Effects
How do I use Effects
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PhotonConverter.cs
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160 static void ConvertScripts(List161 {
162 bool ignoreWarningIsLogged = false;
163
164 foreach (string script in scriptPathList)
165 {
166 if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
167 {
168 if (!ignoreWarningIsLogged)
169 {
170 ignoreWarningIsLogged = true;
171 Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
172 }
173 continue;
174 }
175 if (script.Contains("Image Effects"))
176 {
177 continue;
178 }
179
180 ConvertToPhotonAPI(script);
181 }
182
183 foreach (string script in scriptPathList)
184 {
185 AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
186 }
187 }
File name: InstructionsScript.cs
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27 void OnGUI() {
28 if (this.gameScript.gameView == "instructions") {
29 GUI.skin = currentGUISkin;
30
31 this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
32
33 GUIStyle labelStyle = new GUIStyle(currentGUISkin.label);
34 labelStyle.alignment = TextAnchor.UpperLeft;
35 GUILayout.Label ("Instructions", "BigLabel");
36
37
38 scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
39
40 GUILayout.Label ("Object", "Subheader");
41
42 GUILayout.Label (@"The object of 2048-3D is to"
43 + " slide numbered blocks in such a way"
44 + " so that blocks with the same numbers collide"
45 + " and combine into a new block that is twice"
46 + " as much as the originals until"
47 + " the number 2048 is reached.", labelStyle);
48
49 GUILayout.Label ("Moving the Blocks", "Subheader");
50
51 GUILayout.Label (@"You cannot move blocks individually, but must"
52 + " move all blocks simultaneously in the same direction."
53 + " Blocks can move forward, backward, up, down, left"
54 + " and right along the green connectors."
55 + " Simply swipe any part of the screen to move up,"
56 + " down, left or right (keyboard: arrow keys). To move the"
57 + " blocks forward and backward use the"
58 + " big red arrow keys at the bottom of the screen (keyboard: a and z keys)."
59 + " When moving, all blocks that can slide in the chosen direction will move."
60 + " Any block moving toward another block with the same number will collide "
61 + " and form a single block with twice the number as the originals", labelStyle);
62
63
64 GUILayout.Label ("New Blocks", "Subheader");
65
66 GUILayout.Label (@"After each move is"
67 + " made a new block will appear randomly in an empty position."
68 + " This block will have a number of either 2 or 4."
69 + " For an extra challenge, there is a game option you can"
70 + " set so that zeros can also be assinged to a new block."
71 + " Zeros act like any other number in that they can"
72 + " collide with other zeros to make a block twice as much "
73 + " (which is still zero).", labelStyle);
74
75
76
77 GUILayout.Label ("Scoring and Finishing", "Subheader");
78
79 GUILayout.Label(@"For every block collision that occurs you receive"
80 + " the number of points of the newly"
81 + " created block. If after making a move"
82 + " all positions are filled and no new"
83 + " moves are possible, the game ends."
84 + " A separate high score / highest block is kept for each"
85 + " distinct combination of game options", labelStyle);
86
87
88 GUILayout.Label ("Game Layout Options", "Subheader");
89
90 GUILayout.Label (@"When I first made this game there"
91 + " was only one game layout, a 3x3x3 cube."
92 + " After testing it a bit, it was way to easy"
93 + " so the zero option was added."
94 + " It was still way to easy "
95 + " (e.g. you could swipe without even looking and get pretty far)."
96 + " Therefore there are now several diffent game layouts that"
97 + " make the game more challenging and fun.", labelStyle);
98
99 GUILayout.Label ("Game Timer Option", "Subheader");
100
101 GUILayout.Label (@"To give yourself even more of a challenge"
102 + " you can set game options to include a timer."
103 + " If a timer is chosen you have a specific"
104 + " amount of time to combined blocks to make the 64 block."
105 + " If you run out of time the game is over."
106 + " If you reach your target before the timer runs down you will"
107 + " receive additional time to reach the next target."
