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(PlayerSyncPacket));
RegisterPacket(typeof(MultiplePlayerUpdatesPckt)); RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
RegisterPacket(typeof(MultipleSyncsPckt)); RegisterPacket(typeof(MultipleSyncsPckt));
RegisterPacket(typeof(HitPckt));
} }
public override void ConnectionStatusChanged(ConnectionStatus oldStatus, ConnectionStatus newStatus, Connection conn) { public override void ConnectionStatusChanged(ConnectionStatus oldStatus, ConnectionStatus newStatus, Connection conn) {

View File

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

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

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

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

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

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