public ReverseExprEnumerator Init(PoolingList <T> src, ReverseExprEnumerable <T> parent) { _position = src.Count; _src = src; _parent = parent; return(this); }
private void Awake() { gameObject.AddComponent <EventSystem>(); gameObject.AddComponent <StandaloneInputModule>(); UIHud = new PoolingList <UIHud>(); UIHud.SetTransform(transform); UIWorld = new PoolingList <UIWorld>(); UIWorld.SetTransform(transform); Character = new PoolingList <Character>(); Character.SetTransform(transform); Effect = new PoolingList <Effect>(); Effect.SetTransform(transform); Projectile = new PoolingList <Projectile>(); Projectile.SetTransform(transform); Pooling = new PoolingList <Pooling>(); Pooling.SetTransform(transform); PreLoad(); }
public PoolingGrouping Init(TKey key) { _elements = Pool <PoolingList <TSource> > .Get().Init(); Key = key; return(this); }
public static void AddRange <T>(this PoolingList <T> target, IPoolingEnumerable <T> src) { foreach (var item in src) { target.Add(item); } }
public void Dispose() { _parent?.Dispose(); _parent = default; _src = default; _position = default; Pool <ReverseExprEnumerator> .Return(this); }
public void Dispose() { _elements?.Dispose(); Pool <PoolingList <TSource> > .Return(_elements); _elements = null; Key = default; }
public IPoolingEnumerator <T> GetEnumerator() { var src = _src; _src = default; Pool <EnumerableTyped <T> > .Return(this); return(Pool <EnumeratorVal> .Get().Init(src)); }
public void Dispose() { _enumerator?.Dispose(); _src?.Dispose(); Pool <PoolingList <T> > .Return(_src); Pool <EnumeratorVal> .Return(this); _src = default; }
private void Dispose() { if (_count == 0) { return; } _count--; if (_count == 0) { _src?.Dispose(); Pool <PoolingList <T> > .Return(_src); _src = default; Pool <ReverseExprEnumerable <T> > .Return(this); } }
private void Start() { // Create a pool, this also returns the pool so we can save a reference PoolingManager.CreatePoolingList(objectToPool, poolName, 1000); // but lets make sure that getting it again works PoolingList testPrefabPool = PoolingManager.GetPoolByName(poolName); // now get an object directly from our pooled list. I left methods here because I // could see wanting to directly manipulate lists, like emptying them or filling them on-demand if (testPrefabPool != null) { GameObject pooledObjectInstance; if (testPrefabPool.TryGetPooledObject(out pooledObjectInstance)) { Debug.Log("got prefab from specific PoolingList: " + testPrefabPool.name); pooledObjectInstance.transform.position = new Vector3(Mathf.PingPong(Time.time, 8) - 4, transform.position.y, transform.position.z); } } // but for most cases you would probably just want to grab an object easily from the manager by name objectsToReturn = new List <GameObject>(); Debug.Log("Got Prefabs directly from PoolingManager: " + testPrefabPool.name); for (int i = 0; i < 100; i++) { var newObject = PoolingManager.GetPooledObjectByName(poolName); if (newObject != null) { objectsToReturn.Add(newObject); // manipulate it a bit newObject.transform.position = new Vector3(Mathf.PingPong(Time.time, 8) - 4, transform.position.y, transform.position.z); } } // now lets the objects to the pool after a delay. // The code to return an object lives on the object itself in // a class called PooledObject. This is added to each object // in the pool during pool creation Invoke("ReturnToPoolingList", 5); // create a new fireball pool, get an object from it // and then use a user created script on that object CreateFireballPool(); }
