new dash
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		@@ -19,13 +19,12 @@ public class PlayerBehavior : MonoBehaviour
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    [Header("Clarinet:")]
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    bool unlockedClarinet;
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    [SerializeField] private float dashMult = 2;
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    [SerializeField] private float maxDashTime = 2.0f;
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    [SerializeField] private float dashStopSpeed = 0.01f;
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    [SerializeField] private float maxDashTime = 3.0f;
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    [SerializeField] private float dashStopSpeed = 0.1f;
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    public Vector3 moveDirection;
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    public float dashDistance = 0.2f;
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    private float currentDashTime;
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    public bool isDash = false;
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    public Vector3 moveDirection;
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    public float dashDistance = 0.1f;
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    [Header("Grappling:")]
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    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@@ -50,12 +50,6 @@ public class PlayerMovement : MonoBehaviour
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    bool wasGrappling = false;
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    bool unlockedTrumpet;
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    //clarinet
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    public bool isDashing = false;
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    private float tempGrav;
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    private float tempFall;
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    private bool isFrozen = false;
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    //Set all of these up in the inspector
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    [Header("Checks")]
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    //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)
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@@ -94,7 +88,7 @@ public class PlayerMovement : MonoBehaviour
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    void OnMove(InputValue value)
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    {
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        if (playerBehavior.playerIsAlive && !isDashing) {
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        if (playerBehavior.playerIsAlive) {
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            this._moveInput = value.Get<Vector2>();
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        } else {
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            this._moveInput = Vector2.zero;
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@@ -103,7 +97,7 @@ public class PlayerMovement : MonoBehaviour
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    void OnJump()
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    {
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        if (playerBehavior.playerIsAlive && !isDashing) {
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        if (playerBehavior.playerIsAlive) {
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            OnJumpInput();
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        }
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    }
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@@ -265,11 +259,11 @@ public class PlayerMovement : MonoBehaviour
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        #region GRAVITY
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        //Higher gravity if we've released the jump input or are falling
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        if (IsSliding)
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        {
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            SetGravityScale(0);
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        }
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        else if (RB.velocity.y < 0 && _moveInput.y < 0)
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        // if (IsSliding)
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        // {
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        //     SetGravityScale(0);
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        // }
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        if (RB.velocity.y < 0 && _moveInput.y < 0)
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        {
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            //Much higher gravity if holding down
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            SetGravityScale(Data.gravityScale * Data.fastFallGravityMult);
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@@ -318,11 +312,6 @@ public class PlayerMovement : MonoBehaviour
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        if (trumpet == 0) {
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            gameUI.ToggleTrumpet(false);
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        }
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        /*if (isDashing)
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        {
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            gameUI.ToggleClarinet(false);
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            print("toggle clarinet false?");
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        }*/
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        #endregion
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    }
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@@ -364,7 +353,6 @@ public class PlayerMovement : MonoBehaviour
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    #region RUN METHODS
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    private void Run(float lerpAmount)
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    {
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        if(!isDashing){
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        //Calculate the direction we want to move in and our desired velocity
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        float targetSpeed = _moveInput.x * Data.runMaxSpeed;
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        //We can reduce are control using Lerp() this smooths changes to are direction and speed
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@@ -418,7 +406,6 @@ public class PlayerMovement : MonoBehaviour
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		 * RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime  * speedDif * accelRate) / RB.mass, RB.velocity.y);
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		 * Time.fixedDeltaTime is by default in Unity 0.02 seconds equal to 50 FixedUpdate() calls per second
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		*/
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        }
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    }
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    private void Turn()
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@@ -435,7 +422,6 @@ public class PlayerMovement : MonoBehaviour
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    #region JUMP METHODS
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    private void Jump()
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    {
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        if(!isDashing){
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        //Ensures we can't call Jump multiple times from one press
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        LastPressedJumpTime = 0;
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        LastOnGroundTime = 0;
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@@ -450,7 +436,6 @@ public class PlayerMovement : MonoBehaviour
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        RB.AddForce(Vector2.up * force, ForceMode2D.Impulse);
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        #endregion
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        }
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    }
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    private void WallJump(int dir)
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