Moved fall damage to DamageHandler
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@@ -10,7 +10,7 @@ public class DropletMovement : MonoBehaviour
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private bool isGrounded = true;
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private float facingDirection = 1f;
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private bool isDropping = false;
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private float fallAngleThreshold = -45f;
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// private float fallAngleThreshold = -45f;
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private float fallTimer;
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private bool isFalling;
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public float maxFallTime = 0.5f;
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@@ -40,25 +40,26 @@ public class DropletMovement : MonoBehaviour
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{
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//reset falltimer when start the jump
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if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded)
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{
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fallTimer = 0f; //jump resets falltime
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}
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// if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded)
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// {
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// fallTimer = 0f; //jump resets falltime
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// }
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//fall damage
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if (isGrounded && fallTimer > 0.6f)
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{
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Destroy(gameObject); //TODO
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}
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// if (isGrounded && fallTimer > 0.6f)
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// {
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// Destroy(gameObject); //TODO
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// }
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//handle jump/midair variables
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if (isGrounded)
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{
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isFalling = false;
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} else
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{
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HandleMidairLogic();
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}
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// if (isGrounded)
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// {
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// isFalling = false;
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// }
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// else
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// {
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// HandleMidairLogic();
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// }
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//dashing
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if (isDashing)
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@@ -129,28 +130,28 @@ public class DropletMovement : MonoBehaviour
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}
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[System.Obsolete]
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private void HandleMidairLogic()
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{
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if (rb.linearVelocity.y >= 0)
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{
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isFalling = false;
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fallTimer = 0f;
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return;
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}
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float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg;
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//Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180
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//Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping)
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bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold));
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if (fallingDown || rb.velocity.x == 0)
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{
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isFalling = true;
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fallTimer += Time.deltaTime;
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Debug.Log($"Fall time: {fallTimer:F2} seconds");
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}
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}
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// [System.Obsolete]
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// private void HandleMidairLogic()
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// {
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// if (rb.linearVelocity.y >= 0)
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// {
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// isFalling = false;
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// fallTimer = 0f;
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// return;
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// }
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//
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// float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg;
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// //Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180
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// //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping)
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// bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold));
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//
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// if (fallingDown || rb.velocity.x == 0)
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// {
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// isFalling = true;
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// fallTimer += Time.deltaTime;
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// Debug.Log($"Fall time: {fallTimer:F2} seconds");
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// }
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// }
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private IEnumerator Dash()
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{
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