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74
Assets/Resources/Scripts/Dot.cs
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74
Assets/Resources/Scripts/Dot.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class Dot : MonoBehaviour
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{
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[SerializeField] public bool isDifferent;
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[SerializeField] private SpriteRenderer sprite;
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[Range(0, 255)]
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[SerializeField] private float redValue;
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[Range(0, 255)]
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[SerializeField] private float greenValue;
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[Range(0, 255)]
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[SerializeField] private float blueValue;
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public void SetDifferent(bool val)
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{
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isDifferent = val;
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}
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public Vector2 GetPos()
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{
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return transform.position;
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}
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public void ChangeRed(float val)
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{
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redValue = val;
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}
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public void ChangeBlue(float val)
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{
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blueValue = val;
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}
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public void ChangeGreen(float val)
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{
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greenValue = val;
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}
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public void ChangeColor(Color color)
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{
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sprite.color = color;
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}
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public void CheckOverlapping()
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{
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List<Dot> dots = DotsManager.Instance.GetDots();
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for (int i = 0; i < dots.Count; i++)
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{
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if (dots[i] != this)
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{
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if (Vector2.Distance(transform.position, dots[i].transform.position) < 2.5f)
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{
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Debug.Log("Overlapping");
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DotsManager.Instance.MoveDots(this);
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break;
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}
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}
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}
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}
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private void Start()
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{
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LeanTween.scale(gameObject, new Vector3(1.5f, 1.5f, 1.5f), 0.25f).setEaseInOutCubic();
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LeanTween.scale(gameObject, new Vector3(2, 2, 2), 0.5f).setDelay(0.2f).setEaseInOutCubic();
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}
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private void OnMouseDown()
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{
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GameManager.Instance.ClickDot(this);
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}
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public Vector3 GetRGB()
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{
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return new Vector3(redValue, greenValue, blueValue);
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}
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private byte FloatToByteColor(float val)
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{
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return (byte)((val * 255) * 255);
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}
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}
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