reconfigured collision
also made some adjustments to player behavior and controller
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@@ -7,7 +7,11 @@ public class PlayerMovement : MonoBehaviour
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public float maxRunSpeed;
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public float runAcceleration;
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public float snappiness = 1;
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public float jumpSpeed;
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[Range(0,1)] public float airSpeedMultiplier;
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private bool onGround = false;
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private float forward = 1;
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float hangTimeThreshold = 0.1f;
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float hangTimeAccel = 0;
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@@ -15,6 +19,22 @@ public class PlayerMovement : MonoBehaviour
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private Vector2 movement = Vector2.zero;
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public LayerMask groundLayer;
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public Vector2 boxSize;
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public float maxDistanceFromGround;
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingRope grapplingRope;
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private GameObject grappleSurface;
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[Header("Tambourine:")]
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[SerializeField] private Launch launcher;
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[HideInInspector] public bool hasTambourine = true;
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[Header("State Control:")]
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[SerializeField] private StateController stateController;
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void OnValidate()
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{
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this.runAcceleration = Mathf.Clamp(runAcceleration, 0.1f, this.maxRunSpeed);
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@@ -23,6 +43,7 @@ public class PlayerMovement : MonoBehaviour
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void Start()
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{
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this.rb = this.GetComponent<Rigidbody2D>();
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stateController = GameObject.Find("StateController").GetComponent<StateController>();
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}
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void OnMove(InputValue value)
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@@ -31,6 +52,12 @@ public class PlayerMovement : MonoBehaviour
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//Debug.Log(this.movement);
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}
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void OnJump() {
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if (IsGrounded()) {
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rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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}
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}
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void FixedUpdate()
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{
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Run(1);
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@@ -46,29 +73,76 @@ public class PlayerMovement : MonoBehaviour
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float targetSpeed = this.movement.x * this.maxRunSpeed;
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float speedDiff = targetSpeed - this.rb.velocity.x;
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forward = Mathf.Sign(speedDiff);
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float accel = 0.5f;
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float accel = AccelerationRate() * snappiness;
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float accelRate = (Mathf.Abs(targetSpeed) > 0.1) ? accel : -accel;
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float velPower = 1.0f;
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float move = Mathf.Pow(Mathf.Abs(speedDiff) * accelRate, velPower) * Mathf.Sign(speedDiff);
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float move = Mathf.Pow(Mathf.Abs(speedDiff) * accelRate, velPower) * forward;
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this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
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this.onGround = IsGrounded();
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float frictionAmount = 0.5f;
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this.onGround = true;
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// accelerate
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if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) {
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this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
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} else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f)) {
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this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
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}
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if (this.onGround && (Mathf.Abs(this.movement.x) < 0.1f))
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// decelerate until stopped
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if (Mathf.Abs(this.movement.x) < 0.1f)
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{
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float amount = Mathf.Min(
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Mathf.Abs(this.rb.velocity.x),
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Mathf.Abs(frictionAmount)
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);
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amount *= Mathf.Sign(this.rb.velocity.x);
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this.rb.AddForce(-amount * Vector2.right, ForceMode2D.Impulse);
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if (Mathf.Abs(rb.velocity.x) > 0.1f) {
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float amount = Mathf.Min(
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Mathf.Abs(this.rb.velocity.x),
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Mathf.Abs(frictionAmount)
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);
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amount *= Mathf.Sign(this.rb.velocity.x);
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this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse);
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} else {
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this.rb.velocity = new Vector2(0, rb.velocity.y);
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}
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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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grappleSurface = col.gameObject;
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}
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else if (col.tag == "instaDeath")
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{
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this.stateController.SetDeathCanvasActive(true);
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Destroy(this.gameObject);
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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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grappleSurface = null;
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}
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}
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bool IsGrounded()
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{
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if (Physics2D.BoxCast(transform.position, boxSize, 0, -transform.up, maxDistanceFromGround, groundLayer))
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{
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return true;
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}
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return false;
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}
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void OnDrawGizmos()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawCube(transform.position - transform.up * maxDistanceFromGround, boxSize);
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}
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}
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