Changed title font to Montserrat Added trailer-specific camera transitions Added key to hide UI Fixed input listening while console is open Added animated zone reveal effect in galaxy map Added Ping action for sensors Added debug console commands (e.g. give command to get any item in legendary+ quality) Temporarily disabled wwise Fixed infinite loop in weapon penetration code Guided missiles now predict target position Fixed hitscan weapons Fixed invisible enemies bug Fixed various loadout generator issues (can now generate turrets!) Fixed wormhole crash when enemy is targeted Saving/loading current zone time when exiting game (planets keep their positions) Created slime simulation in test scene - WIP
226 lines
No EOL
8.5 KiB
C#
226 lines
No EOL
8.5 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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using float3 = Unity.Mathematics.float3;
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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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private Vector3 _targetVelocity;
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private Vector3 _previousTargetPosition;
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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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public event Action OnKill;
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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 position = (float3) t.position;
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var targetPosition = TargetPosition?.Invoke() ?? Target.position;
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_targetVelocity = lerp(_targetVelocity, targetPosition - _previousTargetPosition, saturate(Time.deltaTime * 5));
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_previousTargetPosition = targetPosition;
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targetPosition = AetheriaMath.FirstOrderIntercept(position,float3.zero, TopSpeed, targetPosition, _targetVelocity);
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var diff = targetPosition - transform.position;
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var targetDist = diff.magnitude;
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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 / Children;
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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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OnKill?.Invoke();
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GetComponent<Prototype>().ReturnToPool();
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}
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} |