Scene Changes and bug fixes #431
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@ -7548,7 +7548,7 @@
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Enabled: true
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Enabled: true
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respawnPoint: 65732
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respawnPoint: 65732
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currentState: 0
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currentState: 0
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maxMoveVel: 3
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walkMaxMoveVel: 2.5
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moveForce: 50
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moveForce: 50
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sprintMultiplier: 1.5
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sprintMultiplier: 1.5
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rotationFactorPerFrame: 5
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rotationFactorPerFrame: 5
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@ -7556,6 +7556,9 @@
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maxJumpTime: 1
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maxJumpTime: 1
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fallMultipler: 2
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fallMultipler: 2
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jumpPadMultiplayer: 1.20000005
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jumpPadMultiplayer: 1.20000005
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dropDuration: 0.5
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jumpPadFallMultipler: 0.75
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jumpPadMaxMoveVel: 1
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lightMultiper: 0.899999976
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lightMultiper: 0.899999976
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mediumMultiper: 0.699999988
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mediumMultiper: 0.699999988
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heavyMultiper: 0.5
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heavyMultiper: 0.5
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@ -3098,7 +3098,7 @@
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Enabled: true
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Enabled: true
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respawnPoint: 239
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respawnPoint: 239
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currentState: 0
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currentState: 0
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maxMoveVel: 3
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walkMaxMoveVel: 2.5
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moveForce: 50
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moveForce: 50
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sprintMultiplier: 1.5
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sprintMultiplier: 1.5
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rotationFactorPerFrame: 5
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rotationFactorPerFrame: 5
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@ -3106,6 +3106,9 @@
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maxJumpTime: 1
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maxJumpTime: 1
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fallMultipler: 2
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fallMultipler: 2
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jumpPadMultiplayer: 1.20000005
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jumpPadMultiplayer: 1.20000005
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dropDuration: 0.5
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jumpPadFallMultipler: 0.75
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jumpPadMaxMoveVel: 1
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lightMultiper: 0.899999976
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lightMultiper: 0.899999976
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mediumMultiper: 0.699999988
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mediumMultiper: 0.699999988
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heavyMultiper: 0.5
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heavyMultiper: 0.5
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@ -12046,14 +12046,17 @@
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Enabled: true
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Enabled: true
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respawnPoint: 66065
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respawnPoint: 66065
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currentState: 0
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currentState: 0
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maxMoveVel: 3
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walkMaxMoveVel: 2.5
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moveForce: 50
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moveForce: 50
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sprintMultiplier: 1.5
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sprintMultiplier: 1.5
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rotationFactorPerFrame: 5
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rotationFactorPerFrame: 5
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maxJumpHeight: 3
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maxJumpHeight: 3
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maxJumpTime: 1
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maxJumpTime: 1
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fallMultipler: 2
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fallMultipler: 2
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jumpPadMultiplayer: 1.5
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jumpPadMultiplayer: 1.39999998
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dropDuration: 0.5
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jumpPadFallMultipler: 0.75
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jumpPadMaxMoveVel: 1
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lightMultiper: 0.899999976
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lightMultiper: 0.899999976
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mediumMultiper: 0.699999988
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mediumMultiper: 0.699999988
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heavyMultiper: 0.5
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heavyMultiper: 0.5
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@ -37,7 +37,7 @@ public class PlayerController : Script
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//Movement variables============================================================
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//Movement variables============================================================
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[Tooltip("Max vel for walking")]
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[Tooltip("Max vel for walking")]
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public float maxMoveVel = 3.0f;
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public float walkMaxMoveVel = 3.0f;
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[Tooltip("how much force is apply for walking")]
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[Tooltip("how much force is apply for walking")]
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public float moveForce = 50.0f;
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public float moveForce = 50.0f;
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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@ -69,6 +69,13 @@ public class PlayerController : Script
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[Tooltip("multiply height on Jump Pad ")]
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[Tooltip("multiply height on Jump Pad ")]
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public float jumpPadMultiplayer = 2.0f;
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public float jumpPadMultiplayer = 2.0f;
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private bool jumpPadDrop = false;
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private float dropTimer = 0.0f;
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public float dropDuration = 0.5f;
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public float jumpPadFallMultipler = 0.75f;
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public float jumpPadMaxMoveVel = 1.0f;
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private float currMoveVel = 0.0f;
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//ItemMultipler==================================================================
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//ItemMultipler==================================================================
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[Tooltip("How light item will affect player jump")]
