plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent ed7b223c04
commit fd87a6ffd5
14441 changed files with 13711084 additions and 20 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class elementOnScene : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool saveElementEnabled = true;
public int elementScene;
public int elementID;
public bool elementActiveState = true;
[Space]
[Header ("Transform Settings")]
[Space]
public bool savePositionValues;
public bool saveRotationValues;
[Space]
[Space]
public bool useCustomTransform;
public Transform customTransform;
[Space]
[Header ("Element Prefab Settings")]
[Space]
public int elementPrefabID = -1;
[Space]
[Header ("Element Stats Settings")]
[Space]
public bool useStats;
public float loadStatsDelay;
public List<statInfo> statInfoList = new List<statInfo> ();
[Space]
[Header ("Events Settings")]
[Space]
public bool useEventOnObjectActive;
public UnityEvent eventOnObjectActive;
public bool useEventOnObjectInactive = true;
public UnityEvent eventOnObjectInactive;
public bool useDelayForEvent;
public float delayForEvent;
[Space]
[Space]
public bool useEventObjectObjectActiveWithoutDelay;
public UnityEvent eventObjectObjectActiveWithoutDelay;
public bool useEventObjectObjectInactiveWithoutDelay;
public UnityEvent eventObjectObjectInactiveWithoutDelay;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
public bool useElementPrefabID;
public bool objectOriginallyOnScene;
Vector3 newPosition;
Vector3 newRotation;
string currentStatNameToCheck;
elementOnSceneManager mainElementOnSceneManager;
bool mainElementOnSceneManagerLocated;
public void setElementScene (int newValue)
{
elementScene = newValue;
}
public void setElementID (int newValue)
{
elementID = newValue;
}
public void setNewPositionValues (Vector3 newValue)
{
newPosition = newValue;
}
public void setNewRotationValues (Vector3 newValue)
{
newRotation = newValue;
}
public void setUseEventOnObjectActiveState (bool state)
{
useEventOnObjectActive = state;
}
public void setUseEventOnObjectInactive (bool state)
{
useEventOnObjectInactive = state;
}
public void setElementActiveState (bool state)
{
elementActiveState = state;
if (showDebugPrint) {
print ("\n");
print ("SETTING ELEMENT STATE ON " + gameObject.name + " as " + state);
print ("\n");
}
}
public void setElementPrefabIDValue (int newValue)
{
elementPrefabID = newValue;
}
public void setNewInstantiatedElementOnSceneManagerIngame ()
{
if (!saveElementEnabled) {
return;
}
setElementActiveState (true);
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
mainElementOnSceneManager.setNewInstantiatedElementOnSceneManagerIngame (this);
}
}
public void setElementActiveStateToMainElementOnSceneManager (bool state)
{
if (!saveElementEnabled) {
return;
}
setElementActiveState (state);
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
if (objectOriginallyOnScene) {
mainElementOnSceneManager.setTemporalElementActiveState (elementID, elementScene, elementActiveState);
} else {
mainElementOnSceneManager.removeElementFromSceneList (this);
Destroy (this);
}
}
}
public void setNewInstantiatedElementOnSceneManagerIngameWithInfo ()
{
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
mainElementOnSceneManager.setNewInstantiatedElementOnSceneManagerIngameWithInfo (this);
}
}
public void addNewElementOnSceneManager ()
{
if (!saveElementEnabled) {
return;
}
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
mainElementOnSceneManager.addNewElementOnScene (this);
}
}
public void checkStateOnLoad ()
{
if (!saveElementEnabled) {
return;
}
if (useDelayForEvent) {
activateStateOnLoadWithDelay ();
} else {
activateStateOnLoad ();
}
checkActivateStateOnLoadWithoutDelay ();
}
void checkActivateStateOnLoadWithoutDelay ()
{
if (saveElementEnabled) {
if (elementActiveState) {
if (useEventObjectObjectActiveWithoutDelay) {
eventObjectObjectActiveWithoutDelay.Invoke ();
}
} else {
if (useEventObjectObjectInactiveWithoutDelay) {
