water
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@@ -5,6 +5,8 @@ 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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@@ -20,7 +22,7 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Clarinet:")]
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bool unlockedClarinet;
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// things for dash
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public bool isDash = false;
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private bool isDash = false;
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public float dashForce = 1.2f;
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private float dashTime = 1.0f;
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private float dashInc = 0.1f;
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@@ -29,8 +31,8 @@ public class PlayerBehavior : MonoBehaviour
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// things for bounce
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public float reflectForce = 2f;
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private Vector2 saveVelocity;
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public bool isInWater = false;
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private bool lowSpeed = false;
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private bool isInWater = false;
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private bool hasBounced = false;
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[Header("Cymbals:")]
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private float cymbalActiveTime = 0f;
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@@ -109,7 +111,7 @@ public class PlayerBehavior : MonoBehaviour
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unlockedClarinet = StateController.Instance.HasClarinet();
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if (playerIsAlive && unlockedClarinet)
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{
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater)
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{
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isDash = true;
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playerInput.DeactivateInput();
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@@ -262,30 +264,31 @@ public class PlayerBehavior : MonoBehaviour
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}
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void Bounce()
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{/*
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{
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Vector2 reflect;
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if (Mathf.Abs(saveVelocity.y) < 1f)
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if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced)
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{
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reflect = Vector2.zero;
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}
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else
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{
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reflect = new Vector2(saveVelocity.x, -(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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reflect = Vector2.zero;
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isDash = false;*/
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isDash = false;
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}
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void Water()
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{
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/*if(isDash)
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if(isDash)
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{
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saveVelocity = _rb.velocity;
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}
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else
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{
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playerController.FloatGravity();
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}
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/*
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if (Mathf.Abs(_rb.velocity.y) < 2f)
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@@ -363,7 +366,9 @@ public class PlayerBehavior : MonoBehaviour
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{
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isInWater = false;
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isDash = false;
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hasBounced = false;
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playerInput.ActivateInput();
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playerController.EndFloatGravity();
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saveVelocity = Vector2.zero;
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}
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}
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@@ -39,6 +39,8 @@ public class PlayerMovement : MonoBehaviour
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GameObject trumpetAnimationObject;
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bool trumpetActive = false;
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//clarinet
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private float tempFallSpeed;
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//Jump
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private bool _isJumpCut;
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@@ -91,6 +93,7 @@ public class PlayerMovement : MonoBehaviour
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{
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SetGravityScale(Data.gravityScale);
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IsFacingRight = true;
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tempFallSpeed = Data.maxFallSpeed;
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}
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void OnMove(InputValue value)
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@@ -313,10 +316,6 @@ public class PlayerMovement : MonoBehaviour
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//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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/*else if (playerBehavior.isInWater)
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{
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SetGravityScale(0);
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}*/
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else
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{
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//Default gravity if standing on a platform or moving upwards
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@@ -563,6 +562,16 @@ public class PlayerMovement : MonoBehaviour
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// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
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}
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public void FloatGravity()
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{
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Data.maxFallSpeed = 0.1f;
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}
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public void EndFloatGravity()
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{
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Data.maxFallSpeed = tempFallSpeed;
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}
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#endregion
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