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using UnityEngine;
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using System.Collections.Generic;
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namespace Invector
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{
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public class vBarrel : vHealthController
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{
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public Transform referenceTransformUP;
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public float maxAngleUp = 90;
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protected bool isBarrelRoll;
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public UnityEngine.Events.UnityEvent onBarrelRoll;
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[vEditorToolbar("Health")]
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public List<string> acceptableAttacks = new List<string>() { "explosion", "projectile" };
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void OnCollisionEnter()
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{
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if (!referenceTransformUP) return;
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var angle = Vector3.Angle(referenceTransformUP.up, Vector3.up);
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if (angle > maxAngleUp && !isBarrelRoll)
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{
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isBarrelRoll = true;
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onBarrelRoll.Invoke();
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}
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}
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public override void TakeDamage(vDamage damage)
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{
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if (acceptableAttacks.Contains(damage.damageType))
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{
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base.TakeDamage(damage);
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}
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}
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}
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}
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