108 + " The time you received is as follows: \n"
109 + " 64: option time + 5 seconds (because the first one is the hardest!)\n"
110 + " 128: option time\n"
111 + " 256: 2X option time\n"
112 + " 512: 4X option time \n"
113 + " 1024: 8X option time \n"
114 + " you get the idea.", labelStyle);
115
116
117 GUILayout.Label ("Acknowledgements \nand Confessions", "Subheader");
118
119 GUILayout.Label (@"2048-3D is based upon the original" +
120 " 2048 game designed by Gabriele Cirulli " +
121 " \n\n" +
122 " Sound effects by freeSFX http://www.freesfx.co.uk.\n\n" +
123 " This game was designed using the Unity3D game engine.\n\n" +
124 " FOR MORE PROJECTS VISIT:" +
125 " https://code-projects.org/", labelStyle);
126
127
128 foreach (Touch touch in Input.touches) {
129 if (touch.phase == TouchPhase.Moved)
130 {
131 // dragging
132 this.scrollPosition.y += touch.deltaPosition.y;
133 }
134 }
135 GUILayout.EndScrollView();
136
137 if (GUILayout.Button ("Return to Menu")) {
138 this.gameScript.gameView = "menu";
139 }
140 }
141 }
File name: GameScreen.cs
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659 public void addSkill(SkillType type, int animalIndex)
660 {
661 switch (type)
662 {
663 case SkillType.LUA:
664 {
665 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
666 bulletObject.name = "Bullet";
667 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
668 bulletObject.transform.parent = bulletLayer.transform;
669 GameObject animal = animals.getAnimal(animalIndex);
670 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x, animal.transform.localPosition.y + 0.2f, bulletObject.transform.localPosition.z);
671 Bullet bullet = bulletObject.GetComponent
672 bullet.animalIndex = animalIndex;
673 }
674 break;
675 case SkillType.DONGBANG:
676 {
677 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
678 bulletObject.name = "Bullet";
679 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
680 bulletObject.transform.parent = bulletLayer.transform;
681 GameObject animal = animals.getAnimal(animalIndex);
682 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x, animal.transform.localPosition.y + 0.2f, bulletObject.transform.localPosition.z);
683 Bullet bullet = bulletObject.GetComponent
684 bullet.animalIndex = animalIndex;
685 }
686 break;
687 case SkillType.THIENTHACH:
688 {
689 for (int i = 0; i < 3; i++)
690 {
691 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
692 bulletObject.name = "Bullet";
693 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
694 bulletObject.transform.parent = bulletLayer.transform;
695 GameObject animal = animals.getAnimal(animalIndex);
696 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x + 0.2f, animal.transform.localPosition.y + 0.4f, bulletObject.transform.localPosition.z);
697 Bullet bullet = bulletObject.GetComponent
698 bullet.animalIndex = animalIndex;
699 }
700 }
701 break;
702 case SkillType.SET:
703 {
704 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
705 bulletObject.name = "Bullet";
706 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
707 bulletObject.transform.parent = bulletLayer.transform;
708 GameObject animal = animals.getAnimal(animalIndex);
709 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x + 0.2f, animal.transform.localPosition.y + 0.2f, bulletObject.transform.localPosition.z);
710 Bullet bullet = bulletObject.GetComponent
711 bullet.animalIndex = animalIndex;
712 }
713 break;
714 case SkillType.BOM:
715 {
716 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
717 bulletObject.name = "Bullet";
718 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
719 bulletObject.transform.parent = bulletLayer.transform;
720 GameObject animal = animals.getAnimal(animalIndex);
721 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x , animal.transform.localPosition.y + 0.5f , bulletObject.transform.localPosition.z);
722 Bullet bullet = bulletObject.GetComponent
723 bullet.animalIndex = animalIndex;
724 }
725 break;
726 case SkillType.DOICHO:
727 {
728 GameObject bulletObject = (GameObject)Instantiate(Resources.Load
729 bulletObject.name = "Bullet";
730 bulletObject.layer = LayerMask.NameToLayer("Animal" + (animalIndex + 1));
731 bulletObject.transform.parent = bulletLayer.transform;
