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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) diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index b043657..620a7a2 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -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