Weapos Rejiggered

Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
This commit is contained in:
Reinier Vens 2021-01-31 03:52:32 +00:00
commit dbc522a224
2105 changed files with 7033 additions and 1141 deletions

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#if UNITY_METRO
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
namespace UniRx
{
public static class Thread
{
public static void Sleep(TimeSpan wait)
{
new System.Threading.ManualResetEvent(false).WaitOne(wait);
}
public static void Sleep(int ms)
{
new System.Threading.ManualResetEvent(false).WaitOne(ms);
}
}
}
#endif

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#if UNITY_METRO
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
#if NETFX_CORE
using System.Threading.Tasks;
#endif
namespace UniRx
{
public static partial class Scheduler
{
public static readonly IScheduler ThreadPool = new ThreadPoolScheduler();
class ThreadPoolScheduler : IScheduler
{
public DateTimeOffset Now
{
get { return Scheduler.Now; }
}
public IDisposable Schedule(Action action)
{
var d = new BooleanDisposable();
#if NETFX_CORE
Task.Run(()=>
{
if (!d.IsDisposed)
{
action();
}
});
#else
Action act = () =>
{
if (!d.IsDisposed)
{
action();
}
};
act.BeginInvoke(ar => act.EndInvoke(ar), null);
#endif
return d;
}
public IDisposable Schedule(TimeSpan dueTime, Action action)
{
var wait = Scheduler.Normalize(dueTime);
var d = new BooleanDisposable();
#if NETFX_CORE
Task.Run(()=>
{
if (!d.IsDisposed)
{
if (wait.Ticks > 0)
{
Thread.Sleep(wait);
}
action();
}
});
#else
Action act = () =>
{
if (!d.IsDisposed)
{
if (wait.Ticks > 0)
{
Thread.Sleep(wait);
}
action();
}
};
act.BeginInvoke(ar => act.EndInvoke(ar), null);
#endif
return d;
}
}
}
}
#endif

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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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