Effects
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@ -12,6 +12,9 @@ public class CameraFollower : MonoBehaviour
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public float Ysmoothness =1f;
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public static Transform Target;
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public Vector2 offset;
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public Vector3 shakeIntensity;
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public GameObject shakeFX_good;
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public GameObject shakeFX_bad;
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void FixedUpdate()
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{
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UpdateFrame();
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@ -23,12 +26,19 @@ public class CameraFollower : MonoBehaviour
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void updateFrame(){
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if(PlayerController.boosting){
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//Add boost here
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}
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float newX = Mathf.Lerp(transform.position.x, Target.position.x + offset.x, Xsmoothness);
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float newY = Mathf.Lerp(transform.position.y, Target.position.y + offset.y, Ysmoothness);
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transform.position = new Vector3(newX, newY, transform.position.z);
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if(PlayerController.boosting){
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//Add boost here
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shakeFX_good.SetActive(PlayerController.instance.isUp);
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shakeFX_bad.SetActive(!PlayerController.instance.isUp);
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transform.position += new Vector3(Random.Range(-shakeIntensity.x, shakeIntensity.x), Random.Range(-shakeIntensity.y,shakeIntensity.y), Random.Range(-shakeIntensity.z,shakeIntensity.z));
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}else{
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shakeFX_good.SetActive(false);
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shakeFX_bad.SetActive(false);
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}
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}
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}
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@ -1,16 +1,72 @@
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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.SceneManagement;
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using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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public static GameManager instance;
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void Awake(){
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instance = this;
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}
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public Text txt_money;
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public float moneyMultiplier = 5;
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public Vector3 txtMoneyOffset = Vector2.one;
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public GameObject gameOverPanel;
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public GameObject startPanel;
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public GameObject finishPanel;
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public Text finishedScoreTxt;
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public Transform CheckeredFlag;
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public void StartGame(){
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startPanel.SetActive(false);
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}
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void Update(){
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txt_money.text = "$"+(PlayerController.t.position.y*moneyMultiplier).ToString("n4");
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txt_money.rectTransform.position = Camera.main.WorldToScreenPoint(PlayerController.t.position + txtMoneyOffset);
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if(PlayerController.boosting){
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txt_money.rectTransform.localScale = Vector3.Lerp(txt_money.rectTransform.localScale, Vector3.one * 1.5f, 0.05f);
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}else{
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txt_money.rectTransform.localScale = Vector3.Lerp(txt_money.rectTransform.localScale, Vector3.one , 0.1f);
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}
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if(PlayerController.t.position.y > 120){
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Color curColor = Camera.main.backgroundColor;
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Camera.main.backgroundColor = Color.Lerp(curColor, Color.black, 0.001f);
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}
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if(CheckeredFlag.position.x - PlayerController.t.position.x > 20){
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CheckeredFlag.position = new Vector2(CheckeredFlag.position.x,PlayerController.t.position.y);
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}else if(CheckeredFlag.position.x - PlayerController.t.position.x < 4){
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FinishGame();
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}
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}
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public void gameOver(){
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gameOverPanel.SetActive(true);
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PlayerController.instance.GameOver();
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}
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public static void GameOver(){
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instance.gameOver();
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}
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public void FinishGame(){
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finishPanel.SetActive(true);
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finishedScoreTxt.text = txt_money.text;
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PlayerController.instance.GameOver();
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}
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public void Restart(){
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SceneManager.LoadScene("Game");
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}
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}
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@ -9,6 +9,8 @@ public class OptionsSpawner : MonoBehaviour
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{
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instance = this;
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}
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public int goodSpawnRate=2;
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public int badSpawnRate=5;
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public Transform optionGood;
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public Transform optionBad;
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public Vector2 SpawnDistanceMin;
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@ -19,6 +21,16 @@ public class OptionsSpawner : MonoBehaviour
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void Update()
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{
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if (!PlayerController.Started) { return; }
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if(PlayerController.t.position.y < 100){
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goodSpawnRate = 2;
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badSpawnRate = 1;
