Refactor debris system

This commit is contained in:
Jens Pitkänen 2019-08-15 00:27:14 +03:00
parent c2f573f66c
commit 4a87c512c3
19 changed files with 577 additions and 39 deletions

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@ -26,7 +26,7 @@ namespace Saltosion.OneWeapon.Effects {
Vector2 Offset = DripOffset + new Vector2(-ParentBody.velocity.y, ParentBody.velocity.x).normalized * Vector2 Offset = DripOffset + new Vector2(-ParentBody.velocity.y, ParentBody.velocity.x).normalized *
(WalkingSideWays ? 0.1f : 0.2f) * (WalkingSideWays ? 0.1f : 0.2f) *
(Step ? 1f : -1f); (Step ? 1f : -1f);
BloodLauncher.Splatter(ParentBody.position + Offset, Vector2.zero, 1 + (int)(Random.value * 5), 0f, 360f, false); DebrisLauncher.Splatter(DebrisType.Blood, ParentBody.position + Offset, Vector2.zero, 1 + (int)(Random.value * 5), 0f, 360f, false);
Drips++; Drips++;
if (Drips >= DripCount) { if (Drips >= DripCount) {
Destroy(gameObject); Destroy(gameObject);

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@ -4,30 +4,32 @@ using UnityEngine;
using Saltosion.OneWeapon.Utils; using Saltosion.OneWeapon.Utils;
namespace Saltosion.OneWeapon.Effects { namespace Saltosion.OneWeapon.Effects {
public class BloodLauncher : MonoBehaviour { public enum DebrisType {
private static BloodLauncher Singleton; Blood, Structural, Wood
}
public class DebrisLauncher : MonoBehaviour {
private static DebrisLauncher Singleton;
public GameObject StructuralParticlePrefab; public GameObject StructuralParticlePrefab;
public GameObject WoodParticlePrefab;
public GameObject BloodParticlePrefab; public GameObject BloodParticlePrefab;
public GameObject CensoredBloodParticlePrefab; 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, bool sticky = true) { public static void Splatter(DebrisType Type, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky = true) {
LaunchParticles(Singleton.GetGorePrefab(), origin, direction, particleCount, force, degrees, sticky); int ParticleCount = (int)(particleCount * (Type == DebrisType.Blood ? Singleton.GetBloodParticleCountMultiplier() : 1));
} LaunchParticles(Singleton.GetDebrisPrefab(Type), origin, direction, particleCount, force, degrees, sticky);
public static void DebrisExplode(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky = true) {
LaunchParticles(Singleton.StructuralParticlePrefab, origin, direction, particleCount, force, degrees, sticky);
} }
private static void LaunchParticles(GameObject prefab, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky) { private static void LaunchParticles(GameObject prefab, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky) {
for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); i++) { for (int i = 0; i < particleCount; 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(prefab, origin, new Quaternion(), Singleton.ParticleRoot); GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
BloodParticle Particle = Obj.GetComponent<BloodParticle>(); DebrisParticle Particle = Obj.GetComponent<DebrisParticle>();
float Intensity = Mathf.Pow(Random.value, 0.8f) * force; float Intensity = Mathf.Pow(Random.value, 0.8f) * force;
float Cone = degrees / 360.0f; float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x); float Offset = Mathf.Atan2(direction.y, direction.x);
@ -41,11 +43,20 @@ namespace Saltosion.OneWeapon.Effects {
Singleton = this; Singleton = this;
} }
private GameObject GetGorePrefab() { private GameObject GetDebrisPrefab(DebrisType Type) {
return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab; switch (Type) {
case DebrisType.Blood:
return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab;
case DebrisType.Structural:
return StructuralParticlePrefab;
case DebrisType.Wood:
return WoodParticlePrefab;
default:
return CensoredBloodParticlePrefab;
}
} }
private float GetParticleCountMultiplier() { private float GetBloodParticleCountMultiplier() {
return Options.CensorGore ? 0.1f : 1.5f; return Options.CensorGore ? 0.1f : 1.5f;
} }
} }

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@ -1,9 +1,7 @@
using System.Collections; using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon.Effects { namespace Saltosion.OneWeapon.Effects {
public class BloodParticle : MonoBehaviour { public class DebrisParticle : MonoBehaviour {
public SpriteRenderer Renderer; public SpriteRenderer Renderer;
public Vector2 LaunchForce = new Vector2(); public Vector2 LaunchForce = new Vector2();

