???
This commit is contained in:
		@@ -65,7 +65,7 @@ AnimatorController:
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@@ -82,7 +82,7 @@ AnimationClip:
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@@ -1393,7 +1393,7 @@ MonoBehaviour:
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  - <3 Sammy, Max, Bryanna, and Nick!
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 | 
			
		||||
  - {fileID: 21300000, guid: 5b5741406b7c15a46b51bc33b1138ec1, type: 3}
 | 
			
		||||
  - {fileID: 21300000, guid: e1e7222994bb83b499a85b4c32514e15, type: 3}
 | 
			
		||||
  backToMenuButton: {fileID: 0}
 | 
			
		||||
--- !u!114 &1404700850
 | 
			
		||||
MonoBehaviour:
 | 
			
		||||
 
 | 
			
		||||
@@ -45,8 +45,5 @@ public class CameraMovement : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    public void FindPlayer() {
 | 
			
		||||
        player = GameObject.FindGameObjectWithTag("Player");
 | 
			
		||||
        // if (player == null) {
 | 
			
		||||
        //     print("null player!");
 | 
			
		||||
        // }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -33,7 +33,6 @@ public class DebugSceneSwitcher : MonoBehaviour
 | 
			
		||||
                for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
 | 
			
		||||
                {
 | 
			
		||||
                    string newName = System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
 | 
			
		||||
                    print(newName);
 | 
			
		||||
                    sceneNames.Add(newName);
 | 
			
		||||
                }
 | 
			
		||||
                sceneDropdown.AddOptions(sceneNames);
 | 
			
		||||
@@ -45,7 +44,6 @@ public class DebugSceneSwitcher : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
    public void ChangeScene(int index)
 | 
			
		||||
    {
 | 
			
		||||
        // print(index);
 | 
			
		||||
        SceneController.Instance.LoadChosenScene(index);
 | 
			
		||||
        this.gameObject.SetActive(false);
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -22,7 +22,7 @@ public class DialogBoxes : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    // Start is called before the first frame update
 | 
			
		||||
    void Start()
 | 
			
		||||
    void Awake()
 | 
			
		||||
    {
 | 
			
		||||
        textField = this.gameObject.GetComponent<TMP_Text>();
 | 
			
		||||
        ReconfigureSpriteArray();
 | 
			
		||||
@@ -56,7 +56,11 @@ public class DialogBoxes : MonoBehaviour
 | 
			
		||||
            Sprite[] newImagesArray = new Sprite[dialogMessages.Length];
 | 
			
		||||
            for (int i = 0; i < newImagesArray.Length; i++)
 | 
			
		||||
            {
 | 
			
		||||
                if (i < images.Length) {
 | 
			
		||||
                    newImagesArray[i] = images[i];
 | 
			
		||||
                } else {
 | 
			
		||||
                    newImagesArray[i] = null;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            images = newImagesArray;
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -4,7 +4,9 @@ using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class EnemyPatrol : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    [Header("Tambourine")]
 | 
			
		||||
    [HideInInspector] public bool pinned = false;
 | 
			
		||||
    [HideInInspector] public TambourineBehavior pinnedTambourine;
 | 
			
		||||
    
 | 
			
		||||
    [Header("Horizontal")]
 | 
			
		||||
    public bool isHorizontal;
 | 
			
		||||
@@ -45,7 +47,7 @@ public class EnemyPatrol : MonoBehaviour {
 | 
			
		||||
    void Update() {
 | 
			
		||||
        if (!pinned) {
 | 
			
		||||
            if (isHorizontal) {
 | 
			
		||||
                if (transform.position.x >= xRight || transform.position.x <= xLeft) {
 | 
			
		||||
                if (transform.position.x > xRight || transform.position.x < xLeft) {
 | 
			
		||||
                    movementVectorHorizontal = -movementVectorHorizontal;
 | 
			
		||||
                    GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
 | 
			
		||||
                }
 | 
			
		||||
@@ -60,13 +62,15 @@ public class EnemyPatrol : MonoBehaviour {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void TogglePin(bool isPinned) {
 | 
			
		||||
    public void TogglePin(bool isPinned, TambourineBehavior tambourine) {
 | 
			
