CUBE DASH
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373211a586
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3d763eef0b
@ -38,7 +38,7 @@ RenderSettings:
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m_ReflectionIntensity: 1
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 705507994}
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m_Sun: {fileID: 705507994}
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m_IndirectSpecularColor: {r: 0.18028326, g: 0.22571333, b: 0.30692202, a: 1}
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m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1}
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m_UseRadianceAmbientProbe: 0
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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--- !u!157 &3
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LightmapSettings:
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LightmapSettings:
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@ -564,12 +564,19 @@ MonoBehaviour:
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backwardKey: 111
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backwardKey: 111
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leftKey: 97
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leftKey: 97
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rightKey: 101
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rightKey: 101
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speed: 5
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speed: 10
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moveDirection: {x: 0, y: 0, z: 0}
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curSpeed: 0
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rb: {fileID: 1261174834}
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dashSpeed: 20
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dashDuration: 0.3
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dashCooldown: 2
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dashKey: 304
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canDash: 1
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dashCooldownTimer: 0
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enemyTag: Enemy
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invulnerabilityTimeSeconds: 1.92
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invulnerabilityTimeSeconds: 1.92
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lastHit: 0
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lives: 3
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metalPipe: {fileID: 932053744}
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metalPipe: {fileID: 932053744}
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rb: {fileID: 1261174834}
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--- !u!65 &1261174830
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--- !u!65 &1261174830
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BoxCollider:
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BoxCollider:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -658,7 +665,7 @@ Rigidbody:
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m_GameObject: {fileID: 1261174828}
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m_GameObject: {fileID: 1261174828}
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serializedVersion: 2
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serializedVersion: 2
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m_Mass: 1
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m_Mass: 1
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m_Drag: 0
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m_Drag: 2
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m_AngularDrag: 0.05
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m_AngularDrag: 0.05
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m_UseGravity: 1
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m_UseGravity: 1
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m_IsKinematic: 0
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m_IsKinematic: 0
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@ -1,10 +1,10 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor;
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#endif
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#endif
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public class PlayerController : MonoBehaviour
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public class PlayerController : MonoBehaviour
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{
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{
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[Header("Keybinds")]
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[Header("Keybinds")]
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@ -15,31 +15,31 @@ public class PlayerController : MonoBehaviour
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[Header("Speed")]
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[Header("Speed")]
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public float speed = 5;
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public float speed = 5;
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public float curSpeed = 0f;
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[Header("Dash")]
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public float dashSpeed = 10;
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public float dashDuration = 0.3f; // Dash duration
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public float dashCooldown = 2f;
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public KeyCode dashKey = KeyCode.LeftShift;
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public bool canDash = true;
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public float dashCooldownTimer = 0f;
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[Header("Lives")]
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[Header("Lives")]
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public string enemyTag = "Enemy";
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public string enemyTag = "Enemy";
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public float invulnerabilityTimeSeconds = 0.25f;
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public float invulnerabilityTimeSeconds = 0.25f;
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public float lastHit = 0;
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public int lives = 3;
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public int lives = 3;
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public GameObject[] hearts;
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[Header("Audio")]
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[Header("Audio")]
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public AudioSource metalPipe;
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public AudioSource metalPipe;
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[Header("Player Object")]
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[Header("Player Object")]
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public Vector3 moveDirection;
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public Rigidbody rb;
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public Rigidbody rb;
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private float lastHit = 0f;
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void Start()
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void Start()
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{
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{
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if (hearts.Length != 3)
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{
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Debug.LogError("Hearts array not properly configured. Expected length 3.");
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enabled = false;
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return;
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}
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if (!TryGetComponent(out rb))
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if (!TryGetComponent(out rb))
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{
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{
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Debug.LogError("Rigidbody not found!");
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Debug.LogError("Rigidbody not found!");
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@ -53,37 +53,87 @@ public class PlayerController : MonoBehaviour
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void Update()
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void Update()
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{
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{
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moveDirection = PlayerInput();
