diff --git a/Assets/3rd/D2D_Scripts/Core/GameStateMachine/Testing/Testing_PushWin.cs b/Assets/3rd/D2D_Scripts/Core/GameStateMachine/Testing/Testing_PushWin.cs index e3cadd57..044feae2 100644 --- a/Assets/3rd/D2D_Scripts/Core/GameStateMachine/Testing/Testing_PushWin.cs +++ b/Assets/3rd/D2D_Scripts/Core/GameStateMachine/Testing/Testing_PushWin.cs @@ -19,7 +19,8 @@ namespace D2D private async UniTaskVoid Start() { await 1f.Seconds(); - + GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); + _stateMachine.Push(new WinState(),false,true); } } diff --git a/Assets/3rd/D2D_Scripts/Testing/CheatConsole.cs b/Assets/3rd/D2D_Scripts/Testing/CheatConsole.cs index 225037f3..928c6d3a 100644 --- a/Assets/3rd/D2D_Scripts/Testing/CheatConsole.cs +++ b/Assets/3rd/D2D_Scripts/Testing/CheatConsole.cs @@ -33,6 +33,8 @@ namespace D2D [Button("Win")] private void PushWin() { + GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); + _stateMachine.Push(new WinState(), false, true); } diff --git a/Assets/3rd/Epic Toon FX/Materials/Misc/Unsorted/confetti_AB.mat b/Assets/3rd/Epic Toon FX/Materials/Misc/Unsorted/confetti_AB.mat index 7ef64d57..d07d4265 100644 --- a/Assets/3rd/Epic Toon FX/Materials/Misc/Unsorted/confetti_AB.mat +++ b/Assets/3rd/Epic Toon FX/Materials/Misc/Unsorted/confetti_AB.mat @@ -2,13 +2,18 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} m_Name: confetti_AB m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: _ALPHABLEND_ON + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: + - _ALPHABLEND_ON + m_InvalidKeywords: [] m_LightmapFlags: 0 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -16,7 +21,8 @@ Material: stringTagMap: RenderType: Transparent disabledShaderPasses: - - ALWAYS + - GRABPASS + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -32,6 +38,7 @@ Material: m_Texture: {fileID: 2800000, guid: fc889383b2da2db439ea6a25ba1b4f9b, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _BlendOp: 0 - _BumpScale: 1 @@ -63,3 +70,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/Assets/Scenes/Gameplay.unity b/Assets/Scenes/Gameplay.unity index 1f6eb8cc..2386470e 100644 --- a/Assets/Scenes/Gameplay.unity +++ b/Assets/Scenes/Gameplay.unity @@ -125280,6 +125280,89 @@ Transform: - {fileID: 643924014} m_Father: {fileID: 1440717090} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!1001 &1414093249 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + serializedVersion: 3 + m_TransformParent: {fileID: 0} + m_Modifications: + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalPosition.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalPosition.y + value: 3.53 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalPosition.z + value: -0 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalRotation.w + value: 0.7071068 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalRotation.x + value: -0.7071068 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalRotation.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalRotation.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalEulerAnglesHint.x + value: -90 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalEulerAnglesHint.y + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 409766307384202603, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_LocalEulerAnglesHint.z + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 412169348722089053, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_Name + value: Firework_FastPooled + objectReference: {fileID: 0} + - target: {fileID: 412169348722089053, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: m_IsActive + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 413991725820021211, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: playOnAwake + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 413991725820050167, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: playOnAwake + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 540322352524163837, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: looping + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 540322352524163837, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + propertyPath: playOnAwake + value: 0 + objectReference: {fileID: 0} + m_RemovedComponents: + - {fileID: 1418601364, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + m_RemovedGameObjects: [] + m_AddedGameObjects: [] + m_AddedComponents: [] + m_SourcePrefab: {fileID: 100100000, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} +--- !u!1 &1414093250 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 412169348722089053, guid: 8bba6ce67b7dc4f57a017d0bd38958d6, type: 3} + m_PrefabInstance: {fileID: 1414093249} + m_PrefabAsset: {fileID: 0} --- !u!1 &1414277186 GameObject: m_ObjectHideFlags: 0 @@ -189051,6 +189134,10 @@ PrefabInstance: propertyPath: reviveOnClick value: objectReference: {fileID: 671232091} + - target: {fileID: 210116023425839573, guid: 2afb0c0b1e9834310869cb2f0c994844, type: 3} + propertyPath: LevelCompleteParticleEffectObj + value: + objectReference: {fileID: 1414093250} - target: {fileID: 450773179923285749, guid: 2afb0c0b1e9834310869cb2f0c994844, type: 3} propertyPath: m_SizeDelta.x value: 650 @@ -190680,3 +190767,4 @@ SceneRoots: - {fileID: 1587148440} - {fileID: 1688528664} - {fileID: 1790654131} + - {fileID: 1414093249} diff --git a/Assets/Scripts/Dev/GameManager.cs b/Assets/Scripts/Dev/GameManager.cs index af01f3b4..412c922d 100644 --- a/Assets/Scripts/Dev/GameManager.cs +++ b/Assets/Scripts/Dev/GameManager.cs @@ -6,7 +6,7 @@ using UnityEngine; public class GameManager : MonoBehaviour { public static GameManager Instance = null; - + public ParticleSystem LevelCompleteParticleEffectObj; private void Awake() { //if (Instance is null) diff --git a/Assets/Source/Scripts/GameProgress.cs b/Assets/Source/Scripts/GameProgress.cs index d75f64fa..e67c1ff0 100644 --- a/Assets/Source/Scripts/GameProgress.cs +++ b/Assets/Source/Scripts/GameProgress.cs @@ -115,6 +115,8 @@ public class GameProgress : GameStateMachineUser if (levelTime >= _levelSO.TotalDuration) { + GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); + _stateMachine.Push(new WinState(), false, true); } } @@ -157,6 +159,7 @@ public class GameProgress : GameStateMachineUser if (totalXP >= needToFinish) { + GameManager.Instance.LevelCompleteParticleEffectObj.Play(true); _stateMachine.Push(new WinState(), false, true); } } diff --git a/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs b/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs index 0e0ae8b9..8d420694 100644 --- a/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs +++ b/Assets/Source/Scripts/SO/Soldiers/PistolMember.cs @@ -60,6 +60,7 @@ public class PistolMember : SquadMember var reload = memberClass.ReloadDuration - memberClass.ReloadDuration * (1 + EvolveLevel / 20) / 1.5f; reloadTime = Time.time + memberClass.ReloadDuration; + ShootSound.pitch = Random.Range(0.85f, 1.15f); ShootSound.Play(); }