change: Implemented more behavior for jump pads and make them repeatedly jumpable

This commit is contained in:
Nicholas Novak 2023-05-05 00:38:10 -07:00
parent 9057a159c0
commit f2132b471a
2 changed files with 5 additions and 12 deletions

View File

@ -15,8 +15,6 @@ public class Bouncepad : MonoBehaviour
[SerializeField] [SerializeField]
public float bounceForce = 20f; public float bounceForce = 20f;
[SerializeField]
public float verticalMultiplier = 1.0f;
public Facing Direction() public Facing Direction()
{ {

View File

@ -296,25 +296,20 @@ public class PlayerBehavior : MonoBehaviour
{ {
// Assign the player's velocity to zero so that the player can // Assign the player's velocity to zero so that the player can
// bounce on the same jump pad // bounce on the same jump pad
// this.playerController.RB.velocity = new Vector2( this.playerController.RB.velocity = new Vector2(
// this.playerController.RB.velocity.x, this.playerController.RB.velocity.x,
// 0 0
// ); );
this.playerController.RB.velocity = Vector2.zero;
Bouncepad pad = col.GetComponent<Bouncepad>(); Bouncepad pad = col.GetComponent<Bouncepad>();
switch (pad.Direction()) switch (pad.Direction())
{ {
case Bouncepad.Facing.Left: case Bouncepad.Facing.Left:
this.playerController.RB.AddForce( this.playerController.RB.AddForce(
new Vector2(-pad.bounceForce, pad.verticalMultiplier * pad.bounceForce), new Vector2(-pad.bounceForce, pad.bounceForce),
ForceMode2D.Impulse ForceMode2D.Impulse
); );
break; break;
case Bouncepad.Facing.Right: case Bouncepad.Facing.Right:
this.playerController.RB.AddForce(
new Vector2(pad.bounceForce, pad.verticalMultiplier * pad.bounceForce),
ForceMode2D.Impulse
);
break; break;
} }
} }