Merge pull request #3 from ProtoSharkk/dash
Dash ability in working teleporty state
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@@ -9,9 +9,10 @@ public class Teo : MonoBehaviour
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public float swingDistance = 10;
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public float swingDistance = 10;
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public float damageStrength = 10;
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public float damageStrength = 10;
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public float attackCooldownSeconds = 10;
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public float attackCooldownSeconds = 10;
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public float dashDistance = 5;
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public float dashDistance = 5F;
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public float dashCooldownSeconds = 5;
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public float dashCooldownSeconds = 5;
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public float lastAttackTime = 0;
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public float lastAttackTime = 0;
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public float lastDashTime = 0;
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Rigidbody2D controller;
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Rigidbody2D controller;
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GameState gameState;
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GameState gameState;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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@@ -32,6 +33,9 @@ public class Teo : MonoBehaviour
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Attack();
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Attack();
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lastAttackTime = Time.fixedTime;
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lastAttackTime = Time.fixedTime;
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}
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}
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if (Input.GetMouseButtonDown(1)) {
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StartCoroutine("Dash");
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}
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}
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}
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void Attack() {
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void Attack() {
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if (Time.fixedTime-lastAttackTime < attackCooldownSeconds) {
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if (Time.fixedTime-lastAttackTime < attackCooldownSeconds) {
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@@ -53,4 +57,14 @@ public class Teo : MonoBehaviour
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ratbot.Damage(damageStrength);
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ratbot.Damage(damageStrength);
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}
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}
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}
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}
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void Dash() {
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if (Time.fixedTime-lastDashTime < dashCooldownSeconds) return;
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lastDashTime = Time.fixedTime;
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transform.position += new Vector3(
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Input.mousePosition.x - Screen.width,
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Input.mousePosition.y - Screen.height,
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0
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).normalized * dashDistance;
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Debug.Log(controller.linearVelocity);
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}
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}
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}
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