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Merge branch 'master' of https://github.com/Broken-Gem-Studio/TheWitcher
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function GetTablePropScript_v3 () | ||
local lua_table = {} | ||
lua_table.SystemFunctions = Scripting.System () | ||
lua_table.TransformFunctions = Scripting.Transform () | ||
lua_table.GameObjectFunctions = Scripting.GameObject () | ||
lua_table.PhysicsFunctions = Scripting.Physics() | ||
lua_table.ParticlesFunctions = Scripting.Particles () | ||
lua_table.AudioFunctions = Scripting.Audio() | ||
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----------------------------------------------------------------------------------------- | ||
-- Inspector Variables | ||
----------------------------------------------------------------------------------------- | ||
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-- Health Value | ||
lua_table.health = 3 | ||
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lua_table.particles_duration = 1000 | ||
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----------------------------------------------------------------------------------------- | ||
-- Prop Variables | ||
----------------------------------------------------------------------------------------- | ||
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lua_table.myUID = 0 | ||
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local timer = 0 | ||
local timer2 = 0 | ||
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-- Prop position | ||
local prop_position_x = 0 | ||
local prop_position_y = 0 | ||
local prop_position_z = 0 | ||
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local state = -- not in use rn | ||
{ | ||
DESTROYED = 0, | ||
FULL = 1, | ||
HURT = 2 | ||
} | ||
local current_state = state.FULL -- Should initialize at awake(?) | ||
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----------------------------------------------------------------------------------------- | ||
-- Methods | ||
----------------------------------------------------------------------------------------- | ||
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function ParticleBigExplosion() | ||
lua_table.ParticlesFunctions:SetParticlesLooping(false) | ||
lua_table.ParticlesFunctions:SetParticlesDuration(lua_table.particles_duration) | ||
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lua_table.ParticlesFunctions:SetEmissionRate(10) | ||
lua_table.ParticlesFunctions:SetParticlesPerCreation(300) | ||
lua_table.ParticlesFunctions:SetParticlesLifeTime(2000) | ||
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lua_table.ParticlesFunctions:SetExternalAcceleration(0, 10, 0) | ||
lua_table.ParticlesFunctions:SetParticlesVelocity(0, 30, 0) | ||
lua_table.ParticlesFunctions:SetRandomParticlesVelocity(50,50,50) | ||
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lua_table.ParticlesFunctions:SetParticlesScale(1, 1) | ||
lua_table.ParticlesFunctions:SetRandomParticlesScale(15, 15) | ||
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lua_table.ParticlesFunctions:PlayParticleEmitter() | ||
end | ||
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-- Main Code | ||
function lua_table:Awake () | ||
lua_table.SystemFunctions:LOG ("This Log was called from Camera Script on AWAKE") | ||
-- Get my own UID | ||
lua_table.myUID = lua_table.GameObjectFunctions:GetMyUID() | ||
end | ||
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function lua_table:Start () | ||
lua_table.SystemFunctions:LOG ("This Log was called from Camera Script on START") | ||
-- set particles parameters | ||
lua_table.ParticlesFunctions:ActivateParticlesEmission() | ||
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-- ParticleIdle() | ||
-- ParticleBigExplosion() | ||
-- lua_table.ParticlesFunctions:StopParticleEmitter() | ||
end | ||
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function lua_table:Update () | ||
dt = lua_table.SystemFunctions:DT () | ||
timer2 = lua_table.SystemFunctions:GameTime() | ||
lua_table.SystemFunctions:LOG("Time: " .. timer2 .. "Saved Time: " .. timer) | ||
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if lua_table.health <= 0 and current_state == state.DESTROYED | ||
then | ||
-- HandleDeath() | ||
if timer + lua_table.particles_duration/1000 <= timer2 | ||
then | ||
lua_table.SystemFunctions:LOG("SHOULD GO BOOM") | ||
-- lua_table.GameObject:DestroyGameObject(lua_table.myUID) | ||
lua_table.TransformFunctions:SetPosition(-696969,-696969,-696969) --YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET | ||
end | ||
end | ||
end | ||
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function lua_table:OnTriggerEnter() | ||
local collider = lua_table.PhysicsFunctions:OnTriggerEnter(lua_table.myUID) | ||
lua_table.SystemFunctions:LOG("T:" .. collider) | ||
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local layer = lua_table.GameObjectFunctions:GetLayerByID(collider) | ||
if layer == 2 or layer == 4 --Checks if its player/enemy attack collider layer | ||
then | ||
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-- local parent_UID = lua_table.GameObjectFunctions:GetGameObjectParent(collider) | ||
