Add BobbingFrequency field and make Player bobbing frequency 0.3
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@ -551,7 +551,8 @@ MonoBehaviour:
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BobbedTransform: {fileID: 4562179207922364650}
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BobbedTransform: {fileID: 4562179207922364650}
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BobbingMultiplier: 1
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BobbingMultiplier: 1
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BobbingGravity: 0.8
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BobbingGravity: 0.8
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BobbingLaunchSpeed: 0.1
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BobbingLaunchSpeed: 0.12
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BobbingFrequency: 0
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BobbingDirection: {x: 0, y: 1}
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BobbingDirection: {x: 0, y: 1}
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--- !u!1 &8489029732599905358
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--- !u!1 &8489029732599905358
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GameObject:
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GameObject:
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@ -11,6 +11,9 @@ namespace Saltosion.OneWeapon.Effects {
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public float BobbingMultiplier = 1;
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public float BobbingMultiplier = 1;
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public float BobbingGravity = 0.5f;
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public float BobbingGravity = 0.5f;
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public float BobbingLaunchSpeed = 5f;
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public float BobbingLaunchSpeed = 5f;
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public float BobbingFrequency = 0;
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public Vector2 BobbingDirection = new Vector2(0, 1);
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public Vector2 BobbingDirection = new Vector2(0, 1);
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private float BobbingSpeed;
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private float BobbingSpeed;
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@ -18,11 +21,13 @@ namespace Saltosion.OneWeapon.Effects {
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private float CurrentBobbingState = 0;
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private float CurrentBobbingState = 0;
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void Update() {
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void Update() {
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BobbingFrequency = (BobbingLaunchSpeed * 2) / BobbingGravity;
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BobbingSpeed -= (BobbingGravity / 10 * Time.deltaTime);
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BobbingSpeed -= (BobbingGravity / 10 * Time.deltaTime);
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if (CurrentBobbingState <= 0) {
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if (CurrentBobbingState <= 0) {
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BobbingSpeed = (BobbingLaunchSpeed / 10);
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BobbingSpeed = (BobbingLaunchSpeed / 10);
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}
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}
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CurrentBobbingState += BobbingSpeed;
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CurrentBobbingState += BobbingSpeed * BobbingMultiplier;
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BobbedTransform.localPosition = BobbingDirection * CurrentBobbingState * BobbingMultiplier;
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BobbedTransform.localPosition = BobbingDirection * CurrentBobbingState * BobbingMultiplier;
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