Merge branch 'master' of https://gitlab.nicholasnovak.io/fums/ofb
This commit is contained in:
@@ -31,6 +31,10 @@ public class PlayerBehavior : MonoBehaviour
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Vector2 dashVec;
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private bool lowSpeed = false;
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[Header("Cymbals:")]
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private float cymbalActiveTime = 0f;
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[SerializeField] AudioSource cymbalAudio;
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingRope grapplingRope;
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@@ -72,6 +76,12 @@ public class PlayerBehavior : MonoBehaviour
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void Update()
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{
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if (this.cymbalActiveTime < 0)
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{
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this.gameUI.ToggleCymbal(true);
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}
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this.cymbalActiveTime -= Time.deltaTime;
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unlockedTambourine = StateController.Instance.HasTambourine();
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if (playerIsAlive)
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{
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@@ -123,6 +133,7 @@ public class PlayerBehavior : MonoBehaviour
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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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@@ -134,6 +145,22 @@ public class PlayerBehavior : MonoBehaviour
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dashVec = Vector2.zero;
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}
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}
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if (StateController.Instance.HasCymbal())
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{
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if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame())
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{
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// Play the sound
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this.gameUI.ToggleCymbal(false);
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// this.audioSource.clip = cymbalSound;
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// this.audioSource.loop = false;
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// this.audioSource.Play();
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cymbalAudio.Play();
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// Set the cymbal active for the equivalent of one second
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this.cymbalActiveTime = 1;
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}
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}
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}
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void Animate()
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@@ -239,13 +266,13 @@ public class PlayerBehavior : MonoBehaviour
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void Bounce()
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{
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Vector2 reflect;
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if(lowSpeed)
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if (lowSpeed)
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{
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reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * 0.75f);
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reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * 0.75f);
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}
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else
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{
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reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk);
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reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * bonk);
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}
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_rb.AddForce(reflect, ForceMode2D.Impulse);
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reflect = Vector2.zero;
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@@ -291,6 +318,28 @@ public class PlayerBehavior : MonoBehaviour
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isInWater = true;
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Water();
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}
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else if (col.tag == "bouncePad")
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{
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// Assign the player's velocity to zero so that the player can
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// bounce on the same jump pad
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this.playerController.RB.velocity = Vector2.zero;
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Bouncepad pad = col.GetComponent<Bouncepad>();
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switch (pad.Direction())
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{
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case Bouncepad.Facing.Left:
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this.playerController.RB.AddForce(
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new Vector2(-pad.bounceForce, pad.verticalModifier * pad.bounceForce),
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ForceMode2D.Impulse
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);
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break;
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case Bouncepad.Facing.Right:
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this.playerController.RB.AddForce(
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new Vector2(pad.bounceForce, pad.verticalModifier * pad.bounceForce),
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ForceMode2D.Impulse
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);
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break;
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}
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}
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}
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void OnTriggerExit2D(Collider2D col)
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@@ -331,7 +380,19 @@ public class PlayerBehavior : MonoBehaviour
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else if (collision.gameObject.tag == "Projectile")
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{
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Destroy(collision.gameObject);
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StartCoroutine(DestroyPlayer());
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if (this.cymbalActiveTime > 0)
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{
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Vector2 projVel = collision.gameObject.GetComponent<Rigidbody2D>().velocity;
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collision.gameObject.GetComponent<Rigidbody2D>().velocity =
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new Vector2(
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-projVel.x,
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-projVel.y
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);
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}
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else
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{
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StartCoroutine(DestroyPlayer());
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}
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}
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//stupid stuff for claude's house
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else if (collision.gameObject.tag == "SirJacques")
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@@ -366,7 +427,8 @@ public class PlayerBehavior : MonoBehaviour
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// this.stateController.SetDeathCanvasActive(true);
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if (grapplingRope.isGrappling) {
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if (grapplingRope.isGrappling)
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{
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LetGoOfGrapple();
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}
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