add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

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@@ -13,8 +13,9 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/Grappling
Hook System/grapplingHookEffect.cs
uploadId: 814740
uploadId: 889948

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@@ -13,8 +13,9 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/Grappling
Hook System/grapplingHookSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,8 +13,9 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/Grappling
Hook System/grapplingHookTarget.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,8 +13,9 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/Grappling
Hook System/grapplingHookTargetsSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,8 +13,9 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/Grappling
Hook System/objectToAttractWithGrapplingHook.cs
uploadId: 814740
uploadId: 889948

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@@ -54,10 +54,12 @@ public class customAbilitySystem : abilityInfo
public bool useEventOnDeactivateAbility;
public UnityEvent eventOnDeactivateAbility;
float lastTimePressDownUsed;
bool eventTriggeredOnPressHold;
public override void updateAbilityState ()
{
if (useEventOnUpdateAbilityState) {

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@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/customAbilitySystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/drainStatSystem.cs
uploadId: 814740
uploadId: 889948

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@@ -11,7 +11,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/laserPlayer.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/laserVisionSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/manualDetonationMineObject.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/manualDetonationMineSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/playerGravitySystem.cs
uploadId: 814740
uploadId: 889948

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@@ -4,288 +4,288 @@ using UnityEngine;
public class playerShieldSystem : abilityInfo
{
[Header ("Custom Settings")]
[Space]
[Header ("Custom Settings")]
[Space]
public bool shieldEnabled;
public bool shieldEnabled;
public bool shieldActive;
public bool shieldActive;
public bool laserActive;
public bool laserActive;
public bool laserAbilityEnabled = true;
public bool laserAbilityEnabled = true;
public LayerMask layerToDamage;
public LayerMask layerToDamage;
public bool returnProjectilesDetectedEnabled = true;
public bool returnProjectilesDetectedEnabled = true;
public bool destroProjectilesStoredIfShieldDisabled;
public bool destroProjectilesStoredIfShieldDisabled;
[Space]
[Header ("Component Elements")]
[Space]
[Space]
[Header ("Component Elements")]
[Space]
public GameObject shield;
public GameObject shield;
public armorSurfaceSystem armorSurfaceManager;
public armorSurfaceSystem armorSurfaceManager;
public GameObject playerLaserGameObject;
public GameObject playerLaserGameObject;
public laserPlayer laserPlayerManager;
public laserPlayer laserPlayerManager;
public otherPowers mainOtherPowers;
public otherPowers mainOtherPowers;
public Transform pivotCameraTransform;
public Transform playerCameraTransform;
public Transform mainCameraTransform;
public Transform pivotCameraTransform;
public Transform playerCameraTransform;
public Transform mainCameraTransform;
public Collider playerCollider;
public Collider playerCollider;
GameObject currentLaser;
GameObject currentLaser;
Vector3 laserPosition;
laserDevice.laserType lasertype;
Vector3 laserPosition;
