testing
This commit is contained in:
reedgamingstudio
2014-12-16 00:23:12 -06:00
parent c0c0755cc6
commit 5b8ebb7a35
1697 changed files with 1115979 additions and 0 deletions
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public var currentDetonator:GameObject;
private var _currentExpIdx = -1;
private var buttonClicked = false;
var detonatorPrefabs : GameObject[];
var explosionLife : float = 10;
var timeScale : float = 1.0;
var detailLevel : float = 1.0;
var wall : GameObject;
private var _currentWall : GameObject;
private var _spawnWallTime = -1000;
private var _guiRect;
function Start()
{
SpawnWall();
if (!currentDetonator) NextExplosion();
else _currentExpIdx = 0;
}
private var toggleBool : boolean = false;
function OnGUI()
{
_guiRect = Rect (7,Screen.height-180,250,200);
GUILayout.BeginArea (_guiRect);
GUILayout.BeginVertical();
var expName : String = currentDetonator.name;
if (GUILayout.Button (expName+" (Click For Next)"))
{
NextExplosion();
}
if (GUILayout.Button ("Rebuild Wall"))
{
SpawnWall();
}
if (GUILayout.Button ("Camera Far"))
{
Camera.main.transform.position = Vector3(0,0,-7);
Camera.main.transform.eulerAngles = Vector3(13.5,0,0);
}
if (GUILayout.Button ("Camera Near"))
{
Camera.main.transform.position = Vector3(0,-8.664466,31.38269);
Camera.main.transform.eulerAngles = Vector3(1.213462,0,0);
}
GUILayout.Label("Time Scale");
timeScale = GUILayout.HorizontalSlider (timeScale, 0.0, 1.0);
GUILayout.Label("Detail Level (re-explode after change)");
detailLevel = GUILayout.HorizontalSlider (detailLevel, 0.0, 1.0);
GUILayout.EndVertical();
GUILayout.EndArea();
}
function NextExplosion()
{
if (_currentExpIdx >= detonatorPrefabs.Length-1) _currentExpIdx = 0;
else _currentExpIdx++;
currentDetonator = detonatorPrefabs[_currentExpIdx];
}
function SpawnWall()
{
if (_currentWall) Destroy(_currentWall);
_currentWall = Instantiate (wall, Vector3(-7,-12,48), Quaternion.identity);
_spawnWallTime = Time.time;
}
//is this a bug? We can't use the same rect for placing the GUI as for checking if the mouse contains it...
private var checkRect: Rect = Rect (0,0,260,180);
function Update()
{
//keeps the UI in the corner in case of resize...
_guiRect = Rect (7,Screen.height-150,250,200);
//keeps the play button from making an explosion
if ((Time.time + _spawnWallTime) > 0.5)
{
//don't spawn an explosion if we're using the UI
if (!checkRect.Contains(Input.mousePosition))
{
if(Input.GetMouseButtonDown(0))
{
SpawnExplosion();
}
}
Time.timeScale = timeScale;
}
}
function SpawnExplosion()
{
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
var hit : RaycastHit;
if (Physics.Raycast (ray, hit, 1000))
{
var offsetSize = currentDetonator.GetComponent("Detonator").size / 3;
var hitPoint = hit.point + ((Vector3.Scale(hit.normal, Vector3(offsetSize,offsetSize,offsetSize))));
var exp : GameObject = Instantiate (currentDetonator, hitPoint, Quaternion.identity);
exp.GetComponent("Detonator").detail = detailLevel;
}
Destroy(exp, explosionLife);
}
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