diff --git a/.gitignore b/.gitignore index ec5e2fa..41e72cc 100644 --- a/.gitignore +++ b/.gitignore @@ -369,3 +369,5 @@ Source/Content/Unity/RimVibes Bundles/AssetBundles/ Source/Content/Unity/RimVibes Bundles/Library/ Source/packages/ + +Source/Content/Unity/RimVibes Bundles/Temp/ diff --git a/AssetBundles/aa b/AssetBundles/aa index eaed5bb..7593d69 100644 Binary files a/AssetBundles/aa and b/AssetBundles/aa differ diff --git a/AssetBundles/aa.manifest b/AssetBundles/aa.manifest index 2738514..65f4858 100644 --- a/AssetBundles/aa.manifest +++ b/AssetBundles/aa.manifest @@ -1,9 +1,9 @@ ManifestFileVersion: 0 -CRC: 1684284641 +CRC: 3074336766 Hashes: AssetFileHash: serializedVersion: 2 - Hash: 44b8a3b422ac272c36304d8eb1af96f9 + Hash: 5b9c09cc23f32928bf42d0bfd3732f87 TypeTreeHash: serializedVersion: 2 Hash: fb95f860f6de44335a97c1723d17ea56 @@ -44,6 +44,7 @@ ClassTypes: Assets: - Assets/UpBeam.prefab - Assets/Shaders/OuterPrefab.prefab +- Assets/MegCharge.prefab - Assets/Shaders/Out Beam.prefab - Assets/RailgunEffect.prefab - Assets/Shaders/In Beam.prefab diff --git a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs index ebda8ee..903ba82 100644 --- a/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs +++ b/Source/AntimatterAnnihilation/Buildings/Building_Megumin.cs @@ -9,6 +9,7 @@ using UnityEngine; using Verse; using Verse.Sound; +using Object = UnityEngine.Object; namespace AntimatterAnnihilation.Buildings { @@ -98,6 +99,7 @@ protected set private UpBeam beam; private LocalTargetInfo localTarget; private Sustainer soundSustainer; + private ParticleSystem chargeEffect; public override void SpawnSetup(Map map, bool respawningAfterLoad) { @@ -113,6 +115,16 @@ public override void SpawnSetup(Map map, bool respawningAfterLoad) beam = new UpBeam(map, this.TrueCenter() + new Vector3(0f, 0f, 1.2f)); beam.IsActive = false; } + + if(chargeEffect == null) + { + chargeEffect = Object.Instantiate(Content.MeguminChargePrefab).GetComponent(); + chargeEffect.transform.position = this.TrueCenter() + new Vector3(0f, 0f, 1.1f); + chargeEffect.transform.eulerAngles = new Vector3(90f, 0f, 0f); + } + + if (!IsPoweringUp) + chargeEffect.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } public override IEnumerable GetGizmos() @@ -217,6 +229,9 @@ private void StartPowerUpSequence() // Play the long attack sound. SoundInfo info = SoundInfo.InMap(this, MaintenanceType.PerTick); soundSustainer = AADefOf.LaserStrike_AA.TrySpawnSustainer(info); + + // Do particle effects. + chargeEffect?.Play(true); } private void StartRealAttack() @@ -230,6 +245,8 @@ private void StartRealAttack() // Spawn sky beam of death. AttackVerb.TryStartCastOn(localTarget); + chargeEffect?.Stop(true, ParticleSystemStopBehavior.StopEmitting); + // Put on cooldown. CooldownTicks = COOLDOWN_TICKS; @@ -246,11 +263,11 @@ private void StartRealAttack() bool canFire = AADefOf.SolarFlare.Worker.CanFireNow(param); if (!canFire) - Log.Warning($"SolarFare Worker says that it cannot fire under the current conditions - forcing it to anyway, from M3G_UMIN."); + Log.Warning("SolarFare Worker says that it cannot fire under the current conditions - forcing it to anyway, from M3G_UMIN."); bool worked = AADefOf.SolarFlare.Worker.TryExecute(param); if (!worked) - Log.Error($"SolarFare Worker failed to execute (returned false), from M3G_UMIN."); + Log.Error("SolarFare Worker failed to execute (returned false), from M3G_UMIN."); } } diff --git a/Source/AntimatterAnnihilation/Content.cs b/Source/AntimatterAnnihilation/Content.cs index 9bc98d1..5f33c31 100644 --- a/Source/AntimatterAnnihilation/Content.cs +++ b/Source/AntimatterAnnihilation/Content.cs @@ -11,6 +11,7 @@ public static class Content public static GameObject EnergyBeamInPrefab; public static GameObject EnergyBeamOutPrefab; public static GameObject UpBeamPrefab; + public static GameObject MeguminChargePrefab; public static Texture2D Expand, Collapse; public static Texture2D PowerNetGraph; @@ -26,6 +27,7 @@ static Content() EnergyBeamInPrefab = bundle.LoadAsset("In Beam"); EnergyBeamOutPrefab = bundle.LoadAsset("Out Beam"); UpBeamPrefab = bundle.LoadAsset("UpBeam"); + MeguminChargePrefab = bundle.LoadAsset("MegCharge"); ExplosionEffectManager.Prefab = bundle.LoadAsset("LargeAntimatterExplosion"); RailgunEffectSpawner.Prefab = bundle.LoadAsset("RailgunEffect"); diff --git a/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj b/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj index b3ea54e..f678760 100644 --- a/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj +++ b/Source/Content/Unity/RimVibes Bundles/Assembly-CSharp.csproj @@ -76,58 +76,58 @@ - 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