Refactor debris system
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131
Assets/Prefabs/Particles/WoodParticle.prefab
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7
Assets/Prefabs/Particles/WoodParticle.prefab.meta
Normal file
7
Assets/Prefabs/Particles/WoodParticle.prefab.meta
Normal file
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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DebugExplode: 0
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DebugExplode: 0
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Type: 1
|
ParticlesPerBodypart: 70
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DebrisType: 1
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--- !u!1 &11699643844798482
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--- !u!1 &11699643844798482
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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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);
|
||||||
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -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();
|
@ -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);
|
||||||
|
@ -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);
|
||||||
|
@ -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);
|
||||||
|
Loading…
Reference in New Issue
Block a user