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dyingIsMainstream
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gamejam-gpn15
dyingIsMainstream
Commits
ff0e9958
Commit
ff0e9958
authored
Jun 05, 2015
by
Philipp Adolf
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Make dash cool down longer on collision
parent
290b428f
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1 changed file
with
7 additions
and
2 deletions
+7
-2
PlayerControl.cs
Assets/Scripts/PlayerControl.cs
+7
-2
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Assets/Scripts/PlayerControl.cs
View file @
ff0e9958
...
@@ -21,6 +21,9 @@ public class PlayerControl : MonoBehaviour
...
@@ -21,6 +21,9 @@ public class PlayerControl : MonoBehaviour
public
float
dashStartSpeed
=
20.0f
;
public
float
dashStartSpeed
=
20.0f
;
public
float
dashEndSpeed
=
8.0f
;
public
float
dashEndSpeed
=
8.0f
;
public
float
dashCoolDown
=
0.5f
;
public
float
dashCoolDown
=
0.5f
;
public
float
dashCollisionCoolDown
=
1.5f
;
[
HideInInspector
]
public
float
currentDashCoolDown
=
0.0f
;
// public float jumpWaitTime = 2.0;
// public float jumpWaitTime = 2.0;
[
HideInInspector
]
[
HideInInspector
]
...
@@ -77,7 +80,8 @@ public class PlayerControl : MonoBehaviour
...
@@ -77,7 +80,8 @@ public class PlayerControl : MonoBehaviour
{
{
//TODO abfrage " is dashing"
//TODO abfrage " is dashing"
body
.
AddForce
(
_controller
.
getDirectionOfMovement
()
*
pushForce
);
body
.
AddForce
(
_controller
.
getDirectionOfMovement
()
*
pushForce
);
//TODO set is dashing to false
lastDashStart
=
Time
.
time
-
dashCompletionTime
;
currentDashCoolDown
=
dashCollisionCoolDown
;
}
}
}
}
...
@@ -102,6 +106,7 @@ public class PlayerControl : MonoBehaviour
...
@@ -102,6 +106,7 @@ public class PlayerControl : MonoBehaviour
{
{
lastDashStart
=
Time
.
time
;
lastDashStart
=
Time
.
time
;
currentDashDirection
=
dashDirection
;
currentDashDirection
=
dashDirection
;
currentDashCoolDown
=
dashCoolDown
;
}
}
if
(
isDashing
())
if
(
isDashing
())
...
@@ -179,7 +184,7 @@ public class PlayerControl : MonoBehaviour
...
@@ -179,7 +184,7 @@ public class PlayerControl : MonoBehaviour
private
bool
canDash
()
private
bool
canDash
()
{
{
return
getDashTime
()
>=
dashCompletionTime
+
d
ashCoolDown
;
return
getDashTime
()
>=
dashCompletionTime
+
currentD
ashCoolDown
;
}
}
/*==========Power Ups // Bullet management ===*/
/*==========Power Ups // Bullet management ===*/
...
...
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