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-namespace Art_Controller -{ - /*General Code Could Be Used In Your Projects*/ - - //State of Character - public enum State { Idle, Walk, Attack, Skill, SecondSkill, Die }; - //State of Character Skill - public enum ActionType { Attack, Skill, SecondSkill} - - //Character Information - [System.Serializable] - public class CharacterInfo - { - //The Prefab of Character - public GameObject prefab; - //Certain Character will spawn prefab in action, here is the list of the skills (including prefab, detail info of each skill) - public List actions; - //The Position Where the action prefab will be spawn from the position of the character - public Vector3 characterOffset; - //The Sfx info of each action of character - public List actionSfx; - } - [System.Serializable] - - //Action Information for Certain Character that spawn prefab in action - public class ActionInfo - { - //The type of action - public ActionType type; - //The prefab to be spawned in the action - public GameObject prefab; - //Delay Time Before the prefab spawn - public float delay; - //The flying speed of prefab before Hit, set to zero(0) if the prefab have no flying time (Direct Hit) - //Set to (-1) if the prefab spawn and Hit on character - public float flyingSpeed; - //If want the skill to rotate around target, fill in the rotate duration. 0 means not rotating. - public float rotateDuration; - //If skill spawn position depends on monster, set this - public Vector3 monsterOffset; - } - - [System.Serializable] - public class ActionSfx - { - //The type of State - public State state; - //Times of Sfx played According to Length of List, Delay time is before each Sfx played - public List delay; - //Sfx to replace the original - public AudioClip replacementSFX; - } - /*End of General Code*/ - - /*Demo Code*/ - public class PrefabSpawner : MonoBehaviour - { - - public List characterInfo; - public float prefabScale; - private GameObject currentCharacter = null; - private int currentIndex = -1; - public GameObject spawnPoint; - public GameObject stopPoint; - public State state = State.Idle; - public List buttonSprites; - public Image buttonImage; - public Animator characterAnimator = null; - public GameObject summonPrefab; - public Transform monsterTransform; - public Vector3 monsterOffset; - - //After Spawn Button is Clicked - public void SpawnCharacterButtonClicked(int index) - { - // Destroy existing Characters in Scene - if (currentCharacter != null) RemoveCharacter(); - currentIndex = index; - // Spawn new prefab according to index - StartCoroutine(SummonCircle()); - } - - public void SpawnPrefabCharacter() - { - currentCharacter = Instantiate(characterInfo[currentIndex].prefab, spawnPoint.transform.position, Quaternion.identity); - characterAnimator = currentCharacter.GetComponent(); - state = State.Idle; - characterAnimator.Play("idle"); - StartCoroutine(Fade(true)); - } - - public void RemoveCharacter() - { - // Destroy existing Characters in Scene - Destroy(currentCharacter); - currentCharacter = null; - characterAnimator = null; - state = State.Idle; - } - - private IEnumerator SpawnSkill(ActionInfo skillInfo) - { - yield return new WaitForSeconds(skillInfo.delay); - Vector3 monsterPosition = monsterTransform.position + monsterOffset; - Vector3 spawnPosition = skillInfo.monsterOffset == Vector3.zero ? - currentCharacter.transform.position + characterInfo[currentIndex].characterOffset : monsterPosition + skillInfo.monsterOffset; - GameObject skillPrefab = Instantiate(skillInfo.prefab, spawnPosition, Quaternion.identity); - Animator skillAnimator = skillPrefab.GetComponent(); - //Skill Flying - if (skillInfo.flyingSpeed > 0) - { - if(skillAnimator!=null) - skillAnimator.Play("flying"); - while (Vector3.Distance(skillPrefab.transform.position, monsterTransform.position + monsterOffset) > Mathf.Epsilon) - { - skillPrefab.transform.position = Vector3.MoveTowards(skillPrefab.transform.position, monsterPosition, Time.deltaTime * skillInfo.flyingSpeed); - yield return null; - - } - } - //Skill Hit - if(skillInfo.flyingSpeed == 0) - { - skillPrefab.transform.position = monsterPosition; - } - if (skillAnimator != null) - skillAnimator.Play("hit"); - //Skill Hit SFX - AudioSource skillSFX = skillPrefab.GetComponent(); - if (skillSFX != null) - skillSFX.PlayOneShot(skillSFX.clip); - if(skillInfo.rotateDuration > 0) - { - //Rotate of skill - Quaternion startRotation = skillPrefab.transform.rotation; - Quaternion endRotation = Quaternion.Euler(0, 0, 180); - float elapsedTime = 0f; - - while (elapsedTime < skillInfo.rotateDuration) - { - skillPrefab.transform.rotation = Quaternion.Lerp(startRotation, endRotation, elapsedTime / skillInfo.rotateDuration); - elapsedTime += Time.deltaTime*5; - yield return null; - } - } - else if (skillAnimator != null) - yield return new WaitUntil(() => skillAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1); - //Fade - var spriteRenderer = skillPrefab.GetComponent(); - float transparency = spriteRenderer.color.a; - while (transparency > 0) - { - transparency -= 0.1f; - spriteRenderer.color = new Color(1, 1, 1, transparency); - yield return new WaitForSeconds(0.1f); - } - Destroy(skillPrefab); - } - - //After Action Button is Clicked - public void ActionChange() - { - if (currentCharacter == null) return; - var animatorController = characterAnimator.runtimeAnimatorController as AnimatorController; - var states = animatorController.layers.SelectMany(layer => layer.stateMachine.states); - if (state == State.Idle) - { - characterAnimator.Play("walk"); - state = State.Walk; - } - else if (state == State.Walk && states.Any(x=>x.state.name == "attack")) - { - //Attack Animation - characterAnimator.Play("attack"); - state = State.Attack; - //Attack Sfx - StartCoroutine(ActionSFX()); - //Attack Prefab - if (characterInfo[currentIndex].actions.Count > 0 && characterInfo[currentIndex].actions.Any(x => x.type == ActionType.Attack)) - { - List actions = characterInfo[currentIndex].actions.Where(x => x.type == ActionType.Attack).ToList(); - //Spawn All listed Prefab, remember for the delay for each spawned prefab - for (int i = 0; i < actions.Count; i++) - { - StartCoroutine(SpawnSkill(actions[i])); - } - } - } - else if (state == State.Attack && states.Any(x => x.state.name == "skill")) - { - //Skill Animation - characterAnimator.Play("skill"); - state = State.Skill; - //Skill Sfx - StartCoroutine(ActionSFX()); - //Skill Prefab - if (characterInfo[currentIndex].actions.Count > 0 && characterInfo[currentIndex].actions.Any(x => x.type == ActionType.Skill)) - { - List actions = characterInfo[currentIndex].actions.Where(x => x.type == ActionType.Skill).ToList(); - //Spawn All listed Prefab, remember for the delay for each spawned prefab - for (int i = 0; i < actions.Count; i++) - { - StartCoroutine(SpawnSkill(actions[i])); - } - } - } - else if (state == State.Skill && states.Any(x => x.state.name == "secondSkill")) - { - //SecondSkill Animation - characterAnimator.Play("secondSkill"); - state = State.SecondSkill; - //SecondSkill Sfx - StartCoroutine(ActionSFX()); - //Second Skill Prefab - if (characterInfo[currentIndex].actions.Count > 0 && characterInfo[currentIndex].actions.Any(x => x.type == ActionType.SecondSkill)) - { - List actions = characterInfo[currentIndex].actions.Where(x => x.type == ActionType.SecondSkill).ToList(); - //Spawn All listed Prefab, remember for the delay for each spawned prefab - for (int i = 0; i < actions.Count; i++) - { - StartCoroutine(SpawnSkill(actions[i])); - } - } - } - else - { - characterAnimator.Play("die"); - state = State.Die; - StartCoroutine(Fade(false)); - } - } - - private void Update() - { - buttonImage.sprite = buttonSprites[(int)state]; - if (characterAnimator != null) - { - //Set Front or Back Sprite - characterAnimator.SetFloat("movementY", -1); - } - if (state == State.Walk) - { - currentCharacter.transform.position = Vector3.MoveTowards(currentCharacter.transform.position, stopPoint.transform.position, Time.deltaTime*2); - if(currentCharacter.transform.position == stopPoint.transform.position) characterAnimator.Play("idle"); - } - } - - - //Demo Effects - public IEnumerator SummonCircle() - { - Vector3 position = spawnPoint.transform.position; - GameObject prefab = Instantiate(summonPrefab, new Vector3(position.x, position.y+0.3f, position.z), Quaternion.identity); - SpriteRenderer spriteRenderer = prefab.GetComponent(); - float transparency = spriteRenderer.color.a; - Animator animator = prefab.GetComponent(); - yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.5); - prefab.GetComponent().PlayOneShot(prefab.GetComponent().clip) ; - float duration = animator.GetCurrentAnimatorStateInfo(0).length; - SpawnPrefabCharacter(); - while (transparency > 0) - { - transparency -= 0.1f; - spriteRenderer.color = new Color(1, 1, 1, transparency); - yield return new WaitForSeconds(duration * 0.1f); - } - Destroy(prefab); - } - //Demo Effects Fade - public IEnumerator Fade(bool fadeIn) - { - SpriteRenderer spriteRenderer = currentCharacter.GetComponent(); - spriteRenderer.color = new Color(1, 1, 1, fadeIn ? 0 : 1); - float transparency = spriteRenderer.color.a; - while (fadeIn ? transparency < 1 : transparency > 0) - { - transparency += fadeIn ? 0.1f : -0.1f; - spriteRenderer.color = new Color(1, 1, 1, transparency); - yield return new WaitForSeconds(0.1f); - 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