2022-04-25 21:41:47 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class breakable : MonoBehaviour
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{
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2022-06-15 19:54:44 +02:00
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public string name;
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public string name2;
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2022-04-25 21:41:47 +02:00
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public Sprite[] sprites;
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private int oldSprite;
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private int newSprite;
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private List<int> availableSprites = new List<int>();
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2022-06-02 09:49:51 +02:00
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public ParticleSystem collisionParticleSystem;
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public bool timeToBreak = false;
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2022-06-15 19:54:44 +02:00
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private int isBroken = 0;
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2022-06-02 09:49:51 +02:00
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2022-04-25 21:41:47 +02:00
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void Start()
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{
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2022-06-15 19:54:44 +02:00
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2022-04-25 21:41:47 +02:00
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for(int i=0; i<3; i++)
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{
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availableSprites.Add(i);
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}
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2022-06-15 19:54:44 +02:00
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int continued = PlayerPrefs.GetInt("continued");
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if (continued == 1)
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{
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isBroken = PlayerPrefs.GetInt(name2);
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}
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else
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{
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isBroken = PlayerPrefs.GetInt(name);
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}
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if(isBroken == 0)
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{
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oldSprite = 0;
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GetComponent<SpriteRenderer>().sprite = sprites[oldSprite];
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}
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else if (isBroken == 1)
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{
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oldSprite = 1;
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GetComponent<SpriteRenderer>().sprite = sprites[oldSprite];
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}
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else if (isBroken == 2)
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{
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oldSprite = 2;
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GetComponent<SpriteRenderer>().sprite = sprites[oldSprite];
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}
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else if(isBroken == 3)
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2022-06-02 18:32:18 +02:00
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{
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2022-06-12 17:18:43 +02:00
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gameObject.SetActive(false);
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2022-06-02 18:32:18 +02:00
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}
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2022-06-02 09:49:51 +02:00
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}
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IEnumerator Timer()
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{
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if (timeToBreak == true){
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2022-06-15 19:54:44 +02:00
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isBroken = 3;
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PlayerPrefs.SetInt(name, isBroken);
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2022-06-12 17:18:43 +02:00
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gameObject.SetActive(false);
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2022-06-02 09:49:51 +02:00
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}
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yield return new WaitForSeconds(1);
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var em = collisionParticleSystem.emission;
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em.enabled = false;
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2022-04-25 21:41:47 +02:00
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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2022-07-03 22:15:56 +02:00
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if (collision.tag == "PickaxeHitbox")
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2022-04-25 21:41:47 +02:00
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{
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2022-06-12 11:28:14 +02:00
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var em = collisionParticleSystem.emission;
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em.enabled = true;
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2022-06-02 09:49:51 +02:00
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collisionParticleSystem.Play();
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if (oldSprite == 0)
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{
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newSprite = availableSprites[1];
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oldSprite = 1;
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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2022-06-15 19:54:44 +02:00
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isBroken = 1;
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2022-06-02 09:49:51 +02:00
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}
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else if (oldSprite == 1)
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{
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newSprite = availableSprites[2];
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oldSprite = 2;
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2022-04-25 21:41:47 +02:00
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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2022-06-15 19:54:44 +02:00
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isBroken = 2;
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2022-06-02 09:49:51 +02:00
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}
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else if (oldSprite == 2)
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{
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timeToBreak = true;
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StartCoroutine(Timer());
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}
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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StartCoroutine(Timer());
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2022-04-25 21:41:47 +02:00
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}
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2022-06-02 09:49:51 +02:00
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}
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2022-06-15 19:54:44 +02:00
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public void SaveCheckpoint()
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{
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PlayerPrefs.SetInt(name2, isBroken);
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}
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2022-04-25 21:41:47 +02:00
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}
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