public void Initialize(PoolingList cachedList = null) { if (initialized) { return; } tr = transform; PoolingList cachePL = (cachedList != null) ? cachedList : (PoolingList)Resources.Load("Static Prefabs/PoolingList", typeof(PoolingList)); poolPrefabs = cachePL.poolPrefabs; poolParticlesPrefabs = cachePL.poolParticles; pooledObjects = new List <GameObject> [poolPrefabs.Length]; pooledParticles = new ParticleManager[poolParticlesPrefabs.Length]; for (int i = 0; i < poolPrefabs.Length; i++) { pooledObjects[i] = new List <GameObject>(); GameObject initObj = (GameObject)Instantiate(poolPrefabs[i]); initObj.name = poolPrefabs[i].name; PoolItem objPI = initObj.GetComponent <PoolItem>(); objPI.prefabIndex = i; objPI.AddToPool(); } for (int j = 0; j < poolParticlesPrefabs.Length; j++) { ParticleManager pm = (ParticleManager)Instantiate(poolParticlesPrefabs[j]); pm.transform.parent = tr; pooledParticles[j] = pm; } initialized = true; }
public ReverseExprEnumerable <T> Init(PoolingList <T> src) { _src = src; _count = 0; return(this); }
public IPoolingEnumerable <T> Init(PoolingList <T> src) { _src = src; return(this); }
public IPoolingEnumerator <T> Init(PoolingList <T> src) { _src = src; _enumerator = _src.GetEnumerator(); return(this); }
public override void OnInspectorGUI() { gcScript = target as GunController; GUILayout.Space(10); if (gcScript.firePos == null) { GUILayout.Box("IMPORTANT! Assign a fire position before continuing!"); } gcScript.firePos = (Transform)EditorGUILayout.ObjectField("Fire Position:", gcScript.firePos, typeof(Transform), true); if (gcScript.firePos == null) { return; } gcScript.leftHandTransform = (Transform)EditorGUILayout.ObjectField("Left Hand:", gcScript.leftHandTransform, typeof(Transform), true); GUILayout.Space(5); if (GUILayout.Button("Convert To Pickup")) { PrefabUtility.DisconnectPrefabInstance(gcScript.gameObject); GunVisuals gv = gcScript.GetComponent <GunVisuals>(); if (gv) { foreach (GameObject go in gv.activateOnUse) { DestroyImmediate(go); } foreach (GameObject go in gv.deactivateOnUse) { go.SetActive(true); } DestroyImmediate(gcScript.firePos.gameObject); DestroyImmediate(gv); } PistolAnim pa = gcScript.GetComponent <PistolAnim>(); if (pa) { DestroyImmediate(pa); } gcScript.gameObject.AddComponent <Rigidbody>().mass = 3f; UsableObject uo = gcScript.gameObject.AddComponent <UsableObject>(); uo.weaponPickup = new UsableObject.WeaponPickup(); uo.weaponPickup.enabled = true; uo.weaponPickup.ammoAmount = gcScript.currentAmmo; uo.objectName = gcScript.gunName; uo.weaponPickup.weaponID = gcScript.weaponID; gcScript.transform.parent = null; gcScript.transform.name += " (Pickup)"; AntiClipVariables acv = gcScript.GetComponent <AntiClipVariables>(); if (acv) { DestroyImmediate(acv); } DestroyImmediate(gcScript); return; } if (GUILayout.Button("Reset IDs")) { WeaponDatabase.RefreshIDs(); return; } DarkRef.GUISeparator(); if (GUILayout.Button("Set First Person Info")) { GunController toSetFirst = WeaponDatabase.GetWeaponByID(gcScript.weaponID); toSetFirst.firstPersonPosition = gcScript.transform.localPosition; toSetFirst.firstPersonRotation = gcScript.transform.localRotation; gcScript.firstPersonPosition = gcScript.transform.localPosition; gcScript.firstPersonRotation = gcScript.transform.localRotation; } GUILayout.Label("First Person Info:", EditorStyles.boldLabel); GUILayout.Label(" Position: " + DarkRef.PreciseStringVector3(gcScript.firstPersonPosition)); GUILayout.Label(" Rotation: " + gcScript.firstPersonRotation.eulerAngles); DarkRef.GUISeparator(); if (GUILayout.Button("Set Third Person Info")) { GunController toSetThird = WeaponDatabase.GetWeaponByID(gcScript.weaponID); toSetThird.thirdPersonPosition = gcScript.transform.localPosition; toSetThird.thirdPersonRotation = gcScript.transform.localRotation; gcScript.thirdPersonPosition = gcScript.transform.localPosition; gcScript.thirdPersonRotation = gcScript.transform.localRotation; } if ((gcScript.transform.parent != null && gcScript.transform.parent.name == "WeaponsParent") && GUILayout.Button("Pose Transform")) { gcScript.transform.localPosition = gcScript.thirdPersonPosition; gcScript.transform.localRotation = gcScript.thirdPersonRotation; } GUILayout.Label("Third Person Info:", EditorStyles.boldLabel); GUILayout.Label(" Position: " + DarkRef.PreciseStringVector3(gcScript.thirdPersonPosition)); GUILayout.Label(" Rotation: " + gcScript.thirdPersonRotation.eulerAngles); DarkRef.GUISeparator(); GUILayout.Label("GUI Properties", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); gcScript.iconTexture = (Texture2D)EditorGUILayout.ObjectField("Icon:", gcScript.iconTexture, typeof(Texture2D)); gcScript.iconScale = EditorGUILayout.Vector2Field("Icon Scale:", gcScript.iconScale); gcScript.iconOffset = EditorGUILayout.Vector2Field("Icon Offset:", gcScript.iconOffset); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); gcScript.gunName = EditorGUILayout.TextField("Weapon Name:", gcScript.gunName); gcScript.weaponSlot = (WeaponSlot)EditorGUILayout.EnumPopup("Weapon Slot:", gcScript.weaponSlot); GUILayout.Space(5); GUILayout.Label("Fire Mode Settings", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); gcScript.firstMode = (GunController.FireMode)EditorGUILayout.EnumPopup("Fire Mode #1:", gcScript.firstMode); if (gcScript.firstMode != GunController.FireMode.None) { gcScript.firstRPM = EditorGUILayout.FloatField(" Fire Rate (RPM):", gcScript.firstRPM); } gcScript.secondMode = (GunController.FireMode)EditorGUILayout.EnumPopup("Fire Mode #2:", gcScript.secondMode); if (gcScript.secondMode != GunController.FireMode.None) { gcScript.secondRPM = EditorGUILayout.FloatField(" Fire Rate (RPM):", gcScript.secondRPM); GUI.enabled = false; } if (gcScript.secondMode == GunController.FireMode.None) { GUI.enabled = false; gcScript.thirdMode = GunController.FireMode.None; } else { GUI.enabled = true; } gcScript.thirdMode = (GunController.FireMode)EditorGUILayout.EnumPopup("Fire Mode #3:", gcScript.thirdMode); if (gcScript.thirdMode != GunController.FireMode.None && gcScript.secondMode != GunController.FireMode.None) { gcScript.thirdRPM = EditorGUILayout.FloatField(" Fire Rate (RPM):", gcScript.thirdRPM); } GUI.enabled = true; GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(5); BulletInfo.BulletType bulletType = gcScript.bulletInfo.bulletType; GUILayout.Label((bulletType == BulletInfo.BulletType.Bullet) ? "Bullet Properties" : "Projectile Properties", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); PoolingList poolList = (PoolingList)Resources.Load("Static Prefabs/PoolingList", typeof(PoolingList)); gcScript.bulletInfo.bulletType = (BulletInfo.BulletType)EditorGUILayout.EnumPopup("Bullet Type:", gcScript.bulletInfo.bulletType); GUI.color = new Color(1f, 0.8f, 0.8f); EditorGUILayout.ObjectField((bulletType == BulletInfo.BulletType.Bullet) ? "Bullet Prefab:" : "Projectile Prefab:", poolList.poolPrefabs[Mathf.Clamp(gcScript.bulletInfo.poolIndex, 0, poolList.poolPrefabs.Length - 1)], typeof(GameObject), true); GUI.color = Color.white; EditorGUI.indentLevel += 1; gcScript.bulletInfo.poolIndex = EditorGUILayout.IntField("Pool Index:", Mathf.Clamp(gcScript.bulletInfo.poolIndex, 0, poolList.poolPrefabs.Length - 1)); EditorGUI.indentLevel -= 1; GUILayout.Space(8f); gcScript.bulletInfo.damage = EditorGUILayout.IntField((bulletType == BulletInfo.BulletType.Rocket) ? "Explosion Damage" : "Damage:", gcScript.bulletInfo.damage); if (bulletType == BulletInfo.BulletType.Rocket) { gcScript.bulletInfo.explosionRadius = EditorGUILayout.FloatField("Explosion Radius:", gcScript.bulletInfo.explosionRadius); } else { gcScript.bulletInfo.force = EditorGUILayout.FloatField("Impact Force:", gcScript.bulletInfo.force); } gcScript.bulletInfo.muzzleVelocity = EditorGUILayout.FloatField("Base Velocity (m/s):", gcScript.bulletInfo.muzzleVelocity); gcScript.bulletInfo.gravityFactor = EditorGUILayout.Slider("Gravity (" + (-Physics.gravity.y * gcScript.bulletInfo.gravityFactor).ToString("F2") + " m/s)", gcScript.bulletInfo.gravityFactor, 0f, 5f); gcScript.bulletInfo.damageFalloff = EditorGUILayout.CurveField("Damage Falloff:", gcScript.bulletInfo.damageFalloff); for (int i = 0; i < gcScript.bulletInfo.damageFalloff.length; i++) { Keyframe modKey = gcScript.bulletInfo.damageFalloff.keys[i]; modKey.time = Mathf.RoundToInt(Mathf.Max(0f, modKey.time)); modKey.value = Mathf.Round(Mathf.Clamp(modKey.value, 0f, 1f) * 100f) / 100f; gcScript.bulletInfo.damageFalloff.MoveKey(i, modKey); } // if(gcScript.bulletInfo.penetrationDistance <= 0f) { gcScript.bulletInfo.ricochetLength = EditorGUILayout.IntField("Ricochet Amount:", Mathf.Max(gcScript.bulletInfo.ricochetLength, 0)); gcScript.bulletInfo.ricochetMaxAngle = EditorGUILayout.FloatField("Ricochet Max Angle:", Mathf.Clamp(gcScript.bulletInfo.ricochetMaxAngle, 0f, 90f)); /* * } * else { * EditorGUILayout.HelpBox("You must disable penetration to enable ricochet", MessageType.Info); * } * * gcScript.bulletInfo.penetrationDistance = EditorGUILayout.FloatField("Penetration Distance: ", Mathf.Clamp(gcScript.bulletInfo.penetrationDistance, 0f, 10000f)); * gcScript.bulletInfo.penetrationDamageReduction = EditorGUILayout.FloatField("Penetration Damage Reduction: ", Mathf.Clamp(gcScript.bulletInfo.penetrationDamageReduction, 0f, 100f)); * gcScript.bulletInfo.penetrationSpeedReduction = EditorGUILayout.FloatField("Penetration Speed Reduction: ", Mathf.Clamp(gcScript.bulletInfo.penetrationSpeedReduction, 0f, 100f)); */ GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(5); GUILayout.Label("Sound Settings", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); gcScript.fireSound = (AudioClip)EditorGUILayout.ObjectField("Fire Sound:", gcScript.fireSound, typeof(AudioClip), true); gcScript.emptySound = (AudioClip)EditorGUILayout.ObjectField("Empty Sound:", gcScript.emptySound, typeof(AudioClip), true); string