Closed kazusaki1 closed 7 years ago
I've uploaded the blood prefab. Since I do not dispose of the blood texture yet, I am using ashes texture, that being a distinguishable one.
I've made some adjustements to the definition of done. When hit, the stain will appear near the impact position. The scatter is generated randomly.
The changes have increased the number of hours needed for the issue to be completed.
Blood texture updated. #233
Last commit updates EnemyBehavior so that it performs blood spawning as described at DoD. Blood prevalence is not yet accessible through the Inspector. I'm considering moving some of the code to a new script BloodBehavior.
Small stains caused by low-damaging bullet projectiles:
Blood stain caused by heavy-hitting missile projectile:
Added BloodBehavior, which is responsible for depleting blood object. It also stores some relevant information: blood prevalence, blood maximum and minimum size.
For now, I've abandoned the idea of death stain due to some difficulties with the code. If I wanted to implement such feature, I would have to choose one of the following options, none of them appealing:
Since a hit must occur for an enemy to die, and that hit will already spawn a stain, I consider that the gains for implementation do not compensate for the effort.
Branch approved and integrated. Issue closed and moved to DONE.
La rama será compartida con el Team A que realiza la Issue #233: Crear y mejorar texturas de sangre.
Definition of Done:
DEPRECATED: Blood stain spawned at death last more than those spawned when being hit.
Estimated time: 3 hours
Branch: dev_Issue233
Pull request: #264