운석 소환
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[{"n_EffectType": "이펙트 종류", "s_EffectPrefab": "이펙트 프리팹", "f_ProjectileLifeTime": "투사체 지속 시간", "n_PreLoadCount": "미리 로드할 개수"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_MonsterSpawn", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "20"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Blood", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Burn", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Cure", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Curse", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_DefenceDecrease", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Freezing", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Frost", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_KnockBack", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_ManaShield", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Poison", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Slow", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_SpeedUp", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_StatUp", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_STR_EXTRA_SPLASH", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Stun", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Summoning", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_SwordShield", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_VampirHeal", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Hit_Bead", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "5"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Hit_Fireball", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "5"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Hit_IceBolt", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Hit_10501", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "10"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Dodge_Mage", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "2"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Casting_ManaShield", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "2"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Casting_Energyball", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "2"}, {"n_EffectType": "1", "s_EffectPrefab": "Effect_Casting_Blizard", "f_ProjectileLifeTime": "0", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "MeleeAttack", "f_ProjectileLifeTime": "0.02", "n_PreLoadCount": "10"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_10301", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_10302", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_10303", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_10501", "f_ProjectileLifeTime": "0.02", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_Flower", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "6"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_HeavyRain", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "25"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_INT_EXTRA_FREEZING", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "10"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_Meteor", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "5"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_PinkMagicArrow", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_PosionCloud", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "2"}, {"n_EffectType": "2", "s_EffectPrefab": "Projectile_Suriken", "f_ProjectileLifeTime": "2", "n_PreLoadCount": "1"}]
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Asset Creator - Vladyslav Horobets (Hovl Studio).
|
||||
-----------------------------------------------------
|
||||
|
||||
If you want to use post-effects like in the demo video:
|
||||
https://youtu.be/hZSZ2Q8MF3k
|
||||
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||||
Using:
|
||||
|
||||
1) Shaders
|
||||
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
|
||||
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
|
||||
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
|
||||
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
|
||||
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
|
||||
|
||||
2)Scripts
|
||||
2.1)"Hovl_DemoLasers" script is needed to control the rotation of the laser and to change the prefabs.
|
||||
2.2)"Hovl_Laser" can work independently without the help of additional scripts, but the DisablePrepare() function is called using "Hovl_DemoLasers" script.
|
||||
The MaxLength property is responsible for the length of the laser. Beyond this length, the laser doesn't work.
|
||||
The script won't work if you don't select "Hit Effect". "Hit Effect" is a special effect at the end of the laser.
|
||||
"Hit Offset" is the shift of the position of the "Hit Effect" over the position of the collision site.
|
||||
"MainTextureLength" and "NoiseTextureLength" are responsible for the tiling of the texture.
|
||||
2.3) If you want to shoot a laser at the enemy, then edit the Hovl_Laser script. Insert enemy position instead of hit.point.
|
||||
|
||||
3)Quality
|
||||
3.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
|
||||
|
||||
4) SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
|
||||
|
||||
Contact me if you have any questions.
|
||||
My email: hovlstudio1@gmail.com
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|
@ -0,0 +1,7 @@
|
|||
If you want to use lasers in 2D you need to chande 2 scripts.
|
||||
|
||||
The places need to be changed are marked with Ñaps in the scripts!
