Fixed walljumping, finalized shrink logic

main
thoopchuk26 5 years ago
parent a3ddcba214
commit ec94002a7e

@ -144,7 +144,14 @@ public class GameManager : MonoBehaviour
if (obtainedPowerups.Contains(Powerup.Shrink)) if (obtainedPowerups.Contains(Powerup.Shrink))
{ {
if (Input.GetKeyDown("2") && !player.GetComponent<Shrink>().isShrunk)
{
player.GetComponent<Shrink>().startShrinking();
}
if (Input.GetKeyDown("2") && player.GetComponent<Shrink>().isShrunk)
{
player.GetComponent<Shrink>().startUnShrinking();
}
} }
} }

@ -5,9 +5,8 @@ using UnityEngine;
public class Shrink : MonoBehaviour public class Shrink : MonoBehaviour
{ {
private GameObject player; private GameObject player;
private CapsuleCollider2D hitbox; private bool canUnShrink = true;
private bool canShrink = false; public bool isShrunk = true;
private float timer = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -17,12 +16,12 @@ public class Shrink : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
timer += Time.deltaTime;
} }
public void startShrinking() public void startShrinking()
{ {
if (canShrink) if (canUnShrink)
{ {
for(int i = 0; i < 3; i++) for(int i = 0; i < 3; i++)
{ {
@ -35,7 +34,7 @@ public class Shrink : MonoBehaviour
public void startUnShrinking() public void startUnShrinking()
{ {
if (canShrink) if (canUnShrink)
{ {
for(int i = 0; i<3; i++) for(int i = 0; i<3; i++)
{ {
@ -48,11 +47,11 @@ public class Shrink : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
canShrink = false; canUnShrink = false;
} }
private void OnTriggerExit2D(Collider2D collision) private void OnTriggerExit2D(Collider2D collision)
{ {
canShrink = true; canUnShrink = true;
} }
} }

@ -125,9 +125,12 @@ public class movement : MonoBehaviour
private void OnCollisionEnter2D(Collision2D collision) private void OnCollisionEnter2D(Collision2D collision)
{ {
numJumps = maxJumps; if(collision.gameObject.tag == "Floor")
isGrounded = true; {
Debug.Log("Able to Jump"); numJumps = maxJumps;
isGrounded = true;
Debug.Log("Able to Jump");
}
} }
private void JumpAnimation() private void JumpAnimation()

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