Added comments to everything
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@@ -1,28 +1,57 @@
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using UnityEngine; using Game; using Music; using Player;
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using UnityEngine;
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using Game;
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using Music;
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using Player;
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namespace Game
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{
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public class RespawnOnTriggerEnter : MonoBehaviour
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{
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public Vector2 spawnPoint;
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public bool spawnPointIsInitialPosition = false;
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public string respawnTag;
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private void Start() // Set the spawn point to the initial maps spawn point
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/// <summary>
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/// This class handles respawning objects when they collide with a trigger tagged with a specific value.
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/// </summary>
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public class RespawnOnTriggerEnter : MonoBehaviour
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{
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if (spawnPointIsInitialPosition)
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{
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spawnPoint = transform.position;
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}
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}
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/// <summary>
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/// The spawn point where the object will respawn.
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/// </summary>
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public Vector2 spawnPoint;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (other.CompareTag(respawnTag))
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/// <summary>
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/// If true, the spawn point is set to the object's initial position.
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/// </summary>
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public bool spawnPointIsInitialPosition = false;
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/// <summary>
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/// The tag of the trigger that causes the object to respawn.
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/// </summary>
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public string respawnTag;
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/// <summary>
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/// Sets the spawn point to the object's initial position if specified.
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/// </summary>
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private void Start()
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{
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if (TryGetComponent(out Damageable damageable))
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if (spawnPointIsInitialPosition)
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{
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damageable.Damage(9999f);
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// Set the spawn point to the object's initial position
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spawnPoint = transform.position;
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}
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}
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/// <summary>
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/// Handles collisions with triggers and applies damage to the object if it has a <see cref="Damageable"/> component.
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/// </summary>
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/// <param name="other">The collider of the object that entered the trigger.</param>
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private void OnTriggerEnter2D(Collider2D other)
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{
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// Check if the collider has the specified tag
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if (other.CompareTag(respawnTag))
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{
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// Apply damage to the object if it has a Damageable component
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if (TryGetComponent(out Damageable damageable))
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{
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damageable.Damage(9999f);
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}
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}
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}
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}
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}}
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}
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