laserDevice.laserType lasertype;
RaycastHit hit;
RaycastHit hit;
public override void updateAbilityState ()
{
//enable shield when the player touch a laser
if (shield.activeSelf && currentLaser != null) {
Vector3 targetDir = currentLaser.transform.position - shield.transform.position;
public override void updateAbilityState ()
{
//enable shield when the player touch a laser
if (shield.activeSelf && currentLaser != null) {
Vector3 targetDir = currentLaser.transform.position - shield.transform.position;
Quaternion qTo = Quaternion.LookRotation (targetDir);
Quaternion qTo = Quaternion.LookRotation (targetDir);
shield.transform.rotation = Quaternion.Slerp (shield.transform.rotation, qTo, 10 * Time.deltaTime);
}
shield.transform.rotation = Quaternion.Slerp (shield.transform.rotation, qTo, 10 * Time.deltaTime);
}
//if the shield is enabled, the power decreases
if (shield.activeSelf && shieldActive && !laserActive) {
//also, rotates the shield towards the camera direction
if (pivotCameraTransform.localRotation.x < 0) {
shield.transform.rotation = pivotCameraTransform.rotation;
} else {
shield.transform.rotation = Quaternion.Euler (playerCameraTransform.eulerAngles);
}
//if the shield is enabled, the power decreases
if (shield.activeSelf && shieldActive && !laserActive) {
//also, rotates the shield towards the camera direction
if (pivotCameraTransform.localRotation.x < 0) {
shield.transform.rotation = pivotCameraTransform.rotation;
} else {
shield.transform.rotation = Quaternion.Euler (playerCameraTransform.eulerAngles);
}
bool updateAbilityEnergyResult =
mainPlayerAbilitiesSystem.checkAbilityUseEnergyInUpdate (useEnergyOnAbility, useEnergyWithRate, energyAmountUsed);
bool updateAbilityEnergyResult =
mainPlayerAbilitiesSystem.checkAbilityUseEnergyInUpdate (useEnergyOnAbility, useEnergyWithRate, energyAmountUsed);
if (!updateAbilityEnergyResult) {
deactivateAbility ();
}
}
if (!updateAbilityEnergyResult) {
deactivateAbility ();
}
}
if (mainOtherPowers.isAimingPower ()) {
//if the player is touching by a laser device, enable the laser in the player
if (laserActive && !playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (true);
}
if (mainOtherPowers.isAimingPower ()) {
//if the player is touching by a laser device, enable the laser in the player
if (laserActive && !playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (true);
}
//else disable the laser
if (!laserActive && playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
} else {
if (playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
}
}
//else disable the laser
if (!laserActive && playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
} else {
if (playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
}
}
//enable and disable the shield when the player want to stop attacks or when he touchs a laser
public void setActiveShieldState (bool state)
{
//enable or disable the shield
if (!mainPlayerAbilitiesSystem.isPlayerCurrentlyBusy ()) {
setShieldState (state);
}
}
//enable and disable the shield when the player want to stop attacks or when he touchs a laser
public void setActiveShieldState (bool state)
{
//enable or disable the shield
if (!mainPlayerAbilitiesSystem.isPlayerCurrentlyBusy ()) {
setShieldState (state);
}
}
public void setShieldState (bool state)
{
if (!laserActive && mainPlayerAbilitiesSystem.canMove && shieldEnabled) {
shieldActive = state;
public void setShieldState (bool state)
{
if (!laserActive && mainPlayerAbilitiesSystem.getCanMove () && shieldEnabled) {
shieldActive = state;
if (shield.activeSelf != shieldActive) {
shield.SetActive (shieldActive);
}
