddPersistentListener(meleeM.onDamageHit, levelingsystem.OnSendHit);
                }

                // add conditions and update particles to use the LOD 1 mesh
                levelingsystem.Conditions = new List <BaseCondition>();
                levelingsystem.Conditions.Add(new BaseCondition()
                {
                    Type = BaseDamage.Physical
                });
                GameObject goConditionsRoot = new GameObject("Conditions");
                goConditionsRoot.transform.SetParent(Selection.activeGameObject.transform);
                goConditionsRoot.transform.position = new Vector3(0f, 0f, 0f);
                foreach (BaseCondition bc in Conditions)
                {
                    GameObject goCondition = null;
                    if (bc.Display)
                    {
                        // load the prefab
                        goCondition = PrefabUtility.InstantiatePrefab(bc.Display) as GameObject;
                        goCondition.transform.SetParent(goConditionsRoot.transform);
                        goCondition.transform.position = new Vector3(0f, 0f, 0f);

                        // update all particles to use the mesh renderer from LOD1
                        goCondition.SetActive(true);
                        ParticleSystem[] ConditionParticles = goCondition.GetComponentsInChildren <ParticleSystem>();
                        foreach (ParticleSystem p in ConditionParticles)
                        {
                            if (p.shape.enabled)
                            {
                                if (p.shape.shapeType == ParticleSystemShapeType.SkinnedMeshRenderer)
                                {
                                    ParticleSystem.ShapeModule editableShape = p.shape;
                                    editableShape.skinnedMeshRenderer = LOD1BodyMesh[iWhichMesh];
                                }
                            }
                        }
                        goCondition.SetActive(false);
                    }

                    // add to the levelling system
                    levelingsystem.Conditions.Add(new BaseCondition()
                    {
                        Type = bc.Type, Length = 0, Display = goCondition
                    });
                }

                // add the magic spawn point
                GameObject goMagicSpawn = new GameObject("Magic Spawn");
                goMagicSpawn.transform.SetParent(Selection.activeGameObject.transform);
                goMagicSpawn.transform.position = new Vector3(0f, 1.5f, 0.9f);

                // magic input
                MagicSettings magicIO = Selection.activeGameObject.GetComponent <MagicSettings>();
                if (!magicIO)
                {
                    magicIO = Selection.activeGameObject.AddComponent <MagicSettings>();
                }
                magicIO.PooledMagic     = true;
                magicIO.MagicSpawnPoint = goMagicSpawn.transform;
                magicIO.onUseMana       = new UnityIntEvent();
                UnityEventTools.AddPersistentListener(magicIO.onUseMana, levelingsystem.UseMana);


#if !VANILLA                                                                                                         // set spell triggers F1-F5
                GameObject goInventoryWindow    = goInventoryPrefab.transform.Find("InventoryWindow").gameObject;    // grab inventory window
                GameObject goEquipmentInventory = goInventoryWindow.transform.Find("EquipmentInventory").gameObject; // and the equip slot parent
                goEquipmentInventory.SetActive(true);                                                                // enable for component search
                int          iNext    = 1;
                vEquipSlot[] allSlots = goInventoryPrefab.GetComponentsInChildren <vEquipSlot>();
                foreach (vEquipSlot slot in allSlots)
                {
                    if (slot.transform.parent.parent.name == "EquipMentArea_Spells")
                    {                                                                                                      // is a spell inventory area
                        MagicSpellTrigger trigger = new MagicSpellTrigger();                                               // create the trigger
                        trigger.EquipSlots     = new vEquipSlot[] { slot };                                                // set the inventory slot
                        trigger.Input          = new GenericInput("F" + iNext.ToString(), null, null);                     // set the input key
                        trigger.Input.useInput = true;                                                                     // enable
                        vEquipmentDisplay[] allDisplays = goInventoryPrefab.GetComponentsInChildren <vEquipmentDisplay>(); // find all displays
                        foreach (vEquipmentDisplay disp in allDisplays)
                        {                                                                                                  // check all
                            if (disp.gameObject.name == slot.gameObject.name.Replace("EquipSlot ", "EquipDisplay_Spell "))
                            {                                                                                              // found matching name?
                                trigger.EquipDisplay = disp;                                                               // success, apply
                                UnityEventTools.AddPersistentListener(slot.onAddItem, magicIO.SpellEquiped);               // listen for spells equiped
                                UnityEventTools.AddPersistentListener(slot.onRemoveItem, magicIO.SpellUnEquiped);          // and unequiped
                                break;                                                                                     // drop out
                            }
                        }
                        magicIO.SpellsTriggers.Add(trigger); // add the trigger
                        iNext += 1;                          // next please
                    }
                }
                goEquipmentInventory.SetActive(false);  // deactivate the inventory display
#endif

                // link the UI further
                Transform tHUD = UIBase.transform.Find("HUD");
                magicIO.XPText      = tHUD.Find("XP").GetComponent <UnityEngine.UI.Text>();
                magicIO.LevelText   = tHUD.Find("Level").GetComponent <UnityEngine.UI.Text>();
                magicIO.LevelUpText = tHUD.Find("Level up").GetComponent <UnityEngine.UI.Text>();
                magicIO.ManaSlider  = tHUD.Find("mana").GetComponent <UnityEngine.UI.Slider>();

#if !VANILLA
                itemManager.onUseItem = new OnHandleItemEvent();
                UnityEventTools.AddPersistentListener(itemManager.onUseItem, magicIO.UsePotion);

