示例#1
0
    public void MaterialSelection(MoveData.MoveTypes MoveType, GameObject ThisObject)
    {
        ParticleSystem PS = ThisObject.GetComponent <ParticleSystem>();

        switch (MoveType)
        {
        case MoveData.MoveTypes.Fire:
            PS.ParticleRendererSettings(true, "Capsule", "Fire", "Fire", ParticleSystemRenderMode.Mesh);
            break;

        case MoveData.MoveTypes.Lightning:
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Mesh);
            break;

        case MoveData.MoveTypes.Ice:
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "ICE", ParticleSystemRenderMode.Mesh);
            break;

        case MoveData.MoveTypes.Rock:
            PS.ParticleRendererSettings(true, "Capsule", "RockMat", "nomat", ParticleSystemRenderMode.Mesh);
            break;

        default:
            break;
        }
    }
示例#2
0
 // Update is called once per frame
 void Update()
 {
     // transform.LookAt(Target.transform);
     if (MoveType != GetComponentInParent <PlayerHit>().CurrentMove)
     {
         PS.Clear();
         MoveType = GetComponentInParent <PlayerHit>().CurrentMove;
         InitPS();
     }
 }
示例#3
0
    public GameObject AddSubParticle(GameObject OriginalGameObject, MoveData.MoveTypes moveType, TempMoves tempMove)
    {
        GameObject SubObject = new GameObject();

        SubObject.transform.SetParent(OriginalGameObject.transform);
        SubObject.transform.position = OriginalGameObject.transform.position;
        SubObject.AddComponent <ParticleSystem>();
        SubGameObjects.Add(SubObject);
        SelectMaterials(SubObject, moveType, tempMove);
        return(SubObject);
    }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         PS.Play();
     }
     Input.GetMouseButtonDown(0);
     // transform.LookAt(Target.transform);
     if (MoveType != GetComponentInParent <PlayerHit>().CurrentMove)
     {
         PS.Clear();
         MoveType = GetComponentInParent <PlayerHit>().CurrentMove;
         InitPS();
     }
 }
示例#5
0
    public void AddObjectAndParticleSystem(Vector3 ObjectPosition, MoveData.MoveTypes moveType, TempMoves tempMoves, Vector3 StartPosition, Transform transformParent)
    {
        GameObject MoveObject = new GameObject();

        MoveObject.transform.SetParent(transformParent.parent);
        if (tempMoves == TempMoves.Beam)
        {
            MoveObject.transform.position   = transformParent.position;
            MoveObject.transform.rotation   = new Quaternion(0f, 0f, 0f, 0f);
            MoveObject.transform.localScale = new Vector3(0.6f, 0.6f, 0.6f);
        }
        if (tempMoves == TempMoves.Storm)
        {
            MoveObject.transform.position = ObjectPosition;
        }
        MoveObject.AddComponent <ParticleSystem>();
        GameObjects.Add(MoveObject);
        BaseMove(tempMoves, MoveObject, moveType);
    }
示例#6
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetAxis("Mouse ScrollWheel") < 0) // Scoll down
     {
         MoveSelectionCount -= 1;
         if (MoveSelectionCount < 0)
         {
             MoveSelectionCount = MoveSelectionMax - 1;
         }
         CurrentMove = MoveSelection[MoveSelectionCount];
     }
     else if (Input.GetAxis("Mouse ScrollWheel") > 0) // Scroll UP
     {
         MoveSelectionCount += 1;
         if (MoveSelectionCount > MoveSelectionMax)
         {
             MoveSelectionCount = 0;
         }
         CurrentMove = MoveSelection[MoveSelectionCount];
     }
 }
    public void selectParticleEffects(GameObject ThisGameObject, MoveData.MoveTypes moveType)
    {
        ParticleSystem PS = ThisGameObject.GetComponent <ParticleSystem>();
        AnimationCurve EmissionCurve;
        AnimationCurve SizeCurve;
        ParticleSystem SPS;
        AnimationCurve SPSCurve;

