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