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}else if(PlayerController.t.position.y < 500){
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goodSpawnRate = 2;
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badSpawnRate = 2;
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}else{
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goodSpawnRate = 1;
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badSpawnRate = 3;
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}
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if (t < SpawnTimer)
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{
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t += Time.deltaTime;
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@ -27,13 +39,29 @@ public class OptionsSpawner : MonoBehaviour
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{
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t = 0;
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float newGoodRate = 1.05f + GetRandomRateDiff();
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SpawnGood(newGoodRate);
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for (int i = 0; i < 2; i++)
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List<Vector3> positions= new List<Vector3>();
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for (int i = 0; i < goodSpawnRate; i++)
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{
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float newGoodRate = 1.05f + GetRandomRateDiff();
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Vector3 position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x, SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
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// foreach(Vector3 pos in positions){
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// if(Vector3.Distance(pos, position) < 3){
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// position += new Vector3(10,0,0);
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// }
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// }
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SpawnGood(newGoodRate);
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}
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for (int i = 0; i < badSpawnRate; i++)
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{
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Vector3 position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x, SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
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// foreach(Vector3 pos in positions){
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// if(Vector3.Distance(pos, position) < 3){
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// position += new Vector3(10,0,0);
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// }
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// }
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float newBadRate = 0.95f - GetRandomRateDiff();
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SpawnBad(newBadRate);
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SpawnBad(newBadRate,position);
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}
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}
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}
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@ -29,6 +29,11 @@ public class PlayerController : MonoBehaviour
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CameraFollower.Target = transform;
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}
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public void GameOver(){
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Started=false;
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spriteRenderer.sprite = downwardSprite;
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}
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public static bool Started;
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// Update is called once per frame
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void Update(){
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@ -44,7 +49,9 @@ public class PlayerController : MonoBehaviour
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eulerAngles = transform.eulerAngles;
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currentTrail.transform.position = transform.position;
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if(transform.position.y < 0){
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GameManager.GameOver();
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}
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if(boosting){return;}
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Collider2D overlap = Physics2D.OverlapCircle(transform.position, senseRadius);
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if(overlap!=null){
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@ -62,16 +69,19 @@ public class PlayerController : MonoBehaviour
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boosting=true;
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float newY = transform.position.y * perc;
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spriteRenderer.sprite = (perc > 1) ? upwardSprite : downwardSprite;
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// float boostingSpeed = transform.position.y * (1f/boostSpeed);
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float boostingSpeed = boostSpeed;
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if(transform.position.y < 250){boostingSpeed = boostSpeed/2f;}
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if(perc > 1){
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while(transform.position.y < newY){
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transform.position += new Vector3(0,boostSpeed,0);
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transform.position += new Vector3(0,boostingSpeed,0);
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if(!isUp){SwitchSide();}
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yield return new WaitForFixedUpdate();
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}
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}else{
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while(transform.position.y > newY){
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transform.position -= new Vector3(0,boostSpeed,0);
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transform.position -= new Vector3(0,boostingSpeed,0);
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if(isUp){SwitchSide();}
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yield return new WaitForFixedUpdate();
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}
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@ -82,7 +92,11 @@ public class PlayerController : MonoBehaviour
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void SwitchSide(){
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if(!Started){
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GameManager.instance.StartGame();
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}
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Started=true;
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transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, isUp ? -turnAngle : turnAngle);
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GameObject newTrail = Instantiate(trailPrefab, transform.position, Quaternion.identity);
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@ -90,7 +104,7 @@ public class PlayerController : MonoBehaviour
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newTrail.GetComponent<TrailRenderer>().startColor = newTrail.GetComponent<TrailRenderer>().endColor = (isUp) ? Color.green:Color.red;
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// GetComponent<SpriteRenderer>().sprite = (isUp) ? upwardSprite : downwardSprite;
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GetComponent<SpriteRenderer>().sprite = (isUp) ? upwardSprite : downwardSprite;
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}
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Loading…
Reference in New Issue
Block a user