made some changes to double jump
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@@ -171,7 +171,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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else if (col.tag == "Trumpet")
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{
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this.playerController.in_range = true;
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this.playerController.in_range = false;
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this.playerController.enemy = null;
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}
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}
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@@ -29,8 +29,8 @@ public class PlayerMovement : MonoBehaviour
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public float LastOnWallTime { get; private set; }
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public float LastOnWallRightTime { get; private set; }
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public float LastOnWallLeftTime { get; private set; }
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private bool trumpet = false;
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public int trumpet = 0;
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public bool in_range = false;
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public GameObject enemy;
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@@ -97,9 +97,12 @@ public class PlayerMovement : MonoBehaviour
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CheckDirectionToFace(_moveInput.x > 0);
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#endregion
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if (!IsJumping) {
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if (!IsJumping)
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{
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print("not jumping");
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} else {
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}
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else
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{
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print("jumping, " + RB.velocity.y);
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}
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@@ -110,7 +113,7 @@ public class PlayerMovement : MonoBehaviour
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if (IsGrounded()) //checks if set box overlaps with ground
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{
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LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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trumpet = true;
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trumpet = 2;
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}
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//Right Wall Check
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@@ -159,12 +162,15 @@ public class PlayerMovement : MonoBehaviour
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_isJumpCut = false;
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_isJumpFalling = false;
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Jump();
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if (!IsGrounded() && in_range && trumpet) {
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if (!IsGrounded() && in_range && trumpet > 0)
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{
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Destroy(enemy.gameObject);
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enemy = null;
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in_range = false;
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} else if (!IsGrounded() && !in_range && trumpet) {
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trumpet = false;
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}
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else if (!IsGrounded() && !in_range && trumpet > 0)
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{
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trumpet -= 1;
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}
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}
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//WALL JUMP
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@@ -395,7 +401,8 @@ public class PlayerMovement : MonoBehaviour
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private bool CanJump()
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{
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if (!IsGrounded() && trumpet) {
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if (!IsGrounded() && trumpet > 0)
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{
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return true;
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}
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return LastOnGroundTime > 0 && !IsJumping;
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@@ -425,7 +432,8 @@ public class PlayerMovement : MonoBehaviour
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return false;
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}
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public bool IsGrounded() {
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public bool IsGrounded()
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{
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// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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}
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