Added muzzle flash, changed pistol bullet

maham-dev
nuruznaeem198 2 months ago
parent 173df7dd80
commit d49403b2c9

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@ -1,5 +1,7 @@
using D2D; using D2D;
using D2D.Utilities; using D2D.Utilities;
using NUnit.Framework;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade; using static D2D.Utilities.CommonGameplayFacade;
@ -8,8 +10,9 @@ public class NeutralsSpawn : Unit
{ {
[SerializeField] private int maxNeutralsOnScreen = 8; [SerializeField] private int maxNeutralsOnScreen = 8;
[SerializeField] private float spawnCooldown = .8f; [SerializeField] private float spawnCooldown = .8f;
[SerializeField] private NeutralMember neutralMember; [SerializeField] private NeutralMember[] neutralMember;
//public List<GameObject> member;
private int index;
private Camera currentCamera; private Camera currentCamera;
private int currentAmount; private int currentAmount;
@ -18,9 +21,18 @@ public class NeutralsSpawn : Unit
private void Awake() private void Awake()
{ {
for (int i = 0; i < neutralMember.Length; i++)
{
neutralMember[i].gameObject.SetActive(false);
}
currentCamera = Camera.main; currentCamera = Camera.main;
} index = PlayerPrefs.GetInt("selectedCharacterIndex");
}
private void Start()
{
neutralMember[index].gameObject.SetActive(true);
}
private void Update() private void Update()
{ {
if (maxNeutralsOnScreen > currentAmount) if (maxNeutralsOnScreen > currentAmount)
@ -62,7 +74,7 @@ public class NeutralsSpawn : Unit
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, _gameData.GroundLayer)) if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, _gameData.GroundLayer))
{ {
NeutralMember neutralMemberComp = Instantiate(neutralMember.gameObject, hit.point, Quaternion.identity).Get<NeutralMember>(); NeutralMember neutralMemberComp = Instantiate(neutralMember[index].gameObject, hit.point, Quaternion.identity).Get<NeutralMember>();
neutralMemberComp.OnDespawn += DespawnNeutral; neutralMemberComp.OnDespawn += DespawnNeutral;
var memberComp = neutralMemberComp.Get<SquadMember>(); var memberComp = neutralMemberComp.Get<SquadMember>();

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParticleController : MonoBehaviour
{
public List<GameObject> projectileParticles = new List<GameObject>();
public List<GameObject> impactParticles = new List<GameObject>();
public List<GameObject> muzzleParticles = new List<GameObject>();
int index;
void Start()
{
index = PlayerPrefs.GetInt("selectedCharacterIndex");
// Debug.Log("index is" + index);
enableprojectileParticles(index);
//enableimpactParticles(index);
enablemuzzleParticles(index);
}
public void enableprojectileParticles(int val)
{
projectileParticles[val].SetActive(true);
}
public void enableimpactParticles(int val)
{
impactParticles[val].SetActive(true);
}
public void enablemuzzleParticles(int val)
{
muzzleParticles[val].SetActive(true);
}
}

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@ -68,10 +68,10 @@ public class PistolMember : SquadMember
private void Start() private void Start()
{ {
//particleController = GetComponent<ParticleController>(); //particleController = GetComponent<ParticleController>();
characterIndex = PlayerPrefs.GetInt("currentIndex"); characterIndex = PlayerPrefs.GetInt("selectedCharacterIndex");
Debug.Log("index is" + characterIndex); Debug.Log("index is" + characterIndex);
charactersArray[characterIndex].SetActive(true); charactersArray[characterIndex].SetActive(true);
charactersArray[characterIndex].GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[characterIndex]; charactersArray[characterIndex].transform.parent.GetComponent<AnimancerComponent>().Animator.avatar = characterAvatar[characterIndex];
} }
private void HitEnemy(Transform other, Transform @object) private void HitEnemy(Transform other, Transform @object)
{ {

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