Built out a simple level with some puzzles
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@@ -11,6 +11,8 @@ public class BlockIce : MonoBehaviour {
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void Awake() {
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rigidBody = GetComponent<Rigidbody2D> ();
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rigidBody.Sleep ();
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}
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void OnTriggerEnter2D(Collider2D collider) {
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@@ -0,0 +1,22 @@
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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 CameraController : MonoBehaviour {
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public GameObject player;
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private Vector3 offset;
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// Use this for initialization
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void Awake () {
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if (player != null) {
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offset = transform.position - player.transform.position;
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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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if (player != null) {
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transform.position = player.transform.position + offset;
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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: 060d9dea8b9cab04d91d3c3e34c81e0a
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timeCreated: 1524303031
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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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@@ -5,7 +5,7 @@ using UnityEngine;
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//shootable
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public class FireDamager : DamagerBase {
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void OnTriggerEnter2D(Collider2D collider) {
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if (collider.gameObject.GetComponent<FireDamager> () == null) { //pass through other instances of self
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if (collider.gameObject.GetComponent<FireDamager> () == null && collider.gameObject.GetComponent<BlockGap> () == null) { //pass through other instances of self
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Destroy (gameObject);
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}
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}
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@@ -0,0 +1,12 @@
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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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//shootable
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public class IceDamager : DamagerBase {
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void OnTriggerEnter2D(Collider2D collider) {
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if (collider.gameObject.GetComponent<IceDamager> () == null && collider.gameObject.GetComponent<BlockGap> () == null) { //pass through other instances of self
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Destroy (gameObject);
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}
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}
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}
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+13
@@ -0,0 +1,13 @@
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fileFormatVersion: 2
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guid: 4b0265e5d9f1a804aaa77a77754f51e0
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timeCreated: 1524281573
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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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@@ -29,11 +29,14 @@ public class Player : MonoBehaviour {
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animator = GetComponent<Animator> ();
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rigidBody = GetComponent<Rigidbody2D> ();
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speed = 1f;
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speed = 0.79f;
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}
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void Update() {
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HandleInput ();
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}
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void FixedUpdate() {
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Move ();
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Attack ();
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SendAnimationInfo ();
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@@ -0,0 +1,34 @@
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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 Respawner : MonoBehaviour {
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public GameObject instance;
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GameObject saved;
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Vector3 startPos;
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float timer = float.NegativeInfinity;
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public float delay = 3f;
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void Awake() {
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//make a backup copy
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saved = Instantiate (instance);
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saved.SetActive (false);
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startPos = instance.transform.position;
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}
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void FixedUpdate() {
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//start the countdown
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if (timer == float.NegativeInfinity && instance == null) {
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timer = Time.time;
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}
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//stop the countdown
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if (timer != float.NegativeInfinity && Time.time - timer >= delay) {
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instance = Instantiate (saved);
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instance.SetActive (true);
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instance.transform.position = startPos;
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timer = float.NegativeInfinity;
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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: fc5e919ff297917418f0fd7fea3ec391
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timeCreated: 1524307401
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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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