        ParticleSystem.Burst[] Bursts;
        string[] Layers = new string[] { "Players" };
        if (SubObject != null)
        {
            GameObject.Destroy(SubObject);
            SubObject = null;
        }
        SubObject = new GameObject();
        SubObject.AddComponent <ParticleSystem>();
        SubObject.transform.SetParent(PS.transform.parent);
        SubObject.transform.position = PS.transform.parent.position;
        switch (moveType)
        {
        case MoveData.MoveTypes.Fire:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 100f, 2f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            SizeCurve.AddKey(2f, 3f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 1, 0.1f, 1);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "Fire", ParticleSystemRenderMode.Mesh);

            // Velocity Settings
            PS.ParticleInheritVelocity();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 1f, 1f, 1f);
            SPS.ParticleNoiseSettings(true, 0, 0, 0);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "Fire", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);
            break;

        case MoveData.MoveTypes.Lightning:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 300f, 1f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 3f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 0.5f);
            SizeCurve.AddKey(2f, 0f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(true, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 15f, 0.5f, 0.5f);
            SPS.ParticleNoiseSettings(true, 10, 1, 10);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            break;

        case MoveData.MoveTypes.Ice:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 1f, 400f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 2f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "ICE", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Rock:
            // Main Settings
            PS.ParticleMainSettings(true, 0, 15f, 100f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(false, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 1, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockTrailMat", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        default:
            break;
        }
    }
示例#8
0
    public void SelectMaterials(GameObject ThisObject, MoveData.MoveTypes MoveType, TempMoves tempMove)
    {
        ParticleSystem PS = ThisObject.GetComponent <ParticleSystem>();

        ParticleSystem.Burst[] Bursts;
        AnimationCurve         EmissionCurve;
        AnimationCurve         SizeCurve;

        switch (MoveType)
        {
        case MoveData.MoveTypes.Fire:
            if (tempMove == TempMoves.Storm)
            {
                EmissionCurve = new AnimationCurve();
                EmissionCurve.AddKey(0f, 10f);
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(1f, 5, 6, 1f)
                };
                PS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
                PS.ParticleMainSettings(true, 100f, 1f, 100f, 2f, 3f);
                PS.ParticleNoiseSettings(true, 10, 15f, 10);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 10f);
                PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 5f, false, false);
                // Render Settings
                PS.ParticleRendererSettings(true, "Capsule", "Fire", "Fire", ParticleSystemRenderMode.Mesh);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers, 1f, 1f);
            }
            break;

        case MoveData.MoveTypes.Lightning:
            if (tempMove == TempMoves.Storm)
            {
                EmissionCurve = new AnimationCurve();
                EmissionCurve.AddKey(0f, 10f);
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(1f, 5, 6, 1f)
                };
                PS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
                PS.ParticleMainSettings(true, 100f, 1f, 50f, 2f, 3f);
                PS.ParticleNoiseSettings(true, 10, 15f, 10);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 10f);
                PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 5f, false, false);
                PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers);
            }
            if (tempMove == TempMoves.Beam)
            {
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(0.1f, 5),
                    new ParticleSystem.Burst(0.2f, 5),
                    new ParticleSystem.Burst(0.3f, 5),
                    new ParticleSystem.Burst(0.4f, 5)
                };
                PS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
                PS.ParticleMainSettings(false, 0f, 0.1f, 20f, 0.4f, 0.1f);
                PS.ParticleNoiseSettings(true, 10, 15f, 10);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 0f);
                PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
                PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers);
            }
            break;

        case MoveData.MoveTypes.Ice:
            if (tempMove == TempMoves.Storm)
            {
                EmissionCurve = new AnimationCurve();
                EmissionCurve.AddKey(0f, 10f);
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(1f, 5, 6, 1f)
                };
                PS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
                PS.ParticleMainSettings(true, 100f, 1f, 100f, 2f, 3f);
                PS.ParticleNoiseSettings(true, 10, 15f, 10);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 10f);
                PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 5f, false, false);
                PS.ParticleRendererSettings(true, null, "ICE", "ICE", ParticleSystemRenderMode.Billboard);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers, 1f, 1f);
            }
            break;

