Add structural damage particles
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4eeed5386e
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Assets/Graphics/StrucuralDamage.png
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type: 3}
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BloodParticlePrefab: {fileID: 5625006176899801348, guid: 3eace925ee10ebb4da4f6d8f8ce22f5a,
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BloodParticlePrefab: {fileID: 5625006176899801348, guid: 3eace925ee10ebb4da4f6d8f8ce22f5a,
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type: 3}
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CensoredBloodParticlePrefab: {fileID: 1882677610906969932, guid: 079fe6df2fbccbe4198535d6e8793dca,
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@ -5,6 +5,7 @@ using UnityEngine;
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namespace Saltosion.OneWeapon {
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namespace Saltosion.OneWeapon {
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public class BloodLauncher : MonoBehaviour {
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public class BloodLauncher : MonoBehaviour {
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private static BloodLauncher Singleton;
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private static BloodLauncher Singleton;
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public GameObject StructuralParticlePrefab;
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public GameObject BloodParticlePrefab;
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public GameObject BloodParticlePrefab;
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public GameObject CensoredBloodParticlePrefab;
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public GameObject CensoredBloodParticlePrefab;
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public Transform ParticleRoot;
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public Transform ParticleRoot;
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@ -12,11 +13,19 @@ namespace Saltosion.OneWeapon {
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public bool DebugLaunch = false;
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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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public static void Splatter(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
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LaunchParticles(Singleton.GetGorePrefab(), origin, direction, particleCount, force, degrees);
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}
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public static void DebrisExplode(Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
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LaunchParticles(Singleton.StructuralParticlePrefab, origin, direction, particleCount, force, degrees);
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}
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private static void LaunchParticles(GameObject prefab, Vector2 origin, Vector2 direction, int particleCount, float force, float degrees) {
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for (int i = 0; i < (int)(particleCount * Singleton.GetParticleCountMultiplier()); 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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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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Destroy(Singleton.ParticleRoot.GetChild((int)(Random.value * Singleton.ParticleRoot.childCount)).gameObject);
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}
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}
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GameObject Obj = Instantiate(Singleton.GetGorePrefab(), origin, new Quaternion(), Singleton.ParticleRoot);
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GameObject Obj = Instantiate(prefab, origin, new Quaternion(), Singleton.ParticleRoot);
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BloodParticle Particle = Obj.GetComponent<BloodParticle>();
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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 Intensity = Mathf.Pow(Random.value * force, 1.1f);
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float Cone = degrees / 360.0f;
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float Cone = degrees / 360.0f;
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@ -47,6 +47,8 @@ namespace Saltosion.OneWeapon.Bullets {
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Explodable Explodable = collider.GetComponent<Explodable>();
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Explodable Explodable = collider.GetComponent<Explodable>();
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if (Explodable != null) {
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if (Explodable != null) {
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Explodable.Explode(true);
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Explodable.Explode(true);
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} else {
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BloodLauncher.DebrisExplode(transform.position, Body.velocity.normalized * 0.7f, 5, 30f, 360);
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}
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}
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}
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}
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}
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}
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