Added ItemStash Script for Enemy Pickup
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29
Unity-Files/Assets/Scripts/Gameplay/ItemStash.cs
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29
Unity-Files/Assets/Scripts/Gameplay/ItemStash.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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public class ItemStash : MonoBehaviour
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{
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[Header("Dropped Item Amount")]
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public int droppedItemAmount = 3;
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private void OnTriggerEnter2D(Collider2D other)
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{
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string objectTag = other.gameObject.tag;
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if (objectTag == "Enemy" && droppedItemAmount > 0)
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{
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droppedItemAmount -= 1;
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other.gameObject.GetComponent<EnemyReturn>().hasDroppableObject = true;
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}
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}
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public void AddDroppedItemAmountByOne()
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{
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droppedItemAmount += 1;
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}
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private void Update()
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{
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}
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}
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11
Unity-Files/Assets/Scripts/Gameplay/ItemStash.cs.meta
generated
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11
Unity-Files/Assets/Scripts/Gameplay/ItemStash.cs.meta
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fileFormatVersion: 2
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guid: bba26da02d9d0b540be9dee579836806
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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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@ -19,7 +19,7 @@ public class TimedSelfDestructWithTimerOrShootToReturn : MonoBehaviour
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if (timeToDestruction > 0)
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if (timeToDestruction > 0)
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{
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{
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timeToDestruction -= Time.deltaTime;
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timeToDestruction -= Time.deltaTime;
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GetComponentInChildren<TextMesh>().text = Mathf.Abs(timeToDestruction).ToString();
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GetComponentInChildren<TextMesh>().text = timeToDestruction.ToString().Split('.')[0];
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}
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}
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else
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else
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{
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{
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@ -30,8 +30,25 @@ public class TimedSelfDestructWithTimerOrShootToReturn : MonoBehaviour
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// This function will destroy this object :(
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// This function will destroy this object :(
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void DestroyMe()
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void DestroyMe()
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{
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{
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HealthSystemAttribute healthScript = GameObject.Find("CollisionDetector").gameObject.GetComponent<HealthSystemAttribute>();
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if (healthScript != null)
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{
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// subtract health from the player
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healthScript.ModifyHealth(-1);
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}
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Destroy(gameObject);
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Destroy(gameObject);
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// Bye bye!
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// Bye bye!
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}
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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string objectTag = other.gameObject.tag;
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if (objectTag == "Bullet")
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{
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GameObject.Find("CollisionDetector").GetComponent<ItemStash>().AddDroppedItemAmountByOne();
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Destroy(other);
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Destroy(gameObject);
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}
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}
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}
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}
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