Retroactive refactoring
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@@ -1,31 +1,25 @@
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using System.Collections;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Autoportal : MonoBehaviour
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public class Autoportal : MonoBehaviour
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{
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{
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private List<GameObject> imposters;
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private Transform[] imposters;
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private OcclusionPortal portal;
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private OcclusionPortal portal;
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void Start()
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void Start()
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{
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{
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this.portal = this.GetComponent<OcclusionPortal>();
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this.portal = this.GetComponent<OcclusionPortal>();
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this.imposters = new List<GameObject>();
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this.imposters = Array.FindAll(GetComponentsInChildren<Transform>(), child => child != this.transform);
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foreach(Transform child in this.transform)
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{
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this.imposters.Add(child.gameObject);
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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private void OnTriggerEnter(Collider other)
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{
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{
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this.portal.open = true;
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this.portal.open = true;
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foreach(GameObject imposter in this.imposters)
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foreach(Transform imposter in this.imposters)
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{
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{
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imposter.SetActive(false);
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imposter.gameObject.SetActive(false);
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}
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}
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}
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}
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@@ -33,9 +27,9 @@ public class Autoportal : MonoBehaviour
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{
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{
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this.portal.open = false;
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this.portal.open = false;
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foreach(GameObject imposter in this.imposters)
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foreach(Transform imposter in this.imposters)
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{
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{
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imposter.SetActive(true);
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imposter.gameObject.SetActive(true);
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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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