Update blood fx
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				| @ -57,7 +57,7 @@ TextureImporter: | ||||
|   spriteMeshType: 1 | ||||
|   alignment: 0 | ||||
|   spritePivot: {x: 0.5, y: 0.5} | ||||
|   spritePixelsToUnits: 2 | ||||
|   spritePixelsToUnits: 32 | ||||
|   spriteBorder: {x: 0, y: 0, z: 0, w: 0} | ||||
|   spriteGenerateFallbackPhysicsShape: 1 | ||||
|   alphaUsage: 1 | ||||
|  | ||||
| @ -45,7 +45,7 @@ TextureImporter: | ||||
|   spriteMeshType: 1 | ||||
|   alignment: 0 | ||||
|   spritePivot: {x: 0.5, y: 0.5} | ||||
|   spritePixelsToUnits: 16 | ||||
|   spritePixelsToUnits: 32 | ||||
|   spriteBorder: {x: 0, y: 0, z: 0, w: 0} | ||||
|   spriteGenerateFallbackPhysicsShape: 1 | ||||
|   alphaUsage: 1 | ||||
|  | ||||
| @ -26,7 +26,7 @@ Transform: | ||||
|   m_GameObject: {fileID: 1882677610630750272} | ||||
|   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} | ||||
|   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_Father: {fileID: 1882677610906969933} | ||||
|   m_RootOrder: 0 | ||||
|  | ||||
| @ -26,7 +26,7 @@ Transform: | ||||
|   m_GameObject: {fileID: 5625006176639346184} | ||||
|   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} | ||||
|   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_Father: {fileID: 5625006176899801349} | ||||
|   m_RootOrder: 0 | ||||
| @ -69,15 +69,16 @@ SpriteRenderer: | ||||
|   m_SortingLayerID: -1695068835 | ||||
|   m_SortingLayer: 2 | ||||
|   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_FlipX: 0 | ||||
|   m_FlipY: 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_SpriteTileMode: 0 | ||||
|   m_WasSpriteAssigned: 0 | ||||
|   m_WasSpriteAssigned: 1 | ||||
|   m_MaskInteraction: 0 | ||||
|   m_SpriteSortPoint: 0 | ||||
| --- !u!1 &5625006176899801348 | ||||
|  | ||||
| @ -13793,7 +13793,7 @@ PrefabInstance: | ||||
|         type: 3} | ||||
|       propertyPath: CameraFX | ||||
|       value:  | ||||
|       objectReference: {fileID: 0} | ||||
|       objectReference: {fileID: 963194229} | ||||
|     - target: {fileID: 8489029732530782806, guid: 14a47f86f9e45da45863a81716f2378b, | ||||
|         type: 3} | ||||
|       propertyPath: HandRotationRetractSpeed | ||||
|  | ||||
| @ -27,7 +27,7 @@ namespace Saltosion.OneWeapon { | ||||
|                 } | ||||
|                 GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot); | ||||
|                 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 Offset = Mathf.Atan2(direction.y, direction.x); | ||||
|                 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() { | ||||
|             return Options.CensorGore ? 0.1f : 1f; | ||||
|             return Options.CensorGore ? 0.1f : 1.5f; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
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