Fixed switching
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362b213e48
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@ -8,4 +8,4 @@ PhysicsMaterial2D:
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m_PrefabAsset: {fileID: 0}
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m_Name: Slippery
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friction: 0
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bounciness: 0.9
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bounciness: 1
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@ -151,9 +151,131 @@ Transform:
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--- !u!50 &342133044
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m_Material: {fileID: 0}
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m_SleepingMode: 1
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--- !u!58 &342133045
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m_Material: {fileID: 0}
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serializedVersion: 2
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m_Radius: 0.5
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--- !u!1 &519420028
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GameObject:
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m_ObjectHideFlags: 0
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@ -3,7 +3,7 @@ using UnityEngine.Events;
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public class CharacterController2D : MonoBehaviour
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{
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[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
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public float m_JumpForce = 400f; // Amount of force added when the player jumps.
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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@ -12,6 +12,7 @@ public class PlayerControls : MonoBehaviour
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public CharacterController2D controller;
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public float runspeed = 40f;
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float horizonatalaxis = 0f;
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bool jumping = false;
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bool switchy = false;
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@ -30,16 +31,19 @@ public class PlayerControls : MonoBehaviour
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if(Input.GetButtonDown("Switch")) {
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switchy = !switchy;
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if (switchy){
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sprite.flipY = true;
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rigidbody.sharedMaterial = top;
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controller.m_JumpForce = controller.m_JumpForce * 1.2f;
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}
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else {
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sprite.flipY = false;
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rigidbody.sharedMaterial = bottom;
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controller.m_JumpForce = controller.m_JumpForce * 0.8f;
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}
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}
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if (switchy){
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sprite.flipY = true;
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rigidbody.sharedMaterial = top;
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}
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else {
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sprite.flipY = false;
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rigidbody.sharedMaterial = bottom;
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}
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}
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void FixedUpdate(){
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