UI update 02

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2026-06-30 21:21:30 +08:00
parent b2a1e307a4
commit f62f643cfc
1666 changed files with 211081 additions and 22799 deletions
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using UnityEngine;
namespace KD.Destro2D{
public class BasicMissile : MonoBehaviour
{
public GameObject DestructionObject;
public GameObject effect;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Destroy(this.gameObject,4f);
}
// Update is called once per frame
void Update()
{
}
void OnCollisionEnter2D(Collision2D collision)
{
Vector2 hitPoint = collision.contacts[0].point;
if(this!= null){
Instantiate(DestructionObject,hitPoint,Quaternion.identity);
Instantiate(effect,hitPoint,Quaternion.identity);
Destroy(this.gameObject);
}
}
}
}
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using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace KD.Destro2D{
public class BasicPlayerControl2D : MonoBehaviour
{
#if ENABLE_INPUT_SYSTEM
public InputActionAsset inputActions;
public float bulletCD;
InputAction move;
InputAction missileAttack;
InputAction bulletAttack;
Rigidbody2D rb;
public float speed;
Vector2 lookDirn;
Vector2 dirn;
public GameObject missilePrefab;
public GameObject bulletPrefab;
public float missileSpeed;
public float shootOffset;
float t;
void OnEnable()
{
move = inputActions.FindAction("Player/Move",true);
missileAttack = inputActions.FindAction("Player/AltAttack",true);
bulletAttack = inputActions.FindAction("Player/Attack",true);
missileAttack.Enable();
bulletAttack.Enable();
move.Enable();
rb = GetComponent<Rigidbody2D>();
}
void Start()
{
missileAttack.performed += _ => ShootMissile(missilePrefab);
}
void OnDisable()
{
missileAttack.Disable();
bulletAttack.Disable();
move.Disable();
}
// Update is called once per frame
void Update()
{
t+=Time.deltaTime;
Move();
Look();
if(bulletAttack.IsPressed()){
if(t < bulletCD) return;
ShootMissile(bulletPrefab);
t = 0;
}
}
void FixedUpdate()
{
rb.AddForce(dirn);
}
void ShootMissile(GameObject prefab)
{
float angle = Mathf.Atan2(lookDirn.y,lookDirn.x) * Mathf.Rad2Deg;
Quaternion missileRotn = Quaternion.AngleAxis(angle,transform.forward);
Rigidbody2D missile = Instantiate(prefab,(Vector2)transform.position + lookDirn.normalized * shootOffset,missileRotn).GetComponent<Rigidbody2D>();
missile.AddForce(lookDirn.normalized * missileSpeed);
}
void Look()
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Mouse.current.position.ReadValue());
mousePos.z = transform.position.z;
lookDirn = mousePos - transform.position;
}
void Move()
{
float dirval = move.ReadValue<float>();
dirn = transform.right * dirval * speed;
}
#endif
}
}
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packageVersion: 1.0.3
assetPath: Assets/Destro2DMain/Demos/Prefabs/Scripts/BasicPlayerControl2D.cs
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using UnityEngine;
namespace KD.Destro2D{
public class BasicPlayerFollow : MonoBehaviour
{
public Transform player;
public float dist = -10;
public float offsetY = 2;
public float speed = 5;
void Start()
{
}
// Update is called once per frame
void LateUpdate()
{
Vector3 targetpos = new Vector3(player.position.x,player.position.y + offsetY,dist);
transform.position = Vector3.Lerp(transform.position,targetpos,speed * Time.deltaTime);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace KD.Destro2D{
public class DoBasicDestruction : MonoBehaviour
{
[SerializeReference]
public List<Destruction> destructions = new();
[Header("Burn colors correspond to destructions in order, make sure to have SAME COUNT")]
public List<Color> burncolors = new();
public float radius = 1f;
public bool doMainDestruction = false;
void OnEnable()
{
Collider2D[] col = Physics2D.OverlapCircleAll(transform.position,radius);
foreach(Collider2D c in col)
{
if(c.TryGetComponent<Destro2DMain>(out var d)){
//important to setup when dealing with other object
for(int i = 0; i < destructions.Count; i++)
{
var dest = destructions[i];
var color = burncolors[i];
dest.SetupWithColor(c.gameObject,color);
}
d.DynamicDestroyWorld(transform.position,destructions);
if(doMainDestruction) d.DynamicDestroyWorld(transform.position);
}
}
Destroy(this.gameObject);
}
}
}
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using System.Collections;
using UnityEngine;
namespace KD.Destro2D{
public class DoExplosion : MonoBehaviour
{
public float radiusCore = 0f;
public float radiusOuter = 1f;
public float noiseScale = 20f;
public float thickness = 0.12f;
public float force = 100f;
void OnEnable()
{
Collider2D[] col = Physics2D.OverlapCircleAll(transform.position,radiusOuter);
foreach(Collider2D c in col)
{
if(c.TryGetComponent<Destro2DMain>(out var d)){
d.DynamicFracture(transform.position,radiusCore,radiusOuter,noiseScale,thickness,5);
}
}
StartCoroutine(AddForce());
}
IEnumerator AddForce()
{
//delay for the chunks to actually split
yield return new WaitForSeconds(0.1f);
//detect again, then add force
Collider2D[] col = Physics2D.OverlapCircleAll(transform.position,radiusOuter);
foreach(Collider2D c in col)
{
if(c.TryGetComponent<SplitHandler>(out var s) && c.TryGetComponent<Rigidbody2D>(out var rb))
{
Vector2 worldChunkCentre = c.transform.TransformPoint(s.chunkCentre);
Vector2 dir = worldChunkCentre - (Vector2)transform.position;
rb.AddForce(dir.normalized * force);
}
}
Destroy(this.gameObject);
}
}
}
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@@ -0,0 +1,21 @@
using UnityEngine;
namespace KD.Destro2D{
public class DoGrowingDestruction : MonoBehaviour
{
public float radius = 1f;
void OnEnable()
{
Collider2D[] col = Physics2D.OverlapCircleAll(transform.position,radius);
foreach(Collider2D c in col)
{
if(c.TryGetComponent<Destro2DMain>(out var d)){
d.DynamicDestroyWorld(c.ClosestPoint(transform.position));
}
}
Destroy(this.gameObject);
}
}
}
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using System.Collections;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace KD.Destro2D{
public class SpawnDestruction : MonoBehaviour
{
#if ENABLE_INPUT_SYSTEM
public InputActionAsset inputActions;
public float interval = 0.1f;
public GameObject destructionObject;
InputAction click;
void OnEnable()
{
click = inputActions.FindAction("Player/Attack",true);
click.Enable();
}
void OnDisable()
{
click.Disable();
}
void Start()
{
StartCoroutine(SpawnDestructionObject(interval));
}
void Update()
{
}
IEnumerator SpawnDestructionObject(float interval)
{
while (true)
{
if(click.IsPressed()){
Vector2 mouseScreen = Mouse.current.position.ReadValue();
Vector3 mousepos = Camera.main.ScreenToWorldPoint(mouseScreen);
mousepos.z = 0f;
Instantiate(destructionObject,mousepos,Quaternion.identity);
}
yield return new WaitForSeconds(interval);
}
}
#endif
}
}
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