using UnityEngine; using UnityEngine.UI; using System.Collections; public class fxController : MonoBehaviour { public int levelFX = 0; public int FX = 0; public GameObject[] fxObject; public Text levelFXTxt; public Text numberFXTxt; public Text nameFXTxt; public Camera myCamera; int cameraZoom = 2; float[] cameraFOV = new float[] { 40, 50, 60 }; void Start() { for (int i = 0; i < 4; i++) { fxObject[i].SetActive(false); } SetlevelFXTxt(levelFX, FX); } void Update() { if (Input.GetKeyDown(KeyCode.UpArrow)) { levelFX++; levelFX = Mathf.Clamp(levelFX, 0, 3); DisabledFX(); } if (Input.GetKeyDown(KeyCode.DownArrow)) { levelFX--; levelFX = Mathf.Clamp(levelFX, 0, 3); DisabledFX(); } if (Input.GetKeyDown(KeyCode.LeftArrow)) { FX--; FX = Mathf.Clamp(FX, 0, 7); DisabledFX(); } if (Input.GetKeyDown(KeyCode.RightArrow)) { FX++; FX = Mathf.Clamp(FX, 0, 7); DisabledFX(); } if (Input.GetKeyDown(KeyCode.KeypadMinus)) { cameraZoom = Mathf.Clamp(cameraZoom + 1, 0, 2); } if (Input.GetKeyDown(KeyCode.KeypadPlus)) { cameraZoom = Mathf.Clamp(cameraZoom - 1, 0, 2); } myCamera.fieldOfView = Mathf.Lerp(myCamera.fieldOfView, cameraFOV[cameraZoom], 0.2f); switch (FX) { case 0: if (levelFX == 0) { fxObject[0].SetActive(true); SetNameFXTxt (0);}; if (levelFX == 1) { fxObject[1].SetActive(true); SetNameFXTxt (1);}; if (levelFX == 2) { fxObject[2].SetActive(true); SetNameFXTxt (2);}; if (levelFX == 3) { fxObject[3].SetActive(true); SetNameFXTxt (3);}; break; case 1: if (levelFX == 0) { fxObject[4].SetActive(true); SetNameFXTxt (4);}; if (levelFX == 1) { fxObject[5].SetActive(true); SetNameFXTxt (5);}; if (levelFX == 2) { fxObject[6].SetActive(true); SetNameFXTxt (6);}; if (levelFX == 3) { fxObject[7].SetActive(true); SetNameFXTxt (7);}; break; case 2: if (levelFX == 0) { fxObject[8].SetActive(true); SetNameFXTxt (8);}; if (levelFX == 1) { fxObject[9].SetActive(true); SetNameFXTxt (9);}; if (levelFX == 2) { fxObject[10].SetActive(true); SetNameFXTxt (10);}; if (levelFX == 3) { fxObject[11].SetActive(true); SetNameFXTxt (11);}; break; case 3: if (levelFX == 0) { fxObject[12].SetActive(true); SetNameFXTxt (12);}; if (levelFX == 1) { fxObject[13].SetActive(true); SetNameFXTxt (13);}; if (levelFX == 2) { fxObject[14].SetActive(true); SetNameFXTxt (14);}; if (levelFX == 3) { fxObject[15].SetActive(true); SetNameFXTxt (15);}; break; case 4: if (levelFX == 0) { fxObject[16].SetActive(true); SetNameFXTxt (16);}; if (levelFX == 1) { fxObject[17].SetActive(true); SetNameFXTxt (17);}; if (levelFX == 2) { fxObject[18].SetActive(true); SetNameFXTxt (18);}; if (levelFX == 3) { fxObject[19].SetActive(true); SetNameFXTxt (19);}; break; case 5: if (levelFX == 0) { fxObject[20].SetActive(true); SetNameFXTxt (20);}; if (levelFX == 1) { fxObject[21].SetActive(true); SetNameFXTxt (21);}; if (levelFX == 2) { fxObject[22].SetActive(true); SetNameFXTxt (22);}; if (levelFX == 3) { fxObject[23].SetActive(true); SetNameFXTxt (23);}; break; case 6: if (levelFX == 0) { fxObject[24].SetActive(true); SetNameFXTxt (24);}; if (levelFX == 1) { fxObject[25].SetActive(true); SetNameFXTxt (25);}; if (levelFX == 2) { fxObject[26].SetActive(true); SetNameFXTxt (26);}; if (levelFX == 3) { fxObject[27].SetActive(true); SetNameFXTxt (27);}; break; case 7: if (levelFX == 0) { fxObject[28].SetActive(true); SetNameFXTxt (28);}; if (levelFX == 1) { fxObject[29].SetActive(true); SetNameFXTxt (29);}; if (levelFX == 2) { fxObject[30].SetActive(true); SetNameFXTxt (30);}; if (levelFX == 3) { fxObject[31].SetActive(true); SetNameFXTxt (31);}; break; case 8: if (levelFX == 0) { fxObject[32].SetActive(true); SetNameFXTxt (32);}; if (levelFX == 1) { fxObject[33].SetActive(true); SetNameFXTxt (33);}; if (levelFX == 2) { fxObject[34].SetActive(true); SetNameFXTxt (34);}; if (levelFX == 3) { fxObject[35].SetActive(true); SetNameFXTxt (35);}; break; case 9: if (levelFX == 0) { fxObject[36].SetActive(true); SetNameFXTxt (36);}; if (levelFX == 1) { fxObject[37].SetActive(true); SetNameFXTxt (37);}; if (levelFX == 2) { fxObject[38].SetActive(true); SetNameFXTxt (38);}; if (levelFX == 3) { fxObject[39].SetActive(true); SetNameFXTxt (39);}; break; } } void DisabledFX() { for (int i = 0; i < 32 ; i++) { fxObject[i].SetActive(false); } SetlevelFXTxt(levelFX,FX); } void SetlevelFXTxt(int i, int j) { switch (i) { case 0: levelFXTxt.text = "Level : Light"; break; case 1: levelFXTxt.text = "Level : Medium"; break; case 2: levelFXTxt.text = "Level : Heavy"; break; case 3: levelFXTxt.text = "Level : VeryHeavy"; break; } i++; j++; numberFXTxt.text = "No. : " + j.ToString() + " / 8"; } void SetNameFXTxt (int i) { nameFXTxt.text = "Name : " + fxObject [i].gameObject.name; } }