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

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/Powers/New Powers Behaviors/changeGlobalGravityPower.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/Powers/New Powers Behaviors/changeObjectsPositionPower.cs
uploadId: 814740
uploadId: 889948

View File

@@ -12,7 +12,8 @@ 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/Powers/New Powers Behaviors/deviceToControlAtDistance.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/Powers/New Powers Behaviors/joinObjectsPower.cs
uploadId: 814740
uploadId: 889948

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class pushObjectsPower : MonoBehaviour
{
@@ -9,11 +10,33 @@ public class pushObjectsPower : MonoBehaviour
public bool powerEnabled = true;
public LayerMask layer;
[Space]
public bool pushObjectsFromCenterPosition;
public bool pushObjectsFromPlayerForwardDirection;
public LayerMask layer;
[Space]
public bool useMaxAngleWithCameraFaceDirection;
public float maxAngleWithCameraFaceDirection;
[Space]
public bool useRaycastToPushObjects;
public LayerMask layerForRaycastSurfaceDetection;
public bool useMaxAngleWithPlayerFaceDirection;
public float maxAngleWithPlayerFaceDirection;
public float maxRaycastDistance;
[Space]
public List<string> ignoreTagList = new List<string> ();
@@ -60,6 +83,26 @@ public class pushObjectsPower : MonoBehaviour
public bool checkIfObjectInFrontOfPlayer;
[Space]
[Header ("Magnetize Objects To AI Settings")]
[Space]
public bool magnetizeObjectToCloseAIEnemies;
public string mountPointNameToMagnetize;
public float magnetizeForceAmount;
public float maxDistanceToMagnetize;
public bool magnetizeOnlyLockOnAI;
[Space]
public bool addLaunchedObjectComponentToDetectedObjects;
[Space]
public bool useEventsOnFoundObjectToMagnetizeResult;
public UnityEvent eventOnFoundObjectToMagnetize;
public UnityEvent eventOnNotFoundObjectToMagnetize;
[Space]
[Header ("Remote Events Settings")]
[Space]
@@ -79,6 +122,10 @@ public class pushObjectsPower : MonoBehaviour
public bool useOfPowerPaused;
public bool showGizmo;
public bool updateCoroutineActive;
[Space]
public List<Rigidbody> vehiclesRigidbodyFoundList = new List<Rigidbody> ();
@@ -96,6 +143,10 @@ public class pushObjectsPower : MonoBehaviour
public Transform pushObjectsCenter;
public Transform mainCameraTransform;
public playerCamera mainPlayerCamera;
public AIAroundManager mainAIAroundManager;
public Camera mainCamera;
Rigidbody objectToDamageMainRigidbody;
GameObject objectToPush;
@@ -106,6 +157,15 @@ public class pushObjectsPower : MonoBehaviour
bool componentsInitialized;
bool anyObjectToMagnetizeFound;
//bool anyObjectToPushFound;
Coroutine updateCoroutine;
bool mainPlayerCameraLocated;
void Start ()
{
if (!useCustomPushCenterDistance) {
@@ -118,15 +178,68 @@ public class pushObjectsPower : MonoBehaviour
centerPosition = transform;
}
}
mainPlayerCameraLocated = mainPlayerCamera != null;
}
void Update ()
//void Update ()
//{
// if (searchForObjectsOnUpdate) {
// activatePower ();
// }
//}
public void stopUpdateCoroutine ()
{
if (updateCoroutineActive) {
StopCoroutine (updateCoroutine);
}
updateCoroutineActive = false;
}
IEnumerator updateSystemCoroutine ()
{
var waitTime = new WaitForSecondsRealtime (0.0001f);
while (true) {
updateSystem ();
yield return waitTime;
}
}
void updateSystem ()
{
if (searchForObjectsOnUpdate) {
activatePower ();
}
}
public void activatePowerWithUpdate ()
{
if (searchForObjectsOnUpdate) {
if (powerEnabled) {
updateCoroutine = StartCoroutine (updateSystemCoroutine ());
updateCoroutineActive = true;
}
} else {
if (powerEnabled) {
activatePower ();
}
}
}
public void deactivatePowerWithUpdate ()
{
