COYOTE TIME WORKS
coyote time mf
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@@ -152,7 +152,7 @@ public class PlayerMovement : MonoBehaviour
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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if (unlockedTrumpet)
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{
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trumpet = 2;
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trumpet = 1;
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gameUI.ToggleTrumpet(true);
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}
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else
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@@ -218,6 +218,7 @@ public class PlayerMovement : MonoBehaviour
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_isJumpFalling = false;
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}
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//Jump
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if (CanJump() && LastPressedJumpTime > 0)
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{
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@@ -225,10 +226,14 @@ public class PlayerMovement : MonoBehaviour
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IsWallJumping = false;
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_isJumpCut = false;
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_isJumpFalling = false;
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bool inCoyoteTime = LastOnGroundTime > 0;
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print("coyote time: " + inCoyoteTime);
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Jump();
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// determine if trumpet jump
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if (!IsGrounded() && in_range && trumpet > 0)
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if (!IsGrounded() && in_range && trumpet > 0 && !inCoyoteTime)
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{
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StartCoroutine(ActivateTrumpetSprite());
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gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
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@@ -236,7 +241,7 @@ public class PlayerMovement : MonoBehaviour
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enemy = null;
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in_range = false;
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}
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else if (!IsGrounded() && !in_range && trumpet > 0)
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else if (!IsGrounded() && !in_range && trumpet > 0 && !inCoyoteTime)
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{
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trumpet -= 1;
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}
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@@ -255,19 +260,6 @@ public class PlayerMovement : MonoBehaviour
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audioSource.Stop();
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soundPlaying = false;
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}
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//WALL JUMP
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// else if (CanWallJump() && LastPressedJumpTime > 0)
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// {
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// IsWallJumping = true;
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// IsJumping = false;
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// _isJumpCut = false;
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// _isJumpFalling = false;
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// _wallJumpStartTime = Time.time;
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// _lastWallJumpDir = (LastOnWallRightTime > 0) ? -1 : 1;
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//
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// WallJump(_lastWallJumpDir);
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// }
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#endregion
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#region GRAPPLE CHECKS
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@@ -40,5 +40,5 @@ MonoBehaviour:
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doTurnOnWallJump: 0
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slideSpeed: 0
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slideAccel: 0
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coyoteTime: 0.1
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coyoteTime: 0.2
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jumpInputBufferTime: 0.1
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