reloadLabel = (gcScript.reloadMethod == GunController.ReloadMethod.Magazine) ? "Reload Sound:" : "Reload Sound (Loop):"; gcScript.reloadSound = (AudioClip)EditorGUILayout.ObjectField(reloadLabel, gcScript.reloadSound, typeof(AudioClip), true); if (gcScript.reloadMethod == GunController.ReloadMethod.Singular) { gcScript.reloadEnd = (AudioClip)EditorGUILayout.ObjectField("Reload End:", gcScript.reloadEnd, typeof(AudioClip), true); } else if (gcScript.reloadMethod == GunController.ReloadMethod.Magazine) { gcScript.reloadSoundEmpty = (AudioClip)EditorGUILayout.ObjectField("Reload Sound (empty):", gcScript.reloadSoundEmpty, typeof(AudioClip), true); } gcScript.switchSound = (AudioClip)EditorGUILayout.ObjectField("Switch Fire Mode:", gcScript.switchSound, typeof(AudioClip), true); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(5); GUILayout.Label("Shoot Settings", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); gcScript.bulletsPerShot = EditorGUILayout.IntSlider("Bullets Per Shot:", gcScript.bulletsPerShot, 1, 50); gcScript.countsAsOneBullet = EditorGUILayout.Toggle("Subtract 1 Bullet:", gcScript.countsAsOneBullet); if (gcScript.firstMode == GunController.FireMode.BurstFire || gcScript.secondMode == GunController.FireMode.BurstFire || gcScript.thirdMode == GunController.FireMode.BurstFire) { gcScript.bulletsPerBurst = EditorGUILayout.IntSlider("Rounds Per Burst:", gcScript.bulletsPerBurst, 2, Mathf.Max(3, gcScript.clipSize)); gcScript.burstInterval = EditorGUILayout.Slider("Burst Interval:", gcScript.burstInterval, 0.01f, 1f); gcScript.burstCooldown = EditorGUILayout.Slider("Burst Cooldown:", gcScript.burstCooldown, 0.01f, 1f); } GUILayout.Space(10); gcScript.muzzleProbability = EditorGUILayout.Slider("Muzzle Probability:", gcScript.muzzleProbability, 0f, 1f); gcScript.muzzleFlash = (ParticleEmitter)EditorGUILayout.ObjectField("Muzzle Flash:", gcScript.muzzleFlash, typeof(ParticleEmitter), true); gcScript.muzzleLight = (Light)EditorGUILayout.ObjectField("Muzzle Light:", gcScript.muzzleLight, typeof(Light), true); EditorGUI.indentLevel += 1; EditorGUIUtility.labelWidth = 140f; gcScript.muzzleSpeed = EditorGUILayout.FloatField("Light Fade Speed:", Mathf.Max(5f, gcScript.muzzleSpeed)); EditorGUIUtility.LookLikeControls(); EditorGUI.indentLevel -= 1; GUILayout.Space(5f); gcScript.shootParticle = (ParticleEmitter)EditorGUILayout.ObjectField("Shoot Smoke:", gcScript.shootParticle, typeof(ParticleEmitter), true); GUILayout.Space(10); gcScript.ejectionEnabled = EditorGUILayout.Toggle("Shell Ejection:", gcScript.ejectionEnabled); if (gcScript.ejectionEnabled) { gcScript.ejectionPos = (Transform)EditorGUILayout.ObjectField(" Ejection Position:", gcScript.ejectionPos, typeof(Transform), true); gcScript.bulletShellIndex = EditorGUILayout.IntField(" Bullet Shell Index:", gcScript.bulletShellIndex); gcScript.ejectionDelay = EditorGUILayout.FloatField(" Ejection Delay:", gcScript.ejectionDelay); gcScript.ejectionMinForce = EditorGUILayout.Vector3Field(" Minimum Force:", gcScript.ejectionMinForce); gcScript.ejectionMaxForce = EditorGUILayout.Vector3Field(" Maximum Force:", gcScript.ejectionMaxForce); gcScript.ejectionRotation = EditorGUILayout.FloatField(" Rotation Force:", gcScript.ejectionRotation); } GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(5); GUILayout.Label("Ammo