Bullet colors according to characters

dev-ali
Ali Sharoz 2 weeks ago
parent 0f15fcd3bb
commit a6f22867c8

@ -27,6 +27,8 @@ namespace D2D.Gameplay
[TabGroup("Common")] public List<GameObject> levels; [TabGroup("Common")] public List<GameObject> levels;
[TabGroup("Common")] public Material[] groundMaterials; [TabGroup("Common")] public Material[] groundMaterials;
[TabGroup("Common")] public PoolType pistolProjectile; [TabGroup("Common")] public PoolType pistolProjectile;
[TabGroup("Common")] public List<PoolType> pistolProjectiles;
[TabGroup("Common")] public PoolType laserProjectile; [TabGroup("Common")] public PoolType laserProjectile;
[TabGroup("Common")] public float xpModifierIncrease; [TabGroup("Common")] public float xpModifierIncrease;

@ -20,11 +20,12 @@ namespace D2D
[SerializeField] private PoolType _poolType; [SerializeField] private PoolType _poolType;
public PoolType Type => _poolType; public PoolType Type => _poolType;
public List<PoolType> poolTypes;
private Queue<PoolMember> _instances = new Queue<PoolMember>(); private Queue<PoolMember> _instances = new Queue<PoolMember>();
// private bool _isInited; // private bool _isInited;
/*private Dictionary<PoolMemberType, Queue<PoolMember>> _poolMemberInstances = /*private Dictionary<PoolMemberType, Queue<PoolMember>> _poolMemberInstances =
new Dictionary<PoolMemberType, Queue<PoolMember>>;*/ new Dictionary<PoolMemberType, Queue<PoolMember>>;*/
@ -32,7 +33,6 @@ namespace D2D
{ {
Init(); Init();
}*/ }*/
public void Init(PoolType t = null) public void Init(PoolType t = null)
{ {
/*if (_isInited) /*if (_isInited)
@ -45,6 +45,7 @@ namespace D2D
_poolType = t; _poolType = t;
FillPoolWithEmpties(); FillPoolWithEmpties();
//ParticleSetter();
} }
private void FillPoolWithEmpties() private void FillPoolWithEmpties()
@ -57,6 +58,7 @@ namespace D2D
private void SpawnPoolMember() private void SpawnPoolMember()
{ {
//var newEffect = Instantiate(poolTypes[PlayerPrefs.GetInt(Constants.PlayerSelectionKey, 0)].prefab, transform.position, Quaternion.identity, transform);
var newEffect = Instantiate(_poolType.prefab, transform.position, Quaternion.identity, transform); var newEffect = Instantiate(_poolType.prefab, transform.position, Quaternion.identity, transform);
newEffect.gameObject.Off(); newEffect.gameObject.Off();
_instances.Enqueue(newEffect); _instances.Enqueue(newEffect);

@ -16,8 +16,8 @@ namespace D2D
public class PoolHub : SmartScript, ILazy public class PoolHub : SmartScript, ILazy
{ {
[SerializeField] private List<Pool> _manualSetupPools; [SerializeField] private List<Pool> _manualSetupPools;
private List<PoolType> _poolTypes = new List<PoolType>(); [SerializeField] private List<PoolType> _poolTypes = new List<PoolType>();
private Dictionary<PoolType, Pool> _pools = private Dictionary<PoolType, Pool> _pools =
new Dictionary<PoolType, Pool>(); new Dictionary<PoolType, Pool>();
@ -65,6 +65,7 @@ namespace D2D
{ {
if (!_pools.ContainsKey(t)) if (!_pools.ContainsKey(t))
{ {
Debug.Log("_poolTypes");
_poolTypes.Add(t); _poolTypes.Add(t);
CreatePool(t); CreatePool(t);

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@ -3,6 +3,8 @@ using System.Collections.Generic;
using D2D; using D2D;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class MemberInitializer : Unit public class MemberInitializer : Unit
{ {
@ -11,6 +13,7 @@ public class MemberInitializer : Unit
[SerializeField] private SquadMember squadMember; [SerializeField] private SquadMember squadMember;
private SquadComponent squadComponent; private SquadComponent squadComponent;
[SerializeField] private NeutralsSpawn neutralsSpawn; [SerializeField] private NeutralsSpawn neutralsSpawn;
public List<PoolMember> bulletParticleSystems;
private void Awake() private void Awake()
{ {
} }
@ -21,8 +24,12 @@ public class MemberInitializer : Unit
squadMember = GetInitialSquadMember(); squadMember = GetInitialSquadMember();
neutralsSpawn.neutralMember = GetInitialNeutralMember(); neutralsSpawn.neutralMember = GetInitialNeutralMember();
AddMember(); AddMember();
BulletPrefabSetter();
}
void BulletPrefabSetter()
{
_gameData.pistolProjectile.prefab = bulletParticleSystems[GetIDFromPlayerPrefs()];
} }
private SquadMember GetInitialSquadMember() private SquadMember GetInitialSquadMember()
{ {
int selectedPlayerId = GetIDFromPlayerPrefs(); int selectedPlayerId = GetIDFromPlayerPrefs();

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@ -24,7 +24,7 @@ public class PistolMember : SquadMember
var projectile = bullet.GetComponent<ProjectileComponent>(); var projectile = bullet.GetComponent<ProjectileComponent>();
projectile.SetColor(memberColor); projectile.SetColor(bulletColor);
projectile.rb.velocity = Vector3.zero; projectile.rb.velocity = Vector3.zero;

@ -57,8 +57,9 @@ public class SquadComponent : GameStateMachineUser
_formation.RecreateFormation(Vector3.zero, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1); _formation.RecreateFormation(Vector3.zero, squadMembersCount <= 4 ? _formationRadius - .3f : _formationRadius, squadMembersCount - 1);
SetMembersToCinemachineGroup(); SetMembersToCinemachineGroup();
_gameData.SetProjectilePrefab(_gameData.pistolProjectiles[PlayerPrefs.GetInt(Constants.PlayerSelectionKey, 0)]);
_gameData.SetProjectilePrefab(_gameData.pistolProjectile); //_gameData.SetProjectilePrefab(_gameData.pistolProjectile);
_gameData.SetSideProjectiles(0); _gameData.SetSideProjectiles(0);
currentSpeed = _speed; currentSpeed = _speed;

@ -32,6 +32,7 @@ public class SquadMember : Unit
public SquadMember evolveTarget; public SquadMember evolveTarget;
[SerializeField] internal Color memberColor; [SerializeField] internal Color memberColor;
[SerializeField] internal Color bulletColor;
private CharacterCanvas canvas; private CharacterCanvas canvas;
private Camera currentCamera; private Camera currentCamera;

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