eventObjectObjectInactiveWithoutDelay.Invoke ();
}
}
}
}
public void activateStateOnLoadWithDelay ()
{
StartCoroutine (activateStateOnLoadCoroutine ());
}
IEnumerator activateStateOnLoadCoroutine ()
{
WaitForSeconds delay = new WaitForSeconds (delayForEvent);
yield return delay;
activateStateOnLoad ();
}
public void activateStateOnLoad ()
{
if (saveElementEnabled) {
if (elementActiveState) {
if (useEventOnObjectActive) {
eventOnObjectActive.Invoke ();
}
if (savePositionValues) {
if (useCustomTransform) {
customTransform.position = newPosition;
} else {
transform.position = newPosition;
}
}
if (saveRotationValues) {
if (useCustomTransform) {
customTransform.eulerAngles = newRotation;
} else {
transform.eulerAngles = newRotation;
}
}
} else {
if (useEventOnObjectInactive) {
eventOnObjectInactive.Invoke ();
}
}
}
}
public Vector3 getElementPosition ()
{
if (useCustomTransform) {
return customTransform.position;
} else {
return transform.position;
}
}
public Vector3 getElementRotation ()
{
if (useCustomTransform) {
return customTransform.eulerAngles;
} else {
return transform.eulerAngles;
}
}
public bool isSaveElementEnabled ()
{
return saveElementEnabled;
}
public void setSaveElementEnabledState (bool state)
{
saveElementEnabled = state;
}
public void setObjectOriginallyOnSceneState (bool state)
{
objectOriginallyOnScene = state;
}
//STATS FUNCTIONS
public void setStatsSearchingByInfo (int currentElementScene, int currentElementID)
{
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
mainElementOnSceneManager.setStatsSearchingByInfo (currentElementScene, currentElementID, this);
}
}
public void checkStatsStateOnLoad ()
{
if (!saveElementEnabled) {
return;
}
if (useStats) {
if (loadStatsDelay > 0) {
setStatsOnLoadWithDelay ();
} else {
setStatsOnLoad ();
}
}
}
public void setStatsOnLoadWithDelay ()
{
StartCoroutine (setStatsOnLoadCoroutine ());
}
IEnumerator setStatsOnLoadCoroutine ()
{
WaitForSeconds delay = new WaitForSeconds (loadStatsDelay);
yield return delay;
setStatsOnLoad ();
}
public void setStatsOnLoad ()
{
if (saveElementEnabled) {
if (elementActiveState) {
if (useStats) {
if (showDebugPrint) {
print ("\n");
print ("SETTING STATS INFO ON " + gameObject.name);
print ("\n");
}
for (int i = 0; i < statInfoList.Count; i++) {
statInfo currentStatInfo = statInfoList [i];
if (currentStatInfo.statIsAmount) {
currentStatInfo.eventToInitializeFloatStat.Invoke (currentStatInfo.currentFloatValue);
} else {
currentStatInfo.eventToInitializeBoolStat.Invoke (currentStatInfo.currentBoolState);
}
}
}
}
}
}
public void setCurrentStatNameToSave (string newValue)
{
currentStatNameToCheck = newValue;
}
public void setCurrentFloatValueToSave (float newValue)
{
if (saveElementEnabled) {
if (useStats) {
for (int i = 0; i < statInfoList.Count; i++) {
statInfo currentStatInfo = statInfoList [i];
if (currentStatInfo.Name.Equals (currentStatNameToCheck)) {
currentStatInfo.currentFloatValue = newValue;
return;
}
}
}
}
}
public void setCurrentBoolValueToSave (bool newValue)
{
if (saveElementEnabled) {
if (useStats) {
for (int i = 0; i < statInfoList.Count; i++) {
statInfo currentStatInfo = statInfoList [i];
if (currentStatInfo.Name.Equals (currentStatNameToCheck)) {
currentStatInfo.currentBoolState = newValue;
return;
}
}
}
}
}
public void checkEventOnStatsSave ()
{
if (saveElementEnabled) {
if (useStats) {
for (int i = 0; i < statInfoList.Count; i++) {
statInfo currentStatInfo = statInfoList [i];
currentStatNameToCheck = currentStatInfo.Name;
if (currentStatInfo.statIsAmount) {
currentStatInfo.eventToGetFloatStat.Invoke ();
} else {
currentStatInfo.eventToGetBoolStat.Invoke ();
}
}
}
}
}
public void setUseElementPrefabIDState (bool state)
{
useElementPrefabID = state;
}
public void addSingleElementOnSceneToManager ()
{
if (!mainElementOnSceneManagerLocated) {
getMainElementOnSceneManager ();
}
if (mainElementOnSceneManagerLocated) {