		||||
        this.pinned = isPinned;
 | 
			
		||||
        if (isPinned) {
 | 
			
		||||
            animator.speed = 0;
 | 
			
		||||
            this.pinnedTambourine = tambourine;
 | 
			
		||||
        } else {
 | 
			
		||||
            animator.speed = 1;
 | 
			
		||||
            this.pinnedTambourine = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public void DefeatEnemy() {
 | 
			
		||||
@@ -75,10 +79,15 @@ public class EnemyPatrol : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    IEnumerator Defeat() {
 | 
			
		||||
        isPlayingDefeatAnimation = true;
 | 
			
		||||
        if (pinned) {
 | 
			
		||||
            pinnedTambourine.DestroySelf();
 | 
			
		||||
            TogglePin(false, this.pinnedTambourine);
 | 
			
		||||
        }
 | 
			
		||||
        this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
 | 
			
		||||
        animator.Play("Explosion");
 | 
			
		||||
        float explosionTime = .25f;
 | 
			
		||||
        this.gameObject.GetComponent<AudioSource>().Play();
 | 
			
		||||
        yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
 | 
			
		||||
        yield return new WaitForSeconds(explosionTime);
 | 
			
		||||
        this.gameObject.GetComponent<BoxCollider2D>().enabled = true;
 | 
			
		||||
        isPlayingDefeatAnimation = false;
 | 
			
		||||
        this.gameObject.SetActive(false);
 | 
			
		||||
 
 | 
			
		||||
@@ -24,7 +24,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
    private bool isDash = false;
 | 
			
		||||
    public float dashForce = 1f;
 | 
			
		||||
    public float dashTime = 1.0f;
 | 
			
		||||
    private float dashInc = 0.1f;
 | 
			
		||||
    private float currentDash = 0.0f;
 | 
			
		||||
    private bool forceAdded = false;
 | 
			
		||||
    Vector2 dashVec;
 | 
			
		||||
@@ -146,9 +145,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
                if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame()) {
 | 
			
		||||
                    // Play the sound
 | 
			
		||||
                    this.gameUI.ToggleCymbal(false);
 | 
			
		||||
                    // this.audioSource.clip = cymbalSound;
 | 
			
		||||
                    // this.audioSource.loop = false;
 | 
			
		||||
                    // this.audioSource.Play();
 | 
			
		||||
                    cymbalAudio.Play();
 | 
			
		||||
 | 
			
		||||
                    // Set the cymbal active for the equivalent of one second
 | 
			
		||||
@@ -226,7 +222,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
    void LetGoOfGrapple() {
 | 
			
		||||
        bool currentlyPaused = StateController.Instance.isPaused;
 | 
			
		||||
        if (grapplingRope.isGrappling && !currentlyPaused) {
 | 
			
		||||
            print("currently paused is " + currentlyPaused + ", releasing grapple");
 | 
			
		||||
            if (tambourine != null) {
 | 
			
		||||
                tambourine.GetComponent<TambourineBehavior>().DestroySelf();
 | 
			
		||||
            }
 | 
			
		||||
@@ -241,7 +236,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            reflect = new Vector2(saveVelocity.x * reflectForce, -(saveVelocity.y) * reflectForce);
 | 
			
		||||
            //reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce);
 | 
			
		||||
            hasBounced = true;
 | 
			
		||||
        }
 | 
			
		||||
        _rb.AddForce(reflect, ForceMode2D.Impulse);
 | 
			
		||||
@@ -250,7 +244,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void Water() {
 | 
			
		||||
        print("water dash " + isDash);
 | 
			
		||||
        if(isDash) {
 | 
			
		||||
            saveVelocity = _rb.velocity / velocityCut;
 | 
			
		||||
            if (isDash) {
 | 
			
		||||
@@ -268,7 +261,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
            grappleSurface = col.gameObject;
 | 
			
		||||
        }
 | 
			
		||||
        else if (col.tag == "instaDeath") {
 | 
			
		||||
            print("player fell in spikes");
 | 
			
		||||
            StartCoroutine(DestroyPlayer());
 | 
			
		||||
        }
 | 
			
		||||
        else if (col.tag == "spawnPoint") {
 | 
			
		||||
@@ -331,7 +323,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                StartCoroutine(DestroyPlayer());
 | 
			
		||||
                print("enemy defeated player");
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else if (collision.gameObject.tag == "Projectile") {
 | 
			
		||||
@@ -362,7 +353,9 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
    IEnumerator DestroyPlayer() {
 | 
			