|
||||
Examle:
|
||||
RaycastHit hit; //DELETE THIS IF YOU WANT TO USE LASERS IN 2D
|
||||
//ADD THIS IF YOU WANT TO USE LASERS IN 2D: RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.forward, MaxLength);
|
||||
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))//CHANGE THIS IF YOU WANT TO USE LASERRS IN 2D: if (hit.collider != null)
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Serialization.Formatters;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class HS_DemoShooting : MonoBehaviour
|
||||
{
|
||||
[Header("Object pool parameters")]
|
||||
public int poolSize = 20;
|
||||
public Dictionary<int, Queue<GameObject>> poolDictionary;
|
||||
public Dictionary<int, Queue<GameObject>> flashPoolDictionary;
|
||||
public float poolReturnTimer = 3f;
|
||||
|
||||
public GameObject FirePoint;
|
||||
public Camera Cam;
|
||||
public float MaxLength;
|
||||
public GameObject[] Prefabs;
|
||||
public GameObject[] Flashes;
|
||||
|
||||
private Ray RayMouse;
|
||||
private Vector3 direction;
|
||||
private Quaternion rotation;
|
||||
|
||||
[Header("GUI")]
|
||||
private float windowDpi;
|
||||
private int Prefab;
|
||||
private GameObject Instance;
|
||||
private float hSliderValue = 0.1f;
|
||||
private float fireCountdown = 0f;
|
||||
|
||||
//Double-click protection
|
||||
private float buttonSaver = 0f;
|
||||
|
||||
//For Camera shake
|
||||
public Animation camAnim;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
int t = 0;
|
||||
int ft = 0;
|
||||
poolDictionary = new Dictionary<int, Queue<GameObject>>();
|
||||
foreach (GameObject pool in Prefabs)
|
||||
{
|
||||
Queue<GameObject> objectPool = new Queue<GameObject>();
|
||||
for (int i = 0; i < poolSize; i++)
|
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{
|
||||
GameObject obj = Instantiate(pool, transform, true);
|
||||
//obj.SetActive(false);
|
||||
objectPool.Enqueue(obj);
|
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}
|
||||
poolDictionary.Add(t, objectPool);
|
||||
t++;
|
||||
}
|
||||
|
||||
flashPoolDictionary = new Dictionary<int, Queue<GameObject>>();
|
||||
foreach (GameObject pool in Flashes)
|
||||
{
|
||||
if (pool != null)
|
||||
{
|
||||
Queue<GameObject> objectPool = new Queue<GameObject>();
|
||||
for (int i = 0; i < poolSize; i++)
|
||||
{
|
||||
GameObject obj = Instantiate(pool, transform, true);
|
||||
obj.SetActive(false);
|
||||
objectPool.Enqueue(obj);
|
||||
}
|
||||
flashPoolDictionary.Add(ft, objectPool);
|
||||
}
|
||||
ft++;
|
||||
}
|
||||
|
||||
if (Screen.dpi < 1) windowDpi = 1;
|
||||
if (Screen.dpi < 200) windowDpi = 1;
|
||||
else windowDpi = Screen.dpi / 200f;
|
||||
Counter(0);
|
||||
}
|
||||
|
||||
public void GetPooledObjects(int count, Vector3 position, Quaternion rotation)
|
||||
{
|
||||
GameObject objectToSpawn = poolDictionary[count].Dequeue();
|
||||
objectToSpawn.transform.position = position;
|
||||
objectToSpawn.transform.rotation = rotation;
|
||||
//objectToSpawn.SetActive(true);
|
||||
objectToSpawn.transform.parent = null;
|
||||
poolDictionary[count].Enqueue(objectToSpawn);
|
||||
}
|
||||
|
||||
public void GetPooledFlashes(int count, Vector3 position, Quaternion rotation)
|
||||
{
|
||||
if (flashPoolDictionary[count] != null)
|
||||
{
|
||||
GameObject flashToSpawn = flashPoolDictionary[count].Dequeue();
|
||||
flashToSpawn.transform.position = position;
|
||||
flashToSpawn.transform.rotation = rotation;
|
||||
flashToSpawn.SetActive(true);
|
||||
flashPoolDictionary[count].Enqueue(flashToSpawn);
|
||||
StartCoroutine(FlashCall(flashToSpawn));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator FlashCall(GameObject flash)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
flash.SetActive(false);
|
||||
yield break;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//Single shoot
|
||||
if (Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
camAnim.Play(camAnim.clip.name);
|
||||
GetPooledObjects(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
if(flashPoolDictionary.ContainsKey(Prefab))
|
||||
GetPooledFlashes(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
}
|
||||
|
||||
//Fast shooting
|
||||
if (Input.GetMouseButton(1) && fireCountdown <= 0f)
|
||||
{
|
||||
GetPooledObjects(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
if (flashPoolDictionary.ContainsKey(Prefab))
