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using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))]
public class CFX_AutoDestructShuriken : MonoBehaviour
{
public bool OnlyDeactivate;

void OnEnable()
{
StartCoroutine("CheckIfAlive");
}

IEnumerator CheckIfAlive ()
{
while(true)
{
yield return new WaitForSeconds(0.5f);
if(!GetComponent<ParticleSystem>().IsAlive(true))
{
if(OnlyDeactivate)
{
#if UNITY_3_5
this.gameObject.SetActiveRecursively(false);
#else
this.gameObject.SetActive(false);
#endif
}
else
GameObject.Destroy(this.gameObject);
break;
}
}
}
}
@@ -0,0 +1,35 @@
using UnityEngine;
using System.Collections;

// Cartoon FX - (c) 2015, Jean Moreno

// Drag/Drop this script on a Particle System (or an object having Particle System objects as children) to prevent a Shuriken bug
// where a system would emit at its original instantiated position before being translated, resulting in particles in-between
// the two positions.
// Possibly a threading bug from Unity (as of 3.5.4)

public class CFX_ShurikenThreadFix : MonoBehaviour
{
private ParticleSystem[] systems;

void OnEnable()
{
systems = GetComponentsInChildren<ParticleSystem>();

foreach(ParticleSystem ps in systems)
ps.enableEmission = false;

StartCoroutine("WaitFrame");
}

IEnumerator WaitFrame()
{
yield return null;

foreach(ParticleSystem ps in systems)
{
ps.enableEmission = true;
ps.Play(true);
}
}
}
@@ -0,0 +1,41 @@
// Simplified Additive Particle shader. Differences from regular Additive Particle one:
// - no Tint color
// - no Smooth particle support
// - no AlphaTest
// - no ColorMask

// Cartoon FX difference:
// - uses Alpha8 monochrome textures to save up on texture memory size

Shader "Cartoon FX/Particles Additive Alpha8"
{
Properties
{
_MainTex ("Particle Texture (Alpha8)", 2D) = "white" {}
}

Category
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }

BindChannels
{
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord
}

SubShader
{
Pass
{
SetTexture [_MainTex]
{
combine primary, texture * primary
}
}
}
}
}
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@@ -12,7 +12,7 @@ GameObject:
- 114: {fileID: 11433494}
m_Layer: 8
m_Name: pfHielo
m_TagString: Untagged
m_TagString: Hielo
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
@@ -102,6 +102,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
timeToDie: 5
animation: {fileID: 100000, guid: 41785d1944950594fba746f59a850412, type: 2}
--- !u!212 &21269130
SpriteRenderer:
m_ObjectHideFlags: 1
@@ -155,6 +156,14 @@ Prefab:
propertyPath: timeToDie
value: 5
objectReference: {fileID: 0}
- target: {fileID: 0}
propertyPath: animation
value:
objectReference: {fileID: 100000, guid: 41785d1944950594fba746f59a850412, type: 2}
- target: {fileID: 0}
propertyPath: m_TagString
value: Hielo
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 0}
m_RootGameObject: {fileID: 132056}

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@@ -20,12 +20,16 @@ public class ShootSkill : MonoBehaviour {
// Update is called once per frame
public void Execute () {
if (skillCd < 0) {
RaycastHit2D hit = Physics2D.Raycast(thrower.position, Vector2.down, 100f, layer);
GameObject go = Instantiate (skill, thrower.position, skill.transform.rotation) as GameObject;
go.GetComponent<SkillHandle> ().speed *= Mathf.Sign(sprite.localScale.x);
skillCd = maxSkillCd;

/*RaycastHit2D hit = Physics2D.Raycast(thrower.position, Vector2.down, 100f, layer);
if (hit.collider != null) {
GameObject go = Instantiate (skill, hit.point, skill.transform.rotation) as GameObject;
go.GetComponent<SkillHandle> ().speed *= Mathf.Sign(sprite.localScale.x);
skillCd = maxSkillCd;
}
}*/
}
}

@@ -4,9 +4,17 @@
public class SelfDestroy : MonoBehaviour {

public float timeToDie;
public GameObject animation;

// Use this for initialization
void Start () {
if (animation != null)
StartCoroutine ("instantiateAnimation");
Destroy (gameObject, timeToDie);
}

public IEnumerator instantiateAnimation () {
yield return new WaitForSeconds (timeToDie-0.1f);
Instantiate (animation, transform.position, animation.transform.rotation);
}
}
@@ -3,15 +3,12 @@

public class SkillHandle : MonoBehaviour {

public float speed;
public GameObject ice;
public GameObject spike;
public float timeBetweenSpikes;
public enum Element { HIELO, FUEGO }

// Use this for initialization
void Start () {
StartCoroutine ("InstantiateSprite");
}
public float speed;
public GameObject hitSkill;
public GameObject hitWater;
public Element elemento;

// Update is called once per frame
void Update () {
@@ -20,17 +17,24 @@ public class SkillHandle : MonoBehaviour {

void OnCollisionEnter2D(Collision2D collision) {
if (collision.gameObject.layer == LayerMask.NameToLayer ("Water")) {
GameObject inst = Instantiate (ice, collision.contacts [0].point, Quaternion.identity) as GameObject;
Destroy (gameObject);
}
}

public IEnumerator InstantiateSprite () {
while (true) {
GameObject inst = Instantiate (spike, transform.position, spike.transform.rotation) as GameObject;
Vector3 vFlip = new Vector3 (-1*Mathf.Sign (speed)*inst.transform.localScale.x, inst.transform.localScale.y, inst.transform.localScale.z);
inst.transform.localScale = vFlip;
yield return new WaitForSeconds (timeBetweenSpikes);
if (elemento == Element.HIELO) {
GameObject inst = Instantiate (hitWater, collision.contacts [0].point, Quaternion.identity) as GameObject;
Instantiate (hitSkill, collision.contacts [0].point, hitSkill.transform.rotation);
Destroy (gameObject);
}
} else {
if (elemento == Element.FUEGO && collision.gameObject.tag == "Hielo") {
GameObject inst = Instantiate (hitWater, collision.contacts [0].point, Quaternion.identity) as GameObject;
Destroy (collision.gameObject);
}
// Soltamos los hijos para que termine la animación de las partículas y planificamos una destrucción en un 0.5 segundos.
Transform particulas = transform.GetChild(0).transform;
particulas.parent = null;
Destroy (particulas.gameObject, 0.5f);
// Instanciamos el golpe por postureo ...
Instantiate (hitSkill, collision.contacts [0].point, hitSkill.transform.rotation);
// Y destruímos el objeto padre. Las partículas se destruirán solas
Destroy(gameObject);
}
}
}
@@ -7,6 +7,7 @@ TagManager:
- RespawnPoint
- Player1
- Player2
- Hielo
layers:
- Default
- TransparentFX