Better blood and fixed upgrades
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4f12551e8f
commit
a50a807939
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@ -260,11 +260,13 @@ public class BloodComputeShader : MonoBehaviour
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// Test for race conditions
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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.SetInt("particlesToInitialize", found);
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bloodCompute.SetVector("initialVelocity",Random.insideUnitCircle * power);
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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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@ -80,8 +80,11 @@ void InitDust (uint3 id : SV_DispatchThreadID)
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randState = hash(randState);
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nvel.xy *= scaleToRange01(randState);
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randState = hash(randState);
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float3 iv = initialVelocity * scaleToRange01(randState);
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particles[i].velocity = initialVelocity + nvel;
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particles[i].velocity = iv + nvel;
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particles[i].position = particleInitPos;
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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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void Update()
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{
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bool upgrade = canUpgrade();
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if (canUpgrade())
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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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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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/// Increases mop radius by 10%
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