Start setting up bodyparts
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187
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--- !u!50 &6395016560117985742
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m_BodyType: 0
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m_Simulated: 1
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 0.5
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m_LinearDrag: 5
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m_AngularDrag: 5
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m_GravityScale: 1
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m_SleepingMode: 1
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m_Constraints: 0
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--- !u!61 &2296557693197646769
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BoxCollider2D:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6432268662194301778}
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m_Offset: {x: 0, y: 0}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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oldSize: {x: 0, y: 0}
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newSize: {x: 0, y: 0}
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adaptiveTilingThreshold: 0
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drawMode: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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m_Size: {x: 0.35, y: 0.35}
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m_EdgeRadius: 0
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m_IsActive: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 8039557975306003641}
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m_SortingLayerID: -947994997
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m_Size: {x: 0.5, y: 0.5}
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m_AdaptiveModeThreshold: 0.5
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@ -1,7 +0,0 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -369,10 +369,7 @@ MonoBehaviour:
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--- !u!1 &188743841
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--- !u!1 &188743841
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GameObject:
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@ -7075,10 +7072,7 @@ MonoBehaviour:
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m_Name:
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m_Name:
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DebugExplode: 0
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--- !u!1 &895097232
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--- !u!1 &895097232
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GameObject:
|
GameObject:
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@ -7121,9 +7115,7 @@ 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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BodypartPrefabs:
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BodypartPrefabs:
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DebugExplode: 0
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DebugExplode: 0
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--- !u!61 &895097234
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--- !u!61 &895097234
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BoxCollider2D:
|
BoxCollider2D:
|
||||||
|
@ -28,6 +28,8 @@ namespace Saltosion.OneWeapon {
|
|||||||
public void Explode(bool destroyGameObject) {
|
public void Explode(bool destroyGameObject) {
|
||||||
foreach (GameObject Obj in BodypartPrefabs) {
|
foreach (GameObject Obj in BodypartPrefabs) {
|
||||||
// No body parts flying in censored mode
|
// No body parts flying in censored mode
|
||||||
|
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
|
||||||
|
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
|
||||||
if (!Options.CensorGore) {
|
if (!Options.CensorGore) {
|
||||||
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
|
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
|
||||||
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
|
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
|
||||||
@ -35,13 +37,12 @@ namespace Saltosion.OneWeapon {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
float Force = 0.5f + Random.value * 0.5f;
|
float Force = 0.5f + Random.value * 0.5f;
|
||||||
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
|
Bodypart.AddForce(Direction * Force, ForceMode2D.Impulse);
|
||||||
Bodypart.AddForce(new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians)) * Force, ForceMode2D.Impulse);
|
|
||||||
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
|
Bodypart.AddTorque((Random.value - 0.5f) * Force, ForceMode2D.Impulse);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Blood is replaced by flowers though, no problem with that
|
// Blood is replaced by flowers though, no problem with that
|
||||||
BloodLauncher.Splatter(transform.position, Vector2.zero, 70, 50f, 360f);
|
BloodLauncher.Splatter(transform.position + (Vector3)Direction * 0.2f, Vector2.zero, 70, 50f, 360f);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (destroyGameObject) {
|
if (destroyGameObject) {
|
||||||
|
Loading…
Reference in New Issue
Block a user