From d48dbe00d0111067b823ae178a4355a5843fafa0 Mon Sep 17 00:00:00 2001 From: minenice55 Date: Thu, 7 Mar 2024 17:45:38 -0500 Subject: [PATCH] Samurai Slice Gold Particles (#758) * Beginning The first commit * End Finished adding Particle Effects, and some of the sprites were changed * hatred trying to solve conflicts * Just letting you all know Got access to this branch * re-parent wind * fix capitalization in enum --------- Co-authored-by: Obelisk --- Assets/Resources/Games/karateman.prefab | 3 +- Assets/Resources/Games/samuraiSliceNtr.prefab | 19357 ++++++++++++++++ .../Games/SamuraiSliceNtr/SamuraiSliceNtr.cs | 51 + 3 files changed, 19410 insertions(+), 1 deletion(-) diff --git a/Assets/Resources/Games/karateman.prefab b/Assets/Resources/Games/karateman.prefab index bfbad71b..74a4702e 100644 --- a/Assets/Resources/Games/karateman.prefab +++ b/Assets/Resources/Games/karateman.prefab @@ -10452,7 +10452,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!4 &1114632065716707751 Transform: m_ObjectHideFlags: 0 @@ -106943,6 +106943,7 @@ MonoBehaviour: BodyColor: {r: 1, g: 1, b: 1, a: 1} HighlightColor: {r: 0.81, g: 0.81, b: 0.81, a: 1} ItemColor: {r: 1, g: 1, b: 1, a: 1} + StarColor: {r: 1, g: 1, b: 1, a: 1} Word: {fileID: 8471847813194768760} currentBgEffect: 0 BGPlane: {fileID: 5423016352081307686} diff --git a/Assets/Resources/Games/samuraiSliceNtr.prefab b/Assets/Resources/Games/samuraiSliceNtr.prefab index 5b545740..0c043c7e 100644 --- a/Assets/Resources/Games/samuraiSliceNtr.prefab +++ b/Assets/Resources/Games/samuraiSliceNtr.prefab @@ -6654,6 +6654,52 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 +--- !u!1 &1277567380038478988 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Using \"None\" will stop all effects."), + new Param("instant", false, "Instant", "Toggle if the particles should start or stop instantly."), + new Param("valA", new EntityTypes.Float(0f, 15f, 1f), "Wind Strength", "Set the strength of the particle wind."), + new Param("valB", new EntityTypes.Float(1f, 25f, 1f), "Particle Intensity", "Set the intensity of the particle effect.") + }, + }, //backwards compatibility new GameAction("spawn object", "Toss Object") { @@ -111,6 +126,15 @@ namespace HeavenStudio.Games None = 3 } + public enum ParticleType + { + None, + Cherry, + Leaf, + LeafBroken, + Snow, + } + [Header("References")] public NtrSamurai player; public GameObject launcher; @@ -127,6 +151,11 @@ namespace HeavenStudio.Games public BezierCurve3D DebrisRightCurve; public BezierCurve3D NgDebrisCurve; + [Header("Particles")] + // wind + public WindZone Wind; + public ParticleSystem[] Effects; + //game scene public static SamuraiSliceNtr instance; @@ -260,5 +289,27 @@ namespace HeavenStudio.Games return mobjDat; } + + public void SetParticleEffect(double beat, int type, bool instant, float windStrength, float particleStrength) + { + if (type == (int)ParticleType.None) + { + foreach (var eff in Effects) eff.Stop(); + return; + } + + ParticleSystem particleSystem = Effects[Mathf.Clamp(type - 1, 0, Effects.Length - 1)]; + + particleSystem.gameObject.SetActive(true); + particleSystem.Play(); + + var emm = particleSystem.emission; + var main = particleSystem.main; + + emm.rateOverTime = particleStrength; + main.prewarm = instant; + + Wind.windMain = windStrength; + } } }