Add gore censoring option
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7
Assets/Prefabs/BloodParticle (Censored).prefab.meta
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@ -322,9 +322,12 @@ MonoBehaviour:
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@ -6,16 +6,17 @@ namespace Saltosion.OneWeapon {
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public class BloodLauncher : MonoBehaviour {
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private static BloodLauncher Singleton;
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public GameObject BloodParticlePrefab;
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public GameObject CensoredBloodParticlePrefab;
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public Transform ParticleRoot;
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public int MaxParticles;
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public bool DebugLaunch = false;
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public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
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for (int i = 0; i < particleCount; i++) {
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for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); i++) {
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if (Singleton.ParticleRoot.childCount >= Singleton.MaxParticles) {
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Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
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}
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GameObject Obj = Instantiate(Singleton.BloodParticlePrefab, origin, new Quaternion(), Singleton.ParticleRoot);
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GameObject Obj = Instantiate(Singleton.GetGorePrefab(), origin, new Quaternion(), Singleton.ParticleRoot);
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BloodParticle Particle = Obj.GetComponent<BloodParticle>();
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float Intensity = Mathf.Pow(Random.value * force, 1.1f);
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float Cone = degrees / 360.0f;
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@ -28,5 +29,13 @@ namespace Saltosion.OneWeapon {
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private void Start() {
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Singleton = this;
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}
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private GameObject GetGorePrefab() {
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return Options.CensorGore ? CensoredBloodParticlePrefab : BloodParticlePrefab;
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}
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private float GetParticleCountMultiplier() {
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return Options.CensorGore ? 0.1f : 1f;
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}
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}
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}
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@ -35,7 +35,7 @@ namespace Saltosion.OneWeapon {
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Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
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RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude);
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if (Hit.collider != null) {
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if (Hit.rigidbody != null) {
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bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
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Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
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CurrentlyStuckOn = Hit.rigidbody;
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@ -27,16 +27,20 @@ namespace Saltosion.OneWeapon {
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public void Explode() {
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foreach (GameObject Obj in BodypartPrefabs) {
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
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Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
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if (Bodypart == null) {
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continue;
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// No body parts flying in censored mode
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if (!Options.CensorGore) {
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
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Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
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if (Bodypart == null) {
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continue;
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}
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float Force = 0.5f + Random.value * 0.5f;
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float DirectionRadians = Random.value * Mathf.PI * 2.0f;
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Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
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Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
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}
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float Force = 0.5f + Random.value * 0.5f;
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float DirectionRadians = Random.value * Mathf.PI * 2.0f;
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Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
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Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
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// Blood is replaced by flowers though, no problem with that
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BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
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}
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}
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5
Assets/Scripts/Options.cs
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5
Assets/Scripts/Options.cs
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namespace Saltosion.OneWeapon {
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public class Options {
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public static bool CensorGore = false;
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}
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}
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11
Assets/Scripts/Options.cs.meta
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