fixed footsteps
also @bryanna i moved the grapple poles in the village so they can be reached without the trumpet jump
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@ -90,18 +90,6 @@ public class PlayerMovement : MonoBehaviour
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} else {
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this._moveInput = Vector2.zero;
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}
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if (!IsJumping && !_isJumpFalling && !isRegFalling && value.Get<Vector2>().x != 0) {
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if (!soundPlaying) {
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print("footsteps PLAY");
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audioSource.Play();
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soundPlaying = true;
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}
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} else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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print("footsteps stop");
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audioSource.Stop();
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soundPlaying = false;
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}
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}
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void OnJump()
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@ -227,6 +215,14 @@ public class PlayerMovement : MonoBehaviour
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gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
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}
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}
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// stop sound if needed
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if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
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print("footsteps stop");
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audioSource.Stop();
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soundPlaying = false;
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}
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//WALL JUMP
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// else if (CanWallJump() && LastPressedJumpTime > 0)
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// {
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@ -292,6 +288,20 @@ public class PlayerMovement : MonoBehaviour
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SetGravityScale(Data.gravityScale);
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}
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#endregion
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#region SOUND CHECKS
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if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
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if (!soundPlaying) {
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// print("footsteps PLAY");
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audioSource.Play();
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soundPlaying = true;
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}
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} else if (soundPlaying && audioSource.clip.name == "footsteps") {
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// print("footsteps stop");
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audioSource.Stop();
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soundPlaying = false;
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}
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#endregion
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}
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private void FixedUpdate()
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@ -380,15 +390,6 @@ public class PlayerMovement : MonoBehaviour
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//Convert this to a vector and apply to rigidbody
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RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
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// play sound
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// if (!IsJumping && movement != 0) {
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// if (!audioSource.isPlaying) {
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// audioSource.Play();
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// }
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// } else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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// audioSource.Stop();
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// }
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/*
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* For those interested here is what AddForce() will do
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* RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime * speedDif * accelRate) / RB.mass, RB.velocity.y);
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