#43 FieldBoss01 Test.ver006

+ InIslandPlayer Ai(nav, bt)관련 삭제
  ㄴ Crewmate쪽 자동공격 문제 발생 가능
+ InIslandPlayer 콜라이더 크기 줄임(3 -> 1.5)
+ IceAge 스킬 표시기 색상(빨간색 -> 하늘색) 변경
+ 보스 사이즈(6 -> 8), 콜라이더 사이즈, 위치 조정
+ 구르기 속도(2 -> 4), 구르기 지속시간(0.5 -> 0.25)
+ 투사체 스킬(LavaBubbleBullet) 추가 중
This commit is contained in:
NTG_Lenovo 2023-12-04 16:16:29 +09:00
parent 043d90e37b
commit 2004b7936f
37 changed files with 54519 additions and 481 deletions

View File

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isRolling: 0 isRolling: 0
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attackAngle: 180 attackAngle: 180
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View File

@ -35,6 +35,7 @@ namespace BlueWaterProject
activeSkillList.Add(skillController.GetSkillByName("LineRush")); activeSkillList.Add(skillController.GetSkillByName("LineRush"));
activeSkillList.Add(skillController.GetSkillByName("BigLavaEruption")); activeSkillList.Add(skillController.GetSkillByName("BigLavaEruption"));
activeSkillList.Add(skillController.GetSkillByName("VolcanicEruption")); activeSkillList.Add(skillController.GetSkillByName("VolcanicEruption"));
activeSkillList.Add(skillController.GetSkillByName("LavaBubbleBullet"));
collisionDamage = activeSkillList[1].ActiveSkillData.Damage; collisionDamage = activeSkillList[1].ActiveSkillData.Damage;
} }
@ -92,6 +93,12 @@ namespace BlueWaterProject
endSkillTime = lava.GetEndSkillTime(); endSkillTime = lava.GetEndSkillTime();
} }
} }
else if (activeSkill.ActiveSkillData.Name.Equals("LavaBubbleBullet"))
{
var bullet = Instantiate(activeSkill, MyCollider.bounds.center, Quaternion.identity);
bullet.SetUser(transform);
bullet.Execute(Target);
}
StartCoroutine(CoolDown(endSkillTime, () => usedSkillCoroutine = false)); StartCoroutine(CoolDown(endSkillTime, () => usedSkillCoroutine = false));
} }

