Added the need for multiple wipes to rid dirt and spray while also fading the dirt and spray texture with each wipe
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@@ -7,6 +7,8 @@ public class DirtScript : MonoBehaviour
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public GameObject Spray;
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public GameObject Spray;
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private bool sprayed = false;
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private bool sprayed = false;
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private int wiped = 0;
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Color tmp;
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void OnCollisionEnter2D(Collision2D other){
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void OnCollisionEnter2D(Collision2D other){
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@@ -16,9 +18,22 @@ public class DirtScript : MonoBehaviour
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Instantiate(Spray, new Vector2(this.transform.position.x, this.transform.position.y), Quaternion.identity);
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Instantiate(Spray, new Vector2(this.transform.position.x, this.transform.position.y), Quaternion.identity);
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}
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}
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}
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void OnCollisionExit2D(Collision2D other){
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tmp = this.GetComponent<SpriteRenderer>().color;
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if(other.gameObject.name == "Rag" && sprayed)
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if(other.gameObject.name == "Rag" && sprayed)
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{
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{
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Destroy(this.gameObject);
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wiped++;
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tmp.a -= 0.15f;
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this.GetComponent<SpriteRenderer>().color = tmp;
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if(wiped >= 3) Destroy(this.gameObject);
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}
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}
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}
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}
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@@ -5,11 +5,23 @@ using UnityEngine;
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public class SprayScript : MonoBehaviour
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public class SprayScript : MonoBehaviour
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{
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{
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void OnCollisionEnter2D(Collision2D other){
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private int wiped = 0;
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Color tmp;
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void OnCollisionExit2D(Collision2D other){
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tmp = this.GetComponent<SpriteRenderer>().color;
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if(other.gameObject.name == "Rag")
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if(other.gameObject.name == "Rag")
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{
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{
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Destroy(this.gameObject);
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wiped++;
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tmp.a -= 0.15f;
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this.GetComponent<SpriteRenderer>().color = tmp;
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if(wiped >= 3) Destroy(this.gameObject);
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}
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}
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}
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}
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 5.8 KiB |
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Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 4.0 KiB |
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