Added squid-bounce wav
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@@ -38,6 +38,7 @@
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#include "Game/EActionButton.h"
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#include "Game/EActionButton.h"
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#include "Game/ELifebuoyHit.h"
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#include "Game/ELifebuoyHit.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Sound/CCollisionSound.h"
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namespace dd
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namespace dd
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{
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{
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@@ -50,6 +50,8 @@ void dd::Systems::BallSystem::Initialize()
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physics->Category = CollisionLayer::Type::Ball;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);
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physics->Calculate = true;
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physics->Calculate = true;
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auto collisionSound = m_World->AddComponent<Components::CollisionSound>(ent);
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collisionSound->FilePath = "Sounds/Jelly/squid-bounce-n.wav";
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m_World->CommitEntity(ent);
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m_World->CommitEntity(ent);
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@@ -143,7 +143,7 @@ bool dd::Systems::LifebuoySystem::OnLifebuoyHit(const dd::Events::LifebuoyHit &e
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e.EmittingAngle = glm::half_pi<float>();
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e.EmittingAngle = glm::half_pi<float>();
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e.Spread = 0.5f;
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e.Spread = 0.5f;
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e.NumberOfTicks = 1;
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e.NumberOfTicks = 1;
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e.ParticleLifeTime = 1.f;
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e.ParticleLifeTime = 2.f;
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e.ParticlesPerTick = 1;
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e.ParticlesPerTick = 1;
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e.Position = transformComponent->Position;
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e.Position = transformComponent->Position;
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e.ScaleValues.clear();
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e.ScaleValues.clear();
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