Better blood and fixed upgrades

This commit is contained in:
SpoodyTheOne 2024-02-04 00:48:43 +01:00
parent 4f12551e8f
commit a50a807939
3 changed files with 11 additions and 4 deletions

View File

@ -260,11 +260,13 @@ public class BloodComputeShader : MonoBehaviour
// Test for race conditions
// yield return new WaitForSeconds(1.0f);
bloodCompute.SetFloat("particleVel", power);
bloodCompute.SetFloat("particleVel", power/4.0f);
bloodCompute.SetVector("particleInitPos", loc);
bloodCompute.SetInt("particlesToInitialize", found);
bloodCompute.SetVector("initialVelocity",Random.insideUnitCircle * power);
Vector3 pow = Random.insideUnitSphere * power;
pow.z = Mathf.Abs(pow.z);
bloodCompute.SetVector("initialVelocity",pow);
ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);

View File

@ -80,8 +80,11 @@ void InitDust (uint3 id : SV_DispatchThreadID)
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = initialVelocity + nvel;
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;

View File

@ -108,6 +108,8 @@ public class Upgrader : MonoBehaviour
// Update is called once per frame
void Update()
{
bool upgrade = canUpgrade();
if (canUpgrade())
{
@ -205,7 +207,7 @@ public class Upgrader : MonoBehaviour
Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
Player2Cursor.localPosition = Player2Input.look.normalized * (125 - 12);
prevCouldUpgrade = canUpgrade();
prevCouldUpgrade = upgrade;
}
/// Increases mop radius by 10%