Add blood stuff

This commit is contained in:
Jens Pitkänen 2019-08-03 19:14:47 +03:00
parent e1c76a79ce
commit 559e8e82fc
16 changed files with 771 additions and 27 deletions

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@ -2,7 +2,7 @@
namespace Saltosion.OneWeapon.AI { namespace Saltosion.OneWeapon.AI {
public abstract class Behaviour : MonoBehaviour { public abstract class Behaviour : MonoBehaviour {
/* Returns whether or not Exectute() should be called this frame */ /* Returns whether or not Execute() should be called this frame */
public abstract bool CanBehave(Enemy subject); public abstract bool CanBehave(Enemy subject);
/* Returns whether or not this was a blocking behaviour, ie. should the behaviour processing be stopped here */ /* Returns whether or not this was a blocking behaviour, ie. should the behaviour processing be stopped here */
public abstract bool Execute(Enemy subject); public abstract bool Execute(Enemy subject);

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@ -6,19 +6,8 @@ namespace Saltosion.OneWeapon.AI.Triggers {
public Enemy ClosestEnemy { get; private set; } public Enemy ClosestEnemy { get; private set; }
public override bool IsTriggered(Enemy subject) { public override bool IsTriggered(Enemy subject) {
Collider2D[] NearbyEnemies = Physics2D.OverlapCircleAll(subject.transform.position, Radius); ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius);
float LowestDistance = float.PositiveInfinity; return ClosestEnemy != null;
bool FoundEnemy = false;
foreach (Collider2D Enemy in NearbyEnemies) {
float Distance = (Enemy.transform.position - subject.transform.position).magnitude;
Enemy EnemyComponent = Enemy.GetComponent<Enemy>();
if (EnemyComponent != null && Distance < LowestDistance && Enemy.gameObject != gameObject) {
LowestDistance = Distance;
ClosestEnemy = EnemyComponent;
FoundEnemy = true;
}
}
return FoundEnemy;
} }
} }
} }

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@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class BloodLauncher : MonoBehaviour {
private static BloodLauncher Singleton;
public GameObject BloodParticlePrefab;
public Transform ParticleRoot;
public int MaxParticles;
public bool Launch = false;
public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
for (int i = 0; i < particleCount; i++) {
if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) {
Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
}
GameObject Obj = Instantiate(Singleton.BloodParticlePrefab, origin, new Quaternion(), Singleton.ParticleRoot);
BloodParticle Particle = Obj.GetComponent<BloodParticle>();
float Intensity = Mathf.Pow(Random.value * force, 1.1f);
float Cone = degrees / 360.0f;
float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Cone * (Random.value - 0.5f) * Mathf.PI * 2.0f;
Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
}
}
private void Start() {
Singleton = this;
}
}
}

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@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class BloodParticle : MonoBehaviour {
public Vector2 LaunchForce = new Vector2();
public bool Settled = false;
private Rigidbody2D CurrentlyStuckOn = null;
private Vector2 Velocity;
private bool GetsStuck;
private void Start() {
transform.localScale = new Vector2(0.02f, 0.02f) + Random.value * new Vector2(0.10f, 0.10f);
Velocity = LaunchForce + new Vector2(Random.value - 0.5f, Random.value - 0.5f);
GetsStuck = Random.value > 0.5;
}
private void FixedUpdate() {
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);
}
if (Velocity.magnitude < 0.1) {
if (CurrentlyStuckOn != null && GetsStuck) {
transform.parent = CurrentlyStuckOn.transform;
}
Destroy(GetComponent<BoxCollider2D>());
Destroy(this);
}
Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude);
if (Hit.collider != null) {
bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
CurrentlyStuckOn = Hit.rigidbody;
AppliedMovement = Velocity * Time.fixedDeltaTime;
}
Vector2 NewPosition = (Vector2)transform.position + AppliedMovement;
transform.position = NewPosition;
}
}
}

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20
Assets/Scripts/Util.cs Normal file
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@ -0,0 +1,20 @@
using UnityEngine;
namespace Saltosion.OneWeapon {
public class Util {
public static T GetClosestTo<T>(Transform target, float radius) where T : MonoBehaviour {
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(target.position, radius);
float LowestDistance = float.PositiveInfinity;
T FoundTarget = null;
foreach (Collider2D Collider in NearbyColliders) {
float Distance = (Collider.transform.position - target.position).magnitude;
T TargetComponent = Collider.GetComponent<T>();
if (TargetComponent != null && Distance < LowestDistance && Collider.gameObject != target.gameObject) {
LowestDistance = Distance;
FoundTarget = TargetComponent;
}
}
return FoundTarget;
}
}
}

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