add ckg
plantilla base para movimiento básico
This commit is contained in:
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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 createMeleeShieldObjectEditor : EditorWindow
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{
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GUISkin guiSkin;
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Rect windowRect = new Rect ();
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Vector2 rectSize = new Vector2 (550, 600);
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bool objectCreated;
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float timeToBuild = 0.2f;
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float timer;
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GUIStyle style = new GUIStyle ();
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float windowHeightPercentage = 0.35f;
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Vector2 screenResolution;
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GameObject newObjectMesh;
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Vector2 scrollPos1;
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[Range (0.01f, 5)] float newObjectMeshScale = 1;
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static string editorTitle = "Create Melee Shield";
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static string editorDescription = "Create New Melee Shield";
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static string editorSecondaryTitle = "Create New Melee Shield";
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static string editorInstructions = "Select an object mesh to be used for the new melee shield.";
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bool addObjectToInventory = true;
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public string relativePathInventoryObject = "";
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public string relativePathMeleeShield = "";
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Texture iconTexture;
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Vector2 previousRectSize;
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float minHeight;
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string currentObjectName = "New Shield";
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string weaponInventoryDescription;
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float maxLayoutWidht = 200;
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GameObject meleeShieldObjectPrefab;
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float objectWeight = 5;
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bool canBeSold = true;
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float vendorPrice = 1000;
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float sellPrice = 500;
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bool useDurability = true;
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float durabilityAmount = 100;
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float maxDurabilityAmount = 100;
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bool useObjectDurabilityOnBlock;
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float durabilityUsedOnBlock;
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[MenuItem ("Game Kit Controller/Create New Weapon/Create New Shield", false, 201)]
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public static void createPhysicalObjectToGrab ()
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{
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createMeleeShieldObjectEditor editorWindow = EditorWindow.GetWindow<createMeleeShieldObjectEditor> ();
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editorWindow.Init ();
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}
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public void Init ()
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{
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screenResolution = new Vector2 (Screen.currentResolution.width, Screen.currentResolution.height);
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float totalHeight = screenResolution.y * windowHeightPercentage;
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if (totalHeight < 400) {
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totalHeight = 400;
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}
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minHeight = totalHeight;
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rectSize = new Vector2 (550, totalHeight);
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string prefabsPath = pathInfoValues.getMeleeShieldObjectPrefabPath ();
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meleeShieldObjectPrefab = (GameObject)AssetDatabase.LoadAssetAtPath (prefabsPath, typeof(GameObject));
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resetCreatorValues ();
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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 (objectCreated) {
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} else {
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}
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objectCreated = false;
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newObjectMeshScale = 1;
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currentObjectName = "New Shield";
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Debug.Log ("Object To Grab 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 (editorTitle, null, editorDescription);
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GUILayout.BeginVertical (editorSecondaryTitle, "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 (editorInstructions, style);
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GUILayout.EndHorizontal ();
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GUILayout.FlexibleSpace ();
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EditorGUILayout.Space ();
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scrollPos1 = EditorGUILayout.BeginScrollView (scrollPos1, false, false);
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Shield Name", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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currentObjectName = (string)EditorGUILayout.TextField (currentObjectName);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("New Object Mesh", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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newObjectMesh = EditorGUILayout.ObjectField (newObjectMesh, typeof(GameObject), true, GUILayout.ExpandWidth (true)) as GameObject;
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Object Mesh Scale", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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newObjectMeshScale = EditorGUILayout.Slider (newObjectMeshScale, 0.01f, 5, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Add Shield To\nInventory", EditorStyles.boldLabel);
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addObjectToInventory = (bool)EditorGUILayout.Toggle ("", addObjectToInventory);
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GUILayout.EndHorizontal ();
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if (addObjectToInventory) {
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Inventory Object Icon", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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iconTexture = EditorGUILayout.ObjectField (iconTexture, typeof(Texture), true, GUILayout.ExpandWidth (true)) as Texture;
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.BeginHorizontal ();
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EditorGUILayout.LabelField ("Object Description ", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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weaponInventoryDescription = EditorGUILayout.TextArea (weaponInventoryDescription, EditorStyles.textArea, GUILayout.Height (40), GUILayout.ExpandWidth (true));
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EditorGUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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EditorGUILayout.BeginHorizontal ();
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EditorGUILayout.LabelField ("Object Weight ", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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objectWeight = EditorGUILayout.FloatField ("", objectWeight);
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EditorGUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Can Be Sold", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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canBeSold = (bool)EditorGUILayout.Toggle (canBeSold, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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if (canBeSold) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Vendor Price", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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vendorPrice = EditorGUILayout.FloatField ("", vendorPrice);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Sell Price", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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sellPrice = EditorGUILayout.FloatField ("", sellPrice);
