feat: changed FORGE3D Sci-Fi Effects to fit my needs better
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File diff suppressed because it is too large
Load Diff
@ -443,7 +443,7 @@ namespace FORGE3D
|
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}
|
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|
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// Play heavy plasma beam shot and loop audio at specific position
|
||||
public void PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
|
||||
public AudioSource PlasmaBeamHeavyLoop(Vector3 pos, Transform loopParent)
|
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{
|
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AudioSource aOpen =
|
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F3DPoolManager.Pools["GeneratedPool"].SpawnAudio(audioSource, plasmabeamHeavyOpen, pos, null)
|
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@ -468,6 +468,7 @@ namespace FORGE3D
|
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|
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aLoop.Play();
|
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}
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return aLoop;
|
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}
|
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|
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// Play heavy plasma beam closing audio at specific position
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@ -8,7 +8,15 @@ namespace FORGE3D
|
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{
|
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public LayerMask layerMask;
|
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|
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public F3DFXType fxType; // Weapon type
|
||||
[Tooltip("The amount of damage this projectil inflicts generally.")]
|
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public float Damage = 1f;
|
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[Tooltip("The magnitude of the blast when hitting something.")]
|
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public float BlastMagnitude = 0.1f;
|
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|
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[HideInInspector]
|
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public int OwnerId = 0;
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|
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public WeaponEffect fxType; // Weapon type
|
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public bool OneShot; // Constant or single beam?
|
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|
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public Texture[] BeamFrames; // Animation frame sequence
|
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@ -82,7 +90,8 @@ namespace FORGE3D
|
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float propMult = MaxBeamLength * (beamScale / 10f);
|
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|
||||
// Raycast
|
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if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask))
|
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if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask)
|
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&& DetectorCollision(hitPoint) != OwnerId)
|
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{
|
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// Get current beam length and update line renderer accordingly
|
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beamLength = Vector3.Distance(transform.position, hitPoint.point);
|
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@ -93,22 +102,18 @@ namespace FORGE3D
|
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// Spawn prefabs and apply force
|
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switch (fxType)
|
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{
|
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case F3DFXType.Sniper:
|
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case WeaponEffect.Sniper:
|
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F3DFXController.instance.SniperImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
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ApplyForce(4f);
|
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break;
|
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|
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case F3DFXType.RailGun:
|
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case WeaponEffect.RailGun:
|
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F3DFXController.instance.RailgunImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
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ApplyForce(7f);
|
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break;
|
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|
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case F3DFXType.PlasmaBeam:
|
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ApplyForce(0.5f);
|
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case WeaponEffect.PlasmaBeam:
|
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break;
|
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|
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case F3DFXType.PlasmaBeamHeavy:
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ApplyForce(2f);
|
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case WeaponEffect.PlasmaBeamHeavy:
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break;
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}
|
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|
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@ -116,49 +121,6 @@ namespace FORGE3D
|
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if (rayImpact)
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rayImpact.position = hitPoint.point - transform.forward * 0.5f;
|
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}
|
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//checking in 2d mode
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else
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{
|
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RaycastHit2D ray2D = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y),
|
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new Vector2(transform.forward.x, transform.forward.y), beamLength, layerMask);
|
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if (ray2D)
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{
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// Get current beam length and update line renderer accordingly
|
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beamLength = Vector3.Distance(transform.position, ray2D.point);
|
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lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
|
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|
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// Calculate default beam proportion multiplier based on default scale and current length
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propMult = beamLength * (beamScale / 10f);
|
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// Spawn prefabs and apply force
|
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switch (fxType)
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{
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case F3DFXType.Sniper:
|
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|
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F3DFXController.instance.SniperImpact(ray2D.point + ray2D.normal * fxOffset);
|
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ApplyForce(4f);
|
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break;
|
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|
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case F3DFXType.RailGun:
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F3DFXController.instance.RailgunImpact(ray2D.point + ray2D.normal * fxOffset);
|
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ApplyForce(7f);
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaBeam:
|
||||
ApplyForce(0.5f);
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaBeamHeavy:
|
||||
ApplyForce(2f);
|
||||
break;
|
||||
}
|
||||
|
||||
// Adjust impact effect position
|
||||
if (rayImpact)
|
||||
rayImpact.position = new Vector3(ray2D.point.x,
|
||||
ray2D.point.y,
|
||||
this.gameObject.transform.position.z) - transform.forward * 0.5f;
|
||||
}
|
||||
// Nothing was his
|
||||
else
|
||||
{
|
||||
// Set beam to maximum length
|
||||
@ -169,7 +131,6 @@ namespace FORGE3D
|
||||
if (rayImpact)
|
||||
rayImpact.position = transform.position + transform.forward * beamLength;
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust muzzle position
|
||||
if (rayMuzzle)
|
||||
@ -179,6 +140,35 @@ namespace FORGE3D
|
||||
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a HitDetector was hit and registers a hit
|
||||
/// on it if so.
