Compare commits
No commits in common. "b228433eaac2e218d41c0825334c6f5cd45dc27b" and "84cf78921f5ec1df96591480f58dd6f8b2436a76" have entirely different histories.
b228433eaa
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84cf78921f
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@ -376,8 +376,6 @@ MonoBehaviour:
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@ -292,8 +292,6 @@ MonoBehaviour:
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@ -3477,17 +3391,6 @@ GameObject:
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--- !u!114 &1579580574 stripped
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--- !u!1 &1600052931
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@ -8809,9 +8712,6 @@ PrefabInstance:
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m_RemovedComponents: []
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@ -8842,7 +8742,7 @@ MonoBehaviour:
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--- !u!1001 &4910321061857220295
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--- !u!1001 &4910321061857220295
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@ -9121,14 +9021,6 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Blood
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value: Blood
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propertyPath: RumbleAmount
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value: 100
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value: 100
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@ -52,8 +52,8 @@ public class BloodComputeShader : MonoBehaviour
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AsyncGPUReadbackRequest freeBloodReadRequest;
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AsyncGPUReadbackRequest freeBloodReadRequest;
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public Mop mop1;
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Mop mop1;
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public Mop mop2;
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Mop mop2;
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public float CleanRadius = 2f;
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public float CleanRadius = 2f;
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@ -71,6 +71,11 @@ public class BloodComputeShader : MonoBehaviour
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}
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}
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void Start()
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void Start()
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{
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{
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var mops = FindObjectsByType<Mop>(FindObjectsSortMode.None);
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mop1 = mops[0];
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mop2 = mops[1];
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ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
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ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
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ComputeHelper.CreateStructuredBuffer<Vector4>(ref positionBuffer, numParticles);
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ComputeHelper.CreateStructuredBuffer<Vector4>(ref positionBuffer, numParticles);
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@ -7,9 +7,6 @@ using System.Collections;
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public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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{
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{
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public bool bloodRegen = false;
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public float regen = 1000;
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[SerializeField] private bool onlyCallZeroHealthOnce = true;
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[SerializeField] private bool onlyCallZeroHealthOnce = true;
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[SerializeField] float maxHealth = 100;
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[SerializeField] float maxHealth = 100;
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@ -83,14 +80,6 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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void Update()
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void Update()
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{
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{
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// blod regen
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if (bloodRegen)
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{
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PlayerInput playerInput = GetComponent<PlayerInput>();
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float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean;
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TakeDamage(-bloodAccumalted / regen);
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}
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if (currentDamageTick < Time.time)
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if (currentDamageTick < Time.time)
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{
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{
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if (accumulatedDamageInTick < 1f) return;
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if (accumulatedDamageInTick < 1f) return;
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@ -114,10 +103,7 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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public void TakeDamage(float damage)
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public void TakeDamage(float damage)
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{
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{
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if (damage == 0f) return;
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currentHealth -= damage;
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currentHealth -= damage;
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currentHealth = Mathf.Clamp(currentHealth, 0f, getMaxHealth());
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OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
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OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
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accumulatedDamageInTick += damage;
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accumulatedDamageInTick += damage;
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