Merge remote-tracking branch 'origin/main'
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commit
5f00412d5e
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@ -187,8 +187,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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Wave: 0
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Wave: 0
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difficulty: 1
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difficulty: 1
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difficultyIncreasePerWave: 0.25
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difficultyIncreasePerWave: 1
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difficultyMultiplyDecreasePerWave: 0.1
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difficultyMultiplyDecreasePerWave: 0.05
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WaveTime: 20
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WaveTime: 20
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enemyDifficulties: []
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enemyDifficulties: []
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SpawnRadius: 22.6
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SpawnRadius: 22.6
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@ -1300,7 +1300,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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numParticles: 1000000
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numParticles: 1000000
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bloodCompute: {fileID: 7200000, guid: 99867deda8cf464cd87542adcc3c08f2, type: 3}
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bloodCompute: {fileID: 7200000, guid: 99867deda8cf464cd87542adcc3c08f2, type: 3}
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mesh: {fileID: 6466198060863859617, guid: 803eb7ed90ad4b9388c2563597bd6db2, type: 3}
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mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
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instancedMaterial: {fileID: 2100000, guid: 0d09c46ae354e8c49b2688cc4325b256, type: 2}
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instancedMaterial: {fileID: 2100000, guid: 0d09c46ae354e8c49b2688cc4325b256, type: 2}
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size: 0.05
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size: 0.05
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scoreMult: 1
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scoreMult: 1
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@ -260,10 +260,14 @@ public class BloodComputeShader : MonoBehaviour
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// Test for race conditions
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// Test for race conditions
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// yield return new WaitForSeconds(1.0f);
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// yield return new WaitForSeconds(1.0f);
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bloodCompute.SetFloat("particleVel", power);
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bloodCompute.SetFloat("particleVel", power/4.0f);
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetInt("particlesToInitialize", found);
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bloodCompute.SetInt("particlesToInitialize", found);
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Vector3 pow = Random.insideUnitSphere * power;
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pow.z = Mathf.Abs(pow.z);
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bloodCompute.SetVector("initialVelocity",pow);
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ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
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ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
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activeParticles += found;
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activeParticles += found;
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@ -15,11 +15,8 @@ RWStructuredBuffer<uint> freeParticles;
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uint numParticles;
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uint numParticles;
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uint particlesToInitialize;
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uint particlesToInitialize;
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float3 particleInitPos;
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float3 particleInitPos;
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float3 initialVelocity;
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float deltaTime;
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float deltaTime;
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// float3 attractPos;
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// float3 xAxis;
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// float attractRadius;
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// float attractForce;
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float3 mop1Pos;
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float3 mop1Pos;
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float3 mop2Pos;
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float3 mop2Pos;
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@ -84,7 +81,10 @@ void InitDust (uint3 id : SV_DispatchThreadID)
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randState = hash(randState);
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randState = hash(randState);
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nvel.xy *= scaleToRange01(randState);
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nvel.xy *= scaleToRange01(randState);
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particles[i].velocity = nvel;
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randState = hash(randState);
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float3 iv = initialVelocity * scaleToRange01(randState);
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particles[i].velocity = iv + nvel;
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particles[i].position = particleInitPos;
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particles[i].position = particleInitPos;
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particles[i].position.z = 0.01;
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particles[i].position.z = 0.01;
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@ -108,6 +108,8 @@ public class Upgrader : 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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bool upgrade = canUpgrade();
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if (canUpgrade())
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if (canUpgrade())
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{
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{
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@ -205,7 +207,7 @@ public class Upgrader : MonoBehaviour
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Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
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Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
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Player2Cursor.localPosition = Player2Input.look.normalized * (125 - 12);
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Player2Cursor.localPosition = Player2Input.look.normalized * (125 - 12);
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prevCouldUpgrade = canUpgrade();
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prevCouldUpgrade = upgrade;
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}
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}
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/// Increases mop radius by 10%
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/// Increases mop radius by 10%
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