jump merge conflict idk
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@@ -2,47 +2,39 @@ using UnityEngine;
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public class DropletMovement : MonoBehaviour
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public class DropletMovement : MonoBehaviour
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{
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{
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<<<<<<< Updated upstream
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public float moveSpeed = 5f;
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private Rigidbody2D rb;
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private Vector2 movement;
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=======
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private Rigidbody2D rb;
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private Rigidbody2D rb;
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public float moveSpeed = 5f;
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public float moveSpeed = 5f;
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public float jumpingPower = 5f;
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public float jumpingPower = 5f;
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private Vector2 movement;
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private Vector2 movement;
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private Animator playerAnim; //for animation
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private Animator playerAnim;
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private float xInput;
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private float xInput;
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//helper variables
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private bool isGrounded = true;
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private bool isGrounded = true;
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[SerializeField] private float dashSpeed;
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[SerializeField] private float dashSpeed;
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[SerializeField] private float dashDuration;
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[SerializeField] private float dashDuration;
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private float dashTime;
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private float dashTime;
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>>>>>>> Stashed changes
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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void Start()
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{
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{
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rb = GetComponent<Rigidbody2D>();
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rb = GetComponent<Rigidbody2D>();
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}
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}
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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movement.x = Input.GetAxisRaw("Horizontal");
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movement.x = Input.GetAxisRaw("Horizontal");
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movement.y = Input.GetAxisRaw("Vertical");
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if (isGrounded && Input.GetKeyDown(KeyCode.Space))
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if (isGrounded && Input.GetKeyDown(KeyCode.Space))
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{
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{
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rb.AddForce(Vector2.up * jumpingPower, ForceMode2D.Impulse);
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rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
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}
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}
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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rb.linearVelocity = movement.normalized * moveSpeed;
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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}
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}
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}
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