fixed velocity handling for bounciness
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@@ -4,6 +4,7 @@ using Object = System.Object;
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public class DamageHandler : MonoBehaviour
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public class DamageHandler : MonoBehaviour
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{
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{
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private Rigidbody2D rb;
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public float threshold = 2.5f;
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public float threshold = 2.5f;
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public float multiplier = 0.5f;
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public float multiplier = 0.5f;
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@@ -11,23 +12,35 @@ public class DamageHandler : MonoBehaviour
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public float health;
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public float health;
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public float minSize = 0.4f;
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public float minSize = 0.4f;
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private float lastYVelocity;
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private void Awake()
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{
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rb = GetComponent<Rigidbody2D>();
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}
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private void Start()
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private void Start()
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{
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{
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threshold = 2.5f;
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threshold = 10f;
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multiplier = 0.5f;
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multiplier = 0.1f;
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maxHealth = 1f;
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maxHealth = 1f;
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minSize = 0.8f;
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minSize = 0.8f;
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health = maxHealth;
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health = maxHealth;
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}
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}
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private void FixedUpdate()
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{
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lastYVelocity = rb.linearVelocityY;
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}
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private void OnCollisionEnter2D(Collision2D other)
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private void OnCollisionEnter2D(Collision2D other)
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{
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{
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float fallSpeed = GetComponent<Rigidbody2D>().linearVelocityY;
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float fallSpeed = lastYVelocity;
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if (fallSpeed > threshold)
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if (fallSpeed < -threshold)
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{
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{
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float fallDamage = (fallSpeed - threshold) * multiplier;
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float fallDamage = (-fallSpeed - threshold) * multiplier;
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Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
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Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
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UpdateHealth(health - fallDamage);
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UpdateHealth(health - fallDamage);
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// Debug.Log($"New health:{health - fallDamage}");
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// Debug.Log($"New health:{health - fallDamage}");
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@@ -38,6 +51,7 @@ public class DamageHandler : MonoBehaviour
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}
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}
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}
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}
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public void UpdateHealth(float health)
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public void UpdateHealth(float health)
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{
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{
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this.health = health;
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this.health = health;
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