testss
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90
Assets/Scripts/Blinky.cs
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90
Assets/Scripts/Blinky.cs
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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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using UnityEngine.Experimental.Rendering.Universal;
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public class Blinky : MonoBehaviour
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{
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public Light2D myLight;
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public bool blinked = false;
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public Color overdrive_color = Color.white;
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private Color classic_color;
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private int insane_counter = 0;
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public int insane_counter_max = 20;
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public float overdrive_intensity = 4;
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private float default_intensity;
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private float temp_intensity = 1;
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public bool dimming = false;
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public AudioSource lightsnd;
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public BlockLighter blocklighter;
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float ZMove = 0f;
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float ZyMove = 0f;
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Vector3 lightpos;
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// Start is called before the first frame update
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void Start()
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{
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classic_color = myLight.color;
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default_intensity = myLight.intensity;
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}
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// Update is called once per frame
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void Update()
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{
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ZMove = Input.GetAxisRaw("Z") * 4;
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ZyMove = Input.GetAxisRaw("Zy") * 4 * (true ? -1 : 1);
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lightpos.x = ZMove;
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lightpos.y = ZyMove;
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transform.localPosition = lightpos;
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if (Input.GetButtonDown("Blink") && !blinked)
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{
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blinked = true;
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myLight.intensity = overdrive_intensity;
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myLight.color = overdrive_color;
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lightsnd.transform.position = transform.position;
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blocklighter.LightThem();
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lightsnd.Play();
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}
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if (blinked && !dimming)
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{
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if (insane_counter >= insane_counter_max)
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{
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insane_counter = 0;
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temp_intensity = overdrive_intensity;
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dimming = true;
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blinked = false;
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}
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else
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{
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insane_counter += 1;
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}
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}
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if (dimming == true)
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{
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if (temp_intensity > default_intensity)
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{
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myLight.intensity = temp_intensity;
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temp_intensity -= 1f / insane_counter_max;
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}
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if (temp_intensity < default_intensity)
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{
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temp_intensity = default_intensity;
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}
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else if (temp_intensity == default_intensity)
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{
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myLight.color = classic_color;
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myLight.intensity = default_intensity;
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lightsnd.Stop();
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dimming = false;
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}
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}
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if (temp_intensity > default_intensity)
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{
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myLight.color = overdrive_color;
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}
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if (temp_intensity == default_intensity)
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{
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myLight.color = classic_color;
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}
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}
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}
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