UPF/Assets/NEW VFX TO CHECK/Scripting/Effects/Particle Force Fields/Scripts (DEMO ONLY)/ParticleForceFieldsDemo.cs

303 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using MirzaBeig.Scripting.Effects;
public class ParticleForceFieldsDemo : MonoBehaviour
{
[Header("Overview")]
public Text FPSText;
public Text particleCountText;
public Toggle postProcessingToggle;
public MonoBehaviour postProcessing;
[Header("Particle System Settings")]
new public ParticleSystem particleSystem;
ParticleSystem.MainModule particleSystemMainModule;
ParticleSystem.EmissionModule particleSystemEmissionModule;
public Text maxParticlesText;
public Text particlesPerSecondText;
public Slider maxParticlesSlider;
public Slider particlesPerSecondSlider;
[Header("Attraction Particle Force Field Settings")]
public AttractionParticleForceField attractionParticleForceField;
public Text attractionParticleForceFieldRadiusText;
public Text attractionParticleForceFieldMaxForceText;
public Text attractionParticleForceFieldArrivalRadiusText;
public Text attractionParticleForceFieldArrivedRadiusText;
public Text attractionParticleForceFieldPositionTextX;
public Text attractionParticleForceFieldPositionTextY;
public Text attractionParticleForceFieldPositionTextZ;
public Slider attractionParticleForceFieldRadiusSlider;
public Slider attractionParticleForceFieldMaxForceSlider;
public Slider attractionParticleForceFieldArrivalRadiusSlider;
public Slider attractionParticleForceFieldArrivedRadiusSlider;
public Slider attractionParticleForceFieldPositionSliderX;
public Slider attractionParticleForceFieldPositionSliderY;
public Slider attractionParticleForceFieldPositionSliderZ;
[Header("Vortex Particle Force Field Settings")]
public VortexParticleForceField vortexParticleForceField;
public Text vortexParticleForceFieldRadiusText;
public Text vortexParticleForceFieldMaxForceText;
public Text vortexParticleForceFieldRotationTextX;
public Text vortexParticleForceFieldRotationTextY;
public Text vortexParticleForceFieldRotationTextZ;
public Text vortexParticleForceFieldPositionTextX;
public Text vortexParticleForceFieldPositionTextY;
public Text vortexParticleForceFieldPositionTextZ;
public Slider vortexParticleForceFieldRadiusSlider;
public Slider vortexParticleForceFieldMaxForceSlider;
public Slider vortexParticleForceFieldRotationSliderX;
public Slider vortexParticleForceFieldRotationSliderY;
public Slider vortexParticleForceFieldRotationSliderZ;
public Slider vortexParticleForceFieldPositionSliderX;
public Slider vortexParticleForceFieldPositionSliderY;
public Slider vortexParticleForceFieldPositionSliderZ;
void Start()
{
// Overview.
if (postProcessing)
{
postProcessingToggle.isOn = postProcessing.enabled;
}
// Particle system settings.
particleSystemMainModule = particleSystem.main;
particleSystemEmissionModule = particleSystem.emission;
maxParticlesSlider.value = particleSystemMainModule.maxParticles;
particlesPerSecondSlider.value = particleSystemEmissionModule.rateOverTime.constant;
maxParticlesText.text = "Max Particles: " + maxParticlesSlider.value;
particlesPerSecondText.text = "Particles Per Second: " + particlesPerSecondSlider.value;
// Attraction particle force field settings.
attractionParticleForceFieldRadiusSlider.value = attractionParticleForceField.radius;
attractionParticleForceFieldMaxForceSlider.value = attractionParticleForceField.force;
attractionParticleForceFieldArrivalRadiusSlider.value = attractionParticleForceField.arrivalRadius;
attractionParticleForceFieldArrivedRadiusSlider.value = attractionParticleForceField.arrivedRadius;
Vector3 attractionParticleForceFieldPosition = attractionParticleForceField.transform.position;
attractionParticleForceFieldPositionSliderX.value = attractionParticleForceFieldPosition.x;
attractionParticleForceFieldPositionSliderY.value = attractionParticleForceFieldPosition.y;
attractionParticleForceFieldPositionSliderZ.value = attractionParticleForceFieldPosition.z;
attractionParticleForceFieldRadiusText.text = "Radius: " + attractionParticleForceFieldRadiusSlider.value;
attractionParticleForceFieldMaxForceText.text = "Max Force: " + attractionParticleForceFieldMaxForceSlider.value;
attractionParticleForceFieldArrivalRadiusText.text = "Arrival Radius: " + attractionParticleForceFieldArrivalRadiusSlider.value;
attractionParticleForceFieldArrivedRadiusText.text = "Arrived Radius: " + attractionParticleForceFieldArrivedRadiusSlider.value;
attractionParticleForceFieldPositionTextX.text = "Position X: " + attractionParticleForceFieldPositionSliderX.value;
attractionParticleForceFieldPositionTextY.text = "Position Y: " + attractionParticleForceFieldPositionSliderY.value;
attractionParticleForceFieldPositionTextZ.text = "Position Z: " + attractionParticleForceFieldPositionSliderZ.value;
// Vortex particle force field settings.
