959e80cf72
assets upload description.
400 lines
9.6 KiB
C#
400 lines
9.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace KevinIglesias {
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public enum ResourceType {Berries, Farm, Wood, Gold, Builder}
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[RequireComponent(typeof(Animator))]
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public class GatherResource : MonoBehaviour {
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public float delayTime;
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public ResourceType resource;
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public int currentPath = 0;
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Animator anim;
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public Transform[] paths;
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public GameObject[] props;
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Vector3 initRotation;
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void Awake()
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{
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anim = GetComponent<Animator>();
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}
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void Start()
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{
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initRotation = transform.eulerAngles;
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StartCoroutine(StartWorking());
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}
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IEnumerator StartWorking()
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{
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yield return new WaitForSeconds(delayTime);
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anim.SetTrigger("Work");
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switch(resource)
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{
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case ResourceType.Farm:
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StartCoroutine(FarmCycle());
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break;
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case ResourceType.Berries:
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StartCoroutine(BerryCycle());
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break;
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case ResourceType.Wood:
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StartCoroutine(ChopTree());
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break;
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case ResourceType.Gold:
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StartCoroutine(MiningCycle());
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break;
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}
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}
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IEnumerator FarmCycle()
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{
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props[1].SetActive(false);
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props[2].SetActive(false);
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props[3].SetActive(false);
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props[0].SetActive(true);
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yield return new WaitForSeconds(4.75f);
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anim.SetTrigger("Walk");
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while(true)
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{
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if(anim.GetCurrentAnimatorStateInfo(0).IsName("Walk"))
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{
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break;
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}
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yield return 0;
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}
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props[0].SetActive(false);
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props[1].SetActive(true);
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transform.LookAt(paths[currentPath]);
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if(currentPath == 8)
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{
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props[0].SetActive(false);
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props[1].SetActive(false);
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props[2].SetActive(true);
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StartCoroutine(EndFarmCycle());
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}else{
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yield return new WaitForSeconds(0.75f);
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anim.SetTrigger("Work");
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currentPath++;
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StartCoroutine(FarmCycle());
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}
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}
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IEnumerator EndFarmCycle()
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{
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath++;
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transform.LookAt(paths[currentPath]);
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props[0].SetActive(false);
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props[1].SetActive(false);
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props[2].SetActive(false);
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props[3].SetActive(true);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath = 0;
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anim.SetTrigger("Work");
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//yield return new WaitForSeconds(0.1f);
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while(true)
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{
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if(anim.GetCurrentAnimatorStateInfo(0).IsName("Farm"))
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{
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break;
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}
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yield return 0;
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}
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StartCoroutine(FarmCycle());
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}
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IEnumerator BerryCycle()
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{
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props[0].SetActive(true);
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props[1].SetActive(false);
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props[2].SetActive(false);
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yield return new WaitForSeconds(8f);
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anim.SetTrigger("Walk");
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while(true)
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{
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if(anim.GetCurrentAnimatorStateInfo(0).IsName("Walk"))
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{
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break;
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}
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yield return 0;
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}
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props[0].SetActive(false);
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props[1].SetActive(true);
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props[2].SetActive(false);
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currentPath++;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath++;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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props[0].SetActive(false);
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props[1].SetActive(false);
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props[2].SetActive(true);
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currentPath--;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath--;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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anim.SetTrigger("Work");
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StartCoroutine(BerryCycle());
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}
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IEnumerator ChopTree()
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{
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yield return new WaitForSeconds(3f);
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anim.SetTrigger("Work");
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StartCoroutine(ChopCycle());
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}
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IEnumerator ChopCycle()
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{
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transform.eulerAngles = new Vector3(0, 242f, 0);
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props[0].SetActive(true);
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props[1].SetActive(false);
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yield return new WaitForSeconds(9.6f);
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anim.SetTrigger("Walk");
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props[2].SetActive(false);
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yield return new WaitForSeconds(0.1f);
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props[3].SetActive(true);
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yield return new WaitForSeconds(0.2f);
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currentPath++;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath++;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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anim.SetTrigger("Walk");
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currentPath--;
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transform.LookAt(paths[currentPath]);
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while(true)
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{
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if(anim.GetCurrentAnimatorStateInfo(0).IsName("Walk Axe"))
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{
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break;
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}
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yield return 0;
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}
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props[2].SetActive(true);
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props[3].SetActive(false);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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currentPath--;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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anim.SetTrigger("Work");
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StartCoroutine(ChopCycle());
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}
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IEnumerator MiningCycle()
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{
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transform.eulerAngles = initRotation;
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yield return new WaitForSeconds(9.33f);
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anim.SetTrigger("Walk");
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props[0].SetActive(false);
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yield return new WaitForSeconds(0.1f);
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props[1].SetActive(true);
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yield return new WaitForSeconds(0.2f);
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currentPath++;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z < paths[currentPath].position.z)
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{
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yield return 0;
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}
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anim.SetTrigger("Walk");
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while(true)
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{
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if(anim.GetCurrentAnimatorStateInfo(0).IsName("Walk Pickaxe"))
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{
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break;
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}
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yield return 0;
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}
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props[0].SetActive(true);
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props[1].SetActive(false);
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currentPath--;
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transform.LookAt(paths[currentPath]);
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while(transform.position.z > paths[currentPath].position.z)
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{
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yield return 0;
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}
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anim.SetTrigger("Work");
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StartCoroutine(MiningCycle());
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}
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}
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}
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