if (searchForObjectsOnUpdate) {
if (powerEnabled) {
stopUpdateCoroutine ();
}
}
}
public void activatePower ()
{
if (useOfPowerPaused) {
@@ -146,6 +259,10 @@ public class pushObjectsPower : MonoBehaviour
powersManager.createShootParticles ();
}
anyObjectToMagnetizeFound = false;
//anyObjectToPushFound = false;
//if the power selected is push objects, check the objects close to pushObjectsCenter and add force to them in camera forward direction
colliders = Physics.OverlapSphere (pushObjectsCenter.position, pushCenterDistance, layer);
@@ -156,6 +273,10 @@ public class pushObjectsPower : MonoBehaviour
checkObjectToApplyForce (objectToPush);
}
}
if (magnetizeObjectToCloseAIEnemies) {
checkEventsOnFoundObjectToMagnetizeResult (anyObjectToMagnetizeFound);
}
}
public void checkObjectToApplyForce (GameObject currentObject)
@@ -180,6 +301,12 @@ public class pushObjectsPower : MonoBehaviour
}
}
bool lockedCameraActive = false;
if (mainPlayerCameraLocated) {
lockedCameraActive = !mainPlayerCamera.isCameraTypeFree ();
}
Vector3 pushDirection = Vector3.zero;
if (pushObjectsFromCenterPosition) {
@@ -191,6 +318,14 @@ public class pushObjectsPower : MonoBehaviour
if (mainCameraTransform != null) {
pushDirection = mainCameraTransform.forward;
}
if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
if (angle > maxAngleWithCameraFaceDirection) {
currentForceToApply = playerGameObject.transform.forward;
}
}
}
}
@@ -211,6 +346,8 @@ public class pushObjectsPower : MonoBehaviour
bool rigidbodyFound = false;
bool objectMagnetizedToAIResult = false;
if (canApplyForceToVehicles) {
if (objectToDamageMainRigidbody != null) {
@@ -229,21 +366,40 @@ public class pushObjectsPower : MonoBehaviour
}
if (pushObjectsFromCenterPosition) {
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * finalExplosionForce;
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized;
} else {
if (pushObjectsFromPlayerForwardDirection) {
currentForceToApply = playerGameObject.transform.forward * finalExplosionForce;
currentForceToApply = playerGameObject.transform.forward;
} else {
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * finalExplosionForce;
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward);
if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
if (angle > maxAngleWithCameraFaceDirection) {
currentForceToApply = playerGameObject.transform.forward;
}
}
}
}
currentForceToApply *= finalExplosionForce;
if (checkRagdollsDetected) {
if (applyDamage.isRagdollActive (currentObject)) {
// print ("ragdoll found");
currentForceToApply *= ragdollMultiplierForce;
} else {
// print ("Not found");
}
}
if (useRaycastToPushObjects) {
checkIfUseRaycastToPushObjects (objectToDamageMainRigidbody.gameObject);
}
if (magnetizeObjectToCloseAIEnemies) {
objectMagnetizedToAIResult = checkIfMagnetizeObjectToAI (objectToDamageMainRigidbody.gameObject);
if (showDebugPrint) {
print ("objectMagnetizedToAIResult " + objectMagnetizedToAIResult);
}
}
@@ -253,6 +409,14 @@ public class pushObjectsPower : MonoBehaviour
if (showDebugPrint) {
print ("object to apply force " + objectToDamageMainRigidbody.name + " " + currentForceToApply);
}
if (showGizmo) {
Debug.DrawRay (objectToDamageMainRigidbody.position, currentForceToApply.normalized * 10, Color.red, 3);
}
if (addLaunchedObjectComponentToDetectedObjects) {
checkIfAttackLaunchedObjectComponent (objectToDamageMainRigidbody.gameObject);
}
}
if (isVehicle) {
@@ -273,12 +437,34 @@ public class pushObjectsPower : MonoBehaviour
}
if (pushObjectsFromCenterPosition) {
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized * forceToApply;
currentForceToApply = (objectToDamageMainRigidbody.position - centerPosition.position).normalized;
