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@ -19,8 +19,12 @@ public class PlayerController : MonoBehaviour {
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// this has to be public to be readable by the display, which is a code
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// smell.
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public JumpState jumpState;
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public JumpDirection jumpDirection;
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private float jumpStateStart;
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private float apexTime;
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private float jumpStartTime;
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private float jumpHeldDuration;
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private bool wasHoldingJump;
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public float apexTime;
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private float jumpVelocity = 8f;
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private float gravity = -20f;
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@ -36,7 +40,9 @@ public class PlayerController : MonoBehaviour {
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}
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void Update() {
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Instantiate(tracerPrefab, transform.position, Quaternion.identity);
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GameObject tracerObj = Instantiate(tracerPrefab, transform.position, Quaternion.identity);
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TracerDot tracer = tracerObj.GetComponent<TracerDot>();
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Debug.Log(tracer);
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Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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float targetX = input.x * moveSpeed;
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@ -55,7 +61,9 @@ public class PlayerController : MonoBehaviour {
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switch (jumpState) {
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case JumpState.Grounded:
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if (Input.GetButtonDown("Jump")) {
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tracer.color = Color.white;
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if (Input.GetButton("Jump")) {
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velocity.y = jumpVelocity;
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if (input.x >= 0.25f) {
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velocity.x = moveSpeed*maxForwardJumpBoost;
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@ -72,56 +80,63 @@ public class PlayerController : MonoBehaviour {
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break;
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case JumpState.Ascending:
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tracer.color = Color.green;
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// n starts at 0 and goes to 1 as we ascend
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float n = Mathf.InverseLerp(0, timeToJumpApex, Time.time - jumpStateStart);
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// the drag coefficient gets bigger as we ascend, terminating at 1
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float dragCoefficient = n * n;
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if (Input.GetButton("Jump")) {
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float jumpDrag = jumpVelocity * dragCoefficient;
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if (n <= 0.4) {
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if (n <= 0.7) {
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jumpDrag = 0;
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}
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velocity.y = jumpVelocity - jumpDrag;
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} else {
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// if we're not pressing jump any more we add all the gravity
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velocity.y += gravity * Time.deltaTime;
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velocity.y += 4 * gravity * Time.deltaTime;
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// the amount of time spent floating is equal to the amount of
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// time the player held down the jump button.
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if (wasHoldingJump) {
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apexTime = Time.time - jumpStartTime;
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}
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}
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float forwardBoost = maxForwardJumpBoost - (maxForwardJumpBoost * dragCoefficient);
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forwardBoost = Mathf.Clamp(forwardBoost, 1, maxForwardJumpBoost);
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if (velocity.x >= 0) {
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if (targetX >= 0) {
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// continuing to move in your current direction is a boost
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX * forwardBoost, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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} else {
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// moving in the opposite direction can slow you down but
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// not turn you around
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switch (jumpDirection) {
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case JumpDirection.Neutral:
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// you can wiggle out of a neutral jump in either direction
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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velocity.x = Mathf.Clamp(velocity.x, 0, initialVelocity.x);
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}
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} else {
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if (targetX <= 0) {
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// continuing to move in your current direction is a boost
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX * forwardBoost, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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} else {
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// moving in the opposite direction can slow you down but
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// not turn you around
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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velocity.x = Mathf.Clamp(velocity.x, initialVelocity.x, 0);
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}
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break;
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case JumpDirection.Left:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX < 0 ? targetX * forwardBoost : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Right:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX > 0 ? targetX * forwardBoost : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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}
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// if we were rising in the last frame but will be falling in this
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// frame, we should zero out the velocity to float instead.
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if (initialVelocity.y >= 0 && velocity.y <= 0) {
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velocity.y = 0;
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if (wasHoldingJump && Input.GetButton("Jump")) {
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apexTime = maxApexTime;
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}
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setJumpState(JumpState.Apex);
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apexTime = Mathf.Clamp(Time.time - jumpStateStart, 0, maxApexTime);
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}
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break;
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case JumpState.Apex:
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tracer.color = Color.magenta;
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if (Input.GetButtonDown("Jump")) {
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velocity.y = jumpVelocity;
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if (input.x >= 0.25f) {
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@ -133,10 +148,20 @@ public class PlayerController : MonoBehaviour {
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}
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setJumpState(JumpState.Ascending);
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} else {
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// your horizontal motion at apex is constant throughout
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// velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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switch (jumpDirection) {
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case JumpDirection.Neutral:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Left:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX < 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Right:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX > 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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}
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float timeAtApex = Time.time - jumpStateStart;
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float apexTimeRemaining = maxApexTime - timeAtApex;
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float apexTimeRemaining = apexTime - timeAtApex;
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if (apexTimeRemaining < 0) {
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velocity.y += gravity * -apexTimeRemaining;
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setJumpState(JumpState.Descending);
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@ -147,25 +172,28 @@ public class PlayerController : MonoBehaviour {
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break;
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case JumpState.Descending:
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tracer.color = Color.yellow;
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float n2 = (Time.time - jumpStateStart) / timeToJumpApex;
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n2 = Mathf.Clamp(n2, 0, 1);
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// horizontal travel is decreasing when descending, so that you
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// always land vertically. Drag increases as you descend, so that it
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// is 1 at the end of your descent.
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// float drag = n2*n2*Mathf.Abs(velocity.x);
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// drag = 0;
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// if (velocity.x >= 0) {
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// velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX, 0, velocity.x-drag), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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// } else {
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// velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX, velocity.x+drag, 0), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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// }
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switch (jumpDirection) {
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case JumpDirection.Neutral:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Left:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX < 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Right:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX > 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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}
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// fall speed is increasing when descending
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velocity.y += gravity * Time.deltaTime * n2 * n2;
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velocity.y += gravity * Time.deltaTime * (Mathf.Clamp(4 * n2 * n2, 1, 4));
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break;
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case JumpState.CoyoteTime:
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tracer.color = Color.blue;
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
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if (Input.GetButtonDown("Jump")) {
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setJumpState(JumpState.Ascending);
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@ -181,7 +209,19 @@ public class PlayerController : MonoBehaviour {
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break;
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case JumpState.Falling:
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tracer.color = Color.red;
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switch (jumpDirection) {
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case JumpDirection.Neutral:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Left:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX < 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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case JumpDirection.Right:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX > 0 ? targetX : 0, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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break;
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}
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velocity.y += gravity * Time.deltaTime;
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break;
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@ -200,6 +240,7 @@ public class PlayerController : MonoBehaviour {
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if (jumpState != JumpState.Grounded && moveController.isGrounded) {
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setJumpState(JumpState.Grounded);
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}
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wasHoldingJump = Input.GetButton("Jump");
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}
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void OnDestroy() {
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@ -212,8 +253,18 @@ public class PlayerController : MonoBehaviour {
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}
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void setJumpState(JumpState state) {
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if (jumpState != JumpState.Ascending && state == JumpState.Ascending) {
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jumpStartTime = Time.time;
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}
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jumpState = state;
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jumpStateStart = Time.time;
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if (velocity.x == 0) {
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jumpDirection = JumpDirection.Neutral;
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} else if (velocity.x > 0) {
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jumpDirection = JumpDirection.Right;
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} else {
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jumpDirection = JumpDirection.Left;
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}
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}
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/*
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@ -251,4 +302,10 @@ public class PlayerController : MonoBehaviour {
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// did not initially jump.
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Falling,
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}
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public enum JumpDirection {
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Neutral,
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Left,
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Right,
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}
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}
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