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Kick finalization
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48
Assets/Scripts/Games/KarateMan/BarrelDestroyEffect.cs
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48
Assets/Scripts/Games/KarateMan/BarrelDestroyEffect.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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namespace RhythmHeavenMania.Games.KarateMan
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{
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public class BarrelDestroyEffect : MonoBehaviour
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{
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private SpriteRenderer SpriteRenderer;
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private Rigidbody2D rb2d;
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public int spriteIndex;
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private void Start()
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{
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SpriteRenderer = this.gameObject.AddComponent<SpriteRenderer>();
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SpriteRenderer.sprite = KarateMan.instance.BarrelSprites[spriteIndex];
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rb2d = this.gameObject.AddComponent<Rigidbody2D>();
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rb2d.gravityScale = 10;
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// rb2d.interpolation = RigidbodyInterpolation2D.Interpolate;
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float randX = Random.Range(800, 1400);
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rb2d.AddForce(Vector3.up * Random.Range(900, 1666));
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rb2d.AddForce(Vector3.right * randX);
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// this.gameObject.AddComponent<Rotate>().rotateSpeed = Random.Range(60, 450);
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BoxCollider2D col = this.gameObject.AddComponent<BoxCollider2D>();
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col.offset = new Vector2(-0.0574677f, -0.07480353f);
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col.size = new Vector2(0.5694333f, 1.912059f);
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StartCoroutine(FadeOut());
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}
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private void Update()
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{
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this.transform.eulerAngles = new Vector3(0, 0, rb2d.velocity.magnitude * 4);
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}
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private IEnumerator FadeOut()
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * 3);
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SpriteRenderer.DOColor(new Color(1, 1, 1, 0), Conductor.instance.secPerBeat * 3).OnComplete(delegate { Destroy(this.gameObject); });
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}
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}
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}
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