if (shield.activeSelf != shieldActive) {
shield.SetActive (shieldActive);
}
checkIfDestroyProjectiles ();
}
}
//enable disable the laser in the hand of the player, when he is in the range of one
public void activateLaserForceField (Vector3 pos)
{
if (!laserAbilityEnabled) {
return;
}
if (!isCurrentAbility) {
return;
}
//print ("enable laser force field");
shieldActive = false;
laserActive = true;
disableAbilityCurrentActiveFromPressState ();
if (laserActive) {
if (!shield.activeSelf) {
shield.SetActive (true);
}
laserPosition = pos;
}
if (playerLaserGameObject.activeSelf) {
laserPlayerManager.setLaserInfo (lasertype, currentLaser, laserPosition);
}
checkIfDestroyProjectiles ();
}
void checkIfDestroyProjectiles ()
{
if (destroProjectilesStoredIfShieldDisabled) {
armorSurfaceManager.destroyProjetilesOnShield ();
}
}
public void deactivateLaserForceField ()
{
//print ("disable laser force field");
laserActive = false;
if (shield.activeSelf) {
shield.SetActive (false);
}
if (playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
laserPlayerManager.removeLaserInfo ();
}
public void setShieldEnabledState (bool state)
{
shieldEnabled = state;
}
//shoot the bullets and missiles catched by the shield
public void returnEnemyProjectiles ()
{
//the bullets and missiles from the enemies are stored in the shield, so if the player press the right button of the mouse
//the shoots are sent to its owners if they still alive, else, the shoots are launched in the camera direction
if (!mainPlayerAbilitiesSystem.isPlayerCurrentlyBusy () && shield.activeSelf && shieldActive && !laserActive) {
if (armorSurfaceManager.thereAreProjectilesStored ()) {
//check if a raycast hits a surface from the center of the screen to forward
//to set the direction of the projectiles in the shield
Vector3 direction = mainCameraTransform.TransformDirection (Vector3.forward);
bool surfaceFound = false;
Vector3 raycastPosition = mainCameraTransform.position;
if (Physics.Raycast (raycastPosition, direction, out hit, Mathf.Infinity, layerToDamage)) {
if (hit.collider != playerCollider) {
surfaceFound = true;
} else {
raycastPosition = hit.point + direction * 0.2f;
if (Physics.Raycast (raycastPosition, direction, out hit, Mathf.Infinity, layerToDamage)) {
surfaceFound = true;
}
}
}
if (surfaceFound) {
direction = hit.point;
}
armorSurfaceManager.throwProjectilesStored (direction);
}
}
}
//get the laser device that touch the player, not enemy lasers, and if the laser reflects in other surfaces or not
public void setLaser (GameObject l, laserDevice.laserType type)
{
currentLaser = l;
lasertype = type;
}
//set the number of refractions in the laser in another function
public void setLaserRefractionLimit (int value)
{
laserPlayerManager.reflactionLimit = value + 1;
}
public void setLaserAbilityEnabledState (bool state)
{
laserAbilityEnabled = state;
}
public override void enableAbility ()
{
shieldEnabled = true;
}
public override void disableAbility ()
{
shieldEnabled = false;
if (shieldActive) {
setShieldState (false);
}
deactivateLaserForceField ();
}
public override void deactivateAbility ()
{
if (shieldActive) {
setShieldState (false);
}
deactivateLaserForceField ();
}
public override void activateSecondaryActionOnAbility ()
{
returnEnemyProjectiles ();
}
public override void useAbilityPressDown ()
{
if (shieldActive) {
if (armorSurfaceManager.thereAreProjectilesStored ()) {
if (returnProjectilesDetectedEnabled) {
returnEnemyProjectiles ();
return;
}
}
}
setActiveShieldState (!shieldActive);
checkUseEventOnUseAbility ();
}
public override void useAbilityPressHold ()
{
}
