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719c1d0ba0
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@ -1,308 +0,0 @@
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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<ActionInfo> 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> 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<float> delay;
|
||||
//Sfx to replace the original
|
||||
public AudioClip replacementSFX;
|
||||
}
|
||||
/*End of General Code*/
|
||||
|
||||
/*Demo Code*/
|
||||
public class PrefabSpawner : MonoBehaviour
|
||||
{
|
||||
|
||||
public List<CharacterInfo> 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<Sprite> 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<Animator>();
|
||||
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<Animator>();
|
||||
//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<AudioSource>();
|
||||
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<SpriteRenderer>();
|
||||
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<ActionInfo> 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<ActionInfo> 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<ActionInfo> 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<SpriteRenderer>();
|
||||
float transparency = spriteRenderer.color.a;
|
||||
Animator animator = prefab.GetComponent<Animator>();
|
||||
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.5);
|
||||
prefab.GetComponent<AudioSource>().PlayOneShot(prefab.GetComponent<AudioSource>().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>();
|
||||
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);
|
||||
}
|
||||
if (!fadeIn) RemoveCharacter();
|
||||
}
|
||||
|
||||
public IEnumerator ActionSFX()
|
||||
{
|
||||
ActionSfx currentActionSfx = characterInfo[currentIndex].actionSfx.FirstOrDefault(x=>x.state == state);
|
||||
if (currentActionSfx == null) yield break;
|
||||
AudioSource characterAudio = currentCharacter.GetComponent<AudioSource>();
|
||||
AudioClip clipToPlay = currentActionSfx.replacementSFX != null ? currentActionSfx.replacementSFX : characterAudio.clip;
|
||||
if (characterAudio == null) yield break;
|
||||
foreach (float second in currentActionSfx.delay)
|
||||
{
|
||||
yield return new WaitForSeconds(second);
|
||||
characterAudio.PlayOneShot(clipToPlay);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,19 +0,0 @@
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|
||||
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|
||||
with SFX)'
|
||||
packageVersion: 1.0
|
||||
assetPath: Assets/Chibi Monster Free (Unique Skill Animated Prefab with SFX)/Demo/Script/PrefabSpawner.cs
|
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