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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//EnableHelper used to interact between C# and JS
//Create empty game object and tag it "EnableHelper"
//When this object active, assigned scripts are enabled
//Once we deactivate this object, all script become disabled aswell
//Usefull for pausing game without changing timeScale
#pragma strict
import System.Collections.Generic;
var fpsController : FPScontroller;
var weaponManager : WeaponManager;
//Assign 2 mouse looks
var mouseLook1 : FPSMouseLook;
var mouseLook2 : FPSMouseLook;
private var enablerReferenceObject : GameObject;
function Start () {
enablerReferenceObject = gameObject.FindWithTag("EnableHelper").gameObject;
}
function Update () {
//Reference object is enabled, enable all assigned scripts
if(enablerReferenceObject && enablerReferenceObject.active == true){
if(fpsController.canControl == false){
fpsController.canControl = true;
}
if(weaponManager.enabled == false && weaponManager.SelectedWeapon && weaponManager.SelectedWeapon.enabled == false){
weaponManager.enabled = true;
weaponManager.SelectedWeapon.enabled = true;
}
if(mouseLook1.enabled == false && mouseLook2.enabled == false){
mouseLook1.enabled = true;
mouseLook2.enabled = true;
}
}
//Reference object is disabled, deactivate all assigned scripts
if(!enablerReferenceObject || enablerReferenceObject.active == false){
if(fpsController.canControl == true ){
fpsController.canControl = false;
}
if(weaponManager.enabled == true && weaponManager.SelectedWeapon && weaponManager.SelectedWeapon.enabled == true){
weaponManager.SelectedWeapon.enabled = false;
weaponManager.enabled = false;
}
if(mouseLook1.enabled == true && mouseLook2.enabled == true){
mouseLook1.enabled = false;
mouseLook2.enabled = false;
}
}
if(!enablerReferenceObject && gameObject.FindWithTag("EnableHelper").gameObject != null){
enablerReferenceObject = gameObject.FindWithTag("EnableHelper").gameObject;
}
}
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//NSdesignGames @ 2012
//FPS Kit | Version 2.0
#pragma strict
import System.Collections.Generic;
var guiStyle : GUISkin;
var objective : String;
var showTime : boolean = true;
@HideInInspector
var finishedGame : boolean;
private var weaponManager : WeaponManager;
private var startGame : boolean = true;
private var timer : float;
private var mainMenu : boolean;
private var resolutions : Resolution[];
private var QualityNames : String[];
private var resolutionIndex : int = 3;
private var scroll : Vector2;
private var scroll2 : Vector2;
private var scroll3 : Vector2;
private var niceTime : String;
function Start () {
weaponManager = GameObject.FindWithTag("WeaponManager").GetComponent.<WeaponManager>();
mainMenu = true;
Invoke("Pause", 0.01);
resolutions = Screen.resolutions;
resolutionIndex = (resolutions.Length-1)/2;
QualityNames = QualitySettings.names;
}
function Update () {
if(startGame && weaponManager.SelectedWeapon){
weaponManager.SelectedWeapon.gameObject.SetActiveRecursively(false);
}
if(!startGame){
if(!finishedGame){
timer += Time.deltaTime;
}
if(Input.GetKeyDown(KeyCode.Tab)){
mainMenu = !mainMenu;
Pause();
}
if(!mainMenu){
Screen.lockCursor = true;
}
}
if(Input.GetKeyDown(KeyCode.P)){
Screen.fullScreen = !Screen.fullScreen;
if(!Screen.fullScreen){
Screen.SetResolution(resolutions[resolutionIndex].width, resolutions[resolutionIndex].height, true);
}
}
}
function OnGUI(){
GUI.skin = guiStyle;
GUI.color.a = 0.7;
//Timer
var minutes : int = Mathf.FloorToInt(timer / 60F);
var seconds : int = Mathf.FloorToInt(timer - minutes * 60);
niceTime = String.Format("{0:0}:{1:00}", minutes, seconds);
if(showTime){
if(!finishedGame){
GUI.Box(new Rect(Screen.width/2 - 50,40,100,30), niceTime);
}else{
GUI.Box(new Rect(Screen.width/2 - 100,40,200,30), "Your Time | " + niceTime);
}
}
if(mainMenu){
GUI.Window (0, Rect (Screen.width/2 - 250, Screen.height/2 - 150, 500, 300), MainMenu, "Main Menu");
GUI.Window (1, Rect (Screen.width/2-240, Screen.height/2 - 100, 150, 100), Resolutions, "Resolution");
GUI.Window (2, Rect (Screen.width/2-85, Screen.height/2 - 100, 150, 100), QualityWindow, "Quality");
}
}
function MainMenu (windowID : int) {
GUILayout.Space (10);
GUILayout.BeginHorizontal();
GUILayout.Box(resolutions[resolutionIndex].width + " x " + resolutions[resolutionIndex].height, GUILayout.Width(150), GUILayout.Height(20));
GUILayout.Box(QualityNames[QualitySettings.GetQualityLevel ()], GUILayout.Width(150), GUILayout.Height(20));
GUILayout.Space (15);
if(startGame){
if(GUILayout.Button("Start Game", GUILayout.Width(150), GUILayout.Height(30))){
startGame = false;
mainMenu = false;
Pause();
weaponManager.SelectedWeapon.gameObject.SetActiveRecursively(true);
