diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index cd519d1..296b22e 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -19,12 +19,11 @@ public class PlayerBehavior : MonoBehaviour [Header("Clarinet:")] bool unlockedClarinet; - private float currentDashTime; public bool isDash = false; public float bonk = 2f; private Vector2 saveVelocity; public bool isInWater = false; - public float dashForce = 1.5f; + public float dashForce = 1.2f; [Header("Grappling:")] [SerializeField] public Tutorial_GrapplingGun grapplingGun; @@ -62,8 +61,6 @@ public class PlayerBehavior : MonoBehaviour void Start() { gameUI.UpdateInstrumentUI(); - // for clarinet - currentDashTime = maxDashTime; } void Update() @@ -98,6 +95,8 @@ public class PlayerBehavior : MonoBehaviour { isDash = true; playerInput.DeactivateInput(); + // set so if in water dash will still be true + // otherwise turn dash off } if (!playerController.IsGrounded() && isDash) { @@ -224,7 +223,7 @@ public class PlayerBehavior : MonoBehaviour { Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk); _rb.AddForce(reflect, ForceMode2D.Impulse); - print("boing"); + reflect = Vector2.zero; } void Water() @@ -233,7 +232,6 @@ public class PlayerBehavior : MonoBehaviour { saveVelocity = Vector2.zero; isInWater = true; - print("buoy"); } else {