grenouille assets
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		@@ -156,6 +156,11 @@ public class PlayerBehavior : MonoBehaviour
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            stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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            col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
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        }
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        else if (col.tag == "Trumpet")
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        {
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            this.playerController.in_range = true;
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            this.playerController.enemy = col.transform.parent.gameObject;
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        }
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    }
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    void OnTriggerExit2D(Collider2D col)
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@@ -164,6 +169,11 @@ public class PlayerBehavior : MonoBehaviour
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        {
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            grappleSurface = null;
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        }
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        else if (col.tag == "Trumpet")
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        {
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            this.playerController.in_range = true;
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            this.playerController.enemy = null;
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        }
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    }
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    void OnCollisionEnter2D(Collision2D collision) {
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@@ -9,7 +9,7 @@ public class PlayerMovement : MonoBehaviour
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    public float runAcceleration;
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    public float snappiness = 1;
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    public float jumpSpeed;
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    [Range(0,1)] public float airSpeedMultiplier;
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    [Range(0, 1)] public float airSpeedMultiplier;
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    private bool onGround = false;
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    private float forward = 1;
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@@ -23,6 +23,10 @@ public class PlayerMovement : MonoBehaviour
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    public Vector2 boxSize;
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    public float maxDistanceFromGround;
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    private bool trumpet = false;
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    public bool in_range = false;
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    public GameObject enemy;
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    [Header("State Control:")]
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    [SerializeField] private StateController stateController;
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@@ -46,10 +50,26 @@ public class PlayerMovement : MonoBehaviour
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        //Debug.Log(this.movement);
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    }
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    void OnJump() {
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        if (IsGrounded()) {
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    void OnJump()
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    {
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        if (IsGrounded())
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        {
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            //need to add a condition so that trumpet is only true in certain scenes
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            trumpet = true;
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            rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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        }
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        else if (!IsGrounded() && in_range && trumpet)
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        {
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            Destroy(enemy.gameObject);
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            rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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            enemy = null;
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            in_range = false;
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        }
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        else if (!IsGrounded() && trumpet && !in_range)
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        {
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            rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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            trumpet = false;
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        }
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    }
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    void FixedUpdate()
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@@ -82,25 +102,33 @@ public class PlayerMovement : MonoBehaviour
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        float frictionAmount = 0.5f;
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        // accelerate
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        if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) { // regular acceleration
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        if (onGround && (Mathf.Abs(this.movement.x) > 0.1f))
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        { // regular acceleration
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            this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
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        } else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling) { // while in air
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        }
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        else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling)
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        { // while in air
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            this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
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        } else if (!playerBehavior.grapplingRope.isGrappling) { // while grappling
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        }
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        else if (!playerBehavior.grapplingRope.isGrappling)
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        { // while grappling
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            this.rb.AddForce(move * Vector2.right * airSpeedMultiplier * airSpeedMultiplier, ForceMode2D.Force);
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        }
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        // decelerate until stopped
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        if (onGround && Mathf.Abs(this.movement.x) < 0.1f)
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        {
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            if (Mathf.Abs(rb.velocity.x) > 0.1f) {
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            if (Mathf.Abs(rb.velocity.x) > 0.1f)
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            {
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                float amount = Mathf.Min(
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                    Mathf.Abs(this.rb.velocity.x),
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                    Mathf.Abs(frictionAmount)
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                    );
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                amount *= Mathf.Sign(this.rb.velocity.x);
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                this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse);
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            } else {
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            }
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            else
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            {
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                this.rb.velocity = new Vector2(0, rb.velocity.y);
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            }
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        }
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