add some extra assets FX and SFX
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@@ -179,12 +179,8 @@ public class upperBodyRotationSystem : MonoBehaviour
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void Start ()
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{
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parentRot = spineTransform.parent.rotation;
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parentRotInv = Quaternion.Inverse (parentRot);
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calculateCharacterRotationValues ();
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referenceLookDir = parentRotInv * transform.rotation * headLookVector.normalized;
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referenceUpDir = parentRotInv * transform.rotation * headUpVector.normalized;
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dirUp = referenceUpDir;
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originalAngleDifference = maxBendingAngle;
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weaponRotationPointToFollowLocated = weaponRotationPointToFollow != null;
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@@ -196,6 +192,19 @@ public class upperBodyRotationSystem : MonoBehaviour
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originalVerticalMaxAngleDifference = verticalMaxAngleDifference;
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}
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public void calculateCharacterRotationValues ()
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{
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parentRot = spineTransform.parent.rotation;
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parentRotInv = Quaternion.Inverse (parentRot);
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referenceLookDir = parentRotInv * transform.rotation * headLookVector.normalized;
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referenceUpDir = parentRotInv * transform.rotation * headUpVector.normalized;
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dirUp = referenceUpDir;
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}
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void FixedUpdate ()
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{
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if (IKUpperBodyActive) {
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@@ -560,6 +569,7 @@ public class upperBodyRotationSystem : MonoBehaviour
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public void setCurrentBodyRotation (float bodyRotation)
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{
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currentExtraRotation = bodyRotation;
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auxCurrentExtraRotation = currentExtraRotation;
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}
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@@ -781,6 +791,16 @@ public class upperBodyRotationSystem : MonoBehaviour
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}
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}
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public Transform getChestTransform ()
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{
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return chestTransform;
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}
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public void setNewChestUpVectorValueOnRuntime (Vector3 newValue)
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{
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chestUpVector = newValue;
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}
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//EDITOR FUNCTIONS
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public void setNewChestUpVectorValue (Vector3 newValue)
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{
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