|
||||
/// </summary>
|
||||
/// <param name="hitPoint"></param>
|
||||
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
|
||||
int DetectorCollision(RaycastHit hitPoint)
|
||||
{
|
||||
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
|
||||
{
|
||||
// Check if the one firing was hit
|
||||
if (detector.OwnerId == OwnerId)
|
||||
{
|
||||
return OwnerId;
|
||||
}
|
||||
|
||||
ProjectileDamage inflictling = new()
|
||||
{
|
||||
DamageValue = Damage,
|
||||
ImpactMagnitude = BlastMagnitude,
|
||||
ImpactPoint = hitPoint.point,
|
||||
ImpactDirection = transform.forward
|
||||
};
|
||||
detector.RegisterHit(inflictling);
|
||||
return detector.OwnerId;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Advance texture frame
|
||||
void OnFrameStep()
|
||||
{
|
||||
|
||||
@ -1,12 +1,11 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
// Weapon types
|
||||
public enum F3DFXType
|
||||
public enum WeaponEffect
|
||||
{
|
||||
Vulcan,
|
||||
SoloGun,
|
||||
@ -19,7 +18,8 @@ namespace FORGE3D
|
||||
PlasmaBeamHeavy,
|
||||
LightningGun,
|
||||
FlameRed,
|
||||
LaserImpulse
|
||||
LaserImpulse,
|
||||
None
|
||||
}
|
||||
|
||||
public class F3DFXController : MonoBehaviour
|
||||
@ -34,22 +34,23 @@ namespace FORGE3D
|
||||
// Timer reference
|
||||
private int timerID = -1;
|
||||
|
||||
|
||||
[Header("Turret setup")] public Transform[] TurretSocket; // Sockets reference
|
||||
public ParticleSystem[] ShellParticles; // Bullet shells particle system
|
||||
|
||||
public F3DFXType DefaultFXType; // Default starting weapon type
|
||||
public WeaponEffect SelectedWeaponEffect; // Default starting weapon type
|
||||
|
||||
[Header("Vulcan")] public Transform vulcanProjectile; // Projectile prefab
|
||||
public Transform vulcanMuzzle; // Muzzle flash prefab
|
||||
public Transform vulcanImpact; // Impact prefab
|
||||
public float vulcanOffset;
|
||||
|
||||
public float VulcanFireRate = 0.07f;
|
||||
|
||||
[Header("Solo gun")] public Transform soloGunProjectile;
|
||||
public Transform soloGunMuzzle;
|
||||
public Transform soloGunImpact;
|
||||
public float soloGunOffset;
|
||||
public float SoloGunFireRate = 0.3f;
|
||||
|
||||
[Header("Sniper")] public Transform sniperBeam;
|
||||
public Transform sniperMuzzle;
|
||||
@ -65,11 +66,13 @@ namespace FORGE3D
|
||||
public Transform seekerMuzzle;
|
||||
public Transform seekerImpact;
|
||||
public float seekerOffset;
|
||||
public float SeekerFireRate = 0.5f;
|
||||
|
||||
[Header("Rail gun")] public Transform railgunBeam;
|
||||
public Transform railgunMuzzle;
|
||||
public Transform railgunImpact;
|
||||
public float railgunOffset;
|
||||
public float RailGunFireRate = 1f;
|
||||
|
||||
[Header("Plasma gun")] public Transform plasmagunProjectile;
|
||||
public Transform plasmagunMuzzle;
|
||||
@ -81,6 +84,7 @@ namespace FORGE3D
|
||||
|
||||
[Header("Plasma beam heavy")] public Transform plasmaBeamHeavy;
|
||||
public float plasmaBeamHeavyOffset;
|
||||
private AudioSource plasmaBeamLoopAudio;
|
||||
|
||||
[Header("Lightning gun")] public Transform lightningGunBeam;
|
||||
public float lightingGunBeamOffset;
|
||||
@ -92,9 +96,14 @@ namespace FORGE3D
|
||||
public Transform laserImpulseMuzzle;
|
||||
public Transform laserImpulseImpact;
|
||||
public float laserImpulseOffset;
|
||||
public float LaserImpulseFireRate = 0.08f;
|
||||
|
||||
//Owner of this weapon system
|
||||
private int _ownerId = 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_ownerId = gameObject.GetInstanceID();
|
||||
