TO SQUASH: A lot of things.
This commit is contained in:
@@ -29,8 +29,8 @@ public class BallSpawner : MonoBehaviour
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{
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int currentLevel = PlayerPrefs.GetInt("CurrentLevel");
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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(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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@@ -41,7 +41,7 @@ public class BallSpawner : MonoBehaviour
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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(eyeBallPrefab));
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StartCoroutine(SpawnBalls());
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}
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@@ -14,6 +14,8 @@ public class BallBase : MonoBehaviour
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protected Vector2 speed;
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protected bool affectedByMagnet = true;
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.CompareTag("Bar"))
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@@ -31,6 +31,9 @@ public class NukeBall : BallBase
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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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// NukeBall is not affected by magnets, unlike other balls.
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affectedByMagnet = false;
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// Cache frequently used components once.
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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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@@ -0,0 +1,40 @@
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using UnityEngine;
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public class Debris : MonoBehaviour
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{
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protected Vector2 speed;
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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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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f)).normalized * 0.05f;
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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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transform.Translate(speed);
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}
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public void AnimationFinished()
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{
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Destroy(gameObject);
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.CompareTag("Wall"))
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{
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ContactPoint2D contact = collision.GetContact(0);
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speed = Vector2.Reflect(speed, contact.normal);
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}
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else
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{
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Physics2D.IgnoreCollision(
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gameObject.GetComponent<Collider2D>(),
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collision.gameObject.GetComponent<Collider2D>(),
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true
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);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: acd5329298ab7f303a1bcf5418aba1ba
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+311
-26
@@ -26,6 +26,10 @@ public class Player : MonoBehaviour
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public AudioClip defeat;
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public AudioClip denied;
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public AudioClip victory;
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public MusicManager musicManager;
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public Fader fader;
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@@ -34,6 +38,32 @@ public class Player : MonoBehaviour
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public GameObject verticalBarrierPrefab;
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public int lives = 8;
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public int score = 0;
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public int bonus = 3100;
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public Animator gunAnimator;
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public Animator muzzleAnimator;
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public SpriteRenderer muzzleRenderer;
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public GameObject debrisPrefab;
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public int magnetCount = 0;
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public int laserCount = 0;
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public GameObject magnetLeft;
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public GameObject magnetRight;
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public GameObject magnetTop;
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public GameObject magnetBottom;
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private bool flipped = false;
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private bool gameOver = false;
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@@ -42,40 +72,96 @@ public class Player : MonoBehaviour
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private bool canFire = true;
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private float damageTimer = 0.0f;
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private float damageCooldown = 0.5f;
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private bool exploding = false;
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private Bounds playerBounds;
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private Bounds boardBounds;
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private bool laserActive = false;
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private bool magnetActive = false;
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private float magnetDuration = 5.0f;
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private float magnetTimer = 0.0f;
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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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audioSource = GetComponent<AudioSource>();
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Cursor.visible = false;
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if (!TryGetWorldBounds(gameObject, out playerBounds))
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{
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Debug.LogWarning("Could not get world bounds for player.");
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}
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if (!TryGetWorldBounds(gameBoard, out boardBounds))
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{
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Debug.LogWarning("Could not get world bounds for gameBoard.");
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return;
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}
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// Initialize the magnets.
