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117 lines
4.4 KiB
C#
117 lines
4.4 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class ParticleEffectsLibrary : MonoBehaviour {
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public static ParticleEffectsLibrary GlobalAccess;
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void Awake () {
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GlobalAccess = this;
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currentActivePEList = new List<Transform> ();
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TotalEffects = ParticleEffectPrefabs.Length;
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CurrentParticleEffectNum = 1;
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// Warn About Lengths of Arrays not matching
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if (ParticleEffectSpawnOffsets.Length != TotalEffects) {
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Debug.LogError ("ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts.");
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}
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if (ParticleEffectPrefabs.Length != TotalEffects) {
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Debug.LogError ("ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts.");
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}
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// Setup Starting PE Name String
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effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
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}
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// Stores total number of effects in arrays - NOTE: All Arrays must match length.
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public int TotalEffects = 0;
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public int CurrentParticleEffectIndex = 0;
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public int CurrentParticleEffectNum = 0;
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// public string[] ParticleEffectDisplayNames;
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public Vector3[] ParticleEffectSpawnOffsets;
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// How long until Particle Effect is Destroyed - 0 = never
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public float[] ParticleEffectLifetimes;
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public GameObject[] ParticleEffectPrefabs;
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// Storing for deleting if looping particle effect
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#pragma warning disable 414
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private string effectNameString = "";
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#pragma warning disable 414
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private List<Transform> currentActivePEList;
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void Start () {
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}
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public string GetCurrentPENameString() {
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return ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
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}
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public void PreviousParticleEffect() {
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// Destroy Looping Particle Effects
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if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
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if (currentActivePEList.Count > 0) {
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for (int i = 0; i < currentActivePEList.Count; i++) {
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if (currentActivePEList [i] != null) {
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Destroy (currentActivePEList [i].gameObject);
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}
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}
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currentActivePEList.Clear ();
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}
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}
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// Select Previous Particle Effect
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if (CurrentParticleEffectIndex > 0) {
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CurrentParticleEffectIndex -= 1;
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} else {
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CurrentParticleEffectIndex = TotalEffects - 1;
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}
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CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
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// Update PE Name String
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effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
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}
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public void NextParticleEffect() {
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// Destroy Looping Particle Effects
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if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
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if (currentActivePEList.Count > 0) {
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for (int i = 0; i < currentActivePEList.Count; i++) {
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if (currentActivePEList [i] != null) {
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Destroy (currentActivePEList [i].gameObject);
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}
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}
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currentActivePEList.Clear ();
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}
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}
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// Select Next Particle Effect
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if (CurrentParticleEffectIndex < TotalEffects - 1) {
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CurrentParticleEffectIndex += 1;
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} else {
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CurrentParticleEffectIndex = 0;
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}
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CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
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// Update PE Name String
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effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
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}
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private Vector3 spawnPosition = Vector3.zero;
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public void SpawnParticleEffect(Vector3 positionInWorldToSpawn) {
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// Spawn Currently Selected Particle Effect
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spawnPosition = positionInWorldToSpawn + ParticleEffectSpawnOffsets[CurrentParticleEffectIndex];
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GameObject newParticleEffect = GameObject.Instantiate(ParticleEffectPrefabs[CurrentParticleEffectIndex], spawnPosition, ParticleEffectPrefabs[CurrentParticleEffectIndex].transform.rotation) as GameObject;
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newParticleEffect.name = "PE_" + ParticleEffectPrefabs[CurrentParticleEffectIndex];
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// Store Looping Particle Effects Systems
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if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
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currentActivePEList.Add (newParticleEffect.transform);
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}
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currentActivePEList.Add(newParticleEffect.transform);
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// Destroy Particle Effect After Lifetime expired
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if (ParticleEffectLifetimes [CurrentParticleEffectIndex] != 0) {
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Destroy(newParticleEffect, ParticleEffectLifetimes[CurrentParticleEffectIndex]);
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}
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}
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}
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