Add blood stuff
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BIN
Assets/Graphics/Blood.png
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BIN
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m_SelectedEditorRenderState: 0
|
||||||
|
m_MinimumChartSize: 4
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||||||
|
m_AutoUVMaxDistance: 0.5
|
||||||
|
m_AutoUVMaxAngle: 89
|
||||||
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_SortingLayerID: 0
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||||||
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m_SortingLayer: 0
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||||||
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m_SortingOrder: 0
|
||||||
|
m_Sprite: {fileID: 21300000, guid: 472874229c563e241bddc073ec2dbb90, type: 3}
|
||||||
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m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
m_FlipX: 0
|
||||||
|
m_FlipY: 0
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|
m_DrawMode: 0
|
||||||
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m_Size: {x: 1, y: 1}
|
||||||
|
m_AdaptiveModeThreshold: 0.5
|
||||||
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m_SpriteTileMode: 0
|
||||||
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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||||||
|
m_SpriteSortPoint: 0
|
||||||
|
@ -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);
|
||||||
|
@ -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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
32
Assets/Scripts/BloodLauncher.cs
Normal file
32
Assets/Scripts/BloodLauncher.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/BloodLauncher.cs.meta
Normal file
11
Assets/Scripts/BloodLauncher.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 21e2caeaa9214014db9c9a8bebd7e2e3
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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:
|
49
Assets/Scripts/BloodParticle.cs
Normal file
49
Assets/Scripts/BloodParticle.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/BloodParticle.cs.meta
Normal file
11
Assets/Scripts/BloodParticle.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 80990fbdf3a57074b86edf353dcec609
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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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20
Assets/Scripts/Util.cs
Normal file
20
Assets/Scripts/Util.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Util.cs.meta
Normal file
11
Assets/Scripts/Util.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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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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@ -41,3 +41,6 @@ TagManager:
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- name: Default
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uniqueID: 0
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- name: Blood Particles
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|
uniqueID: 2599898461
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|
locked: 0
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|
Loading…
Reference in New Issue
Block a user