BloodAndGore/Assets/Scripts/Effects/DebrisLauncher.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.Effects {
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public enum DebrisType {
Blood, Structural, Wood
}
public class DebrisLauncher : MonoBehaviour {
private static DebrisLauncher Singleton;
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public GameObject StructuralParticlePrefab;
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public GameObject WoodParticlePrefab;
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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(DebrisType Type, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky = true) {
int ParticleCount = (int)(particleCount * (Type == DebrisType.Blood ? Singleton.GetBloodParticleCountMultiplier() : 1));
LaunchParticles(Singleton.GetDebrisPrefab(Type), origin, direction, particleCount, force, degrees, sticky);
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}
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private static void LaunchParticles(GameObject prefab, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky) {
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for (int i = 0; i < particleCount; 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(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
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DebrisParticle Particle = Obj.GetComponent<DebrisParticle>();
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float Intensity = Mathf.Pow(Random.value, 0.8f) * force;
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float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
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Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
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Particle.GetsStuck = sticky && Random.value < 0.5;
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}
}
private void Start() {
Singleton = this;
}
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private GameObject GetDebrisPrefab(DebrisType Type) {
switch (Type) {
case DebrisType.Blood:
return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab;
case DebrisType.Structural:
return StructuralParticlePrefab;
case DebrisType.Wood:
return WoodParticlePrefab;
default:
return CensoredBloodParticlePrefab;
}
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}
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private float GetBloodParticleCountMultiplier() {
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return Options.CensorGore ? 0.1f : 1.5f;
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}
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}
}