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using UnityEngine; | |
public class piler : MonoBehaviour | |
{ | |
[SerializeField] | |
private GameObject[] dishesPile; | |
private AudioSource audioSource; | |
private float volLowRange = .5f; | |
private float volHighRange = 1.0f; | |
private int currentDishPosition; | |
public AudioClip shootSound; | |
public AudioClip ding; | |
private void Awake() | |
{ | |
audioSource = GetComponent<AudioSource>(); | |
} | |
public void IncreasePile() // This function is called by another who checks if the player grab a dish. | |
{ | |
dishesPile[currentDishPosition].SetActive(true); | |
currentDishPosition++; | |
if (currentDishPosition == 4) //Haga que esto sea parametrizado | |
{ // le sobran estos corchetes | |
DestroyPile(); | |
} | |
} | |
public void DestroyPile() | |
{ | |
float vol = UnityEngine.Random.Range(volLowRange, volHighRange); //choose a random volume between Ranges to be less repetitive. | |
audioSource.PlayOneShot(shootSound, vol); | |
//Ese pedazo puede ser otra funcion ^ | |
for (int i = 0; i < dishesPile.Length; i++) | |
{ | |
dishesPile[i].SetActive(false); | |
currentDishPosition = 0; | |
} | |
Manager.Instance.LoseLifes(1); //The game manager(Singleton) updates the score. | |
return; // este return le sobra durísimo | |
} | |
public void CleanDishes () | |
{ | |
float vol = Random.Range(volLowRange, volHighRange); | |
audioSource.PlayOneShot(ding, vol); | |
// Este pedazo se parece mucho al otro que le dije que podía ser una funcion. | |
for (int i = 0; i < dishesPile.Length; i++) | |
{ | |
dishesPile[i].SetActive(false); | |
Manager.Instance.AddScore(10 * currentDishPosition); | |
currentDishPosition = 0; | |
} | |
} | |
void OnTriggerEnter2D(Collider2D other) | |
{ | |
if (other.gameObject.tag == "DishWasher") | |
{ | |
CleanDishes(); | |
} | |
} | |
} |
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