Files
2024-11-20 15:21:28 +01:00

45 lines
1.7 KiB
C#

using Invector.vMelee;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Beyond
{
public class bHitEffects : vHitEffects
{
public Transform shieldRecoilTransform;
private void Start()
{
if (!shieldRecoilTransform)
{
shieldRecoilTransform = transform;
}
var weaponObject = GetComponent<vMeleeWeapon>();
if (weaponObject)
{
weaponObject.onDamageHit.AddListener(PlayHitEffects);
weaponObject.onRecoilHit.AddListener(PlayRecoilEffects);
weaponObject.onDefense.AddListener(PlayDefenseEffects);
}
}
public new void PlayDefenseEffects()
{
if (audioSource != null && recoilSounds.Length > 0)
{
var clip = recoilSounds[UnityEngine.Random.Range(0, recoilSounds.Length)];
var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject;
audioObj.GetComponent<AudioSource>().PlayOneShot(clip);
}
if (recoilParticles.Length > 0)
{
var particles = recoilParticles[UnityEngine.Random.Range(0, recoilParticles.Length)];
// var hitrotation = Quaternion.LookRotation(new Vector3(transform.position.x, hitInfo.hitPoint.y, transform.position.z) - hitInfo.hitPoint);
if (particles != null)
Instantiate(particles, shieldRecoilTransform.position, shieldRecoilTransform.rotation);
//Instantiate(particles, hitInfo.hitPoint, hitrotation);
}
}
}
}