-- local parent_script = lua_table.GameObjectFunctions:GetScript(parent_UID) | ||
-- local damage = parent_script.collider_damage | ||
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-- lua_table.Health = lua_table.Health - damage | ||
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lua_table.health = lua_table.health - 1 | ||
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if lua_table.health > 0 | ||
then | ||
-- HandleHit() | ||
elseif lua_table.health <= 0 | ||
then | ||
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-- HandleDeath() | ||
ParticleBigExplosion() | ||
--lua_table.GameObject:DestroyGameObject(lua_table.myUID) | ||
if current_state == state.FULL | ||
then | ||
timer = lua_table.SystemFunctions:GameTime() | ||
lua_table.SystemFunctions:LOG("BOOM TIME: " .. timer) | ||
current_state = state.DESTROYED | ||
end | ||
end | ||
end | ||
end | ||
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function lua_table:OnCollisionEnter() -- NOT FINISHED | ||
local collider = lua_table.PhysicsFunctions:OnCollisionEnter(lua_table.UID) | ||
lua_table.SystemFunctions:LOG("T:" .. collider) | ||
end | ||
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return lua_table | ||
end | ||
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--Particle Functions | ||
-- ActivateParticlesEmission() | ||
-- DeactivateParticlesEmission() | ||
-- ActivateParticlesEmission_GO() | ||
-- DeactivateParticlesEmission_GO() | ||
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-- PlayParticleEmitter() | ||
-- StopParticlEmitter() | ||
-- SetEmissionRate(ms) | ||
-- SetParticlesPerCreation(num) | ||
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-- SetExternalAcceleration(x,y,z) | ||
-- SetParticlesVelocity(x,y,z) | ||
-- SetRandomParticlesVelocity(x,y,z) | ||
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-- SetParticlesLooping(bool) | ||
-- SetParticlesDuration(ms) | ||
-- SetParticlesLifeTime(ms) | ||
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-- function ParticleSmallExplosion() | ||
-- lua_table.ParticlesFunctions:SetParticlesLooping(false) | ||
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-- lua_table.ParticlesFunctions:SetParticlesPerCreation(50) | ||
-- lua_table.ParticlesFunctions:SetParticlesLifetime(1000) | ||
-- lua_table.ParticlesFunctions:SetEmissionRate(1000) | ||
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-- lua_table.ParticlesFunctions:PlayParticleEmitter() | ||
-- end | ||
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-- function ParticleIdle() | ||
-- lua_table.ParticlesFunctions:SetParticlesLooping(true) | ||
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-- lua_table.ParticlesFunctions:SetEmissionRate(500) | ||
-- lua_table.ParticlesFunctions:SetParticlesPerCreation(1) | ||
-- lua_table.ParticlesFunctions:SetParticlesLifeTime(2000) | ||
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-- lua_table.ParticlesFunctions:SetExternalAcceleration(0, 6, 0) | ||
-- lua_table.ParticlesFunctions:SetParticlesVelocity(0, 5, 0) | ||
-- lua_table.ParticlesFunctions:SetRandomParticlesVelocity(3, 1.5, 3) | ||
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-- lua_table.ParticlesFunctions:PlayParticleEmitter() | ||
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-- end | ||
-- function HandleHit() | ||
-- ParticleSmallExplosion() | ||
-- end | ||
-- function HandleDeath() | ||
-- ParticleBigExplosion() | ||
-- end | ||
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Builds/BrokenEngine_v0.3.9.2/Assets/BanditModel/Bandit1_AlbedoMap.png
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23 changes: 23 additions & 0 deletions
23
Builds/BrokenEngine_v0.3.9.2/Assets/Shaders/LinePoint.glsl
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#version 440 core | ||
#define VERTEX_SHADER | ||
#ifdef VERTEX_SHADER | ||
layout (location = 0) in vec3 position; | ||
out vec3 ourColor; | ||
uniform vec3 Color; | ||
uniform mat4 model_matrix; | ||
uniform mat4 view; | ||
uniform mat4 projection; | ||
void main(){ | ||
gl_Position = projection * view * model_matrix * vec4(position, 1.0f); | ||
ourColor = Color; | ||
} | ||
#endif //VERTEX_SHADER | ||
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#define FRAGMENT_SHADER | ||
#ifdef FRAGMENT_SHADER | ||
in vec3 ourColor; | ||
out vec4 color; | ||
void main(){ | ||
color = vec4(ourColor, 1.0); | ||
} | ||
#endif //FRAGMENT_SHADER |
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20
Builds/BrokenEngine_v0.3.9.2/Assets/Shaders/OutlineShader.glsl
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#version 440 core | ||
#define VERTEX_SHADER | ||
#ifdef VERTEX_SHADER | ||
layout (location = 0) in vec3 position; | ||
uniform mat4 model_matrix; | ||
uniform mat4 view; | ||
uniform mat4 projection; | ||
void main(){ | ||
gl_Position = projection * view * model_matrix * vec4(position, 1.0f); | ||
} | ||
#endif //VERTEX_SHADER | ||
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#define FRAGMENT_SHADER | ||
#ifdef FRAGMENT_SHADER | ||
in vec3 ourColor; | ||
out vec4 color; | ||
void main(){ | ||
color = vec4(1.0,0.65,0.0, 1.0); | ||
} | ||
#endif //FRAGMENT_SHADER |
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