weaponManager.TakeFirstWeapon(weaponManager.SelectedWeapon.gameObject);
}
}else{
GUILayout.BeginVertical();
if(GUILayout.Button("Restart Game", GUILayout.Width(150), GUILayout.Height(30))){
Time.timeScale = 1;
Application.LoadLevel(0);
}
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUILayout.Space (90);
GUI.color = Color(0, 20, 0, 0.6);
if(!finishedGame){
//GUILayout.Label("Objective: Find secret room using less time");
GUILayout.Label(objective);
}else{
GUILayout.Label("Objective: Completed with time: " + niceTime + " min");
}
GUILayout.Space (5);
GUI.color = Color.white;
scroll3 = GUILayout.BeginScrollView(scroll3, GUILayout.Width(480), GUILayout.Height(115));
GUI.color = Color(20, 20,0, 0.6);
GUILayout.Label("Tab - Main Menu");
GUILayout.Label("Q - slow motion");
GUILayout.Label("P - Fullscreen");
GUILayout.Label("C - crouch");
GUILayout.Label("Left Ctrl - prone");
GUILayout.Label("LMB - fire");
GUILayout.Label("RMB - aim");
GUILayout.Label("F - weapon pick up");
GUILayout.Label("R - reload");
GUILayout.Label("Left Shift - run");
GUILayout.Label("Space - jump");
GUILayout.Label("1/2 - weapon change");
GUILayout.Label("While selected STW-25 press G for flashlight");
GUILayout.EndScrollView();
}
function Resolutions(windowID : int){
GUI.BringWindowToFront(windowID);
scroll = GUILayout.BeginScrollView(scroll, GUILayout.Width(140), GUILayout.Height(75));
GUILayout.BeginVertical();
for(var a : int; a < resolutions.Length; a++){
if(resolutions[a].width == Screen.width && resolutions[a].height == Screen.height){
GUI.color = Color(0, 20, 20, 0.6);
}else{
GUI.color = Color(20, 20, 20, 0.6);
}
if(GUILayout.Button(resolutions[a].width + " x " + resolutions[a].height)){
resolutionIndex = a;
if(Screen.fullScreen){
Screen.SetResolution (resolutions[resolutionIndex].width,resolutions[resolutionIndex].height, true);
}
}
}
GUILayout.EndVertical();
GUILayout.EndScrollView();
}
function QualityWindow(windowID : int){
GUI.BringWindowToFront(windowID);
scroll2 = GUILayout.BeginScrollView(scroll2, GUILayout.Width(140), GUILayout.Height(75));
GUILayout.BeginVertical();
for (var i = 0; i < QualityNames.Length; i++){
if(QualityNames[i] == QualityNames[QualitySettings.GetQualityLevel ()]){
GUI.color = Color(0, 20, 20, 0.6);
}else{
GUI.color = Color(20, 20, 20, 0.6);
}
if (GUILayout.Button (QualityNames[i]))
QualitySettings.SetQualityLevel (i, true);
}
GUILayout.EndVertical();
GUILayout.EndScrollView();
}
function Pause(){
if(mainMenu){
Time.timeScale = 0.0001;
Screen.lockCursor = false;
}else{
Time.timeScale = 1;
Screen.lockCursor = true;
}
}
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//NSdesignGames @ 2012
//FPS Kit | Version 2.0
#pragma strict
var slowMotion : boolean;
//How much should we slow time
//Recomended values from 0.2 to 0.9
var guiSkin : GUISkin;
var slowTimeTo : float = 0.5;
@HideInInspector
var audios : AudioSource[];
function Start () {
}
function Update () {
if(Time.timeScale < 0.01)
return;
if(Input.GetKeyDown(KeyCode.Q)){
slowMotion = !slowMotion;
}
if(slowMotion){
audios = FindObjectsOfType(AudioSource) as AudioSource[];
for (var i = 0; i < audios.Length; i++){
audios[i].pitch = slowTimeTo;
}
Time.timeScale = slowTimeTo;
Time.fixedDeltaTime = 0.005;
}
else if(!slowMotion && Time.deltaTime != 1){
audios = FindObjectsOfType(AudioSource) as AudioSource[];
for (var a = 0; a < audios.Length; a++){
audios[a].pitch = 1;
}
Time.timeScale = 1;
Time.fixedDeltaTime = 0.02;
}
}
function OnGUI(){
GUI.skin = guiSkin;
GUI.color.a = 0.8;
GUI.Box(Rect(Screen.width-205, 60, 200, 30), "Slow Mo: " + slowMotion.ToString());
}
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@@ -0,0 +1,49 @@
//NSdesignGames @ 2012
//FPS Kit | Version 2.0
#pragma strict
var guiStyle : GUISkin;
var weaps : GameObject;
var teleportPoint : Transform;
var mm : MainMenu;
private var inside : boolean;
function OnTriggerEnter(weapon : Collider){
//Detect if we on pickable weapon
if(weapon.gameObject.tag == "Player"){
inside = true;
}
}
function OnTriggerExit(weapon : Collider){
if(weapon.gameObject.tag == "Player"){
inside = false;
}
}
function Update(){
if(inside){
if(Input.GetKeyDown(KeyCode.F)){
GameObject.FindWithTag("Player").transform.position = teleportPoint.position;
GameObject.FindWithTag("Player").transform.rotation = teleportPoint.rotation;
inside = false;
weaps.SetActiveRecursively(true);
mm.finishedGame = true;
RenderSettings.fog = false;
Destroy(gameObject);
}
}
}
function OnGUI(){
if(!inside)
return;
GUI.skin = guiStyle;
GUI.color.a = 0.9;
GUI.depth = -10;
var text : String = "Press ´F´ for MORE GUNS! ";
var rect : Rect = Rect (Screen.width/2 - text.Length*9/2,Screen.height/2 - 25,text.Length*9,50);
GUI.Box (rect, text);
}
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