change: Added cymbal functionality to player behavior and added some adjustment to jump pads
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8b773f0119
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@ -15,6 +15,8 @@ public class Bouncepad : MonoBehaviour
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[SerializeField]
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[SerializeField]
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public float bounceForce = 20f;
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public float bounceForce = 20f;
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[SerializeField]
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public float verticalModifier = 1.0f;
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public Facing Direction()
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public Facing Direction()
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{
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{
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@ -31,6 +31,9 @@ public class PlayerBehavior : MonoBehaviour
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Vector2 dashVec;
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Vector2 dashVec;
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private bool lowSpeed = false;
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private bool lowSpeed = false;
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[Header("Cymbals:")]
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private float cymbalActiveTime = 0f;
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[Header("Grappling:")]
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingRope grapplingRope;
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[SerializeField] public Tutorial_GrapplingRope grapplingRope;
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@ -72,6 +75,8 @@ public class PlayerBehavior : MonoBehaviour
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void Update()
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void Update()
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{
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{
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this.cymbalActiveTime -= Time.deltaTime;
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unlockedTambourine = StateController.Instance.HasTambourine();
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unlockedTambourine = StateController.Instance.HasTambourine();
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if (playerIsAlive)
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if (playerIsAlive)
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{
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{
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@ -123,6 +128,7 @@ public class PlayerBehavior : MonoBehaviour
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else if (!isInWater)
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else if (!isInWater)
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{
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{
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isDash = false;
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isDash = false;
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currentDash = 0.0f;
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currentDash = 0.0f;
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_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
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_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
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dashVec = Vector2.zero;
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dashVec = Vector2.zero;
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@ -134,6 +140,14 @@ public class PlayerBehavior : MonoBehaviour
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dashVec = Vector2.zero;
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dashVec = Vector2.zero;
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}
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}
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}
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}
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if (StateController.Instance.HasCymbal())
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{
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if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame())
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{
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this.cymbalActiveTime = 1;
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}
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}
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}
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}
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void Animate()
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void Animate()
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@ -296,20 +310,21 @@ public class PlayerBehavior : MonoBehaviour
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{
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{
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// Assign the player's velocity to zero so that the player can
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// Assign the player's velocity to zero so that the player can
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// bounce on the same jump pad
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// bounce on the same jump pad
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this.playerController.RB.velocity = new Vector2(
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this.playerController.RB.velocity = Vector2.zero;
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this.playerController.RB.velocity.x,
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0
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);
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Bouncepad pad = col.GetComponent<Bouncepad>();
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Bouncepad pad = col.GetComponent<Bouncepad>();
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switch (pad.Direction())
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switch (pad.Direction())
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{
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{
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case Bouncepad.Facing.Left:
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case Bouncepad.Facing.Left:
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this.playerController.RB.AddForce(
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this.playerController.RB.AddForce(
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new Vector2(-pad.bounceForce, pad.bounceForce),
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new Vector2(-pad.bounceForce, pad.verticalModifier * pad.bounceForce),
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ForceMode2D.Impulse
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ForceMode2D.Impulse
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);
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);
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break;
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break;
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case Bouncepad.Facing.Right:
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case Bouncepad.Facing.Right:
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this.playerController.RB.AddForce(
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new Vector2(pad.bounceForce, pad.verticalModifier * pad.bounceForce),
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ForceMode2D.Impulse
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);
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break;
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break;
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}
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}
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}
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}
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@ -353,7 +368,14 @@ public class PlayerBehavior : MonoBehaviour
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else if (collision.gameObject.tag == "Projectile")
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else if (collision.gameObject.tag == "Projectile")
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{
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{
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Destroy(collision.gameObject);
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Destroy(collision.gameObject);
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StartCoroutine(DestroyPlayer());
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if (this.cymbalActiveTime > 0)
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{
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Debug.Log("Reflected!");
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}
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else
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{
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StartCoroutine(DestroyPlayer());
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}
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}
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}
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//stupid stuff for claude's house
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//stupid stuff for claude's house
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else if (collision.gameObject.tag == "SirJacques")
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else if (collision.gameObject.tag == "SirJacques")
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