public override void useAbilityPressUp ()
{
checkIfDestroyProjectiles ();
}
}
//enable disable the laser in the hand of the player, when he is in the range of one
public void activateLaserForceField (Vector3 pos)
{
if (!laserAbilityEnabled) {
return;
}
if (!isCurrentAbility) {
return;
}
//print ("enable laser force field");
shieldActive = false;
laserActive = true;
disableAbilityCurrentActiveFromPressState ();
if (laserActive) {
if (!shield.activeSelf) {
shield.SetActive (true);
}
laserPosition = pos;
}
if (playerLaserGameObject.activeSelf) {
laserPlayerManager.setLaserInfo (lasertype, currentLaser, laserPosition);
}
checkIfDestroyProjectiles ();
}
void checkIfDestroyProjectiles ()
{
if (destroProjectilesStoredIfShieldDisabled) {
armorSurfaceManager.destroyProjetilesOnShield ();
}
}
public void deactivateLaserForceField ()
{
//print ("disable laser force field");
laserActive = false;
if (shield.activeSelf) {
shield.SetActive (false);
}
if (playerLaserGameObject.activeSelf) {
playerLaserGameObject.SetActive (false);
}
laserPlayerManager.removeLaserInfo ();
}
public void setShieldEnabledState (bool state)
{
shieldEnabled = state;
}
//shoot the bullets and missiles catched by the shield
public void returnEnemyProjectiles ()
{
//the bullets and missiles from the enemies are stored in the shield, so if the player press the right button of the mouse
//the shoots are sent to its owners if they still alive, else, the shoots are launched in the camera direction
if (!mainPlayerAbilitiesSystem.isPlayerCurrentlyBusy () && shield.activeSelf && shieldActive && !laserActive) {
if (armorSurfaceManager.thereAreProjectilesStored ()) {
//check if a raycast hits a surface from the center of the screen to forward
//to set the direction of the projectiles in the shield
Vector3 direction = mainCameraTransform.TransformDirection (Vector3.forward);
bool surfaceFound = false;
Vector3 raycastPosition = mainCameraTransform.position;
if (Physics.Raycast (raycastPosition, direction, out hit, Mathf.Infinity, layerToDamage)) {
if (hit.collider != playerCollider) {
surfaceFound = true;
} else {
raycastPosition = hit.point + direction * 0.2f;
if (Physics.Raycast (raycastPosition, direction, out hit, Mathf.Infinity, layerToDamage)) {
surfaceFound = true;
}
}
}
if (surfaceFound) {
direction = hit.point;
}
armorSurfaceManager.throwProjectilesStored (direction);
}
}
}
//get the laser device that touch the player, not enemy lasers, and if the laser reflects in other surfaces or not
public void setLaser (GameObject l, laserDevice.laserType type)
{
currentLaser = l;
lasertype = type;
}
//set the number of refractions in the laser in another function
public void setLaserRefractionLimit (int value)
{
laserPlayerManager.reflactionLimit = value + 1;
}
public void setLaserAbilityEnabledState (bool state)
{
laserAbilityEnabled = state;
}
public override void enableAbility ()
{
shieldEnabled = true;
}
public override void disableAbility ()
{
shieldEnabled = false;
if (shieldActive) {
setShieldState (false);
}
deactivateLaserForceField ();
}
public override void deactivateAbility ()
{
if (shieldActive) {
setShieldState (false);
}
deactivateLaserForceField ();
}
public override void activateSecondaryActionOnAbility ()
{
returnEnemyProjectiles ();
}
public override void useAbilityPressDown ()
{
if (shieldActive) {
if (armorSurfaceManager.thereAreProjectilesStored ()) {
if (returnProjectilesDetectedEnabled) {
returnEnemyProjectiles ();
return;
}
}
}
setActiveShieldState (!shieldActive);
checkUseEventOnUseAbility ();
}
public override void useAbilityPressHold ()
{
}
public override void useAbilityPressUp ()
{
}
}
}

