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This commit is contained in:
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@@ -27626,31 +27708,6 @@ AnimatorStateTransition:
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@@ -46099,6 +46160,31 @@ MonoBehaviour:
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tags:
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8
Assets/Scenes/Land_01/demo_postptrocesINTRO.meta
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224
Assets/Scripts/Effects/ShieldCreationEffect.cs
Normal file
224
Assets/Scripts/Effects/ShieldCreationEffect.cs
Normal file
@@ -0,0 +1,224 @@
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using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using DG;
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using DG.Tweening;
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using PixelCrushers.DialogueSystem;
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using System;
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||||
public class ShieldCreationEffect : MonoBehaviour
|
||||
{
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||||
[SerializeField] private MeshRenderer m_mesh;
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||||
private Material m_material;
|
||||
|
||||
// Handler for block start event
|
||||
private void OnBlockStartEvent()
|
||||
{
|
||||
// Add your event handling logic here
|
||||
Debug.Log("BlockStart event triggered.", gameObject);
|
||||
}
|
||||
|
||||
[ColorUsageAttribute(true, true)]
|
||||
public Color m_FresnelColor;
|
||||
|
||||
public float m_dissolveTime = 1f;
|
||||
public float m_fresnelTime = 0.3f;
|
||||
public float m_lightIntensity = 3f;
|
||||
public Light m_light;
|
||||
[SerializeField] private ParticleSystem m_particles;
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||||
[SerializeField] private ParticleSystem m_distortions;
|
||||
private bool hasValidBehaviours;
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||||
private bool hasAnimator;
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||||
const string blockStartEvent = "BlockStart";
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||||
const string blockEndEvent = "BlockEnd";
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||||
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||||
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||||
private void OnDisable()
|
||||
{
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||||
RemoveEvents();
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||||
}
|
||||
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||||
public void OnEnable()
|
||||
{
|
||||
if (hasAnimator && hasValidBehaviours)
|
||||
{
|
||||
RemoveEvents();
|
||||
RegisterEvents();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
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||||
RemoveEvents();
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||||
}
|
||||
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||||
public virtual void RegisterEvents()
|
||||
{
|
||||
//if (animatorEvents.Count > 0)
|
||||
{
|
||||
var animator = GetComponentInParent<Animator>();
|
||||
if (animator)
|
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{
|
||||
hasAnimator = true;
|
||||
var behaviours = animator.GetBehaviours<Invector.vEventSystems.vAnimatorEvent>();
|
||||
{
|
||||
var hasEvent = false;
|
||||
for (int i = 0; i < behaviours.Length; i++)
|
||||
{
|
||||
if (behaviours[i].HasEvent(blockStartEvent))
|
||||
{
|
||||
behaviours[i].RegisterEvents(blockStartEvent, OnBlockStartEvent);
|
||||
hasValidBehaviours = true;
|
||||
hasEvent = true;
|
||||
}
|
||||
if (behaviours[i].HasEvent(blockEndEvent))
|
||||
{
|
||||
behaviours[i].RegisterEvents(blockEndEvent, OnBlockEndEvent);
|
||||
hasValidBehaviours = true;
|
||||
hasEvent = true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Can't Find Animator to register Events in " + gameObject.name, gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBlockStartEvent(string eventName)
|
||||
{
|
||||
Create();
|
||||
}
|
||||
private void OnBlockEndEvent(string eventName)
|
||||
{
|
||||
Uncreate();
|
||||
}
|
||||
|
||||
public virtual void RemoveEvents()
|
||||
{
|
||||
