Finish Bobbing as an effect
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a1950a7b7a
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@ -533,6 +533,8 @@ MonoBehaviour:
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FurnitureExplosionFun: 4
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FurnitureExplosionFun: 4
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ShootingFunAmount: 0.2
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ShootingFunAmount: 0.2
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DebugAdd10Fun: 0
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DebugAdd10Fun: 0
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DebugSubtract10Fun: 0
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GodMode: 0
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--- !u!114 &5620918083888341557
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--- !u!114 &5620918083888341557
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -546,8 +548,8 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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BobbedTransform: {fileID: 4562179207922364650}
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BobbedTransform: {fileID: 4562179207922364650}
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BobbingGravity: 1.5
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BobbingGravity: 0.8
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BobbingLaunchSpeed: 0.25
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BobbingLaunchSpeed: 0.1
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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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@ -6,6 +6,8 @@ public class Bobbing : MonoBehaviour {
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public Transform BobbedTransform;
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public Transform BobbedTransform;
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[Range(0, 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 Vector2 BobbingDirection = new Vector2(0, 1);
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public Vector2 BobbingDirection = new Vector2(0, 1);
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@ -15,13 +17,13 @@ public class Bobbing : MonoBehaviour {
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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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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;
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BobbedTransform.localPosition = BobbingDirection * CurrentBobbingState;
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BobbedTransform.localPosition = BobbingDirection * CurrentBobbingState * BobbingMultiplier;
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}
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}
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}
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}
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