for sammy <3

This commit is contained in:
allylikesfrogs 2023-05-04 19:56:15 -07:00
parent 608173221e
commit 681c06220a

View File

@ -24,6 +24,10 @@ public class PlayerBehavior : MonoBehaviour
private Vector2 saveVelocity; private Vector2 saveVelocity;
public bool isInWater = false; public bool isInWater = false;
public float dashForce = 1.2f; public float dashForce = 1.2f;
private float dashTime = 1.0f;
private float dashInc = 0.1f;
private float currentDash = 0.0f;
Vector2 dashVec;
[Header("Grappling:")] [Header("Grappling:")]
[SerializeField] public Tutorial_GrapplingGun grapplingGun; [SerializeField] public Tutorial_GrapplingGun grapplingGun;
@ -61,6 +65,7 @@ public class PlayerBehavior : MonoBehaviour
void Start() void Start()
{ {
gameUI.UpdateInstrumentUI(); gameUI.UpdateInstrumentUI();
currentDash = dashTime;
} }
void Update() void Update()
@ -95,25 +100,30 @@ public class PlayerBehavior : MonoBehaviour
{ {
isDash = true; isDash = true;
playerInput.DeactivateInput(); playerInput.DeactivateInput();
currentDash = 0.0f;
// set so if in water dash will still be true // set so if in water dash will still be true
// otherwise turn dash off // otherwise turn dash off
} }
if (!playerController.IsGrounded() && isDash) if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
{ {
if (forward == 1) if (forward == 1)
{ {
Vector2 rightDash = new Vector2(1f, -1f) * dashForce; dashVec = new Vector2(1f, -1f) * dashForce;
_rb.AddForce(rightDash, ForceMode2D.Impulse); _rb.AddForce(dashVec, ForceMode2D.Impulse);
} }
else else
{ {
Vector2 leftDash = new Vector2(-1f, -1f) * dashForce; dashVec = new Vector2(-1f, -1f) * dashForce;
_rb.AddForce(leftDash, ForceMode2D.Impulse); _rb.AddForce(dashVec, ForceMode2D.Impulse);
} }
currentDash += dashInc;
} }
else else if (!isInWater)
{ {
isDash = false; isDash = false;
currentDash = 0.0f;
_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
dashVec = Vector2.zero;
playerInput.ActivateInput(); playerInput.ActivateInput();
} }
} }
@ -221,9 +231,13 @@ public class PlayerBehavior : MonoBehaviour
void Bounce() void Bounce()
{ {
Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk); if(isDash)
_rb.AddForce(reflect, ForceMode2D.Impulse); {
reflect = Vector2.zero; Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk);
_rb.AddForce(reflect, ForceMode2D.Impulse);
reflect = Vector2.zero;
}
} }
void Water() void Water()