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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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using Spine;
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using Spine.Unity;
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using System.IO;
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public class Move : MonoBehaviour
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{
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private SkeletonAnimation hugeAnimation;
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private float currentSpeed;
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private float xSpeed;
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private float ySpeed;
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private float nextChangeTime;
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private float nextSpwanTime;
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private State currentState;
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private Side currentSide;
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private bool canTurn = false;
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public static int hugeAmount = 1;
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public static int hugeNo = 1;
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public static float previousCloneTime;
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public static string hugeSkinDirPath;
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public static string[] hugeSkinPaths;
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public static int hugeSkinNum;
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private const float moveSpeed = 0.3f;
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private const float xMinLimit = -15.0f;
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private const float xMaxLimit = 15.0f;
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private const float yMinLimit = -8.0f;
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private const float yMaxLimit = 8.0f;
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private const float edgeWidth = 0.3f;
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private const float minMoveTime = 1.0f;
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private const float maxMoveTime = 8.0f;
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private const float minStopTime = 6.0f;
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private const float maxStopTime = 13.0f;
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private const float minSpwanTime = 120.0f;
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private const float maxSpwanTime = 300.0f;
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private const float spawnRate = 0.1f;
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private const int amountLimit = 10;
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public enum State
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{
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STOP,
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MOVE_LEFT,
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MOVE_RIGHT
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}
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public enum Side
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{
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BOTTOM,
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TOP,
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LEFT,
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RIGHT,
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CENTER
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}
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void Awake()
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{
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//INIParser ini = new INIParser();
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//ini.Open(Application.streamingAssetsPath + "/config.ini");
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//ini.Close();
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hugeSkinDirPath = Application.streamingAssetsPath + "/skin/";
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hugeSkinPaths = Directory.GetFiles(hugeSkinDirPath, "*.png");
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hugeSkinNum = hugeSkinPaths.Length;
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hugeAnimation = this.GetComponentInChildren<SkeletonAnimation>();
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xSpeed = ySpeed = 0;
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nextChangeTime = Time.time + Random.Range(minStopTime, maxStopTime);
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nextSpwanTime = Time.time + Random.Range(minSpwanTime, maxSpwanTime);
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changeState(State.STOP);
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changeSide(Side.BOTTOM);
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if (hugeNo != 1)
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{
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Invoke("changeHugeSkin", 0.5f);
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}
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}
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public void changeState(State state)
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{
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switch (state)
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{
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case State.STOP:
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currentSpeed = 0.0f;
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hugeAnimation.AnimationName = "Wait_A02";
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break;
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case State.MOVE_LEFT:
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currentSpeed = -moveSpeed;
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hugeAnimation.AnimationName = "ActionStart_A";
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break;
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case State.MOVE_RIGHT:
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currentSpeed = moveSpeed;
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hugeAnimation.AnimationName = "ActionClose_A";
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break;
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}
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currentState = state;
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updateSpeed();
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}
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public void changeSide(Side side)
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{
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xSpeed = ySpeed = 0;
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this.GetComponent<Rigidbody2D>().gravityScale = 0;
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switch (side)
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{
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case Side.BOTTOM:
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this.GetComponent<Rigidbody2D>().gravityScale = 1;
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this.transform.rotation = Quaternion.Euler(0, 0, 0);
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break;
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case Side.TOP:
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this.transform.rotation = Quaternion.Euler(0, 0, 180);
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this.transform.position = new Vector3(this.transform.position.x, yMaxLimit, 0);
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break;
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case Side.LEFT:
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this.transform.rotation = Quaternion.Euler(0, 0, 270);
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this.transform.position = new Vector3(xMinLimit, this.transform.position.y, 0);
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break;
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case Side.RIGHT:
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this.transform.rotation = Quaternion.Euler(0, 0, 90);
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this.transform.position = new Vector3(xMaxLimit, this.transform.position.y, 0);
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break;
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case Side.CENTER:
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this.transform.rotation = Quaternion.Euler(0, 0, 0);
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break;
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}
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currentSide = side;
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updateSpeed();
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}
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public void updateSpeed()
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{
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xSpeed = ySpeed = 0;
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switch (currentSide)
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{
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case Side.BOTTOM:
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xSpeed = currentSpeed;
