cleaned up comments in player behavior script
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@ -63,16 +63,7 @@ public class PlayerBehavior : MonoBehaviour {
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grapplingGun.GrappleToTambourine(tambourine);
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grapplingRope.isGrappling = true;
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}
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} else { // grapple to grapple surface
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// RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(0.500f * forward, 0.866f));
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// if (hit.collider != null) {
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// print("hit " + hit.collider.gameObject.tag);
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// if (hit.collider.gameObject.tag == "grappleSurface" && !grapplingRope.isGrappling) {
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// grapplingGun.GrappleToSurface(hit.collider.gameObject.transform.position);
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// grapplingRope.isGrappling = true;
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// }
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// else {print("missed");}
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// }
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} else {
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if (grappleSurface != null) {
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grapplingGun.GrappleToSurface(grappleSurface.transform.position);
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grapplingRope.isGrappling = true;
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@ -102,10 +93,6 @@ public class PlayerBehavior : MonoBehaviour {
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}
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void FixedUpdate() {
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// if (_hInput != 0) {
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// _rb.velocity = new Vector2(_hInput * moveSpeed, _rb.velocity.y);
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// }
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if (grapplingRope.isGrappling && _hInput != 0 && !IsGrounded()) {
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// print("grappling force");
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_rb.AddForce(new Vector2(_hInput * (airSpeed / 3), 0));
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