nuked
wiping everything to start again
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@@ -1,61 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DrawLine : MonoBehaviour
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{
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public GameObject linePrefab;
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public GameObject currentLine;
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public LineRenderer lineRenderer;
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public EdgeCollider2D edgeCollider;
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public List<Vector2> fingerPositions;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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CreateLine();
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}
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if (Input.GetMouseButton(0))
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{
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Vector2 tempFingerPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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if (Vector2.Distance(tempFingerPos, fingerPositions[fingerPositions.Count - 1]) > .1f)
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{
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UpdateLine(tempFingerPos);
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}
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}
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}
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void CreateLine()
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{
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currentLine = Instantiate(linePrefab, Vector3.zero, Quaternion.identity);
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lineRenderer = currentLine.GetComponent<LineRenderer>();
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edgeCollider = currentLine.GetComponent<EdgeCollider2D>();
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fingerPositions.Clear();
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fingerPositions.Add(Camera.main.ScreenToWorldPoint(Input.mousePosition));
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fingerPositions.Add(Camera.main.ScreenToWorldPoint(Input.mousePosition));
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lineRenderer.SetPosition(0, fingerPositions[0]);
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lineRenderer.SetPosition(1, fingerPositions[1]);
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edgeCollider.points = fingerPositions.ToArray();
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}
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void UpdateLine(Vector2 newFingerPos)
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{
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fingerPositions.Add(newFingerPos);
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lineRenderer.positionCount++;
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lineRenderer.SetPosition(lineRenderer.positionCount - 1, newFingerPos);
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edgeCollider.points = fingerPositions.ToArray();
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: c528828d28cb9a640b6504b8a7d14007
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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