Add punching animation
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				@ -118,7 +118,7 @@ Transform:
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@ -198,10 +198,41 @@ Transform:
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@ -393,6 +424,7 @@ MonoBehaviour:
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  Body: {fileID: 8489029732530782792}
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  Hand: {fileID: 8334477035414792174}
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  SubHand: {fileID: 340836170559364036}
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  MoveSpeed: 50
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  BodySprite: {fileID: 8489029732241002784}
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  BodyAnim: {fileID: 7470056256336689202}
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@ -402,6 +434,8 @@ MonoBehaviour:
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  HandRight: {fileID: 1270933798917005542}
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  HandMiddle: {fileID: 3118287694834230934}
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  CameraFX: {fileID: 0}
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  HandRetractSpeed: 10
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  HandRotationRetractSpeed: 300
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@ -5715,12 +5715,17 @@ PrefabInstance:
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@ -8,6 +8,7 @@ namespace Saltosion.OneWeapon {
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        public Rigidbody2D Body;
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        public Transform Hand;
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        public Transform SubHand;
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        public float MoveSpeed = 50f;
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        public SpriteRenderer BodySprite;
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@ -26,6 +27,11 @@ namespace Saltosion.OneWeapon {
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        private Vector2 GunLocation = new Vector2(0, -0.6f);
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        private Vector3 GunRotation = new Vector3(0, 0, -90);
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        public float HandRetractSpeed = 10;
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        public float HandRotationRetractSpeed = 300;
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        private float CurrentHandRotation = 0f;
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        private float CurrentHandDistance = 0f;
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        public bool IsMoving {
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            private set; get;
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        } = false;
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@ -93,11 +99,34 @@ namespace Saltosion.OneWeapon {
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            }
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            bool Shoot = Input.GetButtonDown("Shoot");
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            if (Shoot && Gun != null) {
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                Gun.Shoot(LookDirection, Rotation);
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                CameraFX.StopFor(0.03f);
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                CameraFX.ScreenShake(4f);
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            if (Shoot) {
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                if (Gun != null) {
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                    Gun.Shoot(LookDirection, Rotation);
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                    CameraFX.StopFor(0.03f);
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                    CameraFX.ScreenShake(4f);
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                } else if (CurrentHandDistance <= 0) {
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                    CurrentHandDistance = 1.5f;
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                    CurrentHandRotation = 100;
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                }
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            }
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            if (CurrentHandDistance > 0) {
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                CurrentHandDistance -= HandRetractSpeed * Time.deltaTime;
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                CurrentHandDistance = Mathf.Max(CurrentHandDistance, 0);
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            }
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            if (CurrentHandRotation > 0) {
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                CurrentHandRotation -= HandRotationRetractSpeed * Time.deltaTime;
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                CurrentHandRotation = Mathf.Max(CurrentHandRotation, 0);
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            }
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            Vector3 HandPosition = SubHand.localPosition;
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            HandPosition.y = -CurrentHandDistance;
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            SubHand.localPosition = HandPosition;
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            Vector3 HandRotation = SubHand.localEulerAngles;
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            HandRotation.z = CurrentHandRotation;
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            SubHand.localEulerAngles = HandRotation;
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        }
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        public void SetGun(Gun gun) {
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@ -110,4 +139,5 @@ namespace Saltosion.OneWeapon {
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            Gun.transform.localEulerAngles = GunRotation;
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        }
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    }
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}
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