diff --git a/Assets/Prefabs/water.prefab b/Assets/Prefabs/water.prefab index a25fb28..3bd54b2 100644 --- a/Assets/Prefabs/water.prefab +++ b/Assets/Prefabs/water.prefab @@ -10,7 +10,6 @@ GameObject: m_Component: - component: {fileID: 8574288191223281125} - component: {fileID: 8004311008239541573} - - component: {fileID: 1200350290249857739} - component: {fileID: 3074979239951328625} m_Layer: 0 m_Name: water @@ -87,19 +86,6 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 ---- !u!114 &1200350290249857739 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1476043796409163884} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f11c011d93f67a140b0991fa94ea41c3, type: 3} - m_Name: - m_EditorClassIdentifier: - bounceForce: 2 --- !u!61 &3074979239951328625 BoxCollider2D: m_ObjectHideFlags: 0 @@ -157,7 +143,7 @@ GameObject: - component: {fileID: 3190295003044267436} - component: {fileID: 3996260041246843173} - component: {fileID: 2327441879067933148} - m_Layer: 0 + m_Layer: 6 m_Name: bounce m_TagString: bouncy m_Icon: {fileID: 0} diff --git a/Assets/Scenes/ClarinetScene.unity b/Assets/Scenes/ClarinetScene.unity index a402f19..c1637ea 100644 --- a/Assets/Scenes/ClarinetScene.unity +++ b/Assets/Scenes/ClarinetScene.unity @@ -3356,6 +3356,10 @@ PrefabInstance: propertyPath: m_camera value: objectReference: {fileID: 519420031} + - target: {fileID: 3893791749692807526, guid: 576d3fc87874f426294e4bbacb171478, type: 3} + propertyPath: bonk + value: 1.5 + objectReference: {fileID: 0} - target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3} propertyPath: m_RootOrder value: 11 @@ -32074,8 +32078,7 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} - m_RemovedComponents: - - {fileID: 1200350290249857739, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3} + m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] m_AddedComponents: [] diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index 2cde96b..d28d773 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -226,16 +226,14 @@ public class PlayerBehavior : MonoBehaviour void Bounce() { - Vector2 reflect = new Vector2(-(saveVelocity.x),-(saveVelocity.y) * bonk); - print("x vel: " + saveVelocity.x); - print("y vel: " + saveVelocity.y); + Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk); _rb.AddForce(reflect, ForceMode2D.Impulse); print("boing"); } void Water() { - if(_rb.velocity.y < 0.2f) + if(Mathf.Abs(_rb.velocity.y) < 2f) { saveVelocity = Vector2.zero; isInWater = true; @@ -244,7 +242,6 @@ public class PlayerBehavior : MonoBehaviour else { saveVelocity = _rb.velocity; - //_rb.AddForce(saveVelocity, ForceMode2D.Force); } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 2471783..9f4f624 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -310,10 +310,10 @@ public class PlayerMovement : MonoBehaviour //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); } - else if (playerBehavior.isInWater) + /*else if (playerBehavior.isInWater) { SetGravityScale(0); - } + }*/ else { //Default gravity if standing on a platform or moving upwards