Jump repair, add artefact prefab
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PlayerManager : MonoBehaviour
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{
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@@ -165,7 +166,7 @@ public class PlayerManager : MonoBehaviour
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public void Die()
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{
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Application.LoadLevel(Application.loadedLevel);
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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void Animation()
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@@ -218,7 +219,7 @@ public class PlayerManager : MonoBehaviour
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{
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pushPullObject = null;
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rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 5 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.right * (run ? runSpeed : speed) * 15 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.up * jump * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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@@ -311,6 +312,11 @@ public class PlayerManager : MonoBehaviour
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{
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if (other.tag == "Ground" || other.tag == "Objects")
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{
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rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 10 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.up * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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onGround = false;
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dash = false;
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}
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@@ -1,13 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PowerCubeManager : MonoBehaviour
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{
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public enum PowerType {Nothing, Bigger, Faster, Jumper};
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public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact};
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public PowerType powerType = PowerType.Nothing;
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public float powerTime = 5f;
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public float powerUnit = 10f;
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private bool interact = false;
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public string nextSceneName;
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private MeshRenderer meshRenderer;
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void Start()
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{
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@@ -22,11 +26,42 @@ public class PowerCubeManager : MonoBehaviour
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{
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GetComponentInChildren<MeshRenderer>().material.color = Color.green;
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}
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else if (powerType == PowerType.Artefact)
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{
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meshRenderer = GetComponentInChildren<MeshRenderer>();
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meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
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meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f));
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}
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}
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void Update()
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{
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if (interact) {
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if (powerType == PowerType.Artefact)
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{
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if (Input.GetKeyUp(KeyCode.E))
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{
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SceneManager.LoadScene(nextSceneName);
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}
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}
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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meshRenderer.materials[1].SetFloat("_Outline", 0.01f);
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interact = true;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
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interact = false;
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}
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}
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}
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