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