Add BloodSplatter effect when getting hit

This commit is contained in:
Sofia 2020-08-08 08:19:46 +03:00
parent a60b7707b6
commit 4b6bd0c66d
16 changed files with 5218 additions and 50 deletions

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@ -26,6 +26,7 @@ namespace NeonTea.Quakeball.Networking {
RegisterPacket(typeof(PlayerSyncPacket));
RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
RegisterPacket(typeof(MultipleSyncsPckt));
RegisterPacket(typeof(HitPckt));
}
public override void ConnectionStatusChanged(ConnectionStatus oldStatus, ConnectionStatus newStatus, Connection conn) {

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@ -79,6 +79,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
if (packet is SelfIdentPckt) {
SelfIdentPckt ident = (SelfIdentPckt)packet;
LocalPlayer.Id = ident.PlayerId;
LocalPlayer.Controlled.NetId = LocalPlayer.Id;
Players.Add(LocalPlayer.Id, LocalPlayer);
SelfIdentified = true;

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@ -3,20 +3,25 @@ using NeonTea.Quakeball.Players;
namespace NeonTea.Quakeball.Networking {
public class NetPlayer {
private Player _Controlled;
private ulong _Id;
public ulong Id {
get { return Id; }
get { return _Id; }
set {
Id = value;
if (Controlled != null) {
Controlled.NetId = Id;
_Id = value;
if (_Controlled != null) {
_Controlled.NetId = _Id;
}
}
}
public Player Controlled {
get { return Controlled; }
get { return _Controlled; }
set {
Controlled = value;
Controlled.NetId = Id;
_Controlled = value;
if (_Controlled != null) {
_Controlled.NetId = _Id;
}
}
}
public bool Unsynced = false;

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d097e3d59565e534e983192eafbe4d27
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -60,6 +60,11 @@ namespace NeonTea.Quakeball.Players {
transform.position = new Vector3(float.Parse(args[0]), float.Parse(args[1]), float.Parse(args[2]));
return true;
}, "tp x y z - Teleports the local player to the specified coordinates.");
Terminal.Singleton.RegisterCommand("hit", args => {
Player.Hit();
return true;
});
}
private void Update() {

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@ -33,6 +33,8 @@ namespace NeonTea.Quakeball.Players {
public DesyncLerper[] Lerpables;
public float Lean;
public ParticleSystem Splatter;
[Header("Player rotation status")]
/// <summary>The pitch of the player's head.</summary>
public float Pitch;
@ -159,8 +161,8 @@ namespace NeonTea.Quakeball.Players {
Debug.DrawLine(GunPoint, To, Color.red, 5f);
if (Net.Singleton.Instance is Server) {
((Server)Net.Singleton.Instance).SendHit(Player.NetId);
Player.Hit();
}
Player.Hit();
}
} else {
Debug.DrawLine(GunPoint, To, Color.yellow, 5f);
@ -170,6 +172,7 @@ namespace NeonTea.Quakeball.Players {
public void Hit() {
Debug.Log("I was hit! Aaagh!");
Splatter.Play();
}
public bool IsGrounded() {

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@ -18,7 +18,7 @@ PhysicsManager:
m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1
m_LayerCollisionMatrix: fffcfffffffcfffffffcfffffffffffffffcfffffffcffffffffffffffffffffc8f9ffffc8fafffffffcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix: ffedffffffecffffffecffffffffffffffecffffffecffffffffffffffffffffc9f9ffffc8eaffffffecffffffefffffc8e1ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 1
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1

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@ -20,7 +20,7 @@ TagManager:
- BulletHitLayer
- InvisibleToPlayerCamera
- Gun
-
- BloodLayer
-
-
-