character collider issues - WIP
This commit is contained in:
@@ -188,7 +188,7 @@ AnimatorStateMachine:
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m_Position: {x: 170, y: 70, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -7806160175022390470}
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- serializedVersion: 1
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m_State: {fileID: -8721553355552428637}
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m_Position: {x: 490, y: 220, z: 0}
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@@ -355,10 +355,10 @@ AnimatorStateTransition:
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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@@ -377,10 +377,10 @@ AnimatorStateTransition:
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionDuration: 0
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m_TransitionOffset: 0
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m_ExitTime: 0.75
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m_HasExitTime: 0
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m_ExitTime: 0.0000000065884236
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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@@ -429,10 +429,10 @@ AnimatorStateTransition:
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionDuration: 0
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m_TransitionOffset: 0
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m_ExitTime: 0.75
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m_HasExitTime: 0
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m_ExitTime: 0.0000000030368514
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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@@ -5366,8 +5366,8 @@ CapsuleCollider2D:
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: -0.17, y: 0.03}
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m_Size: {x: 0.6, y: 0.89}
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m_Offset: {x: 0, y: 0}
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m_Size: {x: 0.8, y: 0.89}
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m_Direction: 0
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--- !u!1 &1744467215
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GameObject:
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@@ -945,7 +945,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 965998752200834250, guid: a7f273d812293e54d92972f62e1f0159, type: 3}
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propertyPath: m_LocalPosition.y
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value: 1.16
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value: 0.17
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objectReference: {fileID: 0}
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- target: {fileID: 965998752200834250, guid: a7f273d812293e54d92972f62e1f0159, type: 3}
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propertyPath: m_LocalPosition.z
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@@ -1944,83 +1944,6 @@ PrefabInstance:
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m_AddedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 3d1aa56cd139405448c73b1385177b04, type: 3}
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--- !u!1 &1986976692
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GameObject:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1986976694}
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- component: {fileID: 1986976693}
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m_Layer: 3
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m_Name: GameObject (1)
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!61 &1986976693
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BoxCollider2D:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1986976692}
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m_Enabled: 1
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m_Density: 1
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m_Material: {fileID: 0}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_ForceSendLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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m_ForceReceiveLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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m_ContactCaptureLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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m_CallbackLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: 0, y: 0}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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oldSize: {x: 0, y: 0}
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newSize: {x: 0, y: 0}
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adaptiveTilingThreshold: 0
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drawMode: 0
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adaptiveTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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m_Size: {x: 1, y: 1}
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m_EdgeRadius: 0
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--- !u!4 &1986976694
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1986976692}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -6.57, y: -0.37200636, z: 3.67}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 4
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &1991073249
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PrefabInstance:
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m_ObjectHideFlags: 0
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+62
-39
@@ -17,10 +17,9 @@ public abstract class Character : MonoBehaviour
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private Rigidbody2D _body;
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//private BoxCollider2D _boxCollider;
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private CapsuleCollider2D _boxCollider;
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private CapsuleCollider2D _capsuleCollider;
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protected bool _isOnBridge;
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protected bool _isOnLadder;
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protected bool _isOnLadder = false;
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protected bool _isFalling;
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protected bool _facingRight = true;
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@@ -28,11 +27,11 @@ public abstract class Character : MonoBehaviour
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protected bool isAllowVertical = true;
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protected bool isAllowRight = true;
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protected bool isAllowLeft = true;
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float v_movement = 0;
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private void Start()
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{
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_body = GetComponent<Rigidbody2D>();
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_boxCollider = GetComponent<CapsuleCollider2D>();
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_capsuleCollider = GetComponent<CapsuleCollider2D>();
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}
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protected void MoveTo(float inputHorizontal, float inputVertical)
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@@ -41,8 +40,8 @@ public abstract class Character : MonoBehaviour
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_isOnBridge = mapElement == MapElementType.Bridge && !_isFalling;
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if (mapElement == MapElementType.Wall || _isOnLadder
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|| _isOnBridge || mapElement == MapElementType.BreakableWall)
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if (mapElement == MapElementType.Wall)
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//|| _isOnLadder || _isOnBridge || mapElement == MapElementType.BreakableWall)
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{
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var leftCheck = GetMapElement(Vector2.left);
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var rightCheck = GetMapElement(Vector2.right);
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@@ -52,8 +51,8 @@ public abstract class Character : MonoBehaviour
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isAllowVertical = false;
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_isFalling = false;
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float h_movement = inputHorizontal;
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if (h_movement > 0 && !_facingRight || h_movement < 0 && _facingRight)