Settings", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.Space(20); GUILayout.BeginVertical(); gcScript.currentAmmo = EditorGUILayout.IntSlider("Current Ammo:", gcScript.currentAmmo, 0, gcScript.clipSize); gcScript.clipSize = EditorGUILayout.IntField(" Magazine Size:", gcScript.clipSize); GUILayout.Space(5f); gcScript.ammoLeft = EditorGUILayout.IntSlider("Reserve Ammo:", gcScript.ammoLeft, 0, gcScript.ammoLeftCap); gcScript.ammoLeftCap = EditorGUILayout.IntField(" Reserve Limit:", gcScript.ammoLeftCap); DarkRef.GUISeparator(7f); gcScript.reloadMethod = (GunController.ReloadMethod)EditorGUILayout.EnumPopup("Reload Method:", gcScript.reloadMethod); EditorGUI.indentLevel += 1; EditorGUIUtility.labelWidth = 140f; gcScript.reloadOnMouseClick = EditorGUILayout.Toggle("Reload On Click:", gcScript.reloadOnMouseClick); EditorGUIUtility.LookLikeControls(); if (gcScript.reloadMethod == GunController.ReloadMethod.Magazine) { EditorGUIUtility.labelWidth = 140f; gcScript.reloadLength = EditorGUILayout.FloatField("Reload Duration:", Mathf.Clamp(gcScript.reloadLength, 0f, 30f)); if (gcScript.reloadSoundEmpty != null) { gcScript.reloadLengthEmpty = EditorGUILayout.FloatField(" Empty Duration:", Mathf.Clamp(gcScript.reloadLengthEmpty, 0f, 30f)); } gcScript.includeChamberRound = EditorGUILayout.Toggle("Chamber Round:", gcScript.includeChamberRound); EditorGUIUtility.LookLikeControls(); } else if (gcScript.reloadMethod == GunController.ReloadMethod.Singular) { EditorGUIUtility.labelWidth = 135f; gcScript.reloadDelay = EditorGUILayout.FloatField("Reload Delay:", Mathf.Clamp(gcScript.reloadDelay, 0f, 5f)); gcScript.reloadInterval = EditorGUILayout.FloatField("Reload Interval:", Mathf.Clamp(gcScript.reloadInterval, 0f, 5f)); gcScript.reloadAmount = EditorGUILayout.IntField("Reload Amount:", Mathf.Clamp(gcScript.reloadAmount, 1, gcScript.clipSize)); GUILayout.Box("Reload sound will now loop, make sure that the sound can loop seamlessly."); EditorGUIUtility.LookLikeControls(); } EditorGUI.indentLevel -= 1; GUILayout.EndVertical(); GUILayout.EndHorizontal(); EditorGUIUtility.labelWidth = 165f; GUILayout.Space(5); GUILayout.Label("Aim Settings", EditorStyles.boldLabel); gcScript.sniperAimEffect = EditorGUILayout.Toggle(" Sniper Aim Effect:", gcScript.sniperAimEffect); gcScript.playerSpeedAim = EditorGUILayout.Slider(" Player Speed Aim:", gcScript.playerSpeedAim, 0.1f, 1f); gcScript.mouseSensitivityAim = EditorGUILayout.Slider(" Mouse Sensitivity Aim:", gcScript.mouseSensitivityAim, 0.01f, 1.0f); gcScript.aimPos = EditorGUILayout.Vector3Field(" Aim Position:", gcScript.aimPos); gcScript.aimSpeedFactor = EditorGUILayout.FloatField(" Aim Speed Factor:", gcScript.aimSpeedFactor); gcScript.addZoomFOV = EditorGUILayout.FloatField(" Additional Zoom (FOV):", Mathf.Clamp(gcScript.addZoomFOV, -15f, 75f)); gcScript.aimSwayFactor = EditorGUILayout.Slider(" Sniper Sway Factor:", gcScript.aimSwayFactor, 0f, 5f); GUILayout.Space(5); GUILayout.Label("Crosshair Settings", EditorStyles.boldLabel); gcScript.crosshairsEnabled = EditorGUILayout.Toggle(" Enabled:", gcScript.crosshairsEnabled); GUILayout.Space(5); GUILayout.Label("Accuracy and Recoil Settings", EditorStyles.boldLabel); gcScript.baseSpreadAmount = EditorGUILayout.FloatField(" Base Bullet Spread:", gcScript.baseSpreadAmount); gcScript.spreadSpeed = EditorGUILayout.FloatField(" Bullet