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