cleaned up scripts a little bit
This commit is contained in:
		@@ -102,7 +102,7 @@ Material:
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    - _GlossMapScale: 1
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					    - _GlossMapScale: 1
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    - _Glossiness: 0.5
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					    - _Glossiness: 0.5
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    - _GlossyReflections: 1
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					    - _GlossyReflections: 1
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    - _LightingEnabled: 0
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					    - _LightingEnabled: 1
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    - _Metallic: 0
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					    - _Metallic: 0
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    - _Mode: 0
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					    - _Mode: 0
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    - _OcclusionStrength: 1
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					    - _OcclusionStrength: 1
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@@ -15,6 +15,7 @@ GameObject:
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  - component: {fileID: 5885597207104481990}
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					  - component: {fileID: 5885597207104481990}
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  - component: {fileID: 5885597207104481984}
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					  - component: {fileID: 5885597207104481984}
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  - component: {fileID: 1407172087}
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					  - component: {fileID: 1407172087}
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					  - component: {fileID: 3893791749692807526}
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  - component: {fileID: 5559747613460074786}
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					  - component: {fileID: 5559747613460074786}
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  m_Layer: 2
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					  m_Layer: 2
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  m_Name: Player
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					  m_Name: Player
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@@ -219,12 +220,59 @@ MonoBehaviour:
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  m_ControlsChangedEvent:
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					  m_ControlsChangedEvent:
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    m_PersistentCalls:
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					    m_PersistentCalls:
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      m_Calls: []
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					      m_Calls: []
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  m_ActionEvents: []
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					  m_ActionEvents:
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					  - m_PersistentCalls:
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					      m_Calls:
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					      - m_Target: {fileID: 5559747613460074786}
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					        m_TargetAssemblyTypeName: PlayerMovement, Assembly-CSharp
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					        m_MethodName: OnGrapple
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					        m_Mode: 0
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					        m_Arguments:
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					          m_ObjectArgument: {fileID: 0}
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					          m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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					          m_IntArgument: 0
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					          m_FloatArgument: 0
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					          m_StringArgument: 
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					          m_BoolArgument: 0
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					        m_CallState: 2
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					    m_ActionId: 183693a0-ab31-4f85-a4ef-b43b8a80fa77
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					    m_ActionName: Player/Move[/Keyboard/w,/Keyboard/s,/Keyboard/a,/Keyboard/d]
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					  - m_PersistentCalls:
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					      m_Calls: []
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					    m_ActionId: 2116b59e-20ee-4f7c-a656-aad81b0ae23a
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					    m_ActionName: Player/Grapple[/Keyboard/l]
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					  - m_PersistentCalls:
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					      m_Calls: []
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					    m_ActionId: 00940c0e-3199-4943-a074-8cde87588db2
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					    m_ActionName: Player/ThrowTambourine[/Keyboard/k]
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					  - m_PersistentCalls:
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					      m_Calls: []
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					    m_ActionId: 5a10231f-97fe-4bfb-89d8-4ac906d76de6
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					    m_ActionName: Player/Jump[/Keyboard/space]
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  m_NeverAutoSwitchControlSchemes: 0
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					  m_NeverAutoSwitchControlSchemes: 0
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  m_DefaultControlScheme: 
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					  m_DefaultControlScheme: 
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  m_DefaultActionMap: Player
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					  m_DefaultActionMap: Player
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  m_SplitScreenIndex: -1
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					  m_SplitScreenIndex: -1
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  m_Camera: {fileID: 0}
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					  m_Camera: {fileID: 0}
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					--- !u!114 &3893791749692807526
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					MonoBehaviour:
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					  m_ObjectHideFlags: 0
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					  m_CorrespondingSourceObject: {fileID: 0}
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					  m_PrefabInstance: {fileID: 0}
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					  m_PrefabAsset: {fileID: 0}
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					  m_GameObject: {fileID: 5885597207104481991}
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					  m_Enabled: 1
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					  m_EditorHideFlags: 0
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					  m_Script: {fileID: 11500000, guid: b0115312556794123a3cafad4b83d0a7, type: 3}
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					  m_Name: 
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					  m_EditorClassIdentifier: 
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					  playerInput: {fileID: 1407172087}
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					  launcher: {fileID: 6559806128767475056}
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					  hasTambourine: 1
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					  grapplingGun: {fileID: 3465910379319867675}
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					  grapplingRope: {fileID: 7648135587659148198}
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					  playerController: {fileID: 5559747613460074786}
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					  stateController: {fileID: 0}
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--- !u!114 &5559747613460074786
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					--- !u!114 &5559747613460074786
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MonoBehaviour:
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					MonoBehaviour:
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  m_ObjectHideFlags: 0
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					  m_ObjectHideFlags: 0
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@@ -247,8 +295,6 @@ MonoBehaviour:
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    m_Bits: 64
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					    m_Bits: 64
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  boxSize: {x: 0.03, y: 0.21}
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					  boxSize: {x: 0.03, y: 0.21}
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  maxDistanceFromGround: 0.13
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					  maxDistanceFromGround: 0.13
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  grapplingGun: {fileID: 3465910379319867675}
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					 | 
				