} else {
if (pushObjectsFromPlayerForwardDirection) {
currentForceToApply = playerGameObject.transform.forward * forceToApply;
currentForceToApply = playerGameObject.transform.forward;
} else {
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward) * forceToApply;
currentForceToApply = mainCameraTransform.TransformDirection (Vector3.forward);
if (!lockedCameraActive && useMaxAngleWithCameraFaceDirection) {
float angle = Vector3.Angle (playerGameObject.transform.forward, mainCameraTransform.forward);
if (angle > maxAngleWithCameraFaceDirection) {
currentForceToApply = playerGameObject.transform.forward;
}
}
}
}
currentForceToApply *= forceToApply;
if (useRaycastToPushObjects) {
checkIfUseRaycastToPushObjects (objectToDamageMainRigidbody.gameObject);
}
if (magnetizeObjectToCloseAIEnemies) {
objectMagnetizedToAIResult = checkIfMagnetizeObjectToAI (currentObject);
if (showDebugPrint) {
print ("objectMagnetizedToAIResult " + objectMagnetizedToAIResult);
}
}
@@ -286,6 +472,18 @@ public class pushObjectsPower : MonoBehaviour
objectToDamageMainRigidbody = currentObject.GetComponent<Rigidbody> ();
objectToDamageMainRigidbody.AddForce (currentForceToApply * objectToDamageMainRigidbody.mass, forceMode);
if (addLaunchedObjectComponentToDetectedObjects) {
checkIfAttackLaunchedObjectComponent (objectToDamageMainRigidbody.gameObject);
}
if (showDebugPrint) {
print ("object to apply force " + objectToDamageMainRigidbody.name + " " + currentForceToApply);
}
if (showGizmo) {
Debug.DrawRay (objectToDamageMainRigidbody.position, currentForceToApply.normalized * 10, Color.red, 3);
}
}
if (!callRemoteEventsBeforeApplyingForce) {
@@ -296,12 +494,200 @@ public class pushObjectsPower : MonoBehaviour
}
}
if (!rigidbodyFound) {
if (rigidbodyFound) {
if (magnetizeObjectToCloseAIEnemies) {
if (objectMagnetizedToAIResult) {
anyObjectToMagnetizeFound = true;
}
}
//anyObjectToPushFound = true;
} else {
checkRemoteEvent (currentObject);
}
}
}
bool checkIfMagnetizeObjectToAI (GameObject currentObject)
{
if (magnetizeObjectToCloseAIEnemies) {
Vector3 screenPoint;
float screenWidth = Screen.width;
float screenHeight = Screen.height;
List<Transform> charactersAround = mainAIAroundManager.getCharactersAround ();
if (charactersAround.Count == 0) {
return false;
}
if (charactersAround.Contains (currentObject.transform)) {
return false;
}
int charactersAroundCount = charactersAround.Count;
bool usingScreenSpaceCamera = mainPlayerCamera.isUsingScreenSpaceCamera ();
float minDistance = Mathf.Infinity;
int closestTargetIndex = -1;
Vector3 currentPosition = Vector3.zero;
Transform currentTargetToLook = mainPlayerCamera.getCurrentTargetToLook ();
if (pushObjectsFromCenterPosition) {
currentPosition = centerPosition.position;
} else {
if (pushObjectsFromPlayerForwardDirection) {
currentPosition = playerGameObject.transform.position;
} else {
if (mainCameraTransform != null) {
currentPosition = mainCameraTransform.position;
}
}
}
for (int i = 0; i < charactersAroundCount; i++) {
bool objectVisible = false;
bool targetOnScreen = false;
GameObject currentTarget = charactersAround [i].gameObject;
Vector3 targetPosition = currentTarget.transform.position;
Transform currentTargetPlaceToShoot = applyDamage.getPlaceToShoot (currentTarget);
if (currentTargetPlaceToShoot != null) {
targetPosition = currentTargetPlaceToShoot.position;
}
if (usingScreenSpaceCamera) {
screenPoint = mainCamera.WorldToViewportPoint (targetPosition);
targetOnScreen = screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1;
} else {
screenPoint = mainCamera.WorldToScreenPoint (targetPosition);
targetOnScreen = screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < screenWidth && screenPoint.y > 0 && screenPoint.y < screenHeight;
