add trumpet sound effect
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		@@ -1,5 +1,133 @@
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--- !u!1 &5885597207104481991
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@@ -37,6 +165,7 @@ Transform:
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@@ -255,8 +384,9 @@ MonoBehaviour:
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  trumpet: 0
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    m_Bits: 64
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											BIN
										
									
								
								Assets/SFX/TrumpetNote.wav
									
									
									
									
									
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								Assets/SFX/TrumpetNote.wav
									
									
									
									
									
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										23
									
								
								Assets/SFX/TrumpetNote.wav.meta
									
									
									
									
									
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								Assets/SFX/TrumpetNote.wav.meta
									
									
									
									
									
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							@@ -0,0 +1,23 @@
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@@ -52,6 +52,7 @@ public class PlayerMovement : MonoBehaviour
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    [Header("Checks")]
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    //Size of groundCheck depends on the size of your character generally you want them slightly small than width (for ground) and height (for the wall check)
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    [SerializeField] private Vector2 _groundCheckSize = new Vector2(0.49f, 0.03f);
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    [SerializeField] private float _groundCheckOffset;
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    [Space(5)]
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    [SerializeField] private Vector2 _wallCheckSize = new Vector2(0.5f, 1f);
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@@ -164,8 +165,10 @@ public class PlayerMovement : MonoBehaviour
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            _isJumpCut = false;
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            _isJumpFalling = false;
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            Jump();
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            if (!IsGrounded() && in_range && trumpet > 0)
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            {
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                gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
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                enemy.GetComponent<EnemyPatrol>().DefeatEnemy();
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                enemy = null;
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                in_range = false;
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@@ -174,6 +177,10 @@ public class PlayerMovement : MonoBehaviour
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            {
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                trumpet -= 1;
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            }
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            // check if double jump, play sound
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            if (trumpet == 0) {
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                gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
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            }
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        }
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        //WALL JUMP
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        // else if (CanWallJump() && LastPressedJumpTime > 0)
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@@ -449,7 +456,7 @@ public class PlayerMovement : MonoBehaviour
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    public bool IsGrounded()
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    {
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        // print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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        return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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        return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
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    }
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    #endregion
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@@ -458,7 +465,7 @@ public class PlayerMovement : MonoBehaviour
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    private void OnDrawGizmosSelected()
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    {
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        Gizmos.color = Color.green;
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        Gizmos.DrawWireCube(this.transform.position, _groundCheckSize);
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        Gizmos.DrawWireCube(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize);
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        Gizmos.color = Color.blue;
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        Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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        Gizmos.DrawWireCube(this.transform.position, _wallCheckSize);
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