saving progress
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		@@ -1,23 +0,0 @@
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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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// MIGHT NOT NEED THIS LOL
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public class WaterBehavior : MonoBehaviour
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{
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    public Rigidbody2D RB;
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    [SerializeField] private float bounceForce = 2;
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    void OnCollisionEnter2D(Collision2D col)
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    {
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        Bounce();
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    }
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    private void Bounce()
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    {
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        /*RB.velocity = new Vector2(RB.velocity.x, -(RB.velocity.y));
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        RB.AddForce(RB.velocity * bounceForce, ForceMode2D.Impulse);*/
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    }
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: f11c011d93f67a140b0991fa94ea41c3
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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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@@ -25,6 +25,9 @@ public class PlayerBehavior : MonoBehaviour
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    public float dashDistance = 0.1f;
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    private float currentDashTime;
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    public bool isDash = false;
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    public float bonk = 2f;
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    private Vector2 saveVelocity;
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    public bool isInWater = false;
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    [Header("Grappling:")]
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    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@@ -112,7 +115,6 @@ public class PlayerBehavior : MonoBehaviour
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                }
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                transform.position = transform.position + moveDirection;
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                currentDashTime += dashStopSpeed;
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                print("cdt " + currentDashTime);
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            }
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            else
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            {
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@@ -224,9 +226,28 @@ public class PlayerBehavior : MonoBehaviour
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    void Bounce()
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    {
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        Vector2 reflect = new Vector2(-(saveVelocity.x),-(saveVelocity.y) * bonk);
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        print("x vel: " + saveVelocity.x);
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        print("y vel: " + saveVelocity.y);
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        _rb.AddForce(reflect, ForceMode2D.Impulse);
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        print("boing");
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    }
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    void Water()
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    {
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        if(_rb.velocity.y < 0.2f)
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        {
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            saveVelocity = Vector2.zero;
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            isInWater = true;
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            print("buoy");
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        }
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        else
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        {
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            saveVelocity = _rb.velocity;
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            //_rb.AddForce(saveVelocity, ForceMode2D.Force);
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        }
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    }
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    void OnTriggerEnter2D(Collider2D col)
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    {
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        if (col.tag == "grappleSurface")
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@@ -248,9 +269,9 @@ public class PlayerBehavior : MonoBehaviour
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            this.playerController.in_range = true;
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            this.playerController.enemy = col.transform.parent.gameObject;
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        }
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        else if (col.tag == "bouncy")
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        else if (col.tag == "water")
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        {
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            Bounce();
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            Water();
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        }
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    }
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@@ -265,6 +286,10 @@ public class PlayerBehavior : MonoBehaviour
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            this.playerController.in_range = false;
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            this.playerController.enemy = null;
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        }
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        else if (col.tag == "water")
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        {
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            isInWater = false;
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        }
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    }
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    void OnCollisionEnter2D(Collision2D collision)
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@@ -296,6 +321,10 @@ public class PlayerBehavior : MonoBehaviour
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        {
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            StateController.Instance.RespawnPlayer();
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        }
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        else if (collision.gameObject.tag == "bouncy")
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        {
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            Bounce();
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        }
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    }
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    IEnumerator DestroyPlayer()
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@@ -310,6 +310,10 @@ public class PlayerMovement : MonoBehaviour
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            //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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            RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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        }
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        else if (playerBehavior.isInWater)
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        {
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            SetGravityScale(0);
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        }
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        else
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        {
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            //Default gravity if standing on a platform or moving upwards
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