}
//the target is visible in the screen
if (targetOnScreen) {
objectVisible = true;
}
if (objectVisible) {
bool checkDistanceResult = true;
if (magnetizeOnlyLockOnAI) {
if (currentTargetToLook != null) {
if (currentTargetToLook != currentTarget) {
checkDistanceResult = false;
}
} else {
checkDistanceResult = false;
}
}
if (checkDistanceResult) {
float currentDistance = GKC_Utils.distance (currentPosition, targetPosition);
if (currentDistance < maxDistanceToMagnetize) {
if (currentDistance < minDistance) {
minDistance = currentDistance;
closestTargetIndex = i;
}
}
}
}
}
if (closestTargetIndex > -1) {
Transform currentMountPoint = GKC_Utils.getMountPointTransformByName (mountPointNameToMagnetize, charactersAround [closestTargetIndex]);
if (currentMountPoint != null) {
Vector3 pushDirection = (currentMountPoint.position - currentObject.transform.position).normalized;
currentForceToApply = pushDirection * magnetizeForceAmount;
}
return true;
} else {
return false;
}
}
return false;
}
void checkIfAttackLaunchedObjectComponent (GameObject currentObject)
{
if (addLaunchedObjectComponentToDetectedObjects) {
launchedObjects currentLaunchedObjects = currentObject.GetComponent<launchedObjects> ();
if (currentLaunchedObjects == null) {
currentLaunchedObjects = currentObject.AddComponent<launchedObjects> ();
}
if (currentLaunchedObjects != null) {
currentLaunchedObjects.setCurrentPlayer (playerGameObject);
}
}
}
void checkIfUseRaycastToPushObjects (GameObject currentObject)
{
if (useRaycastToPushObjects) {
bool lockedCameraActive = !mainPlayerCamera.isCameraTypeFree ();
if (useMaxAngleWithPlayerFaceDirection) {
if (!lockedCameraActive) {
float angle = Vector3.Angle (playerGameObject.transform.forward, mainPlayerCamera.transform.forward);
if (showDebugPrint) {
print ("useMaxAngleWithPlayerFaceDirection " + angle);
}
if (angle > maxAngleWithPlayerFaceDirection) {
return;
}
}
}
RaycastHit hit;
Vector3 raycastPosition = mainCameraTransform.position;
Vector3 raycastDirection = mainCameraTransform.forward;
if (lockedCameraActive) {
raycastPosition = playerGameObject.transform.position + playerGameObject.transform.up;
raycastDirection = playerGameObject.transform.forward;
}
Vector3 surfacePoint = Vector3.zero;
if (Physics.Raycast (raycastPosition, raycastDirection, out hit, maxRaycastDistance, layerForRaycastSurfaceDetection)) {
surfacePoint = hit.point;
if (showDebugPrint) {
print ("surface by raycast found");
}
} else {
surfacePoint = raycastPosition + raycastDirection * maxRaycastDistance;
if (showDebugPrint) {
print ("surface by raycast not found");
}
}
currentForceToApply = (surfacePoint - currentObject.transform.position).normalized * finalExplosionForce;
}
}
public void setPowerEnabledState (bool state)
{
powerEnabled = state;
@@ -311,6 +697,25 @@ public class pushObjectsPower : MonoBehaviour
if (powerEnabled) {
gameObjectsFoundList.Clear ();
}
if (searchForObjectsOnUpdate) {
if (powerEnabled) {
updateCoroutine = StartCoroutine (updateSystemCoroutine ());
updateCoroutineActive = true;
} else {
stopUpdateCoroutine ();
}
}
}
public void setPowerEnabledStateOneFrame ()
{
setPowerEnabledState (true);
activatePower ();
setPowerEnabledState (false);
}
public void cleanGameObjectFoundList ()
@@ -354,6 +759,17 @@ public class pushObjectsPower : MonoBehaviour
pushCenterDistance = newValue;
}
void checkEventsOnFoundObjectToMagnetizeResult (bool state)
{
if (useEventsOnFoundObjectToMagnetizeResult) {
if (state) {
eventOnFoundObjectToMagnetize.Invoke ();
} else {
eventOnNotFoundObjectToMagnetize.Invoke ();
}
}
}
void initializeComponents ()
{
if (componentsInitialized) {

