merged "master" into "combining
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20926
Assets/Scenes/GrenouilleVillage.unity
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20926
Assets/Scenes/GrenouilleVillage.unity
Normal file
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@ -156,6 +156,11 @@ public class PlayerBehavior : MonoBehaviour
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stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
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}
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else if (col.tag == "Trumpet")
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{
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this.playerController.in_range = true;
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this.playerController.enemy = col.transform.parent.gameObject;
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}
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}
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void OnTriggerExit2D(Collider2D col)
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@ -164,6 +169,11 @@ public class PlayerBehavior : MonoBehaviour
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{
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grappleSurface = null;
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}
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else if (col.tag == "Trumpet")
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{
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this.playerController.in_range = true;
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this.playerController.enemy = null;
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}
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}
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void OnCollisionEnter2D(Collision2D collision) {
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|
@ -29,6 +29,10 @@ public class PlayerMovement : MonoBehaviour
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public float LastOnWallTime { get; private set; }
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public float LastOnWallRightTime { get; private set; }
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public float LastOnWallLeftTime { get; private set; }
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private bool trumpet = false;
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public bool in_range = false;
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public GameObject enemy;
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//Jump
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private bool _isJumpCut;
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@ -100,6 +104,7 @@ public class PlayerMovement : MonoBehaviour
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if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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trumpet = true;
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}
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//Right Wall Check
|
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@ -114,7 +119,6 @@ public class PlayerMovement : MonoBehaviour
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//Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides
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LastOnWallTime = Mathf.Max(LastOnWallLeftTime, LastOnWallRightTime);
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}
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#endregion
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Reference in New Issue
Block a user