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(Unique Skill Animated Prefab with SFX)/Demo/Script/PrefabSpawner.cs b/Assets/Plugins/Chibi Monster Free (Unique Skill Animated Prefab with SFX)/Demo/Script/PrefabSpawner.cs new file mode 100644 index 0000000..1f8d9bf --- /dev/null +++ b/Assets/Plugins/Chibi Monster Free (Unique Skill Animated Prefab with SFX)/Demo/Script/PrefabSpawner.cs @@ -0,0 +1,308 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using Unity.VisualScripting; +using UnityEditor.Animations; +using UnityEngine; +using UnityEngine.UI; +using static UnityEditor.Experimental.GraphView.GraphView; + +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 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Assets/VFX/VfxExplosion02.prefab index 185c8d3..3812067 100644 --- a/Assets/_GAME_/Vfx/VfxExplosion02.prefab +++ b/Assets/VFX/VfxExplosion02.prefab @@ -4979,7 +4979,7 @@ Transform: m_GameObject: {fileID: 4566952472781634859} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: -4, y: -4, z: -17} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: diff --git a/Assets/_GAME_/Vfx/VfxExplosion02.prefab.meta b/Assets/VFX/VfxExplosion02.prefab.meta similarity index 100% rename from Assets/_GAME_/Vfx/VfxExplosion02.prefab.meta rename to Assets/VFX/VfxExplosion02.prefab.meta diff --git a/Assets/_GAME_/Vfx/VfxHandlerBase.cs b/Assets/VFX/VfxHandlerBase.cs similarity index 99% rename from Assets/_GAME_/Vfx/VfxHandlerBase.cs rename to Assets/VFX/VfxHandlerBase.cs index 010aeec..3981212 100644 --- a/Assets/_GAME_/Vfx/VfxHandlerBase.cs +++ b/Assets/VFX/VfxHandlerBase.cs @@ -27,7 +27,6 @@ public class 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