player can only access items in correct scenes
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@@ -16,6 +16,7 @@ public class PlayerBehavior : MonoBehaviour
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[SerializeField] private Launch launcher;
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[HideInInspector] public bool hasTambourine = true;
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GameObject tambourine;
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bool unlockedTambourine;
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@@ -28,7 +29,7 @@ public class PlayerBehavior : MonoBehaviour
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Animator animator;
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[HideInInspector] public bool playerIsAlive = true;
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void Start()
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{
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@@ -41,6 +42,7 @@ public class PlayerBehavior : MonoBehaviour
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void Update()
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{
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unlockedTambourine = stateController.unlockedTambourine;
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if (playerIsAlive) {
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// throw tambourine
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// if (Input.GetKeyDown(KeyCode.K)) {
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@@ -110,7 +112,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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void ThrowTambourine() {
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if (hasTambourine && !grapplingRope.isGrappling)
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if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
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{
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launcher.ThrowTambourine(forward);
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hasTambourine = false;
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@@ -155,6 +157,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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else if (col.tag == "instaDeath")
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{
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print("player fell in spikes");
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StartCoroutine(DestroyPlayer());
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}
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else if (col.tag == "spawnPoint") {
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@@ -188,6 +191,7 @@ public class PlayerBehavior : MonoBehaviour
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collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
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} else {
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StartCoroutine(DestroyPlayer());
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print("enemy defeated player");
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}
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}
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else if (collision.gameObject.tag == "Projectile") {
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@@ -197,18 +201,27 @@ public class PlayerBehavior : MonoBehaviour
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}
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IEnumerator DestroyPlayer() {
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playerIsAlive = false;
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if (playerIsAlive) {
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print("destroyPlayer called");
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playerIsAlive = false;
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AudioSource audio = this.gameObject.GetComponent<AudioSource>();
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audio.Play();
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// animate
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animator.Play("Die");
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yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
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// animate
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animator.Play("Die");
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// yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
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yield return new WaitForSeconds(audio.clip.length);
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this.stateController.SetDeathCanvasActive(true);
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// this.stateController.SetDeathCanvasActive(true);
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines) {
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// tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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Destroy(tambourine);
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}
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this.stateController.RespawnPlayer();
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}
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}
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}
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