net.dreditor.minigames 0.1.6 → 0.1.7
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.attestation.p7m +0 -0
- package/BulletDifficulty.cs +36 -36
- package/BulletDifficulty.cs.meta +11 -11
- package/BulletDifficultyEditor.cs +380 -380
- package/BulletDifficultyEditor.cs.meta +11 -11
- package/DREditor.Minigames.asmdef +36 -36
- package/DREditor.Minigames.asmdef.meta +7 -7
- package/DifficultyEditorBase.cs +60 -60
- package/DifficultyEditorBase.cs.meta +11 -11
- package/IShatterGraphic.cs +32 -32
- package/IShatterGraphic.cs.meta +11 -11
- package/IShatterText.cs +33 -33
- package/IShatterText.cs.meta +11 -11
- package/InitializeTrialOffsets.cs +51 -51
- package/InitializeTrialOffsets.cs.meta +11 -11
- package/MinigameBuilderBase.cs +28 -28
- package/MinigameBuilderBase.cs.meta +11 -11
- package/MinigameControlsUIHandler.cs +94 -94
- package/MinigameControlsUIHandler.cs.meta +11 -11
- package/MinigameManagerBase.cs +197 -197
- package/MinigameManagerBase.cs.meta +11 -11
- package/QuestionToggle.cs +154 -154
- package/QuestionToggle.cs.meta +11 -11
- package/RestoreControlsUIPostDialogue.cs +100 -100
- package/RestoreControlsUIPostDialogue.cs.meta +1 -1
- package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset +23 -23
- package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset.meta +8 -8
- package/{Samples → Samples~}/HasStamina.asset +21 -21
- package/{Samples → Samples~}/HasStamina.asset.meta +8 -8
- package/{Samples → Samples~}/IsDrainingStamina.asset +21 -21
- package/{Samples → Samples~}/IsDrainingStamina.asset.meta +8 -8
- package/{Samples → Samples~}/MinigameInputAllowed.asset +21 -21
- package/{Samples → Samples~}/MinigameInputAllowed.asset.meta +8 -8
- package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab +53 -53
- package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab.meta +7 -7
- package/{Samples → Samples~}/Quad Shatter.asset +31 -31
- package/{Samples → Samples~}/Quad Shatter.asset.meta +8 -8
- package/{Samples → Samples~}/ShatterCameraEnabled.asset +21 -21
- package/{Samples → Samples~}/ShatterCameraEnabled.asset.meta +8 -8
- package/{Samples → Samples~}/Shatter_Graphic.prefab +98 -98
- package/{Samples → Samples~}/Shatter_Graphic.prefab.meta +7 -7
- package/{Samples → Samples~}/Stamina_Handler.prefab +59 -59
- package/{Samples → Samples~}/Stamina_Handler.prefab.meta +7 -7
- package/{Samples → Samples~}/TBS_Manager_Shell.prefab +60 -60
- package/{Samples → Samples~}/TBS_Manager_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/TBS_Manager_Template.prefab +504 -504
- package/{Samples → Samples~}/TBS_Manager_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab +289 -289
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab +449 -449
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Triangle Shatter.asset +31 -31
- package/{Samples → Samples~}/Triangle Shatter.asset.meta +8 -8
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab +221 -221
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab +525 -525
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab +38 -38
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab +1159 -1159
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab +494 -494
- package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab +294 -294
- package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab.meta +7 -7
- package/Shattering/BreakTex.renderTexture +39 -39
- package/Shattering/BreakTex.renderTexture.meta +8 -8
- package/Shattering/BulletShatter.cs +176 -176
- package/Shattering/BulletShatter.cs.meta +11 -11
- package/Shattering/IShatterableCanvas.cs +20 -20
- package/Shattering/IShatterableCanvas.cs.meta +11 -11
- package/Shattering/MeshGenerator.cs +178 -178
- package/Shattering/MeshGenerator.cs.meta +11 -11
- package/Shattering/RenderCanvasOnShatter.cs +47 -47
- package/Shattering/RenderCanvasOnShatter.cs.meta +11 -11
- package/Shattering/ShatterCameraRender.cs +79 -79
- package/Shattering/ShatterCameraRender.cs.meta +11 -11
- package/Shattering/ShatterGraphic.cs +135 -135
- package/Shattering/ShatterGraphic.cs.meta +11 -11
- package/Shattering/ShatterMeshGraphic.cs +304 -304
- package/Shattering/ShatterMeshGraphic.cs.meta +11 -11
- package/Shattering/ShatterProcess.cs +282 -282
- package/Shattering/ShatterProcess.cs.meta +11 -11
- package/Shattering/ShatterProcessBase.cs +51 -51
- package/Shattering/ShatterProcessBase.cs.meta +11 -11
- package/Shattering/ShatterQuad.cs +56 -56
- package/Shattering/ShatterQuad.cs.meta +11 -11
- package/Shattering/ShatterQuadProcess.cs +65 -65
- package/Shattering/ShatterQuadProcess.cs.meta +11 -11
- package/Shattering/ShatterShape.cs +84 -84
- package/Shattering/ShatterShape.cs.meta +11 -11
- package/Shattering/ShatterTri.cs +27 -27
- package/Shattering/ShatterTri.cs.meta +11 -11
- package/Shattering/ShatterTriProcess.cs +179 -179
- package/Shattering/ShatterTriProcess.cs.meta +11 -11
- package/Shattering/ShatterWithUI.cs +68 -68
- package/Shattering/ShatterWithUI.cs.meta +11 -11
- package/Shattering/SplitShatter.cs +114 -114
- package/Shattering/SplitShatter.cs.meta +11 -11
- package/Shattering/TMPTextShatter.cs +243 -243
- package/Shattering/TMPTextShatter.cs.meta +11 -11
- package/Shattering/UIBreakVisibility.cs +172 -172
- package/Shattering/UIBreakVisibility.cs.meta +11 -11
- package/Shattering.meta +8 -8
- package/ShuffleUtility.cs +32 -32
- package/ShuffleUtility.cs.meta +11 -11