Spread Speed:", gcScript.spreadSpeed); gcScript.spreadAimFactor = EditorGUILayout.Slider(" Spread Aim Factor:", gcScript.spreadAimFactor, 0f, 1f); gcScript.recoverSpeed = EditorGUILayout.FloatField(" Recover Spread Speed:", gcScript.recoverSpeed); gcScript.movementSpreadAmount = EditorGUILayout.FloatField(" Movement Spread Amount:", gcScript.movementSpreadAmount); gcScript.maxSpreadAmount = EditorGUILayout.FloatField(" Max Bullet Spread:", gcScript.maxSpreadAmount); gcScript.aimSpreadModifier = EditorGUILayout.Slider(" Aim Spread Mod:", gcScript.aimSpreadModifier, 0f, 1f); gcScript.crouchWalkModifier = EditorGUILayout.Slider(" Crouch/Walk Mod:", gcScript.crouchWalkModifier, 0f, 1f); GUILayout.Space(10); gcScript.recoilAmount = EditorGUILayout.FloatField(" Offset Recoil:", gcScript.recoilAmount); GUILayout.Space(6); gcScript.upKickAmount = EditorGUILayout.FloatField(" Up-kick Amount:", gcScript.upKickAmount); gcScript.autoReturn = EditorGUILayout.FloatField(" Auto Return:", gcScript.autoReturn); GUILayout.Space(5f); gcScript.sideKickAmount = EditorGUILayout.FloatField(" Side-kick Amount:", gcScript.sideKickAmount); gcScript.aimUpkickModifier = EditorGUILayout.Slider(" Aim Kick Modifier:", gcScript.aimUpkickModifier, 0f, 1f); gcScript.crouchUpkickModifier = EditorGUILayout.Slider(" Crouch Kick Modifier:", gcScript.crouchUpkickModifier, 0f, 1f); gcScript.kickInfluence = EditorGUILayout.Vector2Field(" Kick Influence", gcScript.kickInfluence); GUILayout.Space(5); EditorGUIUtility.LookLikeControls(200f); gcScript.extraRecoilThreshold = EditorGUILayout.IntField(" Extra Recoil Threshold:", gcScript.extraRecoilThreshold); gcScript.extraRecoilAmount = EditorGUILayout.FloatField(" Extra Recoil Amount (" + (gcScript.extraRecoilAmount * 100f).ToString() + "%):", Mathf.Max(0f, gcScript.extraRecoilAmount)); gcScript.maxExtraRecoil = EditorGUILayout.FloatField(" Extra Recoil Limit (+" + (gcScript.maxExtraRecoil * 100f).ToString() + "%):", Mathf.Max(0f, gcScript.maxExtraRecoil)); EditorGUIUtility.LookLikeControls(150f); GUILayout.Space(10f); gcScript.kickCameraTilt = EditorGUILayout.FloatField(" Camera Recoil Tilt:", gcScript.kickCameraTilt); gcScript.kickGunTilt = EditorGUILayout.FloatField(" Gun Recoil Tilt:", gcScript.kickGunTilt); gcScript.camShakeAnim = EditorGUILayout.FloatField(" Camera Animation:", gcScript.camShakeAnim); GUILayout.Space(5f); gcScript.kickBackAmount = EditorGUILayout.FloatField(" Kickback Amount:", gcScript.kickBackAmount); gcScript.kickSpeedFactor = EditorGUILayout.FloatField(" Kickback Speed:", gcScript.kickSpeedFactor); gcScript.kickbackAimFactor = EditorGUILayout.Slider(" Kickback Aim Factor:", gcScript.kickbackAimFactor, 0f, 1f); GUILayout.Space(5); GUILayout.Label("Animation Settings", EditorStyles.boldLabel); gcScript.reloadAnim = EditorGUILayout.TextField(" Reload Name:", gcScript.reloadAnim); GUILayout.Space(5); GUILayout.Label("Miscellaneous Settings", EditorStyles.boldLabel); gcScript.flashlight = (Light)EditorGUILayout.ObjectField(" Flashlight:", gcScript.flashlight, typeof(Light), true); gcScript.flashlightClick = (AudioClip)EditorGUILayout.ObjectField(" Flashlight Click:", gcScript.flashlightClick, typeof(AudioClip), true); GUILayout.Space(10f); gcScript.weaponWeight = EditorGUILayout.FloatField(" Weapon Weight (kg):", Mathf.Clamp(gcScript.weaponWeight, 