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[Tooltip("How light item will affect player jump")]
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public float lightMultiper = 0.75f;
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public float lightMultiper = 0.75f;
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@ -191,7 +198,17 @@ public class PlayerController : Script
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pat.prevTargetOffSet = camArm.TargetOffset;
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pat.prevTargetOffSet = camArm.TargetOffset;
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}
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}
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if (jumpPadDrop && currentState == RaccoonStates.FALLING)
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{
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dropTimer += Time.DeltaTimeF;
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if (dropTimer > dropDuration)
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{
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jumpPadDrop = false;
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dropTimer = 0.0f;
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currMoveVel = walkMaxMoveVel;
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}
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}
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GotCaught();
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GotCaught();
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Rotation();
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Rotation();
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@ -283,10 +300,15 @@ public class PlayerController : Script
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{
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{
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Vector3 velNor = rb.LinearVelocity;
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Vector3 velNor = rb.LinearVelocity;
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velNor.y = 0.0f;
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velNor.y = 0.0f;
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if (velNor.GetMagnitude() > maxMoveVel)
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if (jumpPadDrop)
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currMoveVel = jumpPadMaxMoveVel;
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else
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currMoveVel = walkMaxMoveVel;
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if (velNor.GetMagnitude() > currMoveVel)
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{
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{
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velNor.Normalise();
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velNor.Normalise();
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velNor *= maxMoveVel;
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velNor *= currMoveVel;
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rb.LinearVelocity = new Vector3(velNor.x, rb.LinearVelocity.y, velNor.z);
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rb.LinearVelocity = new Vector3(velNor.x, rb.LinearVelocity.y, velNor.z);
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}
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}
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}
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}
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@ -308,8 +330,8 @@ public class PlayerController : Script
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oldForce = moveForce;
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oldForce = moveForce;
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moveForce *= sprintMultiplier;
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moveForce *= sprintMultiplier;
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maxOldVel = maxMoveVel;
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maxOldVel = walkMaxMoveVel;
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maxMoveVel *= sprintMultiplier;
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walkMaxMoveVel *= sprintMultiplier;
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}
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}
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}
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}
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@ -329,7 +351,7 @@ public class PlayerController : Script
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}
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}
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sprintIncreaseOnce = false;
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sprintIncreaseOnce = false;
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moveForce = oldForce;
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moveForce = oldForce;
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maxMoveVel = maxOldVel;
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walkMaxMoveVel = maxOldVel;
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}
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}
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}
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}
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@ -360,6 +382,7 @@ public class PlayerController : Script
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{
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{
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v.y *= jumpPadMultiplayer;
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v.y *= jumpPadMultiplayer;
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landedOnJumpPad = false;
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landedOnJumpPad = false;
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jumpPadDrop = true;
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}
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}
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rb.LinearVelocity = v;
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rb.LinearVelocity = v;
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}
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}
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@ -403,6 +426,9 @@ public class PlayerController : Script
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if (currentState == RaccoonStates.FALLING)
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if (currentState == RaccoonStates.FALLING)
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{
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{
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currentState = RaccoonStates.LANDED;
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currentState = RaccoonStates.LANDED;
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jumpPadDrop = false;
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dropTimer = 0.0f;
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currMoveVel = walkMaxMoveVel;
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playLandedAnimation = true;
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playLandedAnimation = true;
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if (stateMachine && !stateMachine.IsState(typeof(PlayerLandState)))
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if (stateMachine && !stateMachine.IsState(typeof(PlayerLandState)))
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stateMachine.SetState(typeof(PlayerLandState));
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stateMachine.SetState(typeof(PlayerLandState));
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@ -418,7 +444,13 @@ public class PlayerController : Script
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else if (currentState == RaccoonStates.FALLING)
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else if (currentState == RaccoonStates.FALLING)
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{
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{
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float prevYVel = v.y;
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float prevYVel = v.y;
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float newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime);
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float newYVel = 0;
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if (jumpPadDrop)
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newYVel = v.y + (gravity * jumpPadFallMultipler * (float)Time.FixedDeltaTime);
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else
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newYVel = v.y + (gravity * fallMultipler * (float)Time.FixedDeltaTime);
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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float nextYVel = (prevYVel + newYVel) * 0.5f;
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v.y = nextYVel;
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v.y = nextYVel;
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}
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}
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Loading…
Reference in New Issue