correctly position enemies and obstacles in a cubic funnel

This commit is contained in:
Cat Flynn 2021-01-11 02:13:03 +00:00
parent 047dda4139
commit 73d3a6bfc2
32 changed files with 800 additions and 67 deletions

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value: -100
objectReference: {fileID: 0}
- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalScale.x
value: 1492.1846
objectReference: {fileID: 0}
- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalPosition.y
value: -8.773621
objectReference: {fileID: 0}
- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalPosition.z
value: 846.83606
objectReference: {fileID: 0}
- target: {fileID: 4264314760911572847, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalRotation.x
value: 0.000000346452
objectReference: {fileID: 0}
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: _playerXPos
value:
@ -799,6 +833,10 @@ PrefabInstance:
propertyPath: _playerXMove
value:
objectReference: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: _baseTubeRadius
value:
objectReference: {fileID: 11400000, guid: 728cb7e2ba632ed488575b477d23545b, type: 2}
- target: {fileID: 5076175860835241000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: _anim.m_Curve.Array.size
value: 3
@ -847,6 +885,22 @@ PrefabInstance:
propertyPath: _anim.m_Curve.Array.data[1].outWeight
value: 0.09022057
objectReference: {fileID: 0}
- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalScale.x
value: 1492.1846
objectReference: {fileID: 0}
- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalPosition.y
value: -8.773621
objectReference: {fileID: 0}
- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalPosition.z
value: 846.83606
objectReference: {fileID: 0}
- target: {fileID: 7294003040346186954, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
propertyPath: m_LocalRotation.x
value: 0.000000346452
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 1f82f952c53fc7449a0091cf29ba3def, type: 3}
--- !u!1 &1173812004
@ -950,7 +1004,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1173812004}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: -4, z: 6}
m_LocalPosition: {x: 0, y: 0, z: 6}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1639649351}
@ -982,6 +1036,7 @@ MonoBehaviour:
lerpAmount: 0.95
horizontalInput: {fileID: 11400000, guid: 7371e84b7c82f4631a96ac1c00b55fa0, type: 2}
horizontalPosition: {fileID: 11400000, guid: 25280515e18c66c44827faf0cb01ca42, type: 2}
zPosition: {fileID: 11400000, guid: d79a67f8d31402543bdbc2c3fdf3e53d, type: 2}
--- !u!114 &1173812010
MonoBehaviour:
m_ObjectHideFlags: 0
@ -1087,7 +1142,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1215971662}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: -2, z: 30}
m_LocalPosition: {x: 0, y: 0, z: 30}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}

View File

@ -16,11 +16,11 @@ MonoBehaviour:
m_AdvancedMode: 0
threshold:
m_OverrideState: 1
m_Value: 3
m_Value: 1
min: 0
intensity:
m_OverrideState: 1
m_Value: 4
m_Value: 0.5
min: 0
scatter:
m_OverrideState: 0

View File

@ -1,14 +1,20 @@
using System;
using Ktyl.Util;
using UnityEngine;
using UnityEngine.Scripting;
using Random = UnityEngine.Random;
public class BeatSpawner : ShootInputBase
{
[SerializeField] private int spawnOnBeat = 2;
[SerializeField] private int[] onBarBeats;
[SerializeField] private int beatWait;
[SerializeField] private float xMin = -10;
[SerializeField] private float xMax = 10;
[SerializeField] private SerialFloat _playerXPosition;
[SerializeField] private SerialFloat _playerZPosition;
private AudioBeatManager _audio;
private bool _shoot;
@ -20,9 +26,20 @@ public class BeatSpawner : ShootInputBase
public void OnBeat(int beat)
{
_shoot = beat % spawnOnBeat == 0;
_shoot = false;
for (int i = 0; i < onBarBeats.Length; i++)
{
var barBeat = onBarBeats[i];
_shoot = (beat + barBeat) % beatWait == 0;
if (_shoot) break;
}
if (_shoot)
transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
// var playerPosition = Vector3.right * _playerXPosition;
// Vector3.forward * _playerZPosition;
// transform.LookAt(playerPosition);
}
public override bool IsShooting()

