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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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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 ChestAnimation : MonoBehaviour
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{
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void Start()
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{
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m_Animator = gameObject.GetComponent<Animator>();
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chest = gameObject; // set object on current GameObject
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}
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private bool beingHandled = false;
|
||||
private static bool Opening;
|
||||
private static bool Closing;
|
||||
private IEnumerator OpenChestWithAnimation()
|
||||
{
|
||||
beingHandled = true;
|
||||
// process pre-yield
|
||||
m_Animator.SetTrigger("OpenIt");
|
||||
yield return new WaitForSeconds( 0.4f );
|
||||
|
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m_Animator.ResetTrigger("OpenIt");
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// process post-yield
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beingHandled = false;
|
||||
}
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void Update()
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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 Fire : MonoBehaviour
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{
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float minFlickerIntensity = 0.5f;
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float maxFlickerIntensity = 1.0f;
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private GameObject fire;
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private int randomizer = 0;
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void Start()
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lights = FindObjectsOfType<HardLight2D>();
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List<HardLight2D> finalList = new List<HardLight2D>();
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string nameToLookFor = "LightFire";
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for(var i = 0; i < lights.Length; i++)
|
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if(lights[i].name == nameToLookFor)
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|
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}
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firelight = finalList[0];
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//firelight = FindObjectOfType<HardLight2D>();
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StartCoroutine( ChangeRange());
|
||||
}
|
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|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
StartCoroutine( ChangeRange());
|
||||
}
|
||||
|
||||
IEnumerator ChangeRange()
|
||||
{
|
||||
if (randomizer == 0) {
|
||||
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
||||
}
|
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else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
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|
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randomizer = Random.Range (0, 1);
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}
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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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using UnityEngine.UI;
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public class BossBar : MonoBehaviour
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{
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public Slider slider;
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public float health;
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void Update()
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{
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availableSprites.Add(i);
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@ -1,33 +0,0 @@
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ContinueButton : MonoBehaviour
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{
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Color greyscale => new Color(1f, 1f, 1f, 0.3f);
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Color greyscaletext => new Color(50f, 50f, 50f, 0.3f);
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// Start is called before the first frame update
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void Start()
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{
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GameObject continueButton = GameObject.Find("ContinueButton");
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TMP_Text m_TextComponent;
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if (!PlayerPrefs.HasKey("SceneSaved"))
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{
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m_TextComponent.color = greyscaletext;
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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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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class ControlsletterManager : MonoBehaviour
|
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{
|
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public GameObject LetterPanel;
|
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public GameObject _panel;
|
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|
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// Start is called before the first frame update
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void Start()
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{
|
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if (PlayerPrefs.GetInt("ControlLetter.WhereDisplayed") == 0)
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{
|
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_panel = Instantiate(LetterPanel, GameObject.FindGameObjectWithTag("GUI").transform);
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_panel.transform.Find("Button").GetComponent<UnityEngine.UI.Button>().onClick.AddListener(DestroyLetter);
|
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}
|
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}
|
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void DestroyLetter()
|
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{
|
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Destroy(_panel);
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PlayerPrefs.SetInt("ControlLetter.WhereDisplayed", 1);
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}
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}
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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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|
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public class DamageDealingPlant : MonoBehaviour
|
||||
{
|
||||
|
||||
public bool inRange = false;
|
||||
public float timerDmg = 0f;
|
||||
public float waitTime = 1.0f;
|
||||
public bool firstAttack = false;
|
||||
public float baseAttack = 1.0f;
|
||||
public bool isPanelEnabled = true;
|
||||
public GameObject other;
|
||||
|
||||
void Start()
|
||||
{
|
||||
other = GameObject.FindWithTag("Player");
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
///For attacking player
|
||||
if (collision.tag == "PlayerHitbox")
|
||||
{
|
||||
inRange = true;
|
||||
firstAttack = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerStay2D(Collider2D collision)
|
||||
{
|
||||
///For attacking player
|
||||
if (collision.tag == "PlayerHitbox")
|
||||
{
|
||||
inRange = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
///For attacking player
|
||||
inRange = false;
|
||||
timerDmg = 0f;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
|
||||
if (inRange == true)
|
||||
{
|
||||
if (firstAttack == false)
|
||||
{
|
||||
if (timerDmg >= 0.15f)
|
||||
{
|
||||
firstAttack = true;
|
||||
other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
|
||||
timerDmg = 0f;
|
||||
}
|
||||
}
|
||||
if (timerDmg >= waitTime)
|
||||
{
|
||||
timerDmg = 0f;
|
||||
other.GetComponent<Player>().TakeDamage(baseAttack, isPanelEnabled);
|
||||
}
|
||||
timerDmg += Time.deltaTime;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|