private void RW_CreateNewUtilityIndicator()
        {
            var obj = new GameObject().ClonePrefab("UtilityAim", false);

            obj.layer = LayerIndex.entityPrecise.intVal;

            var effComp = obj.AddComponent <EffectComponent>();

            effComp.positionAtReferencedTransform = false;
            effComp.parentToReferencedTransform   = false;
            effComp.applyScale = true;
            effComp.soundName  = "";

            EffectHelper.AddSound(obj, "Play_lemurianBruiser_m2_loop", "Stop_lemurianBruiser_m2_loop", 0.0f, 10.0f);


            var skin = obj.AddComponent <WispSkinnedEffect>();

            var vfxAtrib = obj.AddComponent <VFXAttributes>();

            vfxAtrib.vfxPriority  = VFXAttributes.VFXPriority.Always;
            vfxAtrib.vfxIntensity = VFXAttributes.VFXIntensity.Low;

            var destroyOnEnd = obj.AddComponent <DestroyOnEffectTimer>();

            destroyOnEnd.effectComp = effComp;

            EffectHelper.AddMeshIndicator(obj, skin, MaterialType.AreaIndicator, MeshIndex.Sphere, false);
            EffectHelper.AddMeshIndicator(obj, skin, MaterialType.AreaIndicator2, MeshIndex.Sphere, false);

            //var tornado = EffectHelper.AddFlameTornado( obj, skin, MaterialType.FlameTornado, 1f, 10f, 7.5f, 7.5f );
            //var tornadoMain = tornado.main;
            //tornadoMain.startSizeX = 7.5f;
            //tornadoMain.startSizeY = 7.5f;
            //var tornadoSOL = tornado.sizeOverLifetime;
            //tornadoSOL.enabled = true;
            //tornadoSOL.separateAxes = true;
            //tornadoSOL.x = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.Linear( 0f, 1f, 1f, 0f ) );
            //tornadoSOL.y = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.Linear( 0f, 1f, 1f, 0f ) );
            //tornadoSOL.z = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.EaseInOut( 0f, 0.9f, 1f, 1f ) );

            var fire     = EffectHelper.AddFire(obj, skin, MaterialType.Flames, 3f, 1.5f, 30f, 0f, -1f, true);
            var fireMain = fire.main;

            fireMain.scalingMode = ParticleSystemScalingMode.Local;

            //var col = obj.AddComponent<SphereCollider>();
            //col.isTrigger = true;
            //col.center = Vector3.zero;
            //col.radius = 0.5f;
            //col.material = null;

            //var slow = obj.AddComponent<SlowDownProjectiles>();
            //slow.maxVelocityMagnitude = 20f;
            //slow.antiGravity = 0f;


            utilityIndicator = obj;
            RegisterEffect(utilityIndicator);
        }
Exemplo n.º 2
0
        private void RW_CreateNewUtilityAim()
        {
            var obj  = new GameObject().ClonePrefab("UtilityAim", false);
            var skin = obj.AddComponent <WispSkinnedEffect>();
            var end  = new GameObject("lineEnd");

            end.transform.parent        = obj.transform;
            end.transform.localPosition = Vector3.zero;
            end.transform.localScale    = Vector3.one;
            end.transform.localRotation = Quaternion.identity;

            EffectHelper.AddMeshIndicator(end, skin, MaterialType.AreaIndicator, MeshIndex.Sphere, false);
            EffectHelper.AddMeshIndicator(end, skin, MaterialType.AreaIndicator2, MeshIndex.Sphere, false);


            utilityAim = obj;
        }
Exemplo n.º 3
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        private void AW_UtilityZoneGhost()
        {
            var obj = PrefabsCore.CreatePrefab("PrimaryProjGhost", false);

            var sound = obj.AddComponent <StartEndSound>();

            sound.startSound = "Play_lemurianBruiser_m2_loop";
            sound.endSound   = "Stop_lemurianBruiser_m2_loop";
            sound.mult       = 5;
            //sound.startSound = "Play_magmaWorm_idle_burn_loop";
            //sound.endSound = "Stop_magmaWorm_idle_burn_loop";

            var ghostControl = obj.AddComponent <ProjectileGhostController>();
            var skinner      = obj.AddComponent <WispSkinnedEffect>();

            var vecScale = obj.AddComponent <EffectVectorScale>();

            vecScale.scaleOverTime      = true;
            vecScale.durationFrac       = 1f;
            vecScale.duration           = 10f;
            vecScale.startScale         = new Vector3(1f, 1f, 1f);
            vecScale.endScale           = new Vector3(150f, 150f, 150f);
            vecScale.useEffectComponent = false;

