test
testing
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using UnityEngine;
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using System.Collections;
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[RequireComponent (typeof (Detonator))]
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[AddComponentMenu("Detonator/Shockwave")]
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public class DetonatorShockwave : DetonatorComponent
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{
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private float _baseSize = 1f;
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private float _baseDuration = .25f;
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private Vector3 _baseVelocity = new Vector3(0f, 0f, 0f);
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private Color _baseColor = Color.white;
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private GameObject _shockwave;
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private DetonatorBurstEmitter _shockwaveEmitter;
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public Material shockwaveMaterial;
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public ParticleRenderMode renderMode;
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override public void Init()
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{
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//make sure there are materials at all
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FillMaterials(false);
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BuildShockwave();
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}
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//if materials are empty fill them with defaults
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public void FillMaterials(bool wipe)
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{
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if (!shockwaveMaterial || wipe)
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{
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shockwaveMaterial = MyDetonator().shockwaveMaterial;
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}
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}
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//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
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//cascade through to the emitters and let them do the scaling work... keep these absolute.
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public void BuildShockwave()
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{
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_shockwave = new GameObject("Shockwave");
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_shockwaveEmitter = (DetonatorBurstEmitter)_shockwave.AddComponent("DetonatorBurstEmitter");
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_shockwave.transform.parent = this.transform;
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_shockwave.transform.localRotation = Quaternion.identity;
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_shockwave.transform.localPosition = localPosition;
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_shockwaveEmitter.material = shockwaveMaterial;
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_shockwaveEmitter.exponentialGrowth = false;
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_shockwaveEmitter.useWorldSpace = MyDetonator().useWorldSpace;
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}
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public void UpdateShockwave()
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{
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_shockwave.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
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_shockwaveEmitter.color = color;
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_shockwaveEmitter.duration = duration;
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_shockwaveEmitter.durationVariation = duration * 0.1f;
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_shockwaveEmitter.count = 1;
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_shockwaveEmitter.detail = 1;
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_shockwaveEmitter.particleSize = 25f;
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_shockwaveEmitter.sizeVariation = 0f;
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_shockwaveEmitter.velocity = new Vector3(0f, 0f, 0f);
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_shockwaveEmitter.startRadius = 0f;
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_shockwaveEmitter.sizeGrow = 202f;
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_shockwaveEmitter.size = size;
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_shockwaveEmitter.explodeDelayMin = explodeDelayMin;
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_shockwaveEmitter.explodeDelayMax = explodeDelayMax;
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_shockwaveEmitter.renderMode = renderMode;
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}
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public void Reset()
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{
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FillMaterials(true);
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on = true;
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size = _baseSize;
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duration = _baseDuration;
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explodeDelayMin = 0f;
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explodeDelayMax = 0f;
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color = _baseColor;
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velocity = _baseVelocity;
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}
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override public void Explode()
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{
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if (on)
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{
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UpdateShockwave();
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_shockwaveEmitter.Explode();
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}
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}
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}
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