Add explodables
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8
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Assets/Prefabs/Bodyparts/Player/PlayerBody.prefab
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Assets/Prefabs/Bodyparts/Player/PlayerBody.prefab.meta
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Assets/Prefabs/Bodyparts/Player/PlayerHand.prefab
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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@ -1652,9 +1781,9 @@ Rigidbody2D:
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m_Simulated: 1
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m_Simulated: 1
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m_UseFullKinematicContacts: 1
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--- !u!1 &963194225
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GameObject:
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GameObject:
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@ -1908,7 +2135,7 @@ SpriteRenderer:
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@ -1988,7 +2215,7 @@ SpriteRenderer:
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m_SortingLayerID: -947994997
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m_Color: {r: 1, g: 1, b: 1, a: 1}
|
m_Color: {r: 1, g: 1, b: 1, a: 1}
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||||||
|
@ -8,7 +8,7 @@ namespace Saltosion.OneWeapon {
|
|||||||
public GameObject BloodParticlePrefab;
|
public GameObject BloodParticlePrefab;
|
||||||
public Transform ParticleRoot;
|
public Transform ParticleRoot;
|
||||||
public int MaxParticles;
|
public int MaxParticles;
|
||||||
public bool Launch = 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 < particleCount; i++) {
|
||||||
|
@ -21,11 +21,12 @@ namespace Saltosion.OneWeapon {
|
|||||||
Velocity *= 1.0f - Time.fixedDeltaTime * 20.0f;
|
Velocity *= 1.0f - Time.fixedDeltaTime * 20.0f;
|
||||||
if (CurrentlyStuckOn != null) {
|
if (CurrentlyStuckOn != null) {
|
||||||
bool IsStatic = CurrentlyStuckOn.bodyType == RigidbodyType2D.Static;
|
bool IsStatic = CurrentlyStuckOn.bodyType == RigidbodyType2D.Static;
|
||||||
Velocity *= 1.0f - Time.fixedDeltaTime * (IsStatic ? 35.0f : 15.0f);
|
Velocity *= 1.0f - Time.fixedDeltaTime * (IsStatic ? 50.0f : 15.0f);
|
||||||
}
|
}
|
||||||
if (Velocity.magnitude < 0.1) {
|
if (Velocity.magnitude < 0.1) {
|
||||||
if (CurrentlyStuckOn != null && GetsStuck) {
|
if (CurrentlyStuckOn != null && GetsStuck) {
|
||||||
transform.parent = CurrentlyStuckOn.transform;
|
transform.parent = CurrentlyStuckOn.transform;
|
||||||
|
GetComponentInChildren<SpriteRenderer>().sortingLayerName = "Blood Particles (On characters)";
|
||||||
}
|
}
|
||||||
Destroy(GetComponent<BoxCollider2D>());
|
Destroy(GetComponent<BoxCollider2D>());
|
||||||
Destroy(this);
|
Destroy(this);
|
||||||
@ -39,6 +40,8 @@ namespace Saltosion.OneWeapon {
|
|||||||
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;
|
||||||
AppliedMovement = Velocity * Time.fixedDeltaTime;
|
AppliedMovement = Velocity * Time.fixedDeltaTime;
|
||||||
|
} else if (CurrentlyStuckOn != null) {
|
||||||
|
CurrentlyStuckOn = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 NewPosition = (Vector2)transform.position + AppliedMovement;
|
Vector2 NewPosition = (Vector2)transform.position + AppliedMovement;
|
||||||
|
44
Assets/Scripts/Explodable.cs
Normal file
44
Assets/Scripts/Explodable.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon {
|
||||||
|
public class Explodable : MonoBehaviour {
|
||||||
|
public GameObject[] BodypartPrefabs;
|
||||||
|
public bool DebugExplode = false;
|
||||||
|
|
||||||
|
private void Start() {
|
||||||
|
foreach (GameObject Obj in BodypartPrefabs) {
|
||||||
|
Rigidbody2D Body = Obj.GetComponent<Rigidbody2D>();
|
||||||
|
if (Body == null) {
|
||||||
|
Debug.LogError($"'{Obj.name}' is an explodable bodypart, and does not have a Rigidbody2D!\n\n" +
|
||||||
|
"Therefore it cannot be exploded. Please provide one.\n" +
|
||||||
|
"Following is the GameObject that needs to get a Rigidbody2D.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
if (DebugExplode) {
|
||||||
|
DebugExplode = false;
|
||||||
|
Explode();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Explode() {
|
||||||
|
foreach (GameObject Obj in BodypartPrefabs) {
|
||||||
|
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
|
||||||
|
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
|
||||||
|
if (Bodypart == null) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
float Force = 0.5f + Random.value * 0.5f;
|
||||||
|
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
|
||||||
|
Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
|
||||||
|
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
|
||||||
|
|
||||||
|
BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Explodable.cs.meta
Normal file
11
Assets/Scripts/Explodable.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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|
guid: a2110188365a59e4cb31d0e84789fbbd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -53,4 +53,4 @@ Physics2DSettings:
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
||||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
||||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: fffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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|
@ -44,9 +44,12 @@ TagManager:
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- name: Tilemap
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- name: Tilemap
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uniqueID: 2424502481
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uniqueID: 2424502481
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uniqueID: 3346972299
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locked: 0
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- name: Characters
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uniqueID: 3346972299
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||||||
|
- name: Blood Particles (On characters)
|
||||||
|
uniqueID: 3258686711
|
||||||
|
locked: 0
|
||||||
|
Loading…
Reference in New Issue
Block a user