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GUILayout.EndHorizontal ();
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}
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Use Durability", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useDurability = (bool)EditorGUILayout.Toggle (useDurability, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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if (useDurability) {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Durability Amount", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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durabilityAmount = EditorGUILayout.FloatField ("", durabilityAmount);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Max Durability Amount", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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maxDurabilityAmount = EditorGUILayout.FloatField ("", maxDurabilityAmount);
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Use Durability On Block", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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useObjectDurabilityOnBlock = (bool)EditorGUILayout.Toggle (useObjectDurabilityOnBlock, GUILayout.ExpandWidth (true));
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GUILayout.EndHorizontal ();
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EditorGUILayout.Space ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Durability Used On Block", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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durabilityUsedOnBlock = EditorGUILayout.FloatField ("", durabilityUsedOnBlock);
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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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}
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EditorGUILayout.Space ();
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EditorGUILayout.BeginHorizontal ();
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GUILayout.Label ("Window Height", EditorStyles.boldLabel, GUILayout.MaxWidth (maxLayoutWidht));
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if (previousRectSize != rectSize) {
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previousRectSize = rectSize;
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this.maxSize = rectSize;
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}
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rectSize.y = EditorGUILayout.Slider (rectSize.y, minHeight, screenResolution.y);
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EditorGUILayout.EndHorizontal ();
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EditorGUILayout.EndScrollView ();
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EditorGUILayout.Space ();
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if (newObjectMesh != null) {
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if (GUILayout.Button ("Create Object")) {
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createObject ();
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}
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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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GUILayout.EndVertical ();
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}
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void createObject ()
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{
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if (newObjectMesh != null) {
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GameObject newObjectCreated = (GameObject)Instantiate (meleeShieldObjectPrefab, Vector3.zero, Quaternion.identity);
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if (newObjectCreated == null) {
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newObjectCreated = new GameObject ();
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}
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Transform newObjectCreatedTransform = newObjectCreated.transform;
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GameObject newShieldObject = (GameObject)Instantiate (newObjectMesh, Vector3.zero, Quaternion.identity, newObjectCreatedTransform);
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newShieldObject.transform.localPosition = Vector3.zero;
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newShieldObject.transform.localRotation = Quaternion.identity;
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newShieldObject.name = "Mesh";
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newObjectCreated.name = currentObjectName;
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objectCreated = true;
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newObjectCreated.transform.localScale = Vector3.one * newObjectMeshScale;
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relativePathMeleeShield = pathInfoValues.getMeleeShieldObjectPath ();
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meleeShieldObjectSystem currentMeleeShieldObjectSystem = newObjectCreated.GetComponent<meleeShieldObjectSystem> ();
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if (currentMeleeShieldObjectSystem != null) {
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currentMeleeShieldObjectSystem.setUseObjectDurabilityOnBlockValueFromEditor (useObjectDurabilityOnBlock);
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currentMeleeShieldObjectSystem.setDurabilityUsedOnBlockValueFromEditor (durabilityUsedOnBlock);
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currentMeleeShieldObjectSystem.setObjectNameFromEditor (currentObjectName);
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currentMeleeShieldObjectSystem.setMaxDurabilityAmountFromEditor (maxDurabilityAmount);
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currentMeleeShieldObjectSystem.setDurabilityAmountFromEditor (durabilityAmount);
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}
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GameObject newObjectCreatedPrefab = GKC_Utils.createPrefab (relativePathMeleeShield, currentObjectName, newObjectCreated);
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if (newObjectCreatedPrefab != null) {
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meleeWeaponsGrabbedManager[] meleeWeaponsGrabbedManagerList = FindObjectsOfType<meleeWeaponsGrabbedManager> ();
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foreach (meleeWeaponsGrabbedManager currentMeleeWeaponsGrabbedManager in meleeWeaponsGrabbedManagerList) {
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currentMeleeWeaponsGrabbedManager.addNewMeleeShieldPrefab (newObjectCreatedPrefab, currentObjectName);
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}
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}
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if (addObjectToInventory) {
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relativePathInventoryObject = pathInfoValues.getInventoryMeshShieldPath ();
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GKC_Utils.createInventoryObject (currentObjectName, "Melee Shields", newObjectCreated, weaponInventoryDescription,
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iconTexture, relativePathInventoryObject, true, true, false, useDurability, durabilityAmount, maxDurabilityAmount,
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true, true, objectWeight, canBeSold, vendorPrice, sellPrice);
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}
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GKC_Utils.setActiveGameObjectInEditor (newObjectCreated);
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Camera currentCameraEditor = GKC_Utils.getCameraEditor ();
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if (currentCameraEditor != null) {
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Vector3 editorCameraPosition = currentCameraEditor.transform.position;
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Vector3 editorCameraForward = currentCameraEditor.transform.forward;
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RaycastHit hit;
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if (Physics.Raycast (editorCameraPosition, editorCameraForward, out hit, Mathf.Infinity)) {
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newObjectCreated.transform.position = hit.point + Vector3.up * 0.2f;
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}
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}
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GKC_Utils.updateDirtyScene ("Create Shield", newObjectCreated);
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}
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}
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void Update ()
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{
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if (objectCreated) {
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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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this.Close ();
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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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Block a user