diff --git a/Assets/Scenes/ClarinetScene.unity b/Assets/Scenes/ClarinetScene.unity index c1637ea..7bdf7d6 100644 --- a/Assets/Scenes/ClarinetScene.unity +++ b/Assets/Scenes/ClarinetScene.unity @@ -32038,13 +32038,17 @@ PrefabInstance: propertyPath: m_RootOrder value: -1 objectReference: {fileID: 0} + - target: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3} + propertyPath: m_LocalScale.y + value: 3.9620514 + objectReference: {fileID: 0} - target: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3} propertyPath: m_LocalPosition.x value: -22.510845 objectReference: {fileID: 0} - target: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3} propertyPath: m_LocalPosition.y - value: -39.089523 + value: -38.8252 objectReference: {fileID: 0} - target: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3} propertyPath: m_LocalPosition.z diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index d28d773..cd519d1 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -19,15 +19,12 @@ public class PlayerBehavior : MonoBehaviour [Header("Clarinet:")] bool unlockedClarinet; - [SerializeField] private float maxDashTime = 2.5f; - [SerializeField] private float dashStopSpeed = 0.1f; - public Vector3 moveDirection; - public float dashDistance = 0.1f; private float currentDashTime; public bool isDash = false; public float bonk = 2f; private Vector2 saveVelocity; public bool isInWater = false; + public float dashForce = 1.5f; [Header("Grappling:")] [SerializeField] public Tutorial_GrapplingGun grapplingGun; @@ -100,21 +97,20 @@ public class PlayerBehavior : MonoBehaviour if (playerInput.actions["ClarinetDive"].WasPressedThisFrame()) { isDash = true; - currentDashTime = 0.0f; playerInput.DeactivateInput(); } - if (!playerController.IsGrounded() && (currentDashTime < maxDashTime) && isDash) + if (!playerController.IsGrounded() && isDash) { if (forward == 1) { - moveDirection = new Vector3(1f, -1f, 0f) * dashDistance; + Vector2 rightDash = new Vector2(1f, -1f) * dashForce; + _rb.AddForce(rightDash, ForceMode2D.Impulse); } else { - moveDirection = new Vector3(-1f, -1f, 0f) * dashDistance; + Vector2 leftDash = new Vector2(-1f, -1f) * dashForce; + _rb.AddForce(leftDash, ForceMode2D.Impulse); } - transform.position = transform.position + moveDirection; - currentDashTime += dashStopSpeed; } else { @@ -286,6 +282,7 @@ public class PlayerBehavior : MonoBehaviour else if (col.tag == "water") { isInWater = false; + saveVelocity = Vector2.zero; } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 9f4f624..2471783 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -310,10 +310,10 @@ public class PlayerMovement : MonoBehaviour //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); } - /*else if (playerBehavior.isInWater) + else if (playerBehavior.isInWater) { SetGravityScale(0); - }*/ + } else { //Default gravity if standing on a platform or moving upwards