Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
217 lines
No EOL
8 KiB
C#
217 lines
No EOL
8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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using Random = UnityEngine.Random;
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using static Noise1D;
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public class GuidedProjectile : MonoBehaviour
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{
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public Prototype HitEffect;
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public Prototype ChildProjectile;
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public int Children;
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public float SplitTime;
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public float SplitSeparationForwardness;
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public float SplitSeparationVelocity;
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public ParticleSystem Particles;
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public float FadeOutTime;
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public AnimationCurve ThrustCurve;
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public AnimationCurve GuidanceCurve;
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public AnimationCurve LiftCurve;
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public float Frequency;
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public float Thrust;
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public float TopSpeed;
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public Transform Source;
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public Func<Vector3> TargetPosition;
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private float _phase;
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private float _prevDist;
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private bool _active;
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private bool _alive;
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public Transform Target { get; set; }
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public float3 StartPosition { get; set; }
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public float Range { get; set; }
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public Vector3 Velocity { get; set; }
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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void OnEnable()
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{
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_active = _alive = true;
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_phase = Random.value * 100;
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_prevDist = Single.MaxValue;
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Particles.startColor = Color.white;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
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Particles.Clear(true);
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Particles.Play(true);
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}
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void Update ()
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{
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if (SourceEntity == null) return;
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var t = transform;
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if (_active)
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{
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if (TargetPosition == null && !Target)
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{
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StartCoroutine(FadeOut());
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return;
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}
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var targetPosition = TargetPosition?.Invoke() ?? Target.position;
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var diff = targetPosition - transform.position;
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var targetDist = diff.magnitude;
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var position = (float3) t.position;
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var sourceDist = length(StartPosition.xz - position.xz);
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if (sourceDist > Range || dot(diff,Velocity) < 0)
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{
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StartCoroutine(FadeOut());
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = t.position;
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}
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return;
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}
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_prevDist = targetDist;
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var targetDistFlat = diff.Flatland().magnitude;
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var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat);
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var dir = diff.normalized;
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var right = cross(dir, float3(0, 1, 0));
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var up = cross(dir, right);
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if (Children > 0 && SplitTime < curveLerp)
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{
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for (int i = 0; i < Children; i++)
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{
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var child = ChildProjectile.Instantiate<GuidedProjectile>();
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child.transform.position = t.position;
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child.StartPosition = StartPosition;
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var randomDirection = normalize(Random.insideUnitCircle);
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var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
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child.Velocity = normalize(lerp(perpendicularRandom, dir, SplitSeparationForwardness)) * length(Velocity) * SplitSeparationVelocity;
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child.Range = Range;
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child.Damage = Damage;
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child.Penetration = Penetration;
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child.Spread = Spread;
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child.DamageType = DamageType;
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child.Source = Source;
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child.Target = Target;
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child.SourceEntity = SourceEntity;
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child.GuidanceCurve = GuidanceCurve;
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child.LiftCurve = LiftCurve;
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child.ThrustCurve = ThrustCurve;
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child.Thrust = Thrust;
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child.TopSpeed = TopSpeed;
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child.Frequency = Frequency;
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child.Thrust = Thrust;
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}
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StartCoroutine(Kill());
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = t.position;
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}
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}
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var dodge = normalize(lerp(
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normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
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Vector3.up, LiftCurve.Evaluate(curveLerp)));
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var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
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var thrustCurve = ThrustCurve.Evaluate(curveLerp);
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var thrust = Thrust * thrustCurve;
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var c = Color.white * thrustCurve;
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c.a = 1;
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Particles.startColor = c;
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Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime);
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}
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if(_alive)
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{
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var ray = new Ray(t.position, Velocity);
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foreach (var hit in Physics.RaycastAll(ray, Velocity.magnitude * Time.deltaTime, 1 | (1 << 17)))
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield)
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{
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if (!(shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage))) continue;
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if (shield.Entity != SourceEntity)
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{
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shield.Entity.Shield.TakeHit(DamageType, Damage);
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shield.ShowHit(hit.point, sqrt(Damage));
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}
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (hull.Entity != SourceEntity)
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{
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hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
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transform.position = hit.point;
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StartCoroutine(Kill());
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}
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}
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else// if (hit.transform.gameObject.layer == 1)
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{
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StartCoroutine(Kill());
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return;
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}
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.SetParent(hit.collider.transform);
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ht.position = hit.point;
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return;
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}
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}
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t.position += Velocity * Time.deltaTime;
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}
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}
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IEnumerator FadeOut()
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{
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_active = false;
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var startTime = Time.time;
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while (Time.time - startTime < FadeOutTime)
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{
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var lerp = 1 - (Time.time - startTime) / FadeOutTime;
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var c = Color.white * lerp;
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c.a = 1;
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Particles.startColor = c;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
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yield return null;
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}
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StartCoroutine(Kill());
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}
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IEnumerator Kill()
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{
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_active = false;
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_alive = false;
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Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
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var startTime = Time.time;
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var lifetime = Particles.main.startLifetime.constant;
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while (Time.time - startTime < lifetime)
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{
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yield return null;
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}
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GetComponent<Prototype>().ReturnToPool();
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}
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} |