        case MoveData.MoveTypes.Rock:
            if (tempMove == TempMoves.Storm)
            {
                EmissionCurve = new AnimationCurve();
                EmissionCurve.AddKey(0f, 10f);
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(1f, 5, 6, 1f)
                };
                PS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
                PS.ParticleMainSettings(true, 1f, 2f, 6f, 4f, 3f);
                PS.ParticleNoiseSettings(false, 10, 15f, 10);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 10f);
                PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 5f, false, false);
                PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockMat", ParticleSystemRenderMode.Mesh);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers, 0.5f, 0.5f);
            }
            if (tempMove == TempMoves.Beam)
            {
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(0.1f, 2),
                    new ParticleSystem.Burst(0.3f, 2),
                    new ParticleSystem.Burst(0.5f, 2)
                };
                PS.ParticleEmissionSettings(false, 1f, false, true, Bursts);
                PS.ParticleMainSettings(true, 1f, 0.1f, 6f, 4f, 0.1f);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.Random, false, 0f, 0f, 1f);
                PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 5f, false, false);
                PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockMat", ParticleSystemRenderMode.Mesh);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers, 0.5f, 0.5f);
            }

            break;

        default:
            break;
        }
    }
示例#9
0
    public void BaseMove(TempMoves tempMove, GameObject ThisObject, MoveData.MoveTypes moveTypes)
    {
        ParticleSystem PS = ThisObject.GetComponent <ParticleSystem>();

        ParticleSystem.Burst[] Bursts;
        AnimationCurve         EmissionCurve;
        AnimationCurve         SizeCurve;

        switch (tempMove)
        {
        case TempMoves.Storm:
            // Main Settings
            PS.ParticleMainSettings(false, 0f, 15f, 3f, 6f);

            // Emission Settings
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(0.0f, 3),
                new ParticleSystem.Burst(0.1f, 2),
                new ParticleSystem.Burst(0.2f, 1)
            };
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 3f);
            PS.ParticleEmissionSettings(true, 1f, true, true, Bursts);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 0f);
            SizeCurve.AddKey(0.5f, 15f);
            SizeCurve.AddKey(1f, 0f);

            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f, 0f, 0f, 0f);

            // Collision Settings
            PS.ParticleCollisionSettings(false, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Sub Particle Settings
            PS.ParticleSubSettings(true, AddSubParticle(ThisObject, moveTypes, tempMove));

            // Rotation Settings
            PS.ParticleRotationSettings(true, 1, 0f, ParticleSystemCurveMode.TwoConstants);

            // Renderer
            PS.ParticleRendererSettings(true, null, "Smoke", "nomat", ParticleSystemRenderMode.HorizontalBillboard);

            break;

        case TempMoves.Beam:
            if (moveTypes == MoveData.MoveTypes.Rock)
            {
                Bursts = new ParticleSystem.Burst[]
                {
                    new ParticleSystem.Burst(0.0f, 2),
                    new ParticleSystem.Burst(1.1f, 1),
                    new ParticleSystem.Burst(2.2f, 2),
                    new ParticleSystem.Burst(3.4f, 1),
                    new ParticleSystem.Burst(4.5f, 2)
                };
                PS.ParticleMainSettings(false, 1f, 1f, 80f, 3f, 0f);
                PS.ParticleEmissionSettings(true, 1f, true, true, Bursts, null, ParticleSystemCurveMode.Constant, 6);
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.BurstSpread, false, 0f, 0f, 0.7f, 0f, 0f, 0f);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers, 0f, 1f);
            }
            else
            {
                PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f, 0f, 0f, 0f);
                SizeCurve = new AnimationCurve();
                SizeCurve.AddKey(0f, 1f);
                SizeCurve.AddKey(0.5f, 3f);
                SizeCurve.AddKey(1f, 1f);
                PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);
                PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                             ParticleSystemCollisionType.World, true, true, Layers);
            }
            if (moveTypes == MoveData.MoveTypes.Fire)
            {
                PS.ParticleMainSettings(false, 0f, 1f, 10f, 10f, 0f);
                PS.ParticleEmissionSettings(true, 1f, true, false, null, null, ParticleSystemCurveMode.Constant, 20);
            }
            if (moveTypes == MoveData.MoveTypes.Lightning)
            {
                PS.ParticleMainSettings(false, 0f, 1f, 100f, 0.5f, 0f);
                PS.ParticleEmissionSettings(true, 1f, true, false, null, null, ParticleSystemCurveMode.Constant, 20);
                PS.ParticleNoiseSettings(true, 10, 14, 10);
            }
            if (moveTypes == MoveData.MoveTypes.Ice)
            {
                PS.ParticleMainSettings(false, 0f, 1f, 10f, 3f, 0f);
                PS.ParticleEmissionSettings(true, 1f, true, false, null, null, ParticleSystemCurveMode.Constant, 20);
            }
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);
            PS.ParticleSubSettings(true, AddSubParticle(ThisObject, moveTypes, tempMove));
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.DistributePerSegment, 1f, true, true);
            PS.ParticleRotationSettings(true, 1, 0f, ParticleSystemCurveMode.TwoConstants, 100f, 200f);
            MaterialSelection(moveTypes, ThisObject);
            break;

