Fix lots of misc bugs
This commit is contained in:
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9d4171aa39
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5a4f744a24
@ -187,6 +187,9 @@ MonoBehaviour:
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@ -187,6 +187,9 @@ MonoBehaviour:
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@ -257,7 +257,7 @@ Rigidbody2D:
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--- !u!1001 &402096464
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@ -16464,6 +16464,36 @@ PrefabInstance:
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@ -1,13 +1,15 @@
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using UnityEngine;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Triggers {
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public class EnemySighted : Trigger {
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public LayerMask SearchLayerMask;
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public float Radius;
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public Enemy ClosestEnemy { get; private set; }
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public override bool IsTriggered() {
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ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius);
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ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius, SearchLayerMask);
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return ClosestEnemy != null;
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}
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}
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@ -5,6 +5,7 @@ using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Triggers {
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public class PlayerSighted : Trigger {
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public LayerMask SearchLayerMask;
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[Tooltip("How close the player needs to be for the AI to notice them.")]
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public float Radius;
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[Tooltip("How far the player needs to escape for the AI to \"forget\" them.")]
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@ -17,7 +18,7 @@ namespace Saltosion.OneWeapon.AI.Triggers {
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private float ForgetCountdownStartTime = 0.0f;
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public override bool IsTriggered() {
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PlayerController Sighted = Util.GetClosestTo<PlayerController>(transform, Player == null ? Radius : ForgetRadius, true);
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PlayerController Sighted = Util.GetClosestTo<PlayerController>(transform, Player == null ? Radius : ForgetRadius, SearchLayerMask, true);
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if (Sighted != null) {
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CountdownStarted = false;
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Player = Sighted;
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@ -2,6 +2,8 @@
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namespace Saltosion.OneWeapon.Effects {
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public class DebrisParticle : MonoBehaviour {
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public LayerMask StickyLayers;
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public SpriteRenderer Renderer;
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public Vector2 LaunchForce = new Vector2();
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@ -43,7 +45,7 @@ namespace Saltosion.OneWeapon.Effects {
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Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
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RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude, LayerMask.NameToLayer("Bloodphobic"));
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RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude, StickyLayers);
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if (Hit.rigidbody != null && Hit.rigidbody.gameObject == Hit.collider.gameObject) {
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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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@ -13,6 +13,7 @@ namespace Saltosion.OneWeapon.Effects {
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private CameraFX CameraFX;
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private PlayerFun PlayerFun;
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private Transform ExplodableContainer;
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private bool DestroyedAlready = false;
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@ -28,6 +29,7 @@ namespace Saltosion.OneWeapon.Effects {
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CameraFX = Camera.main.GetComponent<CameraFX>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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ExplodableContainer = GameObject.FindGameObjectWithTag("BodypartContainer").transform;
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}
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private void Update() {
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@ -38,14 +40,10 @@ namespace Saltosion.OneWeapon.Effects {
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}
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public void Explode(bool destroyGameObject) {
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if (destroyGameObject) {
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// Destroying the object during explosion implies that it can explode only once,
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// but Destroy() doesn't happen instantly, so here's a guard for that.
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if (DestroyedAlready) {
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return;
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} else {
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DestroyedAlready = true;
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}
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// Destroying the object during explosion implies that it can explode only once,
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// but Destroy() doesn't happen instantly, so here's a guard for that.
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if (destroyGameObject && DestroyedAlready) {
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return;
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}
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int Count = (int)(BodypartMinCount + (BodypartMaxCount - BodypartMinCount) * Random.value);
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@ -55,7 +53,7 @@ namespace Saltosion.OneWeapon.Effects {
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float DirectionRadians = Random.value * Mathf.PI * 2.0f;
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Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
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if (!Options.CensorGore || DebrisType != DebrisType.Blood) {
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
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GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), ExplodableContainer);
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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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@ -73,6 +71,7 @@ namespace Saltosion.OneWeapon.Effects {
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if (destroyGameObject) {
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Destroy(gameObject);
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DestroyedAlready = true;
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}
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}
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}
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@ -69,10 +69,16 @@ namespace Saltosion.OneWeapon.Player {
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}
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public void TakeDamage() {
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if (GodMode) {
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return;
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}
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AddFun(-5f);
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}
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public void TakeExplosionDamage() {
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if (GodMode) {
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return;
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}
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AddFun(-10f);
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}
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@ -2,7 +2,7 @@ using UnityEngine;
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namespace Saltosion.OneWeapon.Utils {
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public class Util {
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public static T GetClosestTo<T>(Transform Searcher, float radius, bool needsLineOfSight = false) where T : MonoBehaviour {
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public static T GetClosestTo<T>(Transform Searcher, float radius, LayerMask layerMask, bool needsLineOfSight = false) where T : MonoBehaviour {
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Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(Searcher.position, radius);
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float LowestDistance = float.PositiveInfinity;
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T FoundTarget = null;
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@ -14,7 +14,7 @@ namespace Saltosion.OneWeapon.Utils {
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Vector2 Delta = (Collider.transform.position - Searcher.position);
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float Distance = Delta.magnitude;
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T TargetComponent = Collider.GetComponent<T>();
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RaycastHit2D[] Hits = Physics2D.RaycastAll(Searcher.position, Delta.normalized, Distance);
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RaycastHit2D[] Hits = Physics2D.RaycastAll(Searcher.position, Delta.normalized, Distance, layerMask);
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bool LineOfSightObstructed;
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if (needsLineOfSight) {
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if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
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continue;
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}
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fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
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curr_light_col = fixed4(curr_light_col.rgb * _LightColors[i].rgb * curr_light_col.a, 0);
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total_light_col += curr_light_col;
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total_light_col += pow(curr_light_col, 2);
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}
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total_light_col = sqrt(total_light_col);
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fixed4 sprite_col = tex2D(_MainTex, input.uv);
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sprite_col = sprite_col * input.color;
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@ -7,6 +7,7 @@ TagManager:
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- Environment
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- Enemy
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- LightUpdater
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- BodypartContainer
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layers:
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- Default
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- TransparentFX
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|
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