View File

@ -1,16 +1,14 @@
using System; using System;
using System.Collections; using System.Collections;
using BehaviorDesigner.Runtime;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using UnityEngine.AI;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer public class InIslandPlayer : Player, IAnimatorBridge, INormalAttack, IInIslandPlayer
{ {
#region Properties and variables #region Properties and variables
@ -19,18 +17,6 @@ namespace BlueWaterProject
[Tooltip("전체 Gizmos 그리기 여부")] [Tooltip("전체 Gizmos 그리기 여부")]
[SerializeField] private bool isDrawGizmos = true; [SerializeField] private bool isDrawGizmos = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟 인식 범위 그리기 여부")]
[SerializeField] private bool isDrawViewRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("이동제한 범위 그리기 여부")]
[SerializeField] private bool isDrawDefenseRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟과의 상태 그리기 여부\n빨간색 = 공격 범위 밖\n파란색 = 공격 범위 안")]
[SerializeField] private bool isDrawTargetRange = true;
// Stat // Stat
[field: Title("Stat")] [field: Title("Stat")]
[field: Tooltip("최대 체력 설정")] [field: Tooltip("최대 체력 설정")]
@ -49,16 +35,6 @@ namespace BlueWaterProject
[field: OnValueChanged("SetAtkWaitCooldown")] [field: OnValueChanged("SetAtkWaitCooldown")]
[field: SerializeField] public float AtkCooldown { get; private set; } = 1f; [field: SerializeField] public float AtkCooldown { get; private set; } = 1f;
[field: Tooltip("이동 제한 범위 설정")]
[field: SerializeField] public float DefenseRange { get; private set; } = 20f;
[field: Tooltip("Idle 상태에서 랜덤으로 이동 여부")]
[field: SerializeField] public bool IsRandomMove { get; set; }
[field: ShowIf("@IsRandomMove")]
[field: Tooltip("Idle 상태에서 이동하는 범위 설정")]
[field: SerializeField] public float RandomMoveRange { get; set; }
// HpSlider // HpSlider
[Title("HpSlider")] [Title("HpSlider")]
[SerializeField] private bool useHpSlider = true; [SerializeField] private bool useHpSlider = true;
@ -77,13 +53,7 @@ namespace BlueWaterProject
// Data // Data
[field: Title("Data")] [field: Title("Data")]
[field: DisableIf("@true")] [field: DisableIf("@true")]
[field: SerializeField] public Vector3 DefensePos { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool IsCombated { get; set; } [field: SerializeField] public bool IsCombated { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool BeAttackedInIdle { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool UseRigidbody { get; set; }
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool useMouseAttack; [SerializeField] private bool useMouseAttack;
[DisableIf("@true")] [DisableIf("@true")]
@ -113,14 +83,13 @@ namespace BlueWaterProject
private Collider[] hitColliders; private Collider[] hitColliders;
private Coroutine slowMotionCoroutine; private Coroutine slowMotionCoroutine;
private Coroutine showIndicatorCoroutine; private Coroutine showIndicatorCoroutine;
public bool UseRigidbody { get; set; } = true;
// 컴포넌트 // 컴포넌트
public GameObject GameObject => gameObject; public GameObject GameObject => gameObject;
public Transform Transform => transform; public Transform Transform => transform;
public Rigidbody Rb { get; set; } public Rigidbody Rb { get; set; }
public Collider MyCollider { get; set; } public Collider MyCollider { get; set; }
public NavMeshAgent Agent { get; set; }
private BehaviorTree bt;
private Transform unitRoot; private Transform unitRoot;
private Animator myAnimator; private Animator myAnimator;
private Transform trailRoot; private Transform trailRoot;
@ -128,7 +97,7 @@ namespace BlueWaterProject
private ParticleSystem afterImageTrail; private ParticleSystem afterImageTrail;
private Canvas worldSpaceCanvas; private Canvas worldSpaceCanvas;
private SkillController skillController; private SkillController skillController;
[SerializeField]private ActiveSkill myActiveSkill; [SerializeField] private ActiveSkill myActiveSkill;
// Hash // Hash
private static readonly int RunStateHash = Animator.StringToHash("RunState"); private static readonly int RunStateHash = Animator.StringToHash("RunState");
@ -151,38 +120,17 @@ namespace BlueWaterProject
if (!isDrawGizmos) return; if (!isDrawGizmos) return;
Vector3 myCenterPos; Vector3 myCenterPos;
Vector3 defensePos;
if (Application.isPlaying) if (Application.isPlaying)
{ {
myCenterPos = MyCollider.bounds.center; myCenterPos = MyCollider.bounds.center;
defensePos = DefensePos;
} }
else else
{ {
myCenterPos = GetComponent<Collider>().bounds.center; myCenterPos = GetComponent<Collider>().bounds.center;
defensePos = transform.position;
} }
Gizmos.color = Color.red; Gizmos.color = Color.red;
Gizmos.DrawWireSphere(myCenterPos, AtkRange); Gizmos.DrawWireSphere(myCenterPos, AtkRange);
if (isDrawDefenseRange)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(defensePos, DefenseRange);
}
if (isDrawViewRange)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(myCenterPos, ViewRadius);
}
if (!isDrawTargetRange || !Target) return;