// Initialize singleton
|
||||
instance = this;
|
||||
|
||||
@ -112,18 +121,18 @@ namespace FORGE3D
|
||||
// Switch to next weapon type
|
||||
public void NextWeapon()
|
||||
{
|
||||
if ((int) DefaultFXType < Enum.GetNames(typeof(F3DFXType)).Length - 1)
|
||||
if ((int)SelectedWeaponEffect < Enum.GetNames(typeof(WeaponEffect)).Length - 1)
|
||||
{
|
||||
DefaultFXType++;
|
||||
SelectedWeaponEffect++;
|
||||
}
|
||||
}
|
||||
|
||||
// Switch to previous weapon type
|
||||
public void PrevWeapon()
|
||||
{
|
||||
if (DefaultFXType > 0)
|
||||
if (SelectedWeaponEffect > 0)
|
||||
{
|
||||
DefaultFXType--;
|
||||
SelectedWeaponEffect--;
|
||||
}
|
||||
}
|
||||
|
||||
@ -138,67 +147,67 @@ namespace FORGE3D
|
||||
// Fire turret weapon
|
||||
public void Fire()
|
||||
{
|
||||
switch (DefaultFXType)
|
||||
switch (SelectedWeaponEffect)
|
||||
{
|
||||
case F3DFXType.Vulcan:
|
||||
case WeaponEffect.Vulcan:
|
||||
// Fire vulcan at specified rate until canceled
|
||||
timerID = F3DTime.time.AddTimer(VulcanFireRate, Vulcan);
|
||||
// Invoke manually before the timer ticked to avoid initial delay
|
||||
Vulcan();
|
||||
break;
|
||||
|
||||
case F3DFXType.SoloGun:
|
||||
timerID = F3DTime.time.AddTimer(0.2f, SoloGun);
|
||||
case WeaponEffect.SoloGun:
|
||||
timerID = F3DTime.time.AddTimer(SoloGunFireRate, SoloGun);
|
||||
SoloGun();
|
||||
break;
|
||||
|
||||
case F3DFXType.Sniper:
|
||||
case WeaponEffect.Sniper:
|
||||
timerID = F3DTime.time.AddTimer(0.3f, Sniper);
|
||||
Sniper();
|
||||
break;
|
||||
|
||||
case F3DFXType.ShotGun:
|
||||
case WeaponEffect.ShotGun:
|
||||
timerID = F3DTime.time.AddTimer(0.3f, ShotGun);
|
||||
ShotGun();
|
||||
break;
|
||||
|
||||
case F3DFXType.Seeker:
|
||||
timerID = F3DTime.time.AddTimer(0.2f, Seeker);
|
||||
case WeaponEffect.Seeker:
|
||||
timerID = F3DTime.time.AddTimer(SeekerFireRate, Seeker);
|
||||
Seeker();
|
||||
break;
|
||||
|
||||
case F3DFXType.RailGun:
|
||||
timerID = F3DTime.time.AddTimer(0.2f, RailGun);
|
||||
case WeaponEffect.RailGun:
|
||||
timerID = F3DTime.time.AddTimer(RailGunFireRate, RailGun);
|
||||
RailGun();
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaGun:
|
||||
case WeaponEffect.PlasmaGun:
|
||||
timerID = F3DTime.time.AddTimer(0.2f, PlasmaGun);
|
||||
PlasmaGun();
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaBeam:
|
||||
case WeaponEffect.PlasmaBeam:
|
||||
// Beams has no timer requirement
|
||||
PlasmaBeam();
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaBeamHeavy:
|
||||
case WeaponEffect.PlasmaBeamHeavy:
|
||||
// Beams has no timer requirement
|
||||
PlasmaBeamHeavy();
|
||||
break;
|
||||
|
||||
case F3DFXType.LightningGun:
|
||||
case WeaponEffect.LightningGun:
|
||||
// Beams has no timer requirement
|
||||
LightningGun();
|
||||
break;
|
||||
|
||||
case F3DFXType.FlameRed:
|
||||
case WeaponEffect.FlameRed:
|
||||
// Flames has no timer requirement
|
||||
FlameRed();
|
||||
break;
|
||||
|
||||
case F3DFXType.LaserImpulse:
|
||||
timerID = F3DTime.time.AddTimer(0.15f, LaserImpulse);
|
||||
case WeaponEffect.LaserImpulse:
|
||||
timerID = F3DTime.time.AddTimer(LaserImpulseFireRate, LaserImpulse);
|
||||
LaserImpulse();
|
||||
break;
|
||||
}
|
||||
@ -210,25 +219,28 @@ namespace FORGE3D
|
||||
// Remove firing timer
|
||||
if (timerID != -1)
|
||||
{
|
||||
F3DTime.time.RemoveTimer(timerID);
|
||||
F3DTime.time.RemoveTimerNextTick(timerID);
|
||||
timerID = -1;
|
||||
}
|
||||
|
||||
switch (DefaultFXType)
|
||||
switch (SelectedWeaponEffect)
|
||||
