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

@@ -437,7 +437,10 @@ public class elementOnScene : MonoBehaviour
public void setUseElementPrefabIDState (bool state)
{
useElementPrefabID = state;
}
//print (gameObject.name + " setUseElementPrefabIDState " + useElementPrefabID);
}
public void addSingleElementOnSceneToManager ()
{

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/Save System/Elements On Scene/elementOnScene.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/Save System/Elements On Scene/elementOnSceneHelper.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/Save System/Elements On Scene/elementOnSceneInfo.cs
uploadId: 814740
uploadId: 889948

View File

@@ -4,442 +4,472 @@ using UnityEngine;
public class elementOnSceneManager : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
[Header ("Main Settings")]
[Space]
public bool saveCurrentPlayerElementsOnSceneToSaveFile = true;
public bool saveCurrentPlayerElementsOnSceneToSaveFile = true;
public int elementsScene;
public int elementsScene;
public bool findDisabledElementsOnSceneGameObjects;
public bool findDisabledElementsOnSceneGameObjects;
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
public bool useElementsOnSceneData;
public bool useElementsOnSceneData;
public elementsOnSceneData mainElementsOnSceneData;
public elementsOnSceneData mainElementsOnSceneData;
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
public bool ignoreLoadStatsOnObjectIDList;
public List<int> ignoreLoadStatsOnObjectIDListInfo = new List<int> ();
public bool ignoreLoadStatsOnObjectIDList;
public List<int> ignoreLoadStatsOnObjectIDListInfo = new List<int> ();
[Space]
[Space]
public bool ignoreLoadStatsOnObjectPrefabIDList;
public List<int> ignoreLoadStatsOnObjectPrefabIDListInfo = new List<int> ();
public bool ignoreLoadStatsOnObjectPrefabIDList;
public List<int> ignoreLoadStatsOnObjectPrefabIDListInfo = new List<int> ();
[Space]
[Header ("Debug")]
[Space]
[Space]
[Header ("Debug")]
[Space]
public int currentElementID = 0;
public int currentElementID = 0;
public List<elementOnScene> elementOnSceneList = new List<elementOnScene> ();
public List<elementOnScene> elementOnSceneList = new List<elementOnScene> ();
[Space]
[Space]
[Space]
[Space]
public List<temporalElementOnSceneInfo> temporalElementOnSceneInfoList = new List<temporalElementOnSceneInfo> ();
public List<temporalElementOnSceneInfo> temporalElementOnSceneInfoList = new List<temporalElementOnSceneInfo> ();
//Possible cases of objects on scene to save its info:
//-Pickups:
//When placed on scene, the regular scene manager will get its info on the editor
//When picked, they send a signal to be removed, by setting its info on a temporal list, as the original object is destroyed
//the system should check if the object picked was an original element on the scene or it was instantiated as a new object from a previous save
//so in that case, that element info is removed from the list, as it is not needed to be loaded or taken into account in next load/save
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
//Possible cases of objects on scene to save its info:
//-Pickups:
//When placed on scene, the regular scene manager will get its info on the editor
//When picked, they send a signal to be removed, by setting its info on a temporal list, as the original object is destroyed
//the system should check if the object picked was an original element on the scene or it was instantiated as a new object from a previous save
//so in that case, that element info is removed from the list, as it is not needed to be loaded or taken into account in next load/save
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
//-Vehicles:
//When placed on scene, the regular scene manager will get its info on the editor
//When moving to new scenes, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//in that case, the vehicle is checked on the new scene, instantiated and added on the main info list
//When destroyed, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
//-Vehicles:
//When placed on scene, the regular scene manager will get its info on the editor
//When moving to new scenes, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//in that case, the vehicle is checked on the new scene, instantiated and added on the main info list
//When destroyed, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
//-AI:
//When placed on scene, the regular scene manager will get its info on the editor
//When destroyed, they are disabled from the main list, so the original AI is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
//-AI:
//When placed on scene, the regular scene manager will get its info on the editor
//When destroyed, they are disabled from the main list, so the original AI is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
public const string mainManagerName = "Elements On Scene Manager";