var targetToDistance = Vector3.Distance(myCenterPos, Target.bounds.center);
Gizmos.color = targetToDistance <= AtkRange ? Color.blue : Color.red;
Gizmos.DrawLine(myCenterPos, Target.bounds.center);
} }
protected override void Awake() protected override void Awake()
@ -191,8 +139,6 @@ namespace BlueWaterProject
Rb = GetComponent<Rigidbody>(); Rb = GetComponent<Rigidbody>();
MyCollider = GetComponent<Collider>(); MyCollider = GetComponent<Collider>();
Agent = GetComponent<NavMeshAgent>();
bt = GetComponent<BehaviorTree>();
unitRoot = transform.Find("UnitRoot"); unitRoot = transform.Find("UnitRoot");
if (unitRoot == null) if (unitRoot == null)
@ -258,18 +204,13 @@ namespace BlueWaterProject
{ {
base.Start(); base.Start();
Rb.isKinematic = false;
hitColliders = new Collider[MAX_COLLIDERS]; hitColliders = new Collider[MAX_COLLIDERS];
TargetLayer = LayerMask.GetMask("Enemy"); TargetLayer = LayerMask.GetMask("Enemy");
waitAtkCooldown = new WaitForSeconds(AtkCooldown); waitAtkCooldown = new WaitForSeconds(AtkCooldown);
myActiveSkill = skillController.InstantiateActiveSkillByName("IceAge"); myActiveSkill = skillController.InstantiateActiveSkillByName("IceAge");
myActiveSkill.SetUser(transform); myActiveSkill.SetUser(transform);
if (Agent.enabled)
{
Agent.updateRotation = false;
SetAgentSpeed(MoveSpd);
}
if (useHpSlider) if (useHpSlider)
{ {
hpSlider.maxValue = MaxHp; hpSlider.maxValue = MaxHp;
@ -322,12 +263,6 @@ namespace BlueWaterProject
IsCombated = true; IsCombated = true;
if (!Target)
{
BeAttackedInIdle = true;
bt.SendEvent("BeAttackedInIdle", attackPos);
}
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0); var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
SetCurrentHp(changeHp); SetCurrentHp(changeHp);
@ -349,17 +284,8 @@ namespace BlueWaterProject
public override void Die() public override void Die()
{ {
myAnimator.SetTrigger(DieHash); myAnimator.SetTrigger(DieHash);
Rb.isKinematic = true;
MyCollider.enabled = false; MyCollider.enabled = false;
if (Agent.enabled)
{
Agent.isStopped = true;
}
else
{
Rb.isKinematic = true;
}
Agent.enabled = false;
switch (GameManager.Inst.IslandPlayerMode) switch (GameManager.Inst.IslandPlayerMode)
{ {
@ -506,34 +432,6 @@ namespace BlueWaterProject
public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1; public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1;
// IAiView
public override void SetTarget(Collider value)
{
Target = value;
if (value != null)
{
IsCombated = true;
BeAttackedInIdle = false;
}
}
public bool GoOutOfBounds()
{
var defensePosInRange = Vector3.Distance(transform.position, DefensePos) <= DefenseRange;
return !defensePosInRange;
}
public override void MoveTarget(Vector3 targetPos, float speed, float stopDistance = float.MaxValue)
{
if (Vector3.Distance(Agent.destination, targetPos) < 0.1f) return;
SetAgentSpeed(speed);
Agent.stoppingDistance = stopDistance;
Agent.isStopped = false;
Agent.SetDestination(targetPos);
}
// INormalAttack // INormalAttack
public void NormalAttack() public void NormalAttack()
{ {
@ -682,10 +580,9 @@ namespace BlueWaterProject
myAnimator.SetFloat(RunStateHash, 0f); myAnimator.SetFloat(RunStateHash, 0f);
} }
DefensePos = transform.position;
foreach (var crewmate in GameManager.Inst.CurrentCrewmateList) foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
{ {
crewmate.DefensePos = DefensePos; crewmate.DefensePos = transform.position;
} }
} }
@ -694,27 +591,7 @@ namespace BlueWaterProject
if (useMouseAttack) return; if (useMouseAttack) return;
var localScale = transform.localScale; var localScale = transform.localScale;
var xVelocity = 0f; localScale.x = Rb.velocity.x switch
if (UseRigidbody)
{
xVelocity = Rb.velocity.x;
}
else
{
if (Agent.velocity.x != 0)
{
xVelocity = Agent.velocity.x;
}
else
{
if (Target)
{
xVelocity = Target.bounds.center.x - MyCollider.bounds.center.x;
}
}
}
localScale.x = xVelocity switch
{ {
> 0.01f => Mathf.Abs(localScale.x), > 0.01f => Mathf.Abs(localScale.x),
< -0.01f => -Mathf.Abs(localScale.x), < -0.01f => -Mathf.Abs(localScale.x),
@ -780,25 +657,6 @@ namespace BlueWaterProject
overlayCanvas.transform.Find("RestartPopUp").gameObject.SetActive(true); overlayCanvas.transform.Find("RestartPopUp").gameObject.SetActive(true);
} }
public void UseRigidbodyMovement()
{
UseRigidbody = true;
Rb.isKinematic = false;
Agent.enabled = false;
}
public void UseAgentMovement()
{
DefensePos = transform.position;
foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
{
crewmate.DefensePos = DefensePos;
}
UseRigidbody = false;
Rb.isKinematic = true;
Agent.enabled = true;
}
private IEnumerator BeAttacked() private IEnumerator BeAttacked()
{ {
beAttacked = true; beAttacked = true;
@ -818,7 +676,6 @@ namespace BlueWaterProject
} }
} }
private void SetAgentSpeed(float value) => Agent.speed = value;
private void SetAtkWaitCooldown() => waitAtkCooldown = new WaitForSeconds(AtkCooldown); private void SetAtkWaitCooldown() => waitAtkCooldown = new WaitForSeconds(AtkCooldown);
#endregion #endregion