View File

@ -1,3 +1,4 @@
using System.Net.Http;
using DG.Tweening;
using UnityEngine;
using Weapons.Scripts;
@ -46,24 +47,22 @@ public class DisableOnDeath : MonoBehaviour
var oldName = gameObject.name;
gameObject.name = "disabled";
_collider.enabled = false;
float duration = 0.4f;
float x = 0;
DOTween.To(
() => x,
t =>
{
var c1 = Color.Lerp(_color1, Color.white, t);
var c2 = Color.Lerp(_color2, Color.white, t);
var c1 = Color.Lerp(_color1, Color.white*1000f, 1f-t);
var c2 = Color.Lerp(_color2, Color.white*1000f, 1f-t);
_renderer.material.SetColor(Color1, c1);
_renderer.material.SetColor(Color2, c2);
_renderer.material.SetFloat(Alpha, 1.0f-t);
},
1.0f,
0.05f);
duration);
transform.DOScale(Vector3.one * 1.5f, 0.15f).SetEase(Ease.OutQuint).OnComplete(() =>
transform.DOScale(Vector3.one * 3.0f, duration).SetEase(Ease.OutQuint).OnComplete(() =>
{
gameObject.name = oldName;
gameObject.SetActive(false);

View File

@ -61,6 +61,7 @@ Shader "custom/bullet"
float _Alpha;
float _PulseIntensity;
float _BaseTubeRadius;
// float _VertexScale;
// float _FadeStrength;

View File

@ -15,6 +15,10 @@ Shader "custom/enemy"
// _VertexScale("Vertex Scale", Float) = 0
_PulseIntensity("Pulse Intensity", Float) = 1.0
_TrackWidth("Track Width", Float) = 20
_RadiusWithDistance("Radius with Distance", Float) = 0.003
_SpeedMultiplier("Speed Multiplier", Float) = 2.0
_BaseScale("Base Scale", Float) = 1.0
_M("M", Float) = 0.5
_C("C", Float) = 0.0
@ -28,6 +32,9 @@ Shader "custom/enemy"
Pass
{
// Blend OneMinusDstColor OneMinusSrcAlpha
// Blend SrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
@ -51,6 +58,7 @@ Shader "custom/enemy"
float2 uv : TEXCOORD0;
float3 wpos : TEXCOORD1;
half3 normal : NORMAL;
float2 polar : TEXCOORD2; // TODO!!
};
float _M = 0.5;
@ -61,11 +69,18 @@ Shader "custom/enemy"
float _Alpha;
float _PulseIntensity;
float _SpeedMultiplier;
float _RadiusWithDistance;
float _TrackWidth;
float _PlayerXPos;
float _DistanceToNextBeat;
float _DistanceFromLastBeat;
float _DistanceSinceLastBeat;
float _BaseScale;
float _BaseTubeRadius;
// float _VertexScale;
// float _FadeStrength;
@ -85,17 +100,40 @@ Shader "custom/enemy"
float4 _NoiseMap_ST;
CBUFFER_END
Varyings vert(Attributes IN)
{
Varyings OUT;
float radius = _BaseTubeRadius;
float d = _TrackWidth;
float3 vpos = IN.positionOS.xyz;
vpos*=2;
OUT.normal = IN.normal;
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
vpos *= 1.0+beat*_PulseIntensity;
// position of the model's origin in world space
float3 mo_wpos = TransformObjectToWorld(float3(0,0,0));
vpos.x *= 0.3;
float db = _DistanceSinceLastBeat;
float beat = db*db;
vpos *= _BaseScale+beat*_PulseIntensity;
// float3 wpos = TransformObjectToWorld(vpos);
float wpz = mo_wpos.z;
float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
// compress horiztonally
// vpos.x = vpos.x * _HorizontalScale;
// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
// vpos = mul(UNITY_MATRIX_P,
// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
// + float4(vpos.x, vpos.y, 0,0)
// + float4(1, 1,1,1));
// recalculate wpos with updated vpos
// wpos = TransformObjectToWorld(vpos);
// matrix m = GetObjectToWorldMatrix();
//float d = 1.0+length(wpos)*0.5;
//float2 uv = wpos.zx;
@ -108,22 +146,40 @@ Shader "custom/enemy"
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
// calculate position on circle
float3 wpos = TransformObjectToWorld(vpos);
float radius = 4.0;
float d = _TrackWidth;
float r = radius - vpos.y * 0.5;
float x = wpos.x;
// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
// float r_origin = float
// float wpz = abs(mo_wpos.z-6); // offset due to player position
// // wpz *= wpz;
// r += wpz*_RadiusWithDistance;
// mo_wpos.z *= _SpeedMultiplier;
float x = mo_wpos;
// float x = mo_wpos.x+vpos.x;
x -= _PlayerXPos;
// x += 0.5*PI;
float a = 2*PI*(x/d + 0.5);
a += 0.5*PI;
float a = 2*PI*(x/d);
a -= 0.5*PI;
// a *= (radius - r) * -1.0;
// vpos.y += 0.5*radius*cos(a);
float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
wpos = float3(cos(a)*r,sin(a)*r,wpos.z);
float x_p = vpos.x*cos(a)-vpos.y*sin(a);
float y_p = vpos.x*sin(a)+vpos.y*cos(a);
vpos.x = x_p;
vpos.y = y_p;
float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5;
float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5;
wpos += float3(noise1, noise2, 0) * 2.0;
wpos += float3(vpos.xy,0);
wpos.y += radius;
wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
vpos = TransformWorldToObject(wpos);
// TransformWorldToObject()
@ -156,8 +212,19 @@ Shader "custom/enemy"
// float t = length(p);
// return lerp(_Color1,_Color2,t * _FadeStrength);
float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
c = lerp(c, _FarColor, IN.wpos.z * 0.0075);
float normalised = IN.wpos.z/1000.0;
// float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
float4 c = _Color1;
c = lerp(_Color1, _Color2, length(p));
c = lerp(c, _FarColor, normalised);
// float distanceAhead = IN.wpos.z - 6;
// float ca = clamp(distanceAhead * 0.1,0,1);
// c.a = ca;
// c.a = clamp((IN.wpos.z-6)*1.0,0,1);
// c.a = clamp((1.0-IN.polar.r),0,1);
// c.a = clamp(1.0-normalised,0,1);
return c;
}

