hello again
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@ -20,6 +20,10 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Clarinet:")]
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bool unlockedClarinet;
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[SerializeField] private float dashMult = 2;
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[SerializeField] private float maxDashTime = 1.0f;
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[SerializeField] private float dashStopSpeed = 0.1f;
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private float currentDashTime;
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[Header("Grappling:")]
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[SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@ -58,6 +62,8 @@ public class PlayerBehavior : MonoBehaviour
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void Start() {
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gameUI.ResetInstrumentUI();
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// for clarinet
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currentDashTime = maxDashTime;
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}
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void Update()
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@ -92,8 +98,19 @@ public class PlayerBehavior : MonoBehaviour
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{
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if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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{
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UseClarinet();
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currentDashTime = 0.0f;
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}
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if (!playerController.IsGrounded())
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{
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Vector2 dashSpeed = new Vector2(1f,1f) * dashMult;
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if (currentDashTime < maxDashTime)
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{
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_rb.AddForce(dashSpeed, ForceMode2D.Force);
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currentDashTime += dashStopSpeed;
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print("cdt " + currentDashTime);
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}
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// print("Clarinet pressed!");
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}
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}
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}
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@ -130,7 +147,7 @@ public class PlayerBehavior : MonoBehaviour
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}
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void FlipScale() { // DOENST WORK RIGHT
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void FlipScale() { // DOENST WORK RIGHT (that's so sad for you)
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Vector3 currentScale = this.gameObject.transform.localScale;
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currentScale.x *= -1;
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this.gameObject.transform.localScale = currentScale;
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@ -140,17 +157,6 @@ public class PlayerBehavior : MonoBehaviour
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GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
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}
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void UseClarinet()
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{
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// if key pressed J
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// launch down at 45 degree angle
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// use: player facing, velocity, start dash function, end dash function
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if (!playerController.IsGrounded())
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{
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//
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}
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}
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void ThrowTambourine() {
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if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
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{
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