public void BloodSplat(Vector3 pos, BloodSplatSize splatSize) { GameObject b = PoolManager.Instance.PoolNetworkInstantiate(bloodTile, pos, Quaternion.identity, MatrixManager.AtPoint(Vector3Int.RoundToInt(pos)).GameObject.transform); BloodSplat bSplat = b.GetComponent <BloodSplat>(); //choose a random blood sprite int spriteNum = 0; switch (splatSize) { case BloodSplatSize.small: spriteNum = Random.Range(137, 139); break; case BloodSplatSize.medium: spriteNum = Random.Range(116, 120); break; case BloodSplatSize.large: spriteNum = Random.Range(51, 56); break; } bSplat.bloodSprite = spriteNum; }
public void BloodSplat(Vector3 pos, BloodSplatSize splatSize) { //blood splat should be relative to the matrix it appears in, but parented to Objects just like all // the other objects in the matrix GameObject b = PoolManager.Instance.PoolNetworkInstantiate(bloodTile, pos, Quaternion.identity, MatrixManager.AtPoint(Vector3Int.RoundToInt(pos)).Objects); BloodSplat bSplat = b.GetComponent <BloodSplat>(); //choose a random blood sprite int spriteNum = 0; switch (splatSize) { case BloodSplatSize.small: spriteNum = Random.Range(137, 139); break; case BloodSplatSize.medium: spriteNum = Random.Range(116, 120); break; case BloodSplatSize.large: spriteNum = Random.Range(51, 56); break; } bSplat.bloodSprite = spriteNum; }
public void BloodSplat(Vector3 pos, BloodSplatSize splatSize) { GameObject b = GameObject.Instantiate(bloodSplatPrefab, pos, Quaternion.identity); NetworkServer.Spawn(b); BloodSplat bSplat = b.GetComponent <BloodSplat>(); bSplat.SplatBlood(splatSize); }
//TODO Clean up: this is a duplicate of the same method on WeaponNetworkActions void BloodSplat(Vector3 pos, BloodSplatSize splatSize) { GameObject b = GameObject.Instantiate(Resources.Load("BloodSplat") as GameObject, pos, Quaternion.identity); NetworkServer.Spawn(b); BloodSplat bSplat = b.GetComponent <BloodSplat>(); bSplat.SplatBlood(splatSize); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.tag == "Ground") { audioManager.PlayChunks(); GameObject splat = Instantiate(splatPrefab, gameObject.transform.position, Quaternion.identity) as GameObject; splat.transform.SetParent(bloodHolder.transform, true); BloodSplat splatSript = splat.GetComponent <BloodSplat>(); splatSript.Intialize(); } }
private void OnParticleCollision(GameObject other) { ParticlePhysicsExtensions.GetCollisionEvents(m_particleSystem, other, collisionEvents); foreach (ParticleCollisionEvent collisionEvent in collisionEvents) { GameObject bloodSplat = Instantiate(bloodSplatPrefab, collisionEvent.intersection, Quaternion.identity) as GameObject; bloodSplat.transform.SetParent(bloodParent, true); BloodSplat bloodSplatScript = bloodSplat.GetComponent <BloodSplat>(); bloodSplatScript.Initialize(); } }