BloodAndGore/Assets/Scripts/BloodLauncher.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class BloodLauncher : MonoBehaviour {
private static BloodLauncher Singleton;
public GameObject BloodParticlePrefab;
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public GameObject CensoredBloodParticlePrefab;
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public Transform ParticleRoot;
public int MaxParticles;
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public bool DebugLaunch = false;
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public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
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for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); i++) {
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if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) {
Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
}
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GameObject Obj = Instantiate(Singleton.GetGorePrefab(), origin, new Quaternion(), Singleton.ParticleRoot);
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BloodParticle Particle = Obj.GetComponent<BloodParticle>();
float Intensity = Mathf.Pow(Random.value * force, 1.1f);
float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Cone * (Random.value - 0.5f) * Mathf.PI * 2.0f;
Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
}
}
private void Start() {
Singleton = this;
}
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private GameObject GetGorePrefab() {
return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab;
}
private float GetParticleCountMultiplier() {
return Options.CensorGore ? 0.1f : 1f;
}
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}
}