Add BobbingRandomizer
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File diff suppressed because one or more lines are too long
@ -12,7 +12,6 @@ GameObject:
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m_Name:
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BobbedTransform: {fileID: 1801310824674407730}
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BobbingMultiplier: 1
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BobbingGravity: 0.8
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BobbingLaunchSpeed: 0.12
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BobbingFrequency: 0
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BobbingDirection: {x: 0, y: 1}
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@ -134,11 +115,13 @@ MonoBehaviour:
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m_Name:
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Bobbing: {fileID: 3068808787720623988}
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Bobbing: {fileID: 0}
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Direction: {x: 0, y: 0}
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MaxSpeed: 5
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AccelerationSpeed: 3
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DecelerationSpeed: 15
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AnimationSpeedModifier: 0
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AnimationSpeed: 0
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@ -21,6 +21,7 @@ GameObject:
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m_Layer: 0
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m_Name: Enemy (Crab)
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m_TagString: Enemy
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@ -140,6 +141,8 @@ MonoBehaviour:
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MaxSpeed: 2.5
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AccelerationSpeed: 10
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DecelerationSpeed: 10
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AnimationSpeedModifier: 0
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AnimationSpeed: 0
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@ -258,6 +261,21 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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Variety: 0.05
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Movement: {fileID: 4248768674552437703}
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Bobbing: {fileID: 3068808787720623988}
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@ -214,6 +214,7 @@ GameObject:
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- component: {fileID: 5013231347467375992}
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m_Layer: 0
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m_Name: Enemy (MobCat)
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m_TagString: Untagged
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@ -333,6 +334,8 @@ MonoBehaviour:
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MaxSpeed: 2.5
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AccelerationSpeed: 10
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DecelerationSpeed: 10
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AnimationSpeedModifier: 0
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AnimationSpeed: 0
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@ -451,6 +454,21 @@ MonoBehaviour:
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m_Name:
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Variety: 0.05
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Movement: {fileID: 4069445145596408170}
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Bobbing: {fileID: 6575270342303945011}
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--- !u!1 &3991584792453052187
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GameObject:
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m_ObjectHideFlags: 0
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@ -47,7 +47,7 @@ namespace Saltosion.OneWeapon.Enemies {
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} else {
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Anim.Play("Idle");
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}
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Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage);
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Anim.SetFloat("Speed", Enemy.Movement.AnimationSpeed);
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if (Enemy.Movement.SpeedPercentage > 0.1) {
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SpriteRenderer.flipX = Vector2.Dot(Enemy.Movement.Direction, Vector2.left) < 0;
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}
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@ -46,7 +46,7 @@ namespace Saltosion.OneWeapon.Enemies {
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} else {
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Anim.Play("Walk");
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}
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Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage);
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Anim.SetFloat("Speed", Enemy.Movement.AnimationSpeed);
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}
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}
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}
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@ -47,7 +47,7 @@ namespace Saltosion.OneWeapon.Enemies {
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} else {
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Anim.Play("Walk");
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}
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Anim.SetFloat("Speed", Enemy.Movement.SpeedPercentage);
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Anim.SetFloat("Speed", Enemy.Movement.AnimationSpeed);
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if (Enemy.Movement.SpeedPercentage > 0.1) {
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SpriteRenderer.flipX = Vector2.Dot(Enemy.Movement.Direction, Vector2.left) < 0;
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} else {
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@ -100,8 +100,8 @@ namespace Saltosion.OneWeapon.Player {
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} else {
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IsMoving = false;
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}
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BodyAnim.SetFloat("Speed", Movement.SpeedPercentage);
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HeadAnim.SetFloat("Speed", Movement.SpeedPercentage);
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BodyAnim.SetFloat("Speed", Movement.AnimationSpeed);
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HeadAnim.SetFloat("Speed", Movement.AnimationSpeed);
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bool Shoot = Input.GetButton("Shoot");
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if (Shoot) {
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@ -15,8 +15,13 @@ namespace Saltosion.OneWeapon.Utils {
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public float AccelerationSpeed = 70;
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public float DecelerationSpeed = 70;
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[HideInInspector]
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public float AnimationSpeedModifier;
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[HideInInspector]
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public float AnimationSpeed;
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public Vector2 CurrentVelocity { private set; get; }
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public float SpeedPercentage { private set; get; }
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[HideInInspector]
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private float CurrentSpeed = 0;
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private Rigidbody2D Body;
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@ -34,6 +39,7 @@ namespace Saltosion.OneWeapon.Utils {
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CurrentSpeed *= 1 - (Vector2.Angle(Direction, LastDirection) / 180);
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CurrentSpeed = Mathf.Clamp(CurrentSpeed, 0, MaxSpeed);
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SpeedPercentage = CurrentSpeed / MaxSpeed;
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AnimationSpeed = SpeedPercentage * AnimationSpeedModifier;
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CurrentVelocity = Direction.normalized * CurrentSpeed;
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24
Assets/Scripts/Utils/BobbingRandomizer.cs
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24
Assets/Scripts/Utils/BobbingRandomizer.cs
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@ -0,0 +1,24 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Saltosion.OneWeapon.Effects;
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namespace Saltosion.OneWeapon.Utils {
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public class BobbingRandomizer : MonoBehaviour {
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public float Variety = 0.05f;
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public AcceleratedMovement Movement;
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public Bobbing Bobbing;
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void Start() {
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float RandomOffset = Random.value * (Variety * 2) - Variety;
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if (Movement != null) {
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Movement.AnimationSpeedModifier = 1 + RandomOffset;
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}
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if (Bobbing != null) {
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Bobbing.BobbingLaunchSpeed = Bobbing.BobbingLaunchSpeed * (1 + RandomOffset);
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}
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}
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}
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}
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11
Assets/Scripts/Utils/BobbingRandomizer.cs.meta
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11
Assets/Scripts/Utils/BobbingRandomizer.cs.meta
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@ -0,0 +1,11 @@
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