public const string mainManagerName = "Elements On Scene Manager";
public static string getMainManagerName ()
{
return mainManagerName;
}
public static string getMainManagerName ()
{
return mainManagerName;
}
private static elementOnSceneManager _elementOnSceneManagerInstance;
private static elementOnSceneManager _elementOnSceneManagerInstance;
public static elementOnSceneManager Instance { get { return _elementOnSceneManagerInstance; } }
public static elementOnSceneManager Instance { get { return _elementOnSceneManagerInstance; } }
bool instanceInitialized;
bool instanceInitialized;
public void getComponentInstance ()
{
if (instanceInitialized) {
return;
}
public void getComponentInstance ()
{
if (instanceInitialized) {
return;
}
if (_elementOnSceneManagerInstance != null && _elementOnSceneManagerInstance != this) {
Destroy (this.gameObject);
if (_elementOnSceneManagerInstance != null && _elementOnSceneManagerInstance != this) {
Destroy (this.gameObject);
return;
}
return;
}
_elementOnSceneManagerInstance = this;
_elementOnSceneManagerInstance = this;
instanceInitialized = true;
}
instanceInitialized = true;
}
void Awake ()
{
getComponentInstance ();
}
void Awake ()
{
getComponentInstance ();
}
public void initializeValues ()
{
public void initializeValues ()
{
}
}
public void checkForInstantiatedElementsOnSceneOnSave ()
{
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
public void checkForInstantiatedElementsOnSceneOnSave ()
{
checkCorrectCurrentElementIDValue ();
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene[] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (currentElementOnScene);
}
}
}
}
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
public void setNewInstantiatedElementOnSceneManagerIngame (elementOnScene newElementOnScene)
{
currentElementID++;
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (currentElementOnScene);
}
}
}
}
newElementOnScene.setSaveElementEnabledState (true);
void checkCorrectCurrentElementIDValue ()
{
bool IDFoundResult = false;
newElementOnScene.setElementID (currentElementID);
int loopCounter = 0;
newElementOnScene.setElementScene (elementsScene);
while (!IDFoundResult) {
int index = elementOnSceneList.FindIndex (s => s.elementID == currentElementID);
newElementOnScene.setUseElementPrefabIDState (true);
if (index > -1) {
increaseCurrentElementID ();
} else {
IDFoundResult = true;
}
elementOnSceneList.Add (newElementOnScene);
}
loopCounter++;
public void setNewInstantiatedElementOnSceneManagerIngameWithInfo (elementOnScene newElementOnScene)
{
currentElementID++;
if (loopCounter > elementOnSceneList.Count * 2) {
IDFoundResult = true;
}
}
}
newElementOnScene.setSaveElementEnabledState (true);
public void setNewInstantiatedElementOnSceneManagerIngame (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
newElementOnScene.setElementActiveState (true);
newElementOnScene.setSaveElementEnabledState (true);
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementScene (elementsScene);
newElementOnScene.setElementScene (elementsScene);
if (useElementsOnSceneData) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnScene.gameObject.name);
newElementOnScene.setUseElementPrefabIDState (true);
if (elementPrefabID > -1) {
newElementOnScene.setElementPrefabIDValue (elementPrefabID);
elementOnSceneList.Add (newElementOnScene);
}
newElementOnScene.setUseElementPrefabIDState (true);
}
}
public void setNewInstantiatedElementOnSceneManagerIngameWithInfo (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
elementOnSceneList.Add (newElementOnScene);
}
newElementOnScene.setSaveElementEnabledState (true);
public void setTemporalElementActiveState (int elementID, int elementScene, bool elementActiveState)
{
temporalElementOnSceneInfo newTemporalElementOnSceneInfo = new temporalElementOnSceneInfo ();
newElementOnScene.setElementActiveState (true);
newTemporalElementOnSceneInfo.elementID = elementID;
newElementOnScene.setElementID (currentElementID);
newTemporalElementOnSceneInfo.elementScene = elementScene;
newElementOnScene.setElementScene (elementsScene);
newTemporalElementOnSceneInfo.elementActiveState = elementActiveState;
if (useElementsOnSceneData) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnScene.gameObject.name);
temporalElementOnSceneInfoList.Add (newTemporalElementOnSceneInfo);
}
if (elementPrefabID > -1) {
newElementOnScene.setElementPrefabIDValue (elementPrefabID);
public void removeElementFromSceneList (elementOnScene newElementOnScene)
{
if (elementOnSceneList.Contains (newElementOnScene)) {
elementOnSceneList.Remove (newElementOnScene);
}
}
newElementOnScene.setUseElementPrefabIDState (true);
}
}
public elementOnScene getElementOnSceneInfo (int elementID, int elementScene)
{
//Get each elemento on scene configured,searching by ID
if (elementOnSceneList.Count == 0) {
getAllElementsOnSceneOnLevel ();
}
elementOnSceneList.Add (newElementOnScene);
}
