basic conveyer function and direction switching stub
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Assets/Scripts/Items.meta
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Assets/Scripts/Items.meta
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25
Assets/Scripts/Items/Conveyer.cs
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25
Assets/Scripts/Items/Conveyer.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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public class Conveyer : MonoBehaviour
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{
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public int conveyerSpeed = 0;
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public int direction = 1;
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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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}
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private void OnCollisionStay(Collision collision)
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{
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// Debug-draw all contact points and normals
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foreach (ContactPoint contact in collision.contacts)
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{
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//Debug.Log(string.Format("Current Collider: {0} Position {1}", contact.otherCollider.name, contact.otherCollider.transform.position.magnitude));
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contact.otherCollider.GetComponent<Rigidbody>().AddForce(transform.forward * (conveyerSpeed * direction), ForceMode.Acceleration);
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}
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}
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}
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11
Assets/Scripts/Items/Conveyer.cs.meta
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Assets/Scripts/Items/Conveyer.cs.meta
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21
Assets/Scripts/Items/DestructibleObject.cs
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Assets/Scripts/Items/DestructibleObject.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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public class DestructibleObject : MonoBehaviour
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{
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private Vector3 originalPosition;
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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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originalPosition = gameObject.transform.position;
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}
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public void Respawn()
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{
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gameObject.GetComponent<Rigidbody>().isKinematic = true;
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gameObject.transform.position = originalPosition;
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gameObject.GetComponent<Rigidbody>().isKinematic = false;
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}
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}
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11
Assets/Scripts/Items/DestructibleObject.cs.meta
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Assets/Scripts/Items/DestructibleObject.cs.meta
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fileFormatVersion: 2
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