jonka Mike Ton 9 vuotta sitten
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Lisää tämän kaltaisia
static
class
__gUtility{ ... }
CheckAndInitLayer(GameObject IN_GO, string IN_LAYERNAME){ ... }
public static void CheckAndInitLayer(GameObject IN_GO, string IN_LAYERNAME){
string curLayer = LayerMask.LayerToName(IN_GO.layer);
if(curLayer != IN_LAYERNAME){
IN_GO.layer = LayerMask.NameToLayer (IN_LAYERNAME);
Debug.LogWarning(IN_GO+" Layer/Level Hint Not Setup Correctly : Converting '" + curLayer + "' to : '" + IN_LAYERNAME + "' ");
}
}
IEnumerator
WaitUntilDistantLess
public static IEnumerator WaitUntilDistantLess<T>(Transform IN_xform_SRC, Transform IN_xform_TGT, float In_threshold, Func<T> funcToRun){
float distToOther = 0.0f ;
while(distToOther < In_threshold){
// distToOther = Vector3.Distance(IN_xform_SRC.position, IN_xform_TGT.position) ;
float distX = Mathf.Abs(IN_xform_SRC.position.x - IN_xform_TGT.position.x) ; // check x
float distY = Mathf.Abs(IN_xform_SRC.position.y - IN_xform_TGT.position.y) * 0.5f ; // vertical height too much delta change, weight down by 1/5th
if(distY > distX){
distToOther = distY;
}
else{
distToOther = distX;
}
yield return null ;
}
funcToRun() ; // NOTE : anonymous method of type `System.Func<T>' must return a value ; else error
}
T
GetCopyOf
public static T GetCopyOf<T>(this Component comp, T other) where T : Component{
Type type = comp.GetType();
if (type != other.GetType()) return null; // type mis-match
BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Default | BindingFlags.DeclaredOnly;
PropertyInfo[] pinfos = type.GetProperties(flags);
foreach (var pinfo in pinfos) {
if (pinfo.CanWrite) {
try {
pinfo.SetValue(comp, pinfo.GetValue(other, null), null);
}
catch { } // In case of NotImplementedException being thrown. For some reason specifying that exception didn't seem to catch it, so I didn't catch anything specific.
}
}
FieldInfo[] finfos = type.GetFields(flags);
foreach (var finfo in finfos) {
finfo.SetValue(comp, finfo.GetValue(other));
}
return comp as T;
}
public static T AddComponent<T>(this GameObject go, T toAdd) where T : Component{
return go.AddComponent<T>().GetCopyOf(toAdd) as T;
}
// Uses reflection for deep copy of any component
AddComponent_mton
//Prevents duplicate components, checks to see that one doesn't already exist
public static T AddComponent_mton<T>(GameObject IN_GO) where T:Component{
T cExist = IN_GO.GetComponent<T>();
if(cExist == null){
// Debug.Log(" Adding " + cExist); // (Component)T.ToString());
return IN_GO.AddComponent<T>();
}
else{
// Debug.Log(" Found " + cExist); //(Component)T.ToString());
return cExist;
}
}
// Prevents duplicate components, checks to see that one doesn't already exist
__gIO{ ... }
public static class __gIO{ //Project Global object to hold IO buttons
//handles player one IO
public const string _hAxs_p1 = "Horizontal" ;
public const string _vAxs_p1 = "Vertical" ;
public const string _hAim_p1 = "Horizontal" ;
public const string _vAim_p1 = "Vertical" ;
public const string _JUMP_p1 = "Jump" ;
public const string _ATTK_p1 = "Fire1" ;
}
//Project Global object to hold IO buttons
oFloater.cs
oEquip.cs
oFlameThrower_BB.cs
// Hack of flamethrower ability...need to integrate better
ToBeSpawnedComponents/
oRbody_Enable.cs
oAudio_Enable.cs
BulletObj/
oBullet_Slam.cs
//Thwomper, boss tentacle...etc
HintBox/
oHint_FLOK.cs
//flock logic
oHint_CAMR.cs
//camera event => framing player and boss..etc
oHint_ACTN.cs
//player event => jump...etc
//Bullet spawner/Turret
(class)
(functions)
// RADAR
setRadr(bool bRadar){ ... }
setStill(bool bStll ){ ... }
// an.OnStllDelegate += setStill ;
set__IO(bool b__IO ){ ... }
// io.On__IODelegate += set__IO ;
// ATTACK
setPowr(bool bPowr){ ... }
setRapd(bool bRapd){ ... }
an.attkST = cAnimn.eStateB.DN ;
doAimd(Vector3 aimdDir){ ... }
// POSITION
//SET
doTrig(int iTrig){ ... }
???
