Fixed bug with box spawns. Boxes and containers get random colour on start. Optimised code/Removed script
Added explanation of comment symbols/colours
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3111305a83
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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 BoxSpawns : MonoBehaviour
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{
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//*Start is called before the first frame update
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void Start()
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{
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//*Randomly spawn boxes when the game starts
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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//*Update is called once per frame
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void Update()
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{
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}
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}
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40
Assets/Scripts/BoxTeleport.cs
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Assets/Scripts/BoxTeleport.cs
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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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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class BoxTeleport : MonoBehaviour
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{
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private GameObject currentContainer;
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public int waitTime = 3;
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private void OnTriggerEnter(Collider other)
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{
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if(other.gameObject.tag == "Container")
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{
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currentContainer = other.gameObject;
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//* If the box is not the same colour as the container, teleport the box
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if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
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{
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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else
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{
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StartCoroutine(BoxSpawn());
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}
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}
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}
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//* Teleport the box to a random location in the air
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IEnumerator BoxSpawn()
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{
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yield return new WaitForSeconds(waitTime);
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: c4117eaed8044c04fa8e28e453955ca6
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guid: b82d7abf31c7ee246af2125333411a70
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MonoImporter:
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@ -1,55 +1,39 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using System.Runtime.Serialization;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//* Cubes need to randomly fall from the sky within the play area at the start of the game,
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//* Cubes need to randomly fall from the sky within the play area at the start of the game,
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//TODO when the player drops it in the right container teleport cube into random location in the air.
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//* when the player drops it in the right container teleport cube into random location in the air.
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//TODO Containers need to be randomly allocated a colour at the start of the game
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//* Containers need to be randomly allocated a colour at the start of the game
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//TODO As the timer goes down, the containers have a chance to switch renders/colours
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//TODO As the timer goes down, the containers have a chance to switch renders/colours
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//! When cube is dropped into the wrong container, the cube is teleported several times - Needs fix
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//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
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public class Colours : MonoBehaviour
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public class Colours : MonoBehaviour
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{
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{
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public bool done = false;
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public GameObject Box;
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public GameObject[] boxes;
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public GameObject[] containers;
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public int waitTime = 3;
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public List<Material> materials = new List<Material>();
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private bool tp = false;
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private GameObject currentBox;
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//*Start is called before the first frame update
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private int num;
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//* Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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//* Instantiate 8 containers with random colours at the start of the game
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}
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for (int i = 0; i < containers.Length; i++)
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//*Update is called once per frame
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void Update()
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{
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{
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currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
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num = Random.Range(0, materials.Count);
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currentBox.GetComponent<Renderer>().material = materials[num];
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containers[i].GetComponent<Renderer>().material = materials[num];
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materials.RemoveAt(num);
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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//*If the box is the same colour as the container, set done to true
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if(other.gameObject.GetComponent<Renderer>().material.name == gameObject.GetComponentInParent<Renderer>().material.name && !done)
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{
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done = true;
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}
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else
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{
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//*If the box is not the same colour as the container, teleport the box
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if(!tp)
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{
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tp = true;
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StartCoroutine(BoxSpawn(other));
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}
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}
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}
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//*Teleport the box to a random location in the air
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IEnumerator BoxSpawn(Collider other)
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{
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yield return new WaitForSeconds(waitTime);
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other.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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}
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}
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}
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@ -4,6 +4,11 @@ using System.Dynamic;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class Hamor : MonoBehaviour
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public class Hamor : MonoBehaviour
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{
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{
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public Animator hamorAnimator;
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public Animator hamorAnimator;
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@ -13,18 +18,18 @@ public class Hamor : MonoBehaviour
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public TextMeshProUGUI scoreText;
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public TextMeshProUGUI scoreText;
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public int score = 0;
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public int score = 0;
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public Moles_IsHit moles;
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public Moles_IsHit moles;
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//*Start is called before the first frame update
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//* Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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}
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}
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//*Update is called once per frame
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//* Update is called once per frame
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void Update()
