Pedro Gomes a5ebd5bf9b Werewolf class + several new assets
- werewolf playable class
- override animations for different claw styles
- ninja character prefab
- several assets and textures
- ice shard now actually is an icicle
2025-01-27 21:03:48 +00:00

50 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AuraEmissionFX : MonoBehaviour
{
[SerializeField] private ParticleSystem trailSystem;
[SerializeField] private ParticleSystem smokeSystem;
private ParticleSystem.EmissionModule trailEmission;
private ParticleSystem.EmissionModule smokeEmission;
[SerializeField] private ClassResource resource;
private int trailMin = 0;
private int trailMax = 10;
private int smokeMin = 0;
private int smokeMax = 30;
float resourceMax;
float normalizedValue;
private void Awake()
{
trailEmission = trailSystem.emission;
smokeEmission = smokeSystem.emission;
resource.onResourceChanged.AddListener(UpdateEmissionBasedOnValue);
}
private void UpdateEmissionBasedOnValue(float currentValue)
{
resourceMax = resource.GetMaxValue();
//trailEmission = Range[min trail, max trail] based on currentValue/resourceMax
//smokeEmission = Range[min smoke, max smoke] based on currentValue/resourceMax
normalizedValue = Mathf.Clamp01(currentValue / resourceMax);
// Update trail emission
trailEmission.rateOverTime = Mathf.Lerp(trailMin, trailMax, normalizedValue);
// Update smoke emission
smokeEmission.rateOverTime = Mathf.Lerp(smokeMin, smokeMax, normalizedValue);
}
}