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{
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FlipCharacter();
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@@ -61,25 +60,30 @@ public abstract class Character : MonoBehaviour
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SetWalkingAnimation(h_movement != 0);
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var upperElement = GetMapElement(Vector2.up);
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_isOnLadder = mapElement == MapElementType.Ladder || upperElement == MapElementType.Ladder;
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//_isOnLadder = mapElement == MapElementType.Ladder && leftCheck == MapElementType.Ladder && rightCheck== MapElementType.Ladder;
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if (_isOnLadder)
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if (mapElement == MapElementType.Ladder || (leftCheck == MapElementType.Ladder && rightCheck == MapElementType.Ladder))
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{
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float v_movement = inputVertical;
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print($"On ladder v_speed {v_movement}");
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isAllowVertical = true;
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_isOnLadder = true;
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float v_movement = inputVertical;
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if (v_movement > 0 && upperElement != MapElementType.Ladder)
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{
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v_movement = 0;
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}
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//if (v_movement != 0)
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//{
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//if (v_movement > 0 && mapElement != MapElementType.Ladder)
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//{
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// v_movement = 0;
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//}
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SetClimbingAnimation(v_movement != 0);
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SetClimbingAnimation(v_movement != 0);
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//}
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_body.velocity = new Vector2(h_movement * MovementSpeed, v_movement * MovementSpeed);
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}
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else
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{
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print("On ground");
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_body.velocity = new Vector2(h_movement * MovementSpeed, _body.velocity.y);
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}
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}
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@@ -88,28 +92,7 @@ public abstract class Character : MonoBehaviour
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_isFalling = true;
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}
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}
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private MapElementType GetMapElement(Vector2 direction)
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{
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var raycastHit = Physics2D.BoxCast(_boxCollider.bounds.center, _boxCollider.bounds.size, 0f, direction, 0.01f, _mapLayer);
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if (raycastHit)
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{
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var mapElement = raycastHit.transform.GetComponent<MapElement>();
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if (mapElement == null || !mapElement.IsEnabled)
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{
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return MapElementType.Empty;
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}
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return mapElement.ElementSO.ElementType;
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}
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return MapElementType.Empty;
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}
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protected abstract void SetWalkingAnimation(bool isWalking);
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protected abstract void SetClimbingAnimation(bool isClimbing);
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private void FixedUpdate()
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{
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if (_isOnLadder || _isOnBridge)
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{
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_body.gravityScale = 0;
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@@ -123,14 +106,54 @@ public abstract class Character : MonoBehaviour
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_body.velocity = new Vector2(0, _body.velocity.y);
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SetWalkingAnimation(false);
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if (GetMapElement(Vector2.down) == MapElementType.Ladder)
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if (mapElement == MapElementType.Ladder)
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{
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_body.velocity = Vector2.zero;
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_isOnLadder = true;
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}
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}
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}
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private MapElementType GetMapElement(Vector2 direction)
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{
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Vector2 rayStartPoint;
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if (direction==Vector2.down)
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rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y -0.1f);
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else
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rayStartPoint = new Vector2(_capsuleCollider.bounds.center.x + direction.x / 2, _capsuleCollider.bounds.min.y );
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var boundsSize = new Vector2(_capsuleCollider.bounds.size.x - 0.05f, 0.1f);
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var raycastHit = Physics2D.BoxCast(rayStartPoint, boundsSize, 0f, direction, 1f, _mapLayer);
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MapElementType returnValue;
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Color color = Color.red;
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if (raycastHit)
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{
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var mapElement = raycastHit.transform.GetComponent<MapElement>();
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if (!mapElement.IsEnabled)
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{
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color = Color.white;
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returnValue = MapElementType.Empty;
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}
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else
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{
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color = Color.green;
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returnValue = mapElement.ElementSO.ElementType;
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}
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}
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else
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{
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returnValue = MapElementType.Empty;
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}
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Debug.DrawRay(rayStartPoint, direction, color);
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return returnValue;
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}
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protected abstract void SetWalkingAnimation(bool isWalking);
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protected abstract void SetClimbingAnimation(bool isClimbing);
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private void FlipCharacter()
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{
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Vector3 currentScale = gameObject.transform.localScale;
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