Fixed infinite jump glitch, fixed jumping on walls

main
Ivy 4 years ago
parent e31866ea5b
commit 13cbb24c5e

@ -3574,7 +3574,7 @@ GameObject:
- component: {fileID: 1716577441}
m_Layer: 0
m_Name: Oneway
m_TagString: Floor
m_TagString: OneWay
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0

@ -39,7 +39,6 @@ public class GameManager : MonoBehaviour
private AudioSource sound;
s
public string sceneToLoad = "";
public AudioClip[] music;
@ -55,8 +54,6 @@ s
DontDestroyOnLoad(canvas);
DontDestroyOnLoad(events);
DontDestroyOnLoad(player);
DontDestroyOnLoad(powerUps);
}
else
{
@ -81,7 +78,6 @@ s
// Update is called once per frame
void Update()
{
doPowerupCheck();
if (SceneManager.GetActiveScene().name == "Spawn" || SceneManager.GetActiveScene().name == "EnemyTunnel" || SceneManager.GetActiveScene().name == "RouteToTower" || SceneManager.GetActiveScene().name == "Tower" || SceneManager.GetActiveScene().name == "PathToBoss" || SceneManager.GetActiveScene().name == "BossRoom") {
sound.clip = music[0];
} else if (SceneManager.GetActiveScene().name == "Museum") {
@ -130,11 +126,6 @@ s
spriteToFade.SetActive(false);
}
private void doPowerupCheck()
{
}
public GameObject GetPlayer()
{
return player;

@ -19,8 +19,6 @@ public class GliderPowerupPickup : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
Debug.Log("Glider Powerup Obtained");
//GameManager.Instance.obtainedPowerups.Add(Powerup.Glider);
//GameManager.Instance.powerupStatus.Add(false);
GameManager.Instance.enablePowerup(0);
Destroy(gameObject);
}

@ -17,8 +17,8 @@ public class movement : MonoBehaviour
public float _MinAcc = -1.0f;
public float _Deceleration = 2f;
public float jumpForce = 350;
public float maxJumps = 1;
private float numJumps;
public int maxJumps = 1;
public int numJumps;
private bool isGrounded = true;
public AudioClip[] clips;
@ -36,11 +36,6 @@ public class movement : MonoBehaviour
// Update is called once per frame
void Update()
{
if (rb2d.velocity.y < 0.0001f && rb2d.velocity.y > -0.0001f)
{
isGrounded = true;
numJumps = maxJumps;
}
if (Input.GetKeyDown("space") && numJumps > 0)
{
@ -130,8 +125,18 @@ public class movement : MonoBehaviour
}
private void OnCollisionEnter2D(Collision2D collision)
{
{
if (collision.contacts.Length > 0)
{
//http://answers.unity.com/answers/130167/view.html
//Check collisions from the bottom of the player, or from one way platforms to increase jumps.
ContactPoint2D contact = collision.contacts[0];
if ((Vector3.Dot(contact.normal, Vector3.up) > 0.5) || collision.gameObject.CompareTag("OneWay"))
{
isGrounded = true;
numJumps = maxJumps;
}
}
}
private void JumpAnimation()

@ -12,6 +12,7 @@ TagManager:
- Dog
- Projectile
- EnemyPlatform
- OneWay
layers:
- Default
- TransparentFX

@ -6,31 +6,31 @@ EditorUserSettings:
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