Bugfixes
This commit is contained in:
@@ -37,7 +37,7 @@ items:
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source:
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id: PlayerMovement
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path: ''
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startLine: 2450
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startLine: 2521
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assemblies:
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- cs.temp.dll
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namespace: Player
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@@ -60,10 +60,12 @@ items:
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source:
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id: ground
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path: ''
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startLine: 2458
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startLine: 2533
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nLayers considered as ground for the player.\n"
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example: []
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syntax:
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content: public LayerMask ground
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return:
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@@ -83,10 +85,12 @@ items:
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source:
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id: playerText
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path: ''
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startLine: 2460
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startLine: 2538
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nReference to the player's UI text displaying player index.\n"
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example: []
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syntax:
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content: public TextMeshProUGUI playerText
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return:
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@@ -106,10 +110,12 @@ items:
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source:
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id: walkSpeed
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path: ''
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startLine: 2463
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startLine: 2544
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nBase walk speed of the player.\n"
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example: []
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syntax:
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content: public float walkSpeed
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return:
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@@ -129,10 +135,12 @@ items:
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source:
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id: walkSpeedFactor
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path: ''
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startLine: 2464
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startLine: 2549
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nMultiplier applied to walk speed.\n"
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example: []
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syntax:
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content: public float walkSpeedFactor
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return:
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@@ -152,10 +160,12 @@ items:
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source:
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id: maxSpeed
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path: ''
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startLine: 2465
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startLine: 2554
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nMaximum allowed horizontal speed for the player.\n"
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example: []
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syntax:
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content: public float maxSpeed
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return:
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@@ -175,10 +185,12 @@ items:
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source:
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id: maxSpeedOverride
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path: ''
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startLine: 2466
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startLine: 2559
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nRuntime override for the maximum speed.\n"
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example: []
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syntax:
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content: public float maxSpeedOverride
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return:
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@@ -198,10 +210,12 @@ items:
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source:
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id: slowdownMultiplier
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path: ''
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startLine: 2467
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startLine: 2564
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nMultiplier for slowing down the player when exceeding max speed.\n"
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example: []
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syntax:
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content: public float slowdownMultiplier
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return:
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@@ -221,10 +235,12 @@ items:
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source:
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id: virtualAxisX
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path: ''
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startLine: 2468
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startLine: 2569
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nCurrent value of the horizontal movement axis.\n"
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example: []
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syntax:
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content: public float virtualAxisX
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return:
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@@ -244,10 +260,12 @@ items:
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source:
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id: virtualButtonJump
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path: ''
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startLine: 2469
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startLine: 2574
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nCurrent value of the jump button (pressed or not).\n"
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example: []
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syntax:
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content: public float virtualButtonJump
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return:
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@@ -267,10 +285,12 @@ items:
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source:
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id: virtualButtonJumpLastFrame
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path: ''
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startLine: 2470
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startLine: 2579
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nValue of the jump button in the previous frame.\n"
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example: []
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syntax:
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content: public float virtualButtonJumpLastFrame
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return:
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@@ -290,10 +310,12 @@ items:
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source:
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id: turnaroundMultiplier
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path: ''
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startLine: 2471
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startLine: 2584
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nMultiplier applied when turning around to adjust speed.\n"
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example: []
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syntax:
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content: public float turnaroundMultiplier
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return:
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@@ -313,10 +335,12 @@ items:
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source:
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id: walkSmooth
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path: ''
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startLine: 2472
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startLine: 2589
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nSmoothing factor for walking movement.\n"
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example: []
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syntax:
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content: public float walkSmooth
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return:
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@@ -336,10 +360,12 @@ items:
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source:
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id: secondsToFullSpeed
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path: ''
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startLine: 2473
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startLine: 2594
