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

@@ -169,6 +169,7 @@ public class health : healthManagement
public bool useDamageHitReaction;
public damageHitReactionSystem mainDamageHitReactionSystem;
public bool sendDamageToReactionSystemIfShieldSystemActive;
public Transform debugDamageSourceTransform;
@@ -230,6 +231,9 @@ public class health : healthManagement
Coroutine damageOverTimeCoroutine;
Coroutine damageOrHealthTargetWithDelayCoroutine;
healthBarManagementSystem healthBarManager;
bool hasHealthSlider;
@@ -601,11 +605,17 @@ public class health : healthManagement
customDamageReceiverList.Add (newReceiver);
}
print ("Damage receivers added to ragdoll");
bool applicationIsPlaying = Application.isPlaying;
if (!applicationIsPlaying) {
print ("Damage receivers added to ragdoll");
}
updateComponent ();
print (customDamageReceiverList.Count);
if (!applicationIsPlaying) {
print (customDamageReceiverList.Count);
}
}
}
@@ -1217,6 +1227,9 @@ public class health : healthManagement
mainDamageHitReactionSystem.activateDamageReactionByID (damageAmount, damagePosition, attacker, damageReactionID);
} else if (damageReactionID > -2) {
if (canActivateReactionSystemTemporally) {
if (sendDamageToReactionSystemIfShieldSystemActive) {
mainDamageHitReactionSystem.checkDamageReceivedTemporally (damageAmount, damagePosition, attacker);
}
mainDamageHitReactionSystem.checkDamageStateTemporally (originalDamageAmountReceived, true);
}
@@ -1549,6 +1562,35 @@ public class health : healthManagement
receivingDamageOverTimeActive = false;
}
public void setDamageOrHealthTargetWithDelay (float waitAmount, float valueAmount, int damageTypeID)
{
stopDamageOrHealthTargetWithDelay ();
damageOrHealthTargetWithDelayCoroutine = StartCoroutine (setDamageOrHealthTargetWithDelayCoroutine (waitAmount, valueAmount, damageTypeID));
}
IEnumerator setDamageOrHealthTargetWithDelayCoroutine (float waitAmount, float valueAmount, int damageTypeID)
{
WaitForSeconds delay = new WaitForSeconds (waitAmount);
yield return delay;
if (valueAmount > 0) {
getHealth (valueAmount);
} else {
setDamage (-valueAmount, transform.forward, transform.position + 1.5f * transform.up, gameObject,
gameObject, true, false, false, false, false, false, -1, damageTypeID);
}
}
public void stopDamageOrHealthTargetWithDelay ()
{
if (damageOrHealthTargetWithDelayCoroutine != null) {
StopCoroutine (damageOrHealthTargetWithDelayCoroutine);
}
}
public void sedateCharacter (Vector3 position, float sedateDelay, bool useWeakSpotToReduceDelay, bool sedateUntilReceiveDamage, float sedateDuration)
{
if (advancedSettings.haveRagdoll && ragdollManager != null && canBeSedated) {
@@ -2610,7 +2652,9 @@ public class health : healthManagement
updateComponent ();
print ("Damage receivers of " + gameObject.name + " have been updated");
if (!Application.isPlaying) {
print ("Damage receivers of " + gameObject.name + " have been updated");
}
}
public void activateAllEventsOnEmptyHealthAmountOnWeakSpotsList ()
@@ -2692,6 +2736,23 @@ public class health : healthManagement
}
}
public void addObjectAsNewCharacterDamageReceiver (GameObject newObject)
{
if (newObject == null) {
return;
}
characterDamageReceiver currentCharacterDamageReceiver = newObject.GetComponent<characterDamageReceiver> ();
if (currentCharacterDamageReceiver == null) {
currentCharacterDamageReceiver = newObject.AddComponent<characterDamageReceiver> ();
}
currentCharacterDamageReceiver.setCharacter (gameObject, this);
addDamageReceiverGameObjectList (currentCharacterDamageReceiver.gameObject);
}
public bool addDamageReceiversToCustomTransformList;
public List<Transform> customTransformListDamageReceiver = new List<Transform> ();
@@ -3222,6 +3283,11 @@ public class health : healthManagement
stopDamageOverTime ();
}
public override void setDamageOrHealthTargetWithDelayWithHealthManagement (float waitAmount, float valueAmount, int damageTypeID)
{
setDamageOrHealthTargetWithDelay (waitAmount, valueAmount, damageTypeID);
}
public override void sedateCharacterithHealthManagement (Vector3 position, float sedateDelay, bool useWeakSpotToReduceDelay, bool sedateUntilReceiveDamage, float sedateDuration)
{
sedateCharacter (position, sedateDelay, useWeakSpotToReduceDelay, sedateUntilReceiveDamage, sedateDuration);
@@ -3343,6 +3409,11 @@ public class health : healthManagement
updateSliderOffset (settings.sliderOffset.y);
}
public void setSliderOffset (float newValue)
{
settings.sliderOffset.y = newValue;
}
public override bool characterHasWeakSpotListWithHealthManagement ()
{
return characterHasWeakSpotList ();