added a way for the player to die and respawn, reconfigured test level
ALSO installed TMP but it has been giving me ISSUES
This commit is contained in:
78
Assets/Scripts/OLD_StateController.cs
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78
Assets/Scripts/OLD_StateController.cs
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@@ -0,0 +1,78 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class OLD_StateController : MonoBehaviour {
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// this is mostly a placeholder for making the programmer HUD work properly
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// something like this will be needed later but like with real variables
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public bool canTrumpet = true;
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public bool canTambourine = true;
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public bool canClarinet = true;
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public bool canCymbal = true;
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public enum PlayerStates {
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Idle,
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Running,
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Jumping,
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Falling,
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TrumpetJumping,
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TambourineThrowing,
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SpiderGrappling,
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ClarinetDiving,
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CymbalParrying,
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}
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public PlayerStates currentState = PlayerStates.Idle;
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// Start is called before the first frame update
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void Start() {
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}
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// Update is called once per frame
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void Update() {
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if (Input.GetKeyDown(KeyCode.Q)) {
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canTrumpet = !canTrumpet;
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print("Q");
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}
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if (Input.GetKeyDown(KeyCode.W)) {
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canTambourine = !canTambourine;
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}
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if (Input.GetKeyDown(KeyCode.E)) {
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canClarinet = !canClarinet;
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}
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if (Input.GetKeyDown(KeyCode.R)) {
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canCymbal = !canCymbal;
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}
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if (Input.GetKeyDown("1")) {
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currentState = PlayerStates.Idle;
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}
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if (Input.GetKeyDown("2")) {
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currentState = PlayerStates.Running;
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}
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if (Input.GetKeyDown("3")) {
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currentState = PlayerStates.Jumping;
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}
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if (Input.GetKeyDown("4")) {
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currentState = PlayerStates.Falling;
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}
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if (Input.GetKeyDown("5")) {
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currentState = PlayerStates.TrumpetJumping;
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}
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if (Input.GetKeyDown("6")) {
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currentState = PlayerStates.TambourineThrowing;
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}
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if (Input.GetKeyDown("7")) {
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currentState = PlayerStates.SpiderGrappling;
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}
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if (Input.GetKeyDown("8")) {
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currentState = PlayerStates.ClarinetDiving;
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}
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if (Input.GetKeyDown("9")) {
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currentState = PlayerStates.CymbalParrying;
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}
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}
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}
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11
Assets/Scripts/OLD_StateController.cs.meta
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11
Assets/Scripts/OLD_StateController.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 73653b02e42804d288eaaf881c511225
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -27,20 +27,17 @@ public class PlayerBehavior : MonoBehaviour {
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[SerializeField] public Tutorial_GrapplingRope grapplingRope;
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private GameObject grappleSurface;
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[Header("State Control:")]
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private StateController stateController;
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void Start() {
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_rb = GetComponent<Rigidbody2D>();
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airSpeed = .5f * moveSpeed;
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stateController = GameObject.Find("StateController").GetComponent<StateController>();
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}
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void Update() {
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// move
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// _hInput = Input.GetAxis("Horizontal");
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// if (_hInput < 0) {
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// forward = -1;
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// } else if (_hInput > 0) {
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// forward = 1;
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// }
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// jump
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// if (Input.GetKeyDown(KeyCode.Space)) {
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@@ -102,7 +99,6 @@ public class PlayerBehavior : MonoBehaviour {
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} else if (_hInput > 0) {
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forward = 1;
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}
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print(_hInput);
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}
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void FixedUpdate() {
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@@ -125,6 +121,9 @@ public class PlayerBehavior : MonoBehaviour {
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void OnTriggerEnter2D(Collider2D col) {
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if (col.tag == "grappleSurface") {
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grappleSurface = col.gameObject;
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} else if (col.tag == "instaDeath") {
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stateController.ToggleDeathCanvas();
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Destroy(this.gameObject);
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}
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}
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@@ -13,7 +13,7 @@ public class ProgrammerHUDController : MonoBehaviour {
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[SerializeField] TMP_Text stateText;
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[SerializeField] GameObject programmerHUD;
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[SerializeField] StateController stateController;
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[SerializeField] OLD_StateController stateController;
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// Start is called before the first frame update
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void Start() {
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@@ -4,75 +4,21 @@ using UnityEngine;
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public class StateController : MonoBehaviour {
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// this is mostly a placeholder for making the programmer HUD work properly
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// something like this will be needed later but like with real variables
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[Header("Respawning")]
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[SerializeField] GameObject player;
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public GameObject spawnPoint;
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[SerializeField] private GameObject deathCanvas;
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public bool canTrumpet = true;
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public bool canTambourine = true;
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public bool canClarinet = true;
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public bool canCymbal = true;
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public enum PlayerStates {
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Idle,
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Running,
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Jumping,
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Falling,
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TrumpetJumping,
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TambourineThrowing,
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SpiderGrappling,
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ClarinetDiving,
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CymbalParrying,
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}
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public PlayerStates currentState = PlayerStates.Idle;
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// Start is called before the first frame update
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void Start() {
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void Awake() {
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deathCanvas.SetActive(false);
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}
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// Update is called once per frame
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void Update() {
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if (Input.GetKeyDown(KeyCode.Q)) {
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canTrumpet = !canTrumpet;
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print("Q");
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}
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if (Input.GetKeyDown(KeyCode.W)) {
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canTambourine = !canTambourine;
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}
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if (Input.GetKeyDown(KeyCode.E)) {
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canClarinet = !canClarinet;
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}
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if (Input.GetKeyDown(KeyCode.R)) {
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canCymbal = !canCymbal;
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}
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public void RespawnPlayer() {
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ToggleDeathCanvas();
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Instantiate(player, spawnPoint.transform.position, spawnPoint.transform.rotation);
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}
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if (Input.GetKeyDown("1")) {
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currentState = PlayerStates.Idle;
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}
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if (Input.GetKeyDown("2")) {
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currentState = PlayerStates.Running;
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}
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if (Input.GetKeyDown("3")) {
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currentState = PlayerStates.Jumping;
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}
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if (Input.GetKeyDown("4")) {
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currentState = PlayerStates.Falling;
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}
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if (Input.GetKeyDown("5")) {
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currentState = PlayerStates.TrumpetJumping;
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}
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if (Input.GetKeyDown("6")) {
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currentState = PlayerStates.TambourineThrowing;
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}
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if (Input.GetKeyDown("7")) {
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currentState = PlayerStates.SpiderGrappling;
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}
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if (Input.GetKeyDown("8")) {
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currentState = PlayerStates.ClarinetDiving;
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}
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if (Input.GetKeyDown("9")) {
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currentState = PlayerStates.CymbalParrying;
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}
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public void ToggleDeathCanvas() {
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deathCanvas.SetActive(!deathCanvas.activeSelf);
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 73653b02e42804d288eaaf881c511225
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guid: 5b4a4ba989308490cb0458966a0e981c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -51,6 +51,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
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void Start() {
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m_camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
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grappleRope.enabled = false;
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m_springJoint2D.enabled = false;
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m_distanceJoint2D.distance = targetDistance + .5f;
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