fix clarinet ui
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parent
d703883d94
commit
418d0e5566
@ -110,9 +110,10 @@ public class PlayerBehavior : MonoBehaviour
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unlockedClarinet = StateController.Instance.HasClarinet();
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unlockedClarinet = StateController.Instance.HasClarinet();
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if (unlockedClarinet)
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if (unlockedClarinet)
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{
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{
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded())
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded() && !isDash)
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{
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{
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isDash = true;
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isDash = true;
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this.gameUI.ToggleClarinet(false);
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playerInput.DeactivateInput();
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playerInput.DeactivateInput();
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currentDash = 0.0f;
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currentDash = 0.0f;
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}
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}
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@ -131,6 +132,7 @@ public class PlayerBehavior : MonoBehaviour
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{
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{
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if (!isInWater) {
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if (!isInWater) {
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isDash = false;
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isDash = false;
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this.gameUI.ToggleClarinet(true);
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forceAdded = false;
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forceAdded = false;
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_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
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_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
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playerInput.ActivateInput();
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playerInput.ActivateInput();
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@ -140,6 +142,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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}
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else {
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else {
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isDash = false;
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isDash = false;
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this.gameUI.ToggleClarinet(true);
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forceAdded = false;
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forceAdded = false;
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playerInput.ActivateInput();
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playerInput.ActivateInput();
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currentDash = 0.0f;
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currentDash = 0.0f;
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