		||||
        if (playerIsAlive) {
 | 
			
		||||
            print("destroyPlayer called");
 | 
			
		||||
            if (grapplingRope.isGrappling) {
 | 
			
		||||
                LetGoOfGrapple();
 | 
			
		||||
            }
 | 
			
		||||
            playerIsAlive = false;
 | 
			
		||||
            audioSource.clip = deathSound;
 | 
			
		||||
            audioSource.loop = false;
 | 
			
		||||
@@ -371,25 +364,14 @@ public class PlayerBehavior : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
            // animate
 | 
			
		||||
            animator.Play("Die");
 | 
			
		||||
            // yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
 | 
			
		||||
            yield return new WaitForSeconds(audioSource.clip.length);
 | 
			
		||||
 | 
			
		||||
            // this.stateController.SetDeathCanvasActive(true);
 | 
			
		||||
 | 
			
		||||
            if (grapplingRope.isGrappling) {
 | 
			
		||||
                LetGoOfGrapple();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // destroy all tambourines
 | 
			
		||||
            GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
 | 
			
		||||
            print("tambs found: " + currentTambourines.Length);
 | 
			
		||||
            if (currentTambourines != null) {
 | 
			
		||||
                foreach (GameObject tambourine in currentTambourines) {
 | 
			
		||||
                    if (tambourine != null) {
 | 
			
		||||
                        tambourine.GetComponent<TambourineBehavior>().DestroySelf();
 | 
			
		||||
                        print("tamb destroyed");
 | 
			
		||||
                    } else {
 | 
			
		||||
                        print("null tamb");
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 
 | 
			
		||||
@@ -125,7 +125,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
                isRegFalling = false;
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                // print("not jumping");
 | 
			
		||||
                if (!_isJumpFalling && !isRegFalling) {
 | 
			
		||||
                    if (unlockedTrumpet) {
 | 
			
		||||
                        trumpet = 1;
 | 
			
		||||
@@ -143,7 +142,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        #region JUMP CHECKS
 | 
			
		||||
        if (IsJumping && RB.velocity.y <= 0) {
 | 
			
		||||
            IsJumping = false;
 | 
			
		||||
            // print("isJumping " + IsJumping);
 | 
			
		||||
            _isJumpFalling = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
@@ -162,7 +160,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
            _isJumpFalling = false;
 | 
			
		||||
 | 
			
		||||
            bool inCoyoteTime = LastOnGroundTime > 0;
 | 
			
		||||
            //print("coyote time: " + inCoyoteTime);
 | 
			
		||||
 | 
			
		||||
            Jump();
 | 
			
		||||
 | 
			
		||||
@@ -186,7 +183,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
        // stop sound if needed
 | 
			
		||||
        if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
 | 
			
		||||
            print("footsteps stop");
 | 
			
		||||
            audioSource.Stop();
 | 
			
		||||
            soundPlaying = false;
 | 
			
		||||
        }
 | 
			
		||||
@@ -201,10 +197,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
        #region GRAVITY
 | 
			
		||||
        //Higher gravity if we've released the jump input or are falling
 | 
			
		||||
        // if (IsSliding)
 | 
			
		||||
        // {
 | 
			
		||||
        //     SetGravityScale(0);
 | 
			
		||||
        // }
 | 
			
		||||
        if (RB.velocity.y < 0 && _moveInput.y < 0) {
 | 
			
		||||
            //Much higher gravity if holding down
 | 
			
		||||
            SetGravityScale(Data.gravityScale * Data.fastFallGravityMult);
 | 
			
		||||
@@ -234,13 +226,11 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        #region SOUND CHECKS
 | 
			
		||||
        if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
 | 
			
		||||
            if (!soundPlaying) {
 | 
			
		||||
                // print("footsteps PLAY");
 | 
			
		||||
                audioSource.Play();
 | 
			
		||||
                soundPlaying = true;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else if (soundPlaying && audioSource.clip.name == "footsteps") {
 | 
			
		||||
            // print("footsteps stop");
 | 
			
		||||
            audioSource.Stop();
 | 
			
		||||
            soundPlaying = false;
 | 
			
		||||
        }
 | 
			
		||||
@@ -287,15 +277,14 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
        #region Calculate AccelRate
 | 
			
		||||
        float accelRate;
 | 
			
		||||
 | 
			
		||||
        //Gets an acceleration value based on if we are accelerating (includes turning) 
 | 
			
