我说次元斩

This commit is contained in:
SoulliesOfficial
2026-06-13 18:43:40 -04:00
parent 6d7ebc5825
commit a024305799
95 changed files with 138226 additions and 5191 deletions

View File

@@ -144,8 +144,8 @@ namespace Cielonos.MainGame
if (attackUnit.useVFXDataHit)
{
hitVFX ??= itemSource != null
? itemSource.vfxData.Get(attackUnit.vfxUnitName).hitVFX
: creator.vfxData.Get(attackUnit.vfxUnitName).hitVFX;
? itemSource.vfxData.Get(attackUnit.vfxUnitName)?.hitVFX
: creator.vfxData.Get(attackUnit.vfxUnitName)?.hitVFX;
}
else
{

View File

@@ -56,6 +56,7 @@ namespace Cielonos.MainGame
public GameObject hitVFX;
[ShowIf("useVFXDataHit")]
public string vfxUnitName;
public bool randomizeVfxRotation;
[Title("Extra Modules")]
[ListDrawerSettings(ShowFoldout = true)]

View File

@@ -68,8 +68,15 @@ namespace Cielonos.MainGame
{
GameObject hitEffect = base.GenerateHitEffect(target, hitCollider, hitPosition);
if(hitEffect == null) return null;
Vector3 hitEffectDirection = GetHitEffectDirection(hitCollider.ClosestPoint(transform.position));
hitEffect.transform.rotation = Quaternion.LookRotation(hitEffectDirection);
Quaternion rotation = Quaternion.LookRotation(hitEffectDirection);
if (attackSm.attackUnit.randomizeVfxRotation)
{
rotation *= Quaternion.Euler(Random.Range(0f, 360f), Random.Range(0f, 360f), 0);
}
hitEffect.transform.rotation = rotation;
return hitEffect;
}
}

View File

@@ -5,6 +5,7 @@ using DamageNumbersPro;
using Lean.Pool;
using UnityEngine;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace Cielonos.MainGame
{
@@ -34,7 +35,12 @@ namespace Cielonos.MainGame
if (hitVFXPrefab != null)
{
direction = direction != default ? direction : Vector3.up;
GameObject hitEffect = VFXObject.Spawn(hitVFXPrefab, creator, position, Quaternion.LookRotation(direction));
Quaternion rotation = Quaternion.LookRotation(direction);
if (attackUnit.randomizeVfxRotation)
{
rotation *= Quaternion.Euler(Random.Range(0f, 360f), Random.Range(0f, 360f), 0);
}
GameObject hitEffect = VFXObject.Spawn(hitVFXPrefab, creator, position, rotation);
return hitEffect;
}