for sammy <3
This commit is contained in:
		@@ -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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