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curSpeed = speed;
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rb.velocity = moveDirection.normalized * speed;
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Vector3 moveDirection = GetPlayerDirection().normalized;
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if (Input.GetKey(dashKey) && canDash)
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{
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StartCoroutine(DashCooldown()); // Start Dash Coroutine when dash is pressed
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curSpeed = dashSpeed;
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rb.velocity = new Vector3(
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moveDirection.x * curSpeed,
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rb.velocity.y,
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moveDirection.z * curSpeed
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);
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}
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else if (Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2) < speed)
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{
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rb.AddForce(new Vector3 (moveDirection.x * curSpeed, 0, moveDirection.z * curSpeed), ForceMode.Force);
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}
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}
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}
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Vector3 PlayerInput()
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void HandleDash()
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{
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{
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Vector3 direction = Vector3.zero;
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if (Input.GetKey(rightKey)) direction.x += 1f;
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if (Input.GetKey(leftKey)) direction.x -= 1f;
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if (Input.GetKey(forwardKey)) direction.z += 1f;
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if (Input.GetKey(backwardKey)) direction.z -= 1f;
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return direction;
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}
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}
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IEnumerator DashCooldown()
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{
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// Start dash
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canDash = false;
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Vector3 dashDirection = GetPlayerDirection().normalized;
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rb.velocity = dashDirection * dashSpeed; // Apply dash velocity
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// Wait for the dash to finish
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yield return new WaitForSeconds(dashDuration);
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// End dash: reset velocity and start cooldown
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rb.velocity = Vector3.zero; // Optionally reset velocity after dash (for more control)
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dashCooldownTimer = dashCooldown;
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// Wait for cooldown
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yield return new WaitForSeconds(dashCooldown);
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// Allow next dash
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canDash = true;
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}
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Vector3 GetPlayerDirection()
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{
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float horizontal = 0f;
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float vertical = 0f;
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if (Input.GetKey(rightKey)) horizontal += 1f;
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if (Input.GetKey(leftKey)) horizontal -= 1f;
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if (Input.GetKey(forwardKey)) vertical += 1f;
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if (Input.GetKey(backwardKey)) vertical -= 1f;
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return new Vector3(horizontal, 0, vertical);
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}
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void OnCollisionEnter(Collision collision)
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void OnCollisionEnter(Collision collision)
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{
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{
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bool collidedWithEnemy = collision.gameObject.tag == enemyTag;
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bool collidedWithEnemy = collision.gameObject.CompareTag(enemyTag);
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bool isInvulnerable = invulnerabilityTimeSeconds >= Time.time - lastHit;
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bool isInvulnerable = invulnerabilityTimeSeconds >= Time.time - lastHit;
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if (collidedWithEnemy && !isInvulnerable)
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if (collidedWithEnemy && !isInvulnerable)
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{
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{
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lastHit = Time.time;
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HandlePlayerHit();
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metalPipe.Play();
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}
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}
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lives--;
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void HandlePlayerHit()
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hearts[lives].GetComponent<RawImage>().color = Color.gray;
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{
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lastHit = Time.time;
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metalPipe.Play(); // Play damage sound effect
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bool playerOutOfLives = lives == 0;
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lives--;
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if (playerOutOfLives) ExitGame();
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// Update visual feedback (if any) for losing a life, e.g. hearts
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if (lives <= 0)
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{
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ExitGame();
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}
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}
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}
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}
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@ -92,6 +142,6 @@ public class PlayerController : MonoBehaviour
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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EditorApplication.ExitPlaymode();
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EditorApplication.ExitPlaymode();
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#endif
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#endif
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Application.Quit();
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Application.Quit();
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}
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}
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}
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}
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BIN
Assets/untitled.fbx
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BIN
Assets/untitled.fbx
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107
Assets/untitled.fbx.meta
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107
Assets/untitled.fbx.meta
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@ -0,0 +1,107 @@
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serializedVersion: 21300
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materials:
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rigImportWarnings:
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animationImportErrors:
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animationImportWarnings:
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animationRetargetingWarnings:
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meshes:
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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