This commit is contained in:
allylikesfrogs
2023-05-05 19:54:18 -07:00
parent bcec1cf489
commit b3ab81f7eb
5 changed files with 34 additions and 17 deletions

View File

@@ -5,6 +5,8 @@ using UnityEngine.InputSystem;
public class PlayerBehavior : MonoBehaviour
{
public PlayerData Data;
[Header("Physics:")]
private float _hInput;
private Rigidbody2D _rb;
@@ -20,7 +22,7 @@ public class PlayerBehavior : MonoBehaviour
[Header("Clarinet:")]
bool unlockedClarinet;
// things for dash
public bool isDash = false;
private bool isDash = false;
public float dashForce = 1.2f;
private float dashTime = 1.0f;
private float dashInc = 0.1f;
@@ -29,8 +31,8 @@ public class PlayerBehavior : MonoBehaviour
// things for bounce
public float reflectForce = 2f;
private Vector2 saveVelocity;
public bool isInWater = false;
private bool lowSpeed = false;
private bool isInWater = false;
private bool hasBounced = false;
[Header("Cymbals:")]
private float cymbalActiveTime = 0f;
@@ -109,7 +111,7 @@ public class PlayerBehavior : MonoBehaviour
unlockedClarinet = StateController.Instance.HasClarinet();
if (playerIsAlive && unlockedClarinet)
{
if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater)
{
isDash = true;
playerInput.DeactivateInput();
@@ -262,30 +264,31 @@ public class PlayerBehavior : MonoBehaviour
}
void Bounce()
{/*
{
Vector2 reflect;
if (Mathf.Abs(saveVelocity.y) < 1f)
if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced)
{
reflect = Vector2.zero;
}
else
{
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * reflectForce);
hasBounced = true;
}
_rb.AddForce(reflect, ForceMode2D.Impulse);
reflect = Vector2.zero;
isDash = false;*/
isDash = false;
}
void Water()
{
/*if(isDash)
if(isDash)
{
saveVelocity = _rb.velocity;
}
else
{
playerController.FloatGravity();
}
/*
if (Mathf.Abs(_rb.velocity.y) < 2f)
@@ -363,7 +366,9 @@ public class PlayerBehavior : MonoBehaviour
{
isInWater = false;
isDash = false;
hasBounced = false;
playerInput.ActivateInput();
playerController.EndFloatGravity();
saveVelocity = Vector2.zero;
}
}