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Explosive torpedo is now working. The mod now uses an "assetbundle" m…
…ade using unity. The bundle must always have this name. When adding new assets to the assetbundle, do not forget to set the type (Sprites, Textures, etc...). While SMLHelper is not patched, audio will have to either stay in ogg files, either be suspended (I chosed the second option for now) Next commit I will start working on the Prawn Self Defense module.
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using System.Threading.Tasks; | ||
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namespace VELD.AlterraWeaponry.behaviours; | ||
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public class TorpedoExplosionBehaviour : MonoBehaviour | ||
{ | ||
public void Start() | ||
{ | ||
DamageSystem.RadiusDamage(250f, base.gameObject.transform.position, 5f, DamageType.Explosive, base.gameObject); | ||
Utils.PlayOneShotPS(VFXSunbeam.main.explosionPrefab, base.gameObject.transform.position, base.gameObject.transform.rotation, null); | ||
UnityEngine.Object.Destroy(base.gameObject); | ||
} | ||
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public static GameObject detonationEffectPrefab; | ||
} |
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