Explosion, pressure plate, bomb ice in place
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@@ -3,18 +3,30 @@ using System.Collections.Generic;
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using UnityEngine;
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public class BlockIce : MonoBehaviour {
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SpriteRenderer spriteRenderer;
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Rigidbody2D rigidBody;
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public float bombTimer = -1;
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public GameObject bombPrefab;
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public Sprite alternateSprite;
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void Awake() {
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spriteRenderer = GetComponent<SpriteRenderer> ();
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rigidBody = GetComponent<Rigidbody2D> ();
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rigidBody.Sleep ();
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}
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void Start() {
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//switch if it's a bomb block
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if (bombTimer >= 0) {
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Sprite spr = spriteRenderer.sprite;
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spriteRenderer.sprite = alternateSprite;
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alternateSprite = spr;
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}
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}
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void OnTriggerEnter2D(Collider2D collider) {
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//TODO: use durability class?
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FireDamager fire = collider.gameObject.GetComponent<FireDamager> ();
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@@ -0,0 +1,42 @@
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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 PressurePlate : MonoBehaviour {
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SpriteRenderer spriteRenderer;
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public bool pressed;
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public Sprite alternateSprite;
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GameObject presser;
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void Awake() {
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spriteRenderer = GetComponent<SpriteRenderer> ();
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}
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void OnTriggerEnter2D(Collider2D collider) {
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GameObject go = collider.gameObject;
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if (go.GetComponent<Player>() != null || go.GetComponent<BlockIce>() != null || go.GetComponent<Bomb>() != null) {
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if (presser == null) {
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presser = go;
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pressed = true;
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SwitchSprite ();
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}
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}
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}
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void OnTriggerExit2D(Collider2D collider) {
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if (collider.gameObject == presser) {
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presser = null;
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pressed = false;
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SwitchSprite ();
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}
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}
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void SwitchSprite() {
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Sprite spr = spriteRenderer.sprite;
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spriteRenderer.sprite = alternateSprite;
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alternateSprite = spr;
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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: 3a1398ea75e79b94a9b35acb86196c53
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timeCreated: 1524394967
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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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