add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,496 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using System.IO;
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using UnityEngine.EventSystems;
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#if UNITY_EDITOR
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using UnityEditor;
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public class addWeaponToCharacterEditor : EditorWindow
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{
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GUISkin guiSkin;
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Rect windowRect = new Rect ();
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Event currentEvent;
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Vector2 rectSize = new Vector2 (600, 600);
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bool weaponAdded;
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float timeToBuild = 0.2f;
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float timer;
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string prefabsPath = "";
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public GameObject weaponGameObject;
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GUIStyle style = new GUIStyle ();
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GUIStyle labelStyle = new GUIStyle ();
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float windowHeightPercentage = 0.5f;
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Vector2 screenResolution;
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playerWeaponsManager currentPlayerWeaponsManager;
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Transform currentPlayerWeaponsParent;
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public string[] weaponList;
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public int weaponIndex;
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string newWeaponName;
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bool weaponListAssigned;
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public bool removeAttachmentSystemFromWeapon;
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public bool removeWeapon3dHudPanel;
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public bool weaponUsedOnAI;
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public float newWeaponDamage;
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public int newAmmoAmount;
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public float newFireRate;
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public bool useInfiniteAmmoAmount;
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public bool useCustomWeaponPrefabPath;
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public string customWeaponPrefabPath;
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Vector2 scrollPos1;
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float maxLayoutWidht = 220;
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bool closeWindowAfterAddingObjectToCharacter = true;
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[MenuItem ("Game Kit Controller/Add Weapon To Character/Add Fire Weapon To Character", false, 205)]
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public static void addWeaponToCharacter ()
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{
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GetWindow<addWeaponToCharacterEditor> ();
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}
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void OnEnable ()
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{
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weaponListAssigned = false;
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newWeaponName = "";
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screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
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// Debug.Log (screenResolution + " " + partsHeight + " " + settingsHeight + " " + previewHeight);
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float totalHeight = screenResolution.y * windowHeightPercentage;
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if (totalHeight < 500) {
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totalHeight = 500;
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}
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rectSize = new Vector2 (600, totalHeight);
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prefabsPath = pathInfoValues.getUsableWeaponsPrefabsPath () + "/";
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customWeaponPrefabPath = prefabsPath;
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resetCreatorValues ();
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checkCurrentWeaponSelected (Selection.activeGameObject);
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}
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void checkCurrentWeaponSelected (GameObject currentCharacterSelected)
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{
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if (currentCharacterSelected != null) {
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currentPlayerWeaponsManager = currentCharacterSelected.GetComponentInChildren<playerWeaponsManager> ();
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if (currentPlayerWeaponsManager != null) {
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currentPlayerWeaponsParent = currentPlayerWeaponsManager.getWeaponsParent ();
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if (!Directory.Exists (prefabsPath)) {
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Debug.Log ("WARNING: " + prefabsPath + " path doesn't exist, make sure the path is from an existing folder in the project");
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return;
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}
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string[] search_results = null;
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search_results = System.IO.Directory.GetFiles (prefabsPath, "*.prefab");
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if (search_results.Length > 0) {
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weaponList = new string[search_results.Length];
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int currentWeaponIndex = 0;
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foreach (string file in search_results) {
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//must convert file path to relative-to-unity path (and watch for '\' character between Win/Mac)
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GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (file, typeof(GameObject)) as GameObject;
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if (currentPrefab) {
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string currentWeaponName = currentPrefab.name;
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weaponList [currentWeaponIndex] = currentWeaponName;
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currentWeaponIndex++;
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} else {
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Debug.Log ("WARNING: something went wrong when trying to get the prefab in the path " + file);
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}
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}
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weaponListAssigned = true;
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} else {
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Debug.Log ("Weapon prefab not found in path " + prefabsPath);
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weaponList = new string[0];
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}
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}
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}
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}
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void OnDisable ()
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{
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resetCreatorValues ();
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}
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void resetCreatorValues ()
