Update blood fx

This commit is contained in:
Jens Pitkänen 2019-08-07 21:48:44 +03:00
parent 97eb27a151
commit 19c95e7962
6 changed files with 11 additions and 10 deletions

View File

@ -57,7 +57,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 2 spritePixelsToUnits: 32
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1

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@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 16 spritePixelsToUnits: 32
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1

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@ -26,7 +26,7 @@ Transform:
m_GameObject: {fileID: 1882677610630750272} m_GameObject: {fileID: 1882677610630750272}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 2, y: 2, z: 2} m_LocalScale: {x: 4, y: 4, z: 2}
m_Children: [] m_Children: []
m_Father: {fileID: 1882677610906969933} m_Father: {fileID: 1882677610906969933}
m_RootOrder: 0 m_RootOrder: 0

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@ -26,7 +26,7 @@ Transform:
m_GameObject: {fileID: 5625006176639346184} m_GameObject: {fileID: 5625006176639346184}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 12, y: 12, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 5625006176899801349} m_Father: {fileID: 5625006176899801349}
m_RootOrder: 0 m_RootOrder: 0
@ -69,15 +69,16 @@ SpriteRenderer:
m_SortingLayerID: -1695068835 m_SortingLayerID: -1695068835
m_SortingLayer: 2 m_SortingLayer: 2
m_SortingOrder: 0 m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: ff1fce077e0aafb45be2c369b110d6e0, type: 3} m_Sprite: {fileID: 5684327315910396547, guid: ff1fce077e0aafb45be2c369b110d6e0,
type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0 m_FlipX: 0
m_FlipY: 0 m_FlipY: 0
m_DrawMode: 0 m_DrawMode: 0
m_Size: {x: 0.0625, y: 0.0625} m_Size: {x: 0.1875, y: 0.1875}
m_AdaptiveModeThreshold: 0.5 m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0 m_SpriteTileMode: 0
m_WasSpriteAssigned: 0 m_WasSpriteAssigned: 1
m_MaskInteraction: 0 m_MaskInteraction: 0
m_SpriteSortPoint: 0 m_SpriteSortPoint: 0
--- !u!1 &5625006176899801348 --- !u!1 &5625006176899801348

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@ -13793,7 +13793,7 @@ PrefabInstance:
type: 3} type: 3}
propertyPath: CameraFX propertyPath: CameraFX
value: value:
objectReference: {fileID: 0} objectReference: {fileID: 963194229}
- target: {fileID: 8489029732530782806, guid: 14a47f86f9e45da45863a81716f2378b, - target: {fileID: 8489029732530782806, guid: 14a47f86f9e45da45863a81716f2378b,
type: 3} type: 3}
propertyPath: HandRotationRetractSpeed propertyPath: HandRotationRetractSpeed

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@ -27,7 +27,7 @@ namespace Saltosion.OneWeapon {
} }
GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot); GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
BloodParticle Particle = Obj.GetComponent<BloodParticle>(); BloodParticle Particle = Obj.GetComponent<BloodParticle>();
float Intensity = Mathf.Pow(Random.value * force, 1.1f); float Intensity = Mathf.Pow(Random.value, 0.8f) * force;
float Cone = degrees / 360.0f; float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x); float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f; float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
@ -44,7 +44,7 @@ namespace Saltosion.OneWeapon {
} }
private float GetParticleCountMultiplier() { private float GetParticleCountMultiplier() {
return Options.CensorGore ? 0.1f : 1f; return Options.CensorGore ? 0.1f : 1.5f;
} }
} }
} }