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magnetLeft.GetComponent<SpriteRenderer>().enabled = false;
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magnetRight.GetComponent<SpriteRenderer>().enabled = false;
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magnetTop.GetComponent<SpriteRenderer>().enabled = false;
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magnetBottom.GetComponent<SpriteRenderer>().enabled = false;
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magnetLeft.transform.position = new Vector3(
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boardBounds.min.x + magnetLeft.GetComponent<SpriteRenderer>().bounds.extents.x,
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transform.position.y,
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transform.position.z
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);
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magnetRight.transform.position = new Vector3(
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boardBounds.max.x - magnetRight.GetComponent<SpriteRenderer>().bounds.extents.x,
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transform.position.y,
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transform.position.z
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);
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magnetTop.transform.position = new Vector3(
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transform.position.x,
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boardBounds.max.y - magnetTop.GetComponent<SpriteRenderer>().bounds.extents.y,
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transform.position.z
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);
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magnetBottom.transform.position = new Vector3(
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transform.position.x,
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boardBounds.min.y + magnetBottom.GetComponent<SpriteRenderer>().bounds.extents.y,
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transform.position.z
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);
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}
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// Update is called once per frame
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void Update()
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{
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if (gameBoard == null || Camera.main == null || Mouse.current == null)
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if (damageTimer > 0.0f)
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{
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return;
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damageTimer -= Time.fixedDeltaTime;
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}
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if (!TryGetWorldBounds(gameBoard, out Bounds boardBounds) || !TryGetWorldBounds(gameObject, out Bounds playerBounds))
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if (!exploding)
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{
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Debug.LogWarning("Could not get world bounds for gameBoard or player.");
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return;
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Vector2 mouseScreen = Mouse.current.position.ReadValue();
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Camera cam = Camera.main;
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// Keep movement on the same depth plane as the current player position.
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float screenZ = cam.WorldToScreenPoint(transform.position).z;
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Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ));
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Vector3 extents = playerBounds.extents;
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float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x / 2.0f, boardBounds.max.x - extents.x / 2.0f);
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float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y / 2.0f, boardBounds.max.y - extents.y / 2.0f);
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transform.position = new Vector3(clampedX, clampedY, transform.position.z);
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}
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Vector2 mouseScreen = Mouse.current.position.ReadValue();
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Camera cam = Camera.main;
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// Keep movement on the same depth plane as the current player position.
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float screenZ = cam.WorldToScreenPoint(transform.position).z;
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Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ));
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Vector3 extents = playerBounds.extents;
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float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x / 2.0f, boardBounds.max.x - extents.x / 2.0f);
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float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y / 2.0f, boardBounds.max.y - extents.y / 2.0f);
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transform.position = new Vector3(clampedX, clampedY, transform.position.z);
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if (Keyboard.current != null)
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{
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if (Keyboard.current.spaceKey.wasPressedThisFrame)
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@@ -89,20 +175,46 @@ public class Player : MonoBehaviour
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{
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gameOver = true;
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}
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if (Keyboard.current.wKey.wasPressedThisFrame)
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{
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if (laserActive)
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{
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DisableLaser();
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}
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else
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{
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EnableLaser();
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}
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}
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if (Keyboard.current.dKey.wasPressedThisFrame)
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{
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if (magnetActive)
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{
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DisableMagnet();
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}
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else
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{
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EnableMagnet();
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}
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}
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}
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if (Mouse.current.leftButton.wasPressedThisFrame && canFire)
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if (Mouse.current.leftButton.wasPressedThisFrame && canFire && !exploding)
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{
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canFire = false;
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audioSource.PlayOneShot(normalShoot);
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if (flipped)
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if (laserActive)
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{
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Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
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FireLaser();
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}
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else if (magnetActive)
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{
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FireMagnet();
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}
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else
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{
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Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
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FireNormal();
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}
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}
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@@ -111,6 +223,18 @@ public class Player : MonoBehaviour
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StartCoroutine(EndGame());
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gameOver = false; // Reset gameOver to prevent multiple coroutine starts
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}
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if (magnetTimer > 0.0f)
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{
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magnetTimer -= Time.deltaTime;
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if (magnetTimer <= 0.0f)
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{
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magnetLeft.GetComponent<SpriteRenderer>().enabled = false;
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magnetRight.GetComponent<SpriteRenderer>().enabled = false;
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magnetTop.GetComponent<SpriteRenderer>().enabled = false;
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magnetBottom.GetComponent<SpriteRenderer>().enabled = false;
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}
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}
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}
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private static bool TryGetWorldBounds(GameObject target, out Bounds bounds)
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@@ -153,9 +277,170 @@ public class Player : MonoBehaviour
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canFire = true;
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}
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public IEnumerator SetGameOver()
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{
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yield return new WaitForSeconds(3.0f);
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gameOver = true;
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}
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private void EnableLaser()
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{
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if (laserCount > 0)
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{
