Edgefication (#590)
* bloat * bloat 2 * bloat 3 * final bloat * Update icon.ico * Create integration_test_run.bat * Arggh * Disable some tests * revert roomfill clearexisting changes
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@@ -43,8 +43,8 @@ public sealed partial class MeleeWeaponSystem
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return;
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}
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var length = 1f; //CrystallPunk Melee upgrade
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var offset = -1f; //CrystallPunk Melee upgrade
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var length = 1f; //CrystallEdgeMelee upgrade
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var offset = -1f; //CrystallEdge Melee upgrade
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var spriteRotation = Angle.Zero;
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if (arcComponent.Animation != WeaponArcAnimation.None
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@@ -59,8 +59,8 @@ public sealed partial class MeleeWeaponSystem
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if (meleeWeaponComponent.SwingLeft)
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angle *= -1;
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length = meleeWeaponComponent.CPAnimationLength; //CrystallPunk Melee upgrade
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offset = meleeWeaponComponent.CPAnimationOffset; //CrystallPunk Melee upgrade
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length = meleeWeaponComponent.CPAnimationLength; //CrystallEdge Melee upgrade
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offset = meleeWeaponComponent.CPAnimationOffset; //CrystallEdge Melee upgrade
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}
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
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@@ -92,7 +92,7 @@ public sealed partial class MeleeWeaponSystem
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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break;
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//CrystallPunk MeleeUpgrade
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//CrystallEdge MeleeUpgrade
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case WeaponArcAnimation.CPSlash:
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track = EnsureComp<TrackUserComponent>(animationUid);
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track.User = user;
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@@ -107,7 +107,7 @@ public sealed partial class MeleeWeaponSystem
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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break;
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//CrystallPunk MeleeUpgrade end
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//CrystallEdge MeleeUpgrade end
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}
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}
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@@ -207,7 +207,7 @@ public sealed partial class MeleeWeaponSystem
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/// </summary>
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private Animation GetLungeAnimation(Vector2 direction)
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{
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const float length = 0.2f; // 0.1 original, CrystallPunk update
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const float length = 0.2f; // 0.1 original, CrystallEdge update
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return new Animation
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{
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@@ -221,9 +221,9 @@ public sealed partial class MeleeWeaponSystem
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), //CrystallPunk MeleeUpgrade
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new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length*0.4f), //CrystallPunk MeleeUpgrade
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, length*0.6f) //CrystallPunk MeleeUpgrade
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), //CrystallEdge MeleeUpgrade
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new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length*0.4f), //CrystallEdge MeleeUpgrade
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, length*0.6f) //CrystallEdge MeleeUpgrade
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}
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}
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}
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@@ -253,7 +253,7 @@ public sealed partial class MeleeWeaponSystem
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}
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}
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//CrystallPunk MeleeUpgrade start
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//CrystallEdge MeleeUpgrade start
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private Animation CPGetSlashAnimation(SpriteComponent sprite, Angle arc, Angle spriteRotation, float length, float offset = -1f)
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{
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var startRotation = sprite.Rotation + (arc * 0.5f);
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@@ -324,6 +324,6 @@ public sealed partial class MeleeWeaponSystem
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};
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}
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//CrystallPunk MeleeUpgrade end
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//CrystallEdge MeleeUpgrade end
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}
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