{
|
||||
case F3DFXType.PlasmaBeam:
|
||||
case WeaponEffect.PlasmaBeam:
|
||||
F3DAudioController.instance.PlasmaBeamClose(transform.position);
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaBeamHeavy:
|
||||
case WeaponEffect.PlasmaBeamHeavy:
|
||||
StopPlasmaBeamHeavy();
|
||||
F3DAudioController.instance.PlasmaBeamHeavyClose(transform.position);
|
||||
if (plasmaBeamLoopAudio == null) break;
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(plasmaBeamLoopAudio.gameObject.transform);
|
||||
break;
|
||||
|
||||
case F3DFXType.LightningGun:
|
||||
case WeaponEffect.LightningGun:
|
||||
F3DAudioController.instance.LightningGunClose(transform.position);
|
||||
break;
|
||||
|
||||
case F3DFXType.FlameRed:
|
||||
case WeaponEffect.FlameRed:
|
||||
F3DAudioController.instance.FlameGunClose(transform.position);
|
||||
break;
|
||||
}
|
||||
@ -251,6 +263,7 @@ namespace FORGE3D
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(vulcanOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
// Emit one bullet shell
|
||||
@ -287,6 +300,7 @@ namespace FORGE3D
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(soloGunOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.SoloGunShot(TurretSocket[curSocket].position);
|
||||
@ -362,6 +376,7 @@ namespace FORGE3D
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(seekerOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.SeekerShot(TurretSocket[curSocket].position);
|
||||
@ -390,6 +405,7 @@ namespace FORGE3D
|
||||
if (beam)
|
||||
{
|
||||
beam.SetOffset(railgunOffset);
|
||||
beam.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.RailGunShot(TurretSocket[curSocket].position);
|
||||
@ -418,6 +434,7 @@ namespace FORGE3D
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(plasmaOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.PlasmaGunShot(TurretSocket[curSocket].position);
|
||||
@ -444,6 +461,17 @@ namespace FORGE3D
|
||||
F3DAudioController.instance.PlasmaBeamLoop(transform.position, transform.parent);
|
||||
}
|
||||
|
||||
private void StopPlasmaBeamHeavy()
|
||||
{
|
||||
for (var i = 0; i < TurretSocket.Length; i++)
|
||||
{
|
||||
foreach (Transform child in TurretSocket[i])
|
||||
{
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(child, plasmaBeamHeavy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fire heavy beam weapon
|
||||
private void PlasmaBeamHeavy()
|
||||
{
|
||||
@ -454,7 +482,7 @@ namespace FORGE3D
|
||||
TurretSocket[i]);
|
||||
}
|
||||
|
||||
F3DAudioController.instance.PlasmaBeamHeavyLoop(transform.position, transform.parent);
|
||||
plasmaBeamLoopAudio = F3DAudioController.instance.PlasmaBeamHeavyLoop(transform.position, transform.parent);
|
||||
}
|
||||
|
||||
// Fire lightning gun weapon
|
||||
@ -496,6 +524,7 @@ namespace FORGE3D
|
||||
if (proj)
|
||||
{
|
||||
proj.SetOffset(laserImpulseOffset);
|
||||
proj.OwnerId = _ownerId;
|
||||
}
|
||||
|
||||
F3DAudioController.instance.LaserImpulseShot(TurretSocket[curSocket].position);
|
||||
|
||||
@ -3,7 +3,7 @@ using System.Collections;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
[RequireComponent(typeof (LineRenderer))]
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class F3DLightning : MonoBehaviour
|
||||
{
|
||||
public LayerMask layerMask;
|
||||
@ -27,6 +27,14 @@ namespace FORGE3D
|
||||
public Transform rayImpact; // Impact transform
|
||||
public Transform rayMuzzle; // Muzzle flash transform
|
||||
|
||||
[Tooltip("The amount of damage this projectil inflicts generally.")]
