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Alles alter
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
limit:
|
||||
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||||
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|
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|
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|
||||
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|
||||
limit:
|
||||
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||||
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|
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
limit:
|
||||
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|
||||
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|
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|
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|
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|
||||
limit:
|
||||
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|
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|
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|
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|
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|
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|
||||
limit:
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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limit:
|
||||
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|
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|
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|
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|
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|
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|
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limit:
|
||||
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|
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|
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|
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|
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|
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|
||||
limit:
|
||||
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
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|
||||
limit:
|
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
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|
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|
||||
limit:
|
||||
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
||||
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|
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|
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limit:
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
limit:
|
||||
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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{
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public bool isAlive = true;
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public Team team;
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[SerializeField]PlayerUIController playerUIController;
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[SerializeField] private const int defaultHp = 100;
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GameObject GameManager;
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GameMaster gameMaster;
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@@ -42,11 +46,9 @@ public class Player : NetworkBehaviour
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{
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if (isLocalPlayer)
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{
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if (Input.GetKeyDown("n"))
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if (Input.GetKeyDown(KeyCode.N))
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{
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//Debug.Log("Request respawn on local player");
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CmdRespawnRequest();
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//transform.position = Vector3.zero;
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playerUIController.showHit();
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}
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}
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@@ -111,6 +113,7 @@ public class Player : NetworkBehaviour
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if (isAlive)
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{
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ShowHit();
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health -= value;
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if (health <= 0)
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{
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@@ -120,6 +123,12 @@ public class Player : NetworkBehaviour
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}
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}
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[ClientRpc]
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private void ShowHit()
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{
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playerUIController.showHit();
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}
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public void SetHealth(int value)
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{
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if (isAlive)
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@@ -13,6 +13,7 @@ public class PlayerController : NetworkBehaviour
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[SerializeField] private float walkSpeed = 6.0f;
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[SerializeField] private float sprintSpeed = 10.0f;
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[SerializeField] private float aimWalkSpeed = 3.0f;
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[SerializeField] private float fallDamageSpeed = 10.0f;
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
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[SerializeField] float gravity = -10.0f;
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@@ -96,7 +97,11 @@ public class PlayerController : NetworkBehaviour
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Gizmos.color = Color.red;
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Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
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}
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[Command]
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void CmdFallDamage(int damage)
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{
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}
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private void UpdateMovement()
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{
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}
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if(isGrounded && velocity.y < -fallDamageSpeed)
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{
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Debug.Log("Fall Damage");
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CmdFallDamage((int)Mathf.Abs(velocity.y));
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}
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//Grounded
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if (velocityY < 0)
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{
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8
Assets/Scripts/Player/UI Player.meta
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8
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62
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62
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Normal file
@@ -0,0 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Mirror;
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using TMPro;
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public class PlayerUIController : NetworkBehaviour
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{
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[SerializeField] Canvas playerUICanvas;
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[SerializeField] Image damageImage;
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[SerializeField] TMP_Text healthText;
|
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float hitVal = 0;
|
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private void Start()
|
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{
|
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if (isLocalPlayer)
|
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{
|
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playerUICanvas.enabled = true;
|
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}
|
||||
}
|
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/*
|
||||
void Start()
|
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{
|
||||
GameObject imgObject = new GameObject("testAAA");
|
||||
|
||||
RectTransform trans = imgObject.AddComponent<RectTransform>();
|
||||
trans.transform.SetParent(playerUICanvas.transform); // setting parent
|
||||
trans.localScale = Vector3.one;
|
||||
trans.anchoredPosition = new Vector2(0f, 0f); // setting position, will be on center
|
||||
trans.sizeDelta = new Vector2(150, 200); // custom size
|
||||
|
||||
Image image = imgObject.AddComponent<Image>();
|
||||
Texture2D tex = Resources.Load<Texture2D>("red");
|
||||
image.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
|
||||
imgObject.transform.SetParent(playerUICanvas.transform);
|
||||
}*/
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
hitVal = gravityValue(hitVal,0.01f,0.01f,1,0,false);
|
||||
damageImage.GetComponent<CanvasRenderer>().SetAlpha(hitVal);
|
||||
healthText.text = GetComponent<Player>().health.ToString();
|
||||
}
|
||||
|
||||
public void showHit()
|
||||
{
|
||||
hitVal = 1;
|
||||
}
|
||||
|
||||
|
||||
float gravityValue(float curretnValue, float rateOfChangePos, float rateOfChangeNeg, float maxValue, float minValue, bool add)
|
||||
{
|
||||
// The currentValue will be advanced by the rateOfChangePos and reduced by the rateOfChangeNeg depending on the add boolean. But only in the specified range.
|
||||
// Usage: val = gravityValue(val, 0.01f, 0.05f, 1, 0, true);
|
||||
float value = curretnValue;
|
||||
if (add) value += rateOfChangePos;
|
||||
else value -= rateOfChangeNeg;
|
||||
|
||||
return Mathf.Clamp(value, minValue, maxValue);
|
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}
|
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}
|
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11
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11
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@@ -0,0 +1,11 @@
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@@ -71,17 +71,21 @@ public class Shoot : NetworkBehaviour
|
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[Command]
|
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// This code will be executed on the Server.
|
||||
private void CmdFireBullet() {
|
||||
ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
|
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if (Physics.Raycast(ray, out crosshairHitPoint, 5000f)) { // Check if Raycast is beyond 5000
|
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hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
|
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} else {
|
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
|
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}
|
||||
_pointDirection = hitpos - muzzle.transform.position;
|
||||
_lookRotation = Quaternion.LookRotation(_pointDirection);
|
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shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
|
||||
|
||||
if (weapon.AllowAction) { // If not reloading etc.
|
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ray = new Ray(mCamera.transform.position, mCamera.transform.forward); // Raycast from Camera
|
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if (Physics.Raycast(ray, out crosshairHitPoint, 5000f))
|
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{ // Check if Raycast is beyond 5000
|
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hitpos = crosshairHitPoint.point; // If hitpoint is under 5000
|
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}
|
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else
|
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{
|
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hitpos = mCamera.transform.position + mCamera.transform.forward * 5000;
|
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}
|
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_pointDirection = hitpos - muzzle.transform.position;
|
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_lookRotation = Quaternion.LookRotation(_pointDirection);
|
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shootAnim.rotationMod[1] = Quaternion.RotateTowards(weaponHolder.transform.rotation, _lookRotation, 1f); // Point weapon to raycast hitpoint from camera
|
||||
|
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if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit) && weapon.CurrentAmmunition > 0) { // Raycast from Bullet Exit Point to camera raycast
|
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bulletHole(GameObject.CreatePrimitive(PrimitiveType.Sphere), hit); // Creates bullethole where raycast hits
|
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if (hit.transform.gameObject.GetComponent<Player>() != null) { // If hit object is a player
|
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98
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122
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179
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Reference in New Issue
Block a user