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@@ -1,6 +1,7 @@
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using System;
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using UnityEngine;
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using Object = System.Object;
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using UnityEngine.SceneManagement;
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public class DamageHandler : MonoBehaviour
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{
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@@ -69,6 +70,7 @@ public class DamageHandler : MonoBehaviour
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public void Die()
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{
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Destroy(gameObject);
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SceneManager.LoadScene(3, LoadSceneMode.Single);
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Destroy(gameObject);
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}
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}
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine.SceneManagement;
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public class DropletMovement : MonoBehaviour
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{
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@@ -86,9 +87,18 @@ public class DropletMovement : MonoBehaviour
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if (isDashing || isDropping)
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{
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return;
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}
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} // was here before
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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float windForce = 0f;
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if (WindManager.Instance != null)
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{
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windForce = WindManager.Instance.CurrentWindForce;
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}
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rb.linearVelocity = new Vector2(movement.x * moveSpeed + windForce, rb.linearVelocity.y);
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//used to be rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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private void OnTriggerEnter2D(Collider2D other)
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@@ -97,6 +107,7 @@ public class DropletMovement : MonoBehaviour
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//Hole
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if (other.CompareTag("Hole"))
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{
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SceneManager.LoadScene(2, LoadSceneMode.Single);
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Destroy(gameObject);
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Debug.Log("Fell in hole!");
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}
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@@ -138,10 +149,6 @@ public class DropletMovement : MonoBehaviour
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isGrounded = true;
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}
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private void OnCollisionExit2D(Collision2D col)
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{
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isGrounded = false;
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}
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private void DropDown()
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{
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userData:
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class SceneController : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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public int sceneIndex;
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private void OggerEnter2D(Collider2D collision)
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{
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Debug.Log("Hole");
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SceneManager.LoadScene(sceneIndex, LoadSceneMode.Single);
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}
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}
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fileFormatVersion: 2
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guid: bbf8ab4673d6bf447aab098a12320431
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@@ -0,0 +1,47 @@
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using UnityEngine;
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using System.Collections;
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public class WindManager : MonoBehaviour
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{
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public static WindManager Instance;
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public float windStrength = 5f;
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public float windDuration = 10f;
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public float minTimeBetweenWind = 5f;
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public float maxTimeBetweenWind = 20f;
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public float CurrentWindForce { get; private set; }
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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StartCoroutine(WindRoutine());
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}
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IEnumerator WindRoutine()
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{
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while (true)
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{
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float waitTime = Random.Range(
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minTimeBetweenWind,
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maxTimeBetweenWind
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);
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yield return new WaitForSeconds(waitTime);
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CurrentWindForce =
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Random.value < 0.5f
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? -windStrength
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: windStrength;
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yield return new WaitForSeconds(windDuration);
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CurrentWindForce = 0f;
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}
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}
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}
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