Add capability to have multiple blood sprites
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a24880784a
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@ -124,5 +124,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 80990fbdf3a57074b86edf353dcec609, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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Renderer: {fileID: 1882677610630750274}
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LaunchForce: {x: 0, y: 0}
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Settled: 0
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Sprites:
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- {fileID: 21300000, guid: 1a2ef685debc2114187302af36eac8fb, type: 3}
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@ -124,5 +124,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 80990fbdf3a57074b86edf353dcec609, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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Renderer: {fileID: 5625006176639346186}
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LaunchForce: {x: 0, y: 0}
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Settled: 0
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Sprites:
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- {fileID: 21300000, guid: ff1fce077e0aafb45be2c369b110d6e0, type: 3}
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@ -4,8 +4,11 @@ using UnityEngine;
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namespace Saltosion.OneWeapon {
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public class BloodParticle : MonoBehaviour {
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public SpriteRenderer Renderer;
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public Vector2 LaunchForce = new Vector2();
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public bool Settled = false;
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public Sprite[] Sprites;
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private Rigidbody2D CurrentlyStuckOn = null;
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private Vector2 Velocity;
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@ -15,6 +18,9 @@ namespace Saltosion.OneWeapon {
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transform.localScale = new Vector2(0.02f, 0.02f) + Random.value * new Vector2(0.10f, 0.10f);
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Velocity = LaunchForce + new Vector2(Random.value - 0.5f, Random.value - 0.5f);
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GetsStuck = Random.value > 0.5;
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if (Sprites.Length > 0) {
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Renderer.sprite = Sprites[(int)(Random.value * int.MaxValue) % Sprites.Length];
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}
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}
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private void FixedUpdate() {
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