Player movement tweaks, bugfxes; Docs
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@@ -13,7 +13,7 @@ public class MovingPlatform : MonoBehaviour
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transform.position = points[startPoint].position;
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}
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void Update()
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void FixedUpdate()
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{
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// If the platform is close to the target point, it starts moving to the next one
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if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
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@@ -25,6 +25,7 @@ public class MovingPlatform : MonoBehaviour
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}
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}
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// Moves the platform towards the next point
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transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime);
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// transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime);
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GetComponent<Rigidbody2D>().MovePosition(Vector2.MoveTowards(transform.position, points[i].position, speed * Time.fixedDeltaTime));
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}
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}
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@@ -20,6 +20,7 @@ public class RespawnOnTriggerEnter : MonoBehaviour
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{
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if (TryGetComponent(out Damageable damageable))
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{
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print("Voided out " + other.name);
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damageable.Damage(9999f);
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}
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}
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@@ -77,7 +77,7 @@ public class Damageable : MonoBehaviour
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public void Damage(float damage) // Adds damage to player when hit
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{
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if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
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//if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
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this.damage += damage;
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if (damage >= maxDamage)
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@@ -95,16 +95,26 @@ public class PlayerMovement : MonoBehaviour
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animationPlayer.SetState(AnimationPlayer.AnimationState.Jump);
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else
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{
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if (Mathf.Abs(body.linearVelocityX) >= 0.05f)
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if (Mathf.Abs(virtualAxisX) >= 0.05f)
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animationPlayer.SetState(GameManager.Instance.gameOver ? AnimationPlayer.AnimationState.Walk : AnimationPlayer.AnimationState.Run);
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else
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animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
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}
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if (body.linearVelocityX < -0.1f)
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animationPlayer.backwards = true;
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else if (body.linearVelocityX > 0.1f)
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animationPlayer.backwards = false;
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if (true)
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{
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if (virtualAxisX < -0.01f)
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animationPlayer.backwards = true;
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else if (virtualAxisX > 0.01f)
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animationPlayer.backwards = false;
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}
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else
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{
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if (body.linearVelocityX < -0.1f)
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animationPlayer.backwards = true;
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else if (body.linearVelocityX > 0.1f)
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animationPlayer.backwards = false;
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}
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}
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private void Land() // Stops jumping when player lands
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