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Add rigidbody to bombs so they can be pushed
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lines changed

4 files changed

+43
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lines changed
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@@ -0,0 +1,11 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!62 &6200000
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PhysicsMaterial2D:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Bouncy
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friction: 0
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bounciness: 1

Assets/Physics/Bouncy.physicsMaterial2D.meta

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Assets/Prefabs/Bomb.prefab

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@@ -10,6 +10,7 @@ GameObject:
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m_Component:
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- component: {fileID: 3939017888894637703}
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- component: {fileID: 3939017888894637702}
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- component: {fileID: 4051471656876344614}
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- component: {fileID: 3939017888894637701}
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- component: {fileID: 201466548503276313}
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m_Layer: 7
@@ -84,6 +85,27 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!50 &4051471656876344614
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Rigidbody2D:
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serializedVersion: 4
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3939017888894637700}
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m_BodyType: 0
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m_Simulated: 1
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 1
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m_LinearDrag: 0
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m_AngularDrag: 0
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m_GravityScale: 0
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m_Material: {fileID: 0}
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m_Interpolate: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_Constraints: 4
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--- !u!58 &3939017888894637701
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CircleCollider2D:
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m_ObjectHideFlags: 0

Assets/Scripts/BombController.cs

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@@ -45,6 +45,8 @@ private IEnumerator PlaceBomb()
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yield return new WaitForSeconds(bombFuseTime);
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position = bomb.transform.position;
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position.x = Mathf.Round(position.x);
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position.y = Mathf.Round(position.y);
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Explosion explosion = Instantiate(explosionPrefab, position, Quaternion.identity);
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explosion.SetActiveRenderer(explosion.start);

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