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  grapplingRope: {fileID: 7648135587659148198}
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					 | 
				
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  stateController: {fileID: 0}
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					  stateController: {fileID: 0}
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--- !u!1 &5885597207531562995
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					--- !u!1 &5885597207531562995
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GameObject:
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					GameObject:
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@@ -357,7 +403,7 @@ SpriteRenderer:
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  m_LightmapParameters: {fileID: 0}
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					  m_LightmapParameters: {fileID: 0}
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  m_SortingLayerID: 0
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					  m_SortingLayerID: 0
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  m_SortingLayer: 0
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					  m_SortingLayer: 0
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  m_SortingOrder: 0
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					  m_SortingOrder: 1
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  m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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					  m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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  m_Color: {r: 0.64606833, g: 1, b: 0, a: 1}
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					  m_Color: {r: 0.64606833, g: 1, b: 0, a: 1}
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  m_FlipX: 0
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					  m_FlipX: 0
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@@ -528,7 +574,7 @@ LineRenderer:
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  - {x: 0, y: 0, z: 1}
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					  - {x: 0, y: 0, z: 1}
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  m_Parameters:
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					  m_Parameters:
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    serializedVersion: 3
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					    serializedVersion: 3
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    widthMultiplier: 0.15
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					    widthMultiplier: 0.1
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    widthCurve:
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					    widthCurve:
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      serializedVersion: 2
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					      serializedVersion: 2
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      m_Curve:
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					      m_Curve:
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@@ -593,7 +639,7 @@ Rigidbody2D:
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  m_PrefabInstance: {fileID: 0}
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					  m_PrefabInstance: {fileID: 0}
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  m_PrefabAsset: {fileID: 0}
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					  m_PrefabAsset: {fileID: 0}
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  m_GameObject: {fileID: 5885597207789090697}
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					  m_GameObject: {fileID: 5885597207789090697}
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  m_BodyType: 0
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					  m_BodyType: 1
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  m_Simulated: 1
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					  m_Simulated: 1
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  m_UseFullKinematicContacts: 0
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					  m_UseFullKinematicContacts: 0
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  m_UseAutoMass: 0
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					  m_UseAutoMass: 0
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@@ -686,7 +732,7 @@ MonoBehaviour:
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      outWeight: 0.33333334
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					      outWeight: 0.33333334
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    - serializedVersion: 3
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					    - serializedVersion: 3
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      time: 1
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					      time: 1
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      value: 0.0012016296
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					      value: 0
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      inSlope: 0
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					      inSlope: 0
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      outSlope: 0
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					      outSlope: 0
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      tangentMode: 0
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					      tangentMode: 0
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@@ -696,7 +742,7 @@ MonoBehaviour:
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			|||||||
    m_PreInfinity: 2
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					    m_PreInfinity: 2
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    m_PostInfinity: 2
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					    m_PostInfinity: 2
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    m_RotationOrder: 4
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					    m_RotationOrder: 4
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  startWaveSize: 2
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					  startWaveSize: 4
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  ropeProgressionCurve:
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					  ropeProgressionCurve:
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    serializedVersion: 2
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					    serializedVersion: 2
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    m_Curve:
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					    m_Curve:
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			||||||
 
