Added marixil's work, v1.1
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@@ -0,0 +1,33 @@
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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 Arrows : MonoBehaviour {
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SpriteRenderer spriteRenderer;
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void Awake() {
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spriteRenderer = GetComponent<SpriteRenderer> ();
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StartCoroutine (FadeCoroutine (0.01f));
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}
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IEnumerator FadeCoroutine(float period) {
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float absolute = 1.0f;
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float degree = -0.01f;
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while(true) {
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//wait
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yield return new WaitForSeconds (period);
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//fade routine
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absolute += degree;
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//fade
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spriteRenderer.color = new Color (1, 1, 1, absolute);
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if (absolute == 0f) {
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Destroy (gameObject);
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}
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}
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}
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}
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Generated
+13
@@ -0,0 +1,13 @@
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fileFormatVersion: 2
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guid: 8afcae652a543cc43b32dac1312803f4
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timeCreated: 1523573797
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licenseType: Free
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -20,7 +20,7 @@ public class GameController : MonoBehaviour {
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Application.Quit ();
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}
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if (PersistentData.timer <= 0 || Input.GetKeyDown("space")) {
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if (PersistentData.timer <= 0) {
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SceneManager.LoadScene ("gameover");
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}
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@@ -81,7 +81,7 @@ public class GameOverController : MonoBehaviour {
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if (open == false) {
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scoreText.text = "Player's Score: " + PersistentData.score + "\n";
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scoreText.text += "Camera Clicks: " + PersistentData.clicks + "\n";
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scoreText.text += "Monsters Captured: " + PersistentData.monsterNames.Count + "/4";
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scoreText.text += "Monsters Captured: " + PersistentData.monsterNames.Count + "/8";
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} else {
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scoreText.enabled = false;
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creditText.enabled = false;
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@@ -13,9 +13,11 @@ public class Monster : MonoBehaviour {
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}
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Rigidbody2D rigidBody;
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SpriteRenderer spriteRenderer;
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void Awake() {
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rigidBody = GetComponent<Rigidbody2D> ();
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spriteRenderer = GetComponent<SpriteRenderer> ();
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}
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void OnMouseOver() {
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@@ -36,6 +38,26 @@ public class Monster : MonoBehaviour {
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IEnumerator DestroySelfAfter(float seconds) {
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//clean up lost objects
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yield return new WaitForSeconds (seconds);
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Destroy (gameObject);
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StartCoroutine (FadeCoroutine(0.01f));
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}
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IEnumerator FadeCoroutine(float period) {
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float absolute = 1.0f;
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float degree = -0.02f;
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while(true) {
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//wait
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yield return new WaitForSeconds (period);
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//fade routine
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absolute += degree;
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//fade
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spriteRenderer.color = new Color (1, 1, 1, absolute);
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if (absolute <= 0f) {
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Destroy (gameObject);
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}
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}
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}
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}
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