bugfixed tambourine and player death
death still needs work!
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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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