Little Trafalgar dust trail fun
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- target: {fileID: 6941007193529482325, guid: 6f1f2e27b832d7e47952a5db9e3300dd, type: 3}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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|
m_RemovedGameObjects: []
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m_AddedGameObjects: []
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||||||
|
m_AddedComponents: []
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||||||
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m_SourcePrefab: {fileID: 100100000, guid: 6f1f2e27b832d7e47952a5db9e3300dd, type: 3}
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--- !u!4 &3694325858318929724 stripped
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||||||
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Transform:
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||||||
|
m_CorrespondingSourceObject: {fileID: 6941007193529482325, guid: 6f1f2e27b832d7e47952a5db9e3300dd, type: 3}
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m_PrefabInstance: {fileID: 5987404377581859689}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &6481409403749263697
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--- !u!1001 &6481409403749263697
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||||||
PrefabInstance:
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PrefabInstance:
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||||||
m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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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
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6f1f2e27b832d7e47952a5db9e3300dd
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
3
Assets/Scripts/FX.meta
Normal file
3
Assets/Scripts/FX.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f055c7c056594d629fab36165f110dca
|
||||||
|
timeCreated: 1758616881
|
||||||
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>
|
||||||
|
public class TrafalgarFXController : MonoBehaviour
|
||||||
|
{
|
||||||
|
private PlayerTouchController _playerController;
|
||||||
|
private ParticleSystem _particleSystem;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
// Get the PlayerTouchController on this game object
|
||||||
|
_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.");
|
||||||
|
enabled = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find the particle system in children
|
||||||
|
_particleSystem = GetComponentInChildren<ParticleSystem>();
|
||||||
|
|
||||||
|
if (_particleSystem == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("TrafalgarFXController: No ParticleSystem found in children! This component requires a ParticleSystem in the hierarchy below it.");
|
||||||
|
enabled = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
_playerController.OnMovementStarted -= EnableParticles;
|
||||||
|
_playerController.OnMovementStopped -= DisableParticles;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/FX/TrafalgarFXController.cs.meta
Normal file
3
Assets/Scripts/FX/TrafalgarFXController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d5435358d90b4c29982a670998cd9a56
|
||||||
|
timeCreated: 1758617481
|
||||||
@@ -20,6 +20,12 @@ namespace Input
|
|||||||
public LayerMask obstacleMask;
|
public LayerMask obstacleMask;
|
||||||
public float colliderRadius = 0.5f;
|
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;
|
||||||
|
|
||||||
// --- Unity/Component References ---
|
// --- Unity/Component References ---
|
||||||
private AIPath aiPath;
|
private AIPath aiPath;
|
||||||
|
|
||||||
@@ -225,6 +231,8 @@ namespace Input
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
UpdateMovementState();
|
||||||
|
|
||||||
if (animator != null && aiPath != null)
|
if (animator != null && aiPath != null)
|
||||||
{
|
{
|
||||||
float normalizedSpeed = 0f;
|
float normalizedSpeed = 0f;
|
||||||
@@ -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)
|
||||||
|
{
|
||||||
|
isCurrentlyMoving = directMoveVelocity.sqrMagnitude > 0.001f;
|
||||||
|
}
|
||||||
|
// Check pathfinding movement
|
||||||
|
else if (aiPath != null && aiPath.enabled)
|
||||||
|
{
|
||||||
|
isCurrentlyMoving = aiPath.velocity.sqrMagnitude > 0.001f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fire events only when state changes
|
||||||
|
if (isCurrentlyMoving && !_isMoving)
|
||||||
|
{
|
||||||
|
_isMoving = true;
|
||||||
|
OnMovementStarted?.Invoke();
|
||||||
|
Debug.Log("[PlayerTouchController] Movement started");
|
||||||
|
}
|
||||||
|
else if (!isCurrentlyMoving && _isMoving)
|
||||||
|
{
|
||||||
|
_isMoving = false;
|
||||||
|
OnMovementStopped?.Invoke();
|
||||||
|
Debug.Log("[PlayerTouchController] Movement stopped");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void SetSpriteFlip(Vector3 velocity)
|
private void SetSpriteFlip(Vector3 velocity)
|
||||||
{
|
{
|
||||||
if (spriteRenderer != null && velocity.sqrMagnitude > 0.001f)
|
if (spriteRenderer != null && velocity.sqrMagnitude > 0.001f)
|
||||||
|
|||||||
Reference in New Issue
Block a user