TO SQUASH: Started map covering.
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using UnityEngine;
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public class VerticalLaser : BarBase
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{
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public GameObject verticalLaserPrefab;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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Initialize();
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (canFire)
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{
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if (canFireTop)
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{
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Vector3 topSide = new Vector3(
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bounds.center.x,
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bounds.max.y + (bounds.size.y / 2.0f),
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bounds.center.z
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);
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var top = Instantiate(verticalLaserPrefab, topSide, Quaternion.identity);
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var topLaserScript = top.GetComponent<VerticalLaser>();
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topLaserScript.canFireBottom = false;
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Physics2D.IgnoreCollision(
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top.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
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true
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);
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}
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if (canFireBottom)
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{
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Vector3 bottomSide = new Vector3(
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bounds.center.x,
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bounds.min.y - (bounds.size.y / 2.0f),
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bounds.center.z
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);
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var bottom = Instantiate(verticalLaserPrefab, bottomSide, Quaternion.identity);
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var bottomLaserScript = bottom.GetComponent<VerticalLaser>();
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bottomLaserScript.canFireTop = false;
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Physics2D.IgnoreCollision(
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bottom.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
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true
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);
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}
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canFire = false;
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}
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}
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}
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