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/Powers/New Powers Behaviors/pushObjectsPower.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/Powers/New Powers Behaviors/useDevicesAtDistancePower.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/Powers/New Projectiles Behaviors/brainwashAIProjectile.cs
uploadId: 814740
uploadId: 889948

View File

@@ -47,16 +47,19 @@ public class removeGravityFromCharactersProjectile : projectileSystem
public void applyEffect (GameObject objectToAffect)
{
if (objectToAffect != null) {
playerComponentsManager currentplayerComponentsManager = objectToAffect.GetComponent<playerComponentsManager> ();
remoteEventSystem currentRemoteEventSystem = objectToAffect.GetComponent<remoteEventSystem> ();
if (currentplayerComponentsManager != null) {
if (currentRemoteEventSystem == null) {
playerComponentsManager currentplayerComponentsManager = objectToAffect.GetComponent<playerComponentsManager> ();
remoteEventSystem currentRemoteEventSystem = currentplayerComponentsManager.getRemoteEventSystem ();
if (currentRemoteEventSystem != null) {
currentRemoteEventSystem.callRemoteEvent (remoteEventName);
if (currentplayerComponentsManager != null) {
currentRemoteEventSystem = currentplayerComponentsManager.getRemoteEventSystem ();
}
}
}
if (currentRemoteEventSystem != null) {
currentRemoteEventSystem.callRemoteEvent (remoteEventName);
}
}
}
}

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/Powers/New Projectiles Behaviors/removeGravityFromCharactersProjectile.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
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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/Powers/blackHoleProjectile.cs
uploadId: 814740
uploadId: 889948

View File

@@ -12,7 +12,8 @@ MonoImporter:
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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/Powers/gravityBootsSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/gravityWallRunSystem.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
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2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/gravityWallRunTriggerSystem.cs
uploadId: 814740
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View File

@@ -11,7 +11,8 @@ MonoImporter:
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assetPath: Assets/Game Kit Controller/Scripts/Powers/hitCombat.cs
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View File

@@ -11,7 +11,8 @@ MonoImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/launchedObjects.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
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2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/nanoBlade.cs
uploadId: 814740
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View File

@@ -11,7 +11,8 @@ MonoImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/otherPowers.cs
uploadId: 814740
uploadId: 889948

View File

@@ -13,7 +13,8 @@ MonoImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/powerSlotElement.cs
uploadId: 814740
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View File

@@ -13,7 +13,8 @@ MonoImporter:
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assetPath: Assets/Game Kit Controller/Scripts/Powers/powersAndAbilitiesSystem.cs
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View File

@@ -11,7 +11,8 @@ MonoImporter:
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2.5D
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uploadId: 814740
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View File

@@ -11,7 +11,8 @@ MonoImporter:
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packageName: Game Kit Controller - Shooter Melee Adventure FPS TPS Creator 3D +
2.5D
packageVersion: 3.77h
assetPath: Assets/Game Kit Controller/Scripts/Powers/powersListManager.cs
uploadId: 814740
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View File

@@ -13,7 +13,8 @@ MonoImporter:
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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/Powers/slowDownTarget.cs
uploadId: 814740
uploadId: 889948

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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/Powers/slowObject.cs
uploadId: 814740
uploadId: 889948