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/playerShieldSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/playerStealthSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/playerTeleportSystem.cs
uploadId: 814740
uploadId: 889948

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@@ -54,11 +54,8 @@ public class removeGravityFromCharacterSystem : MonoBehaviour
if (hipsRigidbody != null) {
hipsRigidbody.AddRelativeTorque (characterTransform.forward * extraTorqueForce, torqueForceMode);
hipsRigidbody.AddRelativeTorque (characterTransform.right * extraTorqueForce, torqueForceMode);
// hipsRigidbody.AddTorque (hipsRigidbody.transform.up * extraTorqueForce);
}
// yield return new WaitForSeconds (removeGravityDuration);
bool targetReached = false;
float timer = 0;

View File

@@ -13,7 +13,8 @@ MonoImporter:
AssetOrigin:
serializedVersion: 1
productId: 40995
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
packageVersion: 3.77g
packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Abilities System/Custom Abilities/removeGravityFromCharacterSystem.cs
uploadId: 814740
uploadId: 889948

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@@ -0,0 +1,212 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class removeGravityFromObjectSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public float removeGravityDuration = 5;
public float delayBeforeFreezingVelocity = 3;
public bool pauseExtraForceAfterDelay;
public float pauseExtraForceDelay;
[Space]
public bool setObjectAsKinematicOnZeroVelocity;
public float durationAsKinematic;
[Space]
[Header ("Force Settings")]
[Space]
public float pauseExtraForceSpeed = 3;
public float extraGravityForce = 5;
public float extraTorqueForce = 8;
public ForceMode torqueForceMode;
public bool addTorqueOnRemoveGravity;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
public bool removeGravityActive;
[Space]
[Header ("Components")]
[Space]
public Rigidbody mainRigibody;
grabbedObjectState currentGrabbedObjectState;
artificialObjectGravity currentArtificialObjectGravity;
Coroutine removeGravityCoroutine;
bool currentObjectWasInsideGravityRoom;
public void activateRemoveGravity ()
{
stopRemoveGravityCoroutine ();
removeGravityCoroutine = StartCoroutine (activateRemoveGravityCoroutine ());
}
void stopRemoveGravityCoroutine ()
{
if (removeGravityCoroutine != null) {
StopCoroutine (removeGravityCoroutine);
}
removeGravityActive = false;
}
IEnumerator activateRemoveGravityCoroutine ()
{
removeGravity ();
Vector3 upDirection = Vector3.up;
if (currentArtificialObjectGravity != null) {
upDirection = -currentArtificialObjectGravity.getCurrentNormalDirection ();
}
Vector3 initialForce = upDirection * extraGravityForce;
if (mainRigibody == null) {
mainRigibody = gameObject.GetComponent<Rigidbody> ();
}
if (mainRigibody != null) {
if (addTorqueOnRemoveGravity) {
mainRigibody.AddRelativeTorque (transform.forward * extraTorqueForce, torqueForceMode);
mainRigibody.AddRelativeTorque (transform.right * extraTorqueForce, torqueForceMode);
} else {
mainRigibody.AddForce (initialForce, torqueForceMode);
}
}
if (showDebugPrint) {
print ("force applied, waiting for delayBeforeFreezingVelocity");
}
yield return new WaitForSeconds (delayBeforeFreezingVelocity);
bool targetReached = false;
float timer = 0;
bool pauseExtraForceActivated = false;
Vector3 currentVelocity = mainRigibody.linearVelocity;
while (!targetReached) {
timer += Time.deltaTime;
if (pauseExtraForceAfterDelay) {
if (pauseExtraForceActivated) {
if (GKC_Utils.distance (currentVelocity, Vector3.zero) > 0.05f) {
currentVelocity = Vector3.MoveTowards (currentVelocity, Vector3.zero, timer * pauseExtraForceSpeed);
mainRigibody.linearVelocity = currentVelocity;
}
} else {
if (timer >= pauseExtraForceDelay) {
pauseExtraForceActivated = true;
if (showDebugPrint) {
print ("starting to decrease speed");
}
}
}
}
if (timer >= removeGravityDuration) {
targetReached = true;
}
yield return null;
}
if (setObjectAsKinematicOnZeroVelocity) {
mainRigibody.isKinematic = true;
yield return new WaitForSeconds (durationAsKinematic);
mainRigibody.isKinematic = false;
}
resumePreviousGravity ();
}
void removeGravity ()
{
if (removeGravityActive) {
return;
}
removeGravityActive = true;
currentGrabbedObjectState = gameObject.GetComponent<grabbedObjectState> ();
currentObjectWasInsideGravityRoom = false;
if (currentGrabbedObjectState != null) {
currentObjectWasInsideGravityRoom = currentGrabbedObjectState.isInsideZeroGravityRoom ();
}
if (currentObjectWasInsideGravityRoom) {
if (currentGrabbedObjectState.getCurrentZeroGravityRoom ().isRoomHasZeroGravityActive ()) {
stopRemoveGravityCoroutine ();
return;
}
}
currentArtificialObjectGravity = gameObject.GetComponent<artificialObjectGravity> ();
if (currentArtificialObjectGravity != null) {
currentArtificialObjectGravity.setActiveState (false);
}
mainRigibody.useGravity = false;
}
void resumePreviousGravity ()
{
bool useGravityResult = false;
currentArtificialObjectGravity = gameObject.GetComponent<artificialObjectGravity> ();
if (currentArtificialObjectGravity != null) {
currentArtificialObjectGravity.setActiveState (true);
} else {
useGravityResult = true;
}
if (currentObjectWasInsideGravityRoom) {
useGravityResult = false;
}
mainRigibody.useGravity = useGravityResult;
removeGravityActive = false;
if (setObjectAsKinematicOnZeroVelocity) {
mainRigibody.isKinematic = false;
}
}
}