View File

@ -0,0 +1,270 @@
// This shader draws a texture on the mesh.
Shader "custom/obstacle"
{
// The _BaseMap variable is visible in the Material's Inspector, as a field
// called Base Map.
Properties
{
[HDR] _Color1("Color1", Color) = (1,1,1,1)
[HDR] _Color2("Color2", Color) = (1,1,1,1)
[HDR] _FarColor("Far Color", Color) = (1,1,1,1)
_Alpha("Alpha", Float) = 1.0
// [HDR] _Color2("Color 2", Color) = (1,1,1,1)
// _FadeStrength("Fade Strength", Float) = 0.1
// _VertexScale("Vertex Scale", Float) = 0
_PulseIntensity("Pulse Intensity", Float) = 1.0
_TrackWidth("Track Width", Float) = 20
_RadiusWithDistance("Radius with Distance", Float) = 0.003
_SpeedMultiplier("Speed Multiplier", Float) = 2.0
_HorizontalScale("Horizontal Scale", Float) = 0.1
_VerticalScale("Vertical Scale", Float) = 10
_M("M", Float) = 0.5
_C("C", Float) = 0.0
_NoiseMap("Noise Map", 2D) = "black"
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
Pass
{
// Blend OneMinusDstColor OneMinusSrcAlpha
// Blend SrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
// The uv variable contains the UV coordinate on the texture for the
// given vertex.
float2 uv : TEXCOORD0;
float3 wpos : TEXCOORD1;
half3 normal : NORMAL;
float2 polar : TEXCOORD2; // TODO!!
};
float _M = 0.5;
float _C = 0.0;
float4 _Color1;
float4 _Color2;
float4 _FarColor;
float _Alpha;
float _PulseIntensity;
float _SpeedMultiplier;
float _RadiusWithDistance;
float _TrackWidth;
float _PlayerXPos;
float _DistanceToNextBeat;
float _DistanceSinceLastBeat;
float _HorizontalScale;
float _VerticalScale;
float _BaseTubeRadius;
// float _VertexScale;
// float _FadeStrength;
// This macro declares _BaseMap as a Texture2D object.
TEXTURE2D(_BaseMap);
// This macro declares the sampler for the _BaseMap texture.
SAMPLER(sampler_BaseMap);
TEXTURE2D(_NoiseMap);
SAMPLER(sampler_NoiseMap);
CBUFFER_START(UnityPerMaterial)
// The following line declares the _BaseMap_ST variable, so that you
// can use the _BaseMap variable in the fragment shader. The _ST
// suffix is necessary for the tiling and offset function to work.
float4 _BaseMap_ST;
float4 _NoiseMap_ST;
CBUFFER_END
//random hash
float4 hash42(float2 p) {
float4 p4 = frac(float4(p.xyxy) * float4(443.8975, 397.2973, 491.1871, 470.7827));
p4 += dot(p4.wzxy, p4 + 19.19);
return frac(float4(p4.x * p4.y, p4.x * p4.z, p4.y * p4.w, p4.x * p4.w));
}
float hash(float n) {
return frac(sin(n) * 43758.5453123);
}
float n(in float3 x) {
float3 p = floor(x);
float3 f = frac(x);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0 + 113.0 * p.z;
float res = lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x),
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y),
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x),
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z);
return res;
}
//tape noise
float tape_noise(float2 p) {
float y = p.y;
float s = _Time.x + 200;
float v = (n(float3(y * .01 + s, 1., 1.0)) + .0)
* (n(float3(y * .011 + 1000.0 + s, 1., 1.0)) + .0)
* (n(float3(y * .51 + 421.0 + s, 1., 1.0)) + .0)
;
v *= hash42(float2(p.x + _Time.y + 200, p.y)).x + 2;
v = abs(pow(v + .3, 1.));
if (v < .5) v = 0.; //threshold
