wind!!
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@@ -3224,6 +3224,54 @@ Transform:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::WindManager
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windStrength: 2
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windDuration: 10
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minTimeBetweenWind: 5
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maxTimeBetweenWind: 20
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@@ -3796,3 +3844,4 @@ SceneRoots:
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- {fileID: 750131492}
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- {fileID: 2060894014}
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@@ -109,9 +109,18 @@ public class DropletMovement : MonoBehaviour
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if (isDashing || isDropping)
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{
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return;
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}
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} // was here before
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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float windForce = 0f;
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if (WindManager.Instance != null)
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{
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windForce = WindManager.Instance.CurrentWindForce;
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}
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rb.linearVelocity = new Vector2(movement.x * moveSpeed + windForce, rb.linearVelocity.y);
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//used to be rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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private void OnTriggerEnter2D(Collider2D other)
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@@ -0,0 +1,47 @@
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using UnityEngine;
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using System.Collections;
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public class WindManager : MonoBehaviour
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{
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public static WindManager Instance;
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public float windStrength = 5f;
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public float windDuration = 10f;
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public float minTimeBetweenWind = 5f;
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public float maxTimeBetweenWind = 20f;
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public float CurrentWindForce { get; private set; }
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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StartCoroutine(WindRoutine());
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}
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IEnumerator WindRoutine()
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{
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while (true)
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{
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float waitTime = Random.Range(
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minTimeBetweenWind,
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maxTimeBetweenWind
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);
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yield return new WaitForSeconds(waitTime);
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CurrentWindForce =
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Random.value < 0.5f
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? -windStrength
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: windStrength;
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yield return new WaitForSeconds(windDuration);
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CurrentWindForce = 0f;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 77a372e261eab9a4b9b6cf05e6c6e576
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