Pulsate system implemented.
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@@ -14,4 +14,6 @@
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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<Pulsate>0</Pulsate>
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<Reverse>0</Reverse>
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</ExplosionEffect>
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@@ -51,6 +51,12 @@
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<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Pulsate" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Pulsate the effect</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Reverse" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Reverse the effect</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -4,15 +4,18 @@ void ExplosionEffectSystem::UpdateComponent(EntityWrapper& entity, ComponentWrap
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{
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
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(double)component["TimeSinceDeath"] = 0.f;
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if ((bool)component["Pulsate"] == true) {
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(bool)component["Reverse"] = false;
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}
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}
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//((glm::vec2)component["Velocity"]).x = min(((glm::vec2)component["Velocity"]).x, ((glm::vec2)component["Velocity"]).y);
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(double&)component["TimeSinceDeath"] += dt;
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//if ((bool)component["Pulsate"] == true) {
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// if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"] * 0.5) {
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// (bool)component["Reverse"] = true;
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// }
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//}
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if ((bool)component["Pulsate"] == true) {
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"] * 0.5) {
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(bool)component["Reverse"] = true;
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}
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}
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}
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