Big post jam reorganization
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8e07148858
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8
Assets/Prefabs/Bullets.meta
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m_Name: RevolverBullet
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m_Name: FunBullet
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8
Assets/Prefabs/Guns.meta
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Assets/Prefabs/Guns.meta
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Assets/Prefabs/Particles.meta
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Assets/Prefabs/Particles.meta
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8
Assets/Scripts/Effects.meta
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Assets/Scripts/Effects.meta
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fileFormatVersion: 2
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@ -3,12 +3,12 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Saltosion.OneWeapon {
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namespace Saltosion.OneWeapon {
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[RequireComponent(typeof(Camera))]
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public class CameraFX : MonoBehaviour {
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public class CameraFX : MonoBehaviour {
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public Transform Player;
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public Transform Player;
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public Transform ShakeHandle;
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public Transform ShakeHandle;
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public Transform CameraTransform;
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public Camera Camera;
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private Camera Camera;
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private Vector3 Offset;
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private Vector3 Offset;
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private float ScreenShakeTime = 0.0f;
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private float ScreenShakeTime = 0.0f;
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@ -16,9 +16,8 @@ namespace Saltosion.OneWeapon {
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private float TimeStopCooldown = 0.0f;
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private float TimeStopCooldown = 0.0f;
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private void Start() {
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private void Start() {
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Camera = GetComponent<Camera>();
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Offset = CameraTransform.position;
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Offset = transform.position;
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CameraTransform.position = Player.position + Offset;
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transform.position = Player.position + Offset;
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}
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}
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private void Update() {
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private void Update() {
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@ -30,7 +29,7 @@ namespace Saltosion.OneWeapon {
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}
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}
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Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
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Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
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transform.position = Vector3.Lerp(transform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
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CameraTransform.position = Vector3.Lerp(CameraTransform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
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if (ScreenShakeTime > 0) {
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if (ScreenShakeTime > 0) {
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ScreenShakeTime -= Time.deltaTime;
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ScreenShakeTime -= Time.deltaTime;
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8
Assets/Scripts/Enemies.meta
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Assets/Scripts/Enemies.meta
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@ -3,17 +3,13 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Saltosion.OneWeapon {
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namespace Saltosion.OneWeapon {
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[RequireComponent(typeof(Explodable))]
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public class Health : MonoBehaviour {
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public class ExplodableHealth : MonoBehaviour {
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public float MaxHealth;
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public float MaxHealth;
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public float CurrentHealth;
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public float CurrentHealth;
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private Explodable Explodable;
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private PlayerFun PlayerFun;
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private PlayerFun PlayerFun;
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private void Start() {
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private void Start() {
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Explodable = GetComponent<Explodable>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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}
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}
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@ -22,7 +18,6 @@ namespace Saltosion.OneWeapon {
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MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
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MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
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if (MaxHealth <= 0) {
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if (MaxHealth <= 0) {
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MaxHealth = 0;
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MaxHealth = 0;
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Explodable.Explode(true);
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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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@ -4,7 +4,7 @@ using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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namespace Saltosion.OneWeapon.Menus {
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namespace Saltosion.OneWeapon.Menus {
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public class OptionsMenuController : MonoBehaviour {
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public class BackToMainMenuButton : MonoBehaviour {
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public int MainMenuScene;
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public int MainMenuScene;
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public void BackToMainMenu() {
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public void BackToMainMenu() {
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@ -45,7 +45,7 @@ namespace Saltosion.OneWeapon.Bullets {
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// Do damage here, kill everyone
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// Do damage here, kill everyone
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Explodable Explodable = collider.GetComponent<Explodable>();
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Explodable Explodable = collider.GetComponent<Explodable>();
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ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
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Health Health = collider.GetComponent<Health>();
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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if (Health != null) {
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if (Health != null) {
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Health.Damage(12f, -Direction);
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Health.Damage(12f, -Direction);
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8
Assets/Scripts/Player.meta
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Assets/Scripts/Player.meta
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@ -16,7 +16,7 @@ namespace Saltosion.OneWeapon {
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Punching = false;
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Punching = false;
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Explodable Explodable = collider.GetComponent<Explodable>();
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Explodable Explodable = collider.GetComponent<Explodable>();
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ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
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Health Health = collider.GetComponent<Health>();
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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if (Health != null) {
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if (Health != null) {
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Health.Damage(8f, -Direction);
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Health.Damage(8f, -Direction);
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8
Assets/Scripts/Util.meta
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Assets/Scripts/Util.meta
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13
Assets/Scripts/Util/CameraHelper.cs
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Assets/Scripts/Util/CameraHelper.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Saltosion.OneWeapon {
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public class CameraHelper : MonoBehaviour {
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private void Start() {
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}
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private void Update() {
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}
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}
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}
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11
Assets/Scripts/Util/CameraHelper.cs.meta
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UnityConnectSettings:
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UnityConnectSettings:
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