bugfixed tambourine and player death
death still needs work!
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9f36564e67
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@ -22,38 +22,38 @@ AnimationClip:
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curve:
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value: {fileID: -2024555392, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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value: {fileID: 1086045528, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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value: {fileID: 323212427, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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value: {fileID: 565888814, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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value: {fileID: 315249131, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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value: {fileID: -318639155, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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- time: 1
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value: {fileID: 478881412, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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- time: 1.0833334
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- time: 0.5416667
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value: {fileID: 1253964676, guid: ef839c6d1bbb746a8a3f399806a935a5, type: 3}
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attribute: m_Sprite
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path:
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classID: 212
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script: {fileID: 0}
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flags: 2
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m_SampleRate: 12
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m_SampleRate: 24
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m_WrapMode: 0
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m_Bounds:
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m_Center: {x: 0, y: 0, z: 0}
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@ -89,7 +89,7 @@ AnimationClip:
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m_AdditiveReferencePoseClip: {fileID: 0}
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m_AdditiveReferencePoseTime: 0
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m_StartTime: 0
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m_StopTime: 1.1666667
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m_StopTime: 0.5833334
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m_OrientationOffsetY: 0
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m_Level: 0
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m_CycleOffset: 0
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@ -2383,7 +2383,7 @@ Camera:
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far clip plane: 1000
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field of view: 34
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orthographic: 1
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orthographic size: 6
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orthographic size: 9
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@ -2407,7 +2407,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 519420028}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -33.22, y: 24.3, z: -10}
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m_LocalPosition: {x: -33.22, y: 20.8, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -2430,6 +2430,7 @@ MonoBehaviour:
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xOffset: 3
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yOffset: 1
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smoothing: 6
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size: 9
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xLocked: 0
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yLocked: 0
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--- !u!1001 &525785197
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@ -6385,7 +6386,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_LocalPosition.y
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value: 23.3
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value: 19.8
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objectReference: {fileID: 0}
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- target: {fileID: 5885597207104481986, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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propertyPath: m_LocalPosition.z
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@ -11,6 +11,9 @@ public class CameraMovement : MonoBehaviour {
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[SerializeField] float yOffset;
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[SerializeField] float smoothing;
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[Header("Positioning")]
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[SerializeField] float size;
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[Header("Locking")]
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[SerializeField] bool xLocked;
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[SerializeField] bool yLocked;
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@ -18,6 +21,7 @@ public class CameraMovement : MonoBehaviour {
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void Awake() {
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FindPlayer();
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this.gameObject.GetComponent<Camera>().orthographicSize = size;
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}
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// Update is called once per frame
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@ -182,7 +182,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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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" || collision.gameObject.tag == "ProjectileEnemy") {
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if (collision.transform.position.y < transform.position.y) {
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_rb.AddForce(Vector2.up * 8, ForceMode2D.Impulse);
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collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
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@ -210,8 +210,5 @@ public class PlayerBehavior : MonoBehaviour
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foreach (GameObject tambourine in currentTambourines) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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}
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yield return new WaitForSeconds(2f);
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Destroy(this.gameObject);
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}
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}
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@ -102,6 +102,7 @@ public class StateController : MonoBehaviour {
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}
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public void RespawnPlayer() {
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Destroy(GameObject.FindGameObjectWithTag("Player"));
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SetDeathCanvasActive(false);
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GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
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RespawnEnemies();
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@ -54,12 +54,14 @@ public class TambourineBehavior : MonoBehaviour {
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void OnTriggerEnter2D(Collider2D col) {
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// print(col.tag);
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if (col.tag == "Enemy") {
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this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
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collidedObject = col.gameObject;
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print("Pinning to enemy");
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this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
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collidedObject.GetComponent<EnemyPatrol>().pinned = true;
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collidedObject.GetComponent<EnemyPatrol>().TogglePin(true);
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} else if (col.tag == "Projectile") {
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this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
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collidedObject = col.gameObject;
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print("pinned to projectile");
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this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
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