7-11-25 7:00pm
This commit is contained in:
208
Gameplay/oldball.cs
Normal file
208
Gameplay/oldball.cs
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//using Godot;
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//using System;
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//
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//public partial class Ball : RigidBody2D
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//{
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//[Signal]
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//public delegate void HoverEventHandler(bool tf = true);
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//[Signal]
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//public delegate void SelectEventHandler(bool tf = true);
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//[Signal]
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//public delegate void AimEventHandler(bool tf = true);
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//[Signal]
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//public delegate void LaunchEventHandler(bool tf = true);
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//[Signal]
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//public delegate void MoveEventHandler(bool tf = true);
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//[Signal]
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//public delegate void BumpMarbleEventHandler(Ball ball);
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//[Signal]
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//public delegate void DefenseDownEventHandler(int damage);
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//
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//public bool _holding, _placed, _hovered, _selected, _aimed, _launched, _moving;
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//public int _defense, _defenseMax, _speed;
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//public Vector2 _force, _velocity, _screenSize;
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//
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//
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//public override void _Ready()
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//{
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//_holding = false;
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//_placed = true;
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//_hovered = false;
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//_selected = false;
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//_aimed = false;
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//_launched = false;
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//_moving = false;
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//_defense = 10;
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//_defenseMax = _defense;
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//_speed = 400;
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//_force = new Vector2(0,0);
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//_velocity = new Vector2(0,0);
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//_screenSize = GetViewportRect().Size;
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//
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////Hide();
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//}
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//
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//public override void _PhysicsProcess(double delta) //THIS IS LIKE THE UPDATE FUNCTION
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//{
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//if (_placed)
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//{
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//TrySelect();
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//TryAim();
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//TryLaunch();
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//TryMovement(delta);
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//}
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//else if (_holding)
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//{
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//GetNode<CollisionShape2D>("Bounds").Disabled = true;
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//Vector2 mousePosition = GetGlobalMousePosition();
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//if (Input.IsActionJustReleased("left_click"))
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//{
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//Start(mousePosition);
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//}
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//}
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//}
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//
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//public void DefenseChange(int change)
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//{
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//_defense += change;
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//if (_defense < 0)
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//{
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//EmitSignal(SignalName.DefenseDown); // transfer damage over 0 to player
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//_defense = 0; // set defense back to 0
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//}
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//}
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//
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//public void Start(Vector2 position)
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//{
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//
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//_holding = false;
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//_placed = true;
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//Position = position;
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//Show();
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//GetNode<CollisionShape2D>("Bounds").Disabled = false;
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//}
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//
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//public void TryAim()
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//{
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//if (_selected && Input.IsActionPressed("left_click") && ! _hovered && !_aimed)
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//{
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//_aimed = true;
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//EmitSignal(SignalName.Aim);
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//}
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//
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//if (_aimed)
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//{
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//Vector2 mousePosition = GetGlobalMousePosition();
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//_force = (Position - mousePosition) /6;
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//
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//if (!Input.IsActionPressed("left_click"))
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//{
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//if (!_hovered)
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//{
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//_launched = true;
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//EmitSignal(SignalName.Select, false);
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//}
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//else
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//{
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//_aimed = false;
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//EmitSignal(SignalName.Aim, false);
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//}
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//}
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//}
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//}
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//
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//public void TryLaunch()
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//{
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//if (_aimed && Input.IsActionJustReleased("left_click"))
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//{
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//_selected = false;
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//EmitSignal(SignalName.Select, false);
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//
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//_aimed = false;
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//EmitSignal(SignalName.Aim, false);
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//
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//_launched = true;
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//EmitSignal(SignalName.Launch);
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//
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//ApplyCentralForce(_force * _speed);
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//_force = Vector2.Zero;
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//}
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//}
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//
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//public void TryMovement(double delta)
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//{
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//if (LinearVelocity.Length() > 0 && !Sleeping)
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//{
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//if (!_moving)
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//{
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//_moving = true;
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//EmitSignal(SignalName.Move);
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//}
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//}
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//if (_moving)
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//{
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////Vector2 Scroll = -LinearVelocity / 100;
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////
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////Sprite2D sprite = (Sprite2D)GetNode("Texture");
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////ShaderMaterial material = (ShaderMaterial)sprite.Material;
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////
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////float CurrentScrollX = (float)material.GetShaderParameter("scroll_x");
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////material.SetShaderParameter("scroll_x", (CurrentScrollX + Scroll.X * (float)delta) % 1.0f);
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////
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////float CurrentScrollY = (float)material.GetShaderParameter("scroll_y");
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////material.SetShaderParameter("scroll_y", (CurrentScrollY + Scroll.Y * (float)delta) % 1.0f);
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//
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//
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//if (Sleeping)
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//{
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//_launched = false;
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//_moving = false;
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//EmitSignal(SignalName.Move, false);
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//}
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//}
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//}
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//
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//public void TrySelect()
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//{
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//if ( _hovered)
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//{
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//if (Input.IsActionJustPressed("left_click") && !_selected)
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//{
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//_selected = true;
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//EmitSignal(SignalName.Select);
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//}
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//}
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//
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//if (_selected)
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//{
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//if (!_hovered)
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//{
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//if (Input.IsActionJustPressed("left_click") && _selected)
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//{
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//_selected = false;
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//EmitSignal(SignalName.Select, false);
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//}
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//}
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//}
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//}
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//
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//private void OnMouseEntered()
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//{
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//_hovered = true;
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//EmitSignal(SignalName.Hover);
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//}
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//
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//private void OnMouseExited()
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//{
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//_hovered = false;
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//EmitSignal(SignalName.Hover, false);
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//}
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//
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//private void OnBodyEntered(Node2D body)
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//{
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//if (body.GetType() == typeof(Ball))
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//{
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//EmitSignal(SignalName.BumpMarble, (Ball)body);
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//}
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//}
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//}
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