change: Implemented more behavior for jump pads and make them repeatedly jumpable
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		@@ -15,8 +15,6 @@ public class Bouncepad : MonoBehaviour
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    [SerializeField]
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					    [SerializeField]
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    public float bounceForce = 20f;
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					    public float bounceForce = 20f;
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    [SerializeField]
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    public float verticalMultiplier = 1.0f;
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    public Facing Direction()
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					    public Facing Direction()
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    {
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					    {
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@@ -296,25 +296,20 @@ public class PlayerBehavior : MonoBehaviour
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        {
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					        {
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            // Assign the player's velocity to zero so that the player can 
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					            // Assign the player's velocity to zero so that the player can 
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            // bounce on the same jump pad
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					            // bounce on the same jump pad
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            // this.playerController.RB.velocity = new Vector2(
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					            this.playerController.RB.velocity = new Vector2(
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            //     this.playerController.RB.velocity.x,
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					                this.playerController.RB.velocity.x,
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            //     0
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					                0
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            //     );
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					                );
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            this.playerController.RB.velocity = Vector2.zero;
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            Bouncepad pad = col.GetComponent<Bouncepad>();
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					            Bouncepad pad = col.GetComponent<Bouncepad>();
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            switch (pad.Direction())
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					            switch (pad.Direction())
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            {
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					            {
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                case Bouncepad.Facing.Left:
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					                case Bouncepad.Facing.Left:
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                    this.playerController.RB.AddForce(
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					                    this.playerController.RB.AddForce(
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                        new Vector2(-pad.bounceForce, pad.verticalMultiplier * pad.bounceForce),
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					                        new Vector2(-pad.bounceForce, pad.bounceForce),
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                        ForceMode2D.Impulse
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					                        ForceMode2D.Impulse
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                        );
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					                        );
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                    break;
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					                    break;
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                case Bouncepad.Facing.Right:
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					                case Bouncepad.Facing.Right:
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                    this.playerController.RB.AddForce(
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                        new Vector2(pad.bounceForce, pad.verticalMultiplier * pad.bounceForce),
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                        ForceMode2D.Impulse
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                        );
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                    break;
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					                    break;
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            }
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					            }
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        }
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					        }
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