BOING!!!!!!
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@ -10,7 +10,6 @@ GameObject:
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m_Component:
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- component: {fileID: 8574288191223281125}
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- component: {fileID: 3074979239951328625}
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m_Layer: 0
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m_Name: water
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@ -87,19 +86,6 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!114 &1200350290249857739
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1476043796409163884}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f11c011d93f67a140b0991fa94ea41c3, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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bounceForce: 2
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--- !u!61 &3074979239951328625
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BoxCollider2D:
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m_ObjectHideFlags: 0
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@ -157,7 +143,7 @@ GameObject:
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- component: {fileID: 3190295003044267436}
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- component: {fileID: 3996260041246843173}
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- component: {fileID: 2327441879067933148}
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m_Layer: 0
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m_Layer: 6
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m_Name: bounce
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m_TagString: bouncy
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m_Icon: {fileID: 0}
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@ -3356,6 +3356,10 @@ PrefabInstance:
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propertyPath: m_camera
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value:
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objectReference: {fileID: 519420031}
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- target: {fileID: 3893791749692807526, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: bonk
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value: 1.5
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_RootOrder
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value: 11
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@ -32074,8 +32078,7 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents:
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- {fileID: 1200350290249857739, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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@ -226,16 +226,14 @@ public class PlayerBehavior : MonoBehaviour
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void Bounce()
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{
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Vector2 reflect = new Vector2(-(saveVelocity.x),-(saveVelocity.y) * bonk);
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print("x vel: " + saveVelocity.x);
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print("y vel: " + saveVelocity.y);
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Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk);
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_rb.AddForce(reflect, ForceMode2D.Impulse);
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print("boing");
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}
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void Water()
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{
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if(_rb.velocity.y < 0.2f)
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if(Mathf.Abs(_rb.velocity.y) < 2f)
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{
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saveVelocity = Vector2.zero;
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isInWater = true;
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@ -244,7 +242,6 @@ public class PlayerBehavior : MonoBehaviour
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else
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{
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saveVelocity = _rb.velocity;
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//_rb.AddForce(saveVelocity, ForceMode2D.Force);
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}
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}
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@ -310,10 +310,10 @@ public class PlayerMovement : MonoBehaviour
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//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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else if (playerBehavior.isInWater)
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/*else if (playerBehavior.isInWater)
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{
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SetGravityScale(0);
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}
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}*/
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else
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{
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//Default gravity if standing on a platform or moving upwards
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