Added basic jump mechanic for slimes and prevention from going over the border, added tile hiding to increase performance
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@@ -6,6 +6,7 @@ using System;
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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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using System.Diagnostics;
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namespace Assets.Scripts.InteractableObjects
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{
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@@ -15,6 +16,53 @@ namespace Assets.Scripts.InteractableObjects
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BasicSlime slime;
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SlimeFactory factory = new SlimeFactory();
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public SlimeType slimeType;
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bool isJumping;
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Stopwatch jumpTimer;
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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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isJumping = false;
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jumpTimer = new Stopwatch();
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//Nothing
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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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if (gameObject.activeSelf)
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{
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if (!isJumping)
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{
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jumpTimer.Start();
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isJumping = true;
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gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(rand.Next(-5, 5), 10, rand.Next(-5, 5)), ForceMode.Impulse);
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//gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(5, 10, 5), ForceMode.Impulse);
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}
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if (jumpTimer.ElapsedMilliseconds >= 5000)
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{
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jumpTimer.Reset();
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isJumping = false;
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}
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if (gameObject.transform.position.x > 1000 || gameObject.transform.position.x > 5000 || gameObject.transform.position.x > 5000)
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{
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UnityEngine.Debug.Log("BUG!");
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}
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}
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}
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void OnTriggerExit(Collider col)
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{
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if (col.name.Contains("_") && col.gameObject == gameObject.transform.parent.gameObject)
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{
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gameObject.GetComponent<Rigidbody>().AddForce(gameObject.GetComponent<Rigidbody>().linearVelocity * -2, ForceMode.Impulse);
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}
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}
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void OnDisable()
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{
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}
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public override void handleInteraction(GameObject player)
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{
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