Smoothed out a few things
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@@ -3,8 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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public class Bomb : MonoBehaviour {
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Animator animator;
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Animator animator;
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Rigidbody2D rigidBody;
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public float timer;
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@@ -16,7 +15,6 @@ public class Bomb : MonoBehaviour {
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public Respawner respawner; //this can be respawned
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float birthTime;
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void Awake() {
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animator = GetComponent<Animator> ();
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@@ -3,21 +3,15 @@ using System.Collections.Generic;
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using UnityEngine;
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public class ExplosionSoundManager : MonoBehaviour {
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AudioSource asrc;
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static AudioSource asrc;
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// Use this for initialization
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void Awake () {
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if (asrc == null)
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{
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asrc = GetComponent<AudioSource>();
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asrc.Play();
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}
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}
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void LateUpdate () {
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asrc = null;
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asrc = GetComponent<AudioSource>();
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//only play the explosion sound if the player is close enough to hear it
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Vector3 playerPos = GameObject.Find ("Player").transform.position;
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if (Vector3.Distance(transform.position, playerPos) <= 1) {
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asrc.Play();
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}
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}
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}
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@@ -0,0 +1,29 @@
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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 Lollipop : MonoBehaviour {
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Animator animator;
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public float timeTillWave = 10;
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float timeAccumulated;
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void Awake () {
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animator = GetComponent<Animator>();
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timeAccumulated = Random.Range(0, timeTillWave);
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}
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void Update () {
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timeAccumulated += Time.deltaTime;
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if (timeAccumulated >= timeTillWave) {
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if (Random.Range(0, 2) == 0) {
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animator.SetTrigger("SayHi");
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}
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timeAccumulated = 0;
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}
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}
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void OnTriggerEnter2D(Collider2D collider) {
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//TODO: begin the end screen process
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}
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}
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@@ -1,29 +0,0 @@
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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 LollipopSaysHi : MonoBehaviour {
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float timeAccumulated;
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public float timeTillWave = 10;
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// Use this for initialization
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Animator a;
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void Start () {
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timeAccumulated = Random.Range(0, timeTillWave);
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a = GetComponent<Animator>();
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}
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// Update is called once per frame
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void Update () {
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timeAccumulated += Time.deltaTime;
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if (timeAccumulated >= timeTillWave)
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{
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if (Random.Range(0, 2) == 0)
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{
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a.SetTrigger("SayHi");
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}
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timeAccumulated = 0;
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}
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}
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}
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@@ -21,15 +21,14 @@ public class Player : MonoBehaviour {
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public GameObject icePelletPrefab;
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public GameObject windPelletPrefab;
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AudioSource aSource;
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public AudioClip fireClip, iceClip, windClip, switchClip;
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AudioSource aSource;
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public AudioClip fireClip, iceClip, windClip, switchClip;
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void Awake() {
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animator = GetComponent<Animator> ();
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rigidBody = GetComponent<Rigidbody2D> ();
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witchAnimateScript = GetComponent<witchAnimate> ();
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aSource = GetComponent<AudioSource>();
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aSource = GetComponent<AudioSource>();
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speed = 0.79f;
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}
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@@ -55,7 +54,7 @@ public class Player : MonoBehaviour {
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lastDirection = rigidBody.velocity;
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}
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if (Input.GetButtonDown("Switch")) aSource.PlayOneShot(switchClip);
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if (Input.GetButtonDown("Switch")) aSource.PlayOneShot(switchClip);
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}
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void Move() {
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@@ -72,16 +71,16 @@ public class Player : MonoBehaviour {
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switch (witchAnimateScript.el) {
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case witchAnimate.Element.fire:
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aSource.PlayOneShot(fireClip);
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aSource.PlayOneShot(fireClip);
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pellet = Instantiate (firePelletPrefab);
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break;
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case witchAnimate.Element.ice:
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aSource.PlayOneShot(iceClip);
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pellet = Instantiate (icePelletPrefab);
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aSource.PlayOneShot(iceClip);
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pellet = Instantiate (icePelletPrefab);
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break;
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case witchAnimate.Element.wind:
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aSource.PlayOneShot(windClip);
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pellet = Instantiate (windPelletPrefab);
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aSource.PlayOneShot(windClip);
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pellet = Instantiate (windPelletPrefab);
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break;
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}
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@@ -10,12 +10,12 @@ public class PressurePlate : MonoBehaviour {
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GameObject presser;
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AudioSource asrc;
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public AudioClip sound;
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AudioSource asrc;
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public AudioClip sound;
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void Awake() {
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spriteRenderer = GetComponent<SpriteRenderer> ();
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asrc = GetComponent<AudioSource>();
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asrc = GetComponent<AudioSource>();
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}
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void OnTriggerEnter2D(Collider2D collider) {
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@@ -26,7 +26,7 @@ public class PressurePlate : MonoBehaviour {
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presser = go;
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pressed = true;
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SwitchSprite ();
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asrc.PlayOneShot(sound);
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asrc.PlayOneShot(sound);
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}
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}
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}
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@@ -36,8 +36,8 @@ public class PressurePlate : MonoBehaviour {
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presser = null;
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pressed = false;
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SwitchSprite ();
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asrc.PlayOneShot(sound);
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}
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asrc.PlayOneShot(sound);
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}
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}
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void SwitchSprite() {
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