int elementOnSceneListCount = elementOnSceneList.Count;
public void setTemporalElementActiveState (int elementID, int elementScene, bool elementActiveState)
{
temporalElementOnSceneInfo newTemporalElementOnSceneInfo = new temporalElementOnSceneInfo ();
//Return the element on scene currently found by ID
for (int i = 0; i < elementOnSceneListCount; i++) {
elementOnScene currentElementOnScene = elementOnSceneList [i];
if (currentElementOnScene != null && currentElementOnScene.isSaveElementEnabled ()) {
if (currentElementOnScene.elementScene == elementScene && currentElementOnScene.elementID == elementID) {
newTemporalElementOnSceneInfo.elementID = elementID;
return currentElementOnScene;
}
}
}
newTemporalElementOnSceneInfo.elementScene = elementScene;
return null;
}
newTemporalElementOnSceneInfo.elementActiveState = elementActiveState;
public void addNewElementOnScene (elementOnScene newElementOnScene)
{
currentElementID++;
temporalElementOnSceneInfoList.Add (newTemporalElementOnSceneInfo);
}
newElementOnScene.setElementID (currentElementID);
public void removeElementFromSceneList (elementOnScene newElementOnScene)
{
if (elementOnSceneList.Contains (newElementOnScene)) {
elementOnSceneList.Remove (newElementOnScene);
}
}
newElementOnScene.setElementScene (elementsScene);
public elementOnScene getElementOnSceneInfo (int elementID, int elementScene)
{
//Get each elemento on scene configured,searching by ID
if (elementOnSceneList.Count == 0) {
getAllElementsOnSceneOnLevel ();
}
elementOnSceneList.Add (newElementOnScene);
}
int elementOnSceneListCount = elementOnSceneList.Count;
public void getAllElementsOnSceneOnLevel ()
{
//Search all the station systems on the level, so they can be managed here
elementOnSceneList.Clear ();
//Return the element on scene currently found by ID
for (int i = 0; i < elementOnSceneListCount; i++) {
elementOnScene currentElementOnScene = elementOnSceneList [i];
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
if (currentElementOnScene != null && currentElementOnScene.isSaveElementEnabled ()) {
if (currentElementOnScene.elementScene == elementScene && currentElementOnScene.elementID == elementID) {
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
elementOnSceneList.Add (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene[] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
return currentElementOnScene;
}
}
}
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
elementOnSceneList.Add (currentElementOnScene);
}
}
}
}
return null;
}
public void setStatsSearchingByInfo (int currentElementScene, int currentElementID, elementOnScene currentElementOnScene)
{
saveElementsOnSceneInfo mainSaveElementsOnSceneInfo = FindObjectOfType<saveElementsOnSceneInfo> ();
public void addNewElementOnScene (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
if (mainSaveElementsOnSceneInfo != null) {
newElementOnScene.setElementID (currentElementID);
mainSaveElementsOnSceneInfo.setStatsSearchingByInfo (currentElementScene, currentElementID, currentElementOnScene);
}
}
newElementOnScene.setElementScene (elementsScene);
public bool isSaveCurrentPlayerElementsOnSceneToSaveFile ()
{
return saveCurrentPlayerElementsOnSceneToSaveFile;
}
elementOnSceneList.Add (newElementOnScene);
}
public void setSaveCurrentPlayerElementsOnSceneToSaveFileState (bool state)
{
saveCurrentPlayerElementsOnSceneToSaveFile = state;
}
public void getAllElementsOnSceneOnLevel ()
{
//Search all the station systems on the level, so they can be managed here
elementOnSceneList.Clear ();
//EDITOR FUNCTIONS
public void getAllElementsOnSceneOnLevelAndAssignInfoToAllElements ()
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
currentElementID = 0;
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
elementOnSceneList.Add (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
int elementOnSceneListCount = elementOnSceneList.Count;
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
elementOnSceneList.Add (currentElementOnScene);
}
}
}
}
for (int i = 0; i < elementOnSceneListCount; i++) {
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setElementActiveState (elementOnSceneList [i].gameObject.activeSelf);
public void setStatsSearchingByInfo (int currentElementScene, int currentElementID, elementOnScene currentElementOnScene)
{
saveElementsOnSceneInfo mainSaveElementsOnSceneInfo = FindObjectOfType<saveElementsOnSceneInfo> ();
elementOnSceneList [i].setElementID (currentElementID);
if (mainSaveElementsOnSceneInfo != null) {
elementOnSceneList [i].setElementScene (elementsScene);
mainSaveElementsOnSceneInfo.setStatsSearchingByInfo (currentElementScene, currentElementID, currentElementOnScene);
}
}
elementOnSceneList [i].setObjectOriginallyOnSceneState (true);
public bool isSaveCurrentPlayerElementsOnSceneToSaveFile ()
{
return saveCurrentPlayerElementsOnSceneToSaveFile;
}
GKC_Utils.updateComponent (elementOnSceneList [i]);
