New damage system, much easier to understand Splash damage support Hardpoint armor consolidated with hull armor Minimap shows view cone New industry standard palette for temperature display Temperature range display contains palette Restoring loadouts now ignores temperature and armor Items can ignore thermal mass when adding heat Burst weapons can consume single ammo (mainly shotguns) New missile type that follows crosshairs New airburst projectile type that deals splash damage Auto Shotgun and Charged Shotgun
226 lines
No EOL
8.3 KiB
C#
226 lines
No EOL
8.3 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 Prototype AirburstProjectile;
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public int AirburstCount;
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public float AirburstDirectionality;
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public float AirburstDistance;
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public float AirburstRange;
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public float AirburstVelocity;
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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 Transform Target;
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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 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 || AirburstCount > 0 && targetDist < AirburstDistance)
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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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if (AirburstCount > 0 && AirburstProjectile)
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{
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var targetDiff = Target.position - transform.position;
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if (targetDiff.magnitude < AirburstRange)
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{
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for (int i = 0; i < AirburstCount; i++)
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{
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var child = AirburstProjectile.Instantiate<Projectile>();
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child.StartPosition = child.transform.position = t.position;
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var randomDirection = Random.onUnitSphere;
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child.Velocity = Vector3.Lerp(randomDirection, targetDiff.normalized, AirburstDirectionality).normalized * AirburstVelocity;
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child.Range = AirburstRange;
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child.Damage = Damage / AirburstCount;
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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.SourceEntity = SourceEntity;
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}
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}
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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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if (Physics.Raycast(ray, out var hit, Velocity.magnitude * Time.deltaTime, 1))
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{
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull)
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{
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hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit, Velocity.normalized);
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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.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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} |