- package/SimpleRandom.cs +32 -32
- package/SimpleRandom.cs.meta +11 -11
- package/Stats/ColorHealthBar.cs +56 -56
- package/Stats/ColorHealthBar.cs.meta +11 -11
- package/Stats/ColorHealthModifier.cs +138 -138
- package/Stats/ColorHealthModifier.cs.meta +11 -11
- package/Stats/GaugeHandler.cs +72 -72
- package/Stats/GaugeHandler.cs.meta +1 -1
- package/Stats/HealthBarModifier.cs +89 -89
- package/Stats/HealthBarModifier.cs.meta +11 -11
- package/Stats/HealthStat.cs +77 -77
- package/Stats/HealthStat.cs.meta +11 -11
- package/Stats/HealthStatBase.cs +26 -26
- package/Stats/HealthStatBase.cs.meta +11 -11
- package/Stats/IGauge.cs +36 -36
- package/Stats/IGauge.cs.meta +1 -1
- package/Stats/InfluenceGauge.cs +107 -107
- package/Stats/InfluenceGauge.cs.meta +11 -11
- package/Stats/InfluenceGaugeBase.cs +42 -42
- package/Stats/InfluenceGaugeBase.cs.meta +11 -11
- package/Stats/SimpleGauge.cs +46 -46
- package/Stats/SimpleGauge.cs.meta +1 -1
- package/Stats/StaminaHandler.cs +153 -153
- package/Stats/StaminaHandler.cs.meta +11 -11
- package/Stats/TrialStats.cs +140 -140
- package/Stats/TrialStats.cs.meta +11 -11
- package/Stats/TrialStatsBase.cs +36 -36
- package/Stats/TrialStatsBase.cs.meta +11 -11
- package/Stats.meta +8 -8
- package/TBS/TBSelectBuilder.cs +59 -59
- package/TBS/TBSelectBuilder.cs.meta +11 -11
- package/TBS/TBSelectBuilderEditor.cs +166 -166
- package/TBS/TBSelectBuilderEditor.cs.meta +11 -11
- package/TBS/TBSelectManager.cs +315 -315
- package/TBS/TBSelectManager.cs.meta +11 -11
- package/TBS/TBSelection.cs +46 -46
- package/TBS/TBSelection.cs.meta +11 -11
- package/TBS/TrialTruthBulletMenu.cs +24 -24
- package/TBS/TrialTruthBulletMenu.cs.meta +11 -11
- package/TBS.meta +8 -8
- package/ThreadSafeSimpleRandom.cs +29 -29
- package/ThreadSafeSimpleRandom.cs.meta +11 -11
- package/TimedDifficultyEditor.cs +56 -56
- package/TimedDifficultyEditor.cs.meta +11 -11
- package/TimedMinigameEditor.cs +31 -31
- package/TimedMinigameEditor.cs.meta +11 -11
- package/TimerBase.cs +189 -189
- package/TimerBase.cs.meta +11 -11
- package/TimerDifficulty.cs +45 -45
- package/TimerDifficulty.cs.meta +11 -11
- package/TrialDialogueMinigame.cs +276 -276
- package/TrialDialogueMinigame.cs.meta +11 -11
- package/TrialDiscussion.cs +68 -68
- package/TrialDiscussion.cs.meta +11 -11
- package/TrialTimer.cs +113 -113
- package/TrialTimer.cs.meta +11 -11
- package/TrialTimerBase.cs +129 -129
- package/TrialTimerBase.cs.meta +11 -11
- package/package.json +56 -51
- package/package.json.meta +7 -7
- package/Samples.meta +0 -8
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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// Leothedev also helped out a lot
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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{
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///
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/// </summary>
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[CreateAssetMenu(menuName = "DREditor/Minigames/Shattering/Split Mesh Generator", fileName = "RS Mesh Generator")]
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public class SplitShatter : MeshGenerator
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{
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[Header("")]
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[Divider]
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[Tooltip("")]
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[SerializeField] protected float forceMultiplier = 550;
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///
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[Tooltip("")]
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[SerializeField] protected Vector2 vertexOffset = new(500, 0);
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[Tooltip("")]
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[SerializeField] protected int triNum = 1;
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public override void GenerateMesh(MeshFilter targetMeshFilter, List<UIVertex> uiVertices)
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{
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Mesh mesh = new()
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{
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vertices = ComputeVertices().ToArray()
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};
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mesh.uv = ComputeUVs(mesh.vertices.ToList(), uiVertices).ToArray();
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mesh.RecalculateBounds();
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targetMeshFilter.mesh = mesh;
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protected override List<Vector3> ComputeVertices()
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vertices[10] = OffsetVertex(vertices[10], vertexOffset.x, vertexOffset.y);
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vertices[11] = OffsetVertex(vertices[11], -vertexOffset.x, vertexOffset.y);
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vertices[12] = OffsetVertex(vertices[12], -vertexOffset.x, vertexOffset.y);
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vertices[13] = OffsetVertex(vertices[13], vertexOffset.x, vertexOffset.y);
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vertices[15] = OffsetVertex(vertices[15], -vertexOffset.x, vertexOffset.y);
