Upload from upload_mods.ps1

This commit is contained in:
Nathaniel Cosford
2025-06-04 16:13:32 +09:30
commit 7345f42201
470 changed files with 51966 additions and 0 deletions

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using UnityEngine;
public class FPSDemoGUI : MonoBehaviour
{
public GameObject[] Prefabs;
public Transform muzzleFlashPoint;
public GameObject Gun;
public float reactivateTime = 4;
public Light Sun;
private int currentNomber;
private GameObject currentInstance;
private GUIStyle guiStyleHeader = new GUIStyle();
private float sunIntensity;
float dpiScale;
// Use this for initialization
void Start()
{
if (Screen.dpi < 1) dpiScale = 1;
if (Screen.dpi < 200) dpiScale = 1;
else dpiScale = Screen.dpi / 200f;
guiStyleHeader.fontSize = (int)(15f * dpiScale);
guiStyleHeader.normal.textColor = new Color(0.15f, 0.15f, 0.15f);
currentInstance = Instantiate(Prefabs[currentNomber], transform.position, transform.rotation) as GameObject;
var reactivator = currentInstance.AddComponent<FPSDemoReactivator>();
reactivator.TimeDelayToReactivate = reactivateTime;
sunIntensity = Sun.intensity;
}
private void OnGUI()
{
if (GUI.Button(new Rect(10 * dpiScale, 15 * dpiScale, 135 * dpiScale, 37 * dpiScale), "PREVIOUS EFFECT"))
{
ChangeCurrent(-1);
}
if (GUI.Button(new Rect(160 * dpiScale, 15 * dpiScale, 135 * dpiScale, 37 * dpiScale), "NEXT EFFECT"))
{
ChangeCurrent(+1);
}
sunIntensity = GUI.HorizontalSlider(new Rect(10 * dpiScale, 70 * dpiScale, 285 * dpiScale, 15 * dpiScale), sunIntensity, 0, 0.6f);
Sun.intensity = sunIntensity;
GUI.Label(new Rect(300 * dpiScale, 70 * dpiScale, 30 * dpiScale, 30 * dpiScale), "SUN INTENSITY", guiStyleHeader);
GUI.Label(new Rect(400 * dpiScale, 15 * dpiScale, 100 * dpiScale, 20 * dpiScale), "Prefab name is \"" + Prefabs[currentNomber].name + "\" \r\nHold any mouse button that would move the camera", guiStyleHeader);
}
// Update is called once per frame
void ChangeCurrent(int delta)
{
currentNomber += delta;
if (currentNomber > Prefabs.Length - 1)
currentNomber = 0;
else if (currentNomber < 0)
currentNomber = Prefabs.Length - 1;
if (currentInstance != null) Destroy(currentInstance);
if (currentNomber < 10)
{
currentInstance = Instantiate(Prefabs[currentNomber], transform.position, transform.rotation) as GameObject;
Gun.SetActive(false);
}
else
{
currentInstance = Instantiate(Prefabs[currentNomber], muzzleFlashPoint.position, muzzleFlashPoint.rotation) as GameObject;
Gun.SetActive(true);
}
var reactivator = currentInstance.AddComponent<FPSDemoReactivator>();
reactivator.TimeDelayToReactivate = reactivateTime;
}
}

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using UnityEngine;
public class FPSDemoReactivator : MonoBehaviour
{
public float StartDelay = 0;
public float TimeDelayToReactivate = 3;
void Start()
{
InvokeRepeating("Reactivate", StartDelay, TimeDelayToReactivate);
}
void Reactivate()
{
gameObject.SetActive(false);
gameObject.SetActive(true);
}
}

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using UnityEngine;
public class FPSFireManager : MonoBehaviour
{
public ImpactInfo[] ImpactElemets = new ImpactInfo[0];
public float BulletDistance = 100;
public GameObject ImpactEffect;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
RaycastHit hit;
var ray = new Ray(transform.position, transform.forward);
if (Physics.Raycast(ray, out hit, BulletDistance))
{
var effect = GetImpactEffect(hit.transform.gameObject);
if (effect == null)
return;
var effectIstance = Instantiate(effect, hit.point, new Quaternion()) as GameObject;
ImpactEffect.SetActive(false);
ImpactEffect.SetActive(true);
effectIstance.transform.LookAt(hit.point + hit.normal);
Destroy(effectIstance, 4);
}
}
}
[System.Serializable]
public class ImpactInfo
{
public MaterialType.MaterialTypeEnum MaterialType;
public GameObject ImpactEffect;
}
GameObject GetImpactEffect(GameObject impactedGameObject)
{
var materialType = impactedGameObject.GetComponent<MaterialType>();
if (materialType == null)
return null;
foreach (var impactInfo in ImpactElemets)
{
if (impactInfo.MaterialType == materialType.TypeOfMaterial)
return impactInfo.ImpactEffect;
}
return null;
}
}

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using UnityEngine;
public class MouseLock : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
#if UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
Screen.lockCursor = true;
#else
Cursor.visible = false;
#endif
}
}

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