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@ -10,9 +10,11 @@ GameObject:
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@ -97,7 +157,6 @@ GameObject:
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m_Name: bounce
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m_Name: bounce
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m_TagString: bouncy
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m_TagString: bouncy
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@ -244,17 +303,3 @@ BoxCollider2D:
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serializedVersion: 2
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bounceForce: 2
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@ -32074,7 +32074,8 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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propertyPath: m_LocalEulerAnglesHint.z
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_AddedComponents: []
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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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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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public float dashDistance = 0.1f;
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private float currentDashTime;
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private float currentDashTime;
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public bool isDash = false;
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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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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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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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}
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transform.position = transform.position + moveDirection;
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transform.position = transform.position + moveDirection;
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currentDashTime += dashStopSpeed;
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currentDashTime += dashStopSpeed;
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print("cdt " + currentDashTime);
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}
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}
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else
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else
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{
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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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void Bounce()
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{
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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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print("boing");
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}
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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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void OnTriggerEnter2D(Collider2D col)
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{
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{
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if (col.tag == "grappleSurface")
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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.in_range = true;
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this.playerController.enemy = col.transform.parent.gameObject;
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this.playerController.enemy = col.transform.parent.gameObject;
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}
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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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{
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Bounce();
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Water();
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}
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}
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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.in_range = false;
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this.playerController.enemy = null;
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this.playerController.enemy = null;
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}
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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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}
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void OnCollisionEnter2D(Collision2D collision)
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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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{
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StateController.Instance.RespawnPlayer();
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StateController.Instance.RespawnPlayer();
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}
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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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}
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IEnumerator DestroyPlayer()
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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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//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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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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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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else
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{
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{
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//Default gravity if standing on a platform or moving upwards
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//Default gravity if standing on a platform or moving upwards
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@ -22,6 +22,7 @@ TagManager:
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- ProjectileEnemy
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- ProjectileEnemy
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- GameUICanvas
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- GameUICanvas
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- bouncy
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- bouncy
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- water
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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