            //var light = EffectHelper.AddLight( obj, skinner, true, 8f, 4f );

            //var trail1 = EffectHelper.AddTrail( obj, skinner, MaterialType.Tracer, 0.5f, 1f, 0f, 0.5f, false );
            //var trail2 = EffectHelper.AddTrail( obj, skinner, MaterialType.Tracer, 0.5f, 1f, 0f, 0.5f, false );

            //var rotator = EffectHelper.AddRotator( obj, new Vector3( 0f, 0f, 360f ), Vector3.forward, 1f, trail1.transform, trail2.transform );

            //var flame = EffectHelper.AddFire( obj, skinner, MaterialType.Flames, 10f, 0.3f, 5f, 1f, 0f, true );

            //var tornado = EffectHelper.AddFlameTornado( obj, skinner, MaterialType.FlameTornado, 1f , 10f, 10f, 5f );

            var indicator = EffectHelper.AddMeshIndicator(obj, skinner, MaterialType.BossAreaExplosion, MeshIndex.Sphere, false);

            AW_utilityZoneGhost = obj;
        }
Exemplo n.º 4
0
        private void AW_SecondaryPredictionEffect()
        {
            var obj = PrefabsCore.CreatePrefab("SecondaryPredictionEffect", false);

            var effComp = obj.AddComponent <EffectComponent>();

            effComp.positionAtReferencedTransform = false;
            effComp.parentToReferencedTransform   = false;
            effComp.applyScale = false;
            effComp.soundName  = "Play_elite_antiHeal_turret_die";

            var sound = obj.AddComponent <StartEndSound>();

            sound.startSound = "Play_elite_antiHeal_turret_die";
            sound.mult       = 2;

            var skinner = obj.AddComponent <WispSkinnedEffect>();

            var vecScale = obj.AddComponent <EffectVectorScale>();

            vecScale.effectComp    = effComp;
            vecScale.applyX        = true;
            vecScale.applyY        = false;
            vecScale.applyZ        = true;
            vecScale.scaleOverTime = true;
            vecScale.durationFrac  = 0.2f;

            var vfxAtrib = obj.AddComponent <VFXAttributes>();

            vfxAtrib.vfxPriority  = VFXAttributes.VFXPriority.Always;
            vfxAtrib.vfxIntensity = VFXAttributes.VFXIntensity.Low;

            var timer = obj.AddComponent <DestroyOnEffectTimer>();

            timer.effectComp = effComp;

            var indicator = EffectHelper.AddMeshIndicator(obj, skinner, MaterialType.BossAreaIndicator, MeshIndex.Cylinder, false, false, 0.5f, 1f, true, false, true);

            indicator.transform.localScale    = new Vector3(1f, 1000f, 1f);
            indicator.transform.localPosition = new Vector3(0f, 995f, 0f);
            //var indPS = indicator.GetComponent<ParticleSystem>();
            //timer.AddLifetimeParticle( indPS );
            //var indPSMain = indPS.main;
            //indPSMain.maxParticles = 100;
            //var indPSCOL = indPS.colorOverLifetime;
            //indPSCOL.enabled = false;
            //indPSCOL.color = new ParticleSystem.MinMaxGradient( new Gradient
            //{
            //    mode = GradientMode.Blend,
            //    alphaKeys = new[]
            //    {
            //        new GradientAlphaKey( 0f, 0f ),
            //        new GradientAlphaKey( 1f, 0.1f ),
            //        new GradientAlphaKey( 1f, 1f ),
            //    },
            //    colorKeys = new[]
            //    {
            //        new GradientColorKey( Color.white, 0f ),
            //        new GradientColorKey( Color.white, 1f ),
            //    },
            //} );



            AW_secondaryPrediction = obj;
            RegisterEffect(AW_secondaryPrediction);
        }