		||||
        //or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
 | 
			
		||||
        if (LastOnGroundTime > 0) {
 | 
			
		||||
        // accelerate or decelerate
 | 
			
		||||
        if (LastOnGroundTime > 0) { // if grounded
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
 | 
			
		||||
        }
 | 
			
		||||
        else if (wasGrappling) {
 | 
			
		||||
        else if (wasGrappling) { // if grappling
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
        else { // if in air
 | 
			
		||||
            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
@@ -376,7 +365,6 @@ public class PlayerMovement : MonoBehaviour
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public bool IsGrounded() {
 | 
			
		||||
        // print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
 | 
			
		||||
        return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -44,19 +44,8 @@ public class PlayerData : ScriptableObject
 | 
			
		||||
    public float jumpHangAccelerationMult;
 | 
			
		||||
    public float jumpHangMaxSpeedMult;
 | 
			
		||||
 | 
			
		||||
    [Header("Wall Jump")]
 | 
			
		||||
    public Vector2 wallJumpForce; //The actual force (this time set by us) applied to the player when wall jumping.
 | 
			
		||||
    [Space(5)]
 | 
			
		||||
    [Range(0f, 1f)] public float wallJumpRunLerp; //Reduces the effect of player's movement while wall jumping.
 | 
			
		||||
    [Range(0f, 1.5f)] public float wallJumpTime; //Time after wall jumping the player's movement is slowed for.
 | 
			
		||||
    public bool doTurnOnWallJump; //Player will rotate to face wall jumping direction
 | 
			
		||||
 | 
			
		||||
    [Space(20)]
 | 
			
		||||
 | 
			
		||||
    [Header("Slide")]
 | 
			
		||||
    public float slideSpeed;
 | 
			
		||||
    public float slideAccel;
 | 
			
		||||
 | 
			
		||||
    [Header("Assists")]
 | 
			
		||||
    [Range(0.01f, 0.5f)] public float coyoteTime; //Grace period after falling off a platform, where you can still jump
 | 
			
		||||
    [Range(0.01f, 0.5f)] public float jumpInputBufferTime; //Grace period after pressing jump where a jump will be automatically performed once the requirements (eg. being grounded) are met.
 | 
			
		||||
 
 | 
			
		||||
@@ -29,11 +29,6 @@ public class SceneController : MonoBehaviour
 | 
			
		||||
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 | 
			
		||||
    {
 | 
			
		||||
        GameObject pauseMenu = GameObject.Find("PauseMenuCanvas");
 | 
			
		||||
        if (pauseMenu != null)
 | 
			
		||||
        {
 | 
			
		||||
            // Button quitButton = GameObject.Find("QuitButton").GetComponent<Button>();
 | 
			
		||||
            // quitButton.onClick.AddListener(BackToMainMenu);
 | 
			
		||||
        }
 | 
			
		||||
        if (scene.buildIndex == 0)
 | 
			
		||||
        { // if this is the menu
 | 
			
		||||
            GameObject.Find("NewGameButton").GetComponent<Button>().onClick.AddListener(NextScene);
 | 
			
		||||
 
 | 
			
		||||
@@ -92,10 +92,6 @@ public class StateController : MonoBehaviour
 | 
			
		||||
        if (deathCanvas != null)
 | 
			
		||||
        {
 | 
			
		||||
            Button respawnButton = GameObject.Find("RespawnButton").GetComponent<Button>();
 | 
			
		||||
            if (respawnButton == null)
 | 
			
		||||
            {
 | 
			
		||||
                print("respawn button not found!");
 | 
			
		||||
            }
 | 
			
		||||
            respawnButton.onClick.AddListener(RespawnPlayer);
 | 
			
		||||
            deathCanvas.SetActive(false);
 | 
			
		||||
        }
 | 
			
		||||
@@ -120,7 +116,6 @@ public class StateController : MonoBehaviour
 | 
			
		||||
 | 
			
		||||
        // keep track of all enemies
 | 
			
		||||
        enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
 | 
			
		||||
        // print(enemiesInScene);
 | 
			
		||||
 | 
			
		||||
        if (isPaused)
 | 
			
		||||
        {
 | 
			
		||||
 
 | 
			
		||||
@@ -30,7 +30,6 @@ public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    
 | 
			