|
||||
public float damage = 10f;
|
||||
[Tooltip("The magnitude of the blast when hitting something.")]
|
||||
public float blastMagnitude = 1f;
|
||||
|
||||
[HideInInspector]
|
||||
public int OwnerId = 0;
|
||||
|
||||
LineRenderer lineRenderer; // Line rendered component
|
||||
RaycastHit hitPoint; // Raycast structure
|
||||
|
||||
@ -92,10 +100,11 @@ namespace FORGE3D
|
||||
Ray ray = new Ray(transform.position, transform.forward);
|
||||
|
||||
// Calculate default beam proportion multiplier based on default scale and maximum length
|
||||
float propMult = MaxBeamLength*(beamScale/10f);
|
||||
float propMult = MaxBeamLength * (beamScale / 10f);
|
||||
|
||||
// Raycast
|
||||
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask))
|
||||
if (Physics.Raycast(ray, out hitPoint, MaxBeamLength, layerMask)
|
||||
&& DetectorCollision(hitPoint) != OwnerId)
|
||||
{
|
||||
// Get current beam length
|
||||
beamLength = Vector3.Distance(transform.position, hitPoint.point);
|
||||
@ -105,14 +114,11 @@ namespace FORGE3D
|
||||
lineRenderer.SetPosition(1, new Vector3(0f, 0f, beamLength));
|
||||
|
||||
// Calculate default beam proportion multiplier based on default scale and current length
|
||||
propMult = beamLength*(beamScale/10f);
|
||||
|
||||
// Apply hit force to rigidbody
|
||||
ApplyForce(0.1f);
|
||||
propMult = beamLength * (beamScale / 10f);
|
||||
|
||||
// Adjust impact effect position
|
||||
if (rayImpact)
|
||||
rayImpact.position = hitPoint.point - transform.forward*0.5f;
|
||||
rayImpact.position = hitPoint.point - transform.forward * 0.5f;
|
||||
}
|
||||
|
||||
// Nothing was his
|
||||
@ -127,17 +133,46 @@ namespace FORGE3D
|
||||
|
||||
// Adjust impact effect position
|
||||
if (rayImpact)
|
||||
rayImpact.position = transform.position + transform.forward*beamLength;
|
||||
rayImpact.position = transform.position + transform.forward * beamLength;
|
||||
}
|
||||
|
||||
// Adjust muzzle position
|
||||
if (rayMuzzle)
|
||||
rayMuzzle.position = transform.position + transform.forward*0.1f;
|
||||
rayMuzzle.position = transform.position + transform.forward * 0.1f;
|
||||
|
||||
// Set beam scaling according to its length
|
||||
lineRenderer.material.SetTextureScale("_BaseMap", new Vector2(propMult, 1f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a HitDetector was hit and registers a hit
|
||||
/// on it if so.