mainElementOnSceneManager.addSingleElementOnSceneToManager (this);
}
}
void getMainElementOnSceneManager ()
{
mainElementOnSceneManagerLocated = mainElementOnSceneManager != null;
if (!mainElementOnSceneManagerLocated) {
mainElementOnSceneManager = elementOnSceneManager.Instance;
mainElementOnSceneManagerLocated = mainElementOnSceneManager != null;
}
if (!mainElementOnSceneManagerLocated) {
GKC_Utils.instantiateMainManagerOnSceneWithTypeOnApplicationPlaying (elementOnSceneManager.getMainManagerName (), typeof(elementOnSceneManager), true);
mainElementOnSceneManager = elementOnSceneManager.Instance;
mainElementOnSceneManagerLocated = mainElementOnSceneManager != null;
}
if (!mainElementOnSceneManagerLocated) {
mainElementOnSceneManager = FindObjectOfType<elementOnSceneManager> ();
mainElementOnSceneManagerLocated = mainElementOnSceneManager != null;
}
}
[System.Serializable]
public class statInfo
{
public string Name;
public bool statIsAmount = true;
[Space]
public float currentFloatValue;
public eventParameters.eventToCallWithAmount eventToInitializeFloatStat;
public UnityEvent eventToGetFloatStat;
[Space]
[Space]
public bool currentBoolState;
public eventParameters.eventToCallWithBool eventToInitializeBoolStat;
public UnityEvent eventToGetBoolStat;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class elementOnSceneHelper : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool checkElementOnSceneEnabled = true;
public elementOnScene mainElementOnScene;
public void setElementActiveStateToMainElementOnSceneManager (bool state)
{
if (!checkElementOnSceneEnabled) {
return;
}
if (mainElementOnScene != null) {
mainElementOnScene.setElementActiveStateToMainElementOnSceneManager (state);
}
}
public void setNewInstantiatedElementOnSceneManagerIngameWithInfo ()
{
if (!checkElementOnSceneEnabled) {
return;
}
if (mainElementOnScene != null) {
mainElementOnScene.setNewInstantiatedElementOnSceneManagerIngameWithInfo ();
}
}
public void setElementActiveState (bool state)
{
if (!checkElementOnSceneEnabled) {
return;
}
if (mainElementOnScene != null) {
mainElementOnScene.setElementActiveState (state);
}
}
public int getElementScene ()
{
if (!checkElementOnSceneEnabled) {
return -1;
}
return mainElementOnScene.elementScene;
}
public int getElementID ()
{
if (!checkElementOnSceneEnabled) {
return -1;
}
return mainElementOnScene.elementID;
}
public void setStatsSearchingByInfo (int currentElementScene, int currentElementID)
{
if (!checkElementOnSceneEnabled) {
return;
}
mainElementOnScene.setStatsSearchingByInfo (currentElementScene, currentElementID);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class elementsOnSceneInfo
{
public string elementOnSceneCategoryName;
public List<elementOnSceneInfo> elementOnSceneInfoList = new List<elementOnSceneInfo> ();
}
[System.Serializable]
public class elementOnSceneInfo
{
public int elementPrefabID;
public GameObject elementPrefab;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class elementOnSceneManager : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool saveCurrentPlayerElementsOnSceneToSaveFile = true;
public int elementsScene;
public bool findDisabledElementsOnSceneGameObjects;
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
public bool useElementsOnSceneData;
public elementsOnSceneData mainElementsOnSceneData;
[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
public bool ignoreLoadStatsOnObjectIDList;
public List<int> ignoreLoadStatsOnObjectIDListInfo = new List<int> ();
[Space]
public bool ignoreLoadStatsOnObjectPrefabIDList;
public List<int> ignoreLoadStatsOnObjectPrefabIDListInfo = new List<int> ();
[Space]
[Header ("Debug")]
[Space]
public int currentElementID = 0;
public List<elementOnScene> elementOnSceneList = new List<elementOnScene> ();
[Space]
[Space]
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
//-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
