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46
Assets/Scripts/Level/CheckPoint.cs
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46
Assets/Scripts/Level/CheckPoint.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 CheckPoint : MonoBehaviour{
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public GameObject lightToTurn;
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[HideInInspector]
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public int checkPointNumber;
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public GameObject[] partesFarola;
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public Material apagado;
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public Material encendido;
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PlayerController player;
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public LayerMask whatIsPlayer;
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bool triggered;
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bool alreadyTriggered;
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void Start(){
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player = GameObject.FindObjectOfType<PlayerController>();
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for (int i = 0; i < partesFarola.Length; i++){
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partesFarola[i].GetComponent<MeshRenderer>().material = apagado;
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}
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}
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void Update(){
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triggered = Physics2D.OverlapCircle(transform.position, 6, whatIsPlayer);
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if(triggered && !alreadyTriggered){
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AudioManager.instance.Play("CheckPoint");
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this.gameObject.layer = 10;
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lightToTurn.SetActive(true);
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PlayerPrefs.SetInt("CheckPoint", checkPointNumber);
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alreadyTriggered = true;
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for (int i = 0; i < partesFarola.Length; i++){
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partesFarola[i].GetComponent<MeshRenderer>().material = encendido;
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}
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}
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if (player.runOutOfLight){
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lightToTurn.SetActive(false);
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this.gameObject.layer = 13;
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for (int i = 0; i < partesFarola.Length; i++){
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partesFarola[i].GetComponent<MeshRenderer>().material = apagado;
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}
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}
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}
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}
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