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        Y: -60000000
 | 
					 | 
				
			||||||
      - X: -700000000
 | 
					 | 
				
			||||||
        Y: -50000000
 | 
					 | 
				
			||||||
      - X: -710000000
 | 
					 | 
				
			||||||
        Y: -50000000
 | 
					 | 
				
			||||||
      - X: -710000000
 | 
					 | 
				
			||||||
        Y: -30000000
 | 
					 | 
				
			||||||
      - X: -720000000
 | 
					 | 
				
			||||||
        Y: -30000000
 | 
					 | 
				
			||||||
      - X: -720000000
 | 
					 | 
				
			||||||
        Y: -20000000
 | 
					 | 
				
			||||||
      - X: -730000000
 | 
					 | 
				
			||||||
        Y: -20000000
 | 
					 | 
				
			||||||
      - X: -730000000
 | 
					 | 
				
			||||||
        Y: 20000000
 | 
					 | 
				
			||||||
      - X: -740000000
 | 
					      - X: -740000000
 | 
				
			||||||
        Y: 20000000
 | 
					        Y: -70000000
 | 
				
			||||||
      - X: -740000000
 | 
					      - X: -740000000
 | 
				
			||||||
        Y: 50000000
 | 
					        Y: 50000000
 | 
				
			||||||
      - X: -750000000
 | 
					      - X: -750000000
 | 
				
			||||||
@@ -29869,17 +29573,7 @@ CompositeCollider2D:
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      - {x: -25, y: -4}
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					      - {x: -25, y: -4}
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      - {x: -43, y: -4}
 | 
					      - {x: -43, y: -4}
 | 
				
			||||||
      - {x: -43, y: -7}
 | 
					      - {x: -43, y: -7}
 | 
				
			||||||
      - {x: -69, y: -7}
 | 
					      - {x: -74, y: -7}
 | 
				
			||||||
      - {x: -69, y: -6}
 | 
					 | 
				
			||||||
      - {x: -70, y: -6}
 | 
					 | 
				
			||||||
      - {x: -70, y: -5}
 | 
					 | 
				
			||||||
      - {x: -71, y: -5}
 | 
					 | 
				
			||||||
      - {x: -71, y: -3}
 | 
					 | 
				
			||||||
      - {x: -72, y: -3}
 | 
					 | 
				
			||||||
      - {x: -72, y: -2}
 | 
					 | 
				
			||||||
      - {x: -73, y: -2}
 | 
					 | 
				
			||||||
      - {x: -73, y: 2}
 | 
					 | 
				
			||||||
      - {x: -74, y: 2}
 | 
					 | 
				
			||||||
      - {x: -74, y: 5}
 | 
					      - {x: -74, y: 5}
 | 
				
			||||||
      - {x: -75, y: 5}
 | 
					      - {x: -75, y: 5}
 | 
				
			||||||
      - {x: -75, y: 8}
 | 
					      - {x: -75, y: 8}
 | 
				
			||||||
@@ -30710,7 +30404,6 @@ Transform:
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  - {fileID: 385820682}
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					  - {fileID: 385820682}
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  - {fileID: 834807260}
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					  - {fileID: 834807260}
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  - {fileID: 2012681692}
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					  - {fileID: 2012681692}
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  - {fileID: 1552613237}
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					 | 
				
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  - {fileID: 693229932}
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					  - {fileID: 693229932}
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  m_Father: {fileID: 0}
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					  m_Father: {fileID: 0}
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  m_RootOrder: 15
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					  m_RootOrder: 15
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@@ -31128,10 +30821,63 @@ PrefabInstance:
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    m_RemovedComponents: []
 | 
					    m_RemovedComponents: []
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    m_RemovedGameObjects: []
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					    m_RemovedGameObjects: []
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    m_AddedGameObjects: []
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					    m_AddedGameObjects: []
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    m_AddedComponents: []
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					    m_AddedComponents:
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					    - targetCorrespondingSourceObject: {fileID: 2587898580844709860, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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					      insertIndex: -1
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					      addedObject: {fileID: 7454554424774629674}
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  m_SourcePrefab: {fileID: 100100000, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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					  m_SourcePrefab: {fileID: 100100000, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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--- !u!4 &7454554424774629672 stripped
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					--- !u!4 &7454554424774629672 stripped
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Transform:
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					Transform:
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  m_CorrespondingSourceObject: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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					  m_CorrespondingSourceObject: {fileID: 8574288191223281125, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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  m_PrefabInstance: {fileID: 7454554424774629671}
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					  m_PrefabInstance: {fileID: 7454554424774629671}
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  m_PrefabAsset: {fileID: 0}
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					  m_PrefabAsset: {fileID: 0}
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					--- !u!1 &7454554424774629673 stripped
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					GameObject:
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					  m_CorrespondingSourceObject: {fileID: 2587898580844709860, guid: b7611ec9c156a6d40ae4a76a0def99dd, type: 3}
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					  m_PrefabInstance: {fileID: 7454554424774629671}
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					  m_PrefabAsset: {fileID: 0}
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					--- !u!61 &7454554424774629674
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					BoxCollider2D:
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 | 
					  m_ObjectHideFlags: 0
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					  m_CorrespondingSourceObject: {fileID: 0}
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					  m_PrefabInstance: {fileID: 0}
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					  m_PrefabAsset: {fileID: 0}
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					    m_Bits: 0
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					  m_ExcludeLayers:
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					    serializedVersion: 2
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					    m_Bits: 0
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					  m_LayerOverridePriority: 0
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					  m_ForceSendLayers:
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					    serializedVersion: 2
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					    m_Bits: 4294967295
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					  m_ForceReceiveLayers:
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					    serializedVersion: 2
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					    m_Bits: 4294967295
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					  m_ContactCaptureLayers:
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					    serializedVersion: 2
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					    m_Bits: 4294967295
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					  m_CallbackLayers:
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					    serializedVersion: 2
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					    m_Bits: 4294967295
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					  m_IsTrigger: 1
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					  m_UsedByEffector: 0
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					  m_UsedByComposite: 0
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					  m_Offset: {x: 0, y: 0.5}
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					  m_SpriteTilingProperty:
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					    border: {x: 0, y: 0, z: 0, w: 0}
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					    pivot: {x: 0.5, y: 0.5}
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					    oldSize: {x: 1, y: 1}
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					    newSize: {x: 1, y: 1}
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					    adaptiveTilingThreshold: 0.5
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					    drawMode: 0
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					    adaptiveTiling: 0
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					  m_AutoTiling: 0
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					  serializedVersion: 2
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					  m_Size: {x: 1, y: 1}
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					  m_EdgeRadius: 0
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 | 
				
