merged "master" into "combining

This commit is contained in:
Sam
2023-04-27 19:15:53 -07:00
977 changed files with 73340 additions and 22007 deletions

View File

@@ -156,6 +156,11 @@ public class PlayerBehavior : MonoBehaviour
stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
}
else if (col.tag == "Trumpet")
{
this.playerController.in_range = true;
this.playerController.enemy = col.transform.parent.gameObject;
}
}
void OnTriggerExit2D(Collider2D col)
@@ -164,6 +169,11 @@ public class PlayerBehavior : MonoBehaviour
{
grappleSurface = null;
}
else if (col.tag == "Trumpet")
{
this.playerController.in_range = true;
this.playerController.enemy = null;
}
}
void OnCollisionEnter2D(Collision2D collision) {

View File

@@ -29,6 +29,10 @@ public class PlayerMovement : MonoBehaviour
public float LastOnWallTime { get; private set; }
public float LastOnWallRightTime { get; private set; }
public float LastOnWallLeftTime { get; private set; }
private bool trumpet = false;
public bool in_range = false;
public GameObject enemy;
//Jump
private bool _isJumpCut;
@@ -100,6 +104,7 @@ public class PlayerMovement : MonoBehaviour
if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
{
LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
trumpet = true;
}
//Right Wall Check
@@ -114,7 +119,6 @@ public class PlayerMovement : MonoBehaviour
//Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides
LastOnWallTime = Mathf.Max(LastOnWallLeftTime, LastOnWallRightTime);
}
#endregion
#region JUMP CHECKS