adding sprite renderer to the pickups
This commit is contained in:
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BoxCollider:
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m_ObjectHideFlags: 0
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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noTrailDuration: 5
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m_DynamicOccludee: 1
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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firstSubMesh: 0
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_SelectedEditorRenderState: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_Sprite: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 1.26, y: 1.21}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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@@ -9,10 +9,9 @@ GameObject:
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serializedVersion: 6
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 7515728833028880683}
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- component: {fileID: 7515728833028880683}
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- component: {fileID: 7515728833028880725}
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- component: {fileID: 7515728833028880726}
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- component: {fileID: 7515728833028880727}
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- component: {fileID: 8484392421240482402}
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m_Layer: 0
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m_Name: Slowmotion
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m_Name: Slowmotion
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m_TagString: Untagged
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m_TagString: Untagged
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7515728833028880720}
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m_LocalPosition: {x: -2.68011, y: 0.5, z: 0.44165373}
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m_LocalPosition: {x: -2.68011, y: 0.5, z: 0.44165373}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
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MeshFilter:
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m_AutoUVMaxAngle: 89
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--- !u!65 &7515728833028880726
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_Sprite: {fileID: 21300000, guid: 00c94f9da9fe410479b490bcd2a09996, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 3, y: 3}
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m_AdaptiveModeThreshold: 0.5
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@@ -14,7 +14,7 @@ public class BulletFreezeRemove : Pickup
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public override void OnPickup()
|
public override void OnPickup()
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{
|
{
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//hide renderer
|
//hide renderer
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GetComponent<MeshRenderer>().enabled = false;
|
GetComponent<SpriteRenderer>().enabled = false;
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GetComponent<Collider>().enabled = false;
|
GetComponent<Collider>().enabled = false;
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Debug.Log("Start thingy");
|
Debug.Log("Start thingy");
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//find all particles in the scene and freeze them
|
//find all particles in the scene and freeze them
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@@ -12,13 +12,16 @@ public class Extinguisher : Pickup
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|
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public override void OnPickup()
|
public override void OnPickup()
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{
|
{
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|
//hide renderer
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|
GetComponent<SpriteRenderer>().enabled = false;
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GetComponent<Collider>().enabled = false;
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ParticleSystem particleSystem = player.trail.GetComponent<ParticleSystem>();
|
ParticleSystem particleSystem = player.trail.GetComponent<ParticleSystem>();
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|
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int particleCount = particleSystem.particleCount;
|
int particleCount = particleSystem.particleCount;
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ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
|
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
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particleSystem.GetParticles(particles);
|
particleSystem.GetParticles(particles);
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for (int i = 0; i < particleCount; i++)
|
for (int i = 0; i < particleCount; i++)
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{
|
{
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if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
|
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
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Reference in New Issue
Block a user