blocking in some more tile stuff!
This commit is contained in:
@@ -57,8 +57,8 @@ public class PlayerBehavior : MonoBehaviour
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AudioSource audioSource;
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void Awake()
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{ // initialize
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void Awake() {
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// initialize
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_rb = GetComponent<Rigidbody2D>();
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gameUI = GameObject.FindGameObjectWithTag("GameUICanvas").GetComponent<GameUIController>();
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@@ -72,54 +72,44 @@ public class PlayerBehavior : MonoBehaviour
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playerIsAlive = true;
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}
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void Start()
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{
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void Start() {
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gameUI.UpdateInstrumentUI();
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currentDash = dashTime;
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}
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void Update()
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{
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if (playerIsAlive)
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{
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if (this.cymbalActiveTime < 0)
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{
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void Update() {
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if (playerIsAlive) {
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if (this.cymbalActiveTime < 0) {
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this.gameUI.ToggleCymbal(true);
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}
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this.cymbalActiveTime -= Time.deltaTime;
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// throw tambourine
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unlockedTambourine = StateController.Instance.HasTambourine();
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if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame())
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{
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if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame()) {
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ThrowTambourine();
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}
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// grapple
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tambourine = GameObject.FindGameObjectWithTag("tambourine");
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if (playerInput.actions["Grapple"].WasPressedThisFrame())
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{
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if (playerInput.actions["Grapple"].WasPressedThisFrame()) {
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AttemptGrapple();
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}
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if (playerInput.actions["Grapple"].WasReleasedThisFrame() && grapplingRope.isGrappling)
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{
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if (playerInput.actions["Grapple"].WasReleasedThisFrame() && grapplingRope.isGrappling) {
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LetGoOfGrapple();
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}
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// clarinet
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unlockedClarinet = StateController.Instance.HasClarinet();
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if (unlockedClarinet)
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{
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded() && !isDash)
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{
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if (unlockedClarinet) {
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded() && !isDash) {
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isDash = true;
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this.gameUI.ToggleClarinet(false);
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playerInput.DeactivateInput();
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currentDash = 0.0f;
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}
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if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
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{
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if (!playerController.IsGrounded() && isDash && (currentDash < dashTime)) {
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if (!forceAdded) {
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dashVec = new Vector2(1f * forward, -1f) * dashForce;
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_rb.AddForce(dashVec, ForceMode2D.Impulse);
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@@ -128,8 +118,8 @@ public class PlayerBehavior : MonoBehaviour
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currentDash += Time.deltaTime;
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}
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else if ((currentDash >= dashTime)) // dash ends
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{
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else if ((currentDash >= dashTime)) {
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// dash ends
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if (!isInWater) {
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isDash = false;
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this.gameUI.ToggleClarinet(true);
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@@ -150,10 +140,8 @@ public class PlayerBehavior : MonoBehaviour
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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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if (StateController.Instance.HasCymbal()) {
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if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame()) {
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// Play the sound
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this.gameUI.ToggleCymbal(false);
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// this.audioSource.clip = cymbalSound;
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@@ -170,35 +158,28 @@ public class PlayerBehavior : MonoBehaviour
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}
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}
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void Animate()
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{
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void Animate() {
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// start walking
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if (playerInput.actions["Move"].WasPressedThisFrame())
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{
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if (playerInput.actions["Move"].WasPressedThisFrame()) {
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animator.SetBool("Walking", true);
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}
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// return to idle animation
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if (playerInput.actions["Move"].WasReleasedThisFrame())
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{
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if (playerInput.actions["Move"].WasReleasedThisFrame()) {
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animator.SetBool("Walking", false);
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}
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}
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void OnMove(InputValue value)
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{
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if (playerIsAlive)
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{
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void OnMove(InputValue value) {
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if (playerIsAlive) {
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_hInput = value.Get<Vector2>().x;
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if (_hInput < 0)
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{
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if (forward != -1)
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{ // if character hasnt already flipped
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if (_hInput < 0) {
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if (forward != -1) {
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// if character hasnt already flipped
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FlipRenderer();
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}
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forward = -1;
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}
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else if (_hInput > 0)
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{
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else if (_hInput > 0) {
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if (forward != 1)
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{ // if character hasnt already flipped
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FlipRenderer();
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@@ -209,69 +190,54 @@ public class PlayerBehavior : MonoBehaviour
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}
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void FlipRenderer()
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{
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void FlipRenderer() {
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GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
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}
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void ThrowTambourine()
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{
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if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
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{
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void ThrowTambourine() {
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if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling) {
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launcher.ThrowTambourine(forward);
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SetHasTambourine(false);
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}
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}
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public void SetHasTambourine(bool state)
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{
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public void SetHasTambourine(bool state) {
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hasTambourine = state;
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gameUI.ToggleTambourine(state);
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}
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void AttemptGrapple()
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{
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if (tambourine != null)
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{ // grapple to tambourine
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if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned)
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{
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void AttemptGrapple() {
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if (tambourine != null) { // grapple to tambourine
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if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned) {
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grapplingGun.GrappleToTambourine(tambourine);
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grapplingRope.isGrappling = true;
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}
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}
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else
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{
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if (grappleSurface != null)
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{
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else {
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if (grappleSurface != null) {
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grapplingGun.GrappleToSurface(grappleSurface.transform.position);
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grapplingRope.isGrappling = true;
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}
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}
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}
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void LetGoOfGrapple()
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{
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void LetGoOfGrapple() {
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bool currentlyPaused = StateController.Instance.isPaused;
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if (grapplingRope.isGrappling && !currentlyPaused)
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{
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if (grapplingRope.isGrappling && !currentlyPaused) {