View File

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@@ -116,6 +116,15 @@ public class abilityInfo : MonoBehaviour
public bool useEnergyOnceOnPressDown;
public bool useEnergyOnceOnPressUp;
[Space]
[Header ("Animation Settings")]
[Space]
public bool useAnimationWithActionSystem;
public string animationActionSystemName;
public bool useAnimationOnPressDown;
public bool useAnimationOnPressUp;
[Space]
[Header ("Ability Components")]
[Space]
@@ -252,6 +261,24 @@ public class abilityInfo : MonoBehaviour
}
public void checkIfUseAnimationWithActionSystemOnPressDown ()
{
if (useAnimationWithActionSystem) {
if (useAnimationOnPressDown) {
mainPlayerAbilitiesSystem.activateCustomAction (animationActionSystemName);
}
}
}
public void checkIfUseAnimationWithActionSystemOnPressUp ()
{
if (useAnimationWithActionSystem) {
if (useAnimationOnPressUp) {
mainPlayerAbilitiesSystem.activateCustomAction (animationActionSystemName);
}
}
}
public void checkEventOnSetCurrentAbility ()
{
if (useEventsOnSetCurrentAbility) {

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@@ -61,10 +61,13 @@ public class playerAbilitiesSystem : MonoBehaviour
public playerAbilitiesUISystem mainPlayerAbilitiesUISystem;
int energyStatIndex;
bool mainPlayerAbilitiesUISystemAssigned;
bool ignoreMenusCheckActive;
void Start ()
{
if (abilitiesSystemEnabled) {
@@ -100,11 +103,11 @@ public class playerAbilitiesSystem : MonoBehaviour
}
}
void Update ()
public bool getCanMove ()
{
if (abilitiesSystemEnabled) {
canMove = !mainPlayerController.isPlayerDead () && mainPlayerController.canPlayerMove ();
}
canMove = (!mainPlayerController.isPlayerDead () && mainPlayerController.canPlayerMove ());
return canMove;
}
public void setNextAbility ()
@@ -507,7 +510,11 @@ public class playerAbilitiesSystem : MonoBehaviour
setPauseCheckUsingDeviceOnAbilityInputState (!pauseCheckUsingDeviceOnAbilityInput);
}
bool ignoreMenusCheckActive;
public void activateCustomAction (string actionName)
{
mainPlayerController.activateCustomAction (actionName);
}
public bool playerIsBusy ()
{
if (!pauseCheckUsingDeviceOnAbilityInput && mainPlayerController.isUsingDevice ()) {
@@ -979,6 +986,8 @@ public class playerAbilitiesSystem : MonoBehaviour
currentAbilityInfo.activateUpdateAbility ();
currentAbilityInfo.checkIfUseAnimationWithActionSystemOnPressDown ();
if (currentAbilityInfo.disableAbilityInputInUseStateOnPressDown) {
abilityInputInUse = false;
}
@@ -1161,6 +1170,8 @@ public class playerAbilitiesSystem : MonoBehaviour
currentAbilityInfo.stopActivateUpdateAbility ();
currentAbilityInfo.checkIfUseAnimationWithActionSystemOnPressUp ();
if (currentAbilityInfo.useTimeLimit && currentAbilityInfo.useTimeLimitOnPressUp) {
if (currentAbilityInfo.abilityCurrentlyActiveFromPressUp) {
if (currentAbilityInfo.useLimitWhenAbilityCurrentActiveFromPress) {