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{
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if (weaponAdded) {
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} else {
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}
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currentPlayerWeaponsManager = null;
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weaponAdded = false;
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weaponListAssigned = false;
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removeAttachmentSystemFromWeapon = false;
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removeWeapon3dHudPanel = false;
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weaponUsedOnAI = false;
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newWeaponDamage = 0;
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newAmmoAmount = 0;
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useInfiniteAmmoAmount = false;
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newFireRate = 0;
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useCustomWeaponPrefabPath = false;
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Debug.Log ("Weapon window closed");
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}
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void OnGUI ()
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{
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if (!guiSkin) {
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guiSkin = Resources.Load ("GUI") as GUISkin;
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}
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GUI.skin = guiSkin;
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this.minSize = rectSize;
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this.titleContent = new GUIContent ("Weapons", null, "Add Weapon To Character");
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GUILayout.BeginVertical ("Add Fire Weapon To Character", "window");
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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windowRect = GUILayoutUtility.GetLastRect ();
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// windowRect.position = new Vector2 (0, windowRect.position.y);
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windowRect.width = this.maxSize.x;
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Info);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("Select a weapon from the 'Weapon To Add' list and press the button 'Add Weapon To Character'. \n\n" +
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"If not character is selected in the hierarchy, select one and press the button 'Check Current Object Selected'.\n\n", style);
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GUILayout.EndHorizontal ();
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if (currentPlayerWeaponsManager == null) {
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GUILayout.FlexibleSpace ();
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Warning);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("WARNING: No Character was found, make sure to select the player or an " +
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"humanoid AI to add a weapon to it.", style);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Check Current Object Selected")) {
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checkCurrentWeaponSelected (Selection.activeGameObject);
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}
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} else {
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if (weaponListAssigned) {
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if (weaponList.Length > 0) {
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scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
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GUILayout.FlexibleSpace ();
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EditorGUILayout.Space ();
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if (weaponIndex < weaponList.Length) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Weapon To Add", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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weaponIndex = EditorGUILayout.Popup (weaponIndex, weaponList, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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newWeaponName = weaponList [weaponIndex];
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Remove Attachments", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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removeAttachmentSystemFromWeapon = (bool)EditorGUILayout.Toggle ("", removeAttachmentSystemFromWeapon);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Remove HUD 3d Panel", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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removeWeapon3dHudPanel = (bool)EditorGUILayout.Toggle ("", removeWeapon3dHudPanel);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Weapon Used On AI", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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weaponUsedOnAI = (bool)EditorGUILayout.Toggle (weaponUsedOnAI);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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labelStyle.fontStyle = FontStyle.Bold;
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EditorGUILayout.LabelField ("Weapon Stats", labelStyle);
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("New Weapon Damage", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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newWeaponDamage = (float)EditorGUILayout.FloatField (newWeaponDamage);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Infinite Ammo", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useInfiniteAmmoAmount = (bool)EditorGUILayout.Toggle (useInfiniteAmmoAmount);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (!useInfiniteAmmoAmount) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("New Ammo Amount", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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newAmmoAmount = (int)EditorGUILayout.IntField (newAmmoAmount);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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}
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("New Fire Rate", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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newFireRate = (float)EditorGUILayout.FloatField (newFireRate);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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}
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EditorGUILayout.Space ();
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showCustomPrefabPathOptions ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Close Wizard Once Weapon Added", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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closeWindowAfterAddingObjectToCharacter = (bool)EditorGUILayout.Toggle ("", closeWindowAfterAddingObjectToCharacter);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.EndScrollView ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Add Weapon To Character")) {
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addWeapon ();
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}
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if (GUILayout.Button ("Cancel")) {
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this.Close ();
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}
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}
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} else {
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GUILayout.FlexibleSpace ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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EditorGUILayout.HelpBox ("", MessageType.Warning);
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style = new GUIStyle (EditorStyles.helpBox);
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style.richText = true;
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style.fontStyle = FontStyle.Bold;
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style.fontSize = 17;