return v;
}
Varyings vert(Attributes IN)
{
Varyings OUT;
float radius = _BaseTubeRadius;
float d = _TrackWidth;
float3 vpos = IN.positionOS.xyz;
vpos*=3;
OUT.normal = IN.normal;
// position of the model's origin in world space
float3 mo_wpos = TransformObjectToWorld(float3(0,0,0));
float beat = _DistanceToNextBeat*_DistanceToNextBeat;
vpos *= 1.0+beat*_PulseIntensity;
// float3 wpos = TransformObjectToWorld(vpos);
float wpz = mo_wpos.z;
float r = length(radius) + wpz*wpz*wpz*_RadiusWithDistance;
// compress horiztonally
// vpos.x = vpos.x * _HorizontalScale;
// vpos.y = vpos.y * _VerticalScale * 1.0-(r-radius);
// vpos = mul(UNITY_MATRIX_P,
// mul(UNITY_MATRIX_MV, float4(0,0,0,1))
// + float4(vpos.x, vpos.y, 0,0)
// + float4(1, 1,1,1));
// recalculate wpos with updated vpos
// wpos = TransformObjectToWorld(vpos);
// matrix m = GetObjectToWorldMatrix();
//float d = 1.0+length(wpos)*0.5;
//float2 uv = wpos.zx;
// vpos += _VertexScale*float3(0,0,5)*d;
// vpos += sin(180)*sin(1800)*float3(0,0,5)*d;
// noise *= d*d * 0.1;
// vpos *= lerp (0.9,1.1,noise);
// float3 owpos = TransformObjectToWorld(float3(0,0,0));
// calculate position on circle
// float3 object_origin = TransformObjectToWorld(float3(0,0,0));
// float r_origin = float
// float wpz = abs(mo_wpos.z-6); // offset due to player position
// // wpz *= wpz;
// r += wpz*_RadiusWithDistance;
// mo_wpos.z *= _SpeedMultiplier;
float x = mo_wpos;
// float x = mo_wpos.x+vpos.x;
x -= _PlayerXPos;
// x += 0.5*PI;
float a = 2*PI*(x/d);
a -= 0.5*PI;
// a *= (radius - r) * -1.0;
// vpos.y += 0.5*radius*cos(a);
float3 wpos = float3(cos(a)*r,sin(a)*r,mo_wpos.z);
float x_p = vpos.x*cos(a)-vpos.y*sin(a);
float y_p = vpos.x*sin(a)+vpos.y*cos(a);
vpos.x = x_p;
vpos.y = y_p;
float noise1 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.yz, 0) - 0.5;
float noise2 = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, wpos.xy, 0) - 0.5;
wpos += float3(noise1, noise2, 0) * 2.0;
wpos += float3(vpos.xy,0);
wpos.y += radius;
wpos.z *= (_SpeedMultiplier+5*(_DistanceToNextBeat*_DistanceSinceLastBeat));
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
vpos = TransformWorldToObject(wpos);
// TransformWorldToObject()
// vpos += wposOffset;
// float x_with_distance = normalize(wpos.x)*wpos.z*0.1;
// x_with_distance = abs(x_with_distance);
// vpos += float3(x_with_distance,0,0);
OUT.wpos = wpos;
OUT.positionHCS = TransformObjectToHClip(vpos);
// The TRANSFORM_TEX macro performs the tiling and offset
// transformation.
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// calculate pixel
float2 res = _ScreenParams;
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
float2 toCentre = TransformObjectToWorld(-IN.wpos).xy;
toCentre = normalize(toCentre);
float t = dot(IN.normal, toCentre) * 0.5 + 0.5;
// float t = dot(IN.normal, float3(0,1,0)) * 0.5 + 0.5;
// float t = length(p);
// return lerp(_Color1,_Color2,t * _FadeStrength);
float normalised = IN.wpos.z/500.0;
// float4 c = float4(lerp(_Color1, _Color2, t).xyz, _Alpha);
float4 c = _Color1;
c *= tape_noise(IN.polar/0.00005);
c = lerp(c, _FarColor, _DistanceToNextBeat);
return c;
}
ENDHLSL
}
}
}