        case TempMoves.Ball:
            break;

        case TempMoves.Walk:
            break;

        case TempMoves.Burst:
            break;

        default:
            break;
        }
    }
示例#10
0
    public void selectParticleEffects(GameObject ThisGameObject, MoveData.MoveTypes moveType, MoveData.MoveBehaviorsGeneric Behavior)
    {
        ParticleSystem PS = ThisGameObject.GetComponent <ParticleSystem>();
        AnimationCurve EmissionCurve;
        AnimationCurve SizeCurve;
        ParticleSystem SPS;
        AnimationCurve SPSCurve;

        ParticleSystem.Burst[] Bursts;
        string[] Layers = new string[] { "Players" };
        if (SubObject != null)
        {
            GameObject.Destroy(SubObject);
            SubObject = null;
        }
        SubObject = new GameObject();
        SubObject.AddComponent <ParticleSystem>();
        SubObject.transform.SetParent(PS.transform.parent);
        SubObject.transform.position   = PS.transform.parent.position;
        SubObject.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
        switch (moveType)
        {
        case MoveData.MoveTypes.Fire:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 2f, 25f, 7f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 3f);
            SizeCurve.AddKey(2f, 10f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.DistributePerSegment, 2, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0f, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "FireTrail", "nomat", ParticleSystemRenderMode.Mesh);

            // Velocity Settings
            PS.ParticleInheritVelocity();

            // Rotation Settings
            PS.ParticleRotationSettings(true, 1, 50f);
            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 5, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 1f, 1f, 20f, 2f, 1f);
            SPS.ParticleNoiseSettings(true, 1, 0, 0);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Sphere, ParticleSystemShapeMultiModeValue.PingPong, false, 0f, 1f, 1f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "Fire", "SMK", ParticleSystemRenderMode.Billboard);

            PS.ParticleSubSettings(true, SubObject);
            break;

        case MoveData.MoveTypes.Lightning:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 1f, 300f, 1f);

            // Emission Settings
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(0f, 1, 1, 0.01f)
            };
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, false, true, Bursts, null);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 4f);
            SizeCurve.AddKey(2f, 0f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");



            // Rotation Settings:
            PS.ParticleRotationSettings();

            // Sub Particle Settings
            SPS      = SubObject.GetComponent <ParticleSystem>();
            SPSCurve = new AnimationCurve();
            SPSCurve.AddKey(0f, 10f);
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(1f, 1, 1)
            };
            SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            SPS.ParticleMainSettings(true, 0f, 1f, 1f, 0.5f, 3f);
            SPS.ParticleNoiseSettings(true, 10, 1, 10);
            SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Donut, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);
            SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 0.1f, false, false);
            SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Mesh);
            break;

        case MoveData.MoveTypes.Ice:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 1f, 400f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 2f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 6, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "nomat", "ICE", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Rock:
            // Main Settings
            PS.ParticleMainSettings(false, 0, 15f, 100f, 6f);