public const string mainManagerName = "Elements On Scene Manager";
public static string getMainManagerName ()
{
return mainManagerName;
}
private static elementOnSceneManager _elementOnSceneManagerInstance;
public static elementOnSceneManager Instance { get { return _elementOnSceneManagerInstance; } }
bool instanceInitialized;
public void getComponentInstance ()
{
if (instanceInitialized) {
return;
}
if (_elementOnSceneManagerInstance != null && _elementOnSceneManagerInstance != this) {
Destroy (this.gameObject);
return;
}
_elementOnSceneManagerInstance = this;
instanceInitialized = true;
}
void Awake ()
{
getComponentInstance ();
}
public void initializeValues ()
{
}
public void checkForInstantiatedElementsOnSceneOnSave ()
{
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene[] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (currentElementOnScene);
}
}
}
}
public void setNewInstantiatedElementOnSceneManagerIngame (elementOnScene newElementOnScene)
{
currentElementID++;
newElementOnScene.setSaveElementEnabledState (true);
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementScene (elementsScene);
newElementOnScene.setUseElementPrefabIDState (true);
elementOnSceneList.Add (newElementOnScene);
}
public void setNewInstantiatedElementOnSceneManagerIngameWithInfo (elementOnScene newElementOnScene)
{
currentElementID++;
newElementOnScene.setSaveElementEnabledState (true);
newElementOnScene.setElementActiveState (true);
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementScene (elementsScene);
if (useElementsOnSceneData) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnScene.gameObject.name);
if (elementPrefabID > -1) {
newElementOnScene.setElementPrefabIDValue (elementPrefabID);
newElementOnScene.setUseElementPrefabIDState (true);
}
}
elementOnSceneList.Add (newElementOnScene);
}
public void setTemporalElementActiveState (int elementID, int elementScene, bool elementActiveState)
{
temporalElementOnSceneInfo newTemporalElementOnSceneInfo = new temporalElementOnSceneInfo ();
newTemporalElementOnSceneInfo.elementID = elementID;
newTemporalElementOnSceneInfo.elementScene = elementScene;
newTemporalElementOnSceneInfo.elementActiveState = elementActiveState;
temporalElementOnSceneInfoList.Add (newTemporalElementOnSceneInfo);
}
public void removeElementFromSceneList (elementOnScene newElementOnScene)
{
if (elementOnSceneList.Contains (newElementOnScene)) {
elementOnSceneList.Remove (newElementOnScene);
}
}
public elementOnScene getElementOnSceneInfo (int elementID, int elementScene)
{
//Get each elemento on scene configured,searching by ID
if (elementOnSceneList.Count == 0) {
getAllElementsOnSceneOnLevel ();
}
int elementOnSceneListCount = elementOnSceneList.Count;
//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) {
return currentElementOnScene;
}
}
}
return null;
}
public void addNewElementOnScene (elementOnScene newElementOnScene)
{
currentElementID++;
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementScene (elementsScene);
elementOnSceneList.Add (newElementOnScene);
}
public void getAllElementsOnSceneOnLevel ()
{
//Search all the station systems on the level, so they can be managed here
elementOnSceneList.Clear ();
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
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> ();
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
elementOnSceneList.Add (currentElementOnScene);
}
}
}
}
public void setStatsSearchingByInfo (int currentElementScene, int currentElementID, elementOnScene currentElementOnScene)
{
saveElementsOnSceneInfo mainSaveElementsOnSceneInfo = FindObjectOfType<saveElementsOnSceneInfo> ();
if (mainSaveElementsOnSceneInfo != null) {
mainSaveElementsOnSceneInfo.setStatsSearchingByInfo (currentElementScene, currentElementID, currentElementOnScene);
}
}
public bool isSaveCurrentPlayerElementsOnSceneToSaveFile ()
{
return saveCurrentPlayerElementsOnSceneToSaveFile;
}
