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@ -21,9 +21,10 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Clarinet:")]
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[Header("Clarinet:")]
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bool unlockedClarinet;
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bool unlockedClarinet;
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[SerializeField] private float dashMult = 2;
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[SerializeField] private float dashMult = 2;
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[SerializeField] private float maxDashTime = 1.0f;
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[SerializeField] private float maxDashTime = 10.0f;
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[SerializeField] private float dashStopSpeed = 0.1f;
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[SerializeField] private float dashStopSpeed = 0.1f;
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private float currentDashTime;
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private float currentDashTime;
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public bool isDash = false;
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[Header("Grappling:")]
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@ -98,19 +99,24 @@ public class PlayerBehavior : MonoBehaviour
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{
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{
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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{
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{
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isDash = true;
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currentDashTime = 0.0f;
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currentDashTime = 0.0f;
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}
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}
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if (!playerController.IsGrounded())
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if (!playerController.IsGrounded())
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{
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Vector3 dashSpeed = new Vector3(1f,1f,1f) * dashMult;
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if (currentDashTime < maxDashTime)
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{
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{
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Vector2 dashSpeed = new Vector2(1f,1f) * dashMult;
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_rb.AddForce(dashSpeed, ForceMode2D.Force);
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if (currentDashTime < maxDashTime)
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currentDashTime += dashStopSpeed;
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{
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print("cdt " + currentDashTime);
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_rb.AddForce(dashSpeed, ForceMode2D.Force);
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currentDashTime += dashStopSpeed;
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print("cdt " + currentDashTime);
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}
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// print("Clarinet pressed!");
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}
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}
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else
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{
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isDash = false;
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}
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}
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else{isDash = false;}
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}
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}
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}
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}
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@ -50,6 +50,9 @@ public class PlayerMovement : MonoBehaviour
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bool wasGrappling = false;
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bool wasGrappling = false;
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bool unlockedTrumpet;
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bool unlockedTrumpet;
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//clarinet
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public bool isDashing = false;
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//Set all of these up in the inspector
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//Set all of these up in the inspector
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[Header("Checks")]
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[Header("Checks")]
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//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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//Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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@ -88,7 +91,7 @@ public class PlayerMovement : MonoBehaviour
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void OnMove(InputValue value)
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void OnMove(InputValue value)
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{
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{
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if (playerBehavior.playerIsAlive) {
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if (playerBehavior.playerIsAlive && !isDashing) {
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this._moveInput = value.Get<Vector2>();
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this._moveInput = value.Get<Vector2>();
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} else {
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} else {
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this._moveInput = Vector2.zero;
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this._moveInput = Vector2.zero;
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@ -97,13 +100,15 @@ public class PlayerMovement : MonoBehaviour
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void OnJump()
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void OnJump()
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{
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{
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if (playerBehavior.playerIsAlive) {
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if (playerBehavior.playerIsAlive && !isDashing) {
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OnJumpInput();
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OnJumpInput();
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}
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}
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}
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}
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private void Update()
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private void Update()
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{
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{
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isDashing = playerBehavior.isDash;
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if(!isDashing){
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unlockedTrumpet = stateController.unlockedTrumpet;
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unlockedTrumpet = stateController.unlockedTrumpet;
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#region TIMERS
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#region TIMERS
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LastOnGroundTime -= Time.deltaTime;
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LastOnGroundTime -= Time.deltaTime;
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@ -313,10 +318,12 @@ public class PlayerMovement : MonoBehaviour
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gameUI.ToggleTrumpet(false);
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gameUI.ToggleTrumpet(false);
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}
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}
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#endregion
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#endregion
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}
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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if(!isDashing){
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//Handle Run
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//Handle Run
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if (IsWallJumping)
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if (IsWallJumping)
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Run(Data.wallJumpRunLerp);
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Run(Data.wallJumpRunLerp);
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@ -326,6 +333,7 @@ public class PlayerMovement : MonoBehaviour
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//Handle Slide
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//Handle Slide
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if (IsSliding)
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if (IsSliding)
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Slide();
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Slide();
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}
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}
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}
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#region INPUT CALLBACKS
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#region INPUT CALLBACKS
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