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m_AutoTiling: 0
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Size: {x: 1, y: 1}
|
||||||
|
m_EdgeRadius: 0
|
||||||
|
@ -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
|
||||||
|
Loading…
Reference in New Issue
Block a user