Added a bit of sucking to pressers
This commit is contained in:
@@ -71,7 +71,7 @@ BoxCollider2D:
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m_UsedByEffector: 0
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m_UsedByEffector: 0
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m_CompositeOperation: 0
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m_CompositeOperation: 0
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m_CompositeOrder: 0
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m_CompositeOrder: 0
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 3}
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m_SpriteTilingProperty:
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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pivot: {x: 0, y: 0}
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@@ -81,7 +81,7 @@ BoxCollider2D:
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drawMode: 0
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drawMode: 0
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adaptiveTiling: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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m_AutoTiling: 0
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m_Size: {x: 150, y: 110}
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m_Size: {x: 150, y: 105}
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m_EdgeRadius: 0
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m_EdgeRadius: 0
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--- !u!114 &8140780552350643576
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--- !u!114 &8140780552350643576
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MonoBehaviour:
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MonoBehaviour:
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@@ -508,7 +508,7 @@ BoxCollider2D:
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m_UsedByEffector: 0
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m_UsedByEffector: 0
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m_CompositeOperation: 0
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m_CompositeOperation: 0
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m_CompositeOrder: 0
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m_CompositeOrder: 0
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m_Offset: {x: 0, y: -52}
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m_Offset: {x: 0, y: -47}
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m_SpriteTilingProperty:
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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pivot: {x: 0, y: 0}
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@@ -518,7 +518,7 @@ BoxCollider2D:
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drawMode: 0
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drawMode: 0
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adaptiveTiling: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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m_AutoTiling: 0
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m_Size: {x: 88, y: 16}
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m_Size: {x: 88, y: 6}
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m_EdgeRadius: 0
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m_EdgeRadius: 0
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--- !u!1 &8718160904021803034
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--- !u!1 &8718160904021803034
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GameObject:
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GameObject:
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@@ -27,6 +27,15 @@ namespace Fruitomation.Game
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EffectTrigger.SetAction(other => CurrentContainedObjects.Remove(other.gameObject),
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EffectTrigger.SetAction(other => CurrentContainedObjects.Remove(other.gameObject),
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TriggerType.Exit
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TriggerType.Exit
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);
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);
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EffectTrigger.SetAction(other =>
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{
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if (other.transform.parent.TryGetComponent(out Rigidbody2D body))
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{
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Debug.Log(body.name);
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body.AddForce(Vector3.down * 5f, ForceMode2D.Force);
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}
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}, TriggerType.Stay);
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}
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}
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private void Update()
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private void Update()
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@@ -27,8 +27,6 @@ namespace Fruitomation.Game
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if (hit.collider is null)
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if (hit.collider is null)
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{
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{
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Vector3 force = new(-transform.localScale.x, 0f, 0f);
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Vector3 force = new(-transform.localScale.x, 0f, 0f);
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Debug.Log(mag);
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body.AddForce(force * (12f / mag), ForceMode2D.Force);
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body.AddForce(force * (12f / mag), ForceMode2D.Force);
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}
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}
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}
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}
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