Changed Player Sprite to wizard
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70
Assets/Animations/Player_Attack 1.anim
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public class DeadFlowState : GameFlowState {
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@ -47,7 +47,10 @@ public class PlayerMovement : MonoBehaviour {
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void Start() {
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globalCamera.SetActive(true);
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currentState.EnterState();
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void OnDrawGizmos() => currentState?.OnDrawGizmos();
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void OnGameFlowStateChanged(BaseState oldState, BaseState newState) {
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if (newState is GameFlowManager.DeadFlowState)
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SwitchState(new DeadMovementState(this));
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}
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#endregion
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#region Flip
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public override BaseState? FixedUpdateState() {
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float currentTime = Time.time - startTime;
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if(currentTime >= duration/2 && playerMovement.animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Jump"))playerMovement.animator.Play("Player_Fall");
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return Transition();
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@ -242,36 +251,36 @@ public class PlayerMovement : MonoBehaviour {
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}
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class ExitSafeZoneMovementState : JumpingMovementState {
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readonly SafeZone safeZone;
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readonly SafeZone safeZone;
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public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) {
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this.safeZone = safeZone;
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}
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public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) {
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this.safeZone = safeZone;
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}
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public override void LeaveState() {
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base.LeaveState();
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public override void LeaveState() {
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base.LeaveState();
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playerMovement.rb.SetEnabled(true);
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}
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playerMovement.rb.SetEnabled(true);
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}
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protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t);
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}
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class ImmobileMovementState : BaseStatePlayerMovement {
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public ImmobileMovementState(PlayerMovement playerMovement) : base(playerMovement) {}
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public override void EnterState() {
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base.EnterState();
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public ImmobileMovementState(PlayerMovement playerMovement) : base(playerMovement) {}
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public override void EnterState() {
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base.EnterState();
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playerMovement.globalCamera.SetActive(true);
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if (!playerMovement.rb.isKinematic)
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Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone).");
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}
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playerMovement.globalCamera.SetActive(true);
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if (!playerMovement.rb.isKinematic)
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Debug.LogWarning("Rigidbody should probably be kinematic when immobile (when in safe zone).");
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}
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public override void LeaveState() {
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base.LeaveState();
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playerMovement.globalCamera.SetActive(false);
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}
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public override void LeaveState() {
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base.LeaveState();
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playerMovement.globalCamera.SetActive(false);
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}
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#if UNITY_EDITOR
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public override void OnDrawGizmos() {
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@ -290,5 +299,14 @@ public class PlayerMovement : MonoBehaviour {
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#endif
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}
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class DeadMovementState : BaseStatePlayerMovement{
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public DeadMovementState(PlayerMovement playerMovement) : base(playerMovement) {}
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public override void EnterState() {
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base.EnterState();
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playerMovement.animator.Play("Player_Death");
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}
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}
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#endregion
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}
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m_LoopBlendPositionY: 0
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m_LoopBlendPositionXZ: 0
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m_KeepOriginalPositionXZ: 0
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m_EulerEditorCurves: []
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m_HasMotionFloatCurves: 0
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m_Events: []
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8
Assets/TestAnim/WizardRun.anim.meta
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assetBundleName:
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assetBundleVariant:
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