|
||||
/// </summary>
|
||||
/// <param name="hitPoint"></param>
|
||||
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
|
||||
int DetectorCollision(RaycastHit hitPoint)
|
||||
{
|
||||
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
|
||||
{
|
||||
// Check if the one firing was hit
|
||||
if (detector.OwnerId == OwnerId)
|
||||
{
|
||||
return OwnerId;
|
||||
}
|
||||
|
||||
ProjectileDamage inflictling = new()
|
||||
{
|
||||
DamageValue = damage,
|
||||
ImpactMagnitude = blastMagnitude,
|
||||
ImpactPoint = hitPoint.point,
|
||||
ImpactDirection = transform.forward
|
||||
};
|
||||
detector.RegisterHit(inflictling);
|
||||
return detector.OwnerId;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Generate random noise numbers based on amplitude
|
||||
float GetRandomNoise()
|
||||
{
|
||||
@ -164,12 +199,12 @@ namespace FORGE3D
|
||||
void OnOscillate()
|
||||
{
|
||||
// Calculate number of points based on beam length and default number of points
|
||||
int points = (int) ((beamLength/10f)*Points);
|
||||
int points = (int)((beamLength / 10f) * Points);
|
||||
|
||||
// Update line rendered segments in case number of points less than 2
|
||||
if (points < 2)
|
||||
{
|
||||
// lineRenderer.SetVertexCount(2);
|
||||
// lineRenderer.SetVertexCount(2);
|
||||
lineRenderer.positionCount = 2;
|
||||
lineRenderer.SetPosition(0, Vector3.zero);
|
||||
lineRenderer.SetPosition(1, new Vector3(0, 0, beamLength));
|
||||
@ -185,7 +220,7 @@ namespace FORGE3D
|
||||
// Update each point with random noise based on amplitude
|
||||
for (int i = 1; i < points - 1; i++)
|
||||
lineRenderer.SetPosition(i,
|
||||
new Vector3(GetRandomNoise(), GetRandomNoise(), (beamLength/(points - 1))*i));
|
||||
new Vector3(GetRandomNoise(), GetRandomNoise(), (beamLength / (points - 1)) * i));
|
||||
|
||||
// Set last point manually
|
||||
lineRenderer.SetPosition(points - 1, new Vector3(0f, 0f, beamLength));
|
||||
@ -209,14 +244,14 @@ namespace FORGE3D
|
||||
void ApplyForce(float force)
|
||||
{
|
||||
if (hitPoint.rigidbody != null)
|
||||
hitPoint.rigidbody.AddForceAtPosition(transform.forward*force, hitPoint.point, ForceMode.VelocityChange);
|
||||
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point, ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Animate texture UV
|
||||
if (AnimateUV)
|
||||
lineRenderer.material.SetVector("_Offset", new Vector2(Time.time*UVTime + initialBeamOffset, 0f));
|
||||
lineRenderer.material.SetVector("_Offset", new Vector2(Time.time * UVTime + initialBeamOffset, 0f));
|
||||
|
||||
// Process raycasting
|
||||
Raycast();
|
||||
|
||||
@ -5,9 +5,18 @@ namespace FORGE3D
|
||||
{
|
||||
public class F3DProjectile : MonoBehaviour
|
||||
{
|
||||
public F3DFXType fxType; // Weapon type
|
||||
public WeaponEffect fxType; // Weapon type
|
||||
public LayerMask layerMask;
|
||||
public float lifeTime = 5f; // Projectile life time
|
||||
|
||||
[Tooltip("The amount of damage this projectil inflicts generally.")]
|
||||
public float Damage = 10f;
|
||||
|
||||
[Tooltip("The magnitude of the blast when hitting something.")]
|
||||
public float BlastMagnitude = 1f;
|
||||
|
||||
[HideInInspector]
|
||||
public int OwnerId = 0;
|
||||
public float LifeTime = 5f; // Projectile life time
|
||||
public float despawnDelay; // Delay despawn in ms
|
||||
public float velocity = 300f; // Projectile velocity
|
||||
public float RaycastAdvance = 2f; // Raycast advance multiplier
|
||||
@ -26,6 +35,7 @@ namespace FORGE3D
|
||||
// Cache transform and get all particle systems attached
|
||||
transform = GetComponent<Transform>();
|
||||
particles = GetComponentsInChildren<ParticleSystem>();
|
||||
|
||||
}
|
||||
|
||||
// OnSpawned called by pool manager
|
||||
@ -73,12 +83,13 @@ namespace FORGE3D
|
||||
F3DPoolManager.Pools["GeneratedPool"].Despawn(transform);
|
||||
}
|
||||
|
||||
// Apply hit force on impact
|
||||
// TODO: for my purposes this is not enough control over this effect
|
||||
// I will have to implement HitDetectors for everything which can be hit
|
||||
void ApplyForce(float force)
|
||||
{
|
||||
if (hitPoint.rigidbody != null)
|
||||
hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
|
||||
ForceMode.VelocityChange);
|
||||
// if (hitPoint.rigidbody != null)
|
||||
// hitPoint.rigidbody.AddForceAtPosition(transform.forward * force, hitPoint.point,
|
||||
// ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -92,27 +103,27 @@ namespace FORGE3D