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@@ -4,170 +4,182 @@ using System.Collections.Generic;
public class slowObjectsColor : MonoBehaviour
{
public Color slowColor;
public bool changeToSlow = true;
public bool changeToNormal;
public float slowDownDuration;
public float timer = 0;
[Header ("Main Settings")]
[Space]
public string setNormalVelocityString = "setNormalVelocity";
public string setReducedVelocityString = "setReducedVelocity";
public string setCanMoveAIStateString = "setCanMoveAIState";
public string setOverrideAnimationSpeedActiveStateString = "setOverrideAnimationSpeedActiveState";
public Color slowColor;
public bool changeToSlow = true;
public bool changeToNormal;
public float slowDownDuration;
public float timer = 0;
public List<Renderer> rendererParts = new List<Renderer> ();
public List<Color> originalColor = new List<Color> ();
public List<Color> transistionColor = new List<Color> ();
[Space]
bool renderPartsStored;
float slowValue;
int i = 0;
int j = 0;
slowObject slowObjectManager;
GameObject objectToCallFunction;
public string setNormalVelocityString = "setNormalVelocity";
public string setReducedVelocityString = "setReducedVelocity";
public string setCanMoveAIStateString = "setCanMoveAIState";
public string setOverrideAnimationSpeedActiveStateString = "setOverrideAnimationSpeedActiveState";
int rendererPartsCount;
int materialsLength;
[Space]
[Header ("Debug")]
[Space]
Renderer currentRenderer;
Material currentMaterial;
public List<Renderer> rendererParts = new List<Renderer> ();
public List<Color> originalColor = new List<Color> ();
public List<Color> transistionColor = new List<Color> ();
bool useSlowObjectColor;
void Update ()
{
//change the color smoothly from the original, to the other
timer += Time.deltaTime;
bool renderPartsStored;
float slowValue;
int i = 0;
int j = 0;
slowObject slowObjectManager;
GameObject objectToCallFunction;
if (useSlowObjectColor) {
rendererPartsCount = rendererParts.Count;
int rendererPartsCount;
int materialsLength;
for (i = 0; i < rendererPartsCount; i++) {
currentRenderer = rendererParts [i];
Renderer currentRenderer;
Material currentMaterial;
if (currentRenderer != null) {
materialsLength = currentRenderer.materials.Length;
bool useSlowObjectColor;
for (j = 0; j < materialsLength; j++) {
currentMaterial = currentRenderer.materials [j];
void Update ()
{
//change the color smoothly from the original, to the other
timer += Time.deltaTime;
currentMaterial.color = Color.Lerp (currentMaterial.color, transistionColor [i], timer);
}
}
}
}
if (useSlowObjectColor) {
rendererPartsCount = rendererParts.Count;
//after the 80% of the time has passed, the color will change from the slowObjectsColor, to the original
if (timer >= slowDownDuration * 0.8f && changeToSlow) {
//set the transition color to the original
changeToSlow = false;
for (i = 0; i < rendererPartsCount; i++) {
currentRenderer = rendererParts [i];
changeToNormal = true;
if (currentRenderer != null) {
materialsLength = currentRenderer.materials.Length;
transistionColor = originalColor;
for (j = 0; j < materialsLength; j++) {
currentMaterial = currentRenderer.materials [j];
timer = 0;
}
currentMaterial.color = Color.Lerp (currentMaterial.color, transistionColor [i], timer);
}
}
}
}
//when the time is over, set the color and remove the script
if (timer >= slowDownDuration * 0.2f && !changeToSlow && changeToNormal) {
if (useSlowObjectColor) {
rendererPartsCount = rendererParts.Count;
//after the 80% of the time has passed, the color will change from the slowObjectsColor, to the original
if (timer >= slowDownDuration * 0.8f && changeToSlow) {
//set the transition color to the original
changeToSlow = false;
for (i = 0; i < rendererPartsCount; i++) {
changeToNormal = true;
currentRenderer = rendererParts [i];
transistionColor = originalColor;
if (currentRenderer != null) {
materialsLength = currentRenderer.materials.Length;
timer = 0;
}
for (j = 0; j < materialsLength; j++) {
currentRenderer.materials [j].color = transistionColor [i];
}
}
}
}
//when the time is over, set the color and remove the script
if (timer >= slowDownDuration * 0.2f && !changeToSlow && changeToNormal) {
if (useSlowObjectColor) {
rendererPartsCount = rendererParts.Count;
if (objectToCallFunction != null) {
objectToCallFunction.BroadcastMessage (setNormalVelocityString, SendMessageOptions.DontRequireReceiver);
for (i = 0; i < rendererPartsCount; i++) {
if (slowValue < 0.09f) {
objectToCallFunction.BroadcastMessage (setCanMoveAIStateString, true, SendMessageOptions.DontRequireReceiver);
currentRenderer = rendererParts [i];
objectToCallFunction.BroadcastMessage (setOverrideAnimationSpeedActiveStateString, false, SendMessageOptions.DontRequireReceiver);
}
}
if (currentRenderer != null) {
materialsLength = currentRenderer.materials.Length;