public void setSaveCurrentPlayerElementsOnSceneToSaveFileState (bool state)
{
saveCurrentPlayerElementsOnSceneToSaveFile = state;
}
currentElementID++;
}
}
//EDITOR FUNCTIONS
public void getAllElementsOnSceneOnLevelAndAssignInfoToAllElements ()
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
updateComponent ();
}
currentElementID = 0;
public void setEnableStateOnAllElementsOnScene (bool state)
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
int elementOnSceneListCount = elementOnSceneList.Count;
int elementOnSceneListCount = elementOnSceneList.Count;
for (int i = 0; i < elementOnSceneListCount; i++) {
for (int i = 0; i < elementOnSceneListCount; i++) {
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setElementActiveState (elementOnSceneList [i].gameObject.activeSelf);
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setSaveElementEnabledState (state);
elementOnSceneList [i].setElementID (currentElementID);
GKC_Utils.updateComponent (elementOnSceneList [i]);
}
}
elementOnSceneList [i].setElementScene (elementsScene);
updateComponent ();
}
elementOnSceneList [i].setObjectOriginallyOnSceneState (true);
public void setIDOnElementsOnScenePrefabs ()
{
if (useElementsOnSceneData) {
int elementPrefabIDCount = 0;
GKC_Utils.updateComponent (elementOnSceneList [i]);
for (int i = 0; i < mainElementsOnSceneData.elementsOnSceneInfoList.Count; i++) {
for (int j = 0; j < mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList.Count; j++) {
mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID = elementPrefabIDCount;
increaseCurrentElementID ();
}
}
GameObject elementPrefab = mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
updateComponent ();
}
if (elementPrefab != null) {
elementOnScene currentElementOnScene = elementPrefab.GetComponentInChildren<elementOnScene> ();
public void setEnableStateOnAllElementsOnScene (bool state)
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
if (currentElementOnScene != null) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabIDCount);
}
}
int elementOnSceneListCount = elementOnSceneList.Count;
elementPrefabIDCount++;
}
}
}
for (int i = 0; i < elementOnSceneListCount; i++) {
updateComponent ();
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setSaveElementEnabledState (state);
GKC_Utils.refreshAssetDatabase ();
}
GKC_Utils.updateComponent (elementOnSceneList [i]);
}
}
public void setIDOnElementsOnScenePrefabsLocatedOnScene ()
{
if (!useElementsOnSceneData) {
return;
}
updateComponent ();
}
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
public void setIDOnElementsOnScenePrefabs ()
{
if (useElementsOnSceneData) {
int elementPrefabIDCount = 0;
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnSceneList [i].gameObject.name);
for (int i = 0; i < mainElementsOnSceneData.elementsOnSceneInfoList.Count; i++) {
for (int j = 0; j < mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList.Count; j++) {
mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID = elementPrefabIDCount;
if (elementPrefabID > -1) {
newElementOnSceneList [i].setElementPrefabIDValue (elementPrefabID);
}
}
}
} else {
elementOnScene[] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
GameObject elementPrefab = mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (currentElementOnScene.gameObject.name);
if (elementPrefab != null) {
elementOnScene currentElementOnScene = elementPrefab.GetComponentInChildren<elementOnScene> ();
if (elementPrefabID > -1) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabID);
}
}
}
if (currentElementOnScene != null) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabIDCount);
}
}
updateComponent ();
}
elementPrefabIDCount++;
}
}
}
public void getAllElementsOnSceneOnLevelByEditor ()
{
//Search all station systems on the level and assign them here by the editor
getAllElementsOnSceneOnLevel ();
updateComponent ();
updateComponent ();
}
GKC_Utils.refreshAssetDatabase ();
}
public void clearElementsOnSceneList ()
{
elementOnSceneList.Clear ();
public void setIDOnElementsOnScenePrefabsLocatedOnScene ()
{
if (!useElementsOnSceneData) {
return;
}
updateComponent ();
}
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
public void addSingleElementOnSceneToManager (elementOnScene newElementOnScene)
{
if (!elementOnSceneList.Contains (newElementOnScene)) {
newElementOnScene.setElementActiveState (newElementOnScene.gameObject.activeSelf);
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnSceneList [i].gameObject.name);
newElementOnScene.setElementID (currentElementID);
if (elementPrefabID > -1) {
newElementOnSceneList [i].setElementPrefabIDValue (elementPrefabID);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
newElementOnScene.setElementScene (elementsScene);
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
newElementOnScene.setObjectOriginallyOnSceneState (true);
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (currentElementOnScene.gameObject.name);