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@@ -188,17 +188,6 @@ MonoBehaviour:
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  player: {fileID: 5885597207104481991, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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					  player: {fileID: 5885597207104481991, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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  spawnPoint: {fileID: 1159415542}
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					  spawnPoint: {fileID: 1159415542}
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			||||||
  deathCanvas: {fileID: 880696833}
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					  deathCanvas: {fileID: 880696833}
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--- !u!114 &129360812 stripped
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MonoBehaviour:
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  m_CorrespondingSourceObject: {fileID: 3465910379319867675, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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  m_PrefabInstance: {fileID: 1407172085}
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  m_PrefabAsset: {fileID: 0}
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  m_GameObject: {fileID: 0}
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  m_Enabled: 1
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  m_EditorHideFlags: 0
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  m_Script: {fileID: 11500000, guid: 6e8c21a2613bf4423a2f49601a3310e3, type: 3}
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  m_Name: 
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  m_EditorClassIdentifier: 
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--- !u!1 &193907867
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					--- !u!1 &193907867
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GameObject:
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					GameObject:
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  m_ObjectHideFlags: 0
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					  m_ObjectHideFlags: 0
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@@ -1364,7 +1353,7 @@ Transform:
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  m_PrefabAsset: {fileID: 0}
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					  m_PrefabAsset: {fileID: 0}
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  m_GameObject: {fileID: 519420028}
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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_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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  m_LocalPosition: {x: -25.56, y: -10.43, z: -10}
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					  m_LocalPosition: {x: -24.31, y: -10.73, z: -10}
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  m_LocalScale: {x: 1, y: 1, z: 1}
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					  m_LocalScale: {x: 1, y: 1, z: 1}
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  m_ConstrainProportionsScale: 0
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					  m_ConstrainProportionsScale: 0
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  m_Children: []
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					  m_Children: []
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@@ -2325,82 +2314,10 @@ PrefabInstance:
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    serializedVersion: 3
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					    serializedVersion: 3
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    m_TransformParent: {fileID: 0}
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					    m_TransformParent: {fileID: 0}
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    m_Modifications:
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					    m_Modifications:
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    - target: {fileID: 1407172087, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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      propertyPath: m_NotificationBehavior
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    - target: {fileID: 1407172087, guid: 576d3fc87874f426294e4bbacb171478, type: 3}
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      propertyPath: m_ActionEvents.Array.size
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      propertyPath: m_ActionEvents.Array.data[0].m_ActionId
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      propertyPath: m_ActionEvents.Array.data[0].m_ActionName
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      value: Player/Move[/Keyboard/w,/Keyboard/s,/Keyboard/a,/Keyboard/d]
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      value: Player/Grapple[/Keyboard/l]
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    [HideInInspector] public bool hasTambourine = true;
 | 
					    [HideInInspector] public bool hasTambourine = true;
 | 
				
			||||||
@@ -37,7 +30,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _rb = GetComponent<Rigidbody2D>();
 | 
					        _rb = GetComponent<Rigidbody2D>();
 | 
				
			||||||
        airSpeed = .5f * moveSpeed;
 | 
					 | 
				
			||||||
        stateController = GameObject.Find("StateController").GetComponent<StateController>();
 | 
					        stateController = GameObject.Find("StateController").GetComponent<StateController>();
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -112,4 +104,25 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
            }
 | 
					            }
 | 
				
			||||||
            grapplingGun.ReleaseGrapple();
 | 
					            grapplingGun.ReleaseGrapple();
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void OnTriggerEnter2D(Collider2D col)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (col.tag == "grappleSurface")
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            grappleSurface = col.gameObject;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else if (col.tag == "instaDeath")
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            this.stateController.SetDeathCanvasActive(true);
 | 
				
			||||||
 | 
					            Destroy(this.gameObject);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void OnTriggerExit2D(Collider2D col)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (col.tag == "grappleSurface")
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            grappleSurface = null;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -23,18 +23,11 @@ public class PlayerMovement : MonoBehaviour
 | 
				
			|||||||
    public Vector2 boxSize;
 | 
					    public Vector2 boxSize;
 | 
				
			||||||
    public float maxDistanceFromGround;
 | 
					    public float maxDistanceFromGround;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Header("Grappling:")]
 | 
					 | 
				
			||||||
    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
 | 
					 | 
				
			||||||
    [SerializeField] public Tutorial_GrapplingRope grapplingRope;
 | 
					 | 
				
			||||||
    private GameObject grappleSurface;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    [Header("Tambourine:")]
 | 
					 | 
				
			||||||
    [SerializeField] private Launch launcher;
 | 
					 | 
				
			||||||
    [HideInInspector] public bool hasTambourine = true;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    [Header("State Control:")]
 | 
					    [Header("State Control:")]
 | 
				
			||||||
    [SerializeField] private StateController stateController;
 | 
					    [SerializeField] private StateController stateController;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    PlayerBehavior playerBehavior;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void OnValidate()
 | 
					    void OnValidate()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        this.runAcceleration = Mathf.Clamp(runAcceleration, 0.1f, this.maxRunSpeed);
 | 
					        this.runAcceleration = Mathf.Clamp(runAcceleration, 0.1f, this.maxRunSpeed);
 | 
				
