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https://github.com/ConjureETS/PillowFight.git
synced 2026-03-24 00:50:59 +00:00
Fix a bug in the pillow spawner script
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f94cca5844
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@ -41,6 +41,11 @@ public class Bed : MonoBehaviour
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_nextSpawnDelay = GetNextSpawnDelay();
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_nextSpawnDelay = GetNextSpawnDelay();
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}
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}
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}
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}
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else if (_currentPillow.IsOwned)
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{
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_currentPillow = null;
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_elapsedTime = 0f;
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}
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}
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}
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private void SpawnPillow()
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private void SpawnPillow()
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@ -89,17 +94,6 @@ public class Bed : MonoBehaviour
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_isTaken = false;
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_isTaken = false;
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}
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}
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void OnCollisionExit(Collision col)
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{
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Debug.Log(_currentPillow != null && col.gameObject == _currentPillow.gameObject);
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if (_currentPillow != null && col.gameObject == _currentPillow.gameObject)
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{
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_currentPillow = null;
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_elapsedTime = 0f;
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}
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}
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/*
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/*
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void OnCollisionEnter(Collision col)
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void OnCollisionEnter(Collision col)
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{
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{
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@ -66,6 +66,7 @@ public class Child : MonoBehaviour
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pillow.transform.parent = transform; // make the pillow a child of Child
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pillow.transform.parent = transform; // make the pillow a child of Child
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pillow.transform.localPosition = new Vector3(0f, 1.5f, 0f);
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pillow.transform.localPosition = new Vector3(0f, 1.5f, 0f);
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pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
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pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
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pillow.IsOwned = true;
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// TODO: place the pillow correctly or animate or something...
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// TODO: place the pillow correctly or animate or something...
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}
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}
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@ -189,6 +190,8 @@ public class Child : MonoBehaviour
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pillow.Throw(direction * ThrowForce);
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pillow.Throw(direction * ThrowForce);
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pillow.IsOwned = false;
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pillow = null;
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pillow = null;
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}
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}
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}
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}
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@ -10,6 +10,13 @@ public class Pillow : MonoBehaviour {
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private Collider _col;
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private Collider _col;
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private Rigidbody _rb;
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private Rigidbody _rb;
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private bool _isOwned;
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public bool IsOwned
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{
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get { return _isOwned; }
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set { _isOwned = value; }
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}
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// Use this for initialization
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// Use this for initialization
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void Start () {
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void Start () {
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