From 8d230a5a7182563daf27326a81e4452cd7de9ce9 Mon Sep 17 00:00:00 2001 From: allylikesfrogs Date: Wed, 3 May 2023 12:06:29 -0700 Subject: [PATCH] new dash --- Assets/Scripts/PlayerBehavior.cs | 9 ++++----- Assets/Scripts/PlayerController.cs | 29 +++++++---------------------- 2 files changed, 11 insertions(+), 27 deletions(-) diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index a2ad9ff..8c0fef4 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -19,13 +19,12 @@ public class PlayerBehavior : MonoBehaviour [Header("Clarinet:")] bool unlockedClarinet; - [SerializeField] private float dashMult = 2; - [SerializeField] private float maxDashTime = 2.0f; - [SerializeField] private float dashStopSpeed = 0.01f; + [SerializeField] private float maxDashTime = 3.0f; + [SerializeField] private float dashStopSpeed = 0.1f; + public Vector3 moveDirection; + public float dashDistance = 0.2f; private float currentDashTime; public bool isDash = false; - public Vector3 moveDirection; - public float dashDistance = 0.1f; [Header("Grappling:")] [SerializeField] public Tutorial_GrapplingGun grapplingGun; diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index b147365..7cb723e 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -50,12 +50,6 @@ public class PlayerMovement : MonoBehaviour bool wasGrappling = false; bool unlockedTrumpet; - //clarinet - public bool isDashing = false; - private float tempGrav; - private float tempFall; - private bool isFrozen = false; - //Set all of these up in the inspector [Header("Checks")] //Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check) @@ -94,7 +88,7 @@ public class PlayerMovement : MonoBehaviour void OnMove(InputValue value) { - if (playerBehavior.playerIsAlive && !isDashing) { + if (playerBehavior.playerIsAlive) { this._moveInput = value.Get(); } else { this._moveInput = Vector2.zero; @@ -103,7 +97,7 @@ public class PlayerMovement : MonoBehaviour void OnJump() { - if (playerBehavior.playerIsAlive && !isDashing) { + if (playerBehavior.playerIsAlive) { OnJumpInput(); } } @@ -265,11 +259,11 @@ public class PlayerMovement : MonoBehaviour #region GRAVITY //Higher gravity if we've released the jump input or are falling - if (IsSliding) - { - SetGravityScale(0); - } - else if (RB.velocity.y < 0 && _moveInput.y < 0) + // if (IsSliding) + // { + // SetGravityScale(0); + // } + if (RB.velocity.y < 0 && _moveInput.y < 0) { //Much higher gravity if holding down SetGravityScale(Data.gravityScale * Data.fastFallGravityMult); @@ -318,11 +312,6 @@ public class PlayerMovement : MonoBehaviour if (trumpet == 0) { gameUI.ToggleTrumpet(false); } - /*if (isDashing) - { - gameUI.ToggleClarinet(false); - print("toggle clarinet false?"); - }*/ #endregion } @@ -364,7 +353,6 @@ public class PlayerMovement : MonoBehaviour #region RUN METHODS private void Run(float lerpAmount) { - if(!isDashing){ //Calculate the direction we want to move in and our desired velocity float targetSpeed = _moveInput.x * Data.runMaxSpeed; //We can reduce are control using Lerp() this smooths changes to are direction and speed @@ -418,7 +406,6 @@ public class PlayerMovement : MonoBehaviour * RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime * speedDif * accelRate) / RB.mass, RB.velocity.y); * Time.fixedDeltaTime is by default in Unity 0.02 seconds equal to 50 FixedUpdate() calls per second */ - } } private void Turn() @@ -435,7 +422,6 @@ public class PlayerMovement : MonoBehaviour #region JUMP METHODS private void Jump() { - if(!isDashing){ //Ensures we can't call Jump multiple times from one press LastPressedJumpTime = 0; LastOnGroundTime = 0; @@ -450,7 +436,6 @@ public class PlayerMovement : MonoBehaviour RB.AddForce(Vector2.up * force, ForceMode2D.Impulse); #endregion - } } private void WallJump(int dir)