			||||||
@@ -42,6 +35,7 @@ public class PlayerMovement : MonoBehaviour
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    void Start()
 | 
					    void Start()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        playerBehavior = this.gameObject.GetComponent<PlayerBehavior>();
 | 
				
			||||||
        this.rb = this.GetComponent<Rigidbody2D>();
 | 
					        this.rb = this.GetComponent<Rigidbody2D>();
 | 
				
			||||||
        stateController = GameObject.Find("StateController").GetComponent<StateController>();
 | 
					        stateController = GameObject.Find("StateController").GetComponent<StateController>();
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
@@ -88,14 +82,16 @@ public class PlayerMovement : MonoBehaviour
 | 
				
			|||||||
        float frictionAmount = 0.5f;
 | 
					        float frictionAmount = 0.5f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        // accelerate
 | 
					        // accelerate
 | 
				
			||||||
        if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) {
 | 
					        if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) { // regular acceleration
 | 
				
			||||||
            this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
 | 
					            this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
 | 
				
			||||||
        } else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f)) {
 | 
					        } else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling) { // while in air
 | 
				
			||||||
            this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
 | 
					            this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
 | 
				
			||||||
 | 
					        } else if (!playerBehavior.grapplingRope.isGrappling) { // while grappling
 | 
				
			||||||
 | 
					            this.rb.AddForce(move * Vector2.right * airSpeedMultiplier * airSpeedMultiplier, ForceMode2D.Force);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        // decelerate until stopped
 | 
					        // decelerate until stopped
 | 
				
			||||||
        if (Mathf.Abs(this.movement.x) < 0.1f)
 | 
					        if (onGround && Mathf.Abs(this.movement.x) < 0.1f)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            if (Mathf.Abs(rb.velocity.x) > 0.1f) {
 | 
					            if (Mathf.Abs(rb.velocity.x) > 0.1f) {
 | 
				
			||||||
                float amount = Mathf.Min(
 | 
					                float amount = Mathf.Min(
 | 
				
			||||||
@@ -110,27 +106,6 @@ public class PlayerMovement : MonoBehaviour
 | 
				
			|||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void OnTriggerEnter2D(Collider2D col)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        if (col.tag == "grappleSurface")
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            grappleSurface = col.gameObject;
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
        else if (col.tag == "instaDeath")
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            this.stateController.SetDeathCanvasActive(true);
 | 
					 | 
				
			||||||
            Destroy(this.gameObject);
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    void OnTriggerExit2D(Collider2D col)
 | 
					 | 
				
			||||||
    {
 | 
					 | 
				
			||||||
        if (col.tag == "grappleSurface")
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            grappleSurface = null;
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    bool IsGrounded()
 | 
					    bool IsGrounded()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        if (Physics2D.BoxCast(transform.position, boxSize, 0, -transform.up, maxDistanceFromGround, groundLayer))
 | 
					        if (Physics2D.BoxCast(transform.position, boxSize, 0, -transform.up, maxDistanceFromGround, groundLayer))
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -25,22 +25,12 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
				
			|||||||
    [SerializeField] private bool rotateOverTime = true;
 | 
					    [SerializeField] private bool rotateOverTime = true;
 | 
				
			||||||
    [Range(0, 60)][SerializeField] private float rotationSpeed = 4;
 | 
					    [Range(0, 60)][SerializeField] private float rotationSpeed = 4;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Header("Distance:")]
 | 
					 | 
				
			||||||
    [SerializeField] private bool hasMaxDistance = false;
 | 
					 | 
				
			||||||
    [SerializeField] private float maxDistance = 20;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    private enum LaunchType {
 | 
					    private enum LaunchType {
 | 
				
			||||||
        TransformLaunch,
 | 
					        TransformLaunch,
 | 
				
			||||||
        PhysicsLaunch
 | 
					        PhysicsLaunch
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Header("Launching:")]
 | 
					 | 
				
			||||||
    [SerializeField] private bool launchToPoint = true;
 | 
					 | 
				
			||||||
    [SerializeField] private LaunchType launchType = LaunchType.PhysicsLaunch;
 | 
					 | 
				
			||||||
    [SerializeField] private float launchSpeed = 1;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    [Header("No Launch To Point")]
 | 
					    [Header("No Launch To Point")]
 | 
				
			||||||
    [SerializeField] private bool autoConfigureDistance = false;
 | 
					 | 
				
