player health bar
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@ -156,7 +156,7 @@ public class BloodComputeShader : MonoBehaviour
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|
||||
activeParticles -= (int)bufferData[0];
|
||||
|
||||
score += (int)(bufferData[0] * scoreMult);
|
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score += bufferData[0];
|
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|
||||
squeakVolume += 0.1f;
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|
||||
|
|
|
@ -40,7 +40,7 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
|
|||
|
||||
if (currentHealth <= 0) {
|
||||
OnHealthZero?.Invoke();
|
||||
BloodComputeShader.Instance.createBlood(transform.position, maxHealth*10, maxHealth / 25.0f);
|
||||
BloodComputeShader.Instance.createBlood(transform.position, (int)(maxHealth *maxHealth * BloodComputeShader.Instance.scoreMult), maxHealth / 25.0f);
|
||||
}
|
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}
|
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|
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|
@ -168,9 +168,11 @@ public class Upgrader : MonoBehaviour
|
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foreach (Image i in upgradeImages)
|
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{
|
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i.fillAmount = 1f;
|
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i.gameObject.transform.localScale = Vector3.one;
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}
|
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|
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upgradeImages[p1a].fillAmount = acceptTime / 2f;
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upgradeImages[p1a].transform.localScale = Vector3.one * 2f;
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}
|
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}
|
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else
|
||||
|
@ -180,6 +182,7 @@ public class Upgrader : MonoBehaviour
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foreach (Image i in upgradeImages)
|
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{
|
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i.fillAmount = 1f;
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i.gameObject.transform.localScale = Vector3.one;
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}
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}
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Loading…
Reference in New Issue