(fx update)
setActV(bool bActvV){ .. }
setFoot(bool bFoot){ ... }
(animation update)
setIdlH(bool bIdlH){ ... }
setIdlV(bool bIdlV){ ... }
//Sudden landing visual swap out
doFace(Vector3 vFace){ ... }
(health update)
setDead(bool bDead){ ... }
doHitd(int iHurt){ ... }
//Taking damage
(collision update)
setRise(bool bRise){ ... }
// tuck and untuck collision
setCeilng(bool IN_CEILING){ ... }
setGround(bool IN_GROUND){ ... }
(position update)
setCrouch(bool bDuck){ ... }
setJump(bool bJump){ ... }
doMove(Vector3 moveDir){ ... }
//Handles movement and facing
//GET
FixedUpdate(){ ... }
// Calculate position state delta for animator
(delegates)
OnEnable(){...}
//radar
an
//animation : input + character/env state
ht
//health logic
rb
//rigidbody events
io
io.OnAttkDelegate += setAttk ;
//direct input
(structs)
s_RbodyProperties
sRB
s_EmitProperties
sEM
s_DispOProperties
sDP
oEnemy.cs
oBoss.cs
//oEnemy ai logic, plus level hazard
//oPlayer minus Input, swapped out for ai
cEmit_Particle.cs
cEmit_HeatSeek.cs
cEmit_Bullet.cs
cEmit_Audio.cs
cCurve.cs
cTween.cs
cSpawn.cs
cHint.cs
cLevel.cs
(utility)
Sound
getSoundManager(){ ... }
(spawning fx)
(spawning entity)
(enums)
enum
(Transform)
e_Icon{ ... }
e_Flyr{ ... }
e_Slams{ ... }
e_Bllt{ ... }
e_Enmy{ ... }
e_Anim{ ... }
// Must be Animator
e_psFX{ ... }
// Must be particle system
(camera)
// Ad hoc pooler, and spawns almost everything needed by player, enemy, level and gui
// Approaching monlithicness
(misc)
cHealth.cs
cEquip.cs
cXform.cs
cRadar.cs
//Player awareness scans eligible targets in level
cMcanm.cs
public void SetAttk(bool bAttk){ ... }
anim.SetTrigger(_bAttk_ID);
// Play Animation
animator_Hash_ID(){ ... }
_bAttk_ID = Animator.StringToHash(this._bAttk );
//HACK : if Animator fails to find string, it'll return a value of 0
Init(){ ... }
anST.OnAttkDelegate += SetAttk;
Animator
anim
// mecanim animator
cAnimn
anST
// animation state
//manages String state to animator hash conversion
cAnimn.cs
setAttk(bool bAttk){ ... }
this.OnAttkDelegate(bAttk);
eStateB
attkST{ ... }
set{ ... }
if(value == eStateB.DN){ ... }
this.setAttk(true);
DL_bVal
...
//Listener for all valid events
//Almost all delegates get called from here!
cRbody.cs
// Handles almost all position logic : Move, Jump ...etc
// Checks for ground state...etc
cInput.cs
(func)
private
set__IO(bool b__io){ ... }
this.On__IODelegate(b__io);
virtual
void
doAttk(bool bAttk){ ... }
OnAttkDelegate(bAttk);
(var)
public
bool
b__IO { ... }
this.set__IO(value);
OnBTTN
On__IODelegate
OnAttkDelegate
// Handles almost all input logic
// How long has button been held...etc
__iTweenMTON.cs
__iCurve.cs
__iEmit.cs
//effects and animated sprites
__iHint.cs
__iLevel.cs
__iHealth.cs
__iEquip.cs
__iAnimn.cs
__iRbody.cs
__iXform.cs
__iInput.cs