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@ -6,13 +6,14 @@ using UnityEngine;
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[RequireComponent(typeof(BoxCollider2D))]
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[RequireComponent(typeof(BoxCollider2D))]
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public class PlayerController : MonoBehaviour {
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public class PlayerController : MonoBehaviour {
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public float jumpHeight = 4f;
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public float jumpHeight = 4f;
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public float jumpHorizontalScaling = 1.50f;
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public float timeToJumpApex = 0.4f;
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public float timeToJumpApex = 0.4f;
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public float moveSpeed = 6f;
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public float moveSpeed = 6f;
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public float maxFallSpeed = -20f;
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public float maxFallSpeed = -20f;
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public float timeToMaxRunSpeed = 0.15f;
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public float timeToMaxRunSpeed = 0.15f;
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public float timeToMaxAirmoveSpeed = 0.25f;
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public float timeToMaxAirmoveSpeed = 0.025f;
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public float floatTime = 0.025f; // amount of time spent at max jump height before falling again
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public float floatTime = 0.05f; // amount of time spent at max jump height before falling again
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public float coyoteTime = 0.025f;
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public float coyoteTime = 0.1f;
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// this has to be public to be readable by the display, which is a code
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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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// smell.
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@ -35,6 +36,9 @@ public class PlayerController : MonoBehaviour {
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void Update() {
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void Update() {
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Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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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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float targetX = input.x * moveSpeed;
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if (Mathf.Abs(input.x) < 0.1) {
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targetX = 0;
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}
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Vector3 initialVelocity = velocity;
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Vector3 initialVelocity = velocity;
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if (moveController.collisions.above) {
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if (moveController.collisions.above) {
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@ -50,37 +54,119 @@ public class PlayerController : MonoBehaviour {
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if (Input.GetButtonDown("Jump")) {
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if (Input.GetButtonDown("Jump")) {
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setJumpState(JumpState.Ascending);
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setJumpState(JumpState.Ascending);
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velocity.y = jumpVelocity;
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velocity.y = jumpVelocity;
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if (input.x >= 0.25f) {
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velocity.x = moveSpeed*jumpHorizontalScaling;
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} else if (input.x <= -0.25f) {
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velocity.x = -moveSpeed*jumpHorizontalScaling;
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} else {
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velocity.x = 0f;
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}
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} else {
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} else {
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velocity.y = gravity * Time.deltaTime;
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velocity.y = gravity * Time.deltaTime;
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
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}
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}
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
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break;
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break;
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// case JumpState.Ascending:
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case JumpState.Ascending:
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// velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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// when ascending, you can alter your forward momentum, but you can't turn around.
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// velocity.y += gravity * Time.deltaTime;
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// if (velocity.y < maxFallSpeed) {
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// velocity.y = maxFallSpeed;
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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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// setJumpState(JumpState.Apex);
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// }
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// break;
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case JumpState.Apex:
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if (velocity.x >= 0) {
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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if (targetX >= 0) {
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float timeFloating = Time.time - jumpStateStart;
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// continuing to move in your current direction is a boost
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float floatTimeRemaining = floatTime - timeFloating;
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX*jumpHorizontalScaling, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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if (floatTimeRemaining < 0) {
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} else {
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velocity.y += gravity * -floatTimeRemaining;
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// moving in the opposite direction can slow you down but
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setJumpState(JumpState.Descending);
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// not turn you around
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velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX, 0, velocity.x), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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}
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} else {
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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*jumpHorizontalScaling, 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, Mathf.Clamp(targetX, velocity.x, 0), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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}
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}
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float n = (Time.time - jumpStateStart) / timeToJumpApex;
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n = Mathf.Clamp(n, 0, 1);
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if (Input.GetButtonDown("Jump") && n >= 0.75f) {
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velocity.y = jumpVelocity;
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if (input.x >= 0.25f) {
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velocity.x = moveSpeed*jumpHorizontalScaling;
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} else if (input.x <= -0.25f) {
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velocity.x = -moveSpeed*jumpHorizontalScaling;
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} else {
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velocity.x = 0f;
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}
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setJumpState(JumpState.Ascending);
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break;
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}
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if (Input.GetButton("Jump")) {
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if (n < 0.4f) {
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velocity.y = jumpVelocity;
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} else {
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velocity.y += gravity * Time.deltaTime * n * n;
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}
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} else {
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velocity.y += gravity * Time.deltaTime;
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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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velocity.y = 0;
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setJumpState(JumpState.Apex);
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}
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}
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break;
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case JumpState.Apex:
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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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velocity.x = moveSpeed*jumpHorizontalScaling;
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} else if (input.x <= -0.25f) {
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velocity.x = -moveSpeed*jumpHorizontalScaling;
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} else {
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velocity.x = 0f;
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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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float timeFloating = Time.time - jumpStateStart;
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float floatTimeRemaining = floatTime - timeFloating;
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if (floatTimeRemaining < 0) {
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velocity.y += gravity * -floatTimeRemaining;
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setJumpState(JumpState.Descending);
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} else {
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velocity.y = 0;
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}
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}
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break;
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case JumpState.Descending:
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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*moveSpeed;
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if (velocity.x >= 0) {
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velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX-drag, 0, 1f), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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} else {
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velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX+drag, -1, 0), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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}
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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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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break;
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break;
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case JumpState.CoyoteTime:
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case JumpState.CoyoteTime:
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@ -92,20 +178,15 @@ public class PlayerController : MonoBehaviour {
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float elapsedCoyoteTime = Time.time - jumpStateStart;
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float elapsedCoyoteTime = Time.time - jumpStateStart;
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float coyoteTimeRemaining = coyoteTime - elapsedCoyoteTime;
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float coyoteTimeRemaining = coyoteTime - elapsedCoyoteTime;
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if (coyoteTimeRemaining < 0) {
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if (coyoteTimeRemaining < 0) {
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velocity.y += gravity * -coyoteTimeRemaining;
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setJumpState(JumpState.Falling);
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setJumpState(JumpState.Falling);
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} else {
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velocity.y = 0;
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}
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}
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velocity.y += gravity * Time.deltaTime;
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}
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}
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break;
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break;
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default:
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default:
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
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velocity.y += gravity * Time.deltaTime;
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velocity.y += gravity * Time.deltaTime;
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if (velocity.y < maxFallSpeed) {
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velocity.y = maxFallSpeed;
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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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// 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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// frame, we should zero out the velocity to float instead.
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@ -116,6 +197,10 @@ public class PlayerController : MonoBehaviour {
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break;
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break;
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}
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}
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if (velocity.y < maxFallSpeed) {
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velocity.y = maxFallSpeed;
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}
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moveController.Move(velocity * Time.deltaTime);
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moveController.Move(velocity * Time.deltaTime);
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if (jumpState == JumpState.Grounded && !moveController.isGrounded) {
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if (jumpState == JumpState.Grounded && !moveController.isGrounded) {
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setJumpState(JumpState.CoyoteTime);
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setJumpState(JumpState.CoyoteTime);
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