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EditorGUILayout.LabelField ("WARNING: No weapons prefabs where found on the path " + prefabsPath, style);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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showCustomPrefabPathOptions ();
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}
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}
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GUILayout.EndVertical ();
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}
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void showCustomPrefabPathOptions ()
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{
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Use Custom Weapon Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useCustomWeaponPrefabPath = (bool)EditorGUILayout.Toggle ("", useCustomWeaponPrefabPath);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (useCustomWeaponPrefabPath) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Custom Weapon Prefab Path", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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customWeaponPrefabPath = EditorGUILayout.TextField ("", customWeaponPrefabPath);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Check Prefabs On New Path")) {
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prefabsPath = customWeaponPrefabPath;
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checkCurrentWeaponSelected (Selection.activeGameObject);
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}
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}
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}
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void addWeapon ()
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{
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string pathForWeapon = prefabsPath + newWeaponName + ".prefab";
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GameObject currentPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath (pathForWeapon, typeof(GameObject)) as GameObject;
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if (currentPrefab != null) {
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GameObject newWeaponCreated = (GameObject)Instantiate (currentPrefab, Vector3.zero, Quaternion.identity);
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newWeaponCreated.name = newWeaponName;
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newWeaponCreated.transform.SetParent (currentPlayerWeaponsParent);
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newWeaponCreated.transform.localPosition = Vector3.zero;
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newWeaponCreated.transform.localRotation = Quaternion.identity;
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weaponAdded = true;
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if (removeAttachmentSystemFromWeapon) {
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weaponAttachmentSystem currentWeaponAttachmentSystem = newWeaponCreated.GetComponentInChildren<weaponAttachmentSystem> ();
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if (currentWeaponAttachmentSystem != null) {
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DestroyImmediate (currentWeaponAttachmentSystem.gameObject);
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}
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}
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playerWeaponSystem currentPlayerWeaponSystem = newWeaponCreated.GetComponentInChildren<playerWeaponSystem> ();
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if (currentPlayerWeaponSystem != null) {
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if (removeWeapon3dHudPanel) {
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GameObject weaponHUDGameObject = currentPlayerWeaponSystem.getWeaponHUDGameObject ();
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if (weaponHUDGameObject != null) {
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DestroyImmediate (weaponHUDGameObject);
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}
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}
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if (newWeaponDamage > 0) {
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currentPlayerWeaponSystem.setProjectileDamage (newWeaponDamage);
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}
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currentPlayerWeaponSystem.setInfiniteAmmoValueFromEditor (useInfiniteAmmoAmount);
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if (newAmmoAmount > 0) {
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currentPlayerWeaponSystem.setRemainAmmoAmountFromEditor (newAmmoAmount);
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}
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if (newFireRate > 0) {
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currentPlayerWeaponSystem.setFireRateFromEditor (newFireRate);
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}
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}
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if (weaponUsedOnAI) {
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weaponBuilder currentWeaponBuilder = newWeaponCreated.GetComponent<weaponBuilder> ();
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if (currentWeaponBuilder != null) {
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currentWeaponBuilder.checkWeaponsPartsToRemoveOnAI ();
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}
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IKWeaponSystem currentIKWeaponSystem = newWeaponCreated.GetComponent<IKWeaponSystem> ();
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if (currentIKWeaponSystem != null) {
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currentIKWeaponSystem.setWeaponEnabledState (true);
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currentIKWeaponSystem.setUseLowerRotationSpeedAimed (false);
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currentIKWeaponSystem.setUseLowerRotationSpeedAimedThirdPerson (false);
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GameObject weaponMesh = currentIKWeaponSystem.getWeaponSystemManager ().weaponSettings.weaponMesh;
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if (weaponMesh != null) {
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currentPlayerWeaponsManager.setWeaponPartLayerFromCameraView (weaponMesh, false);
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}
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}
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}
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Debug.Log ("Weapon " + newWeaponName + " added to character");
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currentPlayerWeaponsManager.setWeaponList ();
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} else {
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Debug.Log ("WARNING: no prefab found on path " + prefabsPath + newWeaponName);
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}
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}
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void Update ()
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{
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if (weaponAdded) {
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if (timer < timeToBuild) {
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timer += 0.01f;
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if (timer > timeToBuild) {
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timer = 0;
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if (closeWindowAfterAddingObjectToCharacter) {
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this.Close ();
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} else {
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OnEnable ();
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}
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}
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}
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}
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}
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}
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#endif
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Reference in New Issue
Block a user