|
||||
// Invoke corresponding method that spawns FX
|
||||
switch (fxType)
|
||||
{
|
||||
case F3DFXType.Vulcan:
|
||||
case WeaponEffect.Vulcan:
|
||||
F3DFXController.instance.VulcanImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
ApplyForce(2.5f);
|
||||
break;
|
||||
|
||||
case F3DFXType.SoloGun:
|
||||
case WeaponEffect.SoloGun:
|
||||
F3DFXController.instance.SoloGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
ApplyForce(25f);
|
||||
break;
|
||||
|
||||
case F3DFXType.Seeker:
|
||||
case WeaponEffect.Seeker:
|
||||
F3DFXController.instance.SeekerImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
ApplyForce(30f);
|
||||
break;
|
||||
|
||||
case F3DFXType.PlasmaGun:
|
||||
case WeaponEffect.PlasmaGun:
|
||||
F3DFXController.instance.PlasmaGunImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
ApplyForce(25f);
|
||||
break;
|
||||
|
||||
case F3DFXType.LaserImpulse:
|
||||
case WeaponEffect.LaserImpulse:
|
||||
F3DFXController.instance.LaserImpulseImpact(hitPoint.point + hitPoint.normal * fxOffset);
|
||||
ApplyForce(25f);
|
||||
break;
|
||||
@ -137,13 +148,16 @@ namespace FORGE3D
|
||||
step.magnitude * RaycastAdvance,
|
||||
layerMask))
|
||||
{
|
||||
isHit = true;
|
||||
|
||||
if (hitPoint.collider.gameObject.TryGetComponent(out HitFeedbackTestObjectBehavior obj))
|
||||
if (DetectorCollision(hitPoint) == OwnerId)
|
||||
{
|
||||
obj.Hit();
|
||||
transform.position += 2 * step;
|
||||
timer += Time.deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
isHit = true;
|
||||
|
||||
// Invoke delay routine if required
|
||||
if (DelayDespawn)
|
||||
{
|
||||
@ -156,7 +170,7 @@ namespace FORGE3D
|
||||
else
|
||||
{
|
||||
// Projectile despawn after run out of time
|
||||
if (timer >= lifeTime)
|
||||
if (timer >= LifeTime)
|
||||
OnProjectileDestroy();
|
||||
}
|
||||
|
||||
@ -168,6 +182,35 @@ namespace FORGE3D
|
||||
timer += Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a HitDetector was hit and registers a hit
|
||||
/// on it if so.
|
||||
/// </summary>
|
||||
/// <param name="hitPoint"></param>
|
||||
/// <returns>OwnerId of the hit detector (-1 on none)</returns>
|
||||
int DetectorCollision(RaycastHit hitPoint)
|
||||
{
|
||||
if (hitPoint.collider.gameObject.TryGetComponent(out HitDetection detector))
|
||||
{
|
||||
// Check if the one firing was hit
|
||||
if (detector.OwnerId == OwnerId)
|
||||
{
|
||||
return OwnerId;
|
||||
}
|
||||
|
||||
ProjectileDamage inflictling = new()
|
||||
{
|
||||
DamageValue = Damage,
|
||||
ImpactMagnitude = BlastMagnitude,
|
||||
ImpactPoint = hitPoint.point,
|
||||
ImpactDirection = transform.forward
|
||||
};
|
||||
detector.RegisterHit(inflictling);
|
||||
return detector.OwnerId;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//Set offset
|
||||
public void SetOffset(float offset)
|
||||
{
|
||||
|
||||
@ -2,6 +2,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace FORGE3D
|
||||
{
|
||||
@ -23,6 +24,7 @@ namespace FORGE3D
|
||||
{
|
||||
public int id;
|
||||
public bool isActive;
|
||||
public bool removeNextTick = false;
|
||||
|
||||
public float rate;
|
||||
public int ticks;
|
||||
@ -47,6 +49,13 @@ namespace FORGE3D
|
||||
|
||||
if (isActive && last >= rate)
|
||||
{
|
||||
if (removeNextTick)
|
||||
{
|
||||
isActive = false;
|
||||
F3DTime.time.RemoveTimer(id);
|
||||
return;
|
||||
}
|
||||
|
||||
last = 0;
|
||||
ticksElapsed++;
|
||||
callBack.Invoke();
|
||||
@ -104,6 +113,11 @@ namespace FORGE3D
|
||||
removalPending.Add(timerId);
|
||||
}
|
||||
|
||||
public void RemoveTimerNextTick(int timerId)
|
||||
{
|
||||
timers.First(t => t.id == timerId).removeNextTick = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Timer removal queue handler
|
||||
/// </summary>
|
||||
|
||||
@ -31,7 +31,7 @@ namespace FORGE3D
|
||||
|
||||
void SetWeaponTypeText()
|
||||
{
|
||||
WeaponTypeText.text = _fxTypeName[(int) _fxControllers[0].DefaultFXType];
|
||||
WeaponTypeText.text = _fxTypeName[(int)_fxControllers[0].SelectedWeaponEffect];
|
||||
}
|
||||
|
||||
public void OnButtonNext()
|
||||
|
||||
@ -21,8 +21,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Burnout_Heat_001
|
||||
m_Shader: {fileID: -6465566751694194690, guid: a69f632f7605c4347b0ac15ec7b2d967,
|
||||
type: 3}
|
||||
m_Shader: {fileID: -6465566751694194690, guid: a69f632f7605c4347b0ac15ec7b2d967, type: 3}
|
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