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@@ -0,0 +1,197 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class simpleStrafeAndAimState : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool simpleStrafeAndAimEnabled = true;
[Space]
[Header ("Movement Settings")]
[Space]
public bool useStrafeMode;
public int strafeIDUsed;
public bool setPreviousStrafeModeOnDisableSystem;
public bool activateStrafeModeOnLockOnTargetActive;
public bool toggleStrafeModeIfRunningActive;
public bool setNewCrouchID;
public int crouchIDUsed;
[Space]
[Header ("Aim Settings")]
[Space]
public bool setAimStateEnabled;
[Space]
[Header ("Third Person Camera State Settings")]
[Space]
public bool setNewCameraStateOnThirdPerson;
public string newCameraStateOnThirdPerson;
[Space]
[Header ("Debug")]
[Space]
public bool simpleStrafeAndAimActive;
public bool previousStrafeMode;
public int previousStrafeID = -1;
[Space]
[Header ("Components")]
[Space]
public playerController mainPlayerController;
public playerCamera mainPlayerCamera;
string previousCameraState;
public void setSimpleStrafeAndAimState (bool state)
{
if (!simpleStrafeAndAimEnabled) {
return;
}
if (simpleStrafeAndAimActive == state) {
return;
}
if (mainPlayerCamera.isFullBodyAwarenessActive ()) {
return;
}
simpleStrafeAndAimActive = state;
if (simpleStrafeAndAimActive) {
activateState ();
} else {
deactivateState ();
}
}
public void activateState ()
{
previousStrafeMode = mainPlayerController.isStrafeModeActive ();
if (previousStrafeID == -1) {
previousStrafeID = mainPlayerController.getCurrentStrafeIDValue ();
}
if (useStrafeMode) {
mainPlayerController.activateOrDeactivateStrafeMode (true);
mainPlayerController.setLookOnlyIfMovingState (false);
} else {
previousStrafeMode = false;
previousStrafeID = -1;
mainPlayerController.activateOrDeactivateStrafeMode (false);
}
if (toggleStrafeModeIfRunningActive) {
mainPlayerController.setDisableStrafeModeExternallyIfIncreaseWalkSpeedActiveState (true);
}
mainPlayerController.setCurrentStrafeIDValue (strafeIDUsed);
if (setNewCrouchID) {
mainPlayerController.setCurrentCrouchIDValue (crouchIDUsed);
}
if (setAimStateEnabled) {
mainPlayerCamera.setManualAimStateOnLockedCamera (true);
}
}
public void deactivateState ()
{
if (setPreviousStrafeModeOnDisableSystem) {
mainPlayerController.activateOrDeactivateStrafeMode (previousStrafeMode);
} else {
mainPlayerController.setOriginalLookAlwaysInCameraDirectionState ();
}
mainPlayerController.setOriginalLookOnlyIfMovingState ();
if (previousStrafeID != -1) {
mainPlayerController.setCurrentStrafeIDValue (previousStrafeID);
}
if (toggleStrafeModeIfRunningActive) {
mainPlayerController.setDisableStrafeModeExternallyIfIncreaseWalkSpeedActiveState (false);
}
previousStrafeMode = false;
previousStrafeID = -1;
if (setNewCrouchID) {
mainPlayerController.setCurrentCrouchIDValue (0);
}
if (setAimStateEnabled) {
mainPlayerCamera.setManualAimStateOnLockedCamera (false);
}
}
public void checkLookAtTargetActiveState ()
{
if (simpleStrafeAndAimActive) {
bool lookingAtTarget = mainPlayerController.isPlayerLookingAtTarget ();
if (lookingAtTarget) {
if (activateStrafeModeOnLockOnTargetActive) {
mainPlayerController.activateOrDeactivateStrafeMode (true);
}
} else {
if (activateStrafeModeOnLockOnTargetActive) {
mainPlayerController.activateOrDeactivateStrafeMode (false);
}
}
}
}
public void checkLookAtTargetDeactivateState ()
{
if (simpleStrafeAndAimActive && activateStrafeModeOnLockOnTargetActive) {
mainPlayerController.activateOrDeactivateStrafeMode (false);
}
}
void checkCameraState (bool state)
{
if (setNewCameraStateOnThirdPerson) {
if (state) {
previousCameraState = mainPlayerCamera.getCurrentStateName ();
mainPlayerCamera.setCameraStateOnlyOnThirdPerson (newCameraStateOnThirdPerson);
} else {
if (previousCameraState != "") {
if (previousCameraState != newCameraStateOnThirdPerson) {
mainPlayerCamera.setCameraStateOnlyOnThirdPerson (previousCameraState);
}
previousCameraState = "";
}
}
}
}
}

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