Made items be still inside the presser
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@@ -60,8 +60,40 @@ namespace Fruitomation.Game
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}
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[Preserve, UsedImplicitly] public void OpenTop() => TopCollider.enabled = false;
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[Preserve, UsedImplicitly] public void CloseTop() => TopCollider.enabled = true;
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[Preserve, UsedImplicitly] public void OpenBottom() => BottomCollider.enabled = false;
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[Preserve, UsedImplicitly]
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public void CloseTop()
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{
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TopCollider.enabled = true;
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foreach (GameObject go in CurrentContainedObjects)
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{
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bool isItem = go.transform.parent.TryGetComponent(out ItemBehaviour item);
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if (!isItem)
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{
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return;
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}
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item.SendToLimbo();
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}
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}
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[Preserve, UsedImplicitly]
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public void OpenBottom()
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{
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BottomCollider.enabled = false;
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foreach (GameObject go in CurrentContainedObjects)
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{
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bool isItem = go.transform.parent.TryGetComponent(out ItemBehaviour item);
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if (!isItem)
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{
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return;
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}
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item.HealLimboState();
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}
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}
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[Preserve, UsedImplicitly] public void CloseBottom() => BottomCollider.enabled = true;
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[Preserve, UsedImplicitly] public void Press()
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@@ -39,22 +39,24 @@ namespace Fruitomation.Game.Items
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private IEnumerator SendToGhostRealmInternal()
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{
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Sleep();
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CurrentChild.SetActive(false);
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Body2D.Sleep();
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yield return new WaitForSeconds(0.5f);
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WakeUp();
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CurrentChild.SetActive(true);
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Body2D.WakeUp();
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}
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public void SendToTheGhostRealm() => StartCoroutine(SendToGhostRealmInternal());
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public void Sleep()
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public void SendToLimbo()
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{
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CurrentChild.SetActive(false);
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Body2D.Sleep();
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}
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public void WakeUp()
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public void HealLimboState()
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{
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CurrentChild.SetActive(true);
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Body2D.WakeUp();
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}
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