Super Knight : Enter the Dungeon
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using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class CameraHolder : MonoBehaviour
{
//camera holder
public Transform Holder;
public float currDistance = 5.0f;
public float xRotate = 250.0f;
public float yRotate = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float prevDistance;
private float x = 0.0f;
private float y = 0.0f;
[Header("GUI")]
private float windowDpi;
public GameObject[] Prefabs;
private int Prefab;
private GameObject Instance;
private float StartColor;
private float HueColor;
public Texture HueTexture;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
Counter(0);
}
private void OnGUI()
{
if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
{
Counter(-1);
}
if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
{
Counter(0);
}
if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
{
Counter(+1);
}
StartColor = HueColor;
HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
if (HueColor != StartColor)
{
int i = 0;
foreach (var ps in particleSystems)
{
var main = ps.main;
Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
i++;
}
}
}
private ParticleSystem[] particleSystems = new ParticleSystem[0];
private List<SVA> svList = new List<SVA>();
private float H;
public struct SVA
{
public float S;
public float V;
public float A;
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
if (Instance != null)
{
Destroy(Instance);
}
Instance = Instantiate(Prefabs[Prefab]);
particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
svList.Clear();
foreach (var ps in particleSystems)
{
Color baseColor = ps.main.startColor.color;
SVA baseSVA = new SVA();
Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
baseSVA.A = baseColor.a;
svList.Add(baseSVA);
}
}
void LateUpdate()
{
if (currDistance < 2)
{
currDistance = 2;
}
currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
{
var pos = Input.mousePosition;
float dpiScale = 1;
if (Screen.dpi < 1) dpiScale = 1;
if (Screen.dpi < 200) dpiScale = 1;
else dpiScale = Screen.dpi / 200f;
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position;
transform.rotation = rotation;
transform.position = position;
}
else
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
if (prevDistance != currDistance)
{
prevDistance = currDistance;
var rot = Quaternion.Euler(y, x, 0);
var po = rot * new Vector3(0, 0, -currDistance) + Holder.position;
transform.rotation = rot;
transform.position = po;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
{
angle += 360;
}
if (angle > 360)
{
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
}