GKC_Utils.updateComponent (newElementOnScene);
if (elementPrefabID > -1) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabID);
}
}
}
currentElementID++;
updateComponent ();
}
elementOnSceneList.Add (newElementOnScene);
public void getAllElementsOnSceneOnLevelByEditor ()
{
//Search all station systems on the level and assign them here by the editor
getAllElementsOnSceneOnLevel ();
updateComponent ();
}
}
updateComponent ();
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
public void clearElementsOnSceneList ()
{
elementOnSceneList.Clear ();
GKC_Utils.updateDirtyScene ("Update Main Elements On Scene Manager info", gameObject);
}
updateComponent ();
}
[System.Serializable]
public class temporalElementOnSceneInfo
{
public int elementScene;
public int elementID;
void increaseCurrentElementID ()
{
currentElementID++;
}
public bool elementActiveState;
public void addSingleElementOnSceneToManager (elementOnScene newElementOnScene)
{
if (!elementOnSceneList.Contains (newElementOnScene)) {
newElementOnScene.setElementActiveState (newElementOnScene.gameObject.activeSelf);
public bool useElementPrefabID;
newElementOnScene.setElementID (currentElementID);
public int elementPrefabID;
}
newElementOnScene.setElementScene (elementsScene);
newElementOnScene.setObjectOriginallyOnSceneState (true);
GKC_Utils.updateComponent (newElementOnScene);
increaseCurrentElementID ();
elementOnSceneList.Add (newElementOnScene);
updateComponent ();
}
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Main Elements On Scene Manager info", gameObject);
}
[System.Serializable]
public class temporalElementOnSceneInfo
{
public int elementScene;
public int elementID;
public bool elementActiveState;
public bool useElementPrefabID;
public int elementPrefabID;
}
}

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/Save System/Elements On Scene/elementOnSceneManager.cs
uploadId: 814740
uploadId: 889948

View File

@@ -5,49 +5,51 @@ using UnityEngine;
[CreateAssetMenu (fileName = "Element On Scene Data", menuName = "GKC/Create Element On Scene Data", order = 51)]
public class elementsOnSceneData : ScriptableObject
{
public List<elementsOnSceneInfo> elementsOnSceneInfoList = new List<elementsOnSceneInfo> ();
public List<elementsOnSceneInfo> elementsOnSceneInfoList = new List<elementsOnSceneInfo> ();
public GameObject getElementScenePrefabById (int prefabID)
{
if (prefabID <= -1) {
return null;
}
public GameObject getElementScenePrefabById (int prefabID)
{
if (prefabID <= -1) {
return null;
}
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.Count;
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.Count;
for (int i = 0; i < elementsOnSceneInfoListCount; i++) {
for (int i = 0; i < elementsOnSceneInfoListCount; i++) {
int elementOnSceneInfoListCount = elementsOnSceneInfoList [i].elementOnSceneInfoList.Count;
int elementOnSceneInfoListCount = elementsOnSceneInfoList [i].elementOnSceneInfoList.Count;
for (int j = 0; j < elementOnSceneInfoListCount; j++) {
if (elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID == prefabID) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
}
}
}
for (int j = 0; j < elementOnSceneInfoListCount; j++) {
if (elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID == prefabID) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
}
}
}
return null;
}
return null;
}
public int getElementScenePrefabIDByName (string prefabName)
{
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.Count;
public int getElementScenePrefabIDByName (string prefabName)
{
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.Count;
for (int i = 0; i < elementsOnSceneInfoListCount; i++) {
int elementOnSceneInfoListCount = elementsOnSceneInfoList [i].elementOnSceneInfoList.Count;
for (int i = 0; i < elementsOnSceneInfoListCount; i++) {
int elementOnSceneInfoListCount = elementsOnSceneInfoList [i].elementOnSceneInfoList.Count;
for (int j = 0; j < elementOnSceneInfoListCount; j++) {
if (elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab != null) {
string currentName = elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab.name;
for (int j = 0; j < elementOnSceneInfoListCount; j++) {
if (elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab != null) {
string currentName = elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab.name;
if (currentName.Equals (prefabName) || prefabName.Contains (currentName)) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID;
}
}
}
}
//Debug.Log ("getElementScenePrefabIDByName " + currentName + " " + elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab.name);
return -1;
}
if (currentName.Equals (prefabName) || prefabName.Contains (currentName)) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID;
}
}
}
}
return -1;
}
}

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/Save System/Elements On Scene/elementsOnSceneData.cs
uploadId: 814740
uploadId: 889948