timer death
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@@ -119,6 +119,11 @@ NavMeshSettings:
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debug:
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m_Flags: 0
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m_NavMeshData: {fileID: 0}
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--- !u!1 &118794739 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 2141180002423843430, guid: d56297e435f8410a584581d73d99d2e4, type: 3}
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m_PrefabInstance: {fileID: 1445156949}
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &505713147
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1824,8 +1829,9 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Timer
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timeText: {fileID: 2009337314}
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timeRemaining: 89
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targetObject: {fileID: 0}
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timeRemaining: 10
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targetObject: {fileID: 118794739}
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damageHandler: {fileID: 0}
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--- !u!114 &2112957321
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -552,8 +552,8 @@ Transform:
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m_GameObject: {fileID: 596651170}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: -0.0115, y: -0.023, z: 0}
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m_LocalScale: {x: 0.9196271, y: 0.9231282, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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@@ -517,7 +517,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!212 &1431685197
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SpriteRenderer:
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serializedVersion: 2
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@@ -586,8 +586,8 @@ Transform:
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m_GameObject: {fileID: 1431685196}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: -0.0115, y: -0.0346, z: 0}
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m_LocalScale: {x: 0.9219821, y: 0.9252364, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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@@ -154,8 +154,10 @@ public class DamageHandler : MonoBehaviour
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{
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Debug.Log("Fell too much");
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SceneManager.LoadScene(3, LoadSceneMode.Single);
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} else if (reason == "Timer")
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{
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SceneManager.LoadScene(3,LoadSceneMode.Single);
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}
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Destroy(gameObject);
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}
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}
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}
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@@ -12,8 +12,6 @@ public class DropletMovement : MonoBehaviour
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private bool isGrounded = false;
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private float facingDirection = 1f;
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private bool isDropping = false;
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private float fallTimer;
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private bool isFalling;
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public float maxFallTime = 0.5f;
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// movement
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@@ -11,6 +11,12 @@ public class Timer : MonoBehaviour
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private bool timerIsRunning = false;
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public GameObject targetObject;
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public DamageHandler damageHandler;
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private void Start()
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{
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damageHandler = targetObject.GetComponent<DamageHandler>();
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}
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void Update()
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{
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@@ -51,8 +57,8 @@ public class Timer : MonoBehaviour
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if (timeRemaining <= 0)
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{
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SceneManager.LoadScene(4, LoadSceneMode.Single);
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Destroy(targetObject);
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//SceneManager.LoadScene(3, LoadSceneMode.Single);
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damageHandler.Die("Timer");
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}
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}
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