                // also lock input when inventory open
                itemManager.onOpenCloseInventory = new OnOpenCloseInventory();
                vMeleeCombatInput MeleeInput = Selection.activeGameObject.GetComponent <vMeleeCombatInput>();
                if (MeleeInput)
                {
                    UnityEventTools.AddPersistentListener(itemManager.onOpenCloseInventory, MeleeInput.SetLockMeleeInput);
                }
#endif
                // work complete
                this.Close();
            }
            else
            {
                Debug.Log("Please select the Player to add these components.");
            }
        }
        /// <summary>
        /// Create button event, adds all components.
        /// </summary>
        void Create()
        {
            if (Selection.activeGameObject != null)
            {  // fail safe
                // hit damage particle
                vHitDamageParticle hitDamageParticle = Selection.activeGameObject.GetComponent <vHitDamageParticle>();
                if (!hitDamageParticle)
                {
                    hitDamageParticle = Selection.activeGameObject.AddComponent <vHitDamageParticle>();
                }
                hitDamageParticle.defaultDamageEffect = HitDamageParticle;

                // melee manager
                vMeleeManager meleeManager = Selection.activeGameObject.GetComponent <vMeleeManager>();
                if (!meleeManager)
                {
                    meleeManager = Selection.activeGameObject.AddComponent <vMeleeManager>();
                }
                meleeManager.hitProperties = new HitProperties();
                meleeManager.hitProperties.hitDamageTags[0] = "Player";

                // leveling system
                CharacterInstance levelingsystem = Selection.activeGameObject.GetComponent <CharacterInstance>();
                if (!levelingsystem)
                {
                    levelingsystem = Selection.activeGameObject.AddComponent <CharacterInstance>();
                }

                // add conditions and update particles to use the LOD 1 mesh
                levelingsystem.Conditions = new List <BaseCondition>();
                levelingsystem.Conditions.Add(new BaseCondition()
                {
                    Type = BaseDamage.Physical
                });
                GameObject goConditionsRoot = new GameObject("Conditions");
                goConditionsRoot.transform.SetParent(Selection.activeGameObject.transform);
                goConditionsRoot.transform.position = new Vector3(0f, 0f, 0f);
                foreach (BaseCondition bc in Conditions)
                {
                    GameObject goCondition = null;
                    if (bc.Display)
                    {
                        // load the prefab
                        goCondition = PrefabUtility.InstantiatePrefab(bc.Display) as GameObject;
                        goCondition.transform.SetParent(goConditionsRoot.transform);
                        goCondition.transform.position = new Vector3(0f, 0f, 0f);

                        // update all particles to use the mesh renderer from LOD1
                        goCondition.SetActive(true);
                        ParticleSystem[] ConditionParticles = goCondition.GetComponentsInChildren <ParticleSystem>();
                        foreach (ParticleSystem p in ConditionParticles)
                        {
                            if (p.shape.enabled)
                            {
                                if (p.shape.shapeType == ParticleSystemShapeType.SkinnedMeshRenderer)
                                {
                                    ParticleSystem.ShapeModule editableShape = p.shape;
                                    editableShape.skinnedMeshRenderer = LOD1BodyMesh[iWhichMesh];
                                }
                            }
                        }
                        goCondition.SetActive(false);
                    }

                    // add to the levelling system
                    levelingsystem.Conditions.Add(new BaseCondition()
                    {
                        Type = bc.Type, Length = 0, Display = goCondition
                    });
                }

                // link the ai damage to the leveling system
                v_AIController vai = Selection.activeGameObject.GetComponent <v_AIController>();
                vai.onReceiveDamage = new Invector.OnReceiveDamage();
                UnityEventTools.AddPersistentListener(vai.onReceiveDamage, levelingsystem.OnRecieveDamage);

                // link the melee manager hits to the leveling system
                meleeManager.onDamageHit = new vOnHitEvent();
                UnityEventTools.AddPersistentListener(meleeManager.onDamageHit, levelingsystem.OnSendHit);

                // add the magic spawn point
                GameObject goMagicSpawn = new GameObject("Magic Spawn");
                goMagicSpawn.transform.SetParent(Selection.activeGameObject.transform);
                goMagicSpawn.transform.position = new Vector3(0f, 1.5f, 0.9f);

                // AI inventory
                MagicAIItemManager itemManager = Selection.activeGameObject.GetComponent <MagicAIItemManager>();
                if (!itemManager)
                {
                    itemManager = Selection.activeGameObject.AddComponent <MagicAIItemManager>();
                }
                itemManager.itemListData = ItemListData;
                itemManager.itemsFilter.Add(vItemType.Spell);

                // Magic AI
                MagicAI mai = Selection.activeGameObject.GetComponent <MagicAI>();
                if (!mai)
                {
                    mai = Selection.activeGameObject.AddComponent <MagicAI>();
                }
                mai.MagicSpawnPoint = goMagicSpawn.transform;

                // health/mana bars
                GameObject HealthUIinstance = (GameObject)Instantiate(HealthUI);
                HealthUIinstance.transform.SetParent(HeadBone);
                HealthUIinstance.transform.localPosition = HealthUI.transform.localPosition;
                HealthUIinstance.transform.localRotation = HealthUI.transform.localRotation;
                HealthUIinstance.transform.localScale    = HealthUI.transform.localScale;

                // work complete
                this.Close();
            }
            else
            {
                Debug.Log("Please select the Player to add these components.");
            }
        }