View File

@ -3,7 +3,6 @@ using System.Collections;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
@ -60,41 +59,49 @@ namespace BlueWaterProject
private void InitComponent() private void InitComponent()
{ {
indicator = GetComponentInChildren<DecalProjector>(); indicator = GetComponentInChildren<DecalProjector>();
if (indicator == null)
{
print("하위 오브젝트로 DecalProjector 컴포넌트를 찾을 수 없습니다.");
}
mainCam = Camera.main; mainCam = Camera.main;
} }
protected void BasicSetting() protected void BasicSetting()
{ {
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
indicator.scaleMode = DecalScaleMode.InheritFromHierarchy; if (indicator)
indicator.material = new Material(indicator.material); {
indicator.material.SetFloat(FillHash, 0f); indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
indicator.material = new Material(indicator.material);
indicator.material.SetFloat(FillHash, 0f);
}
hitColliders = new Collider[ActiveSkillData.MaxAttackTargets]; hitColliders = new Collider[ActiveSkillData.MaxAttackTargets];
} }
protected void HideIndicator() protected void HideIndicator()
{ {
indicator.enabled = false; if (indicator)
indicator.material.SetFloat(FillHash, 0); {
indicator.enabled = false;
indicator.material.SetFloat(FillHash, 0);
}
IsCasting = false; IsCasting = false;
followMouse = false; followMouse = false;
} }
public IEnumerator ShowIndicator() public IEnumerator ShowIndicator()
{ {
indicator.transform.position = user.position; if (indicator)
indicator.material.SetFloat(FillHash, 0);
indicator.enabled = true;
while (true)
{ {
indicator.transform.position = user.position; indicator.transform.position = user.position;
yield return null; indicator.material.SetFloat(FillHash, 0);
indicator.enabled = true;
while (true)
{
indicator!.transform.position = user.position;
yield return null;
}
}
else
{
yield break;
} }
} }
@ -110,6 +117,11 @@ namespace BlueWaterProject
} }
public virtual void Execute(Collider target)
{
}
protected void CastingMove() protected void CastingMove()
{ {
switch (ActiveSkillData.CastingType) switch (ActiveSkillData.CastingType)
@ -133,7 +145,10 @@ namespace BlueWaterProject
var targetPos = (userPos + raycastHit.point) / 2; var targetPos = (userPos + raycastHit.point) / 2;
var distance = targetPos - userPos; var distance = targetPos - userPos;
distance = Vector3.ClampMagnitude((distance * 2), ActiveSkillData.Range); distance = Vector3.ClampMagnitude((distance * 2), ActiveSkillData.Range);
indicator.transform.position = userPos + distance; if (indicator)
{
indicator.transform.position = userPos + distance;
}
} }
} }

View File

@ -21,10 +21,11 @@ namespace BlueWaterProject
{ {
IsCasting = true; IsCasting = true;
var fill = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f) while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{ {
CastingMove(); CastingMove();
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * (1 / ActiveSkillData.CastingTime); var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue); indicator.material.SetFloat(FillHash, fillValue);
yield return null; yield return null;
} }

View File

@ -0,0 +1,65 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class LavaBubbleBullet : ActiveSkill, IDamageable
{
[Title("Extensions Data")]
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
[SerializeField] private Vector3 projectileOffset = new(0f, 2f, 0f);
[SerializeField] private float projectileSpeed = 0.3f;
private ParticleWeapon bulletEffect;
private static bool isHitting;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
}
public override void Execute(Collider target)
{
StartCoroutine(SkillCoroutine(target));
}
protected override void Awake()
{
base.Awake();
bulletEffect = GetComponent<ParticleWeapon>();
//endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
private IEnumerator SkillCoroutine(Collider target)
{
bulletEffect.transform.LookAt(target.bounds.center);
bulletEffect.GetComponent<Rigidbody>().AddForce(bulletEffect.transform.forward * projectileSpeed);
// var time = 0f;
// while (time < projectileDelay)
// {
// time += Time.deltaTime;
// yield return null;
// }
yield return null;
}
public void TakeDamage(float attackerPower, Vector3? attackPos = null)
{
Die();
}
public void Die()
{
bulletEffect.DestroyParticle();
}
}
}