			||||||
    [SerializeField] private float targetDistance = 3;
 | 
					    [SerializeField] private float targetDistance = 3;
 | 
				
			||||||
    [SerializeField] private float targetFrequency = 1;
 | 
					    [SerializeField] private float targetFrequency = 1;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -60,32 +50,12 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
				
			|||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void Update() {
 | 
					    void Update() {
 | 
				
			||||||
        // if (Input.GetKeyDown(KeyCode.Mouse0)) {
 | 
					 | 
				
			||||||
        //     SetGrapplePoint();
 | 
					 | 
				
			||||||
        // } else if (Input.GetKey(KeyCode.Mouse0)) {
 | 
					 | 
				
			||||||
        //     if (grappleRope.enabled) {
 | 
					 | 
				
			||||||
        //         RotateGun(grapplePoint, false);
 | 
					 | 
				
			||||||
        //     } else {
 | 
					 | 
				
			||||||
        //         Vector2 mousePos = m_camera.ScreenToWorldPoint(Input.mousePosition);
 | 
					 | 
				
			||||||
        //         RotateGun(mousePos, true);
 | 
					 | 
				
			||||||
        //     }
 | 
					 | 
				
			||||||
        
 | 
					        
 | 
				
			||||||
        //     if (launchToPoint && grappleRope.isGrappling) {
 | 
					        Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
 | 
				
			||||||
        //         if (launchType == LaunchType.TransformLaunch) {
 | 
					        RotateGun(mousePos, true);
 | 
				
			||||||
        //             Vector2 firePointDistance = firePoint.position - gunHolder.localPosition;
 | 
					 | 
				
			||||||
        //             Vector2 targetPos = grapplePoint - firePointDistance;
 | 
					 | 
				
			||||||
        //             gunHolder.position = Vector2.Lerp(gunHolder.position, targetPos, Time.deltaTime * launchSpeed);
 | 
					 | 
				
			||||||
        //         }
 | 
					 | 
				
			||||||
        //     }
 | 
					 | 
				
			||||||
        // } else if (Input.GetKeyUp(KeyCode.Mouse0)) {
 | 
					 | 
				
			||||||
        //     ReleaseGrapple();
 | 
					 | 
				
			||||||
        // } else {
 | 
					 | 
				
			||||||
            Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
 | 
					 | 
				
			||||||
            RotateGun(mousePos, true);
 | 
					 | 
				
			||||||
        // }
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) {
 | 
					        if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) {
 | 
				
			||||||
            print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
 | 
					            // print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
 | 
				
			||||||
            inDistanceRange = true;
 | 
					            inDistanceRange = true;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        if (inDistanceRange) {
 | 
					        if (inDistanceRange) {
 | 
				
			||||||
@@ -105,65 +75,17 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // void SetGrapplePoint() {
 | 
					 | 
				
			||||||
    //     Vector2 distanceVector = m_camera.ScreenToWorldPoint(Input.mousePosition) - gunPivot.position;
 | 
					 | 
				
			||||||
    //     // print("clicked" + m_camera.ScreenToWorldPoint(Input.mousePosition));
 | 
					 | 
				
			||||||
    //     // print("distance vector: " + distanceVector);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    //     if (Physics2D.Raycast(firePoint.position, distanceVector.normalized)) {
 | 
					 | 
				
			||||||
    //         RaycastHit2D _hit = Physics2D.Raycast(firePoint.position, distanceVector.normalized);
 | 
					 | 
				
			||||||
    //         print(_hit.transform.gameObject.name);
 | 
					 | 
				
			||||||
    //         if (_hit.transform.gameObject.layer == grappleLayerNumber || grappleToAll) {
 | 
					 | 
				
			||||||
    //             if (Vector2.Distance(_hit.point, firePoint.position) <= maxDistance || !hasMaxDistance) {
 | 
					 | 
				
			||||||
    //                 // print("gunPivot " + gunPivot.position + ", grappling to: " + _hit.point);
 | 
					 | 
				
			||||||
    //                 grapplePoint = _hit.point;
 | 
					 | 
				
			||||||
    //                 grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
 | 
					 | 
				
			||||||
    //                 grappleRope.enabled = true;
 | 
					 | 
				
			||||||
    //             }
 | 
					 | 
				
			||||||
    //         }
 | 
					 | 
				
			||||||
    //     }
 | 
					 | 
				
			||||||
    // }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    public void Grapple() {
 | 
					    public void Grapple() {
 | 
				
