Add gore censoring option

This commit is contained in:
Jens Pitkänen 2019-08-04 02:45:32 +03:00
parent 2daf97a490
commit 2546b1575b
10 changed files with 293 additions and 11 deletions

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@ -322,9 +322,12 @@ MonoBehaviour:
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@ -6,16 +6,17 @@ namespace Saltosion.OneWeapon {
public class BloodLauncher : MonoBehaviour { public class BloodLauncher : MonoBehaviour {
private static BloodLauncher Singleton; private static BloodLauncher Singleton;
public GameObject BloodParticlePrefab; public GameObject BloodParticlePrefab;
public GameObject CensoredBloodParticlePrefab;
public Transform ParticleRoot; public Transform ParticleRoot;
public int MaxParticles; public int MaxParticles;
public bool DebugLaunch = false; public bool DebugLaunch = false;
public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) { public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
for (int i = 0; i < particleCount; i++) { for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); i++) {
if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) { if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) {
Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject); Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
} }
GameObject Obj = Instantiate(Singleton.BloodParticlePrefab, origin, new Quaternion(), Singleton.ParticleRoot); GameObject Obj = Instantiate(Singleton.GetGorePrefab(), 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 * force, 1.1f);
float Cone = degrees / 360.0f; float Cone = degrees / 360.0f;
@ -28,5 +29,13 @@ namespace Saltosion.OneWeapon {
private void Start() { private void Start() {
Singleton = this; Singleton = this;
} }
private GameObject GetGorePrefab() {
return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab;
}
private float GetParticleCountMultiplier() {
return Options.CensorGore ? 0.1f : 1f;
}
} }
} }

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@ -35,7 +35,7 @@ namespace Saltosion.OneWeapon {
Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime; Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude); RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude);
if (Hit.collider != null) { if (Hit.rigidbody != null) {
bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static; bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude); Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
CurrentlyStuckOn = Hit.rigidbody; CurrentlyStuckOn = Hit.rigidbody;

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@ -27,6 +27,8 @@ namespace Saltosion.OneWeapon {
public void Explode() { public void Explode() {
foreach (GameObject Obj in BodypartPrefabs) { foreach (GameObject Obj in BodypartPrefabs) {
// No body parts flying in censored mode
if (!Options.CensorGore) {
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null); GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>(); Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
if (Bodypart == null) { if (Bodypart == null) {
@ -36,7 +38,9 @@ namespace Saltosion.OneWeapon {
float DirectionRadians = Random.value * Mathf.PI * 2.0f; float DirectionRadians = Random.value * Mathf.PI * 2.0f;
Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse); Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse); Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
}
// Blood is replaced by flowers though, no problem with that
BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f); BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
} }
} }

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@ -0,0 +1,5 @@
namespace Saltosion.OneWeapon {
public class Options {
public static bool CensorGore = false;
}
}

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