test
testing
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public var currentDetonator:GameObject;
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private var _currentExpIdx = -1;
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private var buttonClicked = false;
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var detonatorPrefabs : GameObject[];
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var explosionLife : float = 10;
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var timeScale : float = 1.0;
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var detailLevel : float = 1.0;
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var wall : GameObject;
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private var _currentWall : GameObject;
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private var _spawnWallTime = -1000;
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private var _guiRect;
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function Start()
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{
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SpawnWall();
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if (!currentDetonator) NextExplosion();
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else _currentExpIdx = 0;
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}
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private var toggleBool : boolean = false;
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function OnGUI()
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{
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_guiRect = Rect (7,Screen.height-180,250,200);
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GUILayout.BeginArea (_guiRect);
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GUILayout.BeginVertical();
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var expName : String = currentDetonator.name;
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if (GUILayout.Button (expName+" (Click For Next)"))
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{
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NextExplosion();
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}
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if (GUILayout.Button ("Rebuild Wall"))
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{
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SpawnWall();
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}
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if (GUILayout.Button ("Camera Far"))
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{
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Camera.main.transform.position = Vector3(0,0,-7);
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Camera.main.transform.eulerAngles = Vector3(13.5,0,0);
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}
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if (GUILayout.Button ("Camera Near"))
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{
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Camera.main.transform.position = Vector3(0,-8.664466,31.38269);
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Camera.main.transform.eulerAngles = Vector3(1.213462,0,0);
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}
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GUILayout.Label("Time Scale");
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timeScale = GUILayout.HorizontalSlider (timeScale, 0.0, 1.0);
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GUILayout.Label("Detail Level (re-explode after change)");
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detailLevel = GUILayout.HorizontalSlider (detailLevel, 0.0, 1.0);
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GUILayout.EndVertical();
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GUILayout.EndArea();
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}
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function NextExplosion()
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{
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if (_currentExpIdx >= detonatorPrefabs.Length-1) _currentExpIdx = 0;
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else _currentExpIdx++;
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currentDetonator = detonatorPrefabs[_currentExpIdx];
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}
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function SpawnWall()
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{
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if (_currentWall) Destroy(_currentWall);
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_currentWall = Instantiate (wall, Vector3(-7,-12,48), Quaternion.identity);
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_spawnWallTime = Time.time;
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}
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//is this a bug? We can't use the same rect for placing the GUI as for checking if the mouse contains it...
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private var checkRect: Rect = Rect (0,0,260,180);
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function Update()
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{
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//keeps the UI in the corner in case of resize...
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_guiRect = Rect (7,Screen.height-150,250,200);
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//keeps the play button from making an explosion
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if ((Time.time + _spawnWallTime) > 0.5)
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{
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//don't spawn an explosion if we're using the UI
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if (!checkRect.Contains(Input.mousePosition))
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{
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if(Input.GetMouseButtonDown(0))
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{
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SpawnExplosion();
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}
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}
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Time.timeScale = timeScale;
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}
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}
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function SpawnExplosion()
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{
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var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
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var hit : RaycastHit;
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if (Physics.Raycast (ray, hit, 1000))
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{
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var offsetSize = currentDetonator.GetComponent("Detonator").size / 3;
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var hitPoint = hit.point + ((Vector3.Scale(hit.normal, Vector3(offsetSize,offsetSize,offsetSize))));
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var exp : GameObject = Instantiate (currentDetonator, hitPoint, Quaternion.identity);
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exp.GetComponent("Detonator").detail = detailLevel;
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}
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Destroy(exp, explosionLife);
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}
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