732 GameObject animal = animals.getAnimal(animalIndex);
733 bulletObject.transform.localPosition = new Vector3(animal.transform.localPosition.x + 0.3f, animal.transform.localPosition.y + 0.2f, bulletObject.transform.localPosition.z);
734 Bullet bullet = bulletObject.GetComponent
735 bullet.animalIndex = animalIndex;
736 }
737 break;
738 case SkillType.BAOVE:
739 {
740 Animal animal = animals.getAnimal(animalIndex).GetComponent
741 if (!animal.IsProtected)
742 {
743 GameObject effectObject = (GameObject)Instantiate(Resources.Load
744 effectObject.name = "Effect";
745 effectObject.transform.parent = effectLayer.transform;
746 effectObject.GetComponent
747 animal.protectedEffect = effectObject.GetComponent
748 }
749 else
750 {
751 animal.protectedEffect.stateTime = 5;
752 }
753 animals.getAnimal(animalIndex).GetComponent
754 }
755 break;
756 case SkillType.TANGTOC:
757 {
758 GameObject effectObject = (GameObject)Instantiate(Resources.Load
759 effectObject.name = "Effect";
760 effectObject.transform.parent = effectLayer.transform;
761 effectObject.GetComponent
762 animals.getAnimal(animalIndex).GetComponent
763 }
764 break;
765 }
766 }
File name: GameScreen.cs
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809 public void AnimalcollisionWithBullet(GameObject animalObject, GameObject bulletObject)
810 {
811 if (animalObject.GetComponent
812 SkillType type = bulletObject.GetComponent
813 int animalIndex = animalObject.GetComponent
814 switch (type)
815 {
816 case SkillType.LUA:
817 {
818 GameObject effectObject = (GameObject)Instantiate(Resources.Load
819 effectObject.transform.parent = effectLayer.transform;
820 effectObject.GetComponent
821 Destroy(bulletObject);
822 animalObject.GetComponent
823 animalObject.GetComponent
824 if (animalIndex == 0)
825 {
826 showRevivalTask(2, EmotionType.CUOIDEU);
827 }
828 }
829 break;
830 case SkillType.DONGBANG:
831 {
832 GameObject effectObject = (GameObject)Instantiate(Resources.Load
833 effectObject.transform.parent = effectLayer.transform;
834 effectObject.GetComponent
835 Destroy(bulletObject);
836 animalObject.GetComponent
837 animalObject.GetComponent
838 if (animalIndex == 0)
839 {
840 showRevivalTask(2, EmotionType.HOAMAT);
841 }
842 }
843 break;
844 case SkillType.THIENTHACH:
845 {
846 {
847 GameObject effectObject = (GameObject)Instantiate(Resources.Load
848 effectObject.transform.parent = effectLayer.transform;
849 effectObject.GetComponent
850 }
851 {
852 GameObject effectObject = (GameObject)Instantiate(Resources.Load
853 effectObject.transform.parent = effectLayer.transform;
854 effectObject.GetComponent
855 }
856 Destroy(bulletObject);
857 animalObject.GetComponent
858 animalObject.GetComponent
859 if (animalIndex == 0)
860 {
861 showRevivalTask(2, EmotionType.HOAMAT);
862 }
863 }
864 break;
865 case SkillType.SET:
866 {
867 GameObject effectObject = (GameObject)Instantiate(Resources.Load
868 effectObject.transform.parent = effectLayer.transform;
869 effectObject.GetComponent
870 animalObject.GetComponent
871 animalObject.GetComponent
872 if (animalIndex == 0)
873 {
874 showRevivalTask(2, EmotionType.HOAMAT);
875 }
876 }
877 break;
878 case SkillType.BOM:
879 {
880 GameObject effectObject = (GameObject)Instantiate(Resources.Load
881 effectObject.transform.parent = effectLayer.transform;
882 effectObject.GetComponent
883 Destroy(bulletObject);
884 animalObject.GetComponent
885 animalObject.GetComponent
886 }
887 break;
888 case SkillType.DOICHO:
889 {
890 GameObject effectObject = (GameObject)Instantiate(Resources.Load
891 effectObject.transform.parent = effectLayer.transform;
892 effectObject.GetComponent
893 int animalIndexb = bulletObject.GetComponent
894 Destroy(bulletObject);
895 GameObject animal2 = animals.getAnimal(animalIndexb);
896 GameObject effectObject2 = (GameObject)Instantiate(Resources.Load
897 effectObject.transform.parent = effectLayer.transform;
898 effectObject2.GetComponent
899 Vector3 p1 = animalObject.transform.localPosition;
900 Vector3 p2 = animal2.transform.localPosition;
901 animal2.transform.localPosition = new Vector3(p1.x, p1.y, p2.z);
902 animalObject.transform.localPosition = new Vector3(p2.x, p2.y, p1.z);
903 }
904 break;
905 }
906 }
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