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print("currently paused is " + currentlyPaused + ", releasing grapple");
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if (tambourine != null)
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{
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if (tambourine != null) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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}
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grapplingGun.ReleaseGrapple();
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}
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}
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void Bounce()
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{
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void Bounce() {
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Vector2 reflect;
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if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced)
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{
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if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced) {
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reflect = Vector2.zero;
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}
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else
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{
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else {
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reflect = new Vector2(saveVelocity.x * reflectForce, -(saveVelocity.y) * reflectForce);
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//reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce);
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hasBounced = true;
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@@ -281,57 +247,46 @@ public class PlayerBehavior : MonoBehaviour
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isDash = false;
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}
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void Water()
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{
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void Water() {
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print("water dash " + isDash);
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if(isDash)
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{
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if(isDash) {
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saveVelocity = _rb.velocity / velocityCut;
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if (isDash) {
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dashVec = new Vector2(1f * forward, -1f) * (dashForce / velocityCut);
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_rb.AddForce(dashVec, ForceMode2D.Force);
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}
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}
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else
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{
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else {
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playerController.FloatGravity(waterGravity);
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}
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}
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void OnTriggerEnter2D(Collider2D col)
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{
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if (col.tag == "grappleSurface")
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{
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void OnTriggerEnter2D(Collider2D col) {
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if (col.tag == "grappleSurface") {
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grappleSurface = col.gameObject;
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}
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else if (col.tag == "instaDeath")
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{
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else if (col.tag == "instaDeath") {
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print("player fell in spikes");
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StartCoroutine(DestroyPlayer());
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}
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else if (col.tag == "spawnPoint")
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{
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else if (col.tag == "spawnPoint") {
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StateController.Instance.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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else if (col.tag == "Trumpet") {
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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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else if (col.tag == "water")
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{
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else if (col.tag == "water") {
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isInWater = true;
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Water();
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}
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else if (col.tag == "bouncePad")
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{
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else if (col.tag == "bouncePad") {
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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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this.playerController.RB.velocity = Vector2.zero;
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Bouncepad pad = col.GetComponent<Bouncepad>();
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switch (pad.Direction())
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{
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switch (pad.Direction()) {
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case Bouncepad.Facing.Left:
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this.playerController.RB.AddForce(
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new Vector2(-pad.bounceForce, pad.verticalModifier * pad.bounceForce),
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@@ -348,19 +303,15 @@ public class PlayerBehavior : MonoBehaviour
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}
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}
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void OnTriggerExit2D(Collider2D col)
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{
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if (col.tag == "grappleSurface")
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{
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void OnTriggerExit2D(Collider2D col) {
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if (col.tag == "grappleSurface") {
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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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else if (col.tag == "Trumpet") {
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this.playerController.in_range = false;
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this.playerController.enemy = null;
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}
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else if (col.tag == "water")
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{
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else if (col.tag == "water") {
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isInWater = false;
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isDash = false;
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hasBounced = false;
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@@ -370,26 +321,20 @@ public class PlayerBehavior : MonoBehaviour
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}
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy")
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{
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if (collision.transform.position.y < transform.position.y)
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{
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void OnCollisionEnter2D(Collision2D collision) {
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if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy") {
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if (collision.transform.position.y < transform.position.y) {
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_rb.AddForce(Vector2.up * 8, ForceMode2D.Impulse);
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collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
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}
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else
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{
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else {
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StartCoroutine(DestroyPlayer());
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print("enemy defeated player");
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}
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}
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else if (collision.gameObject.tag == "Projectile")
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{
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else if (collision.gameObject.tag == "Projectile") {
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Destroy(collision.gameObject);
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if (this.cymbalActiveTime > 0)
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{
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if (this.cymbalActiveTime > 0) {
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Vector2 projVel = collision.gameObject.GetComponent<Rigidbody2D>().velocity;
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collision.gameObject.GetComponent<Rigidbody2D>().velocity =
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new Vector2(
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@@ -397,30 +342,24 @@ public class PlayerBehavior : MonoBehaviour
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-projVel.y
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);
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}
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else
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{
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else {
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StartCoroutine(DestroyPlayer());
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}
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}
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//stupid stuff for claude's house
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else if (collision.gameObject.tag == "SirJacques")
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{
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else if (collision.gameObject.tag == "SirJacques") {
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Destroy(collision.gameObject);
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}
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else if (collision.gameObject.tag == "Door")
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{
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else if (collision.gameObject.tag == "Door") {
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StateController.Instance.RespawnPlayer();
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}
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else if (collision.gameObject.tag == "bouncy")
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{
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else if (collision.gameObject.tag == "bouncy") {
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Bounce();
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}
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}
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IEnumerator DestroyPlayer()
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{
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if (playerIsAlive)
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{
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IEnumerator DestroyPlayer() {
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if (playerIsAlive) {
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print("destroyPlayer called");
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playerIsAlive = false;
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audioSource.clip = deathSound;
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@@ -435,15 +374,13 @@ public class PlayerBehavior : MonoBehaviour
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// this.stateController.SetDeathCanvasActive(true);
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if (grapplingRope.isGrappling)
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{
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if (grapplingRope.isGrappling) {
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LetGoOfGrapple();
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}
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines)
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{
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foreach (GameObject tambourine in currentTambourines) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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// Destroy(tambourine);
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}
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Reference in New Issue
Block a user