if (!hasAnimator || !hasValidBehaviours)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var animator = GetComponentInParent<Animator>();
|
||||
if (animator)
|
||||
{
|
||||
var behaviours = animator.GetBehaviours<Invector.vEventSystems.vAnimatorEvent>();
|
||||
for (int i = 0; i < behaviours.Length; i++)
|
||||
{
|
||||
if (behaviours[i].HasEvent(blockStartEvent))
|
||||
{
|
||||
behaviours[i].RemoveEvents(blockStartEvent, OnBlockStartEvent);
|
||||
}
|
||||
if (behaviours[i].HasEvent(blockEndEvent))
|
||||
{
|
||||
behaviours[i].RemoveEvents(blockEndEvent, OnBlockEndEvent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (m_mesh == null)
|
||||
m_mesh = GetComponent<MeshRenderer>();
|
||||
if (m_mesh == null)
|
||||
{
|
||||
Debug.LogError("No mesh renderer found!");
|
||||
return;
|
||||
}
|
||||
m_material = m_mesh.material;
|
||||
if (m_light)
|
||||
m_light.intensity = 0f;
|
||||
|
||||
ParticlesEmission(false);
|
||||
SetLight(false);
|
||||
m_mesh.enabled = false;
|
||||
}
|
||||
|
||||
private void SetLight(bool enabled)
|
||||
{
|
||||
if (m_light)
|
||||
{
|
||||
m_light.intensity = enabled ? m_lightIntensity : 0f;
|
||||
m_light.enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
RegisterEvents();
|
||||
}
|
||||
private void ParticlesEmission(bool enabled)
|
||||
{
|
||||
if (m_particles != null)
|
||||
{
|
||||
var emm = m_particles.emission;//.enabled = false;
|
||||
emm.enabled = enabled;
|
||||
}
|
||||
if (m_distortions != null)
|
||||
{
|
||||
var emm = m_distortions.emission;//.enabled = false;
|
||||
emm.enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
[Button]
|
||||
public void Uncreate()
|
||||
{
|
||||
m_mesh.enabled = false;
|
||||
ParticlesEmission(false);
|
||||
SetLight(false);
|
||||
}
|
||||
/*
|
||||
private IEnumerator CreateCoroutine()
|
||||
{
|
||||
m_material.SetFloat("_Threshold", 1f);
|
||||
Sequence sq = DOTween.Sequence();
|
||||
sq.Append(m_material.DOFloat(0f, "_Threshold", m_dissolveTime));
|
||||
ParticlesEmission(true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
ParticlesEmission(false);
|
||||
//yield return new WaitForSeconds(1f);
|
||||
|
||||
DOTween.Kill(m_material);
|
||||
m_material.SetColor("_FresnelColor", Color.black);
|
||||
m_material.SetFloat("_EffectThreshold", 1f);
|
||||
|
||||
sq.Append(m_material.DOColor(m_FresnelColor, "_FresnelColor", m_fresnelTime).SetEase(Ease.InSine));
|
||||
sq.Append(m_material.DOColor(Color.black, "_FresnelColor", m_fresnelTime).SetEase(Ease.InSine));
|
||||
m_material.DOFloat(0f, "_EffectThreshold", m_dissolveTime * 2f).SetEase(Ease.Linear).SetLoops(-1, LoopType.Yoyo);//.SetDelay(m_dissolveTime+2f* m_fresnelTime);
|
||||
|
||||
if (m_light)
|
||||
{
|
||||
m_light.intensity = 0f;
|
||||
|
||||
sq = DOTween.Sequence();
|
||||
sq.Append(m_light.DOIntensity(m_lightIntensity, m_dissolveTime + m_fresnelTime).SetEase(Ease.InSine));
|
||||
sq.Append(m_light.DOIntensity(0f, m_fresnelTime).SetEase(Ease.InSine));
|
||||
}
|
||||
|
||||
//m_particles.DO
|
||||
//m_material.DOs
|
||||
// m_material.DOFloat(0f, "_Threshold", 1f);
|
||||
//set fresnel color
|
||||
//m_material.DOColor(m_FresnelColor, "_FresnelColor", 2f);
|
||||
yield return null;
|
||||
}
|
||||
*/
|
||||
[Button]
|
||||
public void Create()
|
||||
{
|
||||
m_mesh.enabled = true;
|
||||
|
||||
ParticlesEmission(true);
|
||||
SetLight(true);
|
||||
//StartCoroutine(CreateCoroutine());
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Effects/ShieldCreationEffect.cs.meta
Normal file
11
Assets/Scripts/Effects/ShieldCreationEffect.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e1cc36b0bbe5b4738945c430e3455caa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,6 +6,7 @@ using UnityEngine.UI;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using TMPro;
|
||||
using System.Collections;
|
||||
using RootMotion.FinalIK;
|
||||
|
||||
namespace Beyond
|
||||
{
|
||||
@@ -375,11 +376,14 @@ namespace Beyond
|
||||
|
||||
public void EnableDamageSprite(vDamage damage)
|
||||
{
|
||||
if (damageImage != null)
|
||||
if (damageImage != null && damage.hitReaction)
|
||||
{
|
||||
damageImage.enabled = true;
|
||||
damaged = true;
|
||||
damaged = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void UpdateDebugWindow(vThirdPersonController cc)
|
||||
{
|
||||
if (cc.debugWindow)
|
||||
|
||||
Reference in New Issue
Block a user