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void Update()
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{
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{
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if(Input.GetMouseButtonDown(0))
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if(Input.GetMouseButtonDown(0))
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{
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{
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hamorAnimator.SetTrigger("Bonk"); //*Play the bonk animation
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hamorAnimator.SetTrigger("Bonk"); //* Play the bonk animation
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}
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}
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}
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}
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@ -39,7 +44,7 @@ public class Hamor : MonoBehaviour
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{
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{
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if(other.tag != "Player")
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if(other.tag != "Player")
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{
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{
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//*Play the bonk particles
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//* Play the bonk particles
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var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
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var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
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Destroy(parLocation, 1);
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Destroy(parLocation, 1);
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particles = true;
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particles = true;
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@ -49,10 +54,10 @@ public class Hamor : MonoBehaviour
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if(other.gameObject.tag == "Mole")
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if(other.gameObject.tag == "Mole")
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{
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{
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//*Get the Moles_IsHit script from the mole
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//* Get the Moles_IsHit script from the mole
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moles = other.gameObject.GetComponent<Moles_IsHit>();
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moles = other.gameObject.GetComponent<Moles_IsHit>();
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//*If the mole has not been hit, increase the score and change bool
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//* If the mole has not been hit, increase the score and change bool
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if(moles.IsHit == false)
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if(moles.IsHit == false)
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{
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{
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score += 1;
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score += 1;
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@ -2,6 +2,11 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class MeshCombiner : MonoBehaviour
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public class MeshCombiner : MonoBehaviour
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{
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{
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[SerializeField] private List<MeshFilter> sourceMeshFilters;
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[SerializeField] private List<MeshFilter> sourceMeshFilters;
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using Unity.VisualScripting;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//TODO Moles need to change textures when hit to show they have been hit - need textures for this
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//TODO Moles need to change textures when hit to show they have been hit - need textures for this
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//* As the time goes on, moles appear and disappear faster
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//* As the time goes on, moles appear and disappear faster
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public float lifeTime = 5f;
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public float lifeTime = 5f;
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public bool moleCanAppear = false;
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public bool moleCanAppear = false;
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public int randomHole, randomHole2, randomHole3;
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public int randomHole, randomHole2, randomHole3;
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// Start is called before the first frame update
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//* Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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moleCanAppear = true;
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moleCanAppear = true;
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}
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}
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// Update is called once per frame
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//* Update is called once per frame
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void Update()
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void Update()
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{
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{
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if(moleCanAppear)
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if(moleCanAppear)
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void holeSelection(int randomHole)
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void holeSelection(int randomHole)
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{
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{
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// Prevent the same hole from being selected twice
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//* Prevent the same hole from being selected twice
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switch (randomHole)
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switch (randomHole)
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{
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{
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case 1:
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case 1:
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@ -2,16 +2,21 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class Moles_IsHit : MonoBehaviour
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public class Moles_IsHit : MonoBehaviour
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{
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{
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public bool IsHit;
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public bool IsHit;
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//*Start is called before the first frame update
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//* Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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IsHit = false; //*Mole starts as not being hit
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IsHit = false; //* Mole starts as not being hit
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}
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}
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//*Update is called once per frame
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//* Update is called once per frame
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void Update()
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void Update()
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{
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{
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using UnityEngine.Animations;
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using UnityEngine.Animations;
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using UnityEngine.UIElements;
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using UnityEngine.UIElements;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class PickUpObject : MonoBehaviour
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public class PickUpObject : MonoBehaviour
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{
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{
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public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
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public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
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using UnityEngine;
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using UnityEngine;
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using TMPro;
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using TMPro;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class Timer : MonoBehaviour
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public class Timer : MonoBehaviour
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{
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{
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public float timeRemaining;
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public float timeRemaining;
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@ -7,6 +7,7 @@ TagManager:
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- Floor
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- Floor
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- PickupObject
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- PickupObject
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- Mole
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- Mole
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- Container
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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