            // Emission Settings
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 1f);
            PS.ParticleEmissionSettings(true, 1, true, false, null, EmissionCurve);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 1f);
            PS.ParticleSizeOverLifetimeSettings(false, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, true, 0f, 0f, 0f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 1, true, false);

            // Collision Settings
            PS.ParticleCollisionSettings(true, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(true, 0, 0, 0);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");

            // Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "RockMat", "RockTrailMat", ParticleSystemRenderMode.Mesh);

            // Rotation Settings:
            PS.ParticleRotationSettings();
            break;

        case MoveData.MoveTypes.Storm:
            // Main Settings
            PS.ParticleMainSettings(false, 0f, 15f, 3f, 6f);

            // Emission Settings
            Bursts = new ParticleSystem.Burst[]
            {
                new ParticleSystem.Burst(0.0f, 3),
                new ParticleSystem.Burst(0.1f, 2),
                new ParticleSystem.Burst(0.2f, 1)
            };
            EmissionCurve = new AnimationCurve();
            EmissionCurve.AddKey(0f, 3f);
            PS.ParticleEmissionSettings(true, 1f, true, true, Bursts);

            // Size Settings
            SizeCurve = new AnimationCurve();
            SizeCurve.AddKey(0f, 0f);
            SizeCurve.AddKey(0.5f, 30f);
            SizeCurve.AddKey(1f, 0f);

            PS.ParticleSizeOverLifetimeSettings(true, 1, SizeCurve);

            // Shape Settings
            PS.ParticleShapeSettings(true, ParticleSystemShapeType.Cone, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 1f, 0f, 0f, 100f);

            // Trail Settings
            PS.ParticleTrailSettings(false, ParticleSystemTrailTextureMode.Stretch, 2, true, true);

            // Collision Settings
            PS.ParticleCollisionSettings(false, 0, 0f, ParticleSystemCollisionMode.Collision3D, ParticleSystemCollisionQuality.High,
                                         ParticleSystemCollisionType.World, true, true, Layers);

            // Noise Settings
            PS.ParticleNoiseSettings(false, 6, 6, 6);

            // Light Settings
            PS.ParticleLightSettings(false, 1, EmissionCurve, "Point light");



            // Sub Particle Settings
            SPS = SubObject.GetComponent <ParticleSystem>();
            selectParticleEffects(SubObject, MoveData.MoveTypes.Rock, MoveData.MoveBehaviorsGeneric.Ball);
            //SPSCurve = new AnimationCurve();
            //SPSCurve.AddKey(0f, 10f);
            //Bursts = new ParticleSystem.Burst[]
            //{
            //        new ParticleSystem.Burst(1f,1,1,1f)
            //};
            //SPS.ParticleEmissionSettings(true, 1f, false, true, Bursts);
            //SPS.ParticleMainSettings(true, 2f, 1f, 0f, 2f, 3f);
            //SPS.ParticleNoiseSettings(true, 10, 15f, 10);
            //SPS.ParticleShapeSettings(true, ParticleSystemShapeType.Circle, ParticleSystemShapeMultiModeValue.Loop, false, 0f, 0f, 5f);
            //SPS.ParticleTrailSettings(true, ParticleSystemTrailTextureMode.Stretch, 2f, false, false);
            //SPS.ParticleRendererSettings(true, "Capsule", "nomat", "BLT", ParticleSystemRenderMode.Stretch);

            PS.ParticleSubSettings(true, SubObject);

            //// Rotation Settings
            PS.ParticleRotationSettings(true, 1, 0f, ParticleSystemCurveMode.TwoConstants);

            //// Renderer settings
            PS.ParticleRendererSettings(true, "Capsule", "Smoke", "nomat", ParticleSystemRenderMode.HorizontalBillboard);
            break;

        default:
            break;
        }
    }
示例#11
0
 void Start()
 {
     MoveSelectionMax   = MoveSelection.Count;
     MoveSelectionCount = MoveSelectionMax;
     CurrentMove        = MoveSelection[MoveSelectionCount];
 }