Little Trafalgar dust trail fun
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4835
Assets/Prefabs/FX/DustTrail.prefab
Normal file
4835
Assets/Prefabs/FX/DustTrail.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Prefabs/FX/DustTrail.prefab.meta
Normal file
7
Assets/Prefabs/FX/DustTrail.prefab.meta
Normal file
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3
Assets/Scripts/FX.meta
Normal file
3
Assets/Scripts/FX.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f055c7c056594d629fab36165f110dca
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91
Assets/Scripts/FX/TrafalgarFXController.cs
Normal file
91
Assets/Scripts/FX/TrafalgarFXController.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
using UnityEngine;
|
||||
using Input;
|
||||
|
||||
namespace FX
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls particle effects based on player movement.
|
||||
/// Automatically enables/disables particle emission when the player starts/stops moving.
|
||||
/// Attach this to the same GameObject as the PlayerTouchController.
|
||||
/// </summary>
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||||
public class TrafalgarFXController : MonoBehaviour
|
||||
{
|
||||
private PlayerTouchController _playerController;
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||||
private ParticleSystem _particleSystem;
|
||||
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private void Awake()
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||||
{
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// Get the PlayerTouchController on this game object
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||||
_playerController = GetComponent<PlayerTouchController>();
|
||||
|
||||
if (_playerController == null)
|
||||
{
|
||||
Debug.LogError("TrafalgarFXController: No PlayerTouchController found on this GameObject! This component should be attached to the same GameObject as PlayerTouchController.");
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enabled = false;
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||||
return;
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}
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// Find the particle system in children
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_particleSystem = GetComponentInChildren<ParticleSystem>();
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|
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if (_particleSystem == null)
|
||||
{
|
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Debug.LogError("TrafalgarFXController: No ParticleSystem found in children! This component requires a ParticleSystem in the hierarchy below it.");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
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// Make sure emission is disabled at start
|
||||
var emission = _particleSystem.emission;
|
||||
emission.enabled = false;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Subscribe to movement events
|
||||
_playerController.OnMovementStarted += EnableParticles;
|
||||
_playerController.OnMovementStopped += DisableParticles;
|
||||
|
||||
// Set initial state based on current movement status
|
||||
SetParticlesState(_playerController.IsMoving);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from events when this component is destroyed
|
||||
if (_playerController != null)
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||||
{
|
||||
_playerController.OnMovementStarted -= EnableParticles;
|
||||
_playerController.OnMovementStopped -= DisableParticles;
|
||||
}
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}
|
||||
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private void EnableParticles()
|
||||
{
|
||||
SetParticlesState(true);
|
||||
}
|
||||
|
||||
private void DisableParticles()
|
||||
{
|
||||
SetParticlesState(false);
|
||||
}
|
||||
|
||||
private void SetParticlesState(bool enabled)
|
||||
{
|
||||
if (_particleSystem != null)
|
||||
{
|
||||
var emission = _particleSystem.emission;
|
||||
emission.enabled = enabled;
|
||||
|
||||
if (enabled)
|
||||
{
|
||||
// Optionally play the system when enabling (useful if it's not in looping mode)
|
||||
if (!_particleSystem.isPlaying)
|
||||
{
|
||||
_particleSystem.Play();
|
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}
|
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}
|
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}
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}
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}
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}
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3
Assets/Scripts/FX/TrafalgarFXController.cs.meta
Normal file
3
Assets/Scripts/FX/TrafalgarFXController.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d5435358d90b4c29982a670998cd9a56
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timeCreated: 1758617481
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@@ -20,6 +20,12 @@ namespace Input
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public LayerMask obstacleMask;
|
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public float colliderRadius = 0.5f;
|
||||
|
||||
// --- Movement Events ---
|
||||
private bool _isMoving = false;
|
||||
public bool IsMoving => _isMoving;
|
||||
public event System.Action OnMovementStarted;
|
||||
public event System.Action OnMovementStopped;
|
||||
|
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// --- Unity/Component References ---
|
||||
private AIPath aiPath;
|
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|
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@@ -225,6 +231,8 @@ namespace Input
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateMovementState();
|
||||
|
||||
if (animator != null && aiPath != null)
|
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{
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float normalizedSpeed = 0f;
|
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@@ -244,6 +252,39 @@ namespace Input
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the player is currently moving and fires appropriate events when movement state changes.
|
||||
/// </summary>
|
||||
private void UpdateMovementState()
|
||||
{
|
||||
bool isCurrentlyMoving = false;
|
||||
|
||||
// Check direct movement
|
||||
if (isHolding && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
|
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{
|
||||
isCurrentlyMoving = directMoveVelocity.sqrMagnitude > 0.001f;
|
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}
|
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// Check pathfinding movement
|
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else if (aiPath != null && aiPath.enabled)
|
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{
|
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isCurrentlyMoving = aiPath.velocity.sqrMagnitude > 0.001f;
|
||||
}
|
||||
|
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// Fire events only when state changes
|
||||
if (isCurrentlyMoving && !_isMoving)
|
||||
{
|
||||
_isMoving = true;
|
||||
OnMovementStarted?.Invoke();
|
||||
Debug.Log("[PlayerTouchController] Movement started");
|
||||
}
|
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else if (!isCurrentlyMoving && _isMoving)
|
||||
{
|
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_isMoving = false;
|
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OnMovementStopped?.Invoke();
|
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Debug.Log("[PlayerTouchController] Movement stopped");
|
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}
|
||||
}
|
||||
|
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private void SetSpriteFlip(Vector3 velocity)
|
||||
{
|
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if (spriteRenderer != null && velocity.sqrMagnitude > 0.001f)
|
||||
|
||||
Reference in New Issue
Block a user