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@ -3,15 +3,12 @@ using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Player; using Saltosion.OneWeapon.Player;
namespace Saltosion.OneWeapon.Effects { namespace Saltosion.OneWeapon.Effects {
public enum ExplodableType {
Blood, Debris
}
public class Explodable : MonoBehaviour { public class Explodable : MonoBehaviour {
public GameObject[] BodypartPrefabs; public GameObject[] BodypartPrefabs;
public bool DebugExplode = false; public bool DebugExplode = false;
public int ParticlesPerBodypart = 70; public int ParticlesPerBodypart = 70;
public ExplodableType Type; public float BodypartCountMultiplier = 1;
public DebrisType DebrisType;
private CameraFX CameraFX; private CameraFX CameraFX;
private PlayerFun PlayerFun; private PlayerFun PlayerFun;
@ -38,13 +35,13 @@ namespace Saltosion.OneWeapon.Effects {
} }
public void Explode(bool destroyGameObject) { public void Explode(bool destroyGameObject) {
int Count = Mathf.Clamp((int)(BodypartPrefabs.Length * Random.value + 1), 1, BodypartPrefabs.Length); int Count = (int)(BodypartPrefabs.Length * Random.value * BodypartCountMultiplier + 1);
for (int i = 0; i < Count; i++) { for (int i = 0; i < Count; i++) {
GameObject Obj = BodypartPrefabs[i]; GameObject Obj = BodypartPrefabs[i % BodypartPrefabs.Length];
float DirectionRadians = Random.value * Mathf.PI * 2.0f; float DirectionRadians = Random.value * Mathf.PI * 2.0f;
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)); Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
if (!Options.CensorGore || Type != ExplodableType.Blood) { if (!Options.CensorGore || DebrisType != DebrisType.Blood) {
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) {
@ -55,14 +52,7 @@ namespace Saltosion.OneWeapon.Effects {
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse); Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
} }
switch (Type) { DebrisLauncher.Splatter(DebrisType, transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 50f, 360f);
case ExplodableType.Blood:
BloodLauncher.Splatter(transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 50f, 360f);
break;
case ExplodableType.Debris:
BloodLauncher.DebrisExplode(transform.position + (Vector3)Direction * 0.5f, Vector2.zero, ParticlesPerBodypart, 60f, 360f);
break;
}
} }
PlayerFun.Explosion(false); PlayerFun.Explosion(false);

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@ -19,7 +19,7 @@ namespace Saltosion.OneWeapon.Enemies {
} }
public void Damage(float amount, Vector2 fromDirection, bool applyPlayerDamageBoost) { public void Damage(float amount, Vector2 fromDirection, bool applyPlayerDamageBoost) {
BloodLauncher.Splatter(transform.position, -fromDirection, (int)(amount), 100f, 100); DebrisLauncher.Splatter(DebrisType.Blood, transform.position, -fromDirection, (int)(amount), 100f, 100);
CurrentHealth -= amount * (1 + (applyPlayerDamageBoost ? PlayerFun.CurrentDamageBoost : 0.0f)); CurrentHealth -= amount * (1 + (applyPlayerDamageBoost ? PlayerFun.CurrentDamageBoost : 0.0f));
if (CurrentHealth <= 0) { if (CurrentHealth <= 0) {
Explodable.Explode(true); Explodable.Explode(true);

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@ -23,7 +23,7 @@ namespace Saltosion.OneWeapon.Guns {
} else if (Explodable != null) { } else if (Explodable != null) {
Explodable.Explode(true); Explodable.Explode(true);
} else if (Collider.tag == "Environment") { } else if (Collider.tag == "Environment") {
BloodLauncher.DebrisExplode(transform.position, Direction, (int)(5 * Intensity), 30 * Intensity, 360); DebrisLauncher.Splatter(DebrisType.Structural, transform.position, Direction, (int)(5 * Intensity), 30 * Intensity, 360);
} }
if (Collider.attachedRigidbody != null && Collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) { if (Collider.attachedRigidbody != null && Collider.attachedRigidbody.bodyType == RigidbodyType2D.Dynamic) {
Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse); Collider.attachedRigidbody.AddForce(Direction * 4 * Intensity, ForceMode2D.Impulse);