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nTime in seconds to reach full speed from rest.\n"
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example: []
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syntax:
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content: public float secondsToFullSpeed
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return:
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@@ -359,10 +385,12 @@ items:
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source:
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id: jumpSpeed
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path: ''
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startLine: 2474
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startLine: 2599
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nForce applied when jumping.\n"
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example: []
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syntax:
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content: public float jumpSpeed
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return:
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@@ -382,10 +410,12 @@ items:
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source:
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id: coyoteTime
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path: ''
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startLine: 2475
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startLine: 2604
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nTime window after leaving ground where jump is still allowed (coyote time).\n"
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example: []
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syntax:
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content: public float coyoteTime
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return:
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@@ -405,10 +435,12 @@ items:
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source:
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id: jumpLenience
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path: ''
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startLine: 2476
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startLine: 2609
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nTime window after pressing jump where jump is still buffered.\n"
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example: []
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syntax:
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content: public float jumpLenience
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return:
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@@ -428,10 +460,12 @@ items:
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source:
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id: timeUnableToBeDeclaredNotJumping
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path: ''
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startLine: 2477
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startLine: 2614
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nMinimum time before the player can be declared as not jumping.\n"
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example: []
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syntax:
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content: public float timeUnableToBeDeclaredNotJumping
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return:
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@@ -451,10 +485,12 @@ items:
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source:
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id: groundCheckDistance
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path: ''
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startLine: 2478
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startLine: 2619
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nDistance to check below the player for ground detection.\n"
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example: []
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syntax:
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content: public float groundCheckDistance
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return:
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@@ -474,14 +510,17 @@ items:
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source:
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id: IsBasicallyGrounded
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path: ''
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startLine: 2660
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startLine: 2883
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nChecks if the player is considered grounded, including coyote time.\n"
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example: []
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syntax:
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content: public bool IsBasicallyGrounded()
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return:
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type: System.Boolean
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description: True if the player is basically grounded, otherwise false.
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content.vb: Public Function IsBasicallyGrounded() As Boolean
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overload: Player.PlayerMovement.IsBasicallyGrounded*
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- uid: Player.PlayerMovement.IsPhysicallyGrounded
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@@ -498,14 +537,17 @@ items:
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source:
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id: IsPhysicallyGrounded
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path: ''
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startLine: 2675
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startLine: 2902
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nChecks if the player is physically touching the ground using raycasts.\n"
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example: []
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syntax:
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content: public bool IsPhysicallyGrounded()
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return:
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type: System.Boolean
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description: True if the player is physically grounded, otherwise false.
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content.vb: Public Function IsPhysicallyGrounded() As Boolean
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overload: Player.PlayerMovement.IsPhysicallyGrounded*
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- uid: Player.PlayerMovement.GetPointInBoxCollider(BoxCollider2D,System.Single,System.Single)
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@@ -522,21 +564,27 @@ items:
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source:
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id: GetPointInBoxCollider
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path: ''
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startLine: 2689
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startLine: 2923
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nGets a point on the BoxCollider2D based on horizontal and vertical multipliers.\n"
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example: []
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syntax:
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content: public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)
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parameters:
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- id: boxCollider2D
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type: Global.BoxCollider2D
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description: The BoxCollider2D to use.
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- id: horizontal
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type: System.Single
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description: Horizontal offset (-1 for left, 1 for right, 0 for center).
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- id: vertical
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type: System.Single
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description: Vertical offset (-1 for bottom, 1 for top, 0 for center).
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return:
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type: Global.Vector2
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description: The calculated point in world space.
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content.vb: Public Function GetPointInBoxCollider(boxCollider2D As BoxCollider2D, horizontal As Single, vertical As Single) As Vector2
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overload: Player.PlayerMovement.GetPointInBoxCollider*
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nameWithType.vb: PlayerMovement.GetPointInBoxCollider(BoxCollider2D, Single, Single)
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@@ -556,10 +604,12 @@ items:
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source:
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id: StopVelocity
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path: ''
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startLine: 2698
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startLine: 2935
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assemblies:
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- cs.temp.dll
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namespace: Player
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summary: "\nStops the player's velocity if grounded, removing inertia.\n"
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example: []
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syntax:
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content: public void StopVelocity()
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content.vb: Public Sub StopVelocity()
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