|
||||
GetPooledFlashes(Prefab, FirePoint.transform.position, FirePoint.transform.rotation);
|
||||
fireCountdown = 0;
|
||||
fireCountdown += hSliderValue;
|
||||
}
|
||||
fireCountdown -= Time.deltaTime;
|
||||
|
||||
//To change projectiles
|
||||
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(-1);
|
||||
}
|
||||
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
|
||||
{
|
||||
buttonSaver = 0f;
|
||||
Counter(+1);
|
||||
}
|
||||
buttonSaver += Time.deltaTime;
|
||||
|
||||
//To rotate fire point
|
||||
if (Cam != null)
|
||||
{
|
||||
RaycastHit hit;
|
||||
var mousePos = Input.mousePosition;
|
||||
RayMouse = Cam.ScreenPointToRay(mousePos);
|
||||
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
|
||||
{
|
||||
RotateToMouseDirection(gameObject, hit.point);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No camera");
|
||||
}
|
||||
}
|
||||
|
||||
//GUI Text
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button to single shoot!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 25 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use and hold the right mouse button for quick shooting!");
|
||||
GUI.Label(new Rect(10 * windowDpi, 45 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Fire rate:");
|
||||
hSliderValue = GUI.HorizontalSlider(new Rect(70 * windowDpi, 50 * windowDpi, 100 * windowDpi, 20 * windowDpi), hSliderValue, 0.0f, 1.0f);
|
||||
GUI.Label(new Rect(10 * windowDpi, 65 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change projectiles!");
|
||||
}
|
||||
|
||||
// To change prefabs (count - prefab number)
|
||||
void Counter(int count)
|
||||
{
|
||||
Prefab += count;
|
||||
if (Prefab > Prefabs.Length - 1)
|
||||
{
|
||||
Prefab = 0;
|
||||
}
|
||||
else if (Prefab < 0)
|
||||
{
|
||||
Prefab = Prefabs.Length - 1;
|
||||
}
|
||||
}
|
||||
|
||||
//To rotate fire point
|
||||
void RotateToMouseDirection(GameObject obj, Vector3 destination)
|
||||
{
|
||||
direction = destination - obj.transform.position;
|
||||
rotation = Quaternion.LookRotation(direction);
|
||||
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
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|
@ -0,0 +1,151 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HS_ProjectileMover : MonoBehaviour
|
||||
{
|
||||
public float dissableAfterTime = 5f;
|
||||
public float speed = 15f;
|
||||
private float oroginalSpeed;
|
||||
public float hitOffset = 0f;
|
||||
public bool UseFirePointRotation;
|
||||
public Vector3 rotationOffset = new Vector3(0, 0, 0);
|
||||
public GameObject hit;
|
||||
public GameObject flash;
|
||||
public bool useFlash = false;
|
||||
public Rigidbody rb;
|
||||
public ParticleSystem ps;
|
||||
public Collider sc;
|
||||
public Light li;
|
||||
public GameObject[] Detached;
|
||||
private RigidbodyConstraints originalConstraints;
|
||||
public Transform parentObject;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (li != null)
|
||||
li.enabled = false;
|
||||
sc.enabled = false;
|
||||
ps.Stop();
|
||||
originalConstraints = rb.constraints;
|
||||
oroginalSpeed = speed;
|
||||
speed = 0;
|
||||
parentObject = transform.parent;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
void OnTransformParentChanged()
|
||||
{
|
||||
if (parentObject != transform.parent)
|
||||
{
|
||||
if (li != null)
|
||||
li.enabled = true;
|
||||
sc.enabled = true;
|
||||
rb.constraints = originalConstraints;
|
||||
speed = oroginalSpeed;
|
||||
ps.Play();
|
||||
if (flash != null && useFlash)
|
||||
{
|
||||
//Instantiate flash effect on projectile position
|
||||
var flashInstance = Instantiate(flash, transform.position, Quaternion.identity);
|
||||
flashInstance.transform.forward = gameObject.transform.forward;
|
||||
|
||||
//Destroy flash effect depending on particle Duration time
|
||||
var flashPs = flashInstance.GetComponent<ParticleSystem>();
|
||||
if (flashPs != null)
|
||||
{
|
||||
Destroy(flashInstance, flashPs.main.duration);
|
||||
}
|
||||
else
|
||||
{
|
||||
var flashPsParts = flashInstance.transform.GetChild(0).GetComponent<ParticleSystem>();
|
||||
Destroy(flashInstance, flashPsParts.main.duration);
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(nameof(LateCall));
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (speed != 0)
|
||||
{
|
||||
rb.velocity = transform.forward * speed;
