Add blood drips while walking

This commit is contained in:
Jens Pitkänen 2019-08-07 22:48:34 +03:00
parent 4898d2c435
commit 8005b41f59
4 changed files with 60 additions and 7 deletions

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class BloodDripper : MonoBehaviour {
public Vector2 DripOffset = new Vector2(0, -0.5f);
public int DripCount = 5;
public float DropInterval = 0.5f;
private Rigidbody2D ParentBody;
private int Drips = 0;
private bool Step = false;
private float LastDropTime;
private void Start() {
ParentBody = transform.parent.GetComponent<Rigidbody2D>();
DropInterval *= Random.value + 0.5f;
LastDropTime = Random.value * DropInterval + Time.time;
}
private void Update() {
if (ParentBody.velocity.magnitude > 0.1 && Time.time - LastDropTime > DropInterval) {
Step = !Step;
bool WalkingSideWays = Mathf.Abs(Vector2.Dot(ParentBody.velocity, new Vector2(1, 0))) > 0.5;
Vector2 Offset = DripOffset + new Vector2(-ParentBody.velocity.y, ParentBody.velocity.x).normalized *
(WalkingSideWays ? 0.1f : 0.2f) *
(Step ? 1f : -1f);
BloodLauncher.Splatter(ParentBody.position + Offset, Vector2.zero, 1 + (int)(Random.value * 5), 0f, 360f, false);
Drips++;
if (Drips >= DripCount) {
Destroy(gameObject);
}
LastDropTime = Time.time;
}
}
}
}

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@ -0,0 +1,11 @@
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@ -12,15 +12,15 @@ namespace Saltosion.OneWeapon {
public int MaxParticles;
public bool DebugLaunch = false;
public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
LaunchParticles(Singleton.GetGorePrefab(), origin, direction, particleCount, force, degrees);
public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees, bool sticky = true) {
LaunchParticles(Singleton.GetGorePrefab(), origin, direction, particleCount, force, degrees, sticky);
}
public static void DebrisExplode(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
LaunchParticles(Singleton.StructuralParticlePrefab, origin, direction, particleCount, force, degrees);
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) {
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++) {
if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) {
Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
@ -32,6 +32,7 @@ namespace Saltosion.OneWeapon {
float Offset = Mathf.Atan2(direction.y, direction.x);
float Radians = Offset + Mathf.Pow(Cone * (Random.value - 0.5f) * 2f, 2f) * Mathf.PI * 2.0f;
Particle.LaunchForce = new Vector2(Mathf.Cos(Radians), Mathf.Sin(Radians)) * Intensity;
Particle.GetsStuck = sticky && Random.value < 0.5;
}
}

View File

@ -8,16 +8,15 @@ namespace Saltosion.OneWeapon {
public Vector2 LaunchForce = new Vector2();
public bool Settled = false;
public bool GetsStuck = true;
public Sprite[] Sprites;
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;
if (Sprites.Length > 0) {
Renderer.sprite = Sprites[(int)(Random.value * int.MaxValue) % Sprites.Length];
Renderer.flipX = Random.value < 0.5;
@ -35,6 +34,10 @@ namespace Saltosion.OneWeapon {
if (CurrentlyStuckOn != null && GetsStuck) {
transform.parent = CurrentlyStuckOn.transform;
GetComponentInChildren<SpriteRenderer>().sortingLayerName = "Blood Particles (On characters)";
if (transform.parent.tag == "Player" && Random.value < 0.5) {
// Half of all blood particles are "drippy" so they drip away over time on the floor
gameObject.AddComponent(typeof(BloodDripper));
}
}
Destroy(GetComponent<BoxCollider2D>());
Destroy(this);