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 ObservableVisibleTrigger : ObservableTriggerBase
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{
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Subject<Unit> onBecameInvisible;
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/// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary>
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void OnBecameInvisible()
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{
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if (onBecameInvisible != null) onBecameInvisible.OnNext(Unit.Default);
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}
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/// <summary>OnBecameInvisible is called when the renderer is no longer visible by any camera.</summary>
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public IObservable<Unit> OnBecameInvisibleAsObservable()
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{
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return onBecameInvisible ?? (onBecameInvisible = new Subject<Unit>());
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}
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Subject<Unit> onBecameVisible;
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/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary>
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void OnBecameVisible()
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{
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if (onBecameVisible != null) onBecameVisible.OnNext(Unit.Default);
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}
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/// <summary>OnBecameVisible is called when the renderer became visible by any camera.</summary>
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public IObservable<Unit> OnBecameVisibleAsObservable()
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{
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return onBecameVisible ?? (onBecameVisible = new Subject<Unit>());
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}
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protected override void RaiseOnCompletedOnDestroy()
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{
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if (onBecameInvisible != null)
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{
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onBecameInvisible.OnCompleted();
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}
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if (onBecameVisible != null)
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{
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onBecameVisible.OnCompleted();
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}
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}
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}
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}
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