hi sammy
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		@@ -5,8 +5,6 @@ using UnityEngine.InputSystem;
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public class PlayerBehavior : MonoBehaviour
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{
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    public PlayerData Data;
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    [Header("Physics:")]
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    private float _hInput;
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    private Rigidbody2D _rb;
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@@ -29,11 +27,11 @@ public class PlayerBehavior : MonoBehaviour
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    private float currentDash = 0.0f;
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    Vector2 dashVec;
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    // things for bounce
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    public float reflectForce = 1.5f;
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    public float reflectForce = 1.1f;
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    private Vector2 saveVelocity;
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    private bool isInWater = false;
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    private bool hasBounced = false;
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    public float waterGravity = 0.3f;
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    public float waterGravity = 0.5f;
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    [Header("Cymbals:")]
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    private float cymbalActiveTime = 0f;
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@@ -132,7 +130,7 @@ public class PlayerBehavior : MonoBehaviour
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                }
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                currentDash += dashInc;
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            }
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            else if (!isInWater)
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            else if ((currentDash == dashTime || currentDash > dashTime) && !isInWater)
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            {
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                isDash = false;
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                currentDash = 0.0f;
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@@ -273,7 +271,8 @@ public class PlayerBehavior : MonoBehaviour
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        }
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        else
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        {
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            reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce);
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            reflect = new Vector2(saveVelocity.x * reflectForce, -(saveVelocity.y) * reflectForce);
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            //reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce);
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            hasBounced = true;
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        }
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        _rb.AddForce(reflect, ForceMode2D.Impulse);
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@@ -283,6 +282,7 @@ public class PlayerBehavior : MonoBehaviour
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    void Water()
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    {
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        print("water dash " + isDash);
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        if(isDash)
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        {
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            saveVelocity = _rb.velocity;
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@@ -228,7 +228,7 @@ public class PlayerMovement : MonoBehaviour
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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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            //print("coyote time: " + inCoyoteTime);
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            Jump();
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