Add structural damage particles

This commit is contained in:
Jens Pitkänen 2019-08-04 17:14:48 +03:00
parent 4eeed5386e
commit 2864f44349
7 changed files with 264 additions and 1 deletions

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@ -340,6 +340,8 @@ MonoBehaviour:
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@ -5,6 +5,7 @@ using UnityEngine;
namespace Saltosion.OneWeapon { namespace Saltosion.OneWeapon {
public class BloodLauncher : MonoBehaviour { public class BloodLauncher : MonoBehaviour {
private static BloodLauncher Singleton; private static BloodLauncher Singleton;
public GameObject StructuralParticlePrefab;
public GameObject BloodParticlePrefab; public GameObject BloodParticlePrefab;
public GameObject CensoredBloodParticlePrefab; public GameObject CensoredBloodParticlePrefab;
public Transform ParticleRoot; public Transform ParticleRoot;
@ -12,11 +13,19 @@ namespace Saltosion.OneWeapon {
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) {
LaunchParticles(Singleton.GetGorePrefab(), origin, direction, particleCount, force, degrees);
}
public static void DebrisExplode(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
LaunchParticles(Singleton.StructuralParticlePrefab, origin, direction, particleCount, force, degrees);
}
private static void LaunchParticles(GameObject prefab, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); 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.GetGorePrefab(), 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 * force, 1.1f);
float Cone = degrees / 360.0f; float Cone = degrees / 360.0f;

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@ -47,6 +47,8 @@ namespace Saltosion.OneWeapon.Bullets {
Explodable Explodable = collider.GetComponent<Explodable>(); Explodable Explodable = collider.GetComponent<Explodable>();
if (Explodable != null) { if (Explodable != null) {
Explodable.Explode(true); Explodable.Explode(true);
} else {
BloodLauncher.DebrisExplode(transform.position, Body.velocity.normalized * 0.7f, 5, 30f, 360);
} }
} }
} }