Blood of CUBE runs thin after being hit now
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@ -7,6 +7,7 @@ using UnityEditor;
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public class PlayerController : MonoBehaviour
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public class PlayerController : MonoBehaviour
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{
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{
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[Header("Keybinds")]
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[Header("Keybinds")]
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public KeyCode forwardKey = KeyCode.W;
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public KeyCode forwardKey = KeyCode.W;
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public KeyCode backwardKey = KeyCode.S;
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public KeyCode backwardKey = KeyCode.S;
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@ -25,8 +26,6 @@ public class PlayerController : MonoBehaviour
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public KeyCode dashKey = KeyCode.LeftShift;
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public KeyCode dashKey = KeyCode.LeftShift;
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public bool canDash = true;
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public bool canDash = true;
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public float dashCooldownTimer = 0f;
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public float dashCooldownTimer = 0f;
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[Header("Particles")]
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public ParticleSystem particleSystem;
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public ParticleSystem particleSystem;
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public Transform particleTransform;
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public Transform particleTransform;
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@ -35,6 +34,7 @@ public class PlayerController : MonoBehaviour
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public string enemyTag = "Enemy";
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public string enemyTag = "Enemy";
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public float invulnerabilityTimeSeconds = 0.25f;
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public float invulnerabilityTimeSeconds = 0.25f;
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public int lives = 3;
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public int lives = 3;
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public ParticleSystem bloodParticleSystem;
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[Header("Audio")]
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[Header("Audio")]
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public AudioSource metalPipe;
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public AudioSource metalPipe;
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@ -124,16 +124,19 @@ public class PlayerController : MonoBehaviour
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void HandlePlayerHit()
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void HandlePlayerHit()
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{
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{
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lastHit = Time.time;
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metalPipe.Play(); // Play damage sound effect
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lives--;
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lives--;
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// Update visual feedback (if any) for losing a life, e.g. hearts
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if (lives <= 0)
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if (lives <= 0)
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{
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{
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ExitGame();
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ExitGame();
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}
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}
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bloodParticleSystem.Play();
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lastHit = Time.time;
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metalPipe.Play(); // Play damage sound effect
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// Update visual feedback (if any) for losing a life, e.g. hearts
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}
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}
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void ExitGame()
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void ExitGame()
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