formatting
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@@ -5,116 +5,116 @@ using UnityEngine;
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namespace UntitledLogicGame.Workspace
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{
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public class Anchor : MonoBehaviour
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{
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#region Unity Properties
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public class Anchor : MonoBehaviour
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{
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#region Unity Properties
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public string Name;
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public bool IsInput;
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public float ScaleIncrease;
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public Vector2 Orientation;
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public string Name;
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public bool IsInput;
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public float ScaleIncrease;
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public Vector2 Orientation;
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#endregion
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#endregion
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#region Public Properties
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#region Public Properties
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public List<Cable> Cables { get; set; }
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public Gate Gate { get; set; }
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public bool Activated
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{
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get
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{
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if (IsInput)
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return Cables.Count > 0 && Cables.First().Activated;
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else
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return _activated;
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}
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set
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{
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if (!IsInput)
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_activated = value;
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}
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}
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public bool Hovering { get; internal set; }
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public List<Cable> Cables { get; set; }
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public Gate Gate { get; set; }
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public bool Activated
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{
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get
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{
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if (IsInput)
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return Cables.Count > 0 && Cables.First().Activated;
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else
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return _activated;
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}
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set
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{
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if (!IsInput)
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_activated = value;
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}
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}
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public bool Hovering { get; internal set; }
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#endregion
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#endregion
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#region Private Properties
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#region Private Properties
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private Vector3 _scale;
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private SpriteRenderer _sprite;
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private bool _activated;
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private bool? _lastActivated;
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private Vector3 _scale;
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private SpriteRenderer _sprite;
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private bool _activated;
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private bool? _lastActivated;
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#endregion
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#endregion
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#region Unity Methods
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#region Unity Methods
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// Start is called before the first frame update
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private void Start()
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{
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Gate = GetComponentInParent<Gate>();
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Utils.RandomName($"{Gate.GateType}_{Name}", gameObject);
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_scale = transform.localScale;
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_sprite = GetComponent<SpriteRenderer>();
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Cables = new List<Cable>();
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Orientation = Orientation.normalized;
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}
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// Start is called before the first frame update
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private void Start()
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{
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Gate = GetComponentInParent<Gate>();
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Utils.RandomName($"{Gate.GateType}_{Name}", gameObject);
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_scale = transform.localScale;
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_sprite = GetComponent<SpriteRenderer>();
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Cables = new List<Cable>();
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Orientation = Orientation.normalized;
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}
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// Update is called once per frame
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private void Update()
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{
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UpdateState();
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}
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// Update is called once per frame
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private void Update()
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{
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UpdateState();
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}
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private void OnMouseEnter()
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{
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transform.localScale = _scale * ScaleIncrease;
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GameManager.Instance.CurrentAnchor = this;
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Hovering = true;
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}
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private void OnMouseEnter()
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{
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transform.localScale = _scale * ScaleIncrease;
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GameManager.Instance.CurrentAnchor = this;
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Hovering = true;
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}
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private void OnMouseExit()
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{
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transform.localScale = _scale;
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if (Equals(GameManager.Instance.CurrentAnchor))
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GameManager.Instance.CurrentAnchor = null;
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Hovering = false;
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}
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private void OnMouseExit()
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{
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transform.localScale = _scale;
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if (Equals(GameManager.Instance.CurrentAnchor))
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GameManager.Instance.CurrentAnchor = null;
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Hovering = false;
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}
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private void OnDestroy()
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{
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foreach(var cable in Cables)
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{
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Destroy(cable.gameObject);
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}
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}
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private void OnDestroy()
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{
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foreach(var cable in Cables)
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{
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Destroy(cable.gameObject);
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}
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}
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#endregion
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#endregion
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#region Public Methods
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#region Public Methods
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public bool HasInputAnchor(Anchor target)
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{
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if (IsInput)
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return Cables.Any(c => c.HasInputAnchor(target));
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else
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return Gate.HasInputAnchor(target);
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}
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public bool HasInputAnchor(Anchor target)
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{
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if (IsInput)
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return Cables.Any(c => c.HasInputAnchor(target));
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else
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return Gate.HasInputAnchor(target);
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}
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#endregion
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#endregion
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#region Private Methods
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#region Private Methods
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private void UpdateState()
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{
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if (_lastActivated == null || _lastActivated != Activated)
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{
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_sprite.color = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
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_lastActivated = Activated;
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}
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}
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private void UpdateState()
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{
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if (_lastActivated == null || _lastActivated != Activated)
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{
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_sprite.color = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
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_lastActivated = Activated;
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}
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}
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#endregion
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}
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#endregion
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}
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}
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