Started debugging snorre's blood shit. (Partly working)
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@ -4128,7 +4128,6 @@ MonoBehaviour:
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difficultyIncreasePerWave: 3
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difficultyIncreasePerWave: 3
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WaveTime: 20
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WaveTime: 20
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SpawnRadius: 22.6
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SpawnRadius: 22.6
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NumEnemies: 6
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initialSpawnDelay: 5
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initialSpawnDelay: 5
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SpawnCenter: {fileID: 5796191506433166635}
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SpawnCenter: {fileID: 5796191506433166635}
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timer: 0
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timer: 0
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@ -147,17 +147,24 @@ public class BloodComputeShader : MonoBehaviour
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if (!gameHasStarted) return;
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if (Input.GetKeyDown(KeyCode.B))
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createBloodTest(1000);
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Assert.IsNotNull(mop1);
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//if (!gameHasStarted) return;
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Assert.IsNotNull(mop2);
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//Assert.IsNotNull(mop1);
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//Assert.IsNotNull(mop2);
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bloodCompute.SetFloat("deltaTime", Time.deltaTime);
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bloodCompute.SetFloat("deltaTime", Time.deltaTime);
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bloodCompute.SetInt("numParticles", numParticles);
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bloodCompute.SetInt("numParticles", numParticles);
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bloodCompute.SetFloat("size", size);
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bloodCompute.SetFloat("size", size);
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bloodCompute.SetFloat("gravity", 9.8f);
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bloodCompute.SetFloat("gravity", 9.8f);
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bloodCompute.SetVector("mop1Pos", mop1.transform.position);
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//bloodCompute.SetVector("mop1Pos", mop1.transform.position);
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bloodCompute.SetVector("mop2Pos", mop2.transform.position);
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//bloodCompute.SetVector("mop2Pos", mop2.transform.position);
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bloodCompute.SetVector("mop1Pos", Vector3.zero); // Debug
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bloodCompute.SetVector("mop2Pos", Vector3.zero);
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bloodCompute.SetFloat("CleanRadius", CleanRadius);
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bloodCompute.SetFloat("CleanRadius", CleanRadius);
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// if (Input.GetKeyUp(KeyCode.Alpha9)) {
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// if (Input.GetKeyUp(KeyCode.Alpha9)) {
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