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