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laserActive = true;
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magnetActive = false;
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audioSource.PlayOneShot(laserCharge);
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gunAnimator.SetBool("laserActivated", true);
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gunAnimator.SetBool("magnetActivated", false);
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}
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else
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{
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if (!audioSource.isPlaying)
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{
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audioSource.PlayOneShot(denied);
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}
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}
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}
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private void EnableMagnet()
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{
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if (magnetCount > 0)
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{
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laserActive = false;
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magnetActive = true;
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audioSource.PlayOneShot(magnetIdle);
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gunAnimator.SetBool("laserActivated", false);
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gunAnimator.SetBool("magnetActivated", true);
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}
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else
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{
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if (!audioSource.isPlaying)
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{
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audioSource.PlayOneShot(denied);
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}
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}
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}
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private void DisableLaser()
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{
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if (laserActive)
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{
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laserActive = false;
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audioSource.PlayOneShot(laserDischarge);
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gunAnimator.SetBool("laserActivated", false);
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}
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}
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private void DisableMagnet()
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{
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if (magnetActive)
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{
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magnetActive = false;
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gunAnimator.SetBool("magnetActivated", false);
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}
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}
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private void FireNormal()
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{
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canFire = false;
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audioSource.PlayOneShot(normalShoot);
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muzzleAnimator.SetTrigger("firing");
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if (flipped)
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{
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Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
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}
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else
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{
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Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
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}
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}
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private void FireLaser()
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{
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canFire = false;
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audioSource.PlayOneShot(laserShoot);
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muzzleAnimator.SetTrigger("firing");
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laserCount--;
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// if (flipped)
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// {
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// Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
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// }
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// else
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// {
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// Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
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// }
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DisableLaser();
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}
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private void FireMagnet()
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{
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audioSource.PlayOneShot(magnetShoot);
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muzzleAnimator.SetTrigger("firing");
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magnetCount--;
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magnetTimer = magnetDuration;
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if (flipped)
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{
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magnetTop.GetComponent<SpriteRenderer>().enabled = true;
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magnetBottom.GetComponent<SpriteRenderer>().enabled = true;
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}
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else
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{
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magnetLeft.GetComponent<SpriteRenderer>().enabled = true;
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magnetRight.GetComponent<SpriteRenderer>().enabled = true;
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}
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DisableMagnet();
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}
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private void Explode()
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{
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if (exploding)
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{
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return;
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}
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exploding = true;
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gunAnimator.SetTrigger("playerKilled");
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muzzleRenderer.enabled = false;
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audioSource.PlayOneShot(death);
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for (int i = 0; i < 8; i++)
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{
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SpawnDebris();
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}
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}
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private void SpawnDebris()
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{
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Vector2 randomOffset = Random.insideUnitCircle * playerBounds.extents.magnitude;
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Instantiate(
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debrisPrefab,
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transform.position + new Vector3(randomOffset.x, randomOffset.y, 0),
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Quaternion.identity
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);
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}
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public void OnBarHit()
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{
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// TODO: Lose a life or end the game
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if (damageTimer > 0.0f)
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{
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return;
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}
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lives--;
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damageTimer = damageCooldown;
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if (lives <= 0)
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{
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Explode();
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StartCoroutine(SetGameOver());
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}
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canFire = true; // Allow firing again after bar hit
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}
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}
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@@ -0,0 +1,29 @@
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using UnityEngine;
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public class PlayerGun : MonoBehaviour
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{
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public Player player;
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private Animator animator;
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private SpriteRenderer spriteRenderer;
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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 = GetComponent<SpriteRenderer>();
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animator = GetComponent<Animator>();
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}
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public void AnimationFinished()
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{
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if (player.lives > 0)
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{
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animator.SetTrigger("revived");
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}
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else
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{
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spriteRenderer.enabled = false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: d8f50aeaa35e8b0e7bd0bb61282f92bd
|
||||
Reference in New Issue
Block a user