141 lines
6.5 KiB
C#
141 lines
6.5 KiB
C#
using UnityEngine;
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using System.Collections;
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using Thousandto.Code.Center;
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using Thousandto.Code.Logic;
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/// <summary>
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/// 这里用于GameCenter的扩展,
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/// 大部分是用来测试
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/// </summary>
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public class GameExtentScript : MonoBehaviour
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{
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private bool _showTestButtons = false;
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private Vector2 _scrollPos = Vector2.zero;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void OnGUI()
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{
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if (GUI.Button(new Rect(0, 0, 100, 100), _showTestButtons? "隐藏" : "显示"))
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{
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_showTestButtons = !_showTestButtons;
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}
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if (_showTestButtons)
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{
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GUILayout.BeginArea(new Rect(0,120,300,500));
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_scrollPos = GUILayout.BeginScrollView(_scrollPos);
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GUILayout.BeginVertical();
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if (GUILayout.Button("替换为简单Shader", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSimpleShader,1);
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if (GUILayout.Button("替换半透shader", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPBlendShader, 1);
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if (GUILayout.Button("替换简单纹理", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSimpleTexture, 1);
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if (GUILayout.Button("替换简单网格", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSimpleMesh, 1);
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if (GUILayout.Button("隐藏hud", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPHUD, 1);
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if (GUILayout.Button("隐藏主界面", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPMain, 1);
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if (GUILayout.Button("隐藏所有UI", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPAllUI, 1);
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if (GUILayout.Button("屏蔽场景特效", GUILayout.MinHeight(40)))
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{
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GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPVFXScene, 1);
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GameCenter.GameSceneSystem.ActivedScene.SetSceneEffectLevel();
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}
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if (GUILayout.Button("屏蔽后处理", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.EnablePostEffect, 0);
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if( GUILayout.Button( "屏蔽角色", GUILayout.MinHeight( 40 ) ) ) SetPlayerModelActive();
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if( GUILayout.Button( "屏蔽NPC", GUILayout.MinHeight( 40 ) ) ) SetNpcModelActive();
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if( GUILayout.Button( "屏蔽怪物", GUILayout.MinHeight( 40 ) ) ) SetMonsterModelActive();
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if (GUILayout.Button("屏蔽场景", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPScene, 1);
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if (GUILayout.Button("屏蔽动作", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPAnimator, 1);
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if (GUILayout.Button("屏蔽所有战斗效果", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillAll, 1);
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if (GUILayout.Button("屏蔽技能特效", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPVFXSkill, 1);
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if (GUILayout.Button("屏蔽技能音效", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSFXSkill, 1);
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if (GUILayout.Button("屏蔽技能动作", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillAnim, 1);
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if (GUILayout.Button("屏蔽技能模糊", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillBloom, 1);
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if (GUILayout.Button("屏蔽技能震动", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillShake, 1);
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if (GUILayout.Button("屏蔽受击闪烁", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillBlink, 1);
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if (GUILayout.Button("屏蔽伤害数字", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPSkillDamageNumber, 1);
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if (GUILayout.Button("屏蔽掉落效果", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPDropEffect, 1);
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if (GUILayout.Button("屏蔽Lua更新", GUILayout.MinHeight(40))) GameCenter.GameSetting.SetSetting(GameSettingKeyCode.TPLuaUpdate, 1);
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GUILayout.EndVertical();
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GUILayout.EndScrollView();
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GUILayout.EndArea();
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}
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}
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#region 模型显示隐藏
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public static bool _showPlayerModel = true;
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public static bool _showNpcModel = true;
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public static bool _showMonsterModel = true;
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private static void SetPlayerModelActive()
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{
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_showPlayerModel = !_showPlayerModel;
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var _lP = GameCenter.GameSceneSystem.GetLocalPlayer();
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if( _lP != null )
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{
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SetModelActive( _lP.Skin.RootTransform, _showPlayerModel );
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}
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var _pets = GameCenter.GameSceneSystem.FindEntityAll<Pet>();
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if( _pets != null && _pets.Count > 0 )
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{
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for( int i = 0; i < _pets.Count; i++ )
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{
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SetModelActive( _pets[ i ].ModelTransform, _showPlayerModel );
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}
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}
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var _otherPlayers = GameCenter.GameSceneSystem.FindRemotePlayers();
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if( _otherPlayers != null && _otherPlayers.Count > 0 )
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{
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for( int i = 0; i < _otherPlayers.Count; i++ )
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{
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SetModelActive( _otherPlayers[ i ].Skin.RootTransform, _showPlayerModel );
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}
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}
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}
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private static void SetNpcModelActive()
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{
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_showNpcModel = !_showNpcModel;
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var _npcs = GameCenter.GameSceneSystem.FindNpcs();
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if( _npcs != null && _npcs.Count > 0 )
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{
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for( int i = 0; i < _npcs.Count; i++ )
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{
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SetModelActive( _npcs[ i ].Skin.RootTransform, _showNpcModel );
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}
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}
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}
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private static void SetMonsterModelActive()
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{
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_showMonsterModel = !_showMonsterModel;
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var _monsters = GameCenter.GameSceneSystem.FindMonsters();
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if( _monsters != null && _monsters.Count > 0 )
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{
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for( int i = 0; i < _monsters.Count; i++ )
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{
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SetModelActive( _monsters[ i ].Skin.RootTransform, _showMonsterModel );
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}
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}
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}
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public static void SetModelActive( Transform trans, bool active )
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{
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if( trans == null ) return;
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for( int i = 0; i < trans.childCount; i++ )
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{
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trans.GetChild( i ).gameObject.SetActive( active );
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}
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}
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#endregion
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}
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