water
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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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