Bullet colors according to characters

main
Ali Sharoz 2 months ago
parent 0f15fcd3bb
commit a6f22867c8

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

@ -20,6 +20,7 @@ namespace D2D
[SerializeField] private PoolType _poolType;
public PoolType Type => _poolType;
public List<PoolType> poolTypes;
private Queue<PoolMember> _instances = new Queue<PoolMember>();
@ -32,7 +33,6 @@ namespace D2D
{
Init();
}*/
public void Init(PoolType t = null)
{
/*if (_isInited)
@ -45,6 +45,7 @@ namespace D2D
_poolType = t;
FillPoolWithEmpties();
//ParticleSetter();
}
private void FillPoolWithEmpties()
@ -57,6 +58,7 @@ namespace D2D
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);
newEffect.gameObject.Off();
_instances.Enqueue(newEffect);

@ -17,7 +17,7 @@ namespace D2D
{
[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 =
new Dictionary<PoolType, Pool>();
@ -65,6 +65,7 @@ namespace D2D
{
if (!_pools.ContainsKey(t))
{
Debug.Log("_poolTypes");
_poolTypes.Add(t);
CreatePool(t);

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

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laserProjectile: {fileID: 11400000, guid: eae28334244aed447b0c6524a6bf0eee, type: 2}
xpModifierIncrease: 1.33
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@ -148,7 +149,6 @@ Transform:
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@ -24,7 +24,7 @@ public class PistolMember : SquadMember
var projectile = bullet.GetComponent<ProjectileComponent>();
projectile.SetColor(memberColor);
projectile.SetColor(bulletColor);
projectile.rb.velocity = Vector3.zero;

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

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

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