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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@ -1,49 +0,0 @@
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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 ObservableEnableTrigger : ObservableTriggerBase
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{
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Subject<Unit> onEnable;
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/// <summary>This function is called when the object becomes enabled and active.</summary>
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void OnEnable()
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{
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if (onEnable != null) onEnable.OnNext(Unit.Default);
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}
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/// <summary>This function is called when the object becomes enabled and active.</summary>
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public IObservable<Unit> OnEnableAsObservable()
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{
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return onEnable ?? (onEnable = new Subject<Unit>());
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}
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Subject<Unit> onDisable;
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/// <summary>This function is called when the behaviour becomes disabled () or inactive.</summary>
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void OnDisable()
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{
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if (onDisable != null) onDisable.OnNext(Unit.Default);
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}
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/// <summary>This function is called when the behaviour becomes disabled () or inactive.</summary>
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public IObservable<Unit> OnDisableAsObservable()
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{
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return onDisable ?? (onDisable = new Subject<Unit>());
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}
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protected override void RaiseOnCompletedOnDestroy()
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{
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if (onEnable != null)
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{
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onEnable.OnCompleted();
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}
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if (onDisable != null)
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{
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onDisable.OnCompleted();
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}
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}
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}
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}
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