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

@@ -82,6 +82,8 @@ public class vehicleHUDManager : healthManagement
public string defaultShaderName = "Legacy Shaders/Transparent/Diffuse";
public string colorPropertyName = "_Color";
public advancedSettingsClass advancedSettings = new advancedSettingsClass ();
public bool damageObjectsOnCollision = true;
@@ -270,6 +272,8 @@ public class vehicleHUDManager : healthManagement
Coroutine damageOverTimeCoroutine;
Coroutine damageOrHealthTargetWithDelayCoroutine;
public string mainDecalManagerName = "Decal Manager";
decalManager impactDecalManager;
@@ -334,6 +338,9 @@ public class vehicleHUDManager : healthManagement
bool originalRegenerateFuelValue;
int colorID = -1;
private void InitializeAudioElements ()
{
if (destroyedSound != null) {
@@ -472,12 +479,17 @@ public class vehicleHUDManager : healthManagement
for (int i = 0; i < rendererPartsCount; i++) {
currentMaterial = rendererParts [i];
Color alpha = currentMaterial.color;
alpha.a -= Time.deltaTime / 5;
currentMaterial.color = alpha;
if (currentMaterial.HasProperty (colorID)) {
Color alpha = currentMaterial.GetColor (colorID);
if (alpha.a <= 0) {
piecesAmountFade++;
alpha.a -= Time.deltaTime / 5;
currentMaterial.SetColor (colorID, alpha);
//once the alpha is 0, remove the gameObject
if (alpha.a <= 0) {
piecesAmountFade++;
}
}
}
@@ -974,7 +986,7 @@ public class vehicleHUDManager : healthManagement
checkEventsToSendPassengerOnStateChange (currentPassenger, passengersOnVehicle);
} else {
print ("obstacle detected " +currentPassenger.name);
print ("obstacle detected " + currentPassenger.name);
}
}
@@ -1923,6 +1935,33 @@ public class vehicleHUDManager : healthManagement
}
}
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);
}
}
public void stopDamageOrHealthTargetWithDelay ()
{
if (damageOrHealthTargetWithDelayCoroutine != null) {
StopCoroutine (damageOrHealthTargetWithDelayCoroutine);
}
}
public int getClosesWeakSpotIndex (Vector3 collisionPosition)
{
float distance = Mathf.Infinity;
@@ -2064,6 +2103,10 @@ public class vehicleHUDManager : healthManagement
if (destroyedMeshShader == null) {
destroyedMeshShader = Shader.Find (defaultShaderName);
}
if (colorID == -1) {
colorID = Shader.PropertyToID (colorPropertyName);
}
}
Renderer currentRenderer;
@@ -2331,7 +2374,7 @@ public class vehicleHUDManager : healthManagement
bool hudElementState = false;
if (weaponsManager != null && weaponsManager.isWeaponsEnabled ()) {
if (!destroyed) {
if (!destroyed || weaponsManager.ignoreDisableVehicleWeaponsIfDestroyed) {
weaponsManager.changeWeaponState (drivingState);
}
@@ -3330,6 +3373,11 @@ public class vehicleHUDManager : healthManagement
stopDamageOverTime ();
}
public override void setDamageOrHealthTargetWithDelayWithHealthManagement (float waitAmount, float valueAmount, int damageTypeID)
{
setDamageOrHealthTargetWithDelay (waitAmount, valueAmount, damageTypeID);
}
public override void setHealWithHealthManagement (float healAmount)
{
getHealth (healAmount);