View File

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View File

@ -83,9 +83,10 @@ namespace BlueWaterProject
// 투사체 발사 // 투사체 발사
var fill = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f) while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{ {
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * (1 / ActiveSkillData.CastingTime); var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue); indicator.material.SetFloat(FillHash, fillValue);
yield return null; yield return null;
} }

View File

@ -45,14 +45,16 @@ namespace BlueWaterProject
IsCasting = true; IsCasting = true;
Debug.DrawLine(userPos, targetRushPos, Color.red, 5f); Debug.DrawLine(userPos, targetRushPos, Color.red, 5f);
var fill = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f) while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{ {
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * (1 / ActiveSkillData.CastingTime); var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue); indicator.material.SetFloat(FillHash, fillValue);
yield return null; yield return null;
} }
HideIndicator(); HideIndicator();
userRb.isKinematic = false;
ghostPlay.Invoke(); ghostPlay.Invoke();
userRb.velocity = rushVelocity; userRb.velocity = rushVelocity;
@ -62,6 +64,7 @@ namespace BlueWaterProject
time += Time.deltaTime; time += Time.deltaTime;
yield return null; yield return null;
} }
userRb.isKinematic = true;
userRb.velocity = Vector3.zero; userRb.velocity = Vector3.zero;
ghostStop.Invoke(); ghostStop.Invoke();

View File

@ -81,9 +81,10 @@ namespace BlueWaterProject
// 투사체 발사 // 투사체 발사
var fill = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f) while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{ {
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * (1 / ActiveSkillData.CastingTime); var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue); indicator.material.SetFloat(FillHash, fillValue);
yield return null; yield return null;
} }

View File

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View File

@ -104,8 +104,6 @@ namespace BlueWaterProject
inIslandPlayer = islandPlayer.AddComponent<InIslandPlayer>(); inIslandPlayer = islandPlayer.AddComponent<InIslandPlayer>();
} }
inIslandPlayer.UseRigidbodyMovement();
InIslandCamera.Inst.SetTarget(islandPlayer.transform); InIslandCamera.Inst.SetTarget(islandPlayer.transform);
GameManager.Inst.SetCurrentInIslandPlayer(inIslandPlayer); GameManager.Inst.SetCurrentInIslandPlayer(inIslandPlayer);

View File

@ -23,6 +23,7 @@ namespace BlueWaterProject
private Rigidbody rb; private Rigidbody rb;
private SphereCollider sphereCollider; private SphereCollider sphereCollider;
private WaitForSeconds waitForSeconds; private WaitForSeconds waitForSeconds;
private RaycastHit hit;
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
@ -79,33 +80,37 @@ namespace BlueWaterProject
detectionDistance = rb.velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame detectionDistance = rb.velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
if (Physics.SphereCast(transform.position, radius, direction, out var hit, detectionDistance, targetLayer)) // Checks if collision will happen if (Physics.SphereCast(transform.position, radius, direction, out hit, detectionDistance, targetLayer)) // Checks if collision will happen
{ {
transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision DestroyParticle();
var impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal), transform) as GameObject; // Spawns impact effect
var trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
//Component at [0] is that of the parent i.e. this object (if there is any)
for (var i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
{
var trail = trails[i];
if (trail.gameObject.name.Contains("Trail"))
{
trail.transform.SetParent(null); // Detaches the trail from the projectile
Destroy(trail.gameObject, 2f); // Removes the trail after seconds
}
}
Destroy(projectileParticle, 3f); // Removes particle effect after delay
Destroy(impactP, 3.5f); // Removes impact effect after delay
Destroy(gameObject); // Removes the projectile
hit.transform.GetComponent<IDamageable>()?.TakeDamage(power); hit.transform.GetComponent<IDamageable>()?.TakeDamage(power);
} }
} }
public void DestroyParticle()
{
transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
var impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal), transform) as GameObject; // Spawns impact effect
var trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
//Component at [0] is that of the parent i.e. this object (if there is any)
for (var i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
{
var trail = trails[i];
if (trail.gameObject.name.Contains("Trail"))
{
trail.transform.SetParent(null); // Detaches the trail from the projectile
Destroy(trail.gameObject, 2f); // Removes the trail after seconds
}
}
Destroy(projectileParticle, 3f); // Removes particle effect after delay
Destroy(impactP, 3.5f); // Removes impact effect after delay
Destroy(gameObject); // Removes the projectile
}
private IEnumerator AutoDestroy() private IEnumerator AutoDestroy()
{ {
yield return waitForSeconds; yield return waitForSeconds;

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@ -16,6 +16,7 @@ TagManager:
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