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#include "EasingFunctions.h" | |
float UEasingFunctions::EaseInSine(const float Input) | |
{ | |
return 1 - FMath::Cos(Input * UE_PI) / 2; | |
} | |
float UEasingFunctions::EaseOutSine(const float Input) | |
{ | |
return FMath::Cos(Input * UE_PI) / 2; |
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#include <iostream> | |
#include <string> | |
#include <vector> | |
#include <algorithm> | |
using namespace std; | |
string ToLower(string str) | |
{ | |
for(auto& c : str) |
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void OnParticleCollision(GameObject other) | |
{ | |
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[m_hitAnim.particleCount]; | |
m_hitAnim.GetParticles(particles); | |
ParticleCollisionEvent[] collEvent = new ParticleCollisionEvent[16]; |
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// Check if player is dead | |
if (m_health <= 0) | |
{ | |
// Create a new vector3 and store the position | |
Vector3 newPos = transform.position; | |
// Loop through and instantiate blood at a random rotation x amount of times | |
for (int i = 0; i < m_bloodAmount; i++) | |
{ | |
randomRotation = Quaternion.Euler(Random.Range(0.0f, 360.0f), Random.Range(0.0f, 360.0f), Random.Range(0.0f, 360.0f)); |