Add explodables
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m_GameObject: {fileID: 895097232}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: -3.43, y: -0.6, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 490037238}
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 5
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &963194225
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -1908,7 +2135,7 @@ SpriteRenderer:
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: -947994997
|
||||
m_SortingLayer: 2
|
||||
m_SortingLayer: 3
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 21300000, guid: 472874229c563e241bddc073ec2dbb90, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
@ -1988,7 +2215,7 @@ SpriteRenderer:
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: -947994997
|
||||
m_SortingLayer: 2
|
||||
m_SortingLayer: 3
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 21300000, guid: 472874229c563e241bddc073ec2dbb90, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
|
@ -8,7 +8,7 @@ namespace Saltosion.OneWeapon {
|
||||
public GameObject BloodParticlePrefab;
|
||||
public Transform ParticleRoot;
|
||||
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) {
|
||||
for (int i = 0; i < particleCount; i++) {
|
||||
|
@ -21,11 +21,12 @@ namespace Saltosion.OneWeapon {
|
||||
Velocity *= 1.0f - Time.fixedDeltaTime * 20.0f;
|
||||
if (CurrentlyStuckOn != null) {
|
||||
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 (CurrentlyStuckOn != null && GetsStuck) {
|
||||
transform.parent = CurrentlyStuckOn.transform;
|
||||
GetComponentInChildren<SpriteRenderer>().sortingLayerName = "Blood Particles (On characters)";
|
||||
}
|
||||
Destroy(GetComponent<BoxCollider2D>());
|
||||
Destroy(this);
|
||||
@ -39,6 +40,8 @@ namespace Saltosion.OneWeapon {
|
||||
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
|
||||
CurrentlyStuckOn = Hit.rigidbody;
|
||||
AppliedMovement = Velocity * Time.fixedDeltaTime;
|
||||
} else if (CurrentlyStuckOn != null) {
|
||||
CurrentlyStuckOn = null;
|
||||
}
|
||||
|
||||
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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2110188365a59e4cb31d0e84789fbbd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -53,4 +53,4 @@ Physics2DSettings:
|
||||
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_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_LayerCollisionMatrix: fffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
|
@ -44,9 +44,12 @@ TagManager:
|
||||
- name: Tilemap
|
||||
uniqueID: 2424502481
|
||||
locked: 0
|
||||
- name: Characters
|
||||
uniqueID: 3346972299
|
||||
locked: 0
|
||||
- name: Blood Particles
|
||||
uniqueID: 2599898461
|
||||
locked: 0
|
||||
- name: Characters
|
||||
uniqueID: 3346972299
|
||||
locked: 0
|
||||
- name: Blood Particles (On characters)
|
||||
uniqueID: 3258686711
|
||||
locked: 0
|
||||
|
Loading…
Reference in New Issue
Block a user