public void setSaveCurrentPlayerElementsOnSceneToSaveFileState (bool state)
{
saveCurrentPlayerElementsOnSceneToSaveFile = state;
}
//EDITOR FUNCTIONS
public void getAllElementsOnSceneOnLevelAndAssignInfoToAllElements ()
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
currentElementID = 0;
int elementOnSceneListCount = elementOnSceneList.Count;
for (int i = 0; i < elementOnSceneListCount; i++) {
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setElementActiveState (elementOnSceneList [i].gameObject.activeSelf);
elementOnSceneList [i].setElementID (currentElementID);
elementOnSceneList [i].setElementScene (elementsScene);
elementOnSceneList [i].setObjectOriginallyOnSceneState (true);
GKC_Utils.updateComponent (elementOnSceneList [i]);
currentElementID++;
}
}
updateComponent ();
}
public void setEnableStateOnAllElementsOnScene (bool state)
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
int elementOnSceneListCount = elementOnSceneList.Count;
for (int i = 0; i < elementOnSceneListCount; i++) {
if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setSaveElementEnabledState (state);
GKC_Utils.updateComponent (elementOnSceneList [i]);
}
}
updateComponent ();
}
public void setIDOnElementsOnScenePrefabs ()
{
if (useElementsOnSceneData) {
int elementPrefabIDCount = 0;
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;
GameObject elementPrefab = mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
if (elementPrefab != null) {
elementOnScene currentElementOnScene = elementPrefab.GetComponentInChildren<elementOnScene> ();
if (currentElementOnScene != null) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabIDCount);
}
}
elementPrefabIDCount++;
}
}
}
updateComponent ();
GKC_Utils.refreshAssetDatabase ();
}
public void setIDOnElementsOnScenePrefabsLocatedOnScene ()
{
if (!useElementsOnSceneData) {
return;
}
if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnSceneList [i].gameObject.name);
if (elementPrefabID > -1) {
newElementOnSceneList [i].setElementPrefabIDValue (elementPrefabID);
}
}
}
} else {
elementOnScene[] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (currentElementOnScene.gameObject.name);
if (elementPrefabID > -1) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabID);
}
}
}
updateComponent ();
}
public void getAllElementsOnSceneOnLevelByEditor ()
{
//Search all station systems on the level and assign them here by the editor
getAllElementsOnSceneOnLevel ();
updateComponent ();
}
public void clearElementsOnSceneList ()
{
elementOnSceneList.Clear ();
updateComponent ();
}
public void addSingleElementOnSceneToManager (elementOnScene newElementOnScene)
{
if (!elementOnSceneList.Contains (newElementOnScene)) {
newElementOnScene.setElementActiveState (newElementOnScene.gameObject.activeSelf);
newElementOnScene.setElementID (currentElementID);
newElementOnScene.setElementScene (elementsScene);
newElementOnScene.setObjectOriginallyOnSceneState (true);
GKC_Utils.updateComponent (newElementOnScene);
currentElementID++;
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;
}
}

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using System.Collections;
using System.Collections.Generic;
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 GameObject getElementScenePrefabById (int prefabID)
{
if (prefabID <= -1) {
return null;
}
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.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].elementPrefabID == prefabID) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
}
}
}
return null;
}
public int getElementScenePrefabIDByName (string prefabName)
{
int elementsOnSceneInfoListCount = elementsOnSceneInfoList.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;
if (currentName.Equals (prefabName) || prefabName.Contains (currentName)) {
return elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID;
}
}
}
}
return -1;
}
}

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