ABU/data/yukitsuki/weapon/BaseWeapon/Fx/FX/sabar_wind_object.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

151 lines
3.6 KiB
XML

<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags/>
<Includes>
<Include type="all" source="sabar_wind_object_rotate.w3x" />
</Includes>
<GameObject
id="sabar_wind_object"
inheritFrom="BaseProjectile"
Side="Japan"
KindOf="-NO_COLLIDE"
EditorName="">
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="sabar_wind_object_rotate" />
<!--ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="SPTorpedoMoveBubbles"
FollowBone="false" /-->
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="windTrail"
FollowBone="false" />
<!--ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="JapanTorpedoTrailGlow"
FollowBone="false" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="TorpedoWaterWake"
FollowBone="false" /-->
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE">
<Animation
AnimationName="sabar_wind_object_rotate"
AnimationMode="LOOP"
AnimationPriority="100"
AnimationAbsoluteTime="0.1s"/>
<ParticleSysBone
BoneName="bone1"
FXParticleSystemTemplate="EX_weapon_fire1.5x"
FollowBone="true" />
<ParticleSysBone
BoneName="bone2"
FXParticleSystemTemplate="EX_weapon_fire1.5x"
FollowBone="true" />
<ParticleSysBone
BoneName="bone3"
FXParticleSystemTemplate="EX_weapon_fire1.5x"
FollowBone="true" />
<ParticleSysBone
BoneName="bone4"
FXParticleSystemTemplate="EX_weapon_fire1.5x"
FollowBone="true" />
</AnimationState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<FireWeaponCollide
id="ModuleTag_FireWeaponCollide"
CollideWeapon="sabar_wind_bladeWarhead"
FireOnce="true"
Flags="DESTROY_SELF_ON_COLLIDE DO_NOT_COLLIDE_WITH_PRODUCER"
WhereToFire="TARGET_POSITION"/>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="sabar_windblade_flash" />
</FXListBehavior>
<ProjectileUpdate
id="ModuleTag_ProjectileUpdate"
StateMachine="StraightLineProjectile"
Flags="LAUNCH_AT_TARGET_POS">
<Movement>
<MoveInStraightLine
MuzzleVelocity="20.0" />
</Movement>
</ProjectileUpdate>
<!-- Determines how long the projectile will live before it runs out of fuel and detonates-->
<LifetimeUpdate
id="ModuleTag_Lifetime"
DeathType="EXPLODED"
MinLifetime="4s"
MaxLifetime="5s" />
</Behaviors>
<Body>
<PropBody
xai:joinAction="Remove" xmlns:xai="uri:ea.com:eala:asset:instance"
id="ModuleTag_Body" />
<ActiveBody
id="ModuleTag_ActiveBody"
MaxHealth="100.0" />
</Body>
<Geometry
IsSmall="true">
<Shape
Type="BOX"
MajorRadius="20.0"
MinorRadius="20.0"
Height="100.0">
<Offset z="-50"/>
</Shape>
</Geometry>
</GameObject>
<GameObject
id="BaseProjectile"
EditorSorting="SYSTEM"
KindOf="SMALL_MISSILE PROJECTILE NO_COLLIDE HIDE_IF_FOGGED"
EditorName="BaseProjectile">
<ArmorSet
Armor="NoArmor" />
<Draws/>
<Behaviors>
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
</Behaviors>
<Body>
<PropBody
id="ModuleTag_Body" />
</Body>
<VisionInfo
VisionRange="0" />
</GameObject>
</AssetDeclaration>