|
||||
@ -75,7 +74,7 @@ Material:
|
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- _AlphaCutoff: 0.5
|
||||
- _BumpAmt: 0
|
||||
- _Dist: 1
|
||||
- _Distort: 0.01
|
||||
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|
||||
- _InvFade: 3
|
||||
- _QueueControl: 0
|
||||
- _QueueOffset: 0
|
||||
|
||||
@ -21,8 +21,7 @@ Material:
|
||||
m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Burnout_Sparks
|
||||
m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
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type: 3}
|
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m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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@ -76,6 +75,7 @@ Material:
|
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- _AlphaToMask: 0
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- _Blend: 2
|
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- _BlendOp: 0
|
||||
- _Blur: -1
|
||||
- _Boost: 65.64
|
||||
- _CameraFadingEnabled: 0
|
||||
- _CameraFarFadeDistance: 2
|
||||
@ -109,6 +109,7 @@ Material:
|
||||
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
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- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
||||
@ -120,7 +120,7 @@ Material:
|
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- _AlphaCutoff: 0.5
|
||||
- _BurnOut: 0
|
||||
- _BurnUVOffset: 0.15
|
||||
- _Burnout: 0.3
|
||||
- _Burnout: 0
|
||||
- _ClipThreshold: 0.12
|
||||
- _Cut: -0.47
|
||||
- _Cutoff: 0.33
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|
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@ -21,8 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: seeker_bolt_flare
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m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
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type: 3}
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m_Shader: {fileID: -6465566751694194690, guid: 89754397a45ebd242a4116119466e163, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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@ -76,6 +75,7 @@ Material:
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- _AlphaToMask: 0
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- _Blend: 2
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- _BlendOp: 0
|
||||
- _Blur: -1
|
||||
- _Boost: 1.29
|
||||
- _CameraFadingEnabled: 0
|
||||
- _CameraFarFadeDistance: 2
|
||||
@ -109,6 +109,7 @@ Material:
|
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0}
|
||||
- _TintColor: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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@ -21,8 +21,7 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: seeker_bolt_fragment
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m_Shader: {fileID: -6465566751694194690, guid: 894e255bca895714c929238ea0e6273f,
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type: 3}
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m_Shader: {fileID: -6465566751694194690, guid: 89754397a45ebd242a4116119466e163, type: 3}
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@ -76,6 +75,7 @@ Material:
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- _Blend: 2
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- _BlendOp: 0
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- _Blur: -1
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- _Boost: 1
|
||||
- _CameraFadingEnabled: 0
|
||||
- _CameraFarFadeDistance: 2
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@ -109,6 +109,7 @@ Material:
|
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _Offset: {r: 0, g: 0, b: 0, a: 0}
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- _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0}
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- _TintColor: {r: 0.99999994, g: 0.99999994, b: 0.99999994, a: 1}
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m_BuildTextureStacks: []
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@ -8,8 +8,7 @@ Material:
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m_PrefabAsset: {fileID: 0}
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@ -63,6 +62,7 @@ Material:
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- _Blur: -1
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Loading…
Reference in New Issue
Block a user