Added NoTrail, Slowmotion and BulletFreezeRemove Pickups
Also refactored Extinguisher to remove particles from the end (still wonky though)
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63
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs
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63
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BulletFreezeRemove : Pickup
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{
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public ParticleSystem freezeParticles;
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// Start is called before the first frame update
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void Start()
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{
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}
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public override void OnPickup()
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{
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//hide renderer
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GetComponent<MeshRenderer>().enabled = false;
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GetComponent<Collider>().enabled = false;
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Debug.Log("Start thingy");
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//find all particles in the scene and freeze them
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ParticleSystem[] particleSystems = FindObjectsOfType<ParticleSystem>();
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foreach (ParticleSystem particleSystem in particleSystems)
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{
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//if root gameobject has no pattern component it's not a pattern
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GameObject root = particleSystem.transform.root.gameObject;
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if (!root.GetComponent<Pattern>())
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{
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return;
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}
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int particleCount = particleSystem.particleCount;
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ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
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particleSystem.GetParticles(particles);
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for (int i = 0; i < particleCount; i++)
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{
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particles[i].velocity = Vector3.zero;
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}
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particleSystem.SetParticles(particles, particleCount);
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StartCoroutine(RemoveParticle(particles, particleCount, particleSystem));
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}
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}
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//coroutine that takes a collection of particles and removes one at a time
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IEnumerator RemoveParticle(ParticleSystem.Particle[] particles, int particleCount, ParticleSystem particleSystem)
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{
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//Remove all particles over a span of .5 seconds
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for (int i = 0; i < particleCount; i++)
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{
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particles[i].remainingLifetime = 0.0f;
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particleSystem.SetParticles(particles, particleCount);
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//instantiate freeze particles at the position of the particle
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Instantiate(freezeParticles, particles[i].position, Quaternion.identity);
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yield return new WaitForSeconds(0.5f/particleCount);
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}
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}
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}
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