diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index 92488c7..1b505cb 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -10,7 +10,6 @@ public class DropletMovement : MonoBehaviour private bool isGrounded = true; private float facingDirection = 1f; private bool isDropping = false; - // private float fallAngleThreshold = -45f; private float fallTimer; private bool isFalling; public float maxFallTime = 0.5f; @@ -38,28 +37,6 @@ public class DropletMovement : MonoBehaviour [System.Obsolete] void Update() { - - //reset falltimer when start the jump - // if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded) - // { - // fallTimer = 0f; //jump resets falltime - // } - - //fall damage - // if (isGrounded && fallTimer > 0.6f) - // { - // Destroy(gameObject); //TODO - // } - - //handle jump/midair variables - // if (isGrounded) - // { - // isFalling = false; - // } - // else - // { - // HandleMidairLogic(); - // } //dashing if (isDashing) @@ -116,11 +93,6 @@ public class DropletMovement : MonoBehaviour private void OnTriggerEnter2D(Collider2D other) { - /*if (other.CompareTag("Border")) - { - Destroy(gameObject); //for now it destroys the droplet - Debug.Log("Droplet dropped down, animation, game end!"); - }*/ //Hole if (other.CompareTag("Hole")) @@ -131,29 +103,6 @@ public class DropletMovement : MonoBehaviour } - // [System.Obsolete] - // private void HandleMidairLogic() - // { - // if (rb.linearVelocity.y >= 0) - // { - // isFalling = false; - // fallTimer = 0f; - // return; - // } - // - // float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg; - // //Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180 - // //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping) - // bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold)); - // - // if (fallingDown || rb.velocity.x == 0) - // { - // isFalling = true; - // fallTimer += Time.deltaTime; - // Debug.Log($"Fall time: {fallTimer:F2} seconds"); - // } - // } - private IEnumerator Dash() { canDash = false; @@ -223,7 +172,7 @@ public class DropletMovement : MonoBehaviour //move down the height of the collider float dropDistance = playerCollider.bounds.size.y; - float speed = dropDistance/duration; + float speed = dropDistance / duration; while (elapsed < duration) {