New anim added
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@@ -5,7 +5,8 @@ using UnityEngine;
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public class Player : MonoBehaviour
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{
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public GameObject StartPanel;
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public Color[] pogeColors;
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// public Color[] pogeColors;
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[SerializeField]private Animator anim;
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[SerializeField]private Transform body;
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[field:SerializeField]public Vector2 Velocity {get; private set;}
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[SerializeField]private float gravity=1;
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@@ -17,7 +18,7 @@ public class Player : MonoBehaviour
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[Header("Sprites")]
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public Sprite normalFace;
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public Sprite sadFace;
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public Sprite jumpFace;
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public bool isReadyToJump { get{ return jumpTimer >= jumpCooldown;}}
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@@ -41,7 +42,11 @@ public class Player : MonoBehaviour
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timeAliveMoney = GetComponent<TimeAliveMoney>();
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isAlive = true;
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spriteRenderer.sprite =normalFace;
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spriteRenderer.color = pogeColors[DataManager.selectedPogeLevel];
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// spriteRenderer.color = pogeColors[DataManager.selectedPogeLevel];
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foreach(PogeSkinItem skinItem in GetComponentsInChildren<PogeSkinItem>()){
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skinItem.SetSprite(DataManager.selectedPogeLevel);
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Debug.Log("Changing skin of " + skinItem.name + " to " + DataManager.selectedPogeLevel);
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}
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startPos = body.position;
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Velocity = new Vector2(forwardSpeed,0);
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@@ -54,7 +59,8 @@ public class Player : MonoBehaviour
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}
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int lastX = 0;
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void FixedUpdate()
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{if(Input.GetKey(KeyCode.Space)){
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{
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if(Input.GetKey(KeyCode.Space)){
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Jump();
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}
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@@ -86,13 +92,22 @@ public class Player : MonoBehaviour
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Collider2D col = Physics2D.OverlapCircle(body.position, radius);
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if(col == null){ return;}
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if(col.tag == "Death"){
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Debug.Log("Im dead bro");
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timeAliveMoney.OnPlayerDeath();
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isAlive = false;
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spriteRenderer.sprite = sadFace;
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GameUI.ShowDeath();
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Die();
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return;
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}
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if(body.position.y < 0){
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Die();
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}
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}
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void Die(){
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Debug.Log("Im dead bro");
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timeAliveMoney.OnPlayerDeath();
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isAlive = false;
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spriteRenderer.sprite = sadFace;
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GameUI.ShowDeath();
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}
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void HandleJump(){
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@@ -113,6 +128,15 @@ public class Player : MonoBehaviour
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if(!isReadyToJump){ return; }
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jumpTimer =0;
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Velocity = new Vector2(Velocity.x, jumpForce);
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anim.CrossFadeInFixedTime("jump",0.01f);
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StartCoroutine(switchToJumpFace());
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}
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IEnumerator switchToJumpFace(){
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spriteRenderer.sprite = jumpFace;
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yield return new WaitForSeconds(0.5f);
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spriteRenderer.sprite = normalFace;
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}
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