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break;
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case Side.TOP:
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xSpeed = currentSpeed * -1;
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break;
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case Side.LEFT:
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ySpeed = currentSpeed * -1;
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break;
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case Side.RIGHT:
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ySpeed = currentSpeed;
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break;
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case Side.CENTER:
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break;
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}
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}
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public bool checkOnWall()
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{
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if (this.transform.position.x < xMinLimit + edgeWidth && currentSide != Side.LEFT)
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{
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changeSide(Side.LEFT);
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return true;
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}
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if (this.transform.position.x > xMaxLimit - edgeWidth && currentSide != Side.RIGHT)
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{
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changeSide(Side.RIGHT);
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return true;
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}
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if (this.transform.position.y > yMaxLimit - edgeWidth && currentSide != Side.TOP)
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{
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changeSide(Side.TOP);
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return true;
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}
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return false;
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}
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public void checkTurn()
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{
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if (this.transform.position.x < xMinLimit + edgeWidth && this.transform.position.y > yMaxLimit - edgeWidth)
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{
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changeSide(currentSide == Side.LEFT ? Side.TOP : Side.LEFT);
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canTurn = false;
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return;
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}
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if (this.transform.position.x > xMaxLimit - edgeWidth && this.transform.position.y > yMaxLimit - edgeWidth)
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{
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changeSide(currentSide == Side.RIGHT ? Side.TOP : Side.RIGHT);
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canTurn = false;
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return;
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}
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if (this.transform.position.x < xMinLimit + edgeWidth && this.transform.position.y < yMinLimit + edgeWidth)
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{
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changeSide(currentSide == Side.LEFT ? Side.BOTTOM : Side.LEFT);
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canTurn = false;
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return;
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}
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if (this.transform.position.x > xMaxLimit - edgeWidth && this.transform.position.y < yMinLimit + edgeWidth)
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{
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changeSide(currentSide == Side.RIGHT ? Side.BOTTOM : Side.RIGHT);
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canTurn = false;
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return;
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}
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}
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bool checkDirection()
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{
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if (currentSide == Side.BOTTOM && this.transform.rotation.z > 0.2 || this.transform.rotation.z < -0.2)
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{
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return false;
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}
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return true;
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}
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public void spawnHuge()
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{
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hugeNo++;
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hugeAmount++;
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GameObject thisHuge = GameObject.Find(this.name);
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GameObject newHuge = Instantiate(thisHuge);
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newHuge.name = "huge" + hugeNo.ToString();
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previousCloneTime = Time.time;
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}
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public void changeHugeSkin()
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{
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Texture2D tex = new Texture2D(0,0);
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tex.LoadImage(File.ReadAllBytes(hugeSkinPaths[Random.Range(0, hugeSkinNum - 1)]));
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Material mat = new Material(Shader.Find("Sprites/Default"));
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mat.SetTexture("_MainTex", tex);
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GetComponentInChildren<Renderer>().material = mat;
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}
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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//changeHugeSkin();
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}
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if (Time.time >= nextChangeTime)
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{
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if (currentState == State.STOP && currentSide != Side.CENTER && checkDirection())
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{
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if (Random.Range(0.0f, 1.0f) >= 0.5f)
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{
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changeState(State.MOVE_LEFT);
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}
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else
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{
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changeState(State.MOVE_RIGHT);
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}
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nextChangeTime += Random.Range(minMoveTime, maxMoveTime);
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canTurn = true;
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}
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else
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{
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changeState(State.STOP);
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nextChangeTime += Random.Range(minStopTime, maxStopTime);
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}
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}
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if (Time.time >= nextSpwanTime)
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{
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if (Random.Range(0.0f, 1.0f) <= spawnRate && hugeAmount <= amountLimit)
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{
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spawnHuge();
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}
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nextSpwanTime += Random.Range(minSpwanTime, maxSpwanTime);
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}
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if (currentSide == Side.LEFT || currentSide == Side.RIGHT || currentSide == Side.TOP)
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{
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changeSide(currentSide);
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}
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if (canTurn)
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{
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checkTurn();
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}
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this.transform.position += new Vector3(xSpeed * Time.deltaTime, ySpeed * Time.deltaTime, 0);
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}
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}
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