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
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2105 changed files with 7033 additions and 1141 deletions
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using System; // require keep for Windows Universal App
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using UnityEngine;
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namespace UniRx.Triggers
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{
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[DisallowMultipleComponent]
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public class ObservableCollision2DTrigger : ObservableTriggerBase
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{
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Subject<Collision2D> onCollisionEnter2D;
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/// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary>
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void OnCollisionEnter2D(Collision2D coll)
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{
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if (onCollisionEnter2D != null) onCollisionEnter2D.OnNext(coll);
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}
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/// <summary>Sent when an incoming collider makes contact with this object's collider (2D physics only).</summary>
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public IObservable<Collision2D> OnCollisionEnter2DAsObservable()
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{
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return onCollisionEnter2D ?? (onCollisionEnter2D = new Subject<Collision2D>());
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}
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Subject<Collision2D> onCollisionExit2D;
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/// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary>
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void OnCollisionExit2D(Collision2D coll)
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{
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if (onCollisionExit2D != null) onCollisionExit2D.OnNext(coll);
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}
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/// <summary>Sent when a collider on another object stops touching this object's collider (2D physics only).</summary>
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public IObservable<Collision2D> OnCollisionExit2DAsObservable()
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{
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return onCollisionExit2D ?? (onCollisionExit2D = new Subject<Collision2D>());
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}
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Subject<Collision2D> onCollisionStay2D;
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/// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary>
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void OnCollisionStay2D(Collision2D coll)
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{
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if (onCollisionStay2D != null) onCollisionStay2D.OnNext(coll);
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}
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/// <summary>Sent each frame where a collider on another object is touching this object's collider (2D physics only).</summary>
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public IObservable<Collision2D> OnCollisionStay2DAsObservable()
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{
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return onCollisionStay2D ?? (onCollisionStay2D = new Subject<Collision2D>());
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}
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protected override void RaiseOnCompletedOnDestroy()
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{
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if (onCollisionEnter2D != null)
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{
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onCollisionEnter2D.OnCompleted();
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}
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if (onCollisionExit2D != null)
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{
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onCollisionExit2D.OnCompleted();
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}
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if (onCollisionStay2D != null)
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{
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onCollisionStay2D.OnCompleted();
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}
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}
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}
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}
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