Update blood fx
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parent
97eb27a151
commit
19c95e7962
@ -57,7 +57,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 2
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spritePixelsToUnits: 32
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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@ -45,7 +45,7 @@ TextureImporter:
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spriteMeshType: 1
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spriteMeshType: 1
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alignment: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 16
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spritePixelsToUnits: 32
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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@ -26,7 +26,7 @@ Transform:
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m_GameObject: {fileID: 1882677610630750272}
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m_GameObject: {fileID: 1882677610630750272}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 2, y: 2, z: 2}
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m_LocalScale: {x: 4, y: 4, z: 2}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 1882677610906969933}
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m_Father: {fileID: 1882677610906969933}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -26,7 +26,7 @@ Transform:
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m_GameObject: {fileID: 5625006176639346184}
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m_GameObject: {fileID: 5625006176639346184}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 12, y: 12, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 5625006176899801349}
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m_Father: {fileID: 5625006176899801349}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -69,15 +69,16 @@ SpriteRenderer:
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m_SortingLayerID: -1695068835
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m_SortingLayerID: -1695068835
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m_SortingLayer: 2
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m_SortingLayer: 2
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m_SortingOrder: 0
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m_SortingOrder: 0
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m_Sprite: {fileID: 21300000, guid: ff1fce077e0aafb45be2c369b110d6e0, type: 3}
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m_Sprite: {fileID: 5684327315910396547, guid: ff1fce077e0aafb45be2c369b110d6e0,
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type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipX: 0
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m_FlipY: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_DrawMode: 0
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m_Size: {x: 0.0625, y: 0.0625}
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m_Size: {x: 0.1875, y: 0.1875}
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m_AdaptiveModeThreshold: 0.5
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
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--- !u!1 &5625006176899801348
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--- !u!1 &5625006176899801348
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@ -13793,7 +13793,7 @@ PrefabInstance:
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type: 3}
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type: 3}
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propertyPath: CameraFX
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propertyPath: CameraFX
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value:
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value:
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objectReference: {fileID: 0}
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objectReference: {fileID: 963194229}
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- target: {fileID: 8489029732530782806, guid: 14a47f86f9e45da45863a81716f2378b,
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- target: {fileID: 8489029732530782806, guid: 14a47f86f9e45da45863a81716f2378b,
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type: 3}
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type: 3}
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propertyPath: HandRotationRetractSpeed
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propertyPath: HandRotationRetractSpeed
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@ -27,7 +27,7 @@ namespace Saltosion.OneWeapon {
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}
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}
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GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
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GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
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BloodParticle Particle = Obj.GetComponent<BloodParticle>();
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BloodParticle Particle = Obj.GetComponent<BloodParticle>();
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float Intensity = Mathf.Pow(Random.value * force, 1.1f);
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float Intensity = Mathf.Pow(Random.value, 0.8f) * force;
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float Cone = degrees / 360.0f;
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float Cone = degrees / 360.0f;
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float Offset = Mathf.Atan2(direction.y, direction.x);
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float Offset = Mathf.Atan2(direction.y, direction.x);
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float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
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float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
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@ -44,7 +44,7 @@ namespace Saltosion.OneWeapon {
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}
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}
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private float GetParticleCountMultiplier() {
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private float GetParticleCountMultiplier() {
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return Options.CensorGore ? 0.1f : 1f;
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return Options.CensorGore ? 0.1f : 1.5f;
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}
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}
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}
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}
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}
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}
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