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 283f3c94cc5a452448291c9d05edafee
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -314,12 +314,13 @@ Shader "custom/tunnel"
float4 color = float4(0,0,0,0);
// precalc some stuff
float2 core_c = float2(0, _CoreYOffset);
float4 f = fractal1 + fractal2;
// float f = fractal2;
float4 g = ground(p, r, a);
// float g_mask = step(_GroundMaskAngle,g);
float4 n = nebula(r, a);
float4 s = stars(r, a);
float4 s = stars((length(core_c-p)), atan((core_c-p).y/(core_c-p).x));
float4 b = bars(r, p);
// fractal
@ -369,7 +370,6 @@ Shader "custom/tunnel"
color = max(bars_color, color);
// core
float2 core_c = float2(0, _CoreYOffset);
float4 core_color = blurry_circle(p, core_c, _CoreRadius, _CoreThiccness);
core_color *= _CoreColor;
color = lerp(color, core_color, core_color);

View File

@ -11,6 +11,7 @@ public class TunnelController : MonoBehaviour
[SerializeField] private AnimationCurve _anim;
[SerializeField] private SerialFloat _playerXPos;
[SerializeField] private SerialFloat _playerXMove;
[SerializeField] private SerialFloat _baseTubeRadius;
[SerializeField] private AccessibilityOptions _accessibility;
[SerializeField] private float _baseCameraShake;
@ -26,6 +27,7 @@ public class TunnelController : MonoBehaviour
private void Awake()
{
Shader.SetGlobalFloat("_CameraShake", 0);
Shader.SetGlobalFloat("_BaseTubeRadius", _baseTubeRadius);
Debug.Log(_accessibility.Mode);
switch (_accessibility.Mode)

View File

@ -106,19 +106,19 @@ MonoBehaviour:
m_Bits: 64
accuracy: 0
zone:
numToSpawn: 1
numToSpawn: 75
offset: {x: 0, y: 0, z: 0}
spawnType: 0
spawnDir: 0
spawnPlane: 1
width: 0
width: 10
height: 0
surfaceOnly: 1
surfaceOnly: 0
evenDistribution: 1
numSides: 3
numPerSide: 10
flipVertical: 0
radius: 0
radius: 5
arc: 360
composite: []
manualFire: 1