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 <taynaluan10@gmail.com>
This commit is contained in:
minenice55 2024-03-07 17:45:38 -05:00 committed by GitHub
parent cfe2ff69a2
commit d48dbe00d0
3 changed files with 19410 additions and 1 deletions

View file

@ -10452,7 +10452,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!4 &1114632065716707751 --- !u!4 &1114632065716707751
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -106943,6 +106943,7 @@ MonoBehaviour:
BodyColor: {r: 1, g: 1, b: 1, a: 1} BodyColor: {r: 1, g: 1, b: 1, a: 1}
HighlightColor: {r: 0.81, g: 0.81, b: 0.81, a: 1} HighlightColor: {r: 0.81, g: 0.81, b: 0.81, a: 1}
ItemColor: {r: 1, g: 1, b: 1, a: 1} ItemColor: {r: 1, g: 1, b: 1, a: 1}
StarColor: {r: 1, g: 1, b: 1, a: 1}
Word: {fileID: 8471847813194768760} Word: {fileID: 8471847813194768760}
currentBgEffect: 0 currentBgEffect: 0
BGPlane: {fileID: 5423016352081307686} BGPlane: {fileID: 5423016352081307686}

File diff suppressed because it is too large Load diff

View file

@ -64,6 +64,21 @@ namespace HeavenStudio.Games.Loaders
new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."), new Param("valA", new EntityTypes.Integer(0, 30, 1), "Money", "Set the amount of coins the demon spills out when sliced."),
} }
}, },
new GameAction("particle effects", "Particle Effects")
{
function = delegate {
var e = eventCaller.currentEntity;
SamuraiSliceNtr.instance.SetParticleEffect(e.beat, e["type"], e["instant"], e["valA"], e["valB"]);
},
defaultLength = 0.5f,
parameters = new List<Param>()
{
new Param("type", SamuraiSliceNtr.ParticleType.None, "Particle", "Set the type of particle effect to spawn. 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 //backwards compatibility
new GameAction("spawn object", "Toss Object") new GameAction("spawn object", "Toss Object")
{ {
@ -111,6 +126,15 @@ namespace HeavenStudio.Games
None = 3 None = 3
} }
public enum ParticleType
{
None,
Cherry,
Leaf,
LeafBroken,
Snow,
}
[Header("References")] [Header("References")]
public NtrSamurai player; public NtrSamurai player;
public GameObject launcher; public GameObject launcher;
@ -127,6 +151,11 @@ namespace HeavenStudio.Games
public BezierCurve3D DebrisRightCurve; public BezierCurve3D DebrisRightCurve;
public BezierCurve3D NgDebrisCurve; public BezierCurve3D NgDebrisCurve;
[Header("Particles")]
// wind
public WindZone Wind;
public ParticleSystem[] Effects;
//game scene //game scene
public static SamuraiSliceNtr instance; public static SamuraiSliceNtr instance;
@ -260,5 +289,27 @@ namespace HeavenStudio.Games
return mobjDat; 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;
}
} }
} }