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gravity-fusion/Assets/Components/Particle.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Particle : MonoBehaviour {
protected int _tier = 0;
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[HideInInspector]
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public Rigidbody2D rigidbody;
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public Gravitation gravitation;
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public GameController gameController;
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public Merger merger;
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public Collider2D particleCollider;
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[HideInInspector]
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public Collider2D mergeCollider;
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public Emitter emitter;
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public Animator animator;
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public Hue hue;
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public SpriteRenderer mainRenderer;
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public SpriteRenderer auraRenderer;
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[HideInInspector]
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public SpriteRenderer detailsRenderer;
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[HideInInspector]
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public Disappear disappear;
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public int Tier {
get {
return _tier;
}
set {
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_tier = value;
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Scale = Mathf.Pow(gameController.scaleMultiplier, _tier);
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animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
gameController.CheckNewMaxTier(_tier);
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mainRenderer.sortingOrder = -_tier;
auraRenderer.sortingOrder = -_tier;
detailsRenderer.sortingOrder = -_tier;
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disappear.ResetTimer();
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rigidbody.mass = Mass;
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}
}
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public float Scale {
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get {
return transform.localScale.x;
}
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protected set {
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transform.localScale = new Vector3(value, value, 1);
}
}
public float Mass {
get {
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return Mathf.Pow(gameController.particlesToMerge + 1, Tier);
}
}
public GameObject ParticlePrefab {
get {
return gameController.particlePrefab;
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}
}
protected void Awake() {
rigidbody = GetComponent<Rigidbody2D>();
gravitation = GetComponent<Gravitation>();
gameController = GameObject.Find("GameController").GetComponent<GameController>();
merger = GetComponentInChildren<Merger>();
particleCollider = GetComponent<Collider2D>();
mergeCollider = merger.GetComponent<Collider2D>();
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emitter = GetComponent<Emitter>();
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mainRenderer = GetComponent<SpriteRenderer>();
auraRenderer = transform.Find("Aura").GetComponent<SpriteRenderer>();
detailsRenderer = transform.Find("Details").GetComponent<SpriteRenderer>();
hue = GetComponent<Hue>();
animator = GetComponent<Animator>();
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disappear = GetComponent<Disappear>();
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}
protected void Start() {
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animator.runtimeAnimatorController = gameController.tierAnimation[_tier % gameController.tierAnimation.Length];
hue.PossibleColors = gameController.tierGradients[_tier % gameController.tierGradients.Length];
}
protected void OnDestroy() {
if(Tier >= gameController.maxTierPresent) {
gameController.RecalculateMaxTier();
}
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}
}