slowObjectManager.checkEventOnRegularSpeed ();
for (j = 0; j < materialsLength; j++) {
currentRenderer.materials [j].color = transistionColor [i];
}
}
}
}
Destroy (gameObject.GetComponent<slowObjectsColor> ());
}
}
if (objectToCallFunction != null) {
objectToCallFunction.BroadcastMessage (setNormalVelocityString, SendMessageOptions.DontRequireReceiver);
public void startSlowObject (bool useSlowObjectColorValue, Color newSlowColor, float newSlowValue, float newSlowDownDuration, slowObject newSlowObjectComponent)
{
useSlowObjectColor = useSlowObjectColorValue;
if (slowValue < 0.09f) {
objectToCallFunction.BroadcastMessage (setCanMoveAIStateString, true, SendMessageOptions.DontRequireReceiver);
slowColor = newSlowColor;
objectToCallFunction.BroadcastMessage (setOverrideAnimationSpeedActiveStateString, false, SendMessageOptions.DontRequireReceiver);
}
}
slowValue = newSlowValue;
slowObjectManager.checkEventOnRegularSpeed ();
slowDownDuration = newSlowDownDuration;
Destroy (gameObject.GetComponent<slowObjectsColor> ());
}
}
timer = 0;
public void startSlowObject (bool useSlowObjectColorValue, Color newSlowColor, float newSlowValue, float newSlowDownDuration, slowObject newSlowObjectComponent)
{
useSlowObjectColor = useSlowObjectColorValue;
changeToSlow = true;
changeToNormal = false;
slowColor = newSlowColor;
slowObjectManager = newSlowObjectComponent;
slowValue = newSlowValue;
objectToCallFunction = slowObjectManager.getObjectToCallFunction ();
slowDownDuration = newSlowDownDuration;
if (slowObjectManager.isUseCustomSlowSpeedEnabled ()) {
slowValue = slowObjectManager.getCustomSlowSpeed ();
}
timer = 0;
slowObjectManager.checkEventOnReducedSpeed ();
changeToSlow = true;
changeToNormal = false;
//send a message to slow down the object
if (objectToCallFunction != null) {
objectToCallFunction.BroadcastMessage (setReducedVelocityString, slowValue, SendMessageOptions.DontRequireReceiver);
slowObjectManager = newSlowObjectComponent;
if (slowValue < 0.09f) {
objectToCallFunction.BroadcastMessage (setCanMoveAIStateString, false, SendMessageOptions.DontRequireReceiver);
objectToCallFunction = slowObjectManager.getObjectToCallFunction ();
objectToCallFunction.BroadcastMessage (setOverrideAnimationSpeedActiveStateString, true, SendMessageOptions.DontRequireReceiver);
if (slowObjectManager.isUseCustomSlowSpeedEnabled ()) {
slowValue = slowObjectManager.getCustomSlowSpeed ();
}
}
}
if (!renderPartsStored) {
if (useSlowObjectColor) {
bool useCustomSlowSpeed = slowObjectManager.useMeshesToIgnoreEnabled ();
slowObjectManager.checkEventOnReducedSpeed ();
int propertyNameID = Shader.PropertyToID ("_Color");
//send a message to slow down the object
if (objectToCallFunction != null) {
objectToCallFunction.BroadcastMessage (setReducedVelocityString, slowValue, SendMessageOptions.DontRequireReceiver);
//get all the renderers inside of it, to change their color with the slowObjectsColor from otherpowers
Component[] components = GetComponentsInChildren (typeof(Renderer));
foreach (Renderer child in components) {
if (!useCustomSlowSpeed || !slowObjectManager.checkChildsObjectsToIgnore (child.transform)) {
if (child.material.HasProperty (propertyNameID)) {
if (slowValue < 0.09f) {
objectToCallFunction.BroadcastMessage (setCanMoveAIStateString, false, SendMessageOptions.DontRequireReceiver);
materialsLength = child.materials.Length;
objectToCallFunction.BroadcastMessage (setOverrideAnimationSpeedActiveStateString, true, SendMessageOptions.DontRequireReceiver);
for (j = 0; j < materialsLength; j++) {
rendererParts.Add (child);
}
}
originalColor.Add (child.materials [j].color);
if (!renderPartsStored) {
if (useSlowObjectColor) {
bool useCustomSlowSpeed = slowObjectManager.useMeshesToIgnoreEnabled ();
transistionColor.Add (slowColor);
}
}
}
}
}
int propertyNameID = Shader.PropertyToID ("_Color");
renderPartsStored = true;
}
}
//get all the renderers inside of it, to change their color with the slowObjectsColor from otherpowers
Component [] components = GetComponentsInChildren (typeof (Renderer));
foreach (Renderer child in components) {
if (!useCustomSlowSpeed || !slowObjectManager.checkChildsObjectsToIgnore (child.transform)) {
if (child.material.HasProperty (propertyNameID)) {
materialsLength = child.materials.Length;
for (j = 0; j < materialsLength; j++) {
if (child.materials [j].HasProperty (propertyNameID)) {
rendererParts.Add (child);
originalColor.Add (child.materials [j].color);
transistionColor.Add (slowColor);
}
}
}
}
}
}
renderPartsStored = true;
}
}
}

View File

@@ -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/Powers/slowObjectsColor.cs
uploadId: 814740
uploadId: 889948

View File

@@ -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/Powers/timeBullet.cs
uploadId: 814740
uploadId: 889948