using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Saltosion.OneWeapon.Effects { public class BloodParticle : MonoBehaviour { public SpriteRenderer Renderer; public Vector2 LaunchForce = new Vector2(); public bool Settled = false; public bool GetsStuck = true; public Sprite[] Sprites; private Rigidbody2D CurrentlyStuckOn = null; private Vector2 Velocity; 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); if (Sprites.Length > 0) { Renderer.sprite = Sprites[(int)(Random.value * int.MaxValue) % Sprites.Length]; Renderer.flipX = Random.value < 0.5; Renderer.flipY = 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 ? 50.0f : 15.0f); } if (Velocity.magnitude < 0.1) { if (CurrentlyStuckOn != null && GetsStuck) { transform.parent = CurrentlyStuckOn.transform; GetComponentInChildren().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()); Destroy(this); } Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime; RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude, LayerMask.NameToLayer("Bloodphobic")); if (Hit.rigidbody != null && Hit.rigidbody.gameObject == Hit.collider.gameObject) { 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; } else if (CurrentlyStuckOn != null) { CurrentlyStuckOn = null; } Vector2 NewPosition = (Vector2)transform.position + AppliedMovement; transform.position = NewPosition; } } }