Removing barriers, adding trick logic, and making players pick-up-able
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@@ -83,7 +83,14 @@ public class PlayerPickupController : MonoBehaviour
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Debug.Log(colliders.Length + " colliders found in range");
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foreach (var col in colliders)
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{
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if (!col.TryGetComponent<TrickController>(out var trick) && !col.CompareTag("Interactable"))
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if (col.gameObject == gameObject)
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{
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continue;
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}
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var hasTrick = col.TryGetComponent<TrickController>(out var trick);
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var hasPlayer = col.TryGetComponent<PlayerPlatformerController>(out var playerController);
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if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
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{
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continue;
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}
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@@ -108,6 +115,15 @@ public class PlayerPickupController : MonoBehaviour
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trick.SetCarried(true);
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}
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if (playerController != null)
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{
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playerController.enabled = false;
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if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
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{
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heldPickup.enabled = false;
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}
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}
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if (col != null) col.enabled = false;
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break;
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}
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@@ -125,6 +141,14 @@ public class PlayerPickupController : MonoBehaviour
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{
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trick.SetCarried(false);
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}
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if (heldObject.TryGetComponent<PlayerPlatformerController>(out var playerController))
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{
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playerController.enabled = true;
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if (heldObject.TryGetComponent<PlayerPickupController>(out var heldPickup))
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{
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heldPickup.enabled = true;
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}
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}
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Collider2D col = heldObject.GetComponent<Collider2D>();
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if (col != null) col.enabled = true;
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