update dash implementation
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@ -32038,13 +32038,17 @@ PrefabInstance:
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propertyPath: m_LocalPosition.z
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propertyPath: m_LocalPosition.z
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@ -19,15 +19,12 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Clarinet:")]
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[Header("Clarinet:")]
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bool unlockedClarinet;
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bool unlockedClarinet;
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[SerializeField] private float maxDashTime = 2.5f;
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[SerializeField] private float dashStopSpeed = 0.1f;
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public Vector3 moveDirection;
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public float dashDistance = 0.1f;
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private float currentDashTime;
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private float currentDashTime;
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public bool isDash = false;
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public bool isDash = false;
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public float bonk = 2f;
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public float bonk = 2f;
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private Vector2 saveVelocity;
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private Vector2 saveVelocity;
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public bool isInWater = false;
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public bool isInWater = false;
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public float dashForce = 1.5f;
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[Header("Grappling:")]
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@ -100,21 +97,20 @@ public class PlayerBehavior : MonoBehaviour
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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{
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{
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isDash = true;
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isDash = true;
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currentDashTime = 0.0f;
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playerInput.DeactivateInput();
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playerInput.DeactivateInput();
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}
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}
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if (!playerController.IsGrounded() && (currentDashTime < maxDashTime) && isDash)
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if (!playerController.IsGrounded() && isDash)
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{
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{
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if (forward == 1)
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if (forward == 1)
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{
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{
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moveDirection = new Vector3(1f, -1f, 0f) * dashDistance;
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Vector2 rightDash = new Vector2(1f, -1f) * dashForce;
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_rb.AddForce(rightDash, ForceMode2D.Impulse);
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}
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}
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else
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else
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{
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{
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moveDirection = new Vector3(-1f, -1f, 0f) * dashDistance;
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Vector2 leftDash = new Vector2(-1f, -1f) * dashForce;
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_rb.AddForce(leftDash, ForceMode2D.Impulse);
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}
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}
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transform.position = transform.position + moveDirection;
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currentDashTime += dashStopSpeed;
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}
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}
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else
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else
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{
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{
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@ -286,6 +282,7 @@ public class PlayerBehavior : MonoBehaviour
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else if (col.tag == "water")
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else if (col.tag == "water")
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{
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{
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isInWater = false;
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isInWater = false;
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saveVelocity = Vector2.zero;
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}
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}
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}
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}
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@ -310,10 +310,10 @@ 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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//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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RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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}
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}
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/*else if (playerBehavior.isInWater)
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else if (playerBehavior.isInWater)
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{
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{
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SetGravityScale(0);
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SetGravityScale(0);
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}*/
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}
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else
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else
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{
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{
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//Default gravity if standing on a platform or moving upwards
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//Default gravity if standing on a platform or moving upwards
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