167 lines
4.2 KiB
C#
167 lines
4.2 KiB
C#
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// =================================
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// Namespaces.
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// =================================
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using UnityEngine;
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using UnityEngine.UI;
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//using System.Collections;
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// =================================
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// Define namespace.
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// =================================
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namespace MirzaBeig
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{
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namespace ParticleSystems
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{
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namespace Demos
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{
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// =================================
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// Classes.
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// =================================
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//[ExecuteInEditMode]
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[System.Serializable]
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public class DemoManager_XPTitles : MonoBehaviour
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{
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// =================================
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// Nested classes and structures.
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// =================================
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// ...
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// =================================
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// Variables.
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// =================================
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// ...
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LoopingParticleSystemsManager list;
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public Text particleCountText;
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public Text currentParticleSystemText;
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Rotator cameraRotator;
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// =================================
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// Functions.
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// =================================
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// ...
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void Awake()
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{
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(list = GetComponent<LoopingParticleSystemsManager>()).Init();
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}
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// ...
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void Start()
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{
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cameraRotator = Camera.main.GetComponentInParent<Rotator>();
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updateCurrentParticleSystemNameText();
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}
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// ...
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public void ToggleRotation()
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{
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cameraRotator.enabled = (!cameraRotator.enabled);
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}
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public void ResetRotation()
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{
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cameraRotator.transform.eulerAngles = Vector3.zero;
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}
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// ...
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void Update()
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{
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// Scroll through systems.
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if (Input.GetAxis("Mouse ScrollWheel") < 0)
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{
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Next();
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}
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else if (Input.GetAxis("Mouse ScrollWheel") > 0)
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{
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previous();
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}
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//// Activate/deactive camera rotation.
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//if (Input.GetKeyDown(KeyCode.Space))
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//{
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// ToggleRotation();
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//}
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//// Reset camera rotator transform rotation.
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//if (Input.GetKeyDown(KeyCode.R))
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//{
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// ResetRotation();
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//}
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}
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// ...
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void LateUpdate()
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{
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if (particleCountText)
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{
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// Update particle count display.
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particleCountText.text = "PARTICLE COUNT: ";
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particleCountText.text += list.GetParticleCount().ToString();
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}
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}
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// ...
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public void Next()
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{
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list.Next();
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updateCurrentParticleSystemNameText();
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}
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public void previous()
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{
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list.Previous();
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updateCurrentParticleSystemNameText();
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}
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// ...
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void updateCurrentParticleSystemNameText()
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{
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if (currentParticleSystemText)
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{
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currentParticleSystemText.text = list.GetCurrentPrefabName(true);
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}
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}
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// =================================
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// End functions.
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// =================================
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}
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// =================================
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// End namespace.
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// =================================
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}
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}
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}
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// =================================
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// --END-- //
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// =================================
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