Closes #189 대포 이펙트 변경
+ ParticleWeapon을 통해서, 원하는 레이어에 원하는 파티클이 터지게끔 기능을 변경했습니다.
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@ -13019,8 +13019,8 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1485085414}
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serializedVersion: 2
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m_LocalRotation: {x: 0.38026586, y: 0.6187088, z: -0.46294132, w: 0.50821525}
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m_LocalPosition: {x: -0.001750946, y: 0, z: -0.008834839}
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m_LocalRotation: {x: 0.38026667, y: 0.6187079, z: -0.46294075, w: 0.50821626}
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m_LocalPosition: {x: -0.0017852783, y: 0, z: -0.009002686}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@ -17671,6 +17671,8 @@ MonoBehaviour:
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autoInit: 0
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playerInput: {fileID: 975912080}
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projectileObject: {fileID: 128572, guid: 8d387b0f65dfa4cdc965c4b56216e120, type: 3}
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waterExplosionPrefab: {fileID: 5481875147519058070, guid: b247fa420e90f3f4996319f760a3d88b,
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type: 3}
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visualLook: {fileID: 4143712617986135}
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launchTransform: {fileID: 1286537730}
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predictedLine: {fileID: 1913692422}
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@ -17688,8 +17690,8 @@ MonoBehaviour:
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gaugeChargingTime: 1
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launchCooldown: 1
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distanceCoefficient: 40
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launchType: 0
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launchSpeed: 30
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launchType: 1
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launchSpeed: 40
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launchAngle: 10
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isUsingPredictLine: 1
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lineMaxPoint: 100
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@ -3,7 +3,6 @@ using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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@ -1,5 +1,6 @@
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using System;
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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 UnityEngine.Events;
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@ -9,7 +10,15 @@ namespace BlueWaterProject
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{
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public class ParticleWeapon : MonoBehaviour
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{
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public GameObject impactParticle; // Effect spawned when projectile hits a collider
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[Serializable]
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public class ImpactParticleInfo
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{
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public GameObject impactParticle;
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public LayerMask layer;
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}
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public List<ImpactParticleInfo> impactParticleInfoList = new();
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//public GameObject impactParticle; // Effect spawned when projectile hits a collider
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public GameObject projectileParticle; // Effect attached to the gameobject as child
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public GameObject muzzleParticle; // Effect instantly spawned when gameobject is spawned
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[Header("Adjust if not using Sphere Collider")]
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@ -87,7 +96,15 @@ namespace BlueWaterProject
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if (Physics.SphereCast(transform.position, radius, direction, out var hit, detectionDistance, targetLayer)) // Checks if collision will happen
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{
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transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
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var impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // Spawns impact effect
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GameObject impactP = null;
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foreach (var element in impactParticleInfoList)
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{
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if ((element.layer & (1 << hit.collider.gameObject.layer)) == 0) continue;
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impactP = Instantiate(element.impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal));
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break;
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}
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var trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
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//Component at [0] is that of the parent i.e. this object (if there is any)
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@ -112,7 +129,10 @@ namespace BlueWaterProject
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}
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Destroy(projectileParticle, 3f); // Removes particle effect after delay
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Destroy(impactP, 3.5f); // Removes impact effect after delay
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if (impactP)
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{
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Destroy(impactP, 3.5f); // Removes impact effect after delay
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}
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Destroy(gameObject); // Removes the projectile
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}
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}
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14720
BlueWater/Assets/05.Prefabs/Particles/GrenadeFire/BigSplash.prefab
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14720
BlueWater/Assets/05.Prefabs/Particles/GrenadeFire/BigSplash.prefab
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b247fa420e90f3f4996319f760a3d88b
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,20 +2,24 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: M_Decals
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m_Shader: {fileID: 4800000, guid: ef0e994b94e5f5e43aeeef2ff22357cc, type: 3}
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m_ShaderKeywords:
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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@ -55,6 +59,7 @@ Material:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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@ -75,3 +80,5 @@ Material:
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m_Colors:
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- _Color: {r: 0.8867924, g: 0.8867924, b: 0.8867924, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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