		||||
    void Start() {
 | 
			
		||||
        // rb.AddForce(new Vector2(horizSpeed, vertSpeed), ForceMode2D.Impulse);
 | 
			
		||||
        this.gameObject.transform.localScale = new Vector2(transform.localScale.x * player.GetComponent<PlayerBehavior>().forward, transform.localScale.y);
 | 
			
		||||
        StartCoroutine(CheckToDestroy());
 | 
			
		||||
    }
 | 
			
		||||
@@ -41,15 +40,12 @@ public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
        } else {
 | 
			
		||||
            if (collidedObject != null && collidedObject.tag != "grappleSurface" && !returnToPlayer) {
 | 
			
		||||
                rb.constraints = RigidbodyConstraints2D.FreezeAll;
 | 
			
		||||
                // this.gameObject.transform.position = col.transform.position;
 | 
			
		||||
                timeLerped += Time.deltaTime;
 | 
			
		||||
                this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
 | 
			
		||||
                if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !animator.GetBool("pinned")) {
 | 
			
		||||
                    pinned = true;
 | 
			
		||||
                    animator.SetBool("pinned", true);
 | 
			
		||||
                    tambourineHitSound.Play();
 | 
			
		||||
                } else {
 | 
			
		||||
                    // print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
 | 
			
		||||
                }
 | 
			
		||||
            } else if (returnToPlayer) {
 | 
			
		||||
                Destroy(rb);
 | 
			
		||||
@@ -68,18 +64,14 @@ public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void OnTriggerEnter2D(Collider2D col) {
 | 
			
		||||
        // print(col.tag);
 | 
			
		||||
        if (col.tag == "Enemy") {
 | 
			
		||||
            this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject = col.gameObject;
 | 
			
		||||
            print("Pinning to enemy");
 | 
			
		||||
            this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().pinned = true;
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().TogglePin(true);
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().TogglePin(true, this);
 | 
			
		||||
        } else if (col.tag == "Projectile") {
 | 
			
		||||
            this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject = col.gameObject;
 | 
			
		||||
            print("pinned to projectile");
 | 
			
		||||
            this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
 | 
			
		||||
            collidedObject.GetComponent<ProjectileBehavior>().Pin();
 | 
			
		||||
        }
 | 
			
		||||
@@ -93,7 +85,6 @@ public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    IEnumerator CheckToDestroy() {
 | 
			
		||||
        yield return new WaitForSeconds(3f);
 | 
			
		||||
        // print("waited 5");
 | 
			
		||||
        if (!player.GetComponent<PlayerBehavior>().grapplingRope.isGrappling) {
 | 
			
		||||
            DestroySelf();
 | 
			
		||||
        }
 | 
			
		||||
@@ -106,8 +97,10 @@ public class TambourineBehavior : MonoBehaviour {
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (collidedObject != null && collidedObject.tag == "Enemy") {
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().pinned = false;
 | 
			
		||||
            collidedObject.GetComponent<EnemyPatrol>().TogglePin(false);
 | 
			
		||||
            EnemyPatrol enemy = collidedObject.GetComponent<EnemyPatrol>();
 | 
			
		||||
            if (!enemy.isPlayingDefeatAnimation) {
 | 
			
		||||
                enemy.TogglePin(false, this);
 | 
			
		||||
            }
 | 
			
		||||
        } else if (collidedObject != null && collidedObject.tag == "Projectile") {
 | 
			
		||||
            collidedObject.GetComponent<ProjectileBehavior>().Explode();
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -8,9 +8,6 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
    [Header("Scripts References:")]
 | 
			
		||||
    public Tutorial_GrapplingRope grappleRope;
 | 
			
		||||
 | 
			
		||||
    [Header("Main Camera:")]
 | 
			
		||||
    public Camera m_camera;
 | 
			
		||||
 | 
			
		||||
    [Header("Transform References:")]
 | 
			
		||||
    public Transform gunHolder;
 | 
			
		||||
    public Transform gunPivot;
 | 
			
		||||
@@ -41,7 +38,6 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    void Start() {
 | 
			
		||||
        m_camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
 | 
			
		||||
        grappleRope.enabled = false;
 | 
			
		||||
        m_springJoint2D.enabled = false;
 | 
			
		||||
        m_distanceJoint2D.distance = targetDistance + .5f;
 | 
			
		||||
@@ -51,11 +47,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    void Update() {
 | 
			
