Add cool spinning hit effect for kill streak
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@ -183,7 +183,7 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1123576108763153474}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 855.25}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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@ -192,9 +192,9 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -208.59998, y: -106.6}
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m_AnchoredPosition: {x: -78.599976, y: -106.600006}
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m_SizeDelta: {x: 200, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 1.15, y: 0.5}
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--- !u!222 &332291705033973454
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CanvasRenderer:
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m_ObjectHideFlags: 0
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@ -1343,7 +1343,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_text: Fun Streak
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m_text: Hug Streak
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: f8aeb2d30df20474c9d9f4323c4f89e5, type: 2}
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@ -1808,7 +1808,7 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6152718410639027585}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 855.25}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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@ -1817,9 +1817,9 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -208.59998, y: -102.5}
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m_AnchoredPosition: {x: -79.599976, y: -107.5}
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m_SizeDelta: {x: 200, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 1.15, y: 0.4}
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--- !u!222 &8299560641149568175
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CanvasRenderer:
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m_ObjectHideFlags: 0
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@ -38,6 +38,11 @@ namespace Saltosion.OneWeapon.GUI {
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private Gun LastGun;
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private int LastKillCount = 2;
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private float CurrentKSRot;
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private float RotMultiplier;
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private bool RotRising = false;
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void Start() {
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GunTextGore.text = "";
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GunTextFun.text = "";
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@ -105,6 +110,27 @@ namespace Saltosion.OneWeapon.GUI {
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KSNumberFun.text = Number;
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KSNumberGore.text = Number;
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if (RotRising) {
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CurrentKSRot += Time.deltaTime * 500;
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if (CurrentKSRot >= 20) {
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RotRising = false;
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}
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} else {
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CurrentKSRot -= Time.deltaTime * 500;
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if (CurrentKSRot <= -20) {
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RotRising = true;
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}
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}
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RotMultiplier -= Time.deltaTime * 6;
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if (RotMultiplier <= 0) {
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RotMultiplier = 0;
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CurrentKSRot = 0;
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}
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Vector3 Rot = KSNumberGore.transform.localEulerAngles;
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Rot.z = RotMultiplier * CurrentKSRot;
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KSNumberGore.transform.localEulerAngles = Rot;
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KSNumberFun.transform.localEulerAngles = Rot;
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float StreakPercent = (PlayerFun.CurrentKillStreakTime / PlayerFun.KillStreakTimer);
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Scale = StreakMeter.transform.localScale;
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Scale.x = StreakPercent;
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@ -126,6 +152,13 @@ namespace Saltosion.OneWeapon.GUI {
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} else {
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StreakMeter.color = GoreColor;
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}
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int delta = PlayerFun.KillStreak - LastKillCount;
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if (delta > 0) {
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RotMultiplier += 1f * delta;
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}
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LastKillCount = PlayerFun.KillStreak;
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}
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}
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}
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@ -22,6 +22,7 @@ namespace Saltosion.OneWeapon.Player {
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public bool DebugAdd10Fun = false;
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public bool DebugSubtract10Fun = false;
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public bool GodMode = false;
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public bool DebugAddKill = false;
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public float CurrentDamageBoost { private set; get; }
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@ -56,6 +57,10 @@ namespace Saltosion.OneWeapon.Player {
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NewFun -= 10;
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DebugSubtract10Fun = false;
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}
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if (DebugAddKill) {
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GainKill();
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DebugAddKill = false;
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}
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CurrentFun = Mathf.Clamp(NewFun, 0, MaxFun);
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