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@@ -19,16 +19,17 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    [Header("Clarinet:")]
 | 
					    [Header("Clarinet:")]
 | 
				
			||||||
    bool unlockedClarinet;
 | 
					    bool unlockedClarinet;
 | 
				
			||||||
 | 
					    // things for dash
 | 
				
			||||||
    public bool isDash = false;
 | 
					    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;
 | 
					    public float dashForce = 1.2f;
 | 
				
			||||||
    private float dashTime = 1.0f;
 | 
					    private float dashTime = 1.0f;
 | 
				
			||||||
    private float dashInc = 0.1f;
 | 
					    private float dashInc = 0.1f;
 | 
				
			||||||
    private float currentDash = 0.0f;
 | 
					    private float currentDash = 0.0f;
 | 
				
			||||||
    Vector2 dashVec;
 | 
					    Vector2 dashVec;
 | 
				
			||||||
 | 
					    // things for bounce
 | 
				
			||||||
 | 
					    public float reflectForce = 2f;
 | 
				
			||||||
 | 
					    private Vector2 saveVelocity;
 | 
				
			||||||
 | 
					    public bool isInWater = false;
 | 
				
			||||||
    private bool lowSpeed = false;
 | 
					    private bool lowSpeed = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    [Header("Cymbals:")]
 | 
					    [Header("Cymbals:")]
 | 
				
			||||||
@@ -113,8 +114,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
                isDash = true;
 | 
					                isDash = true;
 | 
				
			||||||
                playerInput.DeactivateInput();
 | 
					                playerInput.DeactivateInput();
 | 
				
			||||||
                currentDash = 0.0f;
 | 
					                currentDash = 0.0f;
 | 
				
			||||||
                // set so if in water dash will still be true
 | 
					 | 
				
			||||||
                // otherwise turn dash off 
 | 
					 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
 | 
					            if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
@@ -133,7 +132,6 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
            else if (!isInWater)
 | 
					            else if (!isInWater)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                isDash = false;
 | 
					                isDash = false;
 | 
				
			||||||
 | 
					 | 
				
			||||||
                currentDash = 0.0f;
 | 
					                currentDash = 0.0f;
 | 
				
			||||||
                _rb.AddForce(-(dashVec), ForceMode2D.Impulse);
 | 
					                _rb.AddForce(-(dashVec), ForceMode2D.Impulse);
 | 
				
			||||||
                dashVec = Vector2.zero;
 | 
					                dashVec = Vector2.zero;
 | 
				
			||||||
@@ -264,32 +262,40 @@ public class PlayerBehavior : MonoBehaviour
 | 
				
			|||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void Bounce()
 | 
					    void Bounce()
 | 
				
			||||||
    {
 | 
					    {/*
 | 
				
			||||||
        Vector2 reflect;
 | 
					        Vector2 reflect;
 | 
				
			||||||
        if (lowSpeed)
 | 
					        if (Mathf.Abs(saveVelocity.y) < 1f)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * 0.75f);
 | 
					            reflect = Vector2.zero;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * bonk);
 | 
					            reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * reflectForce);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        _rb.AddForce(reflect, ForceMode2D.Impulse);
 | 
					        _rb.AddForce(reflect, ForceMode2D.Impulse);
 | 
				
			||||||
        reflect = Vector2.zero;
 | 
					        reflect = Vector2.zero;
 | 
				
			||||||
        isDash = false;
 | 
					        isDash = false;*/
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void Water()
 | 
					    void Water()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
					        /*if(isDash)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            saveVelocity = _rb.velocity;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        else
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        /*
 | 
				
			||||||
        if (Mathf.Abs(_rb.velocity.y) < 2f)
 | 
					        if (Mathf.Abs(_rb.velocity.y) < 2f)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            lowSpeed = true;
 | 
					 | 
				
			||||||
            saveVelocity = Vector2.zero;
 | 
					            saveVelocity = Vector2.zero;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            saveVelocity = _rb.velocity;
 | 
					            saveVelocity = _rb.velocity;
 | 
				
			||||||
        }
 | 
					        }*/
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    void OnTriggerEnter2D(Collider2D col)
 | 
					    void OnTriggerEnter2D(Collider2D col)
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -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
 | 
					            //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));
 | 
					            RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
        else if (playerBehavior.isInWater)
 | 
					        /*else if (playerBehavior.isInWater)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            SetGravityScale(0);
 | 
					            SetGravityScale(0);
 | 
				
			||||||
        }
 | 
					        }*/
 | 
				
			||||||
        else
 | 
					        else
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            //Default gravity if standing on a platform or moving upwards
 | 
					            //Default gravity if standing on a platform or moving upwards
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user