Im bouta fall asleep!!!
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7bdd06ab2a
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@ -675,7 +675,7 @@ PrefabInstance:
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objectReference: {fileID: 1920006248}
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- target: {fileID: 5108819328747686001, guid: 30e0cc55a67f02d4f92b2677ec4b1511, type: 3}
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propertyPath: MaxVibration
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value: 0.5
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value: 0.25
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objectReference: {fileID: 0}
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- target: {fileID: 5150961666696654592, guid: 30e0cc55a67f02d4f92b2677ec4b1511, type: 3}
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propertyPath: Volume
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@ -1281,7 +1281,7 @@ PrefabInstance:
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objectReference: {fileID: 1920006248}
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- target: {fileID: 3389629528887116870, guid: 99a6ff8b9591949439b620b13bd249a4, type: 3}
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propertyPath: MaxVibration
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value: 0.5
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value: 0.25
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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@ -27,7 +27,7 @@ public class EnemyPathFinding : MonoBehaviour
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private void Rumble()
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{
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RumbleManager.StartRumble(-1, 1f, 1f, 0.5f);
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RumbleManager.StartRumble(-1, 0.5f, 0.5f, 0.25f);
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}
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private void Update()
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@ -3,6 +3,7 @@ using UnityEngine.Events;
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using TMPro;
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using System;
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using UnityUtils;
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using System.Collections;
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public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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{
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@ -32,6 +33,27 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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void Awake()
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{
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currentHealth = maxHealth;
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OnHealthChange.AddListener((_, _) => showRedTint = 1);
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StartCoroutine(RedTintLoop());
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}
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float showRedTint = 0;
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private IEnumerator RedTintLoop()
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{
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SpriteRenderer sr = GetComponentInChildren<SpriteRenderer>();
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while (true)
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{
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if (showRedTint < 0.1f)
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{
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yield return new WaitForSecondsRealtime(0.1f);
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continue;
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}
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sr.color = Color.red;
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yield return new WaitForSecondsRealtime(0.1f);
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sr.color = Color.white;
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yield return new WaitForSecondsRealtime(0.1f);
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}
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}
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void Update()
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@ -27,10 +27,8 @@ public class RopeRumbling : MonoBehaviour
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{
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this.enabled = false;
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}
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else
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{
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}
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//StartCoroutine(RumbleLoop());
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hasInit = true;
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}
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@ -42,7 +40,25 @@ public class RopeRumbling : MonoBehaviour
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, 0, sensitive_mapped, 0.1f);
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float mapped = ropeClamed.Remap(0.5f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f);
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//float ropeClamed = Mathf.Max(0, rope.Overshoot);
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//float sensitive_mapped = ropeClamed.Remap(0.2f, 0.8f, 0f, MaxVibration);
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//float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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//rumbleStrength = sensitive_mapped;
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}
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//float rumbleStrength = 0;
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//private IEnumerator RumbleLoop()
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//{
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// while (true)
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// {
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// if (rumbleStrength > 0.1f)
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// {
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// RumbleManager.StartRumble(-1, 0, rumbleStrength, 0.025f);
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// }
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// yield return new WaitForSecondsRealtime(0.2f);
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// }
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//}
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}
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