Rework movement system to not directly write velocity
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@@ -241,7 +241,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: -4152331571693237436, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: m_LinearDamping
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value: 0
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value: 15
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objectReference: {fileID: 0}
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- target: {fileID: -4152331571693237436, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: m_CollisionDetection
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@@ -315,6 +315,10 @@ PrefabInstance:
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propertyPath: m_RenderPostProcessing
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: dashDistance
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value: 1000
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objectReference: {fileID: 0}
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- target: {fileID: 6118034672792182209, guid: e05928a0d673caf999d31b31b994a112, type: 3}
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propertyPath: attackCooldownSeconds
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value: 3
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@@ -25,10 +25,10 @@ public class Teo : MonoBehaviour
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// Update is called once per frame
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void Update() {
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// Move player
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controller.linearVelocity = new Vector2 (
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controller.AddRelativeForce (new Vector2 (
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Input.GetAxis("Horizontal"),
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Input.GetAxis("Vertical")
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).normalized * moveSpeed + dashVelocity;
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).normalized * moveSpeed);
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// Attack on click if not on cooldown
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if (Input.GetMouseButtonDown(0)) {
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Attack();
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@@ -60,11 +60,18 @@ public class Teo : MonoBehaviour
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}
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void Dash() {
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if (Time.fixedTime-lastDashTime < dashCooldownSeconds) return;
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BoxCollider2D collider = GetComponent<BoxCollider2D>();
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lastDashTime = Time.fixedTime;
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transform.position += new Vector3(
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collider.enabled = false;
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controller.linearDamping = 0;
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controller.AddRelativeForce (new Vector2(
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Input.mousePosition.x - Screen.width/2,
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Input.mousePosition.y - Screen.height/2,
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0
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).normalized * dashDistance;
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Input.mousePosition.y - Screen.height/2
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).normalized * dashDistance);
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Debug.Log("before");
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new WaitForSeconds(2F);
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Debug.Log("after");
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controller.linearDamping = 15;
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collider.enabled = true;
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}
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}
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