added a way for the player to die and respawn, reconfigured test level
ALSO installed TMP but it has been giving me ISSUES
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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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