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This commit is contained in:
allylikesfrogs 2023-05-05 17:13:40 -07:00
parent 54efc7d934
commit f7c7c19649
3 changed files with 94 additions and 342 deletions

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View File

@ -19,16 +19,17 @@ public class PlayerBehavior : MonoBehaviour
[Header("Clarinet:")]
bool unlockedClarinet;
// things for dash
public bool isDash = false;
public float bonk = 2f;
private Vector2 saveVelocity;
public bool isInWater = false;
//dont know if gravity matters
public float dashForce = 1.2f;
private float dashTime = 1.0f;
private float dashInc = 0.1f;
private float currentDash = 0.0f;
Vector2 dashVec;
// things for bounce
public float reflectForce = 2f;
private Vector2 saveVelocity;
public bool isInWater = false;
private bool lowSpeed = false;
[Header("Cymbals:")]
@ -113,8 +114,6 @@ public class PlayerBehavior : MonoBehaviour
isDash = true;
playerInput.DeactivateInput();
currentDash = 0.0f;
// set so if in water dash will still be true
// otherwise turn dash off
}
if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
{
@ -133,7 +132,6 @@ public class PlayerBehavior : MonoBehaviour
else if (!isInWater)
{
isDash = false;
currentDash = 0.0f;
_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
dashVec = Vector2.zero;
@ -264,32 +262,40 @@ public class PlayerBehavior : MonoBehaviour
}
void Bounce()
{
{/*
Vector2 reflect;
if (lowSpeed)
if (Mathf.Abs(saveVelocity.y) < 1f)
{
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * 0.75f);
reflect = Vector2.zero;
}
else
{
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * bonk);
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * reflectForce);
}
_rb.AddForce(reflect, ForceMode2D.Impulse);
reflect = Vector2.zero;
isDash = false;
isDash = false;*/
}
void Water()
{
/*if(isDash)
{
saveVelocity = _rb.velocity;
}
else
{
}
/*
if (Mathf.Abs(_rb.velocity.y) < 2f)
{
lowSpeed = true;
saveVelocity = Vector2.zero;
}
else
{
saveVelocity = _rb.velocity;
}
}*/
}
void OnTriggerEnter2D(Collider2D col)

View File

@ -313,10 +313,10 @@ public class PlayerMovement : MonoBehaviour
//Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
}
else if (playerBehavior.isInWater)
/*else if (playerBehavior.isInWater)
{
SetGravityScale(0);
}
}*/
else
{
//Default gravity if standing on a platform or moving upwards