recolourable shadows

- rework now has parity with the old version
This commit is contained in:
minenice55
2022-08-03 18:55:13 -04:00
parent 35ff6bdd45
commit 86c0e7eb0a
10 changed files with 1213 additions and 546 deletions

View File

@ -16,6 +16,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
public GameObject Shadow;
public GameObject ShadowInstance;
SpriteRenderer shadowRenderer;
//hit effects
public GameObject HitMark;
@ -171,6 +172,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
ShadowInstance = GameObject.Instantiate(Shadow, KarateMan.instance.ItemHolder);
shadowRenderer = ShadowInstance.GetComponent<SpriteRenderer>();
shadowRenderer.color = KarateMan.instance.GetShadowColor();
ShadowInstance.SetActive(true);
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
}
@ -263,6 +266,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
break;
}
ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
shadowRenderer.color = KarateMan.instance.GetShadowColor();
}
void CreateHitMark(bool useLocalPos = false)