0f, 100f)); gcScript.aimBobFactor = EditorGUILayout.Slider(" Aim Bob Factor:", gcScript.aimBobFactor, 0.01f, 1f); GUILayout.Space(10f); GUILayout.Label(" DoF Settings"); gcScript.dofBlurAmount = EditorGUILayout.FloatField(" Blur Amount:", Mathf.Clamp(gcScript.dofBlurAmount, 0f, 50f)); gcScript.dofBlurDistance = EditorGUILayout.FloatField(" Blur Distance:", Mathf.Clamp(gcScript.dofBlurDistance, 0f, 25f)); gcScript.dofBlurAperture = EditorGUILayout.FloatField(" Blur Aperture:", Mathf.Clamp(gcScript.dofBlurAperture, 0f, 40f)); gcScript.dofBlurFocalSize = EditorGUILayout.FloatField(" Focal Size:", Mathf.Clamp(gcScript.dofBlurFocalSize, 0f, 10f)); gcScript.dofBlendBlur = EditorGUILayout.FloatField(" Blend Blur:", Mathf.Clamp(gcScript.dofBlendBlur, 0f, 50f)); GUILayout.Space(10); gcScript.weaponID = EditorGUILayout.IntField("Weapon ID", Mathf.Clamp(gcScript.weaponID, -1, 2000)); if (GUI.changed) { EditorUtility.SetDirty(gcScript); } }
public override void OnInspectorGUI() { WeaponManager wm = target as WeaponManager; if (wm.wepList == null) { WeaponList savedWL = (WeaponList)Resources.Load("Static Prefabs/Weapon List", typeof(WeaponList)); if (savedWL) { wm.wepList = savedWL; EditorUtility.SetDirty(wm); } wm.wepList = (WeaponList)EditorGUILayout.ObjectField("Weapon List Prefab:", wm.wepList, typeof(WeaponList), true); EditorGUILayout.HelpBox("Note that leaving this empty will have a HUGE performance impact at the start!", MessageType.Warning); } if (wm.poolList == null) { PoolingList savedPL = (PoolingList)Resources.Load("Static Prefabs/PoolingList", typeof(PoolingList)); if (savedPL) { wm.poolList = savedPL; EditorUtility.SetDirty(wm); } wm.poolList = (PoolingList)EditorGUILayout.ObjectField("Pool List Prefab:", wm.poolList, typeof(PoolingList), true); EditorGUILayout.HelpBox("Note that leaving this empty will have a HUGE performance impact at the start!", MessageType.Warning); } GUILayout.Space(5); EditorGUILayout.LabelField("Starting Weapons", EditorStyles.boldLabel); EditorGUI.indentLevel += 1; int pValue = Mathf.Clamp(wm.startingPrimary, 0, WeaponDatabase.publicGunControllers.Length - 1); int sValue = Mathf.Clamp(wm.startingSecondary, 0, WeaponDatabase.publicGunControllers.Length - 1); EditorGUIUtility.labelWidth = 210f; wm.startingPrimary = EditorGUILayout.IntField("Primary Weapon (" + WeaponDatabase.GetWeaponByID(pValue).gunName + "):", pValue); wm.startingSecondary = EditorGUILayout.IntField("Secondary Weapon: (" + WeaponDatabase.GetWeaponByID(sValue).gunName + "):", sValue); EditorGUIUtility.LookLikeControls(); EditorGUI.indentLevel -= 1; DarkRef.GUISeparator(); wm.meleeController = (MeleeController)EditorGUILayout.ObjectField("Melee Controller:", wm.meleeController, typeof(MeleeController), true); wm.grenadeManager = (GrenadeManager)EditorGUILayout.ObjectField("Grenade Manager:", wm.grenadeManager, typeof(GrenadeManager), true); wm.hands = (GameObject)EditorGUILayout.ObjectField("Hands:", wm.hands, typeof(GameObject), true); GUILayout.Space(10); wm.drawTime = EditorGUILayout.FloatField("Base Draw Time:", wm.drawTime); wm.drawSound = (AudioClip)EditorGUILayout.ObjectField("Draw Sound:", wm.drawSound, typeof(AudioClip), true); wm.dropSound = (AudioClip)EditorGUILayout.ObjectField("Drop Sound:", wm.dropSound, typeof(AudioClip), true); if (GUI.changed) { EditorUtility.SetDirty(wm); } }