player can now jump on enemies to defeat them
This commit is contained in:
		@@ -193,7 +193,7 @@ BoxCollider2D:
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    adaptiveTiling: 0
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					  m_Size: {x: 5.5, y: 5.5}
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					  m_EdgeRadius: 0
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--- !u!114 &217851877528699149
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					--- !u!114 &217851877528699149
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MonoBehaviour:
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					MonoBehaviour:
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@@ -33,7 +33,7 @@ Transform:
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					  m_ConstrainProportionsScale: 1
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					--- !u!212 &493245979038171999
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SpriteRenderer:
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					SpriteRenderer:
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@@ -2042,6 +2042,79 @@ RectTransform:
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					  m_AnchoredPosition: {x: 0, y: 0}
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					    serializedVersion: 3
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					      propertyPath: m_Name
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					      value: Snake (1)
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					      objectReference: {fileID: 0}
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					    m_RemovedComponents: []
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					    m_RemovedGameObjects: []
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					    m_AddedGameObjects: []
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					    m_AddedComponents: []
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					  m_SourcePrefab: {fileID: 100100000, guid: d175e4c5882b2464ab0425220d00a671, type: 3}
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--- !u!1 &1061595775
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					--- !u!1 &1061595775
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GameObject:
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					GameObject:
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  m_ObjectHideFlags: 0
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					  m_ObjectHideFlags: 0
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@@ -150,8 +150,7 @@ public class PlayerBehavior : MonoBehaviour
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        }
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					        }
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        else if (col.tag == "instaDeath")
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					        else if (col.tag == "instaDeath")
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        {
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					        {
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            this.stateController.SetDeathCanvasActive(true);
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					            DestroyPlayer();
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            Destroy(this.gameObject);
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        }
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					        }
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        else if (col.tag == "spawnPoint") {
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					        else if (col.tag == "spawnPoint") {
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            stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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					            stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
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@@ -169,8 +168,20 @@ public class PlayerBehavior : MonoBehaviour
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    void OnCollisionEnter2D(Collision2D collision) {
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					    void OnCollisionEnter2D(Collision2D collision) {
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        if (collision.gameObject.tag == "Enemy") {
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					        if (collision.gameObject.tag == "Enemy") {
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					            if (collision.transform.position.y < transform.position.y) {
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					                Destroy(collision.gameObject);
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					            } else {
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					                DestroyPlayer();
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					            }
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					        }
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					        else if (collision.gameObject.tag == "Projectile") {
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					            Destroy(collision.gameObject);
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					            DestroyPlayer();
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					        }
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					    }
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					    public void DestroyPlayer() {
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        this.stateController.SetDeathCanvasActive(true);
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					        this.stateController.SetDeathCanvasActive(true);
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        Destroy(this.gameObject);
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					        Destroy(this.gameObject);
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    }
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					    }
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}
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					}
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}
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					 | 
				
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