TO SQUASH: Added shooting bars.
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@@ -30,12 +30,18 @@ public class Player : MonoBehaviour
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public Fader fader;
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public GameObject horizontalBarrierPrefab;
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public GameObject verticalBarrierPrefab;
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private bool flipped = false;
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private bool gameOver = false;
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private AudioSource audioSource;
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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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@@ -65,8 +71,8 @@ public class Player : MonoBehaviour
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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, boardBounds.max.x - extents.x);
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float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y, boardBounds.max.y - extents.y);
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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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@@ -85,6 +91,21 @@ public class Player : MonoBehaviour
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}
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}
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if (Mouse.current.leftButton.wasPressedThisFrame && canFire)
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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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{
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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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if (gameOver)
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{
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StartCoroutine(EndGame());
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@@ -126,4 +147,15 @@ public class Player : MonoBehaviour
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yield return new WaitForSeconds(1.3f);
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fader.ResetFader();
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}
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public void BarrierFinished()
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{
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canFire = true;
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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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canFire = true; // Allow firing again after bar hit
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}
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}
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