From 7781d68924a068af90fca1c0bba0261d53d7c509 Mon Sep 17 00:00:00 2001 From: Nico Date: Sat, 5 Jul 2025 01:49:39 -0700 Subject: [PATCH] Create Shockwave VFX and apply with animation --- .../Player/AnimatorPlayer.controller | 116 ++++++++ Assets/Art/Animations/Player/JumpDown.anim | 4 +- Assets/Art/Animations/Player/JumpLeft.anim | 4 +- Assets/Art/Animations/Player/JumpRight.anim | 4 +- Assets/Art/Animations/Player/JumpUp.anim | 4 +- .../Art/Animations/Player/ShockwaveDown.anim | 84 ++++++ .../Animations/Player/ShockwaveDown.anim.meta | 8 + .../Art/Animations/Player/ShockwaveLeft.anim | 84 ++++++ .../Animations/Player/ShockwaveLeft.anim.meta | 8 + .../Art/Animations/Player/ShockwaveRight.anim | 84 ++++++ .../Player/ShockwaveRight.anim.meta | 8 + Assets/Art/Animations/Player/ShockwaveUp.anim | 84 ++++++ .../Animations/Player/ShockwaveUp.anim.meta | 8 + Assets/Art/Animations/Vfx.meta | 8 + Assets/Art/Animations/Vfx/VfxShockwave.anim | 103 ++++++++ .../Art/Animations/Vfx/VfxShockwave.anim.meta | 8 + .../Animations/Vfx/VfxShockwave.controller | 72 +++++ .../Vfx/VfxShockwave.controller.meta | 8 + .../Elemental/Explosion/SpriteSheet.png.meta | 247 ++++-------------- Assets/{ => Prefabs}/VFX.meta | 0 .../{ => Prefabs}/VFX/VfxExplosion01.prefab | 0 .../VFX/VfxExplosion01.prefab.meta | 0 .../{ => Prefabs}/VFX/VfxExplosion02.prefab | 0 .../VFX/VfxExplosion02.prefab.meta | 0 .../{ => Prefabs}/VFX/VfxHandlerDash01.asset | 0 .../VFX/VfxHandlerDash01.asset.meta | 0 .../VFX/VfxHandlerExplosion01.asset | 0 .../VFX/VfxHandlerExplosion01.asset.meta | 0 .../{ => Prefabs}/VFX/VfxKineticSurge.prefab | 0 .../VFX/VfxKineticSurge.prefab.meta | 0 Assets/Prefabs/VFX/VfxShockwave.prefab | 125 +++++++++ Assets/Prefabs/VFX/VfxShockwave.prefab.meta | 7 + Assets/Scenes/HomeTown.unity | 8 + .../Player/Classes/MeleeFighterClass.cs | 5 +- .../Characters/Player/PlayerMainController.cs | 11 +- .../Runtime/Environment/GameObjectPool.cs | 7 +- .../Runtime/Environment/VfxAnimatorHandler.cs | 7 + .../Environment/VfxAnimatorHandler.cs.meta | 2 + 38 files changed, 900 insertions(+), 218 deletions(-) create mode 100644 Assets/Art/Animations/Player/ShockwaveDown.anim create mode 100644 Assets/Art/Animations/Player/ShockwaveDown.anim.meta create mode 100644 Assets/Art/Animations/Player/ShockwaveLeft.anim create mode 100644 Assets/Art/Animations/Player/ShockwaveLeft.anim.meta create mode 100644 Assets/Art/Animations/Player/ShockwaveRight.anim create mode 100644 Assets/Art/Animations/Player/ShockwaveRight.anim.meta create mode 100644 Assets/Art/Animations/Player/ShockwaveUp.anim create mode 100644 Assets/Art/Animations/Player/ShockwaveUp.anim.meta create mode 100644 Assets/Art/Animations/Vfx.meta create mode 100644 Assets/Art/Animations/Vfx/VfxShockwave.anim create mode 100644 Assets/Art/Animations/Vfx/VfxShockwave.anim.meta create mode 100644 Assets/Art/Animations/Vfx/VfxShockwave.controller create mode 100644 Assets/Art/Animations/Vfx/VfxShockwave.controller.meta rename Assets/{ => Prefabs}/VFX.meta (100%) rename Assets/{ => Prefabs}/VFX/VfxExplosion01.prefab (100%) rename Assets/{ => Prefabs}/VFX/VfxExplosion01.prefab.meta (100%) rename Assets/{ => Prefabs}/VFX/VfxExplosion02.prefab (100%) rename Assets/{ => Prefabs}/VFX/VfxExplosion02.prefab.meta (100%) rename Assets/{ => Prefabs}/VFX/VfxHandlerDash01.asset (100%) rename Assets/{ => Prefabs}/VFX/VfxHandlerDash01.asset.meta (100%) rename Assets/{ => Prefabs}/VFX/VfxHandlerExplosion01.asset (100%) rename Assets/{ => Prefabs}/VFX/VfxHandlerExplosion01.asset.meta (100%) rename Assets/{ => Prefabs}/VFX/VfxKineticSurge.prefab (100%) rename Assets/{ => Prefabs}/VFX/VfxKineticSurge.prefab.meta (100%) create mode 100644 Assets/Prefabs/VFX/VfxShockwave.prefab create mode 100644 Assets/Prefabs/VFX/VfxShockwave.prefab.meta create mode 100644 Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs create mode 100644 Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs.meta diff --git a/Assets/Art/Animations/Player/AnimatorPlayer.controller b/Assets/Art/Animations/Player/AnimatorPlayer.controller index dae576f..794790f 100644 --- a/Assets/Art/Animations/Player/AnimatorPlayer.controller +++ b/Assets/Art/Animations/Player/AnimatorPlayer.controller @@ -177,6 +177,32 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1102 &-4942224554132290969 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: ShockwaveDown + m_Speed: 0.3 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 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d00d92ab204198c489965b31a298b234, type: 3} + propertyPath: JumpDelay + value: 0.3 + objectReference: {fileID: 0} + - target: {fileID: 1680573792925415762, guid: d00d92ab204198c489965b31a298b234, type: 3} + propertyPath: VfxShockwave + value: + objectReference: {fileID: 8992219285309707884, guid: 1f334a9f024858d44b8a3ff8bd31dc97, type: 3} - target: {fileID: 1680573792925415762, guid: d00d92ab204198c489965b31a298b234, type: 3} propertyPath: VfxKineticSurge value: diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs index 307ade6..5f6cb69 100644 --- a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs +++ b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs @@ -119,7 +119,7 @@ public class MeleeFighterClass : ClassBase { if ((Time.time - Player.DashTime) <= 0.1f) ChangeState(AttackState.PhaseCleave, 1.5f); else if (Player.IsJumping) - ChangeState(AttackState.Shockwave, 0, 1.5f); + ChangeState(AttackState.Shockwave, 0); else ChangeState(AttackState.BasicAttack1, 0.35f); break; @@ -202,6 +202,9 @@ public class MeleeFighterClass : ClassBase { break; case AttackState.Shockwave: + AnimationToPlay = "Shockwave"; + Player.VfxShockwavePool.Get(Player.transform.position); + Player.IsJumping = false; break; case AttackState.BladeVortex: diff --git a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs index de358d5..e1d640f 100644 --- a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs +++ b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs @@ -27,13 +27,15 @@ public class Player : MonoBehaviour { [SerializeField] private float DashMultiplier = 60; [SerializeField] private float DriftSpeed = 60; [SerializeField] private float DriftFactorial = 0.85f; - [SerializeField] private float JumpDelay = 0.5f; + [SerializeField] private float JumpDelay = 0.3f; [Header("VFX")] [SerializeField] private GameObject VfxDash; private VfxHandlerBase VfxDashHandler; [SerializeField] private GameObject VfxKineticSurge; [HideInInspector] public VfxHandlerBase VfxKineticSurgeHandler; + [SerializeField] private GameObject VfxShockwave; + [HideInInspector] public GameObjectPool VfxShockwavePool; private BoxCollider2D[] BoxColliders; @@ -42,7 +44,7 @@ public class Player : MonoBehaviour { private Vector2 MoveDirection = Vector2.zero; private Directions FaceDir = Directions.Down; - public bool IsJumping { get; private set; } + public bool IsJumping { get; set; } public bool IsDashing { get; private set; } public float DashTime { get; private set; } public Vector2 DriftDirection { get; private set; } = Vector2.zero; @@ -57,6 +59,7 @@ public class Player : MonoBehaviour { VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5); VfxKineticSurgeHandler = new VfxHandlerBase(VfxKineticSurge, 5, 5); FighterClass = new MeleeFighterClass(this); + VfxShockwavePool = new GameObjectPool(VfxShockwave, 5, 5); BoxColliders = GetComponentsInChildren(); SetClass(1); } @@ -108,9 +111,8 @@ public class Player : MonoBehaviour { private void Jump() { IsJumping = true; - foreach (var col in BoxColliders) + foreach (var col in BoxColliders) col.enabled = false; - StartCoroutine(ResetJumpAfterDelay()); } @@ -118,7 +120,6 @@ public class Player : MonoBehaviour { yield return new WaitForSeconds(JumpDelay); foreach (var col in BoxColliders) col.enabled = true; - IsJumping = false; } diff --git a/Assets/Scripts/Runtime/Environment/GameObjectPool.cs b/Assets/Scripts/Runtime/Environment/GameObjectPool.cs index 0a97077..63541ed 100644 --- a/Assets/Scripts/Runtime/Environment/GameObjectPool.cs +++ b/Assets/Scripts/Runtime/Environment/GameObjectPool.cs @@ -23,9 +23,12 @@ public class GameObjectPool { ); } - public GameObject Get(Vector3 position, Quaternion rotation) { + public GameObject Get(Vector3? position = null, Quaternion? rotation = null) { + if (position == null) position = Vector3.zero; + if (rotation == null) rotation = Quaternion.Euler(0, 0, 0); + var obj = Pool.Get(); - obj.transform.SetPositionAndRotation(position, rotation); + obj.transform.SetPositionAndRotation((Vector3)position, (Quaternion)rotation); return obj; } diff --git a/Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs b/Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs new file mode 100644 index 0000000..8eaa19c --- /dev/null +++ b/Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs @@ -0,0 +1,7 @@ +using UnityEngine; + +public class VfxAnimatorHandler : MonoBehaviour { + public void DestroySelf() { + Destroy(gameObject); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs.meta b/Assets/Scripts/Runtime/Environment/VfxAnimatorHandler.cs.meta new file mode 100644 index 0000000..d849cad --- /dev/null +++ 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