for sammy <3
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608173221e
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681c06220a
@ -24,6 +24,10 @@ public class PlayerBehavior : MonoBehaviour
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private Vector2 saveVelocity;
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public bool isInWater = false;
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public float dashForce = 1.2f;
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private float dashTime = 1.0f;
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private float dashInc = 0.1f;
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private float currentDash = 0.0f;
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Vector2 dashVec;
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@ -61,6 +65,7 @@ public class PlayerBehavior : MonoBehaviour
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void Start()
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{
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gameUI.UpdateInstrumentUI();
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currentDash = dashTime;
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}
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void Update()
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@ -95,25 +100,30 @@ public class PlayerBehavior : MonoBehaviour
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{
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isDash = true;
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playerInput.DeactivateInput();
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currentDash = 0.0f;
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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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if (!playerController.IsGrounded() && isDash)
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if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
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{
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if (forward == 1)
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{
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Vector2 rightDash = new Vector2(1f, -1f) * dashForce;
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_rb.AddForce(rightDash, ForceMode2D.Impulse);
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dashVec = new Vector2(1f, -1f) * dashForce;
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_rb.AddForce(dashVec, ForceMode2D.Impulse);
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}
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else
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{
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Vector2 leftDash = new Vector2(-1f, -1f) * dashForce;
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_rb.AddForce(leftDash, ForceMode2D.Impulse);
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dashVec = new Vector2(-1f, -1f) * dashForce;
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_rb.AddForce(dashVec, ForceMode2D.Impulse);
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}
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currentDash += dashInc;
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}
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else
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else if (!isInWater)
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{
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isDash = false;
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currentDash = 0.0f;
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_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
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dashVec = Vector2.zero;
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playerInput.ActivateInput();
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}
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}
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@ -221,9 +231,13 @@ 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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_rb.AddForce(reflect, ForceMode2D.Impulse);
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reflect = Vector2.zero;
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if(isDash)
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{
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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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reflect = Vector2.zero;
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}
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}
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void Water()
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