Fixed dashing w. inactive not changing agent count, agent velocity
Fixed a bug where the ability to dash while inactive wasn't decreasing the number of sound agents, leading to a larger number and lower spawn rate over time as the player used this. Also changed how sound agents move so that it is based on rigidbody velocity instead of transform
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- Dust/Assets/Prefabs/Bass Agent.prefab 1 addition, 1 deletionDust/Assets/Prefabs/Bass Agent.prefab
- Dust/Assets/Prefabs/Drum Agent.prefab 1 addition, 1 deletionDust/Assets/Prefabs/Drum Agent.prefab
- Dust/Assets/Prefabs/String Agent.prefab 1 addition, 1 deletionDust/Assets/Prefabs/String Agent.prefab
- Dust/Assets/Scenes/SampleScene.unity 3 additions, 3 deletionsDust/Assets/Scenes/SampleScene.unity
- Dust/Assets/Scripts/BassController.cs 5 additions, 1 deletionDust/Assets/Scripts/BassController.cs
- Dust/Assets/Scripts/DrumsController.cs 6 additions, 1 deletionDust/Assets/Scripts/DrumsController.cs
- Dust/Assets/Scripts/Player.cs 13 additions, 1 deletionDust/Assets/Scripts/Player.cs
- Dust/Assets/Scripts/Spawner.cs 4 additions, 0 deletionsDust/Assets/Scripts/Spawner.cs
- Dust/Assets/Scripts/StringsController.cs 6 additions, 1 deletionDust/Assets/Scripts/StringsController.cs
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