using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class VariousEffectsScene : MonoBehaviour { public Transform[] m_effects; public GameObject scaleform; public GameObject[] m_destroyObjects = new GameObject[30]; public GameObject FriendlyEnemyObject; GameObject gm; public int inputLocation; public Text m_scalefactor; public static float m_gaph_scenesizefactor = 1; public Text m_effectName; int index = 0; void Awake() { inputLocation = 0; m_effectName.text = m_effects[index].name.ToString(); MakeObject(); } void Update () { InputKey(); if (index < 70) FriendlyEnemyObject.SetActive(false); else FriendlyEnemyObject.SetActive(true); } void InputKey() { if (Input.GetKeyDown(KeyCode.Z)) { if (index <= 0) index = m_effects.Length - 1; else index--; MakeObject(); } if (Input.GetKeyDown(KeyCode.X)) { if (index >= m_effects.Length-1) index = 0; else index++; MakeObject(); } if (Input.GetKeyDown(KeyCode.C)) MakeObject(); } void MakeObject() { DestroyGameObject(); gm = Instantiate(m_effects[index], m_effects[index].transform.position, m_effects[index].transform.rotation).gameObject; m_effectName.text = (index+1) +" : "+m_effects[index].name.ToString(); scaleform.transform.position = gm.transform.position; gm.transform.parent = scaleform.transform; gm.transform.localScale = new Vector3(1,1,1); float submit_scalefactor = m_gaph_scenesizefactor; if (index < 70) submit_scalefactor *= 0.5f; gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); m_destroyObjects[inputLocation] = gm; inputLocation++; } void DestroyGameObject() { for(int i = 0; i < inputLocation; i++) { Destroy(m_destroyObjects[i]); } inputLocation = 0; } public void GetSizeFactor() { m_gaph_scenesizefactor = float.Parse(m_scalefactor.text.ToString()); float submit_scalefactor = m_gaph_scenesizefactor; if (index < 70) submit_scalefactor *= 0.5f; gm.transform.localScale = new Vector3(submit_scalefactor, submit_scalefactor, submit_scalefactor); } }