TO SQUASH: Added laser firing.
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@@ -0,0 +1,82 @@
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using UnityEngine;
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public class HorizontalLaser : MonoBehaviour
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{
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public GameObject horizontalLaserPrefab;
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public bool canFireLeft = true;
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public bool canFireRight = true;
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private Bounds bounds;
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private bool canFire = true;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
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bounds = spriteRenderer.bounds;
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var walls = GameObject.FindGameObjectsWithTag("Wall");
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if (walls.Length > 0)
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{
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// Cap the firing ability if the bar is already intersecting with a wall.
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foreach (var wall in walls)
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{
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if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
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{
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canFire = false;
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break;
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}
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}
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}
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (canFire)
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{
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if (canFireLeft)
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{
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Vector3 leftSide = new Vector3(
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bounds.min.x - (bounds.size.x / 2.0f),
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bounds.center.y,
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bounds.center.z
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);
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var left = Instantiate(horizontalLaserPrefab, leftSide, Quaternion.identity);
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var leftLaserScript = left.GetComponent<HorizontalLaser>();
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leftLaserScript.canFireRight = false;
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Physics2D.IgnoreCollision(
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left.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
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true
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);
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}
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if (canFireRight)
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{
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Vector3 rightSide = new Vector3(
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bounds.max.x + (bounds.size.x / 2.0f),
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bounds.center.y,
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bounds.center.z
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);
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var right = Instantiate(horizontalLaserPrefab, rightSide, Quaternion.identity);
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var rightLaserScript = right.GetComponent<HorizontalLaser>();
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rightLaserScript.canFireLeft = false;
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Physics2D.IgnoreCollision(
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right.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
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true
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);
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}
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canFire = false;
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}
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}
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}
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