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115
Assets/Scripts/Justa/JustaTrigger.cs
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115
Assets/Scripts/Justa/JustaTrigger.cs
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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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public class JustaTrigger : MonoBehaviour
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{
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[SerializeField] JustaPlayerController player;
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JustaTargetComboObjects targetCollisioning = null;
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[HideInInspector] public bool paused = true;
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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 (!paused)
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{
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if (Input.anyKeyDown)
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{
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if (!Input.GetKeyDown(KeyCode.Escape))
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{
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AudioManager.instance.PlayOneShot("SFX_caballoBufido" + UnityEngine.Random.Range(1, 3), true);
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if (targetCollisioning == null)
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{
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LoosePoints();
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}
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else
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{
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JustaTargetComboObjects.KeyType key = targetCollisioning.key;
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switch (key)
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{
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case JustaTargetComboObjects.KeyType.W:
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if (Input.GetKeyDown(KeyCode.W))
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{
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WinPoints(this.transform.position, targetCollisioning.gameObject.transform.position);
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}
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else
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{
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LoosePoints();
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}
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break;
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case JustaTargetComboObjects.KeyType.A:
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if (Input.GetKeyDown(KeyCode.A))
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{
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WinPoints(this.transform.position, targetCollisioning.gameObject.transform.position);
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}
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else
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{
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LoosePoints();
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}
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break;
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case JustaTargetComboObjects.KeyType.S:
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if (Input.GetKeyDown(KeyCode.S))
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{
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WinPoints(this.transform.position, targetCollisioning.gameObject.transform.position);
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}
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else
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{
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LoosePoints();
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}
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break;
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case JustaTargetComboObjects.KeyType.D:
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if (Input.GetKeyDown(KeyCode.D))
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{
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WinPoints(this.transform.position, targetCollisioning.gameObject.transform.position);
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}
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else
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{
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LoosePoints();
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}
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break;
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}
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}
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}
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}
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}
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}
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private void LoosePoints()
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{
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player.Mistake();
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}
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private void WinPoints(Vector3 triggerPos, Vector3 targetPos)
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{
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float distance = Vector3.Distance(triggerPos, targetPos);
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player.WinPoints(distance);
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}
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private void OnTriggerStay(Collider other)
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{
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if (other.CompareTag("TargetJusta"))
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{
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if (targetCollisioning == null)
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{
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targetCollisioning = other.GetComponent<JustaTargetComboObjects>();
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}
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.CompareTag("TargetJusta"))
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{
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if (targetCollisioning != null)
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{
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targetCollisioning = null;
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}
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}
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}
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}
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