moved trumpet jump to new player controller
this should work, though i'm still not 100% sure how the new jump works
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@ -101,7 +101,7 @@ public class PlayerMovement : MonoBehaviour
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if (!IsJumping)
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{
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//Ground Check
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if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
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if (IsGrounded()) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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trumpet = true;
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@ -151,6 +151,13 @@ public class PlayerMovement : MonoBehaviour
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_isJumpCut = false;
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_isJumpFalling = false;
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Jump();
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if (!IsGrounded() && in_range && trumpet) {
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Destroy(enemy.gameObject);
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enemy = null;
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in_range = false;
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} else if (!IsGrounded() && !in_range && trumpet) {
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trumpet = false;
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}
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}
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//WALL JUMP
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// else if (CanWallJump() && LastPressedJumpTime > 0)
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@ -209,6 +216,7 @@ public class PlayerMovement : MonoBehaviour
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SetGravityScale(Data.gravityScale);
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}
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#endregion
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}
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}
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private void FixedUpdate()
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@ -380,6 +388,9 @@ public class PlayerMovement : MonoBehaviour
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private bool CanJump()
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{
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if (!IsGrounded() && trumpet) {
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return true;
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}
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return LastOnGroundTime > 0 && !IsJumping;
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}
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@ -406,6 +417,10 @@ public class PlayerMovement : MonoBehaviour
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else
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return false;
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}
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public bool IsGrounded() {
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return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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}
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#endregion
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