add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -46,9 +46,12 @@ public class IKWeaponSystemEditor : Editor
SerializedProperty weaponsManager;
SerializedProperty weaponTransform;
SerializedProperty layer;
SerializedProperty weaponUsesAttachment;
SerializedProperty mainWeaponAttachmentSystem;
SerializedProperty ignoreUseAttachmentSystem;
SerializedProperty showThirdPersonSettings;
SerializedProperty thirdPersonWeaponInfo;
SerializedProperty thirdPersonUseSwayInfo;
@@ -277,8 +280,11 @@ public class IKWeaponSystemEditor : Editor
weaponsManager = serializedObject.FindProperty ("weaponsManager");
weaponTransform = serializedObject.FindProperty ("weaponTransform");
layer = serializedObject.FindProperty ("layer");
weaponUsesAttachment = serializedObject.FindProperty ("weaponUsesAttachment");
mainWeaponAttachmentSystem = serializedObject.FindProperty ("mainWeaponAttachmentSystem");
ignoreUseAttachmentSystem = serializedObject.FindProperty ("ignoreUseAttachmentSystem");
showThirdPersonSettings = serializedObject.FindProperty ("showThirdPersonSettings");
thirdPersonWeaponInfo = serializedObject.FindProperty ("thirdPersonWeaponInfo");
thirdPersonUseSwayInfo = serializedObject.FindProperty ("thirdPersonWeaponInfo.useSwayInfo");
@@ -1091,7 +1097,7 @@ public class IKWeaponSystemEditor : Editor
EditorGUI.BeginChangeCheck ();
currentFreeHandlePosition = currentTransform.position;
var fmh_1094_84_638979118404681935 = Quaternion.identity; newFreeHandlePosition = Handles.FreeMoveHandle (currentFreeHandlePosition, handleRadius, snapValue, Handles.CircleHandleCap);
var fmh_1100_84_639102822664694982 = Quaternion.identity; newFreeHandlePosition = Handles.FreeMoveHandle (currentFreeHandlePosition, handleRadius, snapValue, Handles.CircleHandleCap);
if (EditorGUI.EndChangeCheck ()) {
Undo.RecordObject (currentTransform, handleName);
@@ -1338,6 +1344,8 @@ public class IKWeaponSystemEditor : Editor
GUILayout.Label ("Attachment Assigned\t " + weaponUsesAttachment.boolValue);
EditorGUILayout.PropertyField (mainWeaponAttachmentSystem);
EditorGUILayout.PropertyField (ignoreUseAttachmentSystem);
EditorGUILayout.Space ();
if (GUILayout.Button ("Check Attachments Assigned")) {