|
||||
//transform.position += transform.forward * (speed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
//https ://docs.unity3d.com/ScriptReference/Rigidbody.OnCollisionEnter.html
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//Lock all axes movement and rotation
|
||||
rb.constraints = RigidbodyConstraints.FreezeAll;
|
||||
transform.parent = parentObject;
|
||||
speed = 0;
|
||||
sc.enabled = false;
|
||||
if (li != null)
|
||||
li.enabled = false;
|
||||
StopCoroutine(nameof(LateCall));
|
||||
ps.Stop();
|
||||
foreach (var detachedPrefab in Detached)
|
||||
{
|
||||
if (detachedPrefab != null)
|
||||
{
|
||||
detachedPrefab.transform.parent = null;
|
||||
StartCoroutine(TouchCall(detachedPrefab));
|
||||
}
|
||||
}
|
||||
ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
|
||||
|
||||
ContactPoint contact = collision.contacts[0];
|
||||
Quaternion rot = Quaternion.FromToRotation(Vector3.up, contact.normal);
|
||||
Vector3 pos = contact.point + contact.normal * hitOffset;
|
||||
|
||||
//Spawn hit effect on collision
|
||||
if (hit != null)
|
||||
{
|
||||
var hitInstance = Instantiate(hit, pos, rot);
|
||||
if (UseFirePointRotation) { hitInstance.transform.rotation = gameObject.transform.rotation * Quaternion.Euler(0, 180f, 0); }
|
||||
else if (rotationOffset != Vector3.zero) { hitInstance.transform.rotation = Quaternion.Euler(rotationOffset); }
|
||||
else { hitInstance.transform.LookAt(contact.point + contact.normal); }
|
||||
|
||||
//Destroy hit effects depending on particle Duration time
|
||||
var hitPs = hitInstance.GetComponent<ParticleSystem>();
|
||||
if (hitPs != null)
|
||||
{
|
||||
Destroy(hitInstance, hitPs.main.duration);
|
||||
}
|
||||
else
|
||||
{
|
||||
var hitPsParts = hitInstance.transform.GetChild(0).GetComponent<ParticleSystem>();
|
||||
Destroy(hitInstance, hitPsParts.main.duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator LateCall()
|
||||
{
|
||||
yield return new WaitForSeconds(dissableAfterTime);
|
||||
ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
|
||||
sc.enabled = false;
|
||||
if (li != null)
|
||||
li.enabled = false;
|
||||
rb.constraints = RigidbodyConstraints.FreezeAll;
|
||||
transform.parent = parentObject;
|
||||
speed = 0;
|
||||
yield break;
|
||||
}
|
||||
|
||||
private IEnumerator TouchCall(GameObject detachedPrefab)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
detachedPrefab.transform.SetParent(gameObject.transform);
|
||||
detachedPrefab.transform.position = gameObject.transform.position;
|
||||
detachedPrefab.transform.rotation = gameObject.transform.rotation;
|
||||
yield break;
|
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}
|
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}
|
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@ -0,0 +1,31 @@
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|||
Asset Creator - Vladyslav Horobets (Hovl).
|
||||
All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files.
|
||||
-----------------------------------------------------
|
||||
|
||||
If you want to use post-effects like in the demo video:
|
||||
https://youtu.be/hZSZ2Q8MF3k
|
||||
|
||||
Using:
|
||||
|
||||
1) Shaders
|
||||
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
|
||||
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
|
||||
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
|
||||
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
|
||||
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
|
||||
|
||||
2)Light.
|
||||
2.1)You can disable light in the main effect component (delete light and disable light in PS).
|
||||
Light strongly loads the game if you don't use light probes or something else.
|
||||
|
||||
3)Scripts
|
||||
3.1) Use "ParticleCollisionInstance" script with particle system. It works if you turn on "Send Collision Messages " in the particle system (Collision tab).
|
||||
3.2)You need to set HS_Poolable Delay for Standard projectiles depending on max time your projectile will be active.
|
||||
|
||||
4)Quality
|
||||
4.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
|
||||
|
||||
SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
|
||||
|
||||
Contact me if you have any questions.
|
||||
My email: hovlstudio1@gmail.com
|
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