			||||||
        print("grapple");
 | 
					        // print("grapple");
 | 
				
			||||||
        m_springJoint2D.autoConfigureDistance = false;
 | 
					        m_springJoint2D.autoConfigureDistance = false;
 | 
				
			||||||
        m_distanceJoint2D.autoConfigureDistance = false;
 | 
					        m_distanceJoint2D.autoConfigureDistance = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if(!launchToPoint && !autoConfigureDistance) {
 | 
					        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
				
			||||||
            m_springJoint2D.distance = targetDistance;
 | 
					        m_springJoint2D.enabled = true;
 | 
				
			||||||
            print("Sprint Joint Distance:" + m_springJoint2D.distance);
 | 
					        // print("Spring Joint Enabled");
 | 
				
			||||||
            m_springJoint2D.frequency = targetFrequency;
 | 
					        // print("Sprint Joint Distance:" + m_springJoint2D.distance);
 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
        if (!launchToPoint) {
 | 
					 | 
				
			||||||
            if (autoConfigureDistance) {
 | 
					 | 
				
			||||||
                m_springJoint2D.connectedAnchor = grapplePoint;
 | 
					 | 
				
			||||||
                m_springJoint2D.enabled = true;
 | 
					 | 
				
			||||||
                // print("Spring Joint Enabled");
 | 
					 | 
				
			||||||
                print("Sprint Joint Distance:" + m_springJoint2D.distance);
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
					        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
        } else {
 | 
					 | 
				
			||||||
            switch (launchType) {
 | 
					 | 
				
			||||||
                case LaunchType.PhysicsLaunch:
 | 
					 | 
				
			||||||
                    m_springJoint2D.connectedAnchor = grapplePoint;
 | 
					 | 
				
			||||||
                    m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                    Vector2 distanceVector = firePoint.position - gunHolder.position;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                    m_springJoint2D.distance = distanceVector.magnitude;
 | 
					 | 
				
			||||||
                    m_springJoint2D.frequency = launchSpeed;
 | 
					 | 
				
			||||||
                    m_springJoint2D.enabled = true;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
                    // m_distanceJoint2D.maxDistanceOnly = false;
 | 
					 | 
				
			||||||
                    m_distanceJoint2D.distance = targetDistance + .5f;
 | 
					 | 
				
			||||||
                    break;
 | 
					 | 
				
			||||||
                case LaunchType.TransformLaunch:
 | 
					 | 
				
			||||||
                    m_rigidBody2D.gravityScale = 0;
 | 
					 | 
				
			||||||
                    m_rigidBody2D.velocity = Vector2.zero;
 | 
					 | 
				
			||||||
                    break;
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public void GrappleToTambourine(GameObject tambourine) {
 | 
					    public void GrappleToTambourine(GameObject tambourine) {
 | 
				
			||||||
@@ -209,11 +131,4 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
				
			|||||||
        // print("disabled");
 | 
					        // print("disabled");
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private void OnDrawGizmosSelected() {
 | 
					 | 
				
			||||||
        if (firePoint != null && hasMaxDistance) {
 | 
					 | 
				
			||||||
            Gizmos.color = Color.green;
 | 
					 | 
				
			||||||
            Gizmos.DrawWireSphere(firePoint.position, maxDistance);
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -62,7 +62,7 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
				
			|||||||
        if (!straightLine) {
 | 
					        if (!straightLine) {
 | 
				
			||||||
            float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
 | 
					            float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
 | 
				
			||||||
            float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
 | 
					            float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
 | 
				
			||||||
            print(roundedLinePos + " / " + roundedGrapplePos);
 | 
					            // print(roundedLinePos + " / " + roundedGrapplePos);
 | 
				
			||||||
            if (roundedLinePos == roundedGrapplePos) {
 | 
					            if (roundedLinePos == roundedGrapplePos) {
 | 
				
			||||||
                straightLine = true;
 | 
					                straightLine = true;
 | 
				
			||||||
            } else {
 | 
					            } else {
 | 
				
			||||||
@@ -87,6 +87,7 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
				
			|||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void DrawRopeWaves() {
 | 
					    void DrawRopeWaves() {
 | 
				
			||||||
 | 
					        print(moveTime);
 | 
				
			||||||
        for (int i = 0; i < precision; i++) {
 | 
					        for (int i = 0; i < precision; i++) {
 | 
				
			||||||
            float delta = (float)i / ((float)precision - 1f);
 | 
					            float delta = (float)i / ((float)precision - 1f);
 | 
				
			||||||
            Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
 | 
					            Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user