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return vertices;
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protected virtual Vector3 OffsetVertex(Vector3 position, float x, float y, float z = 0)
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=> new(position.x + x, position.y + y, position.z + z);
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public override Vector3[] InitializeVelocity(List<UIVertex> uiVertices)
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{
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Vector3[] triangleVelocity = base.InitializeVelocity(uiVertices);
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Vector3 direction = Vector3.left;
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for (int i = 0; i < uiVertices.Count / 3; i++, counter++)
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triangleVelocity[i] = direction * forceMultiplier;
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if (counter == triNum && i != (uiVertices.Count / 3) - 2)
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{
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direction = direction == Vector3.left ? Vector3.right : Vector3.left;
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counter = 0;
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return triangleVelocity;
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}
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}
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//Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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// Leothedev also helped out a lot
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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{
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/// <summary>
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///
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/// </summary>
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[CreateAssetMenu(menuName = "DREditor/Minigames/Shattering/Split Mesh Generator", fileName = "RS Mesh Generator")]
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public class SplitShatter : MeshGenerator
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{
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/// </summary>
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[Header("")]
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[Divider]
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[Tooltip("")]
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[SerializeField] protected float forceMultiplier = 550;
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/// </summary>
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[Tooltip("")]
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[SerializeField] protected Vector2 vertexOffset = new(500, 0);
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[Tooltip("")]
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[SerializeField] protected int triNum = 1;
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public override void GenerateMesh(MeshFilter targetMeshFilter, List<UIVertex> uiVertices)
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Mesh mesh = new()
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vertices = ComputeVertices().ToArray()
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mesh.uv = ComputeUVs(mesh.vertices.ToList(), uiVertices).ToArray();
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vertices[10] = OffsetVertex(vertices[10], vertexOffset.x, vertexOffset.y);
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vertices[11] = OffsetVertex(vertices[11], -vertexOffset.x, vertexOffset.y);
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vertices[12] = OffsetVertex(vertices[12], -vertexOffset.x, vertexOffset.y);
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vertices[13] = OffsetVertex(vertices[13], vertexOffset.x, vertexOffset.y);
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vertices[15] = OffsetVertex(vertices[15], -vertexOffset.x, vertexOffset.y);
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protected virtual Vector3 OffsetVertex(Vector3 position, float x, float y, float z = 0)
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=> new(position.x + x, position.y + y, position.z + z);
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/// <returns></returns>
|
|
92
|
+
public override Vector3[] InitializeVelocity(List<UIVertex> uiVertices)
|
|
93
|
+
{
|
|
94
|
+
Vector3[] triangleVelocity = base.InitializeVelocity(uiVertices);
|
|
95
|
+
|
|
96
|
+
int counter = 0;
|
|
97
|
+
|
|
98
|
+
Vector3 direction = Vector3.left;
|
|
99
|
+
|
|
100
|
+
for (int i = 0; i < uiVertices.Count / 3; i++, counter++)
|
|
101
|
+
{
|
|
102
|
+
triangleVelocity[i] = direction * forceMultiplier;
|
|
103
|
+
|
|
104
|
+
if (counter == triNum && i != (uiVertices.Count / 3) - 2)
|
|
105
|
+
{
|
|
106
|
+
direction = direction == Vector3.left ? Vector3.right : Vector3.left;
|
|
107
|
+
|
|
108
|
+
counter = 0;
|
|
109
|
+
}
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
return triangleVelocity;
|
|
113
|
+
}
|
|
114
|
+
}
|
|
115
115
|
}
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|
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