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I'm tired, I'm sleeping
Hey if someone could expand on this that'd be great I think
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@@ -11,6 +11,7 @@ public class Ceiling_Trigger : MonoBehaviour
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[Range (1f,25f)]public float camOffset = 10f;
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[Range (1f,25f)]public float camOffset = 10f;
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[Range (1f,15f)] public float catOffset = 5f;
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[Range (1f,15f)] public float catOffset = 5f;
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[Range(5, 180)] public int countOffset = 10;
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[Range(5, 180)] public int countOffset = 10;
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private LayerMask layerMask;
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private Vector3 moveCam;
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private Vector3 moveCam;
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private Vector3 moveCat;
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private Vector3 moveCat;
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@@ -19,6 +20,7 @@ public class Ceiling_Trigger : MonoBehaviour
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{
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{
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moveCam = new Vector3(0, camOffset, 0);
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moveCam = new Vector3(0, camOffset, 0);
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moveCat = new Vector3(0, catOffset, 0);
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moveCat = new Vector3(0, catOffset, 0);
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layerMask = LayerMask.GetMask("Player");
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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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@@ -29,14 +31,14 @@ public class Ceiling_Trigger : MonoBehaviour
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void OnTriggerEnter2D(Collider2D col)
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void OnTriggerEnter2D(Collider2D col)
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{
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{
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float ye = cat.transform.position.y;
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float ye = cat.transform.position.y;
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float goaly = box.transform.localPosition.y;
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float goaly = box.transform.position.y;
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if (ye < goaly && counter >= countOffset)
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if ((ye < goaly && counter >= countOffset))
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{
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{
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cam.transform.position += moveCam;
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cam.transform.position += moveCam;
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cat.transform.position += moveCat;
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cat.transform.position += moveCat;
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counter = 0;
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counter = 0;
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}
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}
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else if (ye >= goaly && counter > countOffset)
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else if ((ye >= goaly && counter > countOffset))
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{
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{
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cam.transform.position -= moveCam;
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cam.transform.position -= moveCam;
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cat.transform.position -= moveCat;
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cat.transform.position -= moveCat;
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@@ -0,0 +1,50 @@
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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 WorkingWallTrigger : MonoBehaviour
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{
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public GameObject cam;
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public GameObject cat;
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public BoxCollider2D box;
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private int counter = 0;
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[Range(1f, 25f)] public float camOffset = 10f;
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[Range(1f, 15f)] public float catOffset = 5f;
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[Range(5, 180)] public int countOffset = 10;
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private Vector3 moveCam;
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private Vector3 moveCat;
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private LayerMask layerMask;
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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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moveCam = new Vector3(camOffset, 0, 0);
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moveCat = new Vector3(catOffset, 0, 0);
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layerMask = LayerMask.GetMask("Player");
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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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counter++;
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}
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void OnTriggerEnter2D(Collider2D col)
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{
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float ye = cat.transform.position.y;
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float goaly = box.transform.localPosition.y;
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if (ye < goaly && counter >= countOffset && col.IsTouchingLayers(layerMask))
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{
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cam.transform.position -= moveCam;
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cat.transform.position -= moveCat;
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counter = 0;
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}
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else if (ye >= goaly && counter > countOffset && col.IsTouchingLayers(layerMask))
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{
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cam.transform.position += moveCam;
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cat.transform.position += moveCat;
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counter = 0;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b9800bd0db2e93148b45782870fed8ff
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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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assetBundleName:
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assetBundleVariant:
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@@ -24,6 +24,8 @@ public class NPC : MonoBehaviour
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{
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{
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delay = Random.Range(minDelay, maxDelay);
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delay = Random.Range(minDelay, maxDelay);
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horizontalMove = horizontalMove * runSpeed;
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horizontalMove = horizontalMove * runSpeed;
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leftBound += controller.transform.localPosition.x;
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rightBound -= controller.transform.localPosition.x;
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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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@@ -42,10 +44,10 @@ public class NPC : MonoBehaviour
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animator.SetBool("Airborne", !controller.m_Grounded);
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animator.SetBool("Airborne", !controller.m_Grounded);
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}
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}
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elapsed += Time.deltaTime;
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elapsed += Time.deltaTime;
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if(transform.position.x > rightBound) {
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if(transform.localPosition.x > rightBound) {
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horizontalMove = -1 * runSpeed;
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horizontalMove = -1 * runSpeed;
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}
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} else
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if(transform.position.x < leftBound) {
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if(transform.localPosition.x < leftBound) {
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horizontalMove = runSpeed;
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horizontalMove = runSpeed;
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}
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}
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}
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}
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