TO SQUASH: Fucking magnets, how do they work?
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@@ -31,17 +31,17 @@ public class BallSpawner : MonoBehaviour
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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// ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(nuclearBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(glassBallPrefab));
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ballQueue.Enqueue(() => SpawnBall(eyeBallPrefab));
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StartCoroutine(SpawnBalls());
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}
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@@ -172,4 +172,32 @@ public class BallSpawner : MonoBehaviour
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FixCollisions();
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}
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public void MagnetActive(bool flipped)
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{
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foreach (var ball in balls)
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{
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if (ball == null) continue;
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var ballScript = ball.GetComponent<BallBase>();
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if (ballScript != null)
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{
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ballScript.MagnetActive(flipped);
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}
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}
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}
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public void MagnetInactive()
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{
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foreach (var ball in balls)
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{
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if (ball == null) continue;
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var ballScript = ball.GetComponent<BallBase>();
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if (ballScript != null)
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{
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ballScript.MagnetInactive();
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}
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}
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}
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}
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