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@ -332,6 +332,10 @@ public class PlayerMovement : MonoBehaviour
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if (trumpet == 0) {
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if (trumpet == 0) {
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gameUI.ToggleTrumpet(false);
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gameUI.ToggleTrumpet(false);
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}
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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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}
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#endregion
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#endregion
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}
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}
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}
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}
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@ -390,6 +394,7 @@ public class PlayerMovement : MonoBehaviour
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#region RUN METHODS
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#region RUN METHODS
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private void Run(float lerpAmount)
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private void Run(float lerpAmount)
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{
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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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//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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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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//We can reduce are control using Lerp() this smooths changes to are direction and speed
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@ -444,6 +449,7 @@ public class PlayerMovement : MonoBehaviour
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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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* 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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}
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}
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private void Turn()
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private void Turn()
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{
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{
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@ -459,6 +465,7 @@ public class PlayerMovement : MonoBehaviour
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#region JUMP METHODS
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#region JUMP METHODS
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private void Jump()
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private void Jump()
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{
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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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//Ensures we can't call Jump multiple times from one press
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LastPressedJumpTime = 0;
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LastPressedJumpTime = 0;
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LastOnGroundTime = 0;
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LastOnGroundTime = 0;
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@ -474,6 +481,7 @@ public class PlayerMovement : MonoBehaviour
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RB.AddForce(Vector2.up * force, ForceMode2D.Impulse);
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RB.AddForce(Vector2.up * force, ForceMode2D.Impulse);
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#endregion
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#endregion
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}
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}
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}
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private void WallJump(int dir)
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private void WallJump(int dir)
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{
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{
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