		||||
        
 | 
			
		||||
        // 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) {
 | 
			
		||||
            // print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
 | 
			
		||||
            inDistanceRange = true;
 | 
			
		||||
        }
 | 
			
		||||
        if (grappleRope.isGrappling) {
 | 
			
		||||
@@ -80,14 +72,12 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
    public void Grapple() {
 | 
			
		||||
        grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
 | 
			
		||||
        // print("grapple");
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.autoConfigureDistance = false;
 | 
			
		||||
        m_distanceJoint2D.autoConfigureDistance = false;
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
        m_springJoint2D.enabled = true;
 | 
			
		||||
        // print("Spring Joint Enabled");
 | 
			
		||||
        // print("Sprint Joint Distance:" + m_springJoint2D.distance);
 | 
			
		||||
 | 
			
		||||
        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
    }
 | 
			
		||||
@@ -105,7 +95,6 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
        m_springJoint2D.enabled = true;
 | 
			
		||||
        // print("Spring Joint Enabled");
 | 
			
		||||
 | 
			
		||||
        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
    }
 | 
			
		||||
@@ -123,7 +112,6 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
        m_springJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
        m_springJoint2D.enabled = true;
 | 
			
		||||
        // print("Spring Joint Enabled");
 | 
			
		||||
 | 
			
		||||
        m_distanceJoint2D.connectedAnchor = grapplePoint;
 | 
			
		||||
    }
 | 
			
		||||
@@ -135,7 +123,6 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
 | 
			
		||||
        inDistanceRange = false;
 | 
			
		||||
        m_rigidBody2D.gravityScale = 1;
 | 
			
		||||
        gunPivot.rotation = Quaternion.AngleAxis(90, Vector3.forward);
 | 
			
		||||
        // print("disabled");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -32,7 +32,6 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    private void OnEnable() {
 | 
			
		||||
        // print("on enabled called");
 | 
			
		||||
        moveTime = 0;
 | 
			
		||||
        m_lineRenderer.positionCount = precision;
 | 
			
		||||
        waveSize = startWaveSize;
 | 
			
		||||
@@ -45,7 +44,6 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OnDisable() {
 | 
			
		||||
        // print("on disabled called");
 | 
			
		||||
        m_lineRenderer.enabled = false;
 | 
			
		||||
        isGrappling = false;
 | 
			
		||||
        hasPlayedThwip = false;
 | 
			
		||||
@@ -69,13 +67,7 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DrawRope() {
 | 
			
		||||
        // print("drawing");
 | 
			
		||||
        // print("isGrappling: " + isGrappling);
 | 
			
		||||
        if (!straightLine) {
 | 
			
		||||
            // float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
 | 
			
		||||
            // float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
 | 
			
		||||
            // // print(roundedLinePos + " / " + roundedGrapplePos);
 | 
			
		||||
            // if (roundedLinePos == roundedGrapplePos) {
 | 
			
		||||
            if (m_lineRenderer.GetPosition(precision - 1).x == grapplingGun.grapplePoint.x) {
 | 
			
		||||
                straightLine = true;
 | 
			
		||||
            } else {
 | 
			
		||||
@@ -100,7 +92,6 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    void DrawRopeWaves() {
 | 
			
		||||
        // print(moveTime);
 | 
			
		||||
        for (int i = 0; i < precision; i++) {
 | 
			
		||||
            float delta = (float)i / ((float)precision - 1f);
 | 
			
		||||
            Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										110
									
								
								Assets/Sprites/Items/Materials/tambourine.mat
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										110
									
								
								Assets/Sprites/Items/Materials/tambourine.mat
									
									
									
									
									
										Normal file
									
								
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										8
									
								
								Assets/Sprites/Items/Materials/tambourine.mat.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
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										110
									
								
								Assets/Sprites/UI/Materials/Big Wood 2 Btn.mat
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										110
									
								
								Assets/Sprites/UI/Materials/Big Wood 2 Btn.mat
									
									
									
									
									
										Normal file
									
								
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		||||
							
								
								
									
										8
									
								
								Assets/Sprites/UI/Materials/Big Wood 2 Btn.mat.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								Assets/Sprites/UI/Materials/Big Wood 2 Btn.mat.meta
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,8 @@
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		Reference in New Issue
	
	Block a user