vortexParticleForceFieldRadiusSlider.value = vortexParticleForceField.radius;
vortexParticleForceFieldMaxForceSlider.value = vortexParticleForceField.force;
Vector3 vortexParticleForceFieldRotation = vortexParticleForceField.transform.eulerAngles;
vortexParticleForceFieldRotationSliderX.value = vortexParticleForceFieldRotation.x;
vortexParticleForceFieldRotationSliderY.value = vortexParticleForceFieldRotation.y;
vortexParticleForceFieldRotationSliderZ.value = vortexParticleForceFieldRotation.z;
Vector3 vortexParticleForceFieldPosition = vortexParticleForceField.transform.position;
vortexParticleForceFieldPositionSliderX.value = vortexParticleForceFieldPosition.x;
vortexParticleForceFieldPositionSliderY.value = vortexParticleForceFieldPosition.y;
vortexParticleForceFieldPositionSliderZ.value = vortexParticleForceFieldPosition.z;
vortexParticleForceFieldRadiusText.text = "Radius: " + vortexParticleForceFieldRadiusSlider.value;
vortexParticleForceFieldMaxForceText.text = "Max Force: " + vortexParticleForceFieldMaxForceSlider.value;
vortexParticleForceFieldRotationTextX.text = "Rotation X: " + vortexParticleForceFieldRotationSliderX.value;
vortexParticleForceFieldRotationTextY.text = "Rotation Y: " + vortexParticleForceFieldRotationSliderY.value;
vortexParticleForceFieldRotationTextZ.text = "Rotation Z: " + vortexParticleForceFieldRotationSliderZ.value;
vortexParticleForceFieldPositionTextX.text = "Position X: " + vortexParticleForceFieldPositionSliderX.value;
vortexParticleForceFieldPositionTextY.text = "Position Y: " + vortexParticleForceFieldPositionSliderY.value;
vortexParticleForceFieldPositionTextZ.text = "Position Z: " + vortexParticleForceFieldPositionSliderZ.value;
}
void Update()
{
// Overview.
FPSText.text = "FPS: " + 1.0f / Time.deltaTime;
particleCountText.text = "Particle Count: " + particleSystem.particleCount;
}
public void ReloadScene()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
// Particle system settings.
public void SetMaxParticles(float value)
{
particleSystemMainModule.maxParticles = (int)value;
maxParticlesText.text = "Max Particles: " + value;
}
public void SetParticleEmissionPerSecond(float value)
{
particleSystemEmissionModule.rateOverTime = value;
particlesPerSecondText.text = "Particles Per Second: " + value;
}
// Attraction particle force field settings.
public void SetAttractionParticleForceFieldRadius(float value)
{
attractionParticleForceField.radius = value;
attractionParticleForceFieldRadiusText.text = "Radius: " + value;
}
public void SetAttractionParticleForceFieldMaxForce(float value)
{
attractionParticleForceField.force = value;
attractionParticleForceFieldMaxForceText.text = "Max Force: " + value;
}
public void SetAttractionParticleForceFieldArrivalRadius(float value)
{
attractionParticleForceField.arrivalRadius = value;
attractionParticleForceFieldArrivalRadiusText.text = "Arrival Radius: " + value;
}
public void SetAttractionParticleForceFieldArrivedRadius(float value)
{
attractionParticleForceField.arrivedRadius = value;
attractionParticleForceFieldArrivedRadiusText.text = "Arrived Radius: " + value;
}
public void SetAttractionParticleForceFieldPositionX(float value)
{
Vector3 position = attractionParticleForceField.transform.position;
position.x = value;
attractionParticleForceField.transform.position = position;
attractionParticleForceFieldPositionTextX.text = "Position X: " + value;
}
public void SetAttractionParticleForceFieldPositionY(float value)
{
Vector3 position = attractionParticleForceField.transform.position;
position.y = value;
attractionParticleForceField.transform.position = position;
attractionParticleForceFieldPositionTextY.text = "Position Y: " + value;
}
public void SetAttractionParticleForceFieldPositionZ(float value)
{
Vector3 position = attractionParticleForceField.transform.position;
position.z = value;
attractionParticleForceField.transform.position = position;
attractionParticleForceFieldPositionTextZ.text = "Position Z: " + value;
}
// Vortex particle force field settings.
public void SetVortexParticleForceFieldRadius(float value)
{
vortexParticleForceField.radius = value;
vortexParticleForceFieldRadiusText.text = "Radius: " + value;
}
public void SetVortexParticleForceFieldMaxForce(float value)
{
vortexParticleForceField.force = value;
vortexParticleForceFieldMaxForceText.text = "Max Force: " + value;
}
public void SetVortexParticleForceFieldRotationX(float value)
{
Vector3 rotation = vortexParticleForceField.transform.eulerAngles;
rotation.x = value;
vortexParticleForceField.transform.eulerAngles = rotation;
vortexParticleForceFieldRotationTextX.text = "Rotation X: " + value;
}
public void SetVortexParticleForceFieldRotationY(float value)
{
Vector3 rotation = vortexParticleForceField.transform.eulerAngles;
rotation.y = value;
vortexParticleForceField.transform.eulerAngles = rotation;
vortexParticleForceFieldRotationTextY.text = "Rotation Y: " + value;
}
public void SetVortexParticleForceFieldRotationZ(float value)
{
Vector3 rotation = vortexParticleForceField.transform.eulerAngles;
rotation.z = value;
vortexParticleForceField.transform.eulerAngles = rotation;
vortexParticleForceFieldRotationTextZ.text = "Rotation Z: " + value;
}
public void SetVortexParticleForceFieldPositionX(float value)
{
Vector3 position = vortexParticleForceField.transform.position;
position.x = value;
vortexParticleForceField.transform.position = position;
vortexParticleForceFieldPositionTextX.text = "Position X: " + value;
}
public void SetVortexParticleForceFieldPositionY(float value)
{
Vector3 position = vortexParticleForceField.transform.position;
position.y = value;
vortexParticleForceField.transform.position = position;
vortexParticleForceFieldPositionTextY.text = "Position Y: " + value;
}
public void SetVortexParticleForceFieldPositionZ(float value)
{
Vector3 position = vortexParticleForceField.transform.position;